e83bd31b4f
- Shapekeys now import - Constraints should now import.
661 lines
28 KiB
Python
661 lines
28 KiB
Python
from io import BufferedReader
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import os
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import bpy
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import struct
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import traceback
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import mathutils
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from mathutils import Matrix, Vector
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class PMXVertex:
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def __init__(self, position, normal, uv, bone_indices, bone_weights, edge_scale, additional_uvs):
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self.position = position
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self.normal = normal
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self.uv = uv
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self.bone_indices = bone_indices
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self.bone_weights = bone_weights
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self.edge_scale = edge_scale
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self.additional_uvs = additional_uvs
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class PMXBone:
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def __init__(self, name, english_name, position, parent_index, layer, flag,
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tail_position, inherit_parent_index, inherit_influence,
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fixed_axis, local_x, local_z, external_key,
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ik_target_index, ik_loop_count, ik_limit_rad, ik_links):
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self.name = name
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self.english_name = english_name
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self.position = position
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self.parent_index = parent_index
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self.layer = layer
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self.flag = flag
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self.tail_position = tail_position
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self.inherit_parent_index = inherit_parent_index
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self.inherit_influence = inherit_influence
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self.fixed_axis = fixed_axis
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self.local_x = local_x
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self.local_z = local_z
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self.external_key = external_key
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self.ik_target_index = ik_target_index
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self.ik_loop_count = ik_loop_count
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self.ik_limit_rad = ik_limit_rad
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self.ik_links = ik_links
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class PMXMaterial:
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def __init__(self, name, english_name, diffuse, specular, specular_strength,
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ambient, flag, edge_color, edge_size, texture_index,
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sphere_texture_index, sphere_mode, toon_sharing_flag,
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toon_texture_index, comment, surface_count):
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self.name = name
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self.english_name = english_name
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self.diffuse = diffuse
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self.specular = specular
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self.specular_strength = specular_strength
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self.ambient = ambient
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self.flag = flag
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self.edge_color = edge_color
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self.edge_size = edge_size
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self.texture_index = texture_index
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self.sphere_texture_index = sphere_texture_index
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self.sphere_mode = sphere_mode
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self.toon_sharing_flag = toon_sharing_flag
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self.toon_texture_index = toon_texture_index
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self.comment = comment
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self.surface_count = surface_count
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class PMXMorph:
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def __init__(self, name, english_name, panel, morph_type, offsets):
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self.name = name
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self.english_name = english_name
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self.panel = panel
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self.morph_type = morph_type
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self.offsets = offsets
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def read_pmx_header(file: BufferedReader):
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magic = file.read(4)
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if magic != b'PMX ':
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raise ValueError("Invalid PMX file")
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version = struct.unpack('<f', file.read(4))[0]
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data_size = struct.unpack('<b', file.read(1))[0]
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encoding = struct.unpack('<b', file.read(1))[0]
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additional_uvs = struct.unpack('<b', file.read(1))[0]
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vertex_index_size = struct.unpack('<b', file.read(1))[0]
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texture_index_size = struct.unpack('<b', file.read(1))[0]
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material_index_size = struct.unpack('<b', file.read(1))[0]
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bone_index_size = struct.unpack('<b', file.read(1))[0]
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morph_index_size = struct.unpack('<b', file.read(1))[0]
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rigid_body_index_size = struct.unpack('<b', file.read(1))[0]
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model_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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model_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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model_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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model_english_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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return (version, encoding, additional_uvs, vertex_index_size, texture_index_size,
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material_index_size, bone_index_size, morph_index_size, rigid_body_index_size,
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model_name, model_english_name, model_comment, model_english_comment)
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def read_index_size(index, types):
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struct_format = "<??"
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byte_size = 0
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if index == 1:
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struct_format = replace_char(struct_format, 2, types[0])
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byte_size = 1
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elif index == 2:
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struct_format = replace_char(struct_format, 2, types[1])
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byte_size = 2
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else:
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struct_format = replace_char(struct_format, 2, types[2])
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byte_size = 4
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return struct_format, byte_size
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def replace_char(string, index, character):
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temp = list(string)
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temp[index] = character
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return "".join(temp)
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def read_morph(file: BufferedReader, vertex_struct, vertex_size):
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try:
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name_length = struct.unpack('<i', file.read(4))[0]
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name = str(file.read(name_length), 'utf-16-le', errors='replace')
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english_name_length = struct.unpack('<i', file.read(4))[0]
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english_name = str(file.read(english_name_length), 'utf-16-le', errors='replace')
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panel = int.from_bytes(file.read(1), byteorder='little', signed=True)
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morph_type = int.from_bytes(file.read(1), byteorder='little', signed=True)
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# Read offset count with error checking
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offset_count_bytes = file.read(4)
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if len(offset_count_bytes) != 4:
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return PMXMorph(name, english_name, panel, morph_type, [])
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offset_count = struct.unpack('<i', offset_count_bytes)[0]
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offsets = []
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if morph_type == 1: # Vertex morph
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for _ in range(offset_count):
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vertex_index = struct.unpack(replace_char(vertex_struct, 1, '1'), file.read(vertex_size))[0]
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offset = struct.unpack('<3f', file.read(12))
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offsets.append((vertex_index, offset))
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return PMXMorph(name, english_name, panel, morph_type, offsets)
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except:
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return PMXMorph("", "", 0, 0, [])
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def read_vertex(file: BufferedReader, string_build, byte_size, additional_uvs):
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position = struct.unpack('<3f', file.read(12))
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normal = struct.unpack('<3f', file.read(12))
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uv = struct.unpack('<2f', file.read(8))
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uv = [uv[0], (1.0-uv[1])-1.0]
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additional_uv_read = []
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for _ in range(additional_uvs):
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additional_uv_read.append(struct.unpack('<4f', file.read(16)))
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weight_deform_type = struct.unpack('<B', file.read(1))[0]
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bone_indices = []
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bone_weights = []
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if weight_deform_type == 0: # BDEF1
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string_build = replace_char(string_build, 1, '1')
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bone_indices = list(struct.unpack(string_build, file.read(byte_size*1)))
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bone_weights = [1.0]
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elif weight_deform_type == 1: # BDEF2
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string_build = replace_char(string_build, 1, '2')
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bone_indices = list(struct.unpack(string_build, file.read(byte_size*2)))
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weight = struct.unpack('<f', file.read(4))[0]
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bone_weights = [weight, 1.0-weight]
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elif weight_deform_type == 2: # BDEF4
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string_build = replace_char(string_build, 1, '4')
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bone_indices = list(struct.unpack(string_build, file.read(byte_size*4)))
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bone_weights = list(struct.unpack('<4f', file.read(16)))
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elif weight_deform_type == 3: # SDEF
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string_build = replace_char(string_build, 1, '2')
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bone_indices = list(struct.unpack(string_build, file.read(byte_size*2)))
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weight = struct.unpack('<f', file.read(4))[0]
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bone_weights = [weight, 1.0-weight]
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# Skip SDEF data as we don't use it
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file.read(36) # 3 vectors of 3 floats each (C, R0, R1)
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elif weight_deform_type == 4: # QDEF
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string_build = replace_char(string_build, 1, '4')
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bone_indices = list(struct.unpack(string_build, file.read(byte_size*4)))
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bone_weights = list(struct.unpack('<4f', file.read(16)))
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edge_scale = struct.unpack('<f', file.read(4))[0]
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return PMXVertex(position, normal, uv, bone_indices, bone_weights, edge_scale, additional_uv_read)
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def read_material(file: BufferedReader, string_build, byte_size):
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material_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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material_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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diffuse_color = struct.unpack('<4f', file.read(16))
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specular_color = struct.unpack('<3f', file.read(12))
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specular_strength = struct.unpack('<f', file.read(4))[0]
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ambient_color = struct.unpack('<3f', file.read(12))
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flag = struct.unpack('<b', file.read(1))[0]
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edge_color = struct.unpack('<4f', file.read(16))
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edge_size = struct.unpack('<f', file.read(4))[0]
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texture_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
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sphere_texture_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
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sphere_mode = struct.unpack('<b', file.read(1))[0]
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toon_sharing_flag = struct.unpack('<b', file.read(1))[0]
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if toon_sharing_flag == 0:
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toon_texture_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
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else:
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toon_texture_index = struct.unpack('<b', file.read(1))[0]
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comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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surface_count = int(struct.unpack('<i', file.read(4))[0]/3)
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return PMXMaterial(material_name, material_english_name, diffuse_color, specular_color,
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specular_strength, ambient_color, flag, edge_color, edge_size,
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texture_index, sphere_texture_index, sphere_mode,
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toon_sharing_flag, toon_texture_index, comment, surface_count)
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def create_material_nodes(material: bpy.types.Material, texture_path: str, diffuse_color, specular_color, specular_strength):
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material.use_nodes = True
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nodes = material.node_tree.nodes
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links = material.node_tree.links
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nodes.clear()
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principled = nodes.new("ShaderNodeBsdfPrincipled")
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principled.location = (0, 0)
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principled.inputs["Base Color"].default_value = diffuse_color
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principled.inputs["Specular IOR Level"].default_value = specular_strength
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principled.inputs["Specular Tint"].default_value = (*specular_color, 1.0)
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output = nodes.new("ShaderNodeOutputMaterial")
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output.location = (300, 0)
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if texture_path:
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texture = nodes.new("ShaderNodeTexImage")
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texture.location = (-300, 0)
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if os.path.exists(texture_path):
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if texture_path in bpy.data.images:
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texture.image = bpy.data.images[texture_path]
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else:
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texture.image = bpy.data.images.load(texture_path)
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links.new(texture.outputs["Color"], principled.inputs["Base Color"])
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links.new(texture.outputs["Alpha"], principled.inputs["Alpha"])
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links.new(principled.outputs["BSDF"], output.inputs["Surface"])
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def read_bone(file: BufferedReader, string_build, byte_size):
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bone_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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bone_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
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position = struct.unpack('<3f', file.read(12))
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parent_bone_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
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layer = struct.unpack('<i', file.read(4))[0]
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flag = struct.unpack('<H', file.read(2))[0]
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tail_position = [None, None, None]
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inherit_bone_parent_index = 0
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inherit_bone_parent_influence = 0.0
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fixed_axis = [0.0, 0.0, 0.0]
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local_x_vector = [0.0, 0.0, 0.0]
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local_z_vector = [0.0, 0.0, 0.0]
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external_key = 0
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ik_target_bone_index = 0
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ik_loop_count = -1
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ik_limit_radian = 0.0
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ik_links = []
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if not (flag & 0x0001):
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tail_position = struct.unpack('<3f', file.read(12))
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else:
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tail_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
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if flag & 0x0100 or flag & 0x0200:
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inherit_bone_parent_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
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inherit_bone_parent_influence = struct.unpack('<f', file.read(4))[0]
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if flag & 0x0400:
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fixed_axis = struct.unpack('<3f', file.read(12))
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if flag & 0x0800:
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local_x_vector = struct.unpack('<3f', file.read(12))
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local_z_vector = struct.unpack('<3f', file.read(12))
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if flag & 0x2000:
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external_key = struct.unpack('<i', file.read(4))[0]
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if flag & 0x0020:
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ik_target_bone_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
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ik_loop_count = struct.unpack('<i', file.read(4))[0]
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ik_limit_radian = struct.unpack('<f', file.read(4))[0]
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ik_link_count = struct.unpack('<i', file.read(4))[0]
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for _ in range(ik_link_count):
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ik_link_bone_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
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ik_link_limit = struct.unpack('<b', file.read(1))[0]
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if ik_link_limit == 1:
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angle_limit = (struct.unpack('<3f', file.read(12)), struct.unpack('<3f', file.read(12)))
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ik_links.append((ik_link_bone_index, True, angle_limit))
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else:
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ik_links.append((ik_link_bone_index, False, None))
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return PMXBone(bone_name, bone_english_name, position, parent_bone_index, layer,
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flag, tail_position, inherit_bone_parent_index, inherit_bone_parent_influence,
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fixed_axis, local_x_vector, local_z_vector, external_key,
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ik_target_bone_index, ik_loop_count, ik_limit_radian, ik_links)
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def create_bone_constraints(armature_obj: bpy.types.Object, bones: list[PMXBone]):
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bpy.context.view_layer.objects.active = armature_obj
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bpy.ops.object.mode_set(mode='POSE')
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# Clear existing constraints
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for pose_bone in armature_obj.pose.bones:
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while pose_bone.constraints:
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pose_bone.constraints.remove(pose_bone.constraints[0])
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# Handle rotation inheritance first
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for bone_data in bones:
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pose_bone = armature_obj.pose.bones.get(bone_data.name)
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if not pose_bone or bone_data.parent_index < 0:
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continue
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# Check if bone has vertex groups
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if not pose_bone.bone.use_deform:
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continue
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if bone_data.flag & 0x0100: # Rotation inheritance
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if bone_data.inherit_parent_index >= 0:
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constraint = pose_bone.constraints.new('COPY_ROTATION')
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constraint.name = "MMD Rotation"
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constraint.target = armature_obj
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constraint.subtarget = bones[bone_data.inherit_parent_index].name
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constraint.influence = bone_data.inherit_influence
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constraint.target_space = 'LOCAL'
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constraint.owner_space = 'LOCAL'
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# Then handle IK constraints
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for bone_data in bones:
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pose_bone = armature_obj.pose.bones.get(bone_data.name)
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if not pose_bone:
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continue
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# Skip non-deforming bones
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if not pose_bone.bone.use_deform:
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continue
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if bone_data.flag & 0x0020: # IK
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if bone_data.ik_target_index >= 0:
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constraint = pose_bone.constraints.new('IK')
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constraint.name = "MMD IK"
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constraint.target = armature_obj
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constraint.subtarget = bones[bone_data.ik_target_index].name
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constraint.chain_count = min(len(bone_data.ik_links), 3)
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constraint.iterations = min(bone_data.ik_loop_count, 8)
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constraint.use_tail = False
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constraint.use_stretch = False
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# Configure IK chain
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for link_bone_index, has_limits, angle_limits in bone_data.ik_links:
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link_pose_bone = armature_obj.pose.bones.get(bones[link_bone_index].name)
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if link_pose_bone and link_pose_bone.bone.use_deform:
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link_pose_bone.rotation_mode = 'XYZ'
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link_pose_bone.use_ik_limit_x = True
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link_pose_bone.use_ik_limit_y = True
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link_pose_bone.use_ik_limit_z = True
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if has_limits and angle_limits:
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min_angles, max_angles = angle_limits
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link_pose_bone.ik_min_x = max(-1.4, min_angles[0])
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link_pose_bone.ik_max_x = min(1.4, max_angles[0])
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link_pose_bone.ik_min_y = max(-1.4, min_angles[1])
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link_pose_bone.ik_max_y = min(1.4, max_angles[1])
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link_pose_bone.ik_min_z = max(-1.4, min_angles[2])
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link_pose_bone.ik_max_z = min(1.4, max_angles[2])
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# Reset pose to default state
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bpy.ops.pose.select_all(action='SELECT')
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bpy.ops.pose.transforms_clear()
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bpy.ops.pose.select_all(action='DESELECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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def create_armature(model_name: str, bones: list[PMXBone]) -> bpy.types.Object:
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armature = bpy.data.armatures.new(f"{model_name}_Armature")
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armature_obj = bpy.data.objects.new(f"{model_name}_Armature", armature)
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bpy.context.collection.objects.link(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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# First pass: Create bones with proper names and types
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edit_bones = []
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for i, bone_data in enumerate(bones):
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bone_name = bone_data.name if bone_data.name else bone_data.english_name
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if not bone_name:
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bone_name = f"bone_{i}"
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edit_bone = armature.edit_bones.new(bone_name)
|
|
edit_bone.head = Vector(bone_data.position)
|
|
|
|
# Handle different bone types based on flags and names
|
|
is_expression = bool(bone_data.flag & 0x0004)
|
|
is_rotation_influenced = bool(bone_data.flag & 0x0100)
|
|
is_ik = bool(bone_data.flag & 0x0020)
|
|
is_twist = "twist" in bone_name.lower()
|
|
|
|
if is_twist:
|
|
# Twist bones need specific handling
|
|
parent_pos = bones[bone_data.parent_index].position if bone_data.parent_index >= 0 else None
|
|
if parent_pos:
|
|
direction = Vector(bone_data.position) - Vector(parent_pos)
|
|
if direction.length > 0.001:
|
|
edit_bone.tail = edit_bone.head + direction.normalized() * 0.1
|
|
else:
|
|
edit_bone.tail = edit_bone.head + Vector((0, 0.05, 0))
|
|
else:
|
|
edit_bone.tail = edit_bone.head + Vector((0, 0.05, 0))
|
|
|
|
elif is_expression:
|
|
edit_bone.tail = edit_bone.head + Vector((0, 0.02, 0))
|
|
edit_bone.use_deform = False
|
|
|
|
elif is_ik:
|
|
if bone_data.ik_links:
|
|
target_pos = bones[bone_data.ik_links[0][0]].position
|
|
direction = Vector(target_pos) - Vector(edit_bone.head)
|
|
if direction.length > 0.001:
|
|
edit_bone.tail = edit_bone.head + direction.normalized() * 0.1
|
|
else:
|
|
edit_bone.tail = edit_bone.head + Vector((0, 0.1, 0))
|
|
else:
|
|
edit_bone.tail = edit_bone.head + Vector((0, 0.1, 0))
|
|
|
|
elif is_rotation_influenced:
|
|
# Handle rotation influenced bones
|
|
if bone_data.inherit_parent_index >= 0:
|
|
target_pos = bones[bone_data.inherit_parent_index].position
|
|
direction = Vector(target_pos) - Vector(edit_bone.head)
|
|
if direction.length > 0.001:
|
|
edit_bone.tail = edit_bone.head + direction.normalized() * 0.08
|
|
else:
|
|
edit_bone.tail = edit_bone.head + Vector((0, 0.08, 0))
|
|
else:
|
|
edit_bone.tail = edit_bone.head + Vector((0, 0.08, 0))
|
|
|
|
else:
|
|
# Standard bones
|
|
if bone_data.tail_position[0] is not None:
|
|
edit_bone.tail = Vector(bone_data.tail_position)
|
|
else:
|
|
child_positions = [bones[j].position for j in range(len(bones))
|
|
if bones[j].parent_index == i]
|
|
if child_positions:
|
|
avg_child_pos = Vector((0, 0, 0))
|
|
for pos in child_positions:
|
|
avg_child_pos += Vector(pos)
|
|
avg_child_pos /= len(child_positions)
|
|
edit_bone.tail = avg_child_pos
|
|
else:
|
|
bone_length = 0.1 if bone_data.layer == 0 else 0.05
|
|
edit_bone.tail = edit_bone.head + Vector((0, bone_length, 0))
|
|
|
|
edit_bones.append(edit_bone)
|
|
|
|
|
|
# Second pass: Set up hierarchy and orientations
|
|
for i, bone_data in enumerate(bones):
|
|
edit_bone = edit_bones[i]
|
|
|
|
# Parent bones
|
|
if bone_data.parent_index >= 0:
|
|
parent_bone = edit_bones[bone_data.parent_index]
|
|
edit_bone.parent = parent_bone
|
|
|
|
# Connect bones only if they should be connected
|
|
if (Vector(bone_data.position) - Vector(parent_bone.tail)).length < 0.01:
|
|
edit_bone.use_connect = True
|
|
|
|
# Handle bone orientation
|
|
if bone_data.fixed_axis != [0.0, 0.0, 0.0]:
|
|
edit_bone.align_roll(Vector(bone_data.fixed_axis))
|
|
elif bone_data.local_x != [0.0, 0.0, 0.0]:
|
|
x_axis = Vector(bone_data.local_x).normalized()
|
|
z_axis = Vector(bone_data.local_z).normalized()
|
|
y_axis = z_axis.cross(x_axis)
|
|
|
|
# Create and apply orientation matrix
|
|
matrix = Matrix((x_axis, y_axis, z_axis)).to_3x3()
|
|
edit_bone.matrix = matrix
|
|
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
return armature_obj
|
|
|
|
|
|
|
|
def assign_vertex_weights(obj: bpy.types.Object, vertices: list[PMXVertex], bones: list[PMXBone]):
|
|
# Pre-create vertex groups
|
|
vertex_groups = {}
|
|
for bone in bones:
|
|
vertex_groups[bone.name] = obj.vertex_groups.new(name=bone.name)
|
|
|
|
# Batch assign weights
|
|
for vertex_index, vertex in enumerate(vertices):
|
|
for bone_idx, weight in zip(vertex.bone_indices, vertex.bone_weights):
|
|
if bone_idx != -1 and weight > 0:
|
|
vertex_groups[bones[bone_idx].name].add([vertex_index], weight, 'REPLACE')
|
|
|
|
def assign_materials(obj: bpy.types.Object, materials: list[PMXMaterial], textures: list[str], base_path: str):
|
|
current_face_index = 0
|
|
|
|
for material in materials:
|
|
# Create or get material
|
|
mat_name = material.name or f"Material_{len(obj.data.materials)}"
|
|
if mat_name in bpy.data.materials:
|
|
mat = bpy.data.materials[mat_name]
|
|
else:
|
|
mat = bpy.data.materials.new(name=mat_name)
|
|
|
|
# Set up material nodes
|
|
texture_path = None
|
|
if material.texture_index >= 0 and material.texture_index < len(textures):
|
|
texture_path = os.path.join(base_path, textures[material.texture_index])
|
|
|
|
create_material_nodes(mat, texture_path, material.diffuse, material.specular,
|
|
material.specular_strength)
|
|
|
|
# Assign material to mesh
|
|
if mat.name not in obj.data.materials:
|
|
obj.data.materials.append(mat)
|
|
|
|
# Assign faces to material
|
|
mat_index = obj.data.materials.find(mat.name)
|
|
for face in obj.data.polygons[current_face_index:current_face_index + material.surface_count]:
|
|
face.material_index = mat_index
|
|
|
|
current_face_index += material.surface_count
|
|
|
|
def import_pmx(filepath: str):
|
|
try:
|
|
with open(filepath, 'rb') as file:
|
|
# Read header
|
|
header_data = read_pmx_header(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 = header_data
|
|
|
|
# Set up index size formats
|
|
vertex_struct, vertex_size = read_index_size(vertex_index_size, 'BHi')
|
|
bone_struct, bone_size = read_index_size(bone_index_size, 'bhi')
|
|
texture_struct, texture_size = read_index_size(texture_index_size, 'bhi')
|
|
|
|
# Read vertices
|
|
vertex_count = struct.unpack('<i', file.read(4))[0]
|
|
vertices = []
|
|
for _ in range(vertex_count):
|
|
vertices.append(read_vertex(file, bone_struct, bone_size, additional_uvs))
|
|
|
|
# Read faces
|
|
face_count = struct.unpack('<i', file.read(4))[0] // 3
|
|
faces = []
|
|
for _ in range(face_count):
|
|
if vertex_index_size == 1:
|
|
faces.append(struct.unpack('<3B', file.read(3)))
|
|
elif vertex_index_size == 2:
|
|
faces.append(struct.unpack('<3H', file.read(6)))
|
|
else:
|
|
faces.append(struct.unpack('<3i', file.read(12)))
|
|
|
|
# Read textures
|
|
texture_count = struct.unpack('<i', file.read(4))[0]
|
|
textures = []
|
|
for _ in range(texture_count):
|
|
texture_path = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
|
|
textures.append(texture_path)
|
|
|
|
# Read materials
|
|
material_count = struct.unpack('<i', file.read(4))[0]
|
|
materials = []
|
|
for _ in range(material_count):
|
|
materials.append(read_material(file, texture_struct, texture_size))
|
|
|
|
# Read bones
|
|
bone_count = struct.unpack('<i', file.read(4))[0]
|
|
bones = []
|
|
for _ in range(bone_count):
|
|
bones.append(read_bone(file, bone_struct, bone_size))
|
|
|
|
# Read morphs
|
|
morph_count = struct.unpack('<i', file.read(4))[0]
|
|
morphs = []
|
|
for _ in range(morph_count):
|
|
morphs.append(read_morph(file, vertex_struct, vertex_size))
|
|
|
|
# Create mesh and object
|
|
mesh = bpy.data.meshes.new(model_name)
|
|
mesh.from_pydata([v.position for v in vertices], [], faces)
|
|
mesh.update()
|
|
|
|
obj = bpy.data.objects.new(model_name, mesh)
|
|
bpy.context.collection.objects.link(obj)
|
|
|
|
# Create and set up armature
|
|
armature_obj = create_armature(model_name, bones)
|
|
obj.parent = armature_obj
|
|
|
|
# Create shape keys
|
|
for morph in morphs:
|
|
if morph.morph_type == 1: # Vertex morph
|
|
if not obj.data.shape_keys:
|
|
obj.shape_key_add(name='Basis')
|
|
|
|
shape_key = obj.shape_key_add(name=morph.name)
|
|
for vertex_index, offset in morph.offsets:
|
|
shape_key.data[vertex_index].co = (
|
|
vertices[vertex_index].position[0] + offset[0],
|
|
vertices[vertex_index].position[1] + offset[1],
|
|
vertices[vertex_index].position[2] + offset[2]
|
|
)
|
|
|
|
# Add armature modifier
|
|
mod = obj.modifiers.new(name="Armature", type='ARMATURE')
|
|
mod.object = armature_obj
|
|
|
|
# Assign materials and weights
|
|
base_path = os.path.dirname(filepath)
|
|
assign_materials(obj, materials, textures, base_path)
|
|
assign_vertex_weights(obj, vertices, bones)
|
|
|
|
# Set proper scale and orientation
|
|
armature_obj.scale = (0.08, 0.08, 0.08)
|
|
armature_obj.rotation_euler = (1.5708, 0, 0)
|
|
|
|
# Select both armature and mesh
|
|
armature_obj.select_set(True)
|
|
obj.select_set(True)
|
|
bpy.context.view_layer.objects.active = armature_obj
|
|
|
|
armature_obj.data.use_mirror_x = False # Prevent automatic mirroring
|
|
|
|
# Add constraints
|
|
create_bone_constraints(armature_obj, bones)
|
|
|
|
# Apply transforms
|
|
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
|
|
|
|
# Ensure we end in object mode
|
|
bpy.context.view_layer.objects.active = armature_obj
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
return {'FINISHED'}
|
|
|
|
except Exception as e:
|
|
print(f"Error importing PMX: {str(e)}")
|
|
traceback.print_exc()
|
|
return {'CANCELLED'}
|