Fix pmd and pmx importing somewhat
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+53
-7
@@ -2,6 +2,9 @@ import bpy
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import struct
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import mathutils
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import traceback
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import os
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from bpy.types import Material, Operator, Context, Object, Image, Mesh, MeshUVLoopLayer, Float2AttributeValue, ShaderNodeTexImage, ShaderNodeBsdfPrincipled, ShaderNodeOutputMaterial
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def read_pmd_header(file):
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# Read PMD header information
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@@ -147,14 +150,57 @@ def import_pmd(filepath):
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# Assign materials
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for material_data in materials:
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material = bpy.data.materials.new(f"Material_{len(mesh.materials)}")
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material.diffuse_color = material_data[0]
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material.specular_color = material_data[1]
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material.specular_intensity = material_data[2]
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material.ambient = material_data[3]
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# Set other material properties based on the PMD data
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material: bpy.types.Material
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if f"Material_{len(mesh.materials)}" in bpy.data.materials:
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material = bpy.data.materials[f"Material_{len(mesh.materials)}"]
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else:
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material = bpy.data.materials.new(f"Material_{len(mesh.materials)}")
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material.use_nodes = True
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for node in [node for node in material.node_tree.nodes]:
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material.node_tree.nodes.remove(node)
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mesh.materials.append(material)
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principled_node: ShaderNodeBsdfPrincipled = material.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
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principled_node.location.x = 7.29706335067749
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principled_node.location.y = 298.918212890625
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principled_node.inputs["Base Color"].default_value = material_data[0]
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principled_node.inputs["Specular Tint"].default_value = [material_data[1][0],material_data[1][1],material_data[1][2],1.0]
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principled_node.inputs["Specular IOR Level"].default_value = material_data[2]
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output_node: ShaderNodeOutputMaterial = material.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
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output_node.location.x = 297.29705810546875
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output_node.location.y = 298.918212890625
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albedo_node: ShaderNodeTexImage = material.node_tree.nodes.new(type="ShaderNodeTexImage")
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albedo_node.location.x = -588.6177978515625
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albedo_node.location.y = 414.1948547363281
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if texture_file_name in bpy.data.images:
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albedo_node.image = bpy.data.images[texture_file_name]
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else:
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albedo_node.image = bpy.data.images.new(name=texture_file_name,width=32,height=32)
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albedo_node.image.filepath = os.path.join(os.path.dirname(filepath),texture_file_name)
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albedo_node.image.source = 'FILE'
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albedo_node.image.reload()
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material.node_tree.links.new(principled_node.inputs["Base Color"], albedo_node.outputs["Color"])
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material.node_tree.links.new(principled_node.inputs["Alpha"], albedo_node.outputs["Alpha"])
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material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs["BSDF"])
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#material.ambient = material_data[5] #TODO: this doesn't exist
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# Set other material properties based on the PMX data
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if not (material.name in mesh.materials):
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mesh.materials.append(material)
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#surprised this works - @989onan
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end: int = cur_polygon_index+material_data[15]-1
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for face in mesh.polygons.items()[cur_polygon_index:end]:
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face[1].material_index = mesh.materials.find(material.name)
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cur_polygon_index = cur_polygon_index+material_data[15]
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# Set other material properties based on the PMD data
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# Create armature and assign bones
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armature = bpy.data.armatures.new(model_name + "_Armature")
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