Merge branch 'main' into Texture-Atlasing

This commit is contained in:
Onan Chew
2024-07-22 17:12:37 -04:00
committed by GitHub
13 changed files with 201 additions and 563 deletions
+12 -8
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@@ -1,5 +1,3 @@
if "bpy" not in locals():
import bpy
from . import ui
@@ -7,30 +5,36 @@ if "bpy" not in locals():
from . import functions
from .core import register
from .core.register import __bl_ordered_classes
from .core.properties import register_properties
from .core import properties
else:
import importlib
importlib.reload(ui)
importlib.reload(core)
importlib.reload(functions)
importlib.reload(properties)
def register():
print("Registering Avatar Toolkit")
# Register the addon properties
properties.register()
# Order the classes before registration
core.register.order_classes()
register_properties()
# Register the UI classes
# Iterate over the classes to register and register them
for cls in __bl_ordered_classes:
print("registering" + str(cls))
core.register.register_properties()
for cls in core.register.__bl_ordered_classes:
print("registering " + str(cls))
bpy.utils.register_class(cls)
def unregister():
print("Unregistering Avatar Toolkit")
# Unregister the UI classes
# Iterate over the classes to unregister in reverse order and unregister them
for cls in reversed(list(__bl_ordered_classes)):
for cls in reversed(core.register.__bl_ordered_classes):
bpy.utils.unregister_class(cls)
print("unregistering" + str(cls))
print("unregistering " + str(cls))
core.register.unregister_properties()
properties.unregister()
-1
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@@ -1,7 +1,6 @@
# core/__init__.py
from .register import register_wrap
from . import pmx
#to reload all things in this directory and import them properly - @989onan
if "bpy" not in locals():
+17
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@@ -0,0 +1,17 @@
import bpy
# Importers which don't need much code should be added here, however if a importer needs alot of code
# Like the PMX and PMD importers, they should be added to their own files.
# FBX Importer settings borrowed form Cat's Blender Plugin
def import_fbx(filepath):
try:
bpy.ops.import_scene.fbx(
filepath=filepath,
automatic_bone_orientation=False,
use_prepost_rot=False,
use_anim=False
)
except (TypeError, ValueError) as e:
print(f"Error importing FBX: {str(e)}")
-224
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@@ -1,224 +0,0 @@
import bpy
import struct
import mathutils
def read_pmd_header(file):
# Read PMD header information
magic = file.read(3)
if magic != b'Pmd':
raise ValueError("Invalid PMD file")
version = struct.unpack('<f', file.read(4))[0]
# Read additional header fields
model_name = file.read(20).decode('shift-jis').rstrip('\0')
comment = file.read(256).decode('shift-jis').rstrip('\0')
return version, model_name, comment
def read_pmd_vertex(file):
# Read PMD vertex information
position = struct.unpack('<3f', file.read(12))
normal = struct.unpack('<3f', file.read(12))
uv = struct.unpack('<2f', file.read(8))
bone_indices = list(struct.unpack('<2H', file.read(4)))
bone_weights = struct.unpack('<b', file.read(1))[0] / 100
edge_flag = struct.unpack('<b', file.read(1))[0]
return position, normal, uv, bone_indices, bone_weights, edge_flag
def read_pmd_material(file):
# Read PMD material information
diffuse_color = struct.unpack('<4f', file.read(16))
specular_color = struct.unpack('<3f', file.read(12))
specular_intensity = struct.unpack('<f', file.read(4))[0]
ambient_color = struct.unpack('<3f', file.read(12))
toon_index = struct.unpack('<b', file.read(1))[0]
edge_flag = struct.unpack('<b', file.read(1))[0]
vertex_count = struct.unpack('<i', file.read(4))[0]
texture_file_name = file.read(20).decode('shift-jis').rstrip('\0')
return diffuse_color, specular_color, specular_intensity, ambient_color, toon_index, edge_flag, vertex_count, texture_file_name
def read_pmd_bone(file):
# Read PMD bone information
bone_name = file.read(20).decode('shift-jis').rstrip('\0')
parent_bone_index = struct.unpack('<h', file.read(2))[0]
tail_pos_bone_index = struct.unpack('<h', file.read(2))[0]
bone_type = struct.unpack('<b', file.read(1))[0]
ik_parent_bone_index = struct.unpack('<h', file.read(2))[0]
bone_head_pos = struct.unpack('<3f', file.read(12))
return bone_name, parent_bone_index, tail_pos_bone_index, bone_type, ik_parent_bone_index, bone_head_pos
def read_pmd_ik(file):
# Read PMD IK information
ik_bone_index = struct.unpack('<h', file.read(2))[0]
ik_target_bone_index = struct.unpack('<h', file.read(2))[0]
ik_chain_length = struct.unpack('<b', file.read(1))[0]
iterations = struct.unpack('<h', file.read(2))[0]
limit_angle = struct.unpack('<f', file.read(4))[0]
ik_child_bone_indices = []
for _ in range(ik_chain_length):
ik_child_bone_index = struct.unpack('<h', file.read(2))[0]
ik_child_bone_indices.append(ik_child_bone_index)
return ik_bone_index, ik_target_bone_index, ik_chain_length, iterations, limit_angle, ik_child_bone_indices
def read_pmd_morph(file):
# Read PMD morph information
morph_name = file.read(20).decode('shift-jis').rstrip('\0')
morph_vertex_count = struct.unpack('<i', file.read(4))[0]
morph_type = struct.unpack('<b', file.read(1))[0]
morph_vertices = []
for _ in range(morph_vertex_count):
morph_vertex_index = struct.unpack('<i', file.read(4))[0]
morph_vertex_pos = struct.unpack('<3f', file.read(12))
morph_vertices.append((morph_vertex_index, morph_vertex_pos))
return morph_name, morph_vertex_count, morph_type, morph_vertices
def import_pmd(filepath):
try:
with open(filepath, 'rb') as file:
version, model_name, comment = read_pmd_header(file)
# Read vertices
vertex_count = struct.unpack('<i', file.read(4))[0]
vertices = []
for _ in range(vertex_count):
position, normal, uv, bone_indices, bone_weights, edge_flag = read_pmd_vertex(file)
vertices.append((position, normal, uv, bone_indices, bone_weights, edge_flag))
# Read faces
face_count = struct.unpack('<i', file.read(4))[0]
faces = []
for _ in range(face_count // 3):
face_indices = struct.unpack('<3i', file.read(12))
faces.append(face_indices)
# Read materials
material_count = struct.unpack('<i', file.read(4))[0]
materials = []
for _ in range(material_count):
diffuse_color, specular_color, specular_intensity, ambient_color, toon_index, edge_flag, vertex_count, texture_file_name = read_pmd_material(file)
materials.append((diffuse_color, specular_color, specular_intensity, ambient_color, toon_index, edge_flag, vertex_count, texture_file_name))
# Read bones
bone_count = struct.unpack('<h', file.read(2))[0]
bones = []
for _ in range(bone_count):
bone_name, parent_bone_index, tail_pos_bone_index, bone_type, ik_parent_bone_index, bone_head_pos = read_pmd_bone(file)
bones.append((bone_name, parent_bone_index, tail_pos_bone_index, bone_type, ik_parent_bone_index, bone_head_pos))
# Read IKs
ik_count = struct.unpack('<h', file.read(2))[0]
iks = []
for _ in range(ik_count):
ik_bone_index, ik_target_bone_index, ik_chain_length, iterations, limit_angle, ik_child_bone_indices = read_pmd_ik(file)
iks.append((ik_bone_index, ik_target_bone_index, ik_chain_length, iterations, limit_angle, ik_child_bone_indices))
# Read morphs
morph_count = struct.unpack('<h', file.read(2))[0]
morphs = []
for _ in range(morph_count):
morph_name, morph_vertex_count, morph_type, morph_vertices = read_pmd_morph(file)
morphs.append((morph_name, morph_vertex_count, morph_type, morph_vertices))
# Create Blender objects and assign PMD data
mesh = bpy.data.meshes.new(model_name)
mesh.from_pydata([v[0] for v in vertices], [], faces)
mesh.update()
obj = bpy.data.objects.new(model_name, mesh)
bpy.context.collection.objects.link(obj)
# Assign vertex normals
for i, vertex in enumerate(vertices):
mesh.vertices[i].normal = vertex[1]
# Assign UV coordinates
uv_layer = mesh.uv_layers.new()
for i, vertex in enumerate(vertices):
uv_layer.data[i].uv = vertex[2]
# Assign materials
for material_data in materials:
material = bpy.data.materials.new(f"Material_{len(mesh.materials)}")
material.diffuse_color = material_data[0]
material.specular_color = material_data[1]
material.specular_intensity = material_data[2]
material.ambient = material_data[3]
# Set other material properties based on the PMD data
mesh.materials.append(material)
# Create armature and assign bones
armature = bpy.data.armatures.new(model_name + "_Armature")
armature_obj = bpy.data.objects.new(model_name + "_Armature", armature)
bpy.context.collection.objects.link(armature_obj)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone_data in bones:
bone = armature.edit_bones.new(bone_data[0])
bone.head = bone_data[5]
if bone_data[1] != -1:
parent_bone = armature.edit_bones[bone_data[1]]
bone.parent = parent_bone
bone.tail = parent_bone.head
else:
bone.tail = bone.head + mathutils.Vector((0, 0.1, 0))
# Set other bone properties based on the PMD data
bpy.ops.object.mode_set(mode='OBJECT')
# Assign bone weights to the mesh
for i, vertex in enumerate(vertices):
for j in range(2):
if vertex[3][j] != 65535:
bone_name = bones[vertex[3][j]][0]
weight = vertex[4] if j == 0 else 1 - vertex[4]
vertex_group = obj.vertex_groups.get(bone_name)
if not vertex_group:
vertex_group = obj.vertex_groups.new(name=bone_name)
vertex_group.add([i], weight, 'REPLACE')
# Assign IK constraints to bones
for ik_data in iks:
ik_bone = armature.bones[bones[ik_data[0]][0]]
ik_target_bone = armature.bones[bones[ik_data[1]][0]]
ik_constraint = ik_bone.constraints.new('IK')
ik_constraint.target = armature_obj
ik_constraint.subtarget = ik_target_bone.name
ik_constraint.chain_count = ik_data[2]
ik_constraint.iterations = ik_data[3]
ik_constraint.limit_mode = 'LIMITDIST_INSIDE'
ik_constraint.limit_mode_max_x = ik_data[4]
# Assign morphs to the mesh
for morph_data in morphs:
morph_name = morph_data[0]
morph_type = morph_data[2]
if morph_type == 0: # Vertex morph
shape_key = obj.shape_key_add(name=morph_name)
for vertex_data in morph_data[3]:
vertex_index = vertex_data[0]
vertex_offset = vertex_data[1]
shape_key.data[vertex_index].co += mathutils.Vector(vertex_offset)
print(f"Successfully imported PMD file: {filepath}")
print(f"Model Name: {model_name}")
print(f"Comment: {comment}")
except Exception as e:
print(f"Error importing PMD file: {filepath}")
print(f"Error details: {str(e)}")
-307
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@@ -1,307 +0,0 @@
import bpy
import struct
def read_pmx_header(file):
# Read PMX header information
magic = file.read(4) # Read magic bytes (should be "PMX ")
if magic != b'PMX ':
raise ValueError("Invalid PMX file")
version = struct.unpack('<f', file.read(4))[0] # Read version number (float, 4 bytes)
# Read additional header fields
data_size = struct.unpack('<i', file.read(4))[0] # Read size of remaining header data (int, 4 bytes)
encoding = struct.unpack('<b', file.read(1))[0] # Read encoding type (byte, 1 byte)
additional_uvs = struct.unpack('<b', file.read(1))[0] # Read number of additional UV layers (byte, 1 byte)
vertex_index_size = struct.unpack('<b', file.read(1))[0] # Read vertex index size (byte, 1 byte)
texture_index_size = struct.unpack('<b', file.read(1))[0] # Read texture index size (byte, 1 byte)
material_index_size = struct.unpack('<b', file.read(1))[0] # Read material index size (byte, 1 byte)
bone_index_size = struct.unpack('<b', file.read(1))[0] # Read bone index size (byte, 1 byte)
morph_index_size = struct.unpack('<b', file.read(1))[0] # Read morph index size (byte, 1 byte)
rigid_body_index_size = struct.unpack('<b', file.read(1))[0] # Read rigid body index size (byte, 1 byte)
# Read model name and comments
model_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read model name (string, variable length)
model_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read model English name (string, variable length)
model_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read model comment (string, variable length)
model_english_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read model English comment (string, variable length)
return version, encoding, additional_uvs, vertex_index_size, texture_index_size, material_index_size, bone_index_size, morph_index_size, rigid_body_index_size, model_name, model_english_name, model_comment, model_english_comment
def read_vertex(file, vertex_index_size):
position = struct.unpack('<3f', file.read(12)) # Read vertex position (float, 3 * 4 bytes)
normal = struct.unpack('<3f', file.read(12)) # Read vertex normal (float, 3 * 4 bytes)
uv = struct.unpack('<2f', file.read(8)) # Read vertex UV coordinates (float, 2 * 4 bytes)
if vertex_index_size == 1:
bone_indices = list(struct.unpack('<4B', file.read(4))) # Read bone indices (byte, 4 * 1 byte)
elif vertex_index_size == 2:
bone_indices = list(struct.unpack('<4H', file.read(8))) # Read bone indices (short, 4 * 2 bytes)
else:
bone_indices = list(struct.unpack('<4I', file.read(16))) # Read bone indices (int, 4 * 4 bytes)
bone_weights = list(struct.unpack('<4f', file.read(16))) # Read bone weights (float, 4 * 4 bytes)
edge_scale = struct.unpack('<f', file.read(4))[0] # Read edge scale (float, 4 bytes)
return position, normal, uv, bone_indices, bone_weights, edge_scale
def read_material(file, texture_index_size):
material_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read material name (string, variable length)
material_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read material English name (string, variable length)
diffuse_color = struct.unpack('<4f', file.read(16)) # Read diffuse color (float, 4 * 4 bytes)
specular_color = struct.unpack('<3f', file.read(12)) # Read specular color (float, 3 * 4 bytes)
specular_strength = struct.unpack('<f', file.read(4))[0] # Read specular strength (float, 4 bytes)
ambient_color = struct.unpack('<3f', file.read(12)) # Read ambient color (float, 3 * 4 bytes)
flag = struct.unpack('<b', file.read(1))[0] # Read flag (byte, 1 byte)
edge_color = struct.unpack('<4f', file.read(16)) # Read edge color (float, 4 * 4 bytes)
edge_size = struct.unpack('<f', file.read(4))[0] # Read edge size (float, 4 bytes)
texture_index = struct.unpack(f'<{texture_index_size}B', file.read(texture_index_size))[0] # Read texture index (byte, texture_index_size bytes)
sphere_texture_index = struct.unpack(f'<{texture_index_size}B', file.read(texture_index_size))[0] # Read sphere texture index (byte, texture_index_size bytes)
sphere_mode = struct.unpack('<b', file.read(1))[0] # Read sphere mode (byte, 1 byte)
toon_sharing_flag = struct.unpack('<b', file.read(1))[0] # Read toon sharing flag (byte, 1 byte)
if toon_sharing_flag == 0:
toon_texture_index = struct.unpack(f'<{texture_index_size}B', file.read(texture_index_size))[0] # Read toon texture index (byte, texture_index_size bytes)
else:
toon_texture_index = struct.unpack('<b', file.read(1))[0] # Read shared toon texture index (byte, 1 byte)
comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read material comment (string, variable length)
return material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment
def read_bone(file, bone_index_size):
bone_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read bone name (string, variable length)
bone_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read bone English name (string, variable length)
position = struct.unpack('<3f', file.read(12)) # Read bone position (float, 3 * 4 bytes)
parent_bone_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read parent bone index (byte, bone_index_size bytes)
layer = struct.unpack('<i', file.read(4))[0] # Read bone layer (int, 4 bytes)
flag = struct.unpack('<H', file.read(2))[0] # Read bone flag (short, 2 bytes)
if flag & 0x0001:
tail_position = struct.unpack('<3f', file.read(12)) # Read bone tail position (float, 3 * 4 bytes)
else:
tail_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read bone tail index (byte, bone_index_size bytes)
if flag & 0x0100 or flag & 0x0200:
inherit_bone_parent_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read inherit bone parent index (byte, bone_index_size bytes)
inherit_bone_parent_influence = struct.unpack('<f', file.read(4))[0] # Read inherit bone parent influence (float, 4 bytes)
if flag & 0x0400:
fixed_axis = struct.unpack('<3f', file.read(12)) # Read fixed axis (float, 3 * 4 bytes)
if flag & 0x0800:
local_x_vector = struct.unpack('<3f', file.read(12)) # Read local X-axis vector (float, 3 * 4 bytes)
local_z_vector = struct.unpack('<3f', file.read(12)) # Read local Z-axis vector (float, 3 * 4 bytes)
if flag & 0x2000:
external_key = struct.unpack('<i', file.read(4))[0] # Read external key (int, 4 bytes)
if flag & 0x0020:
ik_target_bone_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read IK target bone index (byte, bone_index_size bytes)
ik_loop_count = struct.unpack('<i', file.read(4))[0] # Read IK loop count (int, 4 bytes)
ik_limit_radian = struct.unpack('<f', file.read(4))[0] # Read IK limit angle (float, 4 bytes)
ik_link_count = struct.unpack('<i', file.read(4))[0] # Read IK link count (int, 4 bytes)
ik_links = []
for _ in range(ik_link_count):
ik_link_bone_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read IK link bone index (byte, bone_index_size bytes)
ik_link_limit_min = struct.unpack('<3f', file.read(12)) # Read IK link limit minimum (float, 3 * 4 bytes)
ik_link_limit_max = struct.unpack('<3f', file.read(12)) # Read IK link limit maximum (float, 3 * 4 bytes)
ik_links.append((ik_link_bone_index, ik_link_limit_min, ik_link_limit_max))
return bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links
def read_morph(file, morph_index_size):
morph_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read morph name (string, variable length)
morph_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read morph English name (string, variable length)
panel = struct.unpack('<b', file.read(1))[0] # Read panel type (byte, 1 byte)
morph_type = struct.unpack('<b', file.read(1))[0] # Read morph type (byte, 1 byte)
offset_size = struct.unpack('<i', file.read(4))[0] # Read offset size (int, 4 bytes)
morph_data = []
for _ in range(offset_size):
if morph_type == 0: # Group
morph_index = struct.unpack(f'<{morph_index_size}B', file.read(morph_index_size))[0] # Read morph index (byte, morph_index_size bytes)
morph_value = struct.unpack('<f', file.read(4))[0] # Read morph value (float, 4 bytes)
morph_data.append((morph_index, morph_value))
elif morph_type == 1: # Vertex
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
position_offset = struct.unpack('<3f', file.read(12)) # Read position offset (float, 3 * 4 bytes)
morph_data.append((vertex_index, position_offset))
elif morph_type == 2: # Bone
bone_index = struct.unpack(f'<{morph_index_size}B', file.read(morph_index_size))[0] # Read bone index (byte, morph_index_size bytes)
position_offset = struct.unpack('<3f', file.read(12)) # Read position offset (float, 3 * 4 bytes)
rotation_offset = struct.unpack('<4f', file.read(16)) # Read rotation offset (float, 4 * 4 bytes)
morph_data.append((bone_index, position_offset, rotation_offset))
elif morph_type == 3: # UV
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 4: # UV extended1
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 5: # UV extended2
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 6: # UV extended3
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 7: # UV extended4
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 8: # Material
material_index = struct.unpack('<i', file.read(4))[0] # Read material index (int, 4 bytes)
offset_type = struct.unpack('<b', file.read(1))[0] # Read offset type (byte, 1 byte)
diffuse_offset = struct.unpack('<4f', file.read(16)) # Read diffuse color offset (float, 4 * 4 bytes)
specular_offset = struct.unpack('<3f', file.read(12)) # Read specular color offset (float, 3 * 4 bytes)
specular_factor_offset = struct.unpack('<f', file.read(4))[0] # Read specular factor offset (float, 4 bytes)
ambient_offset = struct.unpack('<3f', file.read(12)) # Read ambient color offset (float, 3 * 4 bytes)
edge_color_offset = struct.unpack('<4f', file.read(16)) # Read edge color offset (float, 4 * 4 bytes)
edge_size_offset = struct.unpack('<f', file.read(4))[0] # Read edge size offset (float, 4 bytes)
texture_factor_offset = struct.unpack('<4f', file.read(16)) # Read texture factor offset (float, 4 * 4 bytes)
sphere_texture_factor_offset = struct.unpack('<4f', file.read(16)) # Read sphere texture factor offset (float, 4 * 4 bytes)
toon_texture_factor_offset = struct.unpack('<4f', file.read(16)) # Read toon texture factor offset (float, 4 * 4 bytes)
morph_data.append((material_index, offset_type, diffuse_offset, specular_offset, specular_factor_offset, ambient_offset, edge_color_offset, edge_size_offset, texture_factor_offset, sphere_texture_factor_offset, toon_texture_factor_offset))
return morph_name, morph_english_name, panel, morph_type, morph_data
def import_pmx(filepath):
try:
with open(filepath, 'rb') as file:
version, encoding, additional_uvs, vertex_index_size, texture_index_size, material_index_size, bone_index_size, morph_index_size, rigid_body_index_size, model_name, model_english_name, model_comment, model_english_comment = read_pmx_header(file)
# Read vertices
vertex_count = struct.unpack('<i', file.read(4))[0] # Read vertex count (int, 4 bytes)
vertices = []
for _ in range(vertex_count):
position, normal, uv, bone_indices, bone_weights, edge_scale = read_vertex(file, vertex_index_size)
vertices.append((position, normal, uv, bone_indices, bone_weights, edge_scale))
# Read faces
face_count = struct.unpack('<i', file.read(4))[0] # Read face count (int, 4 bytes)
faces = []
for _ in range(face_count // 3):
face_indices = struct.unpack('<3i', file.read(12)) # Read face indices (int, 3 * 4 bytes)
faces.append(face_indices)
# Read textures
texture_count = struct.unpack('<i', file.read(4))[0] # Read texture count (int, 4 bytes)
textures = []
for _ in range(texture_count):
texture_path = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read texture path (string, variable length)
textures.append(texture_path)
# Read materials
material_count = struct.unpack('<i', file.read(4))[0] # Read material count (int, 4 bytes)
materials = []
for _ in range(material_count):
material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment = read_material(file, texture_index_size)
materials.append((material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment))
# Read bones
bone_count = struct.unpack('<i', file.read(4))[0] # Read bone count (int, 4 bytes)
bones = []
for _ in range(bone_count):
bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links = read_bone(file, bone_index_size)
bones.append((bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links))
# Read morphs
morph_count = struct.unpack('<i', file.read(4))[0] # Read morph count (int, 4 bytes)
morphs = []
for _ in range(morph_count):
morph_name, morph_english_name, panel, morph_type, morph_data = read_morph(file, morph_index_size)
morphs.append((morph_name, morph_english_name, panel, morph_type, morph_data))
# Create Blender objects and assign PMX data
mesh = bpy.data.meshes.new(model_name)
mesh.from_pydata([v[0] for v in vertices], [], faces)
mesh.update()
obj = bpy.data.objects.new(model_name, mesh)
bpy.context.collection.objects.link(obj)
# Assign vertex normals
for i, vertex in enumerate(vertices):
mesh.vertices[i].normal = vertex[1]
# Assign UV coordinates
uv_layer = mesh.uv_layers.new()
for i, vertex in enumerate(vertices):
uv_layer.data[i].uv = vertex[2]
# Assign materials
for material_data in materials:
material = bpy.data.materials.new(material_data[0])
material.diffuse_color = material_data[2]
material.specular_color = material_data[3]
material.specular_intensity = material_data[4]
material.ambient = material_data[5]
# Set other material properties based on the PMX data
mesh.materials.append(material)
# Create armature and assign bones
armature = bpy.data.armatures.new(model_name + "_Armature")
armature_obj = bpy.data.objects.new(model_name + "_Armature", armature)
bpy.context.collection.objects.link(armature_obj)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone_data in bones:
bone = armature.edit_bones.new(bone_data[0])
bone.head = bone_data[2]
bone.tail = bone_data[6]
if bone_data[3] != -1:
parent_bone = armature.edit_bones[bone_data[3]]
bone.parent = parent_bone
# Set other bone properties based on the PMX data
bpy.ops.object.mode_set(mode='OBJECT')
# Assign bone weights to the mesh
for i, vertex in enumerate(vertices):
for j in range(4):
if vertex[3][j] != -1:
bone_name = bones[vertex[3][j]][0]
weight = vertex[4][j]
vertex_group = obj.vertex_groups.get(bone_name)
if not vertex_group:
vertex_group = obj.vertex_groups.new(name=bone_name)
vertex_group.add([i], weight, 'REPLACE')
# Assign morphs to the mesh
for morph_data in morphs:
morph_name = morph_data[0]
morph_type = morph_data[3]
if morph_type == 1: # Vertex morph
shape_key = obj.shape_key_add(name=morph_name)
for offset_data in morph_data[4]:
vertex_index = offset_data[0]
offset = offset_data[1]
shape_key.data[vertex_index].co += mathutils.Vector(offset)
# Handle other morph types based on the PMX specification
print(f"Successfully imported PMX file: {filepath}")
print(f"Model Name: {model_name}")
print(f"Model English Name: {model_english_name}")
print(f"Model Comment: {model_comment}")
print(f"Model English Comment: {model_english_comment}")
except Exception as e:
print(f"Error importing PMX file: {filepath}")
print(f"Error details: {str(e)}")
+21 -16
View File
@@ -1,10 +1,12 @@
import bpy
from ..functions.translations import t, get_languages_list, update_ui
from ..core.register import register_property
from typing import Tuple
from bpy.types import Scene, PropertyGroup, Object, Material, TextureNode, Context, SceneObjects
from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
from bpy.utils import register_class
class material_list_bool:
#For the love that is holy do not ever touch these. If this was java I would make these private
#They should only be accessed via context.scene.texture_atlas_Has_Mat_List_Shown
@@ -47,8 +49,13 @@ class material_list_bool:
class SceneMatClass(PropertyGroup):
mat: PointerProperty(type=Material)
def register_properties():
def register() -> None:
register_property((Scene, "language", bpy.props.EnumProperty(
name=t("Settings.language.label"),
description=t("Settings.language.desc"),
items=get_languages_list,
update=update_ui
)))
register_class(SceneMatClass)
@@ -65,23 +72,21 @@ def register_properties():
Material.texture_atlas_albedo = EnumProperty(name="Albedo", description="The texture that will be used for the albedo map atlas", default=0, items=get_texture_node_list)
Material.texture_atlas_normal = EnumProperty(name="Normal", description="The texture that will be used for the normal map atlas", default=0, items=get_texture_node_list)
Material.texture_atlas_emission = EnumProperty(name="Emission", description="The texture that will be used for the emission map atlas", default=0, items=get_texture_node_list)
Material.texture_atlas_ambient_occlusion = EnumProperty(name="Ambient Occlusion", description="The texture that will be used for the ambient occlusion map atlas", default=0, items=get_texture_node_list)
Material.texture_atlas_height = EnumProperty(name="Height", description="The texture that will be used for the height map atlas", default=0, items=get_texture_node_list)
Material.texture_atlas_roughness = EnumProperty(name="Roughness", description="The texture that will be used for the roughness map atlas", default=0, items=get_texture_node_list)
register_property(Material, "texture_atlas_albedo", EnumProperty(name="Albedo", description="The texture that will be used for the albedo map atlas", default=0, items=get_texture_node_list))
register_property(Material, "texture_atlas_normal", EnumProperty(name="Normal", description="The texture that will be used for the normal map atlas", default=0, items=get_texture_node_list))
register_property(Material, "texture_atlas_emission", EnumProperty(name="Emission", description="The texture that will be used for the emission map atlas", default=0, items=get_texture_node_list))
register_property(Material, "texture_atlas_ambient_occlusion", EnumProperty(name="Ambient Occlusion", description="The texture that will be used for the ambient occlusion map atlas", default=0, items=get_texture_node_list))
register_property(Material, "texture_atlas_height", EnumProperty(name="Height", description="The texture that will be used for the height map atlas", default=0, items=get_texture_node_list))
register_property(Material, "texture_atlas_roughness", EnumProperty(name="Roughness", description="The texture that will be used for the roughness map atlas", default=0, items=get_texture_node_list))
Scene.texture_atlas_material_index = IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None))
register_property(Scene, "texture_atlas_material_index", IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None)))
Scene.materials = CollectionProperty(type=SceneMatClass)
Scene.texture_atlas_Has_Mat_List_Shown = BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool)
#Scene.texture_atlas_properties = PointerProperty(type=Texture_Atlas_PropertyGroup)
register_property(Scene, "materials", CollectionProperty(type=SceneMatClass))
register_property(Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool))
def unregister() -> None:
pass
+13
View File
@@ -5,6 +5,8 @@ import typing
__bl_classes = []
# List to store the ordered classes for registration
__bl_ordered_classes = []
# List to store props to register
__bl_props = []
def register_wrap(cls):
# Check if the class has a 'bl_rna' attribute (indicating it's a Blender class)
@@ -13,6 +15,17 @@ def register_wrap(cls):
__bl_classes.append(cls)
return cls
# Register all properties
def register_property(prop):
__bl_props.append(prop)
def register_properties():
for prop in __bl_props:
setattr(prop[0], prop[1], prop[2])
def unregister_properties():
for prop in reversed(__bl_props):
delattr(prop[0], prop[1])
#- @989onan had to add this from Cats. This is extremely important else you will be screamed at by register order issues!
# Find order to register to solve dependencies
+64
View File
@@ -0,0 +1,64 @@
import os
import json
import bpy
from bpy.app.translations import locale
from ..core.register import register_wrap
from typing import Dict, List, Tuple
main_dir: str = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
resources_dir: str = os.path.join(main_dir, "resources")
translations_dir: str = os.path.join(resources_dir, "translations")
dictionary: Dict[str, str] = dict()
languages: List[str] = []
verbose: bool = True
def load_translations() -> None:
global dictionary, languages
dictionary = dict()
languages = ["auto"]
language: str = bpy.context.preferences.view.language
for i in os.listdir(translations_dir):
languages.append(i.split(".")[0])
translation_file: str = os.path.join(translations_dir, language + ".json")
if os.path.exists(translation_file):
with open(translation_file, 'r', encoding='utf-8') as file:
dictionary = json.load(file)["messages"]
else:
custom_language: str = language.split("_")[0]
custom_translation_file: str = os.path.join(translations_dir, custom_language + ".json")
if os.path.exists(custom_translation_file):
with open(custom_translation_file, 'r', encoding='utf-8') as file:
dictionary = json.load(file)["messages"]
else:
print(f"Translation file not found for language: {language}")
default_file: str = os.path.join(translations_dir, "en_US.json")
if os.path.exists(default_file):
with open(default_file, 'r', encoding='utf-8') as file:
dictionary = json.load(file)["messages"]
else:
print("Default translation file 'en_US.json' not found.")
def t(phrase: str, *args, **kwargs) -> str:
output: str = dictionary.get(phrase)
if output is None:
if verbose:
print('Warning: Unknown phrase: ' + phrase)
return phrase
return output.format(*args, **kwargs)
def get_languages_list(self, context) -> List[Tuple[str, str, str]]:
choices: List[Tuple[str, str, str]] = []
for language in languages:
choices.append((language, language, language))
return choices
def update_ui(self, context) -> None:
load_translations()
bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
load_translations()
+9
View File
@@ -0,0 +1,9 @@
{
"messages": {
"Settings.label": "Settings",
"Settings.language.label": "Language",
"Settings.language.desc": "Select the language for the addon's UI"
}
}
+8
View File
@@ -0,0 +1,8 @@
{
"messages": {
"Settings.label": "Settings Ja Test",
"Settings.language.label": "Language Ja Test",
"Settings.language.desc": "Select the language for the addon's UI Ja Test"
}
}
-4
View File
@@ -13,7 +13,3 @@ else:
for module_name in [ basename(f)[:-3] for f in modules if isfile(f) and not f.endswith('__init__.py')]:
print("reloading " +module_name)
exec("importlib.reload("+module_name+")")
+35
View File
@@ -5,6 +5,7 @@ from bpy.types import Context
from ..core.import_pmx import import_pmx
from ..core.import_pmd import import_pmd
from ..core.importer import import_fbx
@register_wrap
class AvatarToolkitQuickAccessPanel(bpy.types.Panel):
@@ -46,12 +47,17 @@ class AVATAR_TOOLKIT_OT_import_menu(bpy.types.Operator):
layout.label(text="Select Import Method")
layout.operator("avatar_toolkit.import_pmx", text="Import PMX")
layout.operator("avatar_toolkit.import_pmd", text="Import PMD")
layout.operator("avatar_toolkit.import_fbx", text="Import FBX")
@register_wrap
class AVATAR_TOOLKIT_OT_export_menu(bpy.types.Operator):
bl_idname = "avatar_toolkit.export_menu"
bl_label = "Export Menu"
@classmethod
def poll(cls, context):
return any(obj.type == 'MESH' for obj in context.scene.objects)
def execute(self, context: Context):
return {'FINISHED'}
@@ -63,6 +69,7 @@ class AVATAR_TOOLKIT_OT_export_menu(bpy.types.Operator):
layout = self.layout
layout.label(text="Select Export Method")
layout.operator("avatar_toolkit.export_resonite", text="Export Resonite")
layout.operator("avatar_toolkit.export_fbx", text="Export FBX")
@register_wrap
class AVATAR_TOOLKIT_OT_import_pmx(bpy.types.Operator):
@@ -93,3 +100,31 @@ class AVATAR_TOOLKIT_OT_import_pmd(bpy.types.Operator):
def invoke(self, context: Context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
@register_wrap
class AVATAR_TOOLKIT_OT_import_fbx(bpy.types.Operator):
bl_idname = "avatar_toolkit.import_fbx"
bl_label = "Import FBX"
filepath: bpy.props.StringProperty(subtype="FILE_PATH")
def execute(self, context):
import_fbx(self.filepath)
return {'FINISHED'}
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
@register_wrap
class AVATAR_TOOLKIT_OT_export_fbx(bpy.types.Operator):
bl_idname = 'avatar_toolkit.export_fbx'
bl_label = "Export FBX"
bl_description = "Export the model as FBX"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
def execute(self, context):
bpy.ops.export_scene.fbx('INVOKE_DEFAULT')
return {'FINISHED'}
+19
View File
@@ -0,0 +1,19 @@
import bpy
from ..core.register import register_wrap
from .panel import AvatarToolkitPanel
from ..functions.translations import t
@register_wrap
class AvatarToolkitSettingsPanel(bpy.types.Panel):
bl_label = t("Settings.label")
bl_idname = "OBJECT_PT_avatar_toolkit_settings"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Avatar Toolkit"
bl_parent_id = "OBJECT_PT_avatar_toolkit"
def draw(self, context):
layout = self.layout
props = context.scene
layout.prop(props, "language")