Update Logging

You can choose between errors, warning, info or full debug, errors will always log to ensure we don't have silent failures with debug on or off.
This commit is contained in:
Yusarina
2025-04-11 23:45:36 +01:00
parent d1912d2dba
commit c31d25dd01
48 changed files with 15954 additions and 14 deletions
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import bpy
from bpy.props import BoolProperty, StringProperty
from bpy.types import Operator
from .. import cycles_converter
from ..core.exceptions import MaterialNotFoundError
from ..core.material import FnMaterial
from ..core.shader import _NodeGroupUtils
class ConvertMaterialsForCycles(Operator):
bl_idname = "mmd_tools.convert_materials_for_cycles"
bl_label = "Convert Materials For Cycles"
bl_description = "Convert materials of selected objects for Cycles."
bl_options = {"REGISTER", "UNDO"}
use_principled: bpy.props.BoolProperty(
name="Convert to Principled BSDF",
description="Convert MMD shader nodes to Principled BSDF as well if enabled",
default=False,
options={"SKIP_SAVE"},
)
clean_nodes: bpy.props.BoolProperty(
name="Clean Nodes",
description="Remove redundant nodes as well if enabled. Disable it to keep node data.",
default=False,
options={"SKIP_SAVE"},
)
@classmethod
def poll(cls, context):
return next((x for x in context.selected_objects if x.type == "MESH"), None)
def draw(self, context):
layout = self.layout
layout.prop(self, "use_principled")
layout.prop(self, "clean_nodes")
def execute(self, context):
try:
context.scene.render.engine = "CYCLES"
except:
self.report({"ERROR"}, " * Failed to change to Cycles render engine.")
return {"CANCELLED"}
for obj in (x for x in context.selected_objects if x.type == "MESH"):
cycles_converter.convertToCyclesShader(obj, use_principled=self.use_principled, clean_nodes=self.clean_nodes)
return {"FINISHED"}
class ConvertMaterials(Operator):
bl_idname = "mmd_tools.convert_materials"
bl_label = "Convert Materials"
bl_description = "Convert materials of selected objects."
bl_options = {"REGISTER", "UNDO"}
use_principled: bpy.props.BoolProperty(
name="Convert to Principled BSDF",
description="Convert MMD shader nodes to Principled BSDF as well if enabled",
default=True,
options={"SKIP_SAVE"},
)
clean_nodes: bpy.props.BoolProperty(
name="Clean Nodes",
description="Remove redundant nodes as well if enabled. Disable it to keep node data.",
default=True,
options={"SKIP_SAVE"},
)
subsurface: bpy.props.FloatProperty(
name="Subsurface",
default=0.001,
soft_min=0.000,
soft_max=1.000,
precision=3,
options={"SKIP_SAVE"},
)
@classmethod
def poll(cls, context):
return next((x for x in context.selected_objects if x.type == "MESH"), None)
def execute(self, context):
for obj in context.selected_objects:
if obj.type != "MESH":
continue
cycles_converter.convertToBlenderShader(obj, use_principled=self.use_principled, clean_nodes=self.clean_nodes, subsurface=self.subsurface)
return {"FINISHED"}
class ConvertBSDFMaterials(Operator):
bl_idname = 'mmd_tools.convert_bsdf_materials'
bl_label = 'Convert Blender Materials'
bl_description = 'Convert materials of selected objects.'
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return next((x for x in context.selected_objects if x.type == 'MESH'), None)
def execute(self, context):
for obj in context.selected_objects:
if obj.type != 'MESH':
continue
cycles_converter.convertToMMDShader(obj)
return {'FINISHED'}
class _OpenTextureBase:
"""Create a texture for mmd model material."""
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
filepath: StringProperty(
name="File Path",
description="Filepath used for importing the file",
maxlen=1024,
subtype="FILE_PATH",
)
use_filter_image: BoolProperty(
default=True,
options={"HIDDEN"},
)
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {"RUNNING_MODAL"}
class OpenTexture(Operator, _OpenTextureBase):
bl_idname = "mmd_tools.material_open_texture"
bl_label = "Open Texture"
bl_description = "Create main texture of active material"
def execute(self, context):
mat = context.active_object.active_material
fnMat = FnMaterial(mat)
fnMat.create_texture(self.filepath)
return {"FINISHED"}
class RemoveTexture(Operator):
"""Create a texture for mmd model material."""
bl_idname = "mmd_tools.material_remove_texture"
bl_label = "Remove Texture"
bl_description = "Remove main texture of active material"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
mat = context.active_object.active_material
fnMat = FnMaterial(mat)
fnMat.remove_texture()
return {"FINISHED"}
class OpenSphereTextureSlot(Operator, _OpenTextureBase):
"""Create a texture for mmd model material."""
bl_idname = "mmd_tools.material_open_sphere_texture"
bl_label = "Open Sphere Texture"
bl_description = "Create sphere texture of active material"
def execute(self, context):
mat = context.active_object.active_material
fnMat = FnMaterial(mat)
fnMat.create_sphere_texture(self.filepath, context.active_object)
return {"FINISHED"}
class RemoveSphereTexture(Operator):
"""Create a texture for mmd model material."""
bl_idname = "mmd_tools.material_remove_sphere_texture"
bl_label = "Remove Sphere Texture"
bl_description = "Remove sphere texture of active material"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
mat = context.active_object.active_material
fnMat = FnMaterial(mat)
fnMat.remove_sphere_texture()
return {"FINISHED"}
class MoveMaterialUp(Operator):
bl_idname = "mmd_tools.move_material_up"
bl_label = "Move Material Up"
bl_description = "Moves selected material one slot up"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
obj = context.active_object
valid_mesh = obj and obj.type == "MESH" and obj.mmd_type == "NONE"
return valid_mesh and obj.active_material_index > 0
def execute(self, context):
obj = context.active_object
current_idx = obj.active_material_index
prev_index = current_idx - 1
try:
FnMaterial.swap_materials(obj, current_idx, prev_index, reverse=True, swap_slots=True)
except MaterialNotFoundError:
self.report({"ERROR"}, "Materials not found")
return {"CANCELLED"}
obj.active_material_index = prev_index
return {"FINISHED"}
class MoveMaterialDown(Operator):
bl_idname = "mmd_tools.move_material_down"
bl_label = "Move Material Down"
bl_description = "Moves the selected material one slot down"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
obj = context.active_object
valid_mesh = obj and obj.type == "MESH" and obj.mmd_type == "NONE"
return valid_mesh and obj.active_material_index < len(obj.material_slots) - 1
def execute(self, context):
obj = context.active_object
current_idx = obj.active_material_index
next_index = current_idx + 1
try:
FnMaterial.swap_materials(obj, current_idx, next_index, reverse=True, swap_slots=True)
except MaterialNotFoundError:
self.report({"ERROR"}, "Materials not found")
return {"CANCELLED"}
obj.active_material_index = next_index
return {"FINISHED"}
class EdgePreviewSetup(Operator):
bl_idname = "mmd_tools.edge_preview_setup"
bl_label = "Edge Preview Setup"
bl_description = 'Preview toon edge settings of active model using "Solidify" modifier'
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
action: bpy.props.EnumProperty(
name="Action",
description="Select action",
items=[
("CREATE", "Create", "Create toon edge", 0),
("CLEAN", "Clean", "Clear toon edge", 1),
],
default="CREATE",
)
def execute(self, context):
from ..core.model import FnModel
root = FnModel.find_root_object(context.active_object)
if root is None:
self.report({"ERROR"}, "Select a MMD model")
return {"CANCELLED"}
if self.action == "CLEAN":
for obj in FnModel.iterate_mesh_objects(root):
self.__clean_toon_edge(obj)
else:
from ..bpyutils import Props
scale = 0.2 * getattr(root, Props.empty_display_size)
counts = sum(self.__create_toon_edge(obj, scale) for obj in FnModel.iterate_mesh_objects(root))
self.report({"INFO"}, "Created %d toon edge(s)" % counts)
return {"FINISHED"}
def __clean_toon_edge(self, obj):
if "mmd_edge_preview" in obj.modifiers:
obj.modifiers.remove(obj.modifiers["mmd_edge_preview"])
if "mmd_edge_preview" in obj.vertex_groups:
obj.vertex_groups.remove(obj.vertex_groups["mmd_edge_preview"])
FnMaterial.clean_materials(obj, can_remove=lambda m: m and m.name.startswith("mmd_edge."))
def __create_toon_edge(self, obj, scale=1.0):
self.__clean_toon_edge(obj)
materials = obj.data.materials
material_offset = len(materials)
for m in tuple(materials):
if m and m.mmd_material.enabled_toon_edge:
mat_edge = self.__get_edge_material("mmd_edge." + m.name, m.mmd_material.edge_color, materials)
materials.append(mat_edge)
elif material_offset > 1:
mat_edge = self.__get_edge_material("mmd_edge.disabled", (0, 0, 0, 0), materials)
materials.append(mat_edge)
if len(materials) > material_offset:
mod = obj.modifiers.get("mmd_edge_preview", None)
if mod is None:
mod = obj.modifiers.new("mmd_edge_preview", "SOLIDIFY")
mod.material_offset = material_offset
mod.thickness_vertex_group = 1e-3 # avoid overlapped faces
mod.use_flip_normals = True
mod.use_rim = False
mod.offset = 1
self.__create_edge_preview_group(obj)
mod.thickness = scale
mod.vertex_group = "mmd_edge_preview"
return len(materials) - material_offset
def __create_edge_preview_group(self, obj):
vertices, materials = obj.data.vertices, obj.data.materials
weight_map = {i: m.mmd_material.edge_weight for i, m in enumerate(materials) if m}
scale_map = {}
vg_scale_index = obj.vertex_groups.find("mmd_edge_scale")
if vg_scale_index >= 0:
scale_map = {v.index: g.weight for v in vertices for g in v.groups if g.group == vg_scale_index}
vg_edge_preview = obj.vertex_groups.new(name="mmd_edge_preview")
for i, mi in {v: f.material_index for f in reversed(obj.data.polygons) for v in f.vertices}.items():
weight = scale_map.get(i, 1.0) * weight_map.get(mi, 1.0) * 0.02
vg_edge_preview.add(index=[i], weight=weight, type="REPLACE")
def __get_edge_material(self, mat_name, edge_color, materials):
if mat_name in materials:
return materials[mat_name]
mat = bpy.data.materials.get(mat_name, None)
if mat is None:
mat = bpy.data.materials.new(mat_name)
mmd_mat = mat.mmd_material
# note: edge affects ground shadow
mmd_mat.is_double_sided = mmd_mat.enabled_drop_shadow = False
mmd_mat.enabled_self_shadow_map = mmd_mat.enabled_self_shadow = False
# mmd_mat.enabled_self_shadow_map = True # for blender 2.78+ BI viewport only
mmd_mat.diffuse_color = mmd_mat.specular_color = (0, 0, 0)
mmd_mat.ambient_color = edge_color[:3]
mmd_mat.alpha = edge_color[3]
mmd_mat.edge_color = edge_color
self.__make_shader(mat)
return mat
def __make_shader(self, m):
m.use_nodes = True
nodes, links = m.node_tree.nodes, m.node_tree.links
node_shader = nodes.get("mmd_edge_preview", None)
if node_shader is None or not any(s.is_linked for s in node_shader.outputs):
XPOS, YPOS = 210, 110
nodes.clear()
node_shader = nodes.new("ShaderNodeGroup")
node_shader.name = "mmd_edge_preview"
node_shader.location = (0, 0)
node_shader.width = 200
node_shader.node_tree = self.__get_edge_preview_shader()
node_out = nodes.new("ShaderNodeOutputMaterial")
node_out.location = (XPOS * 2, YPOS * 0)
links.new(node_shader.outputs["Shader"], node_out.inputs["Surface"])
node_shader.inputs["Color"].default_value = m.mmd_material.edge_color
node_shader.inputs["Alpha"].default_value = m.mmd_material.edge_color[3]
def __get_edge_preview_shader(self):
group_name = "MMDEdgePreview"
shader = bpy.data.node_groups.get(group_name, None) or bpy.data.node_groups.new(name=group_name, type="ShaderNodeTree")
if len(shader.nodes):
return shader
ng = _NodeGroupUtils(shader)
node_input = ng.new_node("NodeGroupInput", (-5, 0))
node_output = ng.new_node("NodeGroupOutput", (3, 0))
############################################################################
node_color = ng.new_node("ShaderNodeMixRGB", (-1, -1.5))
node_color.mute = True
ng.new_input_socket("Color", node_color.inputs["Color1"])
############################################################################
node_ray = ng.new_node("ShaderNodeLightPath", (-3, 1.5))
node_geo = ng.new_node("ShaderNodeNewGeometry", (-3, 0))
node_max = ng.new_math_node("MAXIMUM", (-2, 1.5))
node_max.mute = True
node_gt = ng.new_math_node("GREATER_THAN", (-1, 1))
node_alpha = ng.new_math_node("MULTIPLY", (0, 1))
node_trans = ng.new_node("ShaderNodeBsdfTransparent", (0, 0))
node_rgb = ng.new_node("ShaderNodeBackground", (0, -0.5))
node_mix = ng.new_node("ShaderNodeMixShader", (1, 0.5))
links = ng.links
links.new(node_ray.outputs["Is Camera Ray"], node_max.inputs[0])
links.new(node_ray.outputs["Is Glossy Ray"], node_max.inputs[1])
links.new(node_max.outputs["Value"], node_gt.inputs[0])
links.new(node_geo.outputs["Backfacing"], node_gt.inputs[1])
links.new(node_gt.outputs["Value"], node_alpha.inputs[0])
links.new(node_alpha.outputs["Value"], node_mix.inputs["Fac"])
links.new(node_trans.outputs["BSDF"], node_mix.inputs[1])
links.new(node_rgb.outputs[0], node_mix.inputs[2])
links.new(node_color.outputs["Color"], node_rgb.inputs["Color"])
ng.new_input_socket("Alpha", node_alpha.inputs[1])
ng.new_output_socket("Shader", node_mix.outputs["Shader"])
return shader
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import re
import bpy
from .. import utils
from ..bpyutils import FnContext, FnObject
from ..core.bone import FnBone
from ..core.model import FnModel, Model
from ..core.morph import FnMorph
class SelectObject(bpy.types.Operator):
bl_idname = "mmd_tools.object_select"
bl_label = "Select Object"
bl_description = "Select the object"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
name: bpy.props.StringProperty(
name="Name",
description="The object name",
default="",
options={"HIDDEN", "SKIP_SAVE"},
)
def execute(self, context):
utils.selectAObject(context.scene.objects[self.name])
return {"FINISHED"}
class MoveObject(bpy.types.Operator, utils.ItemMoveOp):
bl_idname = "mmd_tools.object_move"
bl_label = "Move Object"
bl_description = "Move active object up/down in the list"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
__PREFIX_REGEXP = re.compile(r"(?P<prefix>[0-9A-Z]{3}_)(?P<name>.*)")
@classmethod
def set_index(cls, obj, index):
m = cls.__PREFIX_REGEXP.match(obj.name)
name = m.group("name") if m else obj.name
obj.name = "%s_%s" % (utils.int2base(index, 36, 3), name)
@classmethod
def get_name(cls, obj, prefix=None):
m = cls.__PREFIX_REGEXP.match(obj.name)
name = m.group("name") if m else obj.name
return name[len(prefix) :] if prefix and name.startswith(prefix) else name
@classmethod
def normalize_indices(cls, objects):
for i, x in enumerate(objects):
cls.set_index(x, i)
@classmethod
def poll(cls, context):
return context.active_object
def execute(self, context):
obj = context.active_object
objects = self.__get_objects(obj)
if obj not in objects:
self.report({"ERROR"}, 'Can not move object "%s"' % obj.name)
return {"CANCELLED"}
objects.sort(key=lambda x: x.name)
self.move(objects, objects.index(obj), self.type)
self.normalize_indices(objects)
return {"FINISHED"}
def __get_objects(self, obj):
class __MovableList(list):
def move(self, index_old, index_new):
item = self[index_old]
self.remove(item)
self.insert(index_new, item)
objects = []
root = FnModel.find_root_object(obj)
if root:
rig = Model(root)
if obj.mmd_type == "NONE" and obj.type == "MESH":
objects = rig.meshes()
elif obj.mmd_type == "RIGID_BODY":
objects = rig.rigidBodies()
elif obj.mmd_type == "JOINT":
objects = rig.joints()
return __MovableList(objects)
class CleanShapeKeys(bpy.types.Operator):
bl_idname = "mmd_tools.clean_shape_keys"
bl_label = "Clean Shape Keys"
bl_description = "Remove unused shape keys of selected mesh objects"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return any(o.type == "MESH" for o in context.selected_objects)
@staticmethod
def __can_remove(key_block):
if key_block.relative_key == key_block:
return False # Basis
for v0, v1 in zip(key_block.relative_key.data, key_block.data):
if v0.co != v1.co:
return False
return True
def __shape_key_clean(self, obj, key_blocks):
for kb in key_blocks:
if self.__can_remove(kb):
FnObject.mesh_remove_shape_key(obj, kb)
if len(key_blocks) == 1:
FnObject.mesh_remove_shape_key(obj, key_blocks[0])
def execute(self, context):
obj: bpy.types.Object
for obj in context.selected_objects:
if obj.type != "MESH" or obj.data.shape_keys is None:
continue
if not obj.data.shape_keys.use_relative:
continue # not be considered yet
self.__shape_key_clean(obj, obj.data.shape_keys.key_blocks)
return {"FINISHED"}
class SeparateByMaterials(bpy.types.Operator):
bl_idname = "mmd_tools.separate_by_materials"
bl_label = "Separate By Materials"
bl_options = {"REGISTER", "UNDO"}
clean_shape_keys: bpy.props.BoolProperty(
name="Clean Shape Keys",
description="Remove unused shape keys of separated objects",
default=True,
)
@classmethod
def poll(cls, context):
obj = context.active_object
return obj and obj.type == "MESH"
def __separate_by_materials(self, obj):
utils.separateByMaterials(obj)
if self.clean_shape_keys:
bpy.ops.mmd_tools.clean_shape_keys()
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
if root is None:
self.__separate_by_materials(obj)
else:
bpy.ops.mmd_tools.clear_temp_materials()
bpy.ops.mmd_tools.clear_uv_morph_view()
# Store the current material names
rig = Model(root)
mat_names = [getattr(mat, "name", None) for mat in rig.materials()]
self.__separate_by_materials(obj)
for mesh in rig.meshes():
FnMorph.clean_uv_morph_vertex_groups(mesh)
if len(mesh.data.materials) > 0:
mat = mesh.data.materials[0]
idx = mat_names.index(getattr(mat, "name", None))
MoveObject.set_index(mesh, idx)
for morph in root.mmd_root.material_morphs:
FnMorph(morph, rig).update_mat_related_mesh()
utils.clearUnusedMeshes()
return {"FINISHED"}
class JoinMeshes(bpy.types.Operator):
bl_idname = "mmd_tools.join_meshes"
bl_label = "Join Meshes"
bl_description = "Join the Model meshes into a single one"
bl_options = {"REGISTER", "UNDO"}
sort_shape_keys: bpy.props.BoolProperty(
name="Sort Shape Keys",
description="Sort shape keys in the order of vertex morph",
default=True,
)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
if root is None:
self.report({"ERROR"}, "Select a MMD model")
return {"CANCELLED"}
bpy.ops.mmd_tools.clear_temp_materials()
bpy.ops.mmd_tools.clear_uv_morph_view()
# Find all the meshes in mmd_root
rig = Model(root)
meshes_list = sorted(rig.meshes(), key=lambda x: x.name)
if not meshes_list:
self.report({"ERROR"}, "The model does not have any meshes")
return {"CANCELLED"}
active_mesh = meshes_list[0]
FnContext.select_objects(context, *meshes_list)
FnContext.set_active_object(context, active_mesh)
# Store the current order of the materials
for m in meshes_list[1:]:
for mat in m.data.materials:
if mat not in active_mesh.data.materials[:]:
active_mesh.data.materials.append(mat)
# Join selected meshes
bpy.ops.object.join()
if self.sort_shape_keys:
FnMorph.fixShapeKeyOrder(active_mesh, root.mmd_root.vertex_morphs.keys())
active_mesh.active_shape_key_index = 0
for morph in root.mmd_root.material_morphs:
FnMorph(morph, rig).update_mat_related_mesh(active_mesh)
utils.clearUnusedMeshes()
return {"FINISHED"}
class AttachMeshesToMMD(bpy.types.Operator):
bl_idname = "mmd_tools.attach_meshes"
bl_label = "Attach Meshes to Model"
bl_description = "Finds existing meshes and attaches them to the selected MMD model"
bl_options = {"REGISTER", "UNDO"}
add_armature_modifier: bpy.props.BoolProperty(default=True)
def execute(self, context: bpy.types.Context):
root = FnModel.find_root_object(context.active_object)
if root is None:
self.report({"ERROR"}, "Select a MMD model")
return {"CANCELLED"}
armObj = FnModel.find_armature_object(root)
if armObj is None:
self.report({"ERROR"}, "Model Armature not found")
return {"CANCELLED"}
FnModel.attach_mesh_objects(root, context.visible_objects, self.add_armature_modifier)
return {"FINISHED"}
class ChangeMMDIKLoopFactor(bpy.types.Operator):
bl_idname = "mmd_tools.change_mmd_ik_loop_factor"
bl_label = "Change MMD IK Loop Factor"
bl_description = "Multiplier for all bones' IK iterations in Blender"
bl_options = {"REGISTER", "UNDO"}
mmd_ik_loop_factor: bpy.props.IntProperty(
name="MMD IK Loop Factor",
description="Scaling factor of MMD IK loop",
min=1,
soft_max=10,
max=100,
)
@classmethod
def poll(cls, context):
return FnModel.find_root_object(context.active_object) is not None
def invoke(self, context, event):
root_object = FnModel.find_root_object(context.active_object)
self.mmd_ik_loop_factor = root_object.mmd_root.ik_loop_factor
vm = context.window_manager
return vm.invoke_props_dialog(self)
def execute(self, context):
root_object = FnModel.find_root_object(context.active_object)
FnModel.change_mmd_ik_loop_factor(root_object, self.mmd_ik_loop_factor)
return {"FINISHED"}
class RecalculateBoneRoll(bpy.types.Operator):
bl_idname = "mmd_tools.recalculate_bone_roll"
bl_label = "Recalculate bone roll"
bl_description = "Recalculate bone roll for arm related bones"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
obj = context.active_object
return obj and obj.type == "ARMATURE"
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
def draw(self, context):
layout = self.layout
c = layout.column()
c.label(text="This operation will break existing f-curve/action.", icon="QUESTION")
c.label(text="Click [OK] to run the operation.")
def execute(self, context):
arm = context.active_object
FnBone.apply_auto_bone_roll(arm)
return {"FINISHED"}
+486
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import bpy
from ..bpyutils import FnContext
from ..core.bone import FnBone, MigrationFnBone
from ..core.model import FnModel, Model
class MorphSliderSetup(bpy.types.Operator):
bl_idname = "mmd_tools.morph_slider_setup"
bl_label = "Morph Slider Setup"
bl_description = "Translate MMD morphs of selected object into format usable by Blender"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
type: bpy.props.EnumProperty(
name="Type",
description="Select type",
items=[
("CREATE", "Create", "Create placeholder object for morph sliders", "SHAPEKEY_DATA", 0),
("BIND", "Bind", "Bind morph sliders", "DRIVER", 1),
("UNBIND", "Unbind", "Unbind morph sliders", "X", 2),
],
default="CREATE",
)
def execute(self, context: bpy.types.Context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
with FnContext.temp_override_active_layer_collection(context, root_object):
rig = Model(root_object)
if self.type == "BIND":
rig.morph_slider.bind()
elif self.type == "UNBIND":
rig.morph_slider.unbind()
else:
rig.morph_slider.create()
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
class CleanRiggingObjects(bpy.types.Operator):
bl_idname = "mmd_tools.clean_rig"
bl_label = "Clean Rig"
bl_description = "Delete temporary physics objects of selected object and revert physics to default MMD state"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
root_object = FnModel.find_root_object(context.active_object)
assert root_object is not None
rig = Model(root_object)
rig.clean()
FnContext.set_active_object(context, root_object)
return {"FINISHED"}
class BuildRig(bpy.types.Operator):
bl_idname = "mmd_tools.build_rig"
bl_label = "Build Rig"
bl_description = "Translate physics of selected object into format usable by Blender"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
non_collision_distance_scale: bpy.props.FloatProperty(
name="Non-Collision Distance Scale",
description="The distance scale for creating extra non-collision constraints while building physics",
min=0,
soft_max=10,
default=1.5,
)
collision_margin: bpy.props.FloatProperty(
name="Collision Margin",
description="The collision margin between rigid bodies. If 0, the default value for each shape is adopted.",
unit="LENGTH",
min=0,
soft_max=10,
default=1e-06,
)
def execute(self, context):
root_object = FnModel.find_root_object(context.active_object)
with FnContext.temp_override_active_layer_collection(context, root_object):
rig = Model(root_object)
rig.build(self.non_collision_distance_scale, self.collision_margin)
FnContext.set_active_object(context, root_object)
return {"FINISHED"}
class CleanAdditionalTransformConstraints(bpy.types.Operator):
bl_idname = "mmd_tools.clean_additional_transform"
bl_label = "Clean Additional Transform"
bl_description = "Delete shadow bones of selected object and revert bones to default MMD state"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
FnBone.clean_additional_transformation(FnModel.find_armature_object(root_object))
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
class ApplyAdditionalTransformConstraints(bpy.types.Operator):
bl_idname = "mmd_tools.apply_additional_transform"
bl_label = "Apply Additional Transform"
bl_description = "Translate appended bones of selected object for Blender"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
armature_object = FnModel.find_armature_object(root_object)
assert armature_object is not None
MigrationFnBone.fix_mmd_ik_limit_override(armature_object)
FnBone.apply_additional_transformation(armature_object)
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
class SetupBoneFixedAxes(bpy.types.Operator):
bl_idname = "mmd_tools.bone_fixed_axis_setup"
bl_label = "Setup Bone Fixed Axis"
bl_description = "Setup fixed axis of selected bones"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
type: bpy.props.EnumProperty(
name="Type",
description="Select type",
items=[
("DISABLE", "Disable", "Disable MMD fixed axis of selected bones", 0),
("LOAD", "Load", "Load/Enable MMD fixed axis of selected bones from their Y-axis or the only rotatable axis", 1),
("APPLY", "Apply", "Align bone axes to MMD fixed axis of each bone", 2),
],
default="LOAD",
)
def execute(self, context):
armature_object = context.active_object
if not armature_object or armature_object.type != "ARMATURE":
self.report({"ERROR"}, "Active object is not an armature object")
return {"CANCELLED"}
if self.type == "APPLY":
FnBone.apply_bone_fixed_axis(armature_object)
FnBone.apply_additional_transformation(armature_object)
else:
FnBone.load_bone_fixed_axis(armature_object, enable=(self.type == "LOAD"))
return {"FINISHED"}
class SetupBoneLocalAxes(bpy.types.Operator):
bl_idname = "mmd_tools.bone_local_axes_setup"
bl_label = "Setup Bone Local Axes"
bl_description = "Setup local axes of each bone"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
type: bpy.props.EnumProperty(
name="Type",
description="Select type",
items=[
("DISABLE", "Disable", "Disable MMD local axes of selected bones", 0),
("LOAD", "Load", "Load/Enable MMD local axes of selected bones from their bone axes", 1),
("APPLY", "Apply", "Align bone axes to MMD local axes of each bone", 2),
],
default="LOAD",
)
def execute(self, context):
armature_object = context.active_object
if not armature_object or armature_object.type != "ARMATURE":
self.report({"ERROR"}, "Active object is not an armature object")
return {"CANCELLED"}
if self.type == "APPLY":
FnBone.apply_bone_local_axes(armature_object)
FnBone.apply_additional_transformation(armature_object)
else:
FnBone.load_bone_local_axes(armature_object, enable=(self.type == "LOAD"))
return {"FINISHED"}
class AddMissingVertexGroupsFromBones(bpy.types.Operator):
bl_idname = "mmd_tools.add_missing_vertex_groups_from_bones"
bl_label = "Add Missing Vertex Groups from Bones"
bl_description = "Add the missing vertex groups to the selected mesh"
bl_options = {"REGISTER", "UNDO"}
search_in_all_meshes: bpy.props.BoolProperty(
name="Search in all meshes",
description="Search for vertex groups in all meshes",
default=False,
)
@classmethod
def poll(cls, context: bpy.types.Context):
return FnModel.find_root_object(context.active_object) is not None
def execute(self, context: bpy.types.Context):
active_object: bpy.types.Object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
bone_order_mesh_object = FnModel.find_bone_order_mesh_object(root_object)
if bone_order_mesh_object is None:
return {"CANCELLED"}
FnModel.add_missing_vertex_groups_from_bones(root_object, bone_order_mesh_object, self.search_in_all_meshes)
return {"FINISHED"}
class CreateMMDModelRoot(bpy.types.Operator):
bl_idname = "mmd_tools.create_mmd_model_root_object"
bl_label = "Create a MMD Model Root Object"
bl_description = "Create a MMD model root object with a basic armature"
bl_options = {"REGISTER", "UNDO"}
name_j: bpy.props.StringProperty(
name="Name",
description="The name of the MMD model",
default="New MMD Model",
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="The english name of the MMD model",
default="New MMD Model",
)
scale: bpy.props.FloatProperty(
name="Scale",
description="Scale",
default=0.08,
)
def execute(self, context):
rig = Model.create(self.name_j, self.name_e, self.scale, add_root_bone=True)
rig.initialDisplayFrames()
return {"FINISHED"}
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
class ConvertToMMDModel(bpy.types.Operator):
bl_idname = "mmd_tools.convert_to_mmd_model"
bl_label = "Convert to a MMD Model"
bl_description = "Convert active armature with its meshes to a MMD model (experimental)"
bl_options = {"REGISTER", "UNDO"}
ambient_color_source: bpy.props.EnumProperty(
name="Ambient Color Source",
description="Select ambient color source",
items=[
("DIFFUSE", "Diffuse", "Diffuse color", 0),
("MIRROR", "Mirror", 'Mirror color (if property "mirror_color" is available)', 1),
],
default="DIFFUSE",
)
edge_threshold: bpy.props.FloatProperty(
name="Edge Threshold",
description="MMD toon edge will not be enabled if freestyle line color alpha less than this value",
min=0,
max=1.001,
precision=3,
step=0.1,
default=0.1,
)
edge_alpha_min: bpy.props.FloatProperty(
name="Minimum Edge Alpha",
description="Minimum alpha of MMD toon edge color",
min=0,
max=1,
precision=3,
step=0.1,
default=0.5,
)
scale: bpy.props.FloatProperty(
name="Scale",
description="Scaling factor for converting the model",
default=0.08,
)
convert_material_nodes: bpy.props.BoolProperty(
name="Convert Material Nodes",
default=True,
)
middle_joint_bones_lock: bpy.props.BoolProperty(
name="Middle Joint Bones Lock",
description="Lock specific bones for backward compatibility.",
default=False,
)
@classmethod
def poll(cls, context):
obj = context.active_object
return obj and obj.type == "ARMATURE" and obj.mode != "EDIT"
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
def execute(self, context):
# TODO convert some basic MMD properties
armature_object = context.active_object
scale = self.scale
model_name = "New MMD Model"
root_object = FnModel.find_root_object(armature_object)
if root_object is None or root_object != armature_object.parent:
Model.create(model_name, model_name, scale, armature_object=armature_object)
self.__attach_meshes_to(armature_object, FnContext.get_scene_objects(context))
self.__configure_rig(context, Model(armature_object.parent))
return {"FINISHED"}
def __attach_meshes_to(self, armature_object: bpy.types.Object, objects: bpy.types.SceneObjects):
def __is_child_of_armature(mesh):
if mesh.parent is None:
return False
return mesh.parent == armature_object or __is_child_of_armature(mesh.parent)
def __is_using_armature(mesh):
for m in mesh.modifiers:
if m.type == "ARMATURE" and m.object == armature_object:
return True
return False
def __get_root(mesh):
if mesh.parent is None:
return mesh
return __get_root(mesh.parent)
for x in objects:
if __is_using_armature(x) and not __is_child_of_armature(x):
x_root = __get_root(x)
m = x_root.matrix_world
x_root.parent_type = "OBJECT"
x_root.parent = armature_object
x_root.matrix_world = m
def __configure_rig(self, context: bpy.types.Context, mmd_model: Model):
root_object = mmd_model.rootObject()
armature_object = mmd_model.armature()
mesh_objects = tuple(mmd_model.meshes())
mmd_model.loadMorphs()
if self.middle_joint_bones_lock:
vertex_groups = {g.name for mesh in mesh_objects for g in mesh.vertex_groups}
for pose_bone in armature_object.pose.bones:
if not pose_bone.parent:
continue
if not pose_bone.bone.use_connect and pose_bone.name not in vertex_groups:
continue
pose_bone.lock_location = (True, True, True)
from ..core.material import FnMaterial
FnMaterial.set_nodes_are_readonly(not self.convert_material_nodes)
try:
for m in (x for mesh in mesh_objects for x in mesh.data.materials if x):
FnMaterial.convert_to_mmd_material(m, context)
mmd_material = m.mmd_material
if self.ambient_color_source == "MIRROR" and hasattr(m, "mirror_color"):
mmd_material.ambient_color = m.mirror_color
else:
mmd_material.ambient_color = [0.5 * c for c in mmd_material.diffuse_color]
if hasattr(m, "line_color"): # freestyle line color
line_color = list(m.line_color)
mmd_material.enabled_toon_edge = line_color[3] >= self.edge_threshold
mmd_material.edge_color = line_color[:3] + [max(line_color[3], self.edge_alpha_min)]
finally:
FnMaterial.set_nodes_are_readonly(False)
from .display_item import DisplayItemQuickSetup
FnBone.sync_display_item_frames_from_bone_collections(armature_object)
mmd_model.initialDisplayFrames(reset=False) # ensure default frames
DisplayItemQuickSetup.load_facial_items(root_object.mmd_root)
root_object.mmd_root.active_display_item_frame = 0
class ResetObjectVisibility(bpy.types.Operator):
bl_idname = "mmd_tools.reset_object_visibility"
bl_label = "Reset Object Visivility"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
@classmethod
def poll(cls, context: bpy.types.Context):
active_object: bpy.types.Object = context.active_object
return FnModel.find_root_object(active_object) is not None
def execute(self, context: bpy.types.Context):
active_object: bpy.types.Object = context.active_object
mmd_root_object = FnModel.find_root_object(active_object)
assert mmd_root_object is not None
mmd_root = mmd_root_object.mmd_root
mmd_root_object.hide_set(False)
rigid_group_object = FnModel.find_rigid_group_object(mmd_root_object)
if rigid_group_object:
rigid_group_object.hide_set(True)
joint_group_object = FnModel.find_joint_group_object(mmd_root_object)
if joint_group_object:
joint_group_object.hide_set(True)
temporary_group_object = FnModel.find_temporary_group_object(mmd_root_object)
if temporary_group_object:
temporary_group_object.hide_set(True)
mmd_root.show_meshes = True
mmd_root.show_armature = True
mmd_root.show_temporary_objects = False
mmd_root.show_rigid_bodies = False
mmd_root.show_names_of_rigid_bodies = False
mmd_root.show_joints = False
mmd_root.show_names_of_joints = False
return {"FINISHED"}
class AssembleAll(bpy.types.Operator):
bl_idname = "mmd_tools.assemble_all"
bl_label = "Assemble All"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
with FnContext.temp_override_active_layer_collection(context, root_object) as context:
rig = Model(root_object)
MigrationFnBone.fix_mmd_ik_limit_override(rig.armature())
FnBone.apply_additional_transformation(rig.armature())
rig.build()
rig.morph_slider.bind()
with context.temp_override(selected_objects=[active_object]):
bpy.ops.mmd_tools.sdef_bind()
root_object.mmd_root.use_property_driver = True
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
class DisassembleAll(bpy.types.Operator):
bl_idname = "mmd_tools.disassemble_all"
bl_label = "Disassemble All"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
with FnContext.temp_override_active_layer_collection(context, root_object) as context:
root_object.mmd_root.use_property_driver = False
with context.temp_override(selected_objects=[active_object]):
bpy.ops.mmd_tools.sdef_unbind()
rig = Model(root_object)
rig.morph_slider.unbind()
rig.clean()
FnBone.clean_additional_transformation(rig.armature())
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
+313
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import itertools
from operator import itemgetter
from typing import Dict, List, Optional, Set
import bmesh
import bpy
from ..bpyutils import FnContext
from ..core.model import FnModel, Model
class MessageException(Exception):
"""Class for error with message."""
class ModelJoinByBonesOperator(bpy.types.Operator):
bl_idname = "mmd_tools.model_join_by_bones"
bl_label = "Model Join by Bones"
bl_options = {"REGISTER", "UNDO"}
join_type: bpy.props.EnumProperty(
name="Join Type",
items=[
("CONNECTED", "Connected", ""),
("OFFSET", "Keep Offset", ""),
],
default="OFFSET",
)
@classmethod
def poll(cls, context: bpy.types.Context):
active_object: Optional[bpy.types.Object] = context.active_object
if context.mode != "POSE":
return False
if active_object is None:
return False
if active_object.type != "ARMATURE":
return False
if len(list(filter(lambda o: o.type == "ARMATURE", context.selected_objects))) < 2:
return False
return len(context.selected_pose_bones) > 0
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
def execute(self, context: bpy.types.Context):
try:
self.join(context)
except MessageException as ex:
self.report(type={"ERROR"}, message=str(ex))
return {"CANCELLED"}
return {"FINISHED"}
def join(self, context: bpy.types.Context):
bpy.ops.object.mode_set(mode="OBJECT")
parent_root_object = FnModel.find_root_object(context.active_object)
child_root_objects = {FnModel.find_root_object(o) for o in context.selected_objects}
child_root_objects.remove(parent_root_object)
if parent_root_object is None or len(child_root_objects) == 0:
raise MessageException("No MMD Models selected")
with FnContext.temp_override_active_layer_collection(context, parent_root_object):
FnModel.join_models(parent_root_object, child_root_objects)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.armature.parent_set(type="OFFSET")
# Connect child bones
if self.join_type == "CONNECTED":
parent_edit_bone: bpy.types.EditBone = context.active_bone
child_edit_bones: Set[bpy.types.EditBone] = set(context.selected_bones)
child_edit_bones.remove(parent_edit_bone)
child_edit_bone: bpy.types.EditBone
for child_edit_bone in child_edit_bones:
child_edit_bone.use_connect = True
bpy.ops.object.mode_set(mode="POSE")
class ModelSeparateByBonesOperator(bpy.types.Operator):
bl_idname = "mmd_tools.model_separate_by_bones"
bl_label = "Model Separate by Bones"
bl_options = {"REGISTER", "UNDO"}
separate_armature: bpy.props.BoolProperty(name="Separate Armature", default=True)
include_descendant_bones: bpy.props.BoolProperty(name="Include Descendant Bones", default=True)
weight_threshold: bpy.props.FloatProperty(name="Weight Threshold", default=0.001, min=0.0, max=1.0, precision=4, subtype="FACTOR")
boundary_joint_owner: bpy.props.EnumProperty(
name="Boundary Joint Owner",
items=[
("SOURCE", "Source Model", ""),
("DESTINATION", "Destination Model", ""),
],
default="DESTINATION",
)
@classmethod
def poll(cls, context: bpy.types.Context):
active_object: Optional[bpy.types.Object] = context.active_object
if context.mode != "POSE":
return False
if active_object is None:
return False
if active_object.type != "ARMATURE":
return False
if FnModel.find_root_object(active_object) is None:
return False
return len(context.selected_pose_bones) > 0
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
def execute(self, context: bpy.types.Context):
try:
self.separate(context)
except MessageException as ex:
self.report(type={"ERROR"}, message=str(ex))
return {"CANCELLED"}
return {"FINISHED"}
def separate(self, context: bpy.types.Context):
weight_threshold: float = self.weight_threshold
mmd_scale = 0.08
target_armature_object: bpy.types.Object = context.active_object
bpy.ops.object.mode_set(mode="EDIT")
root_bones: Set[bpy.types.EditBone] = set(context.selected_bones)
if self.include_descendant_bones:
for edit_bone in root_bones:
with context.temp_override(active_bone=edit_bone):
bpy.ops.armature.select_similar(type="CHILDREN", threshold=0.1)
separate_bones: Dict[str, bpy.types.EditBone] = {b.name: b for b in context.selected_bones}
deform_bones: Dict[str, bpy.types.EditBone] = {b.name: b for b in target_armature_object.data.edit_bones if b.use_deform}
mmd_root_object: bpy.types.Object = FnModel.find_root_object(context.active_object)
mmd_model = Model(mmd_root_object)
mmd_model_mesh_objects: List[bpy.types.Object] = list(mmd_model.meshes())
mmd_model_mesh_objects = list(self.select_weighted_vertices(mmd_model_mesh_objects, separate_bones, deform_bones, weight_threshold).keys())
# separate armature bones
separate_armature_object: Optional[bpy.types.Object]
if self.separate_armature:
target_armature_object.select_set(True)
bpy.ops.armature.separate()
separate_armature_object = next(iter([a for a in context.selected_objects if a != target_armature_object]), None)
bpy.ops.object.mode_set(mode="OBJECT")
# collect separate rigid bodies
separate_rigid_bodies: Set[bpy.types.Object] = {rigid_body_object for rigid_body_object in mmd_model.rigidBodies() if rigid_body_object.mmd_rigid.bone in separate_bones}
boundary_joint_owner_condition = any if self.boundary_joint_owner == "DESTINATION" else all
# collect separate joints
separate_joints: Set[bpy.types.Object] = {
joint_object
for joint_object in mmd_model.joints()
if boundary_joint_owner_condition(
[
joint_object.rigid_body_constraint.object1 in separate_rigid_bodies,
joint_object.rigid_body_constraint.object2 in separate_rigid_bodies,
]
)
}
separate_mesh_objects: Set[bpy.types.Object]
model2separate_mesh_objects: Dict[bpy.types.Object, bpy.types.Object]
if len(mmd_model_mesh_objects) == 0:
separate_mesh_objects = set()
model2separate_mesh_objects = dict()
else:
# select meshes
obj: bpy.types.Object
for obj in context.view_layer.objects:
obj.select_set(obj in mmd_model_mesh_objects)
context.view_layer.objects.active = mmd_model_mesh_objects[0]
# separate mesh by selected vertices
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.separate(type="SELECTED")
separate_mesh_objects: List[bpy.types.Object] = [m for m in context.selected_objects if m.type == "MESH" and m not in mmd_model_mesh_objects]
bpy.ops.object.mode_set(mode="OBJECT")
model2separate_mesh_objects = dict(zip(mmd_model_mesh_objects, separate_mesh_objects))
separate_model: Model = Model.create(mmd_root_object.mmd_root.name, mmd_root_object.mmd_root.name_e, mmd_scale, add_root_bone=False)
separate_model.initialDisplayFrames()
separate_root_object = separate_model.rootObject()
separate_root_object.matrix_world = mmd_root_object.matrix_world
separate_model_armature_object = separate_model.armature()
if self.separate_armature:
with context.temp_override(
active_object=separate_model_armature_object,
selected_editable_objects=[separate_model_armature_object, separate_armature_object],
):
bpy.ops.object.join()
# add mesh
with context.temp_override(
object=separate_model_armature_object,
selected_editable_objects=[separate_model_armature_object, *separate_mesh_objects],
):
bpy.ops.object.parent_set(type="OBJECT", keep_transform=True)
# replace mesh armature modifier.object
for separate_mesh in separate_mesh_objects:
armature_modifier: Optional[bpy.types.ArmatureModifier] = next(iter([m for m in separate_mesh.modifiers if m.type == "ARMATURE"]), None)
if armature_modifier is None:
armature_modifier: bpy.types.ArmatureModifier = separate_mesh.modifiers.new("mmd_bone_order_override", "ARMATURE")
armature_modifier.object = separate_model_armature_object
with context.temp_override(
object=separate_model.rigidGroupObject(),
selected_editable_objects=[separate_model.rigidGroupObject(), *separate_rigid_bodies],
):
bpy.ops.object.parent_set(type="OBJECT", keep_transform=True)
with context.temp_override(
object=separate_model.jointGroupObject(),
selected_editable_objects=[separate_model.jointGroupObject(), *separate_joints],
):
bpy.ops.object.parent_set(type="OBJECT", keep_transform=True)
# move separate objects to new collection
mmd_layer_collection = FnContext.find_user_layer_collection_by_object(context, mmd_root_object)
assert mmd_layer_collection is not None
separate_layer_collection = FnContext.find_user_layer_collection_by_object(context, separate_root_object)
assert separate_layer_collection is not None
if mmd_layer_collection.name != separate_layer_collection.name:
for separate_object in itertools.chain(separate_mesh_objects, separate_rigid_bodies, separate_joints):
separate_layer_collection.collection.objects.link(separate_object)
mmd_layer_collection.collection.objects.unlink(separate_object)
FnModel.copy_mmd_root(
separate_root_object,
mmd_root_object,
overwrite=True,
replace_name2values={
# replace related_mesh property values
"related_mesh": {m.data.name: s.data.name for m, s in model2separate_mesh_objects.items()}
},
)
def select_weighted_vertices(self, mmd_model_mesh_objects: List[bpy.types.Object], separate_bones: Dict[str, bpy.types.EditBone], deform_bones: Dict[str, bpy.types.EditBone], weight_threshold: float) -> Dict[bpy.types.Object, int]:
mesh2selected_vertex_count: Dict[bpy.types.Object, int] = dict()
target_bmesh: bmesh.types.BMesh = bmesh.new()
for mesh_object in mmd_model_mesh_objects:
vertex_groups: bpy.types.VertexGroups = mesh_object.vertex_groups
mesh: bpy.types.Mesh = mesh_object.data
target_bmesh.from_mesh(mesh, face_normals=False)
target_bmesh.select_mode |= {"VERT"}
deform_layer = target_bmesh.verts.layers.deform.verify()
selected_vertex_count = 0
vert: bmesh.types.BMVert
for vert in target_bmesh.verts:
vert.select_set(False)
# Find the largest weight vertex group
weights = [(group_index, weight) for group_index, weight in vert[deform_layer].items() if vertex_groups[group_index].name in deform_bones]
weights.sort(key=lambda i: vertex_groups[i[0]].name in separate_bones, reverse=True)
weights.sort(key=itemgetter(1), reverse=True)
group_index, weight = next(iter(weights), (0, -1))
if weight < weight_threshold:
continue
if vertex_groups[group_index].name not in separate_bones:
continue
selected_vertex_count += 1
vert.select_set(True)
if selected_vertex_count > 0:
mesh2selected_vertex_count[mesh_object] = selected_vertex_count
target_bmesh.select_flush_mode()
target_bmesh.to_mesh(mesh)
target_bmesh.clear()
return mesh2selected_vertex_count
+776
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@@ -0,0 +1,776 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
from typing import Optional, cast
import bpy
from mathutils import Quaternion, Vector
from ..core.model import FnModel
from .. import bpyutils, utils
from ..core.exceptions import MaterialNotFoundError
from ..core.material import FnMaterial
from ..core.morph import FnMorph
from ..utils import ItemMoveOp, ItemOp
# Util functions
def divide_vector_components(vec1, vec2):
if len(vec1) != len(vec2):
raise ValueError("Vectors should have the same number of components")
result = []
for v1, v2 in zip(vec1, vec2):
if v2 == 0:
if v1 == 0:
v2 = 1 # If we have a 0/0 case we change the divisor to 1
else:
raise ZeroDivisionError("Invalid Input: a non-zero value can't be divided by zero")
result.append(v1 / v2)
return result
def multiply_vector_components(vec1, vec2):
if len(vec1) != len(vec2):
raise ValueError("Vectors should have the same number of components")
result = []
for v1, v2 in zip(vec1, vec2):
result.append(v1 * v2)
return result
def special_division(n1, n2):
"""This function returns 0 in case of 0/0. If non-zero divided by zero case is found, an Exception is raised"""
if n2 == 0:
if n1 == 0:
n2 = 1
else:
raise ZeroDivisionError("Invalid Input: a non-zero value can't be divided by zero")
return n1 / n2
class AddMorph(bpy.types.Operator):
bl_idname = "mmd_tools.morph_add"
bl_label = "Add Morph"
bl_description = "Add a morph item to active morph list"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
mmd_root = root.mmd_root
morph_type = mmd_root.active_morph_type
morphs = getattr(mmd_root, morph_type)
morph, mmd_root.active_morph = ItemOp.add_after(morphs, mmd_root.active_morph)
morph.name = "New Morph"
if morph_type.startswith("uv"):
morph.data_type = "VERTEX_GROUP"
return {"FINISHED"}
class RemoveMorph(bpy.types.Operator):
bl_idname = "mmd_tools.morph_remove"
bl_label = "Remove Morph"
bl_description = "Remove morph item(s) from the list"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
all: bpy.props.BoolProperty(
name="All",
description="Delete all morph items",
default=False,
options={"SKIP_SAVE"},
)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
mmd_root = root.mmd_root
morph_type = mmd_root.active_morph_type
if morph_type.startswith("material"):
bpy.ops.mmd_tools.clear_temp_materials()
elif morph_type.startswith("uv"):
bpy.ops.mmd_tools.clear_uv_morph_view()
morphs = getattr(mmd_root, morph_type)
if self.all:
morphs.clear()
mmd_root.active_morph = 0
else:
morphs.remove(mmd_root.active_morph)
mmd_root.active_morph = max(0, mmd_root.active_morph - 1)
return {"FINISHED"}
class MoveMorph(bpy.types.Operator, ItemMoveOp):
bl_idname = "mmd_tools.morph_move"
bl_label = "Move Morph"
bl_description = "Move active morph item up/down in the list"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
mmd_root = root.mmd_root
mmd_root.active_morph = self.move(
getattr(mmd_root, mmd_root.active_morph_type),
mmd_root.active_morph,
self.type,
)
return {"FINISHED"}
class CopyMorph(bpy.types.Operator):
bl_idname = "mmd_tools.morph_copy"
bl_label = "Copy Morph"
bl_description = "Make a copy of active morph in the list"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
mmd_root = root.mmd_root
morph_type = mmd_root.active_morph_type
morphs = getattr(mmd_root, morph_type)
morph = ItemOp.get_by_index(morphs, mmd_root.active_morph)
if morph is None:
return {"CANCELLED"}
name_orig, name_tmp = morph.name, "_tmp%s" % str(morph.as_pointer())
if morph_type.startswith("vertex"):
for obj in FnModel.iterate_mesh_objects(root):
FnMorph.copy_shape_key(obj, name_orig, name_tmp)
elif morph_type.startswith("uv"):
if morph.data_type == "VERTEX_GROUP":
for obj in FnModel.iterate_mesh_objects(root):
FnMorph.copy_uv_morph_vertex_groups(obj, name_orig, name_tmp)
morph_new, mmd_root.active_morph = ItemOp.add_after(morphs, mmd_root.active_morph)
for k, v in morph.items():
morph_new[k] = v if k != "name" else name_tmp
morph_new.name = name_orig + "_copy" # trigger name check
return {"FINISHED"}
class OverwriteBoneMorphsFromActionPose(bpy.types.Operator):
bl_idname = "mmd_tools.morph_overwrite_from_active_action_pose"
bl_label = "Overwrite Bone Morphs from active Action Pose"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
@classmethod
def poll(cls, context):
root = FnModel.find_root_object(context.active_object)
if root is None:
return False
return root.mmd_root.active_morph_type == "bone_morphs"
def execute(self, context):
root = FnModel.find_root_object(context.active_object)
FnMorph.overwrite_bone_morphs_from_action_pose(FnModel.find_armature_object(root))
return {"FINISHED"}
class AddMorphOffset(bpy.types.Operator):
bl_idname = "mmd_tools.morph_offset_add"
bl_label = "Add Morph Offset"
bl_description = "Add a morph offset item to the list"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
mmd_root = root.mmd_root
morph_type = mmd_root.active_morph_type
morph = ItemOp.get_by_index(getattr(mmd_root, morph_type), mmd_root.active_morph)
if morph is None:
return {"CANCELLED"}
item, morph.active_data = ItemOp.add_after(morph.data, morph.active_data)
if morph_type.startswith("material"):
if obj.type == "MESH" and obj.mmd_type == "NONE":
item.related_mesh = obj.data.name
active_material = obj.active_material
if active_material and "_temp" not in active_material.name:
item.material = active_material.name
elif morph_type.startswith("bone"):
pose_bone = context.active_pose_bone
if pose_bone:
item.bone = pose_bone.name
item.location = pose_bone.location
item.rotation = pose_bone.rotation_quaternion
return {"FINISHED"}
class RemoveMorphOffset(bpy.types.Operator):
bl_idname = "mmd_tools.morph_offset_remove"
bl_label = "Remove Morph Offset"
bl_description = "Remove morph offset item(s) from the list"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
all: bpy.props.BoolProperty(
name="All",
description="Delete all morph offset items",
default=False,
options={"SKIP_SAVE"},
)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
mmd_root = root.mmd_root
morph_type = mmd_root.active_morph_type
morph = ItemOp.get_by_index(getattr(mmd_root, morph_type), mmd_root.active_morph)
if morph is None:
return {"CANCELLED"}
if morph_type.startswith("material"):
bpy.ops.mmd_tools.clear_temp_materials()
if self.all:
if morph_type.startswith("vertex"):
for obj in FnModel.iterate_mesh_objects(root):
FnMorph.remove_shape_key(obj, morph.name)
return {"FINISHED"}
elif morph_type.startswith("uv"):
if morph.data_type == "VERTEX_GROUP":
for obj in FnModel.iterate_mesh_objects(root):
FnMorph.store_uv_morph_data(obj, morph)
return {"FINISHED"}
morph.data.clear()
morph.active_data = 0
else:
morph.data.remove(morph.active_data)
morph.active_data = max(0, morph.active_data - 1)
return {"FINISHED"}
class InitMaterialOffset(bpy.types.Operator):
bl_idname = "mmd_tools.material_morph_offset_init"
bl_label = "Init Material Offset"
bl_description = "Set all offset values to target value"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
target_value: bpy.props.FloatProperty(
name="Target Value",
description="Target value",
default=0,
)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
mmd_root = root.mmd_root
morph = mmd_root.material_morphs[mmd_root.active_morph]
mat_data = morph.data[morph.active_data]
val = self.target_value
mat_data.diffuse_color = mat_data.edge_color = (val,) * 4
mat_data.specular_color = mat_data.ambient_color = (val,) * 3
mat_data.shininess = mat_data.edge_weight = val
mat_data.texture_factor = mat_data.toon_texture_factor = mat_data.sphere_texture_factor = (val,) * 4
return {"FINISHED"}
class ApplyMaterialOffset(bpy.types.Operator):
bl_idname = "mmd_tools.apply_material_morph_offset"
bl_label = "Apply Material Offset"
bl_description = "Calculates the offsets and apply them, then the temporary material is removed"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
mmd_root = root.mmd_root
morph = mmd_root.material_morphs[mmd_root.active_morph]
mat_data = morph.data[morph.active_data]
if not mat_data.related_mesh:
self.report({"ERROR"}, "You need to choose a Related Mesh first")
return {"CANCELLED"}
meshObj = FnModel.find_mesh_object_by_name(morph.id_data, mat_data.related_mesh)
if meshObj is None:
self.report({"ERROR"}, "The model mesh can't be found")
return {"CANCELLED"}
try:
work_mat_name = mat_data.material + "_temp"
work_mat, base_mat = FnMaterial.swap_materials(meshObj, work_mat_name, mat_data.material)
except MaterialNotFoundError:
self.report({"ERROR"}, "Material not found")
return {"CANCELLED"}
base_mmd_mat = base_mat.mmd_material
work_mmd_mat = work_mat.mmd_material
if mat_data.offset_type == "MULT":
try:
diffuse_offset = divide_vector_components(work_mmd_mat.diffuse_color, base_mmd_mat.diffuse_color) + [special_division(work_mmd_mat.alpha, base_mmd_mat.alpha)]
specular_offset = divide_vector_components(work_mmd_mat.specular_color, base_mmd_mat.specular_color)
edge_offset = divide_vector_components(work_mmd_mat.edge_color, base_mmd_mat.edge_color)
mat_data.diffuse_color = diffuse_offset
mat_data.specular_color = specular_offset
mat_data.shininess = special_division(work_mmd_mat.shininess, base_mmd_mat.shininess)
mat_data.ambient_color = divide_vector_components(work_mmd_mat.ambient_color, base_mmd_mat.ambient_color)
mat_data.edge_color = edge_offset
mat_data.edge_weight = special_division(work_mmd_mat.edge_weight, base_mmd_mat.edge_weight)
except ZeroDivisionError:
mat_data.offset_type = "ADD" # If there is any 0 division we automatically switch it to type ADD
except ValueError:
self.report({"ERROR"}, "An unexpected error happened")
# We should stop on our tracks and re-raise the exception
raise
if mat_data.offset_type == "ADD":
diffuse_offset = list(work_mmd_mat.diffuse_color - base_mmd_mat.diffuse_color) + [work_mmd_mat.alpha - base_mmd_mat.alpha]
specular_offset = list(work_mmd_mat.specular_color - base_mmd_mat.specular_color)
edge_offset = Vector(work_mmd_mat.edge_color) - Vector(base_mmd_mat.edge_color)
mat_data.diffuse_color = diffuse_offset
mat_data.specular_color = specular_offset
mat_data.shininess = work_mmd_mat.shininess - base_mmd_mat.shininess
mat_data.ambient_color = work_mmd_mat.ambient_color - base_mmd_mat.ambient_color
mat_data.edge_color = list(edge_offset)
mat_data.edge_weight = work_mmd_mat.edge_weight - base_mmd_mat.edge_weight
FnMaterial.clean_materials(meshObj, can_remove=lambda m: m == work_mat)
return {"FINISHED"}
class CreateWorkMaterial(bpy.types.Operator):
bl_idname = "mmd_tools.create_work_material"
bl_label = "Create Work Material"
bl_description = "Creates a temporary material to edit this offset"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
mmd_root = root.mmd_root
morph = mmd_root.material_morphs[mmd_root.active_morph]
mat_data = morph.data[morph.active_data]
if not mat_data.related_mesh:
self.report({"ERROR"}, "You need to choose a Related Mesh first")
return {"CANCELLED"}
meshObj = FnModel.find_mesh_object_by_name(morph.id_data, mat_data.related_mesh)
if meshObj is None:
self.report({"ERROR"}, "The model mesh can't be found")
return {"CANCELLED"}
base_mat = meshObj.data.materials.get(mat_data.material, None)
if base_mat is None:
self.report({"ERROR"}, 'Material "%s" not found' % mat_data.material)
return {"CANCELLED"}
work_mat_name = base_mat.name + "_temp"
if work_mat_name in bpy.data.materials:
self.report({"ERROR"}, 'Temporary material "%s" is in use' % work_mat_name)
return {"CANCELLED"}
work_mat = base_mat.copy()
work_mat.name = work_mat_name
meshObj.data.materials.append(work_mat)
FnMaterial.swap_materials(meshObj, base_mat.name, work_mat.name)
base_mmd_mat = base_mat.mmd_material
work_mmd_mat = work_mat.mmd_material
work_mmd_mat.material_id = -1
# Apply the offsets
if mat_data.offset_type == "MULT":
diffuse_offset = multiply_vector_components(base_mmd_mat.diffuse_color, mat_data.diffuse_color[0:3])
specular_offset = multiply_vector_components(base_mmd_mat.specular_color, mat_data.specular_color)
edge_offset = multiply_vector_components(base_mmd_mat.edge_color, mat_data.edge_color)
ambient_offset = multiply_vector_components(base_mmd_mat.ambient_color, mat_data.ambient_color)
work_mmd_mat.diffuse_color = diffuse_offset
work_mmd_mat.alpha *= mat_data.diffuse_color[3]
work_mmd_mat.specular_color = specular_offset
work_mmd_mat.shininess *= mat_data.shininess
work_mmd_mat.ambient_color = ambient_offset
work_mmd_mat.edge_color = edge_offset
work_mmd_mat.edge_weight *= mat_data.edge_weight
elif mat_data.offset_type == "ADD":
diffuse_offset = Vector(base_mmd_mat.diffuse_color) + Vector(mat_data.diffuse_color[0:3])
specular_offset = Vector(base_mmd_mat.specular_color) + Vector(mat_data.specular_color)
edge_offset = Vector(base_mmd_mat.edge_color) + Vector(mat_data.edge_color)
ambient_offset = Vector(base_mmd_mat.ambient_color) + Vector(mat_data.ambient_color)
work_mmd_mat.diffuse_color = list(diffuse_offset)
work_mmd_mat.alpha += mat_data.diffuse_color[3]
work_mmd_mat.specular_color = list(specular_offset)
work_mmd_mat.shininess += mat_data.shininess
work_mmd_mat.ambient_color = list(ambient_offset)
work_mmd_mat.edge_color = list(edge_offset)
work_mmd_mat.edge_weight += mat_data.edge_weight
return {"FINISHED"}
class ClearTempMaterials(bpy.types.Operator):
bl_idname = "mmd_tools.clear_temp_materials"
bl_label = "Clear Temp Materials"
bl_description = "Clears all the temporary materials"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
for meshObj in FnModel.iterate_mesh_objects(root):
def __pre_remove(m):
if m and "_temp" in m.name:
base_mat_name = m.name.split("_temp")[0]
try:
FnMaterial.swap_materials(meshObj, m.name, base_mat_name)
return True
except MaterialNotFoundError:
self.report({"WARNING"}, "Base material for %s was not found" % m.name)
return False
FnMaterial.clean_materials(meshObj, can_remove=__pre_remove)
return {"FINISHED"}
class ViewBoneMorph(bpy.types.Operator):
bl_idname = "mmd_tools.view_bone_morph"
bl_label = "View Bone Morph"
bl_description = "View the result of active bone morph"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
mmd_root = root.mmd_root
armature = FnModel.find_armature_object(root)
utils.selectSingleBone(context, armature, None, True)
morph = mmd_root.bone_morphs[mmd_root.active_morph]
for morph_data in morph.data:
p_bone: Optional[bpy.types.PoseBone] = armature.pose.bones.get(morph_data.bone, None)
if p_bone:
p_bone.bone.select = True
mtx = (p_bone.matrix_basis.to_3x3() @ Quaternion(*morph_data.rotation.to_axis_angle()).to_matrix()).to_4x4()
mtx.translation = p_bone.location + morph_data.location
p_bone.matrix_basis = mtx
return {"FINISHED"}
class ClearBoneMorphView(bpy.types.Operator):
bl_idname = "mmd_tools.clear_bone_morph_view"
bl_label = "Clear Bone Morph View"
bl_description = "Reset transforms of all bones to their default values"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
armature = FnModel.find_armature_object(root)
for p_bone in armature.pose.bones:
p_bone.matrix_basis.identity()
return {"FINISHED"}
class ApplyBoneMorph(bpy.types.Operator):
bl_idname = "mmd_tools.apply_bone_morph"
bl_label = "Apply Bone Morph"
bl_description = "Apply current pose to active bone morph"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
armature = FnModel.find_armature_object(root)
mmd_root = root.mmd_root
morph = mmd_root.bone_morphs[mmd_root.active_morph]
morph.data.clear()
morph.active_data = 0
for p_bone in armature.pose.bones:
if p_bone.location.length > 0 or p_bone.matrix_basis.decompose()[1].angle > 0:
item = morph.data.add()
item.bone = p_bone.name
item.location = p_bone.location
item.rotation = p_bone.rotation_quaternion if p_bone.rotation_mode == "QUATERNION" else p_bone.matrix_basis.to_quaternion()
p_bone.bone.select = True
else:
p_bone.bone.select = False
return {"FINISHED"}
class SelectRelatedBone(bpy.types.Operator):
bl_idname = "mmd_tools.select_bone_morph_offset_bone"
bl_label = "Select Related Bone"
bl_description = "Select the bone assigned to this offset in the armature"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
mmd_root = root.mmd_root
armature = FnModel.find_armature_object(root)
morph = mmd_root.bone_morphs[mmd_root.active_morph]
morph_data = morph.data[morph.active_data]
utils.selectSingleBone(context, armature, morph_data.bone)
return {"FINISHED"}
class EditBoneOffset(bpy.types.Operator):
bl_idname = "mmd_tools.edit_bone_morph_offset"
bl_label = "Edit Related Bone"
bl_description = "Applies the location and rotation of this offset to the bone"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
mmd_root = root.mmd_root
armature = FnModel.find_armature_object(root)
morph = mmd_root.bone_morphs[mmd_root.active_morph]
morph_data = morph.data[morph.active_data]
p_bone = armature.pose.bones[morph_data.bone]
mtx = Quaternion(*morph_data.rotation.to_axis_angle()).to_matrix().to_4x4()
mtx.translation = morph_data.location
p_bone.matrix_basis = mtx
utils.selectSingleBone(context, armature, p_bone.name)
return {"FINISHED"}
class ApplyBoneOffset(bpy.types.Operator):
bl_idname = "mmd_tools.apply_bone_morph_offset"
bl_label = "Apply Bone Morph Offset"
bl_description = "Stores the current bone location and rotation into this offset"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
mmd_root = root.mmd_root
armature = FnModel.find_armature_object(root)
assert armature is not None
morph = mmd_root.bone_morphs[mmd_root.active_morph]
morph_data = morph.data[morph.active_data]
p_bone = armature.pose.bones[morph_data.bone]
morph_data.location = p_bone.location
morph_data.rotation = p_bone.rotation_quaternion if p_bone.rotation_mode == "QUATERNION" else p_bone.matrix_basis.to_quaternion()
return {"FINISHED"}
class ViewUVMorph(bpy.types.Operator):
bl_idname = "mmd_tools.view_uv_morph"
bl_label = "View UV Morph"
bl_description = "View the result of active UV morph on current mesh object"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
mmd_root = root.mmd_root
meshes = tuple(FnModel.iterate_mesh_objects(root))
if len(meshes) == 1:
obj = meshes[0]
elif obj not in meshes:
self.report({"ERROR"}, "Please select a mesh object")
return {"CANCELLED"}
meshObj = obj
bpy.ops.mmd_tools.clear_uv_morph_view()
selected = meshObj.select_get()
with bpyutils.select_object(meshObj):
mesh = cast(bpy.types.Mesh, meshObj.data)
morph = mmd_root.uv_morphs[mmd_root.active_morph]
uv_textures = mesh.uv_layers
base_uv_layers = [l for l in mesh.uv_layers if not l.name.startswith("_")]
if morph.uv_index >= len(base_uv_layers):
self.report({"ERROR"}, "Invalid uv index: %d" % morph.uv_index)
return {"CANCELLED"}
uv_layer_name = base_uv_layers[morph.uv_index].name
if morph.uv_index == 0 or uv_textures.active.name not in {uv_layer_name, "_" + uv_layer_name}:
uv_textures.active = uv_textures[uv_layer_name]
uv_layer_name = uv_textures.active.name
uv_tex = uv_textures.new(name="__uv.%s" % uv_layer_name)
if uv_tex is None:
self.report({"ERROR"}, "Failed to create a temporary uv layer")
return {"CANCELLED"}
offsets = FnMorph.get_uv_morph_offset_map(meshObj, morph).items()
offsets = {k: getattr(Vector(v), "zw" if uv_layer_name.startswith("_") else "xy") for k, v in offsets}
if len(offsets) > 0:
base_uv_data = mesh.uv_layers.active.data
temp_uv_data = mesh.uv_layers[uv_tex.name].data
for i, l in enumerate(mesh.loops):
select = temp_uv_data[i].select = l.vertex_index in offsets
if select:
temp_uv_data[i].uv = base_uv_data[i].uv + offsets[l.vertex_index]
uv_textures.active = uv_tex
uv_tex.active_render = True
meshObj.hide_set(False)
meshObj.select_set(selected)
return {"FINISHED"}
class ClearUVMorphView(bpy.types.Operator):
bl_idname = "mmd_tools.clear_uv_morph_view"
bl_label = "Clear UV Morph View"
bl_description = "Clear all temporary data of UV morphs"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
assert root is not None
for m in FnModel.iterate_mesh_objects(root):
mesh = m.data
uv_textures = getattr(mesh, "uv_textures", mesh.uv_layers)
for t in uv_textures:
if t.name.startswith("__uv."):
uv_textures.remove(t)
if len(uv_textures) > 0:
uv_textures[0].active_render = True
uv_textures.active_index = 0
animation_data = mesh.animation_data
if animation_data:
nla_tracks = animation_data.nla_tracks
for t in nla_tracks:
if t.name.startswith("__uv."):
nla_tracks.remove(t)
if animation_data.action and animation_data.action.name.startswith("__uv."):
animation_data.action = None
if animation_data.action is None and len(nla_tracks) == 0:
mesh.animation_data_clear()
for act in bpy.data.actions:
if act.name.startswith("__uv.") and act.users < 1:
bpy.data.actions.remove(act)
return {"FINISHED"}
class EditUVMorph(bpy.types.Operator):
bl_idname = "mmd_tools.edit_uv_morph"
bl_label = "Edit UV Morph"
bl_description = "Edit UV morph on a temporary UV layer (use UV Editor to edit the result)"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
@classmethod
def poll(cls, context):
obj = context.active_object
if obj.type != "MESH":
return False
active_uv_layer = obj.data.uv_layers.active
return active_uv_layer and active_uv_layer.name.startswith("__uv.")
def execute(self, context):
obj = context.active_object
meshObj = obj
selected = meshObj.select_get()
with bpyutils.select_object(meshObj):
mesh = cast(bpy.types.Mesh, meshObj.data)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_mode(type="VERT", action="ENABLE")
bpy.ops.mesh.reveal() # unhide all vertices
bpy.ops.mesh.select_all(action="DESELECT")
bpy.ops.object.mode_set(mode="OBJECT")
vertices = mesh.vertices
for l, d in zip(mesh.loops, mesh.uv_layers.active.data):
if d.select:
vertices[l.vertex_index].select = True
polygons = mesh.polygons
polygons.active = getattr(next((p for p in polygons if all(vertices[i].select for i in p.vertices)), None), "index", polygons.active)
bpy.ops.object.mode_set(mode="EDIT")
meshObj.select_set(selected)
return {"FINISHED"}
class ApplyUVMorph(bpy.types.Operator):
bl_idname = "mmd_tools.apply_uv_morph"
bl_label = "Apply UV Morph"
bl_description = "Calculate the UV offsets of selected vertices and apply to active UV morph"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
@classmethod
def poll(cls, context):
obj = context.active_object
if obj.type != "MESH":
return False
active_uv_layer = obj.data.uv_layers.active
return active_uv_layer and active_uv_layer.name.startswith("__uv.")
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
mmd_root = root.mmd_root
meshObj = obj
selected = meshObj.select_get()
with bpyutils.select_object(meshObj):
mesh = cast(bpy.types.Mesh, meshObj.data)
morph = mmd_root.uv_morphs[mmd_root.active_morph]
base_uv_name = mesh.uv_layers.active.name[5:]
if base_uv_name not in mesh.uv_layers:
self.report({"ERROR"}, ' * UV map "%s" not found' % base_uv_name)
return {"CANCELLED"}
base_uv_data = mesh.uv_layers[base_uv_name].data
temp_uv_data = mesh.uv_layers.active.data
axis_type = "ZW" if base_uv_name.startswith("_") else "XY"
from collections import namedtuple
__OffsetData = namedtuple("OffsetData", "index, offset")
offsets = {}
vertices = mesh.vertices
for l, i0, i1 in zip(mesh.loops, base_uv_data, temp_uv_data):
if vertices[l.vertex_index].select and l.vertex_index not in offsets:
dx, dy = i1.uv - i0.uv
if abs(dx) > 0.0001 or abs(dy) > 0.0001:
offsets[l.vertex_index] = __OffsetData(l.vertex_index, (dx, dy, dx, dy))
FnMorph.store_uv_morph_data(meshObj, morph, offsets.values(), axis_type)
morph.data_type = "VERTEX_GROUP"
meshObj.select_set(selected)
return {"FINISHED"}
class CleanDuplicatedMaterialMorphs(bpy.types.Operator):
bl_idname = "mmd_tools.clean_duplicated_material_morphs"
bl_label = "Clean Duplicated Material Morphs"
bl_description = "Clean duplicated material morphs"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return FnModel.find_root_object(context.active_object) is not None
def execute(self, context: bpy.types.Context):
mmd_root_object = FnModel.find_root_object(context.active_object)
FnMorph.clean_duplicated_material_morphs(mmd_root_object)
return {"FINISHED"}
+579
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@@ -0,0 +1,579 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import math
from typing import Dict, Optional, Tuple, cast
import bpy
from mathutils import Euler, Vector
from .. import utils
from ..bpyutils import FnContext, Props
from ..core import rigid_body
from ..core.model import FnModel, Model
from ..core.rigid_body import FnRigidBody
class SelectRigidBody(bpy.types.Operator):
bl_idname = "mmd_tools.rigid_body_select"
bl_label = "Select Rigid Body"
bl_description = "Select similar rigidbody objects which have the same property values with active rigidbody object"
bl_options = {"REGISTER", "UNDO"}
properties: bpy.props.EnumProperty(
name="Properties",
description="Select the properties to be compared",
options={"ENUM_FLAG"},
items=[
("collision_group_number", "Collision Group", "Collision group", 1),
("collision_group_mask", "Collision Group Mask", "Collision group mask", 2),
("type", "Rigid Type", "Rigid type", 4),
("shape", "Shape", "Collision shape", 8),
("bone", "Bone", "Target bone", 16),
],
default=set(),
)
hide_others: bpy.props.BoolProperty(
name="Hide Others",
description="Hide the rigidbody object which does not have the same property values with active rigidbody object",
default=False,
)
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
@classmethod
def poll(cls, context):
return FnModel.is_rigid_body_object(context.active_object)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
if root is None:
self.report({"ERROR"}, "The model root can't be found")
return {"CANCELLED"}
selection = set(FnModel.iterate_rigid_body_objects(root))
for prop_name in self.properties:
prop_value = getattr(obj.mmd_rigid, prop_name)
if prop_name == "collision_group_mask":
prop_value = tuple(prop_value)
for i in selection.copy():
if tuple(i.mmd_rigid.collision_group_mask) != prop_value:
selection.remove(i)
if self.hide_others:
i.select_set(False)
i.hide_set(True)
else:
for i in selection.copy():
if getattr(i.mmd_rigid, prop_name) != prop_value:
selection.remove(i)
if self.hide_others:
i.select_set(False)
i.hide_set(True)
for i in selection:
i.hide_set(False)
i.select_set(True)
return {"FINISHED"}
class AddRigidBody(bpy.types.Operator):
bl_idname = "mmd_tools.rigid_body_add"
bl_label = "Add Rigid Body"
bl_description = "Add Rigid Bodies to selected bones"
bl_options = {"REGISTER", "UNDO", "PRESET", "INTERNAL"}
name_j: bpy.props.StringProperty(
name="Name",
description="The name of rigid body ($name_j means use the japanese name of target bone)",
default="$name_j",
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="The english name of rigid body ($name_e means use the english name of target bone)",
default="$name_e",
)
collision_group_number: bpy.props.IntProperty(
name="Collision Group",
description="The collision group of the object",
min=0,
max=15,
)
collision_group_mask: bpy.props.BoolVectorProperty(
name="Collision Group Mask",
description="The groups the object can not collide with",
size=16,
subtype="LAYER",
)
rigid_type: bpy.props.EnumProperty(
name="Rigid Type",
description="Select rigid type",
items=[
(str(rigid_body.MODE_STATIC), "Bone", "Rigid body's orientation completely determined by attached bone", 1),
(str(rigid_body.MODE_DYNAMIC), "Physics", "Attached bone's orientation completely determined by rigid body", 2),
(str(rigid_body.MODE_DYNAMIC_BONE), "Physics + Bone", "Bone determined by combination of parent and attached rigid body", 3),
],
)
rigid_shape: bpy.props.EnumProperty(
name="Shape",
description="Select the collision shape",
items=[
("SPHERE", "Sphere", "", 1),
("BOX", "Box", "", 2),
("CAPSULE", "Capsule", "", 3),
],
)
size: bpy.props.FloatVectorProperty(
name="Size",
description="Size of the object, the values will multiply the length of target bone",
subtype="XYZ",
size=3,
min=0,
default=[0.6, 0.6, 0.6],
)
mass: bpy.props.FloatProperty(
name="Mass",
description="How much the object 'weights' irrespective of gravity",
min=0.001,
default=1,
)
friction: bpy.props.FloatProperty(
name="Friction",
description="Resistance of object to movement",
min=0,
soft_max=1,
default=0.5,
)
bounce: bpy.props.FloatProperty(
name="Restitution",
description="Tendency of object to bounce after colliding with another (0 = stays still, 1 = perfectly elastic)",
min=0,
soft_max=1,
)
linear_damping: bpy.props.FloatProperty(
name="Linear Damping",
description="Amount of linear velocity that is lost over time",
min=0,
max=1,
default=0.04,
)
angular_damping: bpy.props.FloatProperty(
name="Angular Damping",
description="Amount of angular velocity that is lost over time",
min=0,
max=1,
default=0.1,
)
def __add_rigid_body(self, context: bpy.types.Context, root_object: bpy.types.Object, pose_bone: Optional[bpy.types.PoseBone] = None):
name_j: str = self.name_j
name_e: str = self.name_e
size = self.size.copy()
loc = Vector((0.0, 0.0, 0.0))
rot = Euler((0.0, 0.0, 0.0))
bone_name: Optional[str] = None
if pose_bone is None:
size *= getattr(root_object, Props.empty_display_size)
else:
bone_name = pose_bone.name
mmd_bone = pose_bone.mmd_bone
name_j = name_j.replace("$name_j", mmd_bone.name_j or bone_name)
name_e = name_e.replace("$name_e", mmd_bone.name_e or bone_name)
target_bone = pose_bone.bone
loc = (target_bone.head_local + target_bone.tail_local) / 2
rot = target_bone.matrix_local.to_euler("YXZ")
rot.rotate_axis("X", math.pi / 2)
size *= target_bone.length
if 1:
pass # bypass resizing
elif self.rigid_shape == "SPHERE":
size.x *= 0.8
elif self.rigid_shape == "BOX":
size.x /= 3
size.y /= 3
size.z *= 0.8
elif self.rigid_shape == "CAPSULE":
size.x /= 3
return FnRigidBody.setup_rigid_body_object(
obj=FnRigidBody.new_rigid_body_object(context, FnModel.ensure_rigid_group_object(context, root_object)),
shape_type=rigid_body.shapeType(self.rigid_shape),
location=loc,
rotation=rot,
size=size,
dynamics_type=int(self.rigid_type),
name=name_j,
name_e=name_e,
collision_group_number=self.collision_group_number,
collision_group_mask=self.collision_group_mask,
mass=self.mass,
friction=self.friction,
bounce=self.bounce,
linear_damping=self.linear_damping,
angular_damping=self.angular_damping,
bone=bone_name,
)
@classmethod
def poll(cls, context):
root_object = FnModel.find_root_object(context.active_object)
if root_object is None:
return False
armature_object = FnModel.find_armature_object(root_object)
if armature_object is None:
return False
return True
def execute(self, context):
active_object = context.active_object
root_object = cast(bpy.types.Object, FnModel.find_root_object(active_object))
armature_object = cast(bpy.types.Object, FnModel.find_armature_object(root_object))
if active_object != armature_object:
FnContext.select_single_object(context, root_object).select_set(False)
elif armature_object.mode != "POSE":
bpy.ops.object.mode_set(mode="POSE")
selected_pose_bones = []
if context.selected_pose_bones:
selected_pose_bones = context.selected_pose_bones
armature_object.select_set(False)
if len(selected_pose_bones) > 0:
for pose_bone in selected_pose_bones:
rigid = self.__add_rigid_body(context, root_object, pose_bone)
rigid.select_set(True)
else:
rigid = self.__add_rigid_body(context, root_object)
rigid.select_set(True)
return {"FINISHED"}
def invoke(self, context, event):
no_bone = True
if context.selected_bones and len(context.selected_bones) > 0:
no_bone = False
elif context.selected_pose_bones and len(context.selected_pose_bones) > 0:
no_bone = False
if no_bone:
self.name_j = "Rigid"
self.name_e = "Rigid_e"
else:
if self.name_j == "Rigid":
self.name_j = "$name_j"
if self.name_e == "Rigid_e":
self.name_e = "$name_e"
vm = context.window_manager
return vm.invoke_props_dialog(self)
class RemoveRigidBody(bpy.types.Operator):
bl_idname = "mmd_tools.rigid_body_remove"
bl_label = "Remove Rigid Body"
bl_description = "Deletes the currently selected Rigid Body"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return FnModel.is_rigid_body_object(context.active_object)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
utils.selectAObject(obj) # ensure this is the only one object select
bpy.ops.object.delete(use_global=True)
if root:
utils.selectAObject(root)
return {"FINISHED"}
class RigidBodyBake(bpy.types.Operator):
bl_idname = "mmd_tools.ptcache_rigid_body_bake"
bl_label = "Bake"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context: bpy.types.Context):
with context.temp_override(scene=context.scene, point_cache=context.scene.rigidbody_world.point_cache):
bpy.ops.ptcache.bake("INVOKE_DEFAULT", bake=True)
return {"FINISHED"}
class RigidBodyDeleteBake(bpy.types.Operator):
bl_idname = "mmd_tools.ptcache_rigid_body_delete_bake"
bl_label = "Delete Bake"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context: bpy.types.Context):
with context.temp_override(scene=context.scene, point_cache=context.scene.rigidbody_world.point_cache):
bpy.ops.ptcache.free_bake("INVOKE_DEFAULT")
return {"FINISHED"}
class AddJoint(bpy.types.Operator):
bl_idname = "mmd_tools.joint_add"
bl_label = "Add Joint"
bl_description = "Add Joint(s) to selected rigidbody objects"
bl_options = {"REGISTER", "UNDO", "PRESET", "INTERNAL"}
use_bone_rotation: bpy.props.BoolProperty(
name="Use Bone Rotation",
description="Match joint orientation to bone orientation if enabled",
default=True,
)
limit_linear_lower: bpy.props.FloatVectorProperty(
name="Limit Linear Lower",
description="Lower limit of translation",
subtype="XYZ",
size=3,
)
limit_linear_upper: bpy.props.FloatVectorProperty(
name="Limit Linear Upper",
description="Upper limit of translation",
subtype="XYZ",
size=3,
)
limit_angular_lower: bpy.props.FloatVectorProperty(
name="Limit Angular Lower",
description="Lower limit of rotation",
subtype="EULER",
size=3,
min=-math.pi * 2,
max=math.pi * 2,
default=[-math.pi / 4] * 3,
)
limit_angular_upper: bpy.props.FloatVectorProperty(
name="Limit Angular Upper",
description="Upper limit of rotation",
subtype="EULER",
size=3,
min=-math.pi * 2,
max=math.pi * 2,
default=[math.pi / 4] * 3,
)
spring_linear: bpy.props.FloatVectorProperty(
name="Spring(Linear)",
description="Spring constant of movement",
subtype="XYZ",
size=3,
min=0,
)
spring_angular: bpy.props.FloatVectorProperty(
name="Spring(Angular)",
description="Spring constant of rotation",
subtype="XYZ",
size=3,
min=0,
)
def __enumerate_rigid_pair(self, bone_map: Dict[bpy.types.Object, Optional[bpy.types.Bone]]):
obj_seq = tuple(bone_map.keys())
for rigid_a, bone_a in bone_map.items():
for rigid_b, bone_b in bone_map.items():
if bone_a and bone_b and bone_b.parent == bone_a:
obj_seq = ()
yield (rigid_a, rigid_b)
if len(obj_seq) == 2:
if obj_seq[1].mmd_rigid.type == str(rigid_body.MODE_STATIC):
yield (obj_seq[1], obj_seq[0])
else:
yield obj_seq
def __add_joint(self, context: bpy.types.Context, root_object: bpy.types.Object, rigid_pair: Tuple[bpy.types.Object, bpy.types.Object], bone_map):
loc: Optional[Vector] = None
rot = Euler((0.0, 0.0, 0.0))
rigid_a, rigid_b = rigid_pair
bone_a = bone_map[rigid_a]
bone_b = bone_map[rigid_b]
if bone_a and bone_b:
if bone_a.parent == bone_b:
rigid_b, rigid_a = rigid_a, rigid_b
bone_b, bone_a = bone_a, bone_b
if bone_b.parent == bone_a:
loc = bone_b.head_local
if self.use_bone_rotation:
rot = bone_b.matrix_local.to_euler("YXZ")
rot.rotate_axis("X", math.pi / 2)
if loc is None:
loc = (rigid_a.location + rigid_b.location) / 2
name_j = rigid_b.mmd_rigid.name_j or rigid_b.name
name_e = rigid_b.mmd_rigid.name_e or rigid_b.name
return FnRigidBody.setup_joint_object(
obj=FnRigidBody.new_joint_object(context, FnModel.ensure_joint_group_object(context, root_object), FnModel.get_empty_display_size(root_object)),
name=name_j,
name_e=name_e,
location=loc,
rotation=rot,
rigid_a=rigid_a,
rigid_b=rigid_b,
maximum_location=self.limit_linear_upper,
minimum_location=self.limit_linear_lower,
maximum_rotation=self.limit_angular_upper,
minimum_rotation=self.limit_angular_lower,
spring_linear=self.spring_linear,
spring_angular=self.spring_angular,
)
@classmethod
def poll(cls, context):
root_object = FnModel.find_root_object(context.active_object)
if root_object is None:
return False
armature_object = FnModel.find_armature_object(root_object)
if armature_object is None:
return False
return True
def execute(self, context):
active_object = context.active_object
root_object = cast(bpy.types.Object, FnModel.find_root_object(active_object))
armature_object = cast(bpy.types.Object, FnModel.find_armature_object(root_object))
bones = cast(bpy.types.Armature, armature_object.data).bones
bone_map: Dict[bpy.types.Object, Optional[bpy.types.Bone]] = {r: bones.get(r.mmd_rigid.bone, None) for r in FnModel.iterate_rigid_body_objects(root_object) if r.select_get()}
if len(bone_map) < 2:
self.report({"ERROR"}, "Please select two or more mmd rigid objects")
return {"CANCELLED"}
FnContext.select_single_object(context, root_object).select_set(False)
if context.scene.rigidbody_world is None:
bpy.ops.rigidbody.world_add()
for pair in self.__enumerate_rigid_pair(bone_map):
joint = self.__add_joint(context, root_object, pair, bone_map)
joint.select_set(True)
return {"FINISHED"}
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
class RemoveJoint(bpy.types.Operator):
bl_idname = "mmd_tools.joint_remove"
bl_label = "Remove Joint"
bl_description = "Deletes the currently selected Joint"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return FnModel.is_joint_object(context.active_object)
def execute(self, context):
obj = context.active_object
root = FnModel.find_root_object(obj)
utils.selectAObject(obj) # ensure this is the only one object select
bpy.ops.object.delete(use_global=True)
if root:
utils.selectAObject(root)
return {"FINISHED"}
class UpdateRigidBodyWorld(bpy.types.Operator):
bl_idname = "mmd_tools.rigid_body_world_update"
bl_label = "Update Rigid Body World"
bl_description = "Update rigid body world and references of rigid body constraint according to current scene objects (experimental)"
bl_options = {"REGISTER", "UNDO"}
@staticmethod
def __get_rigid_body_world_objects():
rigid_body.setRigidBodyWorldEnabled(True)
rbw = bpy.context.scene.rigidbody_world
if not rbw.collection:
rbw.collection = bpy.data.collections.new("RigidBodyWorld")
rbw.collection.use_fake_user = True
if not rbw.constraints:
rbw.constraints = bpy.data.collections.new("RigidBodyConstraints")
rbw.constraints.use_fake_user = True
bpy.context.scene.rigidbody_world.substeps_per_frame = 6
bpy.context.scene.rigidbody_world.solver_iterations = 10
return rbw.collection.objects, rbw.constraints.objects
def execute(self, context):
scene = context.scene
scene_objs = set(scene.objects)
scene_objs.union(o for x in scene.objects if x.instance_type == "COLLECTION" and x.instance_collection for o in x.instance_collection.objects)
def _update_group(obj, group):
if obj in scene_objs:
if obj not in group.values():
group.link(obj)
return True
elif obj in group.values():
group.unlink(obj)
return False
def _references(obj):
yield obj
if getattr(obj, "proxy", None):
yield from _references(obj.proxy)
if getattr(obj, "override_library", None):
yield from _references(obj.override_library.reference)
need_rebuild_physics = scene.rigidbody_world is None or scene.rigidbody_world.collection is None or scene.rigidbody_world.constraints is None
rb_objs, rbc_objs = self.__get_rigid_body_world_objects()
objects = bpy.data.objects
table = {}
# Perhaps due to a bug in Blender,
# when bpy.ops.rigidbody.world_remove(),
# Object.rigid_body are removed,
# but Object.rigid_body_constraint are retained.
# Therefore, it must be checked with Object.mmd_type.
for i in (x for x in objects if x.mmd_type == "RIGID_BODY"):
if not _update_group(i, rb_objs):
continue
rb_map = table.setdefault(FnModel.find_root_object(i), {})
if i in rb_map: # means rb_map[i] will replace i
rb_objs.unlink(i)
continue
for r in _references(i):
rb_map[r] = i
# TODO Modify mmd_rigid to allow recovery of the remaining rigidbody parameters.
# mass, friction, restitution, linear_dumping, angular_dumping
for i in (x for x in objects if x.rigid_body_constraint):
if not _update_group(i, rbc_objs):
continue
rbc, root_object = i.rigid_body_constraint, FnModel.find_root_object(i)
rb_map = table.get(root_object, {})
rbc.object1 = rb_map.get(rbc.object1, rbc.object1)
rbc.object2 = rb_map.get(rbc.object2, rbc.object2)
if need_rebuild_physics:
for root_object in scene.objects:
if root_object.mmd_type != "ROOT":
continue
if not root_object.mmd_root.is_built:
continue
with FnContext.temp_override_active_layer_collection(context, root_object):
Model(root_object).build()
# After rebuild. First play. Will be crash!
# But saved it before. Reload after crash. The play can be work.
return {"FINISHED"}
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
from typing import Set
import bpy
from bpy.types import Operator
from ..core.model import FnModel
from ..core.sdef import FnSDEF
def _get_target_objects(context):
root_objects: Set[bpy.types.Object] = set()
selected_objects: Set[bpy.types.Object] = set()
for i in context.selected_objects:
if i.type == "MESH":
selected_objects.add(i)
continue
root_object = FnModel.find_root_object(i)
if root_object is None:
continue
if root_object in root_objects:
continue
root_objects.add(root_object)
selected_objects |= set(FnModel.iterate_mesh_objects(root_object))
return selected_objects, root_objects
class ResetSDEFCache(Operator):
bl_idname = "mmd_tools.sdef_cache_reset"
bl_label = "Reset MMD SDEF cache"
bl_description = "Reset MMD SDEF cache of selected objects and clean unused cache"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
target_meshes, _ = _get_target_objects(context)
for i in target_meshes:
FnSDEF.clear_cache(i)
FnSDEF.clear_cache(unused_only=True)
return {"FINISHED"}
class BindSDEF(Operator):
bl_idname = "mmd_tools.sdef_bind"
bl_label = "Bind SDEF Driver"
bl_description = "Bind MMD SDEF data of selected objects"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
mode: bpy.props.EnumProperty(
name="Mode",
description="Select mode",
items=[
("2", "Bulk", "Speed up with numpy (may be slower in some cases)", 2),
("1", "Normal", "Normal mode", 1),
("0", "- Auto -", "Select best mode by benchmark result", 0),
],
default="0",
)
use_skip: bpy.props.BoolProperty(
name="Skip",
description="Skip when the bones are not moving",
default=True,
)
use_scale: bpy.props.BoolProperty(
name="Scale",
description="Support bone scaling (slow)",
default=False,
)
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
# TODO: Utility Functionalize
def execute(self, context):
target_meshes, root_objects = _get_target_objects(context)
for r in root_objects:
r.mmd_root.use_sdef = True
param = ((None, False, True)[int(self.mode)], self.use_skip, self.use_scale)
count = sum(FnSDEF.bind(i, *param) for i in target_meshes)
self.report({"INFO"}, f"Binded {count} of {len(target_meshes)} selected mesh(es)")
return {"FINISHED"}
class UnbindSDEF(Operator):
bl_idname = "mmd_tools.sdef_unbind"
bl_label = "Unbind SDEF Driver"
bl_description = "Unbind MMD SDEF data of selected objects"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
# TODO: Utility Functionalize
def execute(self, context):
target_meshes, root_objects = _get_target_objects(context)
for i in target_meshes:
FnSDEF.unbind(i)
for r in root_objects:
r.mmd_root.use_sdef = False
return {"FINISHED"}
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
from typing import TYPE_CHECKING, cast
import bpy
from ..core.model import FnModel, Model
from ..core.translations import MMD_DATA_TYPE_TO_HANDLERS, FnTranslations
from ..translations import DictionaryEnum
if TYPE_CHECKING:
from ..properties.translations import MMDTranslation, MMDTranslationElement, MMDTranslationElementIndex
class TranslateMMDModel(bpy.types.Operator):
bl_idname = "mmd_tools.translate_mmd_model"
bl_label = "Translate a MMD Model"
bl_description = "Translate Japanese names of a MMD model"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
dictionary: bpy.props.EnumProperty(
name="Dictionary",
items=DictionaryEnum.get_dictionary_items,
description="Translate names from Japanese to English using selected dictionary",
)
types: bpy.props.EnumProperty(
name="Types",
description="Select which parts will be translated",
options={"ENUM_FLAG"},
items=[
("BONE", "Bones", "Bones", 1),
("MORPH", "Morphs", "Morphs", 2),
("MATERIAL", "Materials", "Materials", 4),
("DISPLAY", "Display", "Display frames", 8),
("PHYSICS", "Physics", "Rigidbodies and joints", 16),
("INFO", "Information", "Model name and comments", 32),
],
default={
"BONE",
"MORPH",
"MATERIAL",
"DISPLAY",
"PHYSICS",
},
)
modes: bpy.props.EnumProperty(
name="Modes",
description="Select translation mode",
options={"ENUM_FLAG"},
items=[
("MMD", "MMD Names", "Fill MMD English names", 1),
("BLENDER", "Blender Names", "Translate blender names (experimental)", 2),
],
default={"MMD"},
)
use_morph_prefix: bpy.props.BoolProperty(
name="Use Morph Prefix",
description="Add/remove prefix to English name of morph",
default=False,
)
overwrite: bpy.props.BoolProperty(
name="Overwrite",
description="Overwrite a translated English name",
default=False,
)
allow_fails: bpy.props.BoolProperty(
name="Allow Fails",
description="Allow incompletely translated names",
default=False,
)
@classmethod
def poll(cls, context):
obj = context.active_object
return obj in context.selected_objects and FnModel.find_root_object(obj)
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
def execute(self, context):
try:
self.__translator = DictionaryEnum.get_translator(self.dictionary)
except Exception as e:
self.report({"ERROR"}, "Failed to load dictionary: %s" % e)
return {"CANCELLED"}
obj = context.active_object
root = FnModel.find_root_object(obj)
rig = Model(root)
if "MMD" in self.modes:
for i in self.types:
getattr(self, "translate_%s" % i.lower())(rig)
if "BLENDER" in self.modes:
self.translate_blender_names(rig)
translator = self.__translator
txt = translator.save_fails()
if translator.fails:
self.report({"WARNING"}, "Failed to translate %d names, see '%s' in text editor" % (len(translator.fails), txt.name))
return {"FINISHED"}
def translate(self, name_j, name_e):
if not self.overwrite and name_e and self.__translator.is_translated(name_e):
return name_e
if self.allow_fails:
name_e = None
return self.__translator.translate(name_j, name_e)
def translate_blender_names(self, rig: Model):
if "BONE" in self.types:
for b in rig.armature().pose.bones:
rig.renameBone(b.name, self.translate(b.name, b.name))
if "MORPH" in self.types:
for i in (x for x in rig.meshes() if x.data.shape_keys):
for kb in i.data.shape_keys.key_blocks:
kb.name = self.translate(kb.name, kb.name)
if "MATERIAL" in self.types:
for m in (x for x in rig.materials() if x):
m.name = self.translate(m.name, m.name)
if "DISPLAY" in self.types:
g: bpy.types.BoneCollection
for g in cast(bpy.types.Armature, rig.armature().data).collections:
g.name = self.translate(g.name, g.name)
if "PHYSICS" in self.types:
for i in rig.rigidBodies():
i.name = self.translate(i.name, i.name)
for i in rig.joints():
i.name = self.translate(i.name, i.name)
if "INFO" in self.types:
objects = [rig.rootObject(), rig.armature()]
objects.extend(rig.meshes())
for i in objects:
i.name = self.translate(i.name, i.name)
def translate_info(self, rig):
mmd_root = rig.rootObject().mmd_root
mmd_root.name_e = self.translate(mmd_root.name, mmd_root.name_e)
comment_text = bpy.data.texts.get(mmd_root.comment_text, None)
comment_e_text = bpy.data.texts.get(mmd_root.comment_e_text, None)
if comment_text and comment_e_text:
comment_e = self.translate(comment_text.as_string(), comment_e_text.as_string())
comment_e_text.from_string(comment_e)
def translate_bone(self, rig):
bones = rig.armature().pose.bones
for b in bones:
if b.is_mmd_shadow_bone:
continue
b.mmd_bone.name_e = self.translate(b.mmd_bone.name_j, b.mmd_bone.name_e)
def translate_morph(self, rig):
mmd_root = rig.rootObject().mmd_root
attr_list = ("group", "vertex", "bone", "uv", "material")
prefix_list = ("G_", "", "B_", "UV_", "M_")
for attr, prefix in zip(attr_list, prefix_list):
for m in getattr(mmd_root, attr + "_morphs", []):
m.name_e = self.translate(m.name, m.name_e)
if not prefix:
continue
if self.use_morph_prefix:
if not m.name_e.startswith(prefix):
m.name_e = prefix + m.name_e
elif m.name_e.startswith(prefix):
m.name_e = m.name_e[len(prefix) :]
def translate_material(self, rig):
for m in rig.materials():
if m is None:
continue
m.mmd_material.name_e = self.translate(m.mmd_material.name_j, m.mmd_material.name_e)
def translate_display(self, rig):
mmd_root = rig.rootObject().mmd_root
for f in mmd_root.display_item_frames:
f.name_e = self.translate(f.name, f.name_e)
def translate_physics(self, rig):
for i in rig.rigidBodies():
i.mmd_rigid.name_e = self.translate(i.mmd_rigid.name_j, i.mmd_rigid.name_e)
for i in rig.joints():
i.mmd_joint.name_e = self.translate(i.mmd_joint.name_j, i.mmd_joint.name_e)
DEFAULT_SHOW_ROW_COUNT = 20
class MMD_TOOLS_UL_MMDTranslationElementIndex(bpy.types.UIList):
def draw_item(self, context, layout: bpy.types.UILayout, data, mmd_translation_element_index: "MMDTranslationElementIndex", icon, active_data, active_propname, index: int):
mmd_translation_element: "MMDTranslationElement" = data.translation_elements[mmd_translation_element_index.value]
MMD_DATA_TYPE_TO_HANDLERS[mmd_translation_element.type].draw_item(layout, mmd_translation_element, index)
class RestoreMMDDataReferenceOperator(bpy.types.Operator):
bl_idname = "mmd_tools.restore_mmd_translation_element_name"
bl_label = "Restore this Name"
bl_options = {"INTERNAL"}
index: bpy.props.IntProperty()
prop_name: bpy.props.StringProperty()
restore_value: bpy.props.StringProperty()
def execute(self, context: bpy.types.Context):
root_object = FnModel.find_root_object(context.object)
mmd_translation_element_index = root_object.mmd_root.translation.filtered_translation_element_indices[self.index].value
mmd_translation_element = root_object.mmd_root.translation.translation_elements[mmd_translation_element_index]
setattr(mmd_translation_element, self.prop_name, self.restore_value)
return {"FINISHED"}
class GlobalTranslationPopup(bpy.types.Operator):
bl_idname = "mmd_tools.global_translation_popup"
bl_label = "Global Translation Popup"
bl_options = {"INTERNAL", "UNDO"}
@classmethod
def poll(cls, context):
return FnModel.find_root_object(context.object) is not None
def draw(self, _context):
layout = self.layout
mmd_translation = self._mmd_translation
col = layout.column(align=True)
col.label(text="Filter", icon="FILTER")
row = col.row()
row.prop(mmd_translation, "filter_types")
group = row.row(align=True, heading="is Blank:")
group.alignment = "RIGHT"
group.prop(mmd_translation, "filter_japanese_blank", toggle=True, text="Japanese")
group.prop(mmd_translation, "filter_english_blank", toggle=True, text="English")
group = row.row(align=True)
group.prop(mmd_translation, "filter_restorable", toggle=True, icon="FILE_REFRESH", icon_only=True)
group.prop(mmd_translation, "filter_selected", toggle=True, icon="RESTRICT_SELECT_OFF", icon_only=True)
group.prop(mmd_translation, "filter_visible", toggle=True, icon="HIDE_OFF", icon_only=True)
col = layout.column(align=True)
box = col.box().column(align=True)
row = box.row(align=True)
row.label(text="Select the target column for Batch Operations:", icon="TRACKER")
row = box.row(align=True)
row.label(text="", icon="BLANK1")
row.prop(mmd_translation, "batch_operation_target", expand=True)
row.label(text="", icon="RESTRICT_SELECT_OFF")
row.label(text="", icon="HIDE_OFF")
if len(mmd_translation.filtered_translation_element_indices) > DEFAULT_SHOW_ROW_COUNT:
row.label(text="", icon="BLANK1")
col.template_list(
"MMD_TOOLS_UL_MMDTranslationElementIndex",
"",
mmd_translation,
"filtered_translation_element_indices",
mmd_translation,
"filtered_translation_element_indices_active_index",
rows=DEFAULT_SHOW_ROW_COUNT,
)
box = layout.box().column(align=True)
box.label(text="Batch Operation:", icon="MODIFIER")
box.prop(mmd_translation, "batch_operation_script", text="", icon="SCRIPT")
box.separator()
row = box.row()
row.prop(mmd_translation, "batch_operation_script_preset", text="Preset", icon="CON_TRANSFORM_CACHE")
row.operator(ExecuteTranslationBatchOperator.bl_idname, text="Execute")
box.separator()
translation_box = box.box().column(align=True)
translation_box.label(text="Dictionaries:", icon="HELP")
row = translation_box.row()
row.prop(mmd_translation, "dictionary", text="to_english")
# row.operator(ExecuteTranslationScriptOperator.bl_idname, text='Write to .csv')
translation_box.separator()
row = translation_box.row()
row.prop(mmd_translation, "dictionary", text="replace")
def invoke(self, context: bpy.types.Context, _event):
root_object = FnModel.find_root_object(context.object)
if root_object is None:
return {"CANCELLED"}
mmd_translation: "MMDTranslation" = root_object.mmd_root.translation
self._mmd_translation = mmd_translation
FnTranslations.clear_data(mmd_translation)
FnTranslations.collect_data(mmd_translation)
FnTranslations.update_query(mmd_translation)
return context.window_manager.invoke_props_dialog(self, width=800)
def execute(self, context):
root_object = FnModel.find_root_object(context.object)
if root_object is None:
return {"CANCELLED"}
FnTranslations.apply_translations(root_object)
FnTranslations.clear_data(root_object.mmd_root.translation)
return {"FINISHED"}
class ExecuteTranslationBatchOperator(bpy.types.Operator):
bl_idname = "mmd_tools.execute_translation_batch"
bl_label = "Execute Translation Batch"
bl_options = {"INTERNAL"}
def execute(self, context: bpy.types.Context):
root = FnModel.find_root_object(context.object)
if root is None:
return {"CANCELLED"}
fails, text = FnTranslations.execute_translation_batch(root)
if fails:
self.report({"WARNING"}, "Failed to translate %d names, see '%s' in text editor" % (len(fails), text.name))
return {"FINISHED"}
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# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import re
from bpy.types import Operator
from mathutils import Matrix
class _SetShadingBase:
bl_options = {"REGISTER", "UNDO"}
@staticmethod
def _get_view3d_spaces(context):
if getattr(context.area, "type", None) == "VIEW_3D":
return (context.area.spaces[0],)
return (area.spaces[0] for area in getattr(context.screen, "areas", ()) if area.type == "VIEW_3D")
@staticmethod
def _reset_color_management(context, use_display_device=True):
try:
context.scene.display_settings.display_device = ("None", "sRGB")[use_display_device]
except TypeError:
pass
@staticmethod
def _reset_material_shading(context, use_shadeless=False):
for i in (x for x in context.scene.objects if x.type == "MESH" and x.mmd_type == "NONE"):
for s in i.material_slots:
if s.material is None:
continue
s.material.use_nodes = False
s.material.use_shadeless = use_shadeless
def execute(self, context):
context.scene.render.engine = "BLENDER_EEVEE_NEXT"
shading_mode = getattr(self, "_shading_mode", None)
for space in self._get_view3d_spaces(context):
shading = space.shading
shading.type = "SOLID"
shading.light = "FLAT" if shading_mode == "SHADELESS" else "STUDIO"
shading.color_type = "TEXTURE" if shading_mode else "MATERIAL"
shading.show_object_outline = False
shading.show_backface_culling = False
return {"FINISHED"}
class SetGLSLShading(Operator, _SetShadingBase):
bl_idname = "mmd_tools.set_glsl_shading"
bl_label = "GLSL View"
bl_description = "Use GLSL shading with additional lighting"
_shading_mode = "GLSL"
class SetShadelessGLSLShading(Operator, _SetShadingBase):
bl_idname = "mmd_tools.set_shadeless_glsl_shading"
bl_label = "Shadeless GLSL View"
bl_description = "Use only toon shading"
_shading_mode = "SHADELESS"
class ResetShading(Operator, _SetShadingBase):
bl_idname = "mmd_tools.reset_shading"
bl_label = "Reset View"
bl_description = "Reset to default Blender shading"
class FlipPose(Operator):
bl_idname = "mmd_tools.flip_pose"
bl_label = "Flip Pose"
bl_description = "Apply the current pose of selected bones to matching bone on opposite side of X-Axis."
bl_options = {"REGISTER", "UNDO"}
# https://docs.blender.org/manual/en/dev/rigging/armatures/bones/editing/naming.html
__LR_REGEX = [
{"re": re.compile(r"^(.+)(RIGHT|LEFT)(\.\d+)?$", re.IGNORECASE), "lr": 1},
{"re": re.compile(r"^(.+)([\.\- _])(L|R)(\.\d+)?$", re.IGNORECASE), "lr": 2},
{"re": re.compile(r"^(LEFT|RIGHT)(.+)$", re.IGNORECASE), "lr": 0},
{"re": re.compile(r"^(L|R)([\.\- _])(.+)$", re.IGNORECASE), "lr": 0},
{"re": re.compile(r"^(.+)(左|右)(\.\d+)?$"), "lr": 1},
{"re": re.compile(r"^(左|右)(.+)$"), "lr": 0},
]
__LR_MAP = {
"RIGHT": "LEFT",
"Right": "Left",
"right": "left",
"LEFT": "RIGHT",
"Left": "Right",
"left": "right",
"L": "R",
"l": "r",
"R": "L",
"r": "l",
"": "",
"": "",
}
@classmethod
def flip_name(cls, name):
for regex in cls.__LR_REGEX:
match = regex["re"].match(name)
if match:
groups = match.groups()
lr = groups[regex["lr"]]
if lr in cls.__LR_MAP:
flip_lr = cls.__LR_MAP[lr]
name = ""
for i, s in enumerate(groups):
if i == regex["lr"]:
name += flip_lr
elif s:
name += s
return name
return ""
@staticmethod
def __cmul(vec1, vec2):
return type(vec1)([x * y for x, y in zip(vec1, vec2)])
@staticmethod
def __matrix_compose(loc, rot, scale):
return (Matrix.Translation(loc) @ rot.to_matrix().to_4x4()) @ Matrix([(scale[0], 0, 0, 0), (0, scale[1], 0, 0), (0, 0, scale[2], 0), (0, 0, 0, 1)])
@classmethod
def __flip_pose(cls, matrix_basis, bone_src, bone_dest):
from mathutils import Quaternion
m = bone_dest.bone.matrix_local.to_3x3().transposed()
mi = bone_src.bone.matrix_local.to_3x3().transposed().inverted() if bone_src != bone_dest else m.inverted()
loc, rot, scale = matrix_basis.decompose()
loc = cls.__cmul(mi @ loc, (-1, 1, 1))
rot = cls.__cmul(Quaternion(mi @ rot.axis, rot.angle).normalized(), (1, 1, -1, -1))
bone_dest.matrix_basis = cls.__matrix_compose(m @ loc, Quaternion(m @ rot.axis, rot.angle).normalized(), scale)
@classmethod
def poll(cls, context):
return context.active_object and context.active_object.type == "ARMATURE" and context.active_object.mode == "POSE"
def execute(self, context):
pose_bones = context.active_object.pose.bones
for b, mat in [(x, x.matrix_basis.copy()) for x in context.selected_pose_bones]:
self.__flip_pose(mat, b, pose_bones.get(self.flip_name(b.name), b))
return {"FINISHED"}