This commit is contained in:
989onan
2024-06-14 19:18:25 -04:00
4 changed files with 569 additions and 1 deletions
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# core/__init__.py
from .register import register_wrap
from . import pmx
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import bpy
import struct
import mathutils
def read_pmd_header(file):
# Read PMD header information
magic = file.read(3)
if magic != b'Pmd':
raise ValueError("Invalid PMD file")
version = struct.unpack('<f', file.read(4))[0]
# Read additional header fields
model_name = file.read(20).decode('shift-jis').rstrip('\0')
comment = file.read(256).decode('shift-jis').rstrip('\0')
return version, model_name, comment
def read_pmd_vertex(file):
# Read PMD vertex information
position = struct.unpack('<3f', file.read(12))
normal = struct.unpack('<3f', file.read(12))
uv = struct.unpack('<2f', file.read(8))
bone_indices = list(struct.unpack('<2H', file.read(4)))
bone_weights = struct.unpack('<b', file.read(1))[0] / 100
edge_flag = struct.unpack('<b', file.read(1))[0]
return position, normal, uv, bone_indices, bone_weights, edge_flag
def read_pmd_material(file):
# Read PMD material information
diffuse_color = struct.unpack('<4f', file.read(16))
specular_color = struct.unpack('<3f', file.read(12))
specular_intensity = struct.unpack('<f', file.read(4))[0]
ambient_color = struct.unpack('<3f', file.read(12))
toon_index = struct.unpack('<b', file.read(1))[0]
edge_flag = struct.unpack('<b', file.read(1))[0]
vertex_count = struct.unpack('<i', file.read(4))[0]
texture_file_name = file.read(20).decode('shift-jis').rstrip('\0')
return diffuse_color, specular_color, specular_intensity, ambient_color, toon_index, edge_flag, vertex_count, texture_file_name
def read_pmd_bone(file):
# Read PMD bone information
bone_name = file.read(20).decode('shift-jis').rstrip('\0')
parent_bone_index = struct.unpack('<h', file.read(2))[0]
tail_pos_bone_index = struct.unpack('<h', file.read(2))[0]
bone_type = struct.unpack('<b', file.read(1))[0]
ik_parent_bone_index = struct.unpack('<h', file.read(2))[0]
bone_head_pos = struct.unpack('<3f', file.read(12))
return bone_name, parent_bone_index, tail_pos_bone_index, bone_type, ik_parent_bone_index, bone_head_pos
def read_pmd_ik(file):
# Read PMD IK information
ik_bone_index = struct.unpack('<h', file.read(2))[0]
ik_target_bone_index = struct.unpack('<h', file.read(2))[0]
ik_chain_length = struct.unpack('<b', file.read(1))[0]
iterations = struct.unpack('<h', file.read(2))[0]
limit_angle = struct.unpack('<f', file.read(4))[0]
ik_child_bone_indices = []
for _ in range(ik_chain_length):
ik_child_bone_index = struct.unpack('<h', file.read(2))[0]
ik_child_bone_indices.append(ik_child_bone_index)
return ik_bone_index, ik_target_bone_index, ik_chain_length, iterations, limit_angle, ik_child_bone_indices
def read_pmd_morph(file):
# Read PMD morph information
morph_name = file.read(20).decode('shift-jis').rstrip('\0')
morph_vertex_count = struct.unpack('<i', file.read(4))[0]
morph_type = struct.unpack('<b', file.read(1))[0]
morph_vertices = []
for _ in range(morph_vertex_count):
morph_vertex_index = struct.unpack('<i', file.read(4))[0]
morph_vertex_pos = struct.unpack('<3f', file.read(12))
morph_vertices.append((morph_vertex_index, morph_vertex_pos))
return morph_name, morph_vertex_count, morph_type, morph_vertices
def import_pmd(filepath):
try:
with open(filepath, 'rb') as file:
version, model_name, comment = read_pmd_header(file)
# Read vertices
vertex_count = struct.unpack('<i', file.read(4))[0]
vertices = []
for _ in range(vertex_count):
position, normal, uv, bone_indices, bone_weights, edge_flag = read_pmd_vertex(file)
vertices.append((position, normal, uv, bone_indices, bone_weights, edge_flag))
# Read faces
face_count = struct.unpack('<i', file.read(4))[0]
faces = []
for _ in range(face_count // 3):
face_indices = struct.unpack('<3i', file.read(12))
faces.append(face_indices)
# Read materials
material_count = struct.unpack('<i', file.read(4))[0]
materials = []
for _ in range(material_count):
diffuse_color, specular_color, specular_intensity, ambient_color, toon_index, edge_flag, vertex_count, texture_file_name = read_pmd_material(file)
materials.append((diffuse_color, specular_color, specular_intensity, ambient_color, toon_index, edge_flag, vertex_count, texture_file_name))
# Read bones
bone_count = struct.unpack('<h', file.read(2))[0]
bones = []
for _ in range(bone_count):
bone_name, parent_bone_index, tail_pos_bone_index, bone_type, ik_parent_bone_index, bone_head_pos = read_pmd_bone(file)
bones.append((bone_name, parent_bone_index, tail_pos_bone_index, bone_type, ik_parent_bone_index, bone_head_pos))
# Read IKs
ik_count = struct.unpack('<h', file.read(2))[0]
iks = []
for _ in range(ik_count):
ik_bone_index, ik_target_bone_index, ik_chain_length, iterations, limit_angle, ik_child_bone_indices = read_pmd_ik(file)
iks.append((ik_bone_index, ik_target_bone_index, ik_chain_length, iterations, limit_angle, ik_child_bone_indices))
# Read morphs
morph_count = struct.unpack('<h', file.read(2))[0]
morphs = []
for _ in range(morph_count):
morph_name, morph_vertex_count, morph_type, morph_vertices = read_pmd_morph(file)
morphs.append((morph_name, morph_vertex_count, morph_type, morph_vertices))
# Create Blender objects and assign PMD data
mesh = bpy.data.meshes.new(model_name)
mesh.from_pydata([v[0] for v in vertices], [], faces)
mesh.update()
obj = bpy.data.objects.new(model_name, mesh)
bpy.context.collection.objects.link(obj)
# Assign vertex normals
for i, vertex in enumerate(vertices):
mesh.vertices[i].normal = vertex[1]
# Assign UV coordinates
uv_layer = mesh.uv_layers.new()
for i, vertex in enumerate(vertices):
uv_layer.data[i].uv = vertex[2]
# Assign materials
for material_data in materials:
material = bpy.data.materials.new(f"Material_{len(mesh.materials)}")
material.diffuse_color = material_data[0]
material.specular_color = material_data[1]
material.specular_intensity = material_data[2]
material.ambient = material_data[3]
# Set other material properties based on the PMD data
mesh.materials.append(material)
# Create armature and assign bones
armature = bpy.data.armatures.new(model_name + "_Armature")
armature_obj = bpy.data.objects.new(model_name + "_Armature", armature)
bpy.context.collection.objects.link(armature_obj)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone_data in bones:
bone = armature.edit_bones.new(bone_data[0])
bone.head = bone_data[5]
if bone_data[1] != -1:
parent_bone = armature.edit_bones[bone_data[1]]
bone.parent = parent_bone
bone.tail = parent_bone.head
else:
bone.tail = bone.head + mathutils.Vector((0, 0.1, 0))
# Set other bone properties based on the PMD data
bpy.ops.object.mode_set(mode='OBJECT')
# Assign bone weights to the mesh
for i, vertex in enumerate(vertices):
for j in range(2):
if vertex[3][j] != 65535:
bone_name = bones[vertex[3][j]][0]
weight = vertex[4] if j == 0 else 1 - vertex[4]
vertex_group = obj.vertex_groups.get(bone_name)
if not vertex_group:
vertex_group = obj.vertex_groups.new(name=bone_name)
vertex_group.add([i], weight, 'REPLACE')
# Assign IK constraints to bones
for ik_data in iks:
ik_bone = armature.bones[bones[ik_data[0]][0]]
ik_target_bone = armature.bones[bones[ik_data[1]][0]]
ik_constraint = ik_bone.constraints.new('IK')
ik_constraint.target = armature_obj
ik_constraint.subtarget = ik_target_bone.name
ik_constraint.chain_count = ik_data[2]
ik_constraint.iterations = ik_data[3]
ik_constraint.limit_mode = 'LIMITDIST_INSIDE'
ik_constraint.limit_mode_max_x = ik_data[4]
# Assign morphs to the mesh
for morph_data in morphs:
morph_name = morph_data[0]
morph_type = morph_data[2]
if morph_type == 0: # Vertex morph
shape_key = obj.shape_key_add(name=morph_name)
for vertex_data in morph_data[3]:
vertex_index = vertex_data[0]
vertex_offset = vertex_data[1]
shape_key.data[vertex_index].co += mathutils.Vector(vertex_offset)
print(f"Successfully imported PMD file: {filepath}")
print(f"Model Name: {model_name}")
print(f"Comment: {comment}")
except Exception as e:
print(f"Error importing PMD file: {filepath}")
print(f"Error details: {str(e)}")
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import bpy
import struct
def read_pmx_header(file):
# Read PMX header information
magic = file.read(4) # Read magic bytes (should be "PMX ")
if magic != b'PMX ':
raise ValueError("Invalid PMX file")
version = struct.unpack('<f', file.read(4))[0] # Read version number (float, 4 bytes)
# Read additional header fields
data_size = struct.unpack('<i', file.read(4))[0] # Read size of remaining header data (int, 4 bytes)
encoding = struct.unpack('<b', file.read(1))[0] # Read encoding type (byte, 1 byte)
additional_uvs = struct.unpack('<b', file.read(1))[0] # Read number of additional UV layers (byte, 1 byte)
vertex_index_size = struct.unpack('<b', file.read(1))[0] # Read vertex index size (byte, 1 byte)
texture_index_size = struct.unpack('<b', file.read(1))[0] # Read texture index size (byte, 1 byte)
material_index_size = struct.unpack('<b', file.read(1))[0] # Read material index size (byte, 1 byte)
bone_index_size = struct.unpack('<b', file.read(1))[0] # Read bone index size (byte, 1 byte)
morph_index_size = struct.unpack('<b', file.read(1))[0] # Read morph index size (byte, 1 byte)
rigid_body_index_size = struct.unpack('<b', file.read(1))[0] # Read rigid body index size (byte, 1 byte)
# Read model name and comments
model_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read model name (string, variable length)
model_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read model English name (string, variable length)
model_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read model comment (string, variable length)
model_english_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read model English comment (string, variable length)
return version, encoding, additional_uvs, vertex_index_size, texture_index_size, material_index_size, bone_index_size, morph_index_size, rigid_body_index_size, model_name, model_english_name, model_comment, model_english_comment
def read_vertex(file, vertex_index_size):
position = struct.unpack('<3f', file.read(12)) # Read vertex position (float, 3 * 4 bytes)
normal = struct.unpack('<3f', file.read(12)) # Read vertex normal (float, 3 * 4 bytes)
uv = struct.unpack('<2f', file.read(8)) # Read vertex UV coordinates (float, 2 * 4 bytes)
if vertex_index_size == 1:
bone_indices = list(struct.unpack('<4B', file.read(4))) # Read bone indices (byte, 4 * 1 byte)
elif vertex_index_size == 2:
bone_indices = list(struct.unpack('<4H', file.read(8))) # Read bone indices (short, 4 * 2 bytes)
else:
bone_indices = list(struct.unpack('<4I', file.read(16))) # Read bone indices (int, 4 * 4 bytes)
bone_weights = list(struct.unpack('<4f', file.read(16))) # Read bone weights (float, 4 * 4 bytes)
edge_scale = struct.unpack('<f', file.read(4))[0] # Read edge scale (float, 4 bytes)
return position, normal, uv, bone_indices, bone_weights, edge_scale
def read_material(file, texture_index_size):
material_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read material name (string, variable length)
material_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read material English name (string, variable length)
diffuse_color = struct.unpack('<4f', file.read(16)) # Read diffuse color (float, 4 * 4 bytes)
specular_color = struct.unpack('<3f', file.read(12)) # Read specular color (float, 3 * 4 bytes)
specular_strength = struct.unpack('<f', file.read(4))[0] # Read specular strength (float, 4 bytes)
ambient_color = struct.unpack('<3f', file.read(12)) # Read ambient color (float, 3 * 4 bytes)
flag = struct.unpack('<b', file.read(1))[0] # Read flag (byte, 1 byte)
edge_color = struct.unpack('<4f', file.read(16)) # Read edge color (float, 4 * 4 bytes)
edge_size = struct.unpack('<f', file.read(4))[0] # Read edge size (float, 4 bytes)
texture_index = struct.unpack(f'<{texture_index_size}B', file.read(texture_index_size))[0] # Read texture index (byte, texture_index_size bytes)
sphere_texture_index = struct.unpack(f'<{texture_index_size}B', file.read(texture_index_size))[0] # Read sphere texture index (byte, texture_index_size bytes)
sphere_mode = struct.unpack('<b', file.read(1))[0] # Read sphere mode (byte, 1 byte)
toon_sharing_flag = struct.unpack('<b', file.read(1))[0] # Read toon sharing flag (byte, 1 byte)
if toon_sharing_flag == 0:
toon_texture_index = struct.unpack(f'<{texture_index_size}B', file.read(texture_index_size))[0] # Read toon texture index (byte, texture_index_size bytes)
else:
toon_texture_index = struct.unpack('<b', file.read(1))[0] # Read shared toon texture index (byte, 1 byte)
comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read material comment (string, variable length)
return material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment
def read_bone(file, bone_index_size):
bone_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read bone name (string, variable length)
bone_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read bone English name (string, variable length)
position = struct.unpack('<3f', file.read(12)) # Read bone position (float, 3 * 4 bytes)
parent_bone_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read parent bone index (byte, bone_index_size bytes)
layer = struct.unpack('<i', file.read(4))[0] # Read bone layer (int, 4 bytes)
flag = struct.unpack('<H', file.read(2))[0] # Read bone flag (short, 2 bytes)
if flag & 0x0001:
tail_position = struct.unpack('<3f', file.read(12)) # Read bone tail position (float, 3 * 4 bytes)
else:
tail_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read bone tail index (byte, bone_index_size bytes)
if flag & 0x0100 or flag & 0x0200:
inherit_bone_parent_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read inherit bone parent index (byte, bone_index_size bytes)
inherit_bone_parent_influence = struct.unpack('<f', file.read(4))[0] # Read inherit bone parent influence (float, 4 bytes)
if flag & 0x0400:
fixed_axis = struct.unpack('<3f', file.read(12)) # Read fixed axis (float, 3 * 4 bytes)
if flag & 0x0800:
local_x_vector = struct.unpack('<3f', file.read(12)) # Read local X-axis vector (float, 3 * 4 bytes)
local_z_vector = struct.unpack('<3f', file.read(12)) # Read local Z-axis vector (float, 3 * 4 bytes)
if flag & 0x2000:
external_key = struct.unpack('<i', file.read(4))[0] # Read external key (int, 4 bytes)
if flag & 0x0020:
ik_target_bone_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read IK target bone index (byte, bone_index_size bytes)
ik_loop_count = struct.unpack('<i', file.read(4))[0] # Read IK loop count (int, 4 bytes)
ik_limit_radian = struct.unpack('<f', file.read(4))[0] # Read IK limit angle (float, 4 bytes)
ik_link_count = struct.unpack('<i', file.read(4))[0] # Read IK link count (int, 4 bytes)
ik_links = []
for _ in range(ik_link_count):
ik_link_bone_index = struct.unpack(f'<{bone_index_size}B', file.read(bone_index_size))[0] # Read IK link bone index (byte, bone_index_size bytes)
ik_link_limit_min = struct.unpack('<3f', file.read(12)) # Read IK link limit minimum (float, 3 * 4 bytes)
ik_link_limit_max = struct.unpack('<3f', file.read(12)) # Read IK link limit maximum (float, 3 * 4 bytes)
ik_links.append((ik_link_bone_index, ik_link_limit_min, ik_link_limit_max))
return bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links
def read_morph(file, morph_index_size):
morph_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read morph name (string, variable length)
morph_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read morph English name (string, variable length)
panel = struct.unpack('<b', file.read(1))[0] # Read panel type (byte, 1 byte)
morph_type = struct.unpack('<b', file.read(1))[0] # Read morph type (byte, 1 byte)
offset_size = struct.unpack('<i', file.read(4))[0] # Read offset size (int, 4 bytes)
morph_data = []
for _ in range(offset_size):
if morph_type == 0: # Group
morph_index = struct.unpack(f'<{morph_index_size}B', file.read(morph_index_size))[0] # Read morph index (byte, morph_index_size bytes)
morph_value = struct.unpack('<f', file.read(4))[0] # Read morph value (float, 4 bytes)
morph_data.append((morph_index, morph_value))
elif morph_type == 1: # Vertex
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
position_offset = struct.unpack('<3f', file.read(12)) # Read position offset (float, 3 * 4 bytes)
morph_data.append((vertex_index, position_offset))
elif morph_type == 2: # Bone
bone_index = struct.unpack(f'<{morph_index_size}B', file.read(morph_index_size))[0] # Read bone index (byte, morph_index_size bytes)
position_offset = struct.unpack('<3f', file.read(12)) # Read position offset (float, 3 * 4 bytes)
rotation_offset = struct.unpack('<4f', file.read(16)) # Read rotation offset (float, 4 * 4 bytes)
morph_data.append((bone_index, position_offset, rotation_offset))
elif morph_type == 3: # UV
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 4: # UV extended1
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 5: # UV extended2
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 6: # UV extended3
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 7: # UV extended4
vertex_index = struct.unpack('<i', file.read(4))[0] # Read vertex index (int, 4 bytes)
uv_offset = struct.unpack('<4f', file.read(16)) # Read UV offset (float, 4 * 4 bytes)
morph_data.append((vertex_index, uv_offset))
elif morph_type == 8: # Material
material_index = struct.unpack('<i', file.read(4))[0] # Read material index (int, 4 bytes)
offset_type = struct.unpack('<b', file.read(1))[0] # Read offset type (byte, 1 byte)
diffuse_offset = struct.unpack('<4f', file.read(16)) # Read diffuse color offset (float, 4 * 4 bytes)
specular_offset = struct.unpack('<3f', file.read(12)) # Read specular color offset (float, 3 * 4 bytes)
specular_factor_offset = struct.unpack('<f', file.read(4))[0] # Read specular factor offset (float, 4 bytes)
ambient_offset = struct.unpack('<3f', file.read(12)) # Read ambient color offset (float, 3 * 4 bytes)
edge_color_offset = struct.unpack('<4f', file.read(16)) # Read edge color offset (float, 4 * 4 bytes)
edge_size_offset = struct.unpack('<f', file.read(4))[0] # Read edge size offset (float, 4 bytes)
texture_factor_offset = struct.unpack('<4f', file.read(16)) # Read texture factor offset (float, 4 * 4 bytes)
sphere_texture_factor_offset = struct.unpack('<4f', file.read(16)) # Read sphere texture factor offset (float, 4 * 4 bytes)
toon_texture_factor_offset = struct.unpack('<4f', file.read(16)) # Read toon texture factor offset (float, 4 * 4 bytes)
morph_data.append((material_index, offset_type, diffuse_offset, specular_offset, specular_factor_offset, ambient_offset, edge_color_offset, edge_size_offset, texture_factor_offset, sphere_texture_factor_offset, toon_texture_factor_offset))
return morph_name, morph_english_name, panel, morph_type, morph_data
def import_pmx(filepath):
try:
with open(filepath, 'rb') as file:
version, encoding, additional_uvs, vertex_index_size, texture_index_size, material_index_size, bone_index_size, morph_index_size, rigid_body_index_size, model_name, model_english_name, model_comment, model_english_comment = read_pmx_header(file)
# Read vertices
vertex_count = struct.unpack('<i', file.read(4))[0] # Read vertex count (int, 4 bytes)
vertices = []
for _ in range(vertex_count):
position, normal, uv, bone_indices, bone_weights, edge_scale = read_vertex(file, vertex_index_size)
vertices.append((position, normal, uv, bone_indices, bone_weights, edge_scale))
# Read faces
face_count = struct.unpack('<i', file.read(4))[0] # Read face count (int, 4 bytes)
faces = []
for _ in range(face_count // 3):
face_indices = struct.unpack('<3i', file.read(12)) # Read face indices (int, 3 * 4 bytes)
faces.append(face_indices)
# Read textures
texture_count = struct.unpack('<i', file.read(4))[0] # Read texture count (int, 4 bytes)
textures = []
for _ in range(texture_count):
texture_path = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace') # Read texture path (string, variable length)
textures.append(texture_path)
# Read materials
material_count = struct.unpack('<i', file.read(4))[0] # Read material count (int, 4 bytes)
materials = []
for _ in range(material_count):
material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment = read_material(file, texture_index_size)
materials.append((material_name, material_english_name, diffuse_color, specular_color, specular_strength, ambient_color, flag, edge_color, edge_size, texture_index, sphere_texture_index, sphere_mode, toon_sharing_flag, toon_texture_index, comment))
# Read bones
bone_count = struct.unpack('<i', file.read(4))[0] # Read bone count (int, 4 bytes)
bones = []
for _ in range(bone_count):
bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links = read_bone(file, bone_index_size)
bones.append((bone_name, bone_english_name, position, parent_bone_index, layer, flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence, fixed_axis, local_x_vector, local_z_vector, external_key, ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links))
# Read morphs
morph_count = struct.unpack('<i', file.read(4))[0] # Read morph count (int, 4 bytes)
morphs = []
for _ in range(morph_count):
morph_name, morph_english_name, panel, morph_type, morph_data = read_morph(file, morph_index_size)
morphs.append((morph_name, morph_english_name, panel, morph_type, morph_data))
# Create Blender objects and assign PMX data
mesh = bpy.data.meshes.new(model_name)
mesh.from_pydata([v[0] for v in vertices], [], faces)
mesh.update()
obj = bpy.data.objects.new(model_name, mesh)
bpy.context.collection.objects.link(obj)
# Assign vertex normals
for i, vertex in enumerate(vertices):
mesh.vertices[i].normal = vertex[1]
# Assign UV coordinates
uv_layer = mesh.uv_layers.new()
for i, vertex in enumerate(vertices):
uv_layer.data[i].uv = vertex[2]
# Assign materials
for material_data in materials:
material = bpy.data.materials.new(material_data[0])
material.diffuse_color = material_data[2]
material.specular_color = material_data[3]
material.specular_intensity = material_data[4]
material.ambient = material_data[5]
# Set other material properties based on the PMX data
mesh.materials.append(material)
# Create armature and assign bones
armature = bpy.data.armatures.new(model_name + "_Armature")
armature_obj = bpy.data.objects.new(model_name + "_Armature", armature)
bpy.context.collection.objects.link(armature_obj)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone_data in bones:
bone = armature.edit_bones.new(bone_data[0])
bone.head = bone_data[2]
bone.tail = bone_data[6]
if bone_data[3] != -1:
parent_bone = armature.edit_bones[bone_data[3]]
bone.parent = parent_bone
# Set other bone properties based on the PMX data
bpy.ops.object.mode_set(mode='OBJECT')
# Assign bone weights to the mesh
for i, vertex in enumerate(vertices):
for j in range(4):
if vertex[3][j] != -1:
bone_name = bones[vertex[3][j]][0]
weight = vertex[4][j]
vertex_group = obj.vertex_groups.get(bone_name)
if not vertex_group:
vertex_group = obj.vertex_groups.new(name=bone_name)
vertex_group.add([i], weight, 'REPLACE')
# Assign morphs to the mesh
for morph_data in morphs:
morph_name = morph_data[0]
morph_type = morph_data[3]
if morph_type == 1: # Vertex morph
shape_key = obj.shape_key_add(name=morph_name)
for offset_data in morph_data[4]:
vertex_index = offset_data[0]
offset = offset_data[1]
shape_key.data[vertex_index].co += mathutils.Vector(offset)
# Handle other morph types based on the PMX specification
print(f"Successfully imported PMX file: {filepath}")
print(f"Model Name: {model_name}")
print(f"Model English Name: {model_english_name}")
print(f"Model Comment: {model_comment}")
print(f"Model English Comment: {model_english_comment}")
except Exception as e:
print(f"Error importing PMX file: {filepath}")
print(f"Error details: {str(e)}")
+37 -1
View File
@@ -1,5 +1,7 @@
import bpy
from ..core.register import register_wrap
from ..core.pmx.import_pmx import import_pmx
from ..core.pmd.import_pmd import import_pmd
@register_wrap
class AvatarToolkitQuickAccessPanel(bpy.types.Panel):
@@ -13,4 +15,38 @@ class AvatarToolkitQuickAccessPanel(bpy.types.Panel):
def draw(self, context):
layout = self.layout
layout.label(text="Quick Access Options")
# Add quick access options here
# Add import buttons
row = layout.row()
row.operator("avatar_toolkit.import_pmx", text="Import PMX")
row.operator("avatar_toolkit.import_pmd", text="Import PMD")
@register_wrap
class AVATAR_TOOLKIT_OT_import_pmx(bpy.types.Operator):
bl_idname = "avatar_toolkit.import_pmx"
bl_label = "Import PMX"
filepath: bpy.props.StringProperty(subtype="FILE_PATH")
def execute(self, context):
import_pmx(self.filepath)
return {'FINISHED'}
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
@register_wrap
class AVATAR_TOOLKIT_OT_import_pmd(bpy.types.Operator):
bl_idname = "avatar_toolkit.import_pmd"
bl_label = "Import PMD"
filepath: bpy.props.StringProperty(subtype="FILE_PATH")
def execute(self, context):
import_pmd(self.filepath)
return {'FINISHED'}
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}