Files
Avatar-Toolkit/core/import_pmx.py
T
Yusarina 155c40d4d4 Improvements
- Improvements to materials, still needs work but looking better.
- Model imports the correct size now.
- Attempted to fix bones positions, rotations and etc, but failed, however the work I done should setup it up to work maybe....
- Minor improvements.
2024-11-17 20:31:58 +00:00

618 lines
30 KiB
Python

from io import BufferedReader
import os
import bpy
import struct
import traceback
import mathutils
from mathutils import Matrix, Vector
from bpy.types import Material, Operator, Context, Object, Image, Mesh, MeshUVLoopLayer, Float2AttributeValue, ShaderNodeTexImage, ShaderNodeBsdfPrincipled, ShaderNodeOutputMaterial
def replace_char(string, index, character):
temp = list(string)
temp[index] = character
return "".join(temp)
def read_pmx_header(file: BufferedReader):
# Read PMX header information
magic = file.read(4)
if magic != b'PMX ':
raise ValueError("Invalid PMX file")
version = struct.unpack('<f', file.read(4))[0]
# Read additional header fields
data_size = struct.unpack('<b', file.read(1))[0]
encoding = struct.unpack('<b', file.read(1))[0]
additional_uvs = struct.unpack('<b', file.read(1))[0]
vertex_index_size = struct.unpack('<b', file.read(1))[0]
texture_index_size = struct.unpack('<b', file.read(1))[0]
material_index_size = struct.unpack('<b', file.read(1))[0]
bone_index_size = struct.unpack('<b', file.read(1))[0]
morph_index_size = struct.unpack('<b', file.read(1))[0]
rigid_body_index_size = struct.unpack('<b', file.read(1))[0]
print(rigid_body_index_size)
# Read model name and comments
model_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
model_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
model_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
print(model_name)
print(model_english_name)
print(model_comment)
model_english_comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
print(model_english_comment)
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: BufferedReader, string_build, byte_size, additional_uvs):
position = struct.unpack('<3f', file.read(12))
normal = struct.unpack('<3f', file.read(12))
uv = struct.unpack('<2f', file.read(8))
uv = [uv[0],(1.0-uv[1])-1.0]
additional_uv_read = []
for i in range(0,additional_uvs):
additional_uv_read.append(struct.unpack('<4f', file.read(16)))
weight_deform_type = struct.unpack('<B', file.read(1))[0]
C_num = []
R0_num = []
R1_num = []
#in the if-else chain, multiplying byte_size by a number should reflect the string_build's 1st (not 0th) character which is how many bone indices there are.
if weight_deform_type == 0: #BDEF 1
string_build = replace_char(string_build,1,'1') #how many bone indices there are
bone_indices = list(struct.unpack(string_build, file.read(byte_size*1)))
bone_weights = [1.0]
elif weight_deform_type == 1: #BDEF2
string_build = replace_char(string_build,1,'2') #how many bone indices there are
bone_indices = list(struct.unpack(string_build, file.read(byte_size*2)))
bone_1_weight = struct.unpack('<f', file.read(4))[0]
bone_weights = [bone_1_weight, 1.0-bone_1_weight]
elif weight_deform_type == 2: #BDEF4
string_build = replace_char(string_build,1,'4') #how many bone indices there are
bone_indices = list(struct.unpack(string_build, file.read(byte_size*4)))
bone_weights = list(struct.unpack('<4f', file.read(4*4)))
elif weight_deform_type == 3: #SDEF
string_build = replace_char(string_build,1,'2') #how many bone indices there are
bone_indices = list(struct.unpack(string_build, file.read(byte_size*2)))
bone_1_weight = struct.unpack('<f', file.read(4))[0]
bone_weights = [bone_1_weight, 1.0-bone_1_weight]
C_num = struct.unpack('<3f', file.read(12))
R0_num = struct.unpack('<3f', file.read(12))
R1_num = struct.unpack('<3f', file.read(12))
elif weight_deform_type == 4: #QDEF
string_build = replace_char(string_build,1,'4') #how many bone indices there are
bone_indices = list(struct.unpack(string_build, file.read(byte_size*4)))
bone_weights = list(struct.unpack('<4f', file.read(4*4)))
else:
raise IOError("Unsupported weight deform type \""+str(weight_deform_type)+"\" for file!")
edge_scale = struct.unpack('<f', file.read(4))[0]
return position, normal, uv, bone_indices, bone_weights, edge_scale, additional_uv_read
def read_material(file: BufferedReader, string_build, byte_size):
material_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
material_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
diffuse_color = struct.unpack('<4f', file.read(16))
specular_color = struct.unpack('<3f', file.read(12))
specular_strength = struct.unpack('<f', file.read(4))[0]
ambient_color = struct.unpack('<3f', file.read(12))
flag = struct.unpack('<b', file.read(1))[0]
edge_color = struct.unpack('<4f', file.read(16))
edge_size = struct.unpack('<f', file.read(4))[0]
#this is bad don't do this, replaced it.. - @989onan
#texture_index = struct.unpack(f'<{texture_index_size}B', file.read(texture_index_size))[0]
texture_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
sphere_texture_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
sphere_mode = struct.unpack('<b', file.read(1))[0]
toon_sharing_flag = struct.unpack('<b', file.read(1))[0]
if toon_sharing_flag == 0:
toon_texture_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
else:
toon_texture_index = struct.unpack('<b', file.read(1))[0]
comment = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
surface_count = int(struct.unpack('<i', file.read(4))[0]/3)
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, surface_count
def read_bone(file: BufferedReader, string_build, byte_size):
try:
# Read bone name and validate
name_length = struct.unpack('<i', file.read(4))[0]
if not 0 <= name_length <= 512:
raise ValueError(f"Invalid bone name length {name_length}")
bone_name = str(file.read(name_length), 'utf-16-le', errors='replace')
# Read English name
eng_name_length = struct.unpack('<i', file.read(4))[0]
bone_english_name = str(file.read(eng_name_length), 'utf-16-le', errors='replace')
# Read position and indices
position = struct.unpack('<3f', file.read(12))
parent_bone_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
layer = struct.unpack('<i', file.read(4))[0]
flag = struct.unpack('<H', file.read(2))[0]
# Initialize bone properties with defaults
tail_position = [0.0, 0.0, 0.0]
tail_index = -1
inherit_bone_parent_index = -1
inherit_bone_parent_influence = 0.0
fixed_axis = [0.0, 0.0, 0.0]
local_x_vector = [0.0, 0.0, 0.0]
local_z_vector = [0.0, 0.0, 0.0]
external_key = 0
ik_target_bone_index = -1
ik_loop_count = 0
ik_limit_radian = 0.0
ik_links = []
# Read flag-dependent data
if not (flag & 0x0001): # Connection not by offset
tail_position = struct.unpack('<3f', file.read(12))
else:
tail_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
if flag & 0x0100 or flag & 0x0200: # Has inheritance
inherit_bone_parent_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
inherit_bone_parent_influence = struct.unpack('<f', file.read(4))[0]
if flag & 0x0400: # Has fixed axis
fixed_axis = struct.unpack('<3f', file.read(12))
if flag & 0x0800: # Has local coordinate
local_x_vector = struct.unpack('<3f', file.read(12))
local_z_vector = struct.unpack('<3f', file.read(12))
if flag & 0x2000: # Has external parent deform
external_key = struct.unpack('<i', file.read(4))[0]
if flag & 0x0020: # Has IK
ik_target_bone_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
ik_loop_count = struct.unpack('<i', file.read(4))[0]
ik_limit_radian = struct.unpack('<f', file.read(4))[0]
ik_link_count = struct.unpack('<i', file.read(4))[0]
for _ in range(ik_link_count):
ik_link_bone_index = struct.unpack(replace_char(string_build, 1, '1'), file.read(byte_size))[0]
has_limits = struct.unpack('<b', file.read(1))[0]
if has_limits:
limit_min = struct.unpack('<3f', file.read(12))
limit_max = struct.unpack('<3f', file.read(12))
else:
limit_min = limit_max = None
ik_links.append((ik_link_bone_index, limit_min, 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
except Exception as e:
print(f"Error reading bone data: {str(e)}")
print(f"Current file position: {file.tell()}")
raise
def set_bone_local_axis(bone, local_x, local_z):
# Convert from MMD to Blender coordinate system
x_axis = Vector(local_x).xzy
z_axis = Vector(local_z).xzy
y_axis = z_axis.cross(x_axis)
# Create rotation matrix from axes
matrix = Matrix([x_axis, y_axis, z_axis]).transposed()
bone.matrix_local = matrix.to_4x4()
def finalize_armature(armature_obj):
# Apply MMD to Blender space conversion
armature_obj.rotation_euler[0] = 1.5708 # 90 degrees in radians
armature_obj.rotation_euler[2] = 3.14159 # 180 degrees in radians
# Apply scale to armature
armature_obj.scale = (scale, scale, scale)
# Apply transforms
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
def create_bones(armature_obj, bones_data, scale=0.08):
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
edit_bones = []
for i, bone_data in enumerate(bones_data):
try:
print(f"Creating bone {i}: {bone_data[0]}")
bone = armature_obj.data.edit_bones.new(bone_data[0])
# Convert and scale head position
head_pos = Vector(bone_data[2]).xzy * scale
bone.head = head_pos
# Handle tail position
if bone_data[6][0] is not None:
tail_pos = Vector(bone_data[6]).xzy * scale
bone.tail = tail_pos
print(f"Using defined tail position for bone {bone_data[0]}")
else:
# Set a default tail position if not provided
bone.tail = head_pos + Vector((0, 0.1, 0)) * scale
print(f"Using default tail position for bone {bone_data[0]}")
# Set parent if exists
if bone_data[3] != -1:
parent_bone = armature_obj.data.edit_bones[bones_data[bone_data[3]][0]]
bone.parent = parent_bone
print(f"Parented bone {bone_data[0]} to {parent_bone.name}")
edit_bones.append(bone)
except Exception as e:
print(f"Error creating bone {i}: {str(e)}")
continue
# Set bone hierarchy
for i, bone_data in enumerate(bones_data):
if bone_data[3] != -1:
edit_bones[i].parent = edit_bones[bone_data[3]]
# Apply final transforms
bpy.ops.object.mode_set(mode='OBJECT')
armature_obj.rotation_euler[0] = 1.5708
armature_obj.rotation_euler[2] = 3.14159
armature_obj.select_set(True)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
return edit_bones
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):
morph_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
morph_english_name = str(file.read(struct.unpack('<i', file.read(4))[0]), 'utf-16-le', errors='replace')
panel = struct.unpack('<b', file.read(1))[0]
morph_type = struct.unpack('<b', file.read(1))[0]
offset_size = struct.unpack('<i', file.read(4))[0]
morph_data = []
for _ in range(offset_size):
if morph_type == 0: # Group
morph_index = struct.unpack(replace_char(morph_struct, 1, '1'), file.read(morph_bytesize))[0]
morph_value = struct.unpack('<f', file.read(4))[0]
morph_data.append((morph_index, morph_value))
elif morph_type == 1: # Vertex
vertex_index = struct.unpack(replace_char(vertex_struct, 1, '1'), file.read(vertex_size))[0]
position_offset = struct.unpack('<3f', file.read(12))
morph_data.append((vertex_index, position_offset))
elif morph_type == 2: # Bone
bone_index = struct.unpack(bone_struct, file.read(bone_size))[0]
position_offset = struct.unpack('<3f', file.read(12))
rotation_offset = struct.unpack('<4f', file.read(16))
morph_data.append((bone_index, position_offset, rotation_offset))
elif morph_type == 3: # UV
vertex_index = struct.unpack(replace_char(vertex_struct, 1, '1'), file.read(vertex_size))[0]
uv_offset = struct.unpack('<4f', file.read(16))
morph_data.append((vertex_index, uv_offset))
elif morph_type == 4: # UV extended1
vertex_index = struct.unpack(replace_char(vertex_struct, 1, '1'), file.read(vertex_size))[0]
uv_offset = struct.unpack('<4f', file.read(16))
morph_data.append((vertex_index, uv_offset))
elif morph_type == 5: # UV extended2
vertex_index = struct.unpack(replace_char(vertex_struct, 1, '1'), file.read(vertex_size))[0]
uv_offset = struct.unpack('<4f', file.read(16))
morph_data.append((vertex_index, uv_offset))
elif morph_type == 6: # UV extended3
vertex_index = struct.unpack(replace_char(vertex_struct, 1, '1'), file.read(vertex_size))[0]
uv_offset = struct.unpack('<4f', file.read(16))
morph_data.append((vertex_index, uv_offset))
elif morph_type == 7: # UV extended4
vertex_index = struct.unpack(replace_char(vertex_struct, 1, '1'), file.read(vertex_size))[0]
uv_offset = struct.unpack('<4f', file.read(16))
morph_data.append((vertex_index, uv_offset))
elif morph_type == 8: # Material
material_index = struct.unpack(replace_char(material_struct, 1, '1'), file.read(material_size))[0]
offset_type = struct.unpack('<b', file.read(1))[0]
diffuse_offset = struct.unpack('<4f', file.read(16))
specular_offset = struct.unpack('<3f', file.read(12))
specular_factor_offset = struct.unpack('<f', file.read(4))[0]
ambient_offset = struct.unpack('<3f', file.read(12))
edge_color_offset = struct.unpack('<4f', file.read(16))
edge_size_offset = struct.unpack('<f', file.read(4))[0]
texture_factor_offset = struct.unpack('<4f', file.read(16))
sphere_texture_factor_offset = struct.unpack('<4f', file.read(16))
toon_texture_factor_offset = struct.unpack('<4f', file.read(16))
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))
elif morph_type == 9: # Flip
morph_index = struct.unpack(replace_char(morph_struct, 1, '1'), file.read(morph_bytesize))[0]
morph_value = struct.unpack('<f', file.read(4))[0]
morph_data.append((morph_index, morph_value))
elif morph_type == 10: # Impulse
morph_index = struct.unpack(replace_char(rigid_struct, 1, '1'), file.read(rigid_size))[0]
local_flag = struct.unpack('<b', file.read(1))[0]
movement_speed = struct.unpack('<3f', file.read(12))
rotation_torque = struct.unpack('<3f', file.read(12))
morph_data.append((morph_index, local_flag, movement_speed, rotation_torque))
return morph_name, morph_english_name, panel, morph_type, morph_data
def read_index_size(index, types):
struct = "<??"
byte_size = 0
if index == 1:
struct = replace_char(struct, 2, types[0])
byte_size = 1
elif index == 2:
struct = replace_char(struct,2,types[1])
byte_size = 2
else:
struct = replace_char(struct,2,types[2])
byte_size = 4
return struct, byte_size
def import_pmx(filepath, scale=0.08):
try:
faces: list[tuple[int,int,int]] = []
vertices = []
textures = []
materials = []
bones = []
morphs = []
try:
with open(filepath, mode='rb') as file:
print("stage 1")
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)
print("stage 2")
# Read vertices
print("fix 3")
vertex_count = struct.unpack('<i', file.read(4))[0]
print("stage 3")
print(vertex_count)
#====== Start reading index sizes and create helper prebuilts =====
morph_struct, morph_size = read_index_size(morph_index_size, 'bhi')
vertex_struct, vertex_size = read_index_size(vertex_index_size, 'BHi')
bone_struct, bone_size = read_index_size(bone_index_size, 'bhi')
material_struct, material_size = read_index_size(material_index_size, 'bhi')
texture_struct, texture_size = read_index_size(texture_index_size, 'bhi')
rigid_struct, rigid_size = read_index_size(rigid_body_index_size, 'bhi')
for _ in range(vertex_count):
position, normal, uv, bone_indices, bone_weights, edge_scale, additional_uv_read = read_vertex(file, bone_struct, bone_size, additional_uvs)
vertices.append((position, normal, uv, bone_indices, bone_weights, edge_scale))
# Read faces
print("stage 4")
face_count = struct.unpack('<i', file.read(4))[0]
print("stage 5")
def read_data(data, length):
return list(struct.unpack(data, file.read(length)))
face_funct = lambda: print("invalid face funct")
if vertex_index_size == 1:
face_funct = lambda: read_data('<3B',3)
elif vertex_index_size == 2:
face_funct = lambda: read_data('<3H',6)
else:
face_funct = lambda: read_data('<3i',12)
for _ in range(face_count // 3):
faces.append(face_funct())
print("stage 6")
# Read textures
texture_count = struct.unpack('<i', file.read(4))[0]
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)
print("stage 7")
# Read materials
material_count = struct.unpack('<i', file.read(4))[0]
print("material count "+str(material_count))
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, surface_count = read_material(file, texture_struct, texture_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, surface_count))
print("stage 8")
# Read bones
bone_count = struct.unpack('<i', file.read(4))[0]
print(f"Starting to read {bone_count} bones")
bones_read = 0
print("bone count: "+str(bone_count))
for i in range(bone_count):
try:
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_struct, bone_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))
print(f"Successfully read bone {i}: {bone_name}")
bones_read += 1
except Exception as e:
print(f"Error reading bone {i}: {str(e)}")
print(f"Bytes read position: {file.tell()}")
break
print(f"Finished reading bones. Total bones read: {bones_read}")
# Read morphs
morph_count = struct.unpack('<i', file.read(4))[0]
print("morph count: "+str(morph_count))
for _ in range(morph_count):
morph_name, morph_english_name, panel, morph_type, morph_data = read_morph(file, morph_struct, morph_size, vertex_struct, vertex_size, bone_struct, bone_size, material_struct, material_size, rigid_struct, rigid_size)
morphs.append((morph_name, morph_english_name, panel, morph_type, morph_data))
print("finished reading file!")
except Exception as e:
print(str(e))
mesh = bpy.data.meshes.new(model_name)
scaled_vertices = [(Vector(v[0]).xzy * scale) for v in vertices]
mesh.from_pydata(scaled_vertices, [], faces)
mesh.update()
obj = bpy.data.objects.new(model_name, mesh)
bpy.context.collection.objects.link(obj)
# Assign vertex normals
custom_normals = [(Vector(i[1]).xzy).normalized() for i in vertices]
mesh.normals_split_custom_set_from_vertices(custom_normals)
# Assign UV coordinates
uv_layer = mesh.uv_layers.new()
loop_indices_orig = tuple(i for f in faces for i in f)
uv_table = {vi:v for vi, v in enumerate([i[2] for i in vertices])}
uv_layer.data.foreach_set('uv', tuple(v for i in loop_indices_orig for v in uv_table[i]))
cur_polygon_index: int = 0
# Assign materials
for material_data in materials:
material: bpy.types.Material
if material_data[0] in bpy.data.materials:
material = bpy.data.materials[material_data[0]]
else:
material = bpy.data.materials.new(material_data[0])
material.use_nodes = True
for node in [node for node in material.node_tree.nodes]:
material.node_tree.nodes.remove(node)
# Create main nodes
principled_node = material.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
principled_node.location = (0, 300)
output_node = material.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
output_node.location = (300, 300)
# Set up main texture
albedo_node = material.node_tree.nodes.new(type="ShaderNodeTexImage")
albedo_node.location = (-600, 400)
if textures[material_data[9]] in bpy.data.images:
albedo_node.image = bpy.data.images[textures[material_data[9]]]
else:
albedo_node.image = bpy.data.images.new(name=textures[material_data[9]], width=32, height=32)
albedo_node.image.filepath = os.path.join(os.path.dirname(filepath), textures[material_data[9]])
albedo_node.image.source = 'FILE'
albedo_node.extension = 'REPEAT'
albedo_node.image.reload()
# Set material properties
principled_node.inputs["Base Color"].default_value = material_data[2]
principled_node.inputs["Specular IOR Level"].default_value = material_data[4]
principled_node.inputs["Roughness"].default_value = 0.5
principled_node.inputs["Metallic"].default_value = 0.0
# Handle transparency
if material_data[2][3] < 0.99:
material.blend_method = 'HASHED'
material.use_backface_culling = False
material.alpha_threshold = 0.5
material.show_transparent_back = True
# Create mix shader for transparency
mix_shader = material.node_tree.nodes.new(type='ShaderNodeMixShader')
mix_shader.location = (100, 300)
transparent_node = material.node_tree.nodes.new(type='ShaderNodeBsdfTransparent')
transparent_node.location = (-200, 200)
# Connect nodes for transparency
material.node_tree.links.new(mix_shader.inputs[0], albedo_node.outputs["Alpha"])
material.node_tree.links.new(mix_shader.inputs[1], transparent_node.outputs[0])
material.node_tree.links.new(mix_shader.inputs[2], principled_node.outputs[0])
material.node_tree.links.new(output_node.inputs["Surface"], mix_shader.outputs[0])
else:
material.blend_method = 'OPAQUE'
material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs[0])
# Connect color
material.node_tree.links.new(principled_node.inputs["Base Color"], albedo_node.outputs["Color"])
if not (material.name in mesh.materials):
mesh.materials.append(material)
end: int = cur_polygon_index + material_data[15] - 1
for face in mesh.polygons.items()[cur_polygon_index:end]:
face[1].material_index = mesh.materials.find(material.name)
cur_polygon_index = cur_polygon_index + material_data[15]
# 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)
obj.parent = armature_obj
modifier = obj.modifiers.new("Armature", 'ARMATURE')
modifier.object = armature_obj
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
print("Starting bone creation...")
print(f"Total bones to create: {len(bones)}")
# Create the bones using our create_bones function
edit_bones = create_bones(armature_obj, bones, scale)
# Now we can safely scale and position bones
for bone in armature.edit_bones:
bone_data = next(b for b in bones if b[0] == bone.name)
bone.head = Vector(bone_data[2]).xzy * scale
if bone_data[6][0] is not None:
bone.tail = Vector(bone_data[6]).xzy * scale
else:
bone.tail = bone.head + Vector((0, 0.1 * scale))
# Assign bone weights to the mesh
for i, vertex in enumerate(vertices):
for j in range(0, len(vertex[3])):
if vertex[3][j] != -1 and vertex[3][j] < len(bones):
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)
#ROTATE LAST!
armature_obj.rotation_euler[0] = 1.5708
armature_obj.rotation_euler[2] = 3.14159
armature_obj.select_set(True)
obj.select_set(True)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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 hhh: {traceback.format_exc()}")