Very Basic MMD Options Panel (MASSIVE WIP)

This is a massive WIP most options don't work yet. However this is the start of it.
This commit is contained in:
Yusarina
2024-09-25 23:48:16 +01:00
parent adb549a4d4
commit 6c918b8209
3 changed files with 333 additions and 1 deletions
+1 -1
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@@ -33,7 +33,7 @@ def register():
#finally register properties that may use some classes.
core.register.register_properties()
from functions.mesh_tools import AvatarToolkit_OT_ApplyShapeKey
from .functions.mesh_tools import AvatarToolkit_OT_ApplyShapeKey
bpy.types.MESH_MT_shape_key_context_menu.append((lambda self, context: self.layout.separator()))
bpy.types.MESH_MT_shape_key_context_menu.append((lambda self, context: self.layout.operator(AvatarToolkit_OT_ApplyShapeKey.bl_idname, icon="KEY_HLT")))
+303
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@@ -0,0 +1,303 @@
import bpy
import numpy as np
from bpy.types import Operator, Context, Material, ShaderNodeTexImage, ShaderNodeGroup
from ..core.register import register_wrap
from ..functions.translations import t
from ..core.common import get_selected_armature, is_valid_armature, get_all_meshes, init_progress, update_progress, finish_progress
from ..functions.additional_tools import AvatarToolKit_OT_ConnectBones, AvatarToolKit_OT_DeleteBoneConstraints
from ..functions.armature_modifying import AvatarToolkit_OT_RemoveZeroWeightBones, AvatarToolkit_OT_MergeBonesToParents
@register_wrap
class AvatarToolKit_OT_CleanupMesh(Operator):
bl_idname = "avatar_toolkit.cleanup_mesh"
bl_label = t("MMDOptions.cleanup_mesh.label")
bl_description = t("MMDOptions.cleanup_mesh.desc")
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context: Context) -> set[str]:
init_progress(context, 4)
update_progress(self, context, t("MMDOptions.removing_empty_objects"))
bpy.ops.object.select_all(action='DESELECT')
for obj in context.scene.objects:
if obj.type == 'EMPTY':
obj.select_set(True)
bpy.ops.object.delete()
update_progress(self, context, t("MMDOptions.removing_unused_vertex_groups"))
for obj in get_all_meshes(context):
vgroups = obj.vertex_groups
for vgroup in vgroups:
if not any(vgroup.index in [g.group for g in v.groups] for v in obj.data.vertices):
vgroups.remove(vgroup)
update_progress(self, context, t("MMDOptions.removing_unused_vertices"))
for obj in get_all_meshes(context):
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete_loose()
bpy.ops.object.mode_set(mode='OBJECT')
update_progress(self, context, t("MMDOptions.cleanup_complete"))
finish_progress(context)
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_OptimizeWeights(Operator):
bl_idname = "avatar_toolkit.optimize_weights"
bl_label = t("MMDOptions.optimize_weights.label")
bl_description = t("MMDOptions.optimize_weights.desc")
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context: Context) -> set[str]:
armature = get_selected_armature(context)
if not armature:
self.report({'ERROR'}, t("MMDOptions.no_armature_selected"))
return {'CANCELLED'}
init_progress(context, 3)
update_progress(self, context, t("MMDOptions.merging_weights"))
for obj in get_all_meshes(context):
for modifier in obj.modifiers:
if modifier.type == 'ARMATURE' and modifier.object != armature:
bpy.ops.object.modifier_apply(modifier=modifier.name)
update_progress(self, context, t("MMDOptions.removing_zero_weight_bones"))
bpy.ops.avatar_toolkit.remove_zero_weight_bones('EXEC_DEFAULT')
update_progress(self, context, t("MMDOptions.weight_optimization_complete"))
finish_progress(context)
return {'FINISHED'}
@register_wrap
class AvatarToolKit_OT_OptimizeArmature(Operator):
bl_idname = "avatar_toolkit.optimize_armature"
bl_label = t("MMDOptions.optimize_armature.label")
bl_description = t("MMDOptions.optimize_armature.desc")
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context: Context) -> set[str]:
armature = get_selected_armature(context)
if not armature:
self.report({'ERROR'}, t("MMDOptions.no_armature_selected"))
return {'CANCELLED'}
init_progress(context, 7)
update_progress(self, context, t("MMDOptions.fixing_bone_rolls"))
bpy.ops.object.mode_set(mode='EDIT')
for bone in armature.data.edit_bones:
bone.roll = 0
update_progress(self, context, t("MMDOptions.aligning_bones"))
for bone in armature.data.edit_bones:
if bone.parent:
bone.head = bone.parent.tail
update_progress(self, context, t("MMDOptions.connecting_bones"))
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.avatar_toolkit.connect_bones('EXEC_DEFAULT')
update_progress(self, context, t("MMDOptions.deleting_bone_constraints"))
bpy.ops.avatar_toolkit.delete_bone_constraints('EXEC_DEFAULT')
update_progress(self, context, t("MMDOptions.merging_bones_to_parents"))
bpy.ops.avatar_toolkit.merge_bones_to_parents('EXEC_DEFAULT')
update_progress(self, context, t("MMDOptions.reordering_bones"))
self.reorder_bones(context, armature)
update_progress(self, context, t("MMDOptions.armature_optimization_complete"))
finish_progress(context)
return {'FINISHED'}
def reorder_bones(self, context: Context, armature: bpy.types.Object):
def sort_bones(bone):
children = sorted(bone.children, key=lambda b: b.name)
for child in children:
sort_bones(child)
bpy.ops.object.mode_set(mode='EDIT')
root_bones = [bone for bone in armature.data.edit_bones if not bone.parent]
for root_bone in sorted(root_bones, key=lambda b: b.name):
sort_bones(root_bone)
import bpy
import numpy as np
from bpy.types import Operator, Context, Material, ShaderNodeTexImage, ShaderNodeGroup, Object
from ..core.register import register_wrap
from ..functions.translations import t
from ..core.common import get_all_meshes, init_progress, update_progress, finish_progress
def bake_mmd_colors(node_base_tex: ShaderNodeTexImage, node_mmd_shader: ShaderNodeGroup):
ambient_color_input = node_mmd_shader.inputs.get("Ambient Color")
diffuse_color_input = node_mmd_shader.inputs.get("Diffuse Color")
if not ambient_color_input or not diffuse_color_input:
return node_base_tex, None
ambient_color = np.array(ambient_color_input.default_value[:3])
diffuse_color = np.array(diffuse_color_input.default_value[:3])
mmd_color = np.clip(ambient_color + diffuse_color * 0.6, 0, 1)
if not node_base_tex or not node_base_tex.image:
principled_base_color = np.append(mmd_color, 1)
return None, principled_base_color
base_tex_image = node_base_tex.image
if not base_tex_image.pixels:
return node_base_tex, None
if base_tex_image.colorspace_settings.name == 'sRGB':
is_small_mask = mmd_color < 0.0031308
mmd_color[is_small_mask] = np.where(mmd_color[is_small_mask] < 0.0, 0, mmd_color[is_small_mask] * 12.92)
is_large_mask = np.invert(is_small_mask)
mmd_color[is_large_mask] = (mmd_color[is_large_mask] ** (1.0 / 2.4)) * 1.055 - 0.055
pixels = np.array(base_tex_image.pixels).reshape((-1, 4))
pixels[:, :3] *= mmd_color
baked_image = bpy.data.images.new(base_tex_image.name + "MMDCatsBaked",
width=base_tex_image.size[0],
height=base_tex_image.size[1],
alpha=True)
baked_image.filepath = bpy.path.abspath("//" + base_tex_image.name + ".png")
baked_image.file_format = 'PNG'
baked_image.colorspace_settings.name = base_tex_image.colorspace_settings.name
baked_image.pixels = pixels.flatten()
node_base_tex.image = baked_image
if bpy.data.is_saved:
baked_image.save()
return node_base_tex, None
def add_principled_shader(material: Material, bake_mmd=True):
node_tree = material.node_tree
nodes = node_tree.nodes
links = node_tree.links
principled_shader = nodes.new(type="ShaderNodeBsdfPrincipled")
principled_shader.label = "Cats Export Shader"
principled_shader.location = (501, -500)
output_shader = nodes.new(type="ShaderNodeOutputMaterial")
output_shader.label = "Cats Export"
output_shader.location = (801, -500)
links.new(principled_shader.outputs["BSDF"], output_shader.inputs["Surface"])
node_base_tex = nodes.get("mmd_base_tex") or next((n for n in nodes if n.type == 'TEX_IMAGE'), None)
node_mmd_shader = nodes.get("mmd_shader")
if node_mmd_shader and bake_mmd:
node_base_tex, principled_base_color = bake_mmd_colors(node_base_tex, node_mmd_shader)
else:
principled_base_color = None
if node_base_tex and node_base_tex.image:
links.new(node_base_tex.outputs["Color"], principled_shader.inputs["Base Color"])
elif principled_base_color is not None:
principled_shader.inputs["Base Color"].default_value = principled_base_color
principled_shader.inputs["Specular"].default_value = 0
principled_shader.inputs["Roughness"].default_value = 0.9
principled_shader.inputs["Sheen Tint"].default_value = (1.0, 1.0, 1.0, 1.0)
principled_shader.inputs["Clearcoat Roughness"].default_value = 0
principled_shader.inputs["IOR"].default_value = 1.45
def fix_mmd_shader(material: Material):
mmd_shader_node = material.node_tree.nodes.get("mmd_shader")
if mmd_shader_node:
reflect_input = mmd_shader_node.inputs.get("Reflect")
if reflect_input:
reflect_input.default_value = 1
def fix_vrm_shader(material: Material):
nodes = material.node_tree.nodes
is_vrm_mat = False
for node in nodes:
if hasattr(node, 'node_tree') and 'MToon_unversioned' in node.node_tree.name:
node.location[0] = 200
node.inputs['ReceiveShadow_Texture_alpha'].default_value = -10000
node.inputs['ShadeTexture'].default_value = (1.0, 1.0, 1.0, 1.0)
node.inputs['Emission_Texture'].default_value = (0.0, 0.0, 0.0, 0.0)
node.inputs['SphereAddTexture'].default_value = (0.0, 0.0, 0.0, 0.0)
node_input = node.inputs.get('NomalmapTexture') or node.inputs.get('NormalmapTexture')
node_input.default_value = (1.0, 1.0, 1.0, 1.0)
is_vrm_mat = True
break
if is_vrm_mat:
nodes_to_keep = ['DiffuseColor', 'MainTexture', 'Emission_Texture']
if 'HAIR' in material.name:
nodes_to_keep.append('SphereAddTexture')
for node in nodes:
if ('RGB' in node.name or 'Value' in node.name or 'Image Texture' in node.name or
'UV Map' in node.name or 'Mapping' in node.name):
if node.label not in nodes_to_keep:
material.node_tree.links = [link for link in material.node_tree.links
if not (link.from_node == node or link.to_node == node)]
@register_wrap
class AvatarToolKit_OT_ConvertMaterials(Operator):
bl_idname = "avatar_toolkit.convert_materials"
bl_label = t("MMDOptions.convert_materials.label")
bl_description = t("MMDOptions.convert_materials.desc")
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context: Context) -> set[str]:
meshes = get_all_meshes(context)
init_progress(context, len(meshes))
for obj in meshes:
update_progress(self, context, t("MMDOptions.converting_materials").format(name=obj.name))
self.convert_materials_for_mesh(obj)
finish_progress(context)
return {'FINISHED'}
def convert_materials_for_mesh(self, mesh: Object):
for mat_slot in mesh.material_slots:
if mat_slot.material:
mat = mat_slot.material
mat.use_nodes = True
# Add Principled BSDF shader
add_principled_shader(mat)
# Fix MMD shader if present
fix_mmd_shader(mat)
# Fix VRM shader if present
fix_vrm_shader(mat)
# Clean up unused nodes
self.clean_unused_nodes(mat)
def clean_unused_nodes(self, material: Material):
nodes = material.node_tree.nodes
links = material.node_tree.links
used_nodes = set()
output_node = next((n for n in nodes if n.type == 'OUTPUT_MATERIAL'), None)
if output_node:
self.traverse_node_tree(output_node, used_nodes)
for node in nodes:
if node not in used_nodes:
nodes.remove(node)
def traverse_node_tree(self, node, used_nodes):
used_nodes.add(node)
for input in node.inputs:
for link in input.links:
if link.from_node not in used_nodes:
self.traverse_node_tree(link.from_node, used_nodes)
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@@ -0,0 +1,29 @@
import bpy
from ..core.register import register_wrap
from .panel import AvatarToolKit_PT_AvatarToolkitPanel, CATEGORY_NAME
from ..functions.translations import t
from ..functions.mmd_functions import *
from ..functions.join_meshes import AvatarToolKit_OT_JoinAllMeshes
from ..functions.combine_materials import AvatarToolKit_OT_CombineMaterials
from ..functions.additional_tools import AvatarToolKit_OT_ApplyTransforms
@register_wrap
class AvatarToolkit_PT_MMDOptionsPanel(bpy.types.Panel):
bl_label = t("MMDOptions.label")
bl_idname = "OBJECT_PT_avatar_toolkit_mmd_options"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = CATEGORY_NAME
bl_parent_id = AvatarToolKit_PT_AvatarToolkitPanel.bl_idname
bl_order = 7
def draw(self, context: bpy.types.Context) -> None:
layout = self.layout
layout.operator(AvatarToolKit_OT_CleanupMesh.bl_idname)
layout.operator(AvatarToolKit_OT_JoinAllMeshes.bl_idname)
layout.operator(AvatarToolKit_OT_OptimizeWeights.bl_idname)
layout.operator(AvatarToolKit_OT_OptimizeArmature.bl_idname)
layout.operator(AvatarToolKit_OT_ApplyTransforms.bl_idname)
layout.operator(AvatarToolKit_OT_CombineMaterials.bl_idname)
layout.operator(AvatarToolKit_OT_ConvertMaterials.bl_idname)