Merge pull request #75 from Yusarina/pmx-import-improvements
PMX Importer Improvements Improvements
This commit is contained in:
+109
-87
@@ -200,39 +200,77 @@ def read_bone(file: BufferedReader, string_build, byte_size):
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print(f"Current file position: {file.tell()}")
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print(f"Current file position: {file.tell()}")
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raise
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raise
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def set_bone_local_axis(bone, local_x, local_z):
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# Convert from MMD to Blender coordinate system
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x_axis = Vector(local_x).xzy
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z_axis = Vector(local_z).xzy
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y_axis = z_axis.cross(x_axis)
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# Create rotation matrix from axes
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matrix = Matrix([x_axis, y_axis, z_axis]).transposed()
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bone.matrix_local = matrix.to_4x4()
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def finalize_armature(armature_obj):
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# Apply MMD to Blender space conversion
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armature_obj.rotation_euler[0] = 1.5708 # 90 degrees in radians
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armature_obj.rotation_euler[2] = 3.14159 # 180 degrees in radians
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# Apply scale to armature
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armature_obj.scale = (scale, scale, scale)
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# Apply transforms
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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def create_bones(armature_obj, bones_data, scale=0.08):
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def create_bones(armature_obj, bones_data, scale=0.08):
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bpy.context.view_layer.objects.active = armature_obj
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bpy.context.view_layer.objects.active = armature_obj
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode='EDIT')
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edit_bones = []
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edit_bones = []
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for bone_data in bones_data:
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for i, bone_data in enumerate(bones_data):
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bone = armature_obj.data.edit_bones.new(bone_data[0])
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try:
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# Scale the head position
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print(f"Creating bone {i}: {bone_data[0]}")
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bone.head = Vector(bone_data[2]).xzy * scale
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bone = armature_obj.data.edit_bones.new(bone_data[0])
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# Handle tail position with scale
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# Convert and scale head position
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if isinstance(bone_data[6], int) and bone_data[6] != -1:
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head_pos = Vector(bone_data[2]).xzy * scale
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target_pos = Vector(bones_data[bone_data[6]][2]).xzy * scale
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bone.head = head_pos
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bone.tail = target_pos
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else:
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offset = Vector(bone_data[6]).xzy * scale
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bone.tail = bone.head + offset
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if bone.length < 0.001:
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# Handle tail position
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bone.tail = bone.head + Vector((0, 0, 0.001))
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if bone_data[6][0] is not None:
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tail_pos = Vector(bone_data[6]).xzy * scale
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bone.tail = tail_pos
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print(f"Using defined tail position for bone {bone_data[0]}")
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else:
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# Set a default tail position if not provided
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bone.tail = head_pos + Vector((0, 0.1, 0)) * scale
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print(f"Using default tail position for bone {bone_data[0]}")
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edit_bones.append(bone)
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# Set parent if exists
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if bone_data[3] != -1:
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parent_bone = armature_obj.data.edit_bones[bones_data[bone_data[3]][0]]
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bone.parent = parent_bone
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print(f"Parented bone {bone_data[0]} to {parent_bone.name}")
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# Set parent relationships
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edit_bones.append(bone)
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except Exception as e:
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print(f"Error creating bone {i}: {str(e)}")
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continue
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# Set bone hierarchy
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for i, bone_data in enumerate(bones_data):
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for i, bone_data in enumerate(bones_data):
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if bone_data[3] != -1:
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if bone_data[3] != -1:
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edit_bones[i].parent = edit_bones[bone_data[3]]
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edit_bones[i].parent = edit_bones[bone_data[3]]
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# Apply final transforms
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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armature_obj.rotation_euler[0] = 1.5708
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armature_obj.rotation_euler[2] = 3.14159
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armature_obj.select_set(True)
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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return edit_bones
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return edit_bones
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def read_morph(file: BufferedReader, morph_struct, morph_bytesize, vertex_struct, vertex_size, bone_struct, bone_size, material_struct, material_size, rigid_struct, rigid_size):
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def read_morph(file: BufferedReader, morph_struct, morph_bytesize, vertex_struct, vertex_size, bone_struct, bone_size, material_struct, material_size, rigid_struct, rigid_size):
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morph_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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morph_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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morph_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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morph_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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@@ -321,7 +359,7 @@ def read_index_size(index, types):
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return struct, byte_size
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return struct, byte_size
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def import_pmx(filepath):
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def import_pmx(filepath, scale=0.08):
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try:
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try:
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faces: list[tuple[int,int,int]] = []
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faces: list[tuple[int,int,int]] = []
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vertices = []
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vertices = []
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@@ -342,25 +380,14 @@ def import_pmx(filepath):
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print("stage 3")
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print("stage 3")
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print(vertex_count)
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print(vertex_count)
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#====== Start reading index sizes and create helper prebuilts =====
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#====== Start reading index sizes and create helper prebuilts =====
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morph_struct, morph_size = read_index_size(morph_index_size, 'bhi')
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morph_struct, morph_size = read_index_size(morph_index_size, 'bhi')
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vertex_struct, vertex_size = read_index_size(vertex_index_size, 'BHi')
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vertex_struct, vertex_size = read_index_size(vertex_index_size, 'BHi')
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bone_struct, bone_size = read_index_size(bone_index_size, 'bhi')
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bone_struct, bone_size = read_index_size(bone_index_size, 'bhi')
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material_struct, material_size = read_index_size(material_index_size, 'bhi')
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material_struct, material_size = read_index_size(material_index_size, 'bhi')
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texture_struct, texture_size = read_index_size(texture_index_size, 'bhi')
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texture_struct, texture_size = read_index_size(texture_index_size, 'bhi')
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rigid_struct, rigid_size = read_index_size(rigid_body_index_size, 'bhi')
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rigid_struct, rigid_size = read_index_size(rigid_body_index_size, 'bhi')
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#====== End of reading index sizes and create helper prebuilts =====
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for _ in range(vertex_count):
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for _ in range(vertex_count):
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position, normal, uv, bone_indices, bone_weights, edge_scale, additional_uv_read = read_vertex(file, bone_struct, bone_size, additional_uvs)
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position, normal, uv, bone_indices, bone_weights, edge_scale, additional_uv_read = read_vertex(file, bone_struct, bone_size, additional_uvs)
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vertices.append((position, normal, uv, bone_indices, bone_weights, edge_scale))
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vertices.append((position, normal, uv, bone_indices, bone_weights, edge_scale))
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@@ -373,10 +400,6 @@ def import_pmx(filepath):
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def read_data(data, length):
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def read_data(data, length):
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return list(struct.unpack(data, file.read(length)))
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return list(struct.unpack(data, file.read(length)))
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#storing function to use in for-loop to prevent checking the same thing a bajillion times - @989onan
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face_funct = lambda: print("invalid face funct")
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face_funct = lambda: print("invalid face funct")
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if vertex_index_size == 1:
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if vertex_index_size == 1:
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face_funct = lambda: read_data('<3B',3)
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face_funct = lambda: read_data('<3B',3)
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@@ -433,12 +456,10 @@ def import_pmx(filepath):
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print("finished reading file!")
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print("finished reading file!")
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except Exception as e:
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except Exception as e:
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print(str(e))
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print(str(e))
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#pass
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#raise IOError("Could not read PMX file") from e
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# Create Blender objects and assign PMX data
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mesh = bpy.data.meshes.new(model_name)
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mesh = bpy.data.meshes.new(model_name)
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mesh.from_pydata([v[0] for v in vertices], [], faces)
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scaled_vertices = [(Vector(v[0]).xzy * scale) for v in vertices]
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mesh.from_pydata(scaled_vertices, [], faces)
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mesh.update()
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mesh.update()
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obj = bpy.data.objects.new(model_name, mesh)
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obj = bpy.data.objects.new(model_name, mesh)
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@@ -454,7 +475,6 @@ def import_pmx(filepath):
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uv_table = {vi:v for vi, v in enumerate([i[2] for i in vertices])}
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uv_table = {vi:v for vi, v in enumerate([i[2] for i in vertices])}
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uv_layer.data.foreach_set('uv', tuple(v for i in loop_indices_orig for v in uv_table[i]))
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uv_layer.data.foreach_set('uv', tuple(v for i in loop_indices_orig for v in uv_table[i]))
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cur_polygon_index: int = 0
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cur_polygon_index: int = 0
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# Assign materials
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# Assign materials
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@@ -469,46 +489,65 @@ def import_pmx(filepath):
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for node in [node for node in material.node_tree.nodes]:
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for node in [node for node in material.node_tree.nodes]:
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material.node_tree.nodes.remove(node)
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material.node_tree.nodes.remove(node)
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principled_node: ShaderNodeBsdfPrincipled = material.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
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# Create main nodes
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principled_node.location.x = 7.29706335067749
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principled_node = material.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
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principled_node.location.y = 298.918212890625
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principled_node.location = (0, 300)
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principled_node.inputs["Base Color"].default_value = material_data[2]
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principled_node.inputs["Specular Tint"].default_value = [material_data[3][0],material_data[3][1],material_data[3][2],1.0]
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principled_node.inputs["Specular IOR Level"].default_value = material_data[4]
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output_node: ShaderNodeOutputMaterial = material.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
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output_node = material.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
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output_node.location.x = 297.29705810546875
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output_node.location = (300, 300)
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output_node.location.y = 298.918212890625
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albedo_node: ShaderNodeTexImage = material.node_tree.nodes.new(type="ShaderNodeTexImage")
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# Set up main texture
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albedo_node.location.x = -588.6177978515625
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albedo_node = material.node_tree.nodes.new(type="ShaderNodeTexImage")
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albedo_node.location.y = 414.1948547363281
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albedo_node.location = (-600, 400)
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if textures[material_data[9]] in bpy.data.images:
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if textures[material_data[9]] in bpy.data.images:
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albedo_node.image = bpy.data.images[textures[material_data[9]]]
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albedo_node.image = bpy.data.images[textures[material_data[9]]]
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else:
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else:
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albedo_node.image = bpy.data.images.new(name=textures[material_data[9]],width=32,height=32)
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albedo_node.image = bpy.data.images.new(name=textures[material_data[9]], width=32, height=32)
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albedo_node.image.filepath = os.path.join(os.path.dirname(filepath),textures[material_data[9]])
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albedo_node.image.filepath = os.path.join(os.path.dirname(filepath), textures[material_data[9]])
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albedo_node.image.source = 'FILE'
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albedo_node.image.source = 'FILE'
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albedo_node.extension = 'REPEAT'
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albedo_node.image.reload()
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albedo_node.image.reload()
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# Set material properties
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principled_node.inputs["Base Color"].default_value = material_data[2]
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principled_node.inputs["Specular IOR Level"].default_value = material_data[4]
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principled_node.inputs["Roughness"].default_value = 0.5
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principled_node.inputs["Metallic"].default_value = 0.0
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# Handle transparency
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if material_data[2][3] < 0.99:
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material.blend_method = 'HASHED'
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material.use_backface_culling = False
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material.alpha_threshold = 0.5
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material.show_transparent_back = True
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# Create mix shader for transparency
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mix_shader = material.node_tree.nodes.new(type='ShaderNodeMixShader')
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mix_shader.location = (100, 300)
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transparent_node = material.node_tree.nodes.new(type='ShaderNodeBsdfTransparent')
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transparent_node.location = (-200, 200)
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# Connect nodes for transparency
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material.node_tree.links.new(mix_shader.inputs[0], albedo_node.outputs["Alpha"])
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material.node_tree.links.new(mix_shader.inputs[1], transparent_node.outputs[0])
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material.node_tree.links.new(mix_shader.inputs[2], principled_node.outputs[0])
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material.node_tree.links.new(output_node.inputs["Surface"], mix_shader.outputs[0])
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else:
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material.blend_method = 'OPAQUE'
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material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs[0])
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# Connect color
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material.node_tree.links.new(principled_node.inputs["Base Color"], albedo_node.outputs["Color"])
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material.node_tree.links.new(principled_node.inputs["Base Color"], albedo_node.outputs["Color"])
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material.node_tree.links.new(principled_node.inputs["Alpha"], albedo_node.outputs["Alpha"])
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material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs["BSDF"])
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#material.ambient = material_data[5] #TODO: this doesn't exist
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# Set other material properties based on the PMX data
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if not (material.name in mesh.materials):
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if not (material.name in mesh.materials):
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mesh.materials.append(material)
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mesh.materials.append(material)
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#surprised this works - @989onan
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end: int = cur_polygon_index + material_data[15] - 1
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end: int = cur_polygon_index+material_data[15]-1
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for face in mesh.polygons.items()[cur_polygon_index:end]:
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for face in mesh.polygons.items()[cur_polygon_index:end]:
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face[1].material_index = mesh.materials.find(material.name)
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face[1].material_index = mesh.materials.find(material.name)
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cur_polygon_index = cur_polygon_index+material_data[15]
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cur_polygon_index = cur_polygon_index + material_data[15]
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# Create armature and assign bones
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# Create armature and assign bones
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armature = bpy.data.armatures.new(model_name + "_Armature")
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armature = bpy.data.armatures.new(model_name + "_Armature")
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@@ -524,37 +563,22 @@ def import_pmx(filepath):
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print("Starting bone creation...")
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print("Starting bone creation...")
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print(f"Total bones to create: {len(bones)}")
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print(f"Total bones to create: {len(bones)}")
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for i, bone_data in enumerate(bones):
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# Create the bones using our create_bones function
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try:
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edit_bones = create_bones(armature_obj, bones, scale)
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print(f"Creating bone {i}: {bone_data[0]}")
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bone = armature.edit_bones.new(bone_data[0])
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bone.head = bone_data[2]
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if bone_data[6][0] != None:
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# Now we can safely scale and position bones
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bone.tail = bone_data[6]
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for bone in armature.edit_bones:
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print(f"Using defined tail position for bone {bone_data[0]}")
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bone_data = next(b for b in bones if b[0] == bone.name)
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else:
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bone.head = Vector(bone_data[2]).xzy * scale
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bone.tail = [bone.head[0], bone.head[1], bone.head[2]+0.1]
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if bone_data[6][0] is not None:
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print(f"Using default tail position for bone {bone_data[0]}")
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bone.tail = Vector(bone_data[6]).xzy * scale
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else:
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if bone_data[3] != -1:
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bone.tail = bone.head + Vector((0, 0.1 * scale))
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parent_bone = armature.edit_bones[bones[bone_data[3]][0]]
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bone.parent = parent_bone
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print(f"Parented bone {bone_data[0]} to {parent_bone.name}")
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except Exception as e:
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print(f"Error creating bone {i}: {str(e)}")
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continue
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print(f"Created bones: {len(armature.edit_bones)}")
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print("Finished bone creation")
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bpy.ops.object.mode_set(mode='OBJECT')
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# Assign bone weights to the mesh
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# Assign bone weights to the mesh
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for i, vertex in enumerate(vertices):
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for i, vertex in enumerate(vertices):
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for j in range(0, len(vertex[3])):
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for j in range(0, len(vertex[3])):
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if vertex[3][j] != -1 and vertex[3][j] < len(bones): # Add bounds check
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if vertex[3][j] != -1 and vertex[3][j] < len(bones):
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bone_name = bones[vertex[3][j]][0]
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bone_name = bones[vertex[3][j]][0]
|
||||||
weight = vertex[4][j]
|
weight = vertex[4][j]
|
||||||
|
|
||||||
@@ -575,7 +599,6 @@ def import_pmx(filepath):
|
|||||||
vertex_index = offset_data[0]
|
vertex_index = offset_data[0]
|
||||||
offset = offset_data[1]
|
offset = offset_data[1]
|
||||||
shape_key.data[vertex_index].co += mathutils.Vector(offset)
|
shape_key.data[vertex_index].co += mathutils.Vector(offset)
|
||||||
# Handle other morph types based on the PMX specification
|
|
||||||
|
|
||||||
#ROTATE LAST!
|
#ROTATE LAST!
|
||||||
armature_obj.rotation_euler[0] = 1.5708
|
armature_obj.rotation_euler[0] = 1.5708
|
||||||
@@ -584,7 +607,6 @@ def import_pmx(filepath):
|
|||||||
obj.select_set(True)
|
obj.select_set(True)
|
||||||
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
|
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
|
||||||
|
|
||||||
|
|
||||||
print(f"Successfully imported PMX file: {filepath}")
|
print(f"Successfully imported PMX file: {filepath}")
|
||||||
print(f"Model Name: {model_name}")
|
print(f"Model Name: {model_name}")
|
||||||
print(f"Model English Name: {model_english_name}")
|
print(f"Model English Name: {model_english_name}")
|
||||||
|
|||||||
Reference in New Issue
Block a user