4 Name: 'MikuMikuDance model (.pmd)...'
7 Tooltip: 'Export PMD file for MikuMikuDance.'
9 __author__= ["ousttrue"]
15 This script exports a pmd model.
17 0.1 20100318: first implementation.
18 0.2 20100519: refactoring. use C extension.
19 1.0 20100530: implement basic features.
20 1.1 20100612: integrate 2.4 and 2.5.
21 1.2 20100616: implement rigid body.
22 1.3 20100619: fix rigid body, bone weight.
23 1.4 20100626: refactoring.
24 1.5 20100629: sphere map.
25 1.6 20100710: toon texture & bone group.
26 1.7 20100711: separate vertex with normal or uv.
27 2.0 20100724: update for Blender2.53.
28 2.1 20100731: add full python module.
29 2.2 20101005: update for Blender2.54.
30 2.3 20101228: update for Blender2.55.
31 2.4 20110429: update for Blender2.57b.
32 2.5 20110522: implement RigidBody and Constraint.
36 'category': 'Import/Export',
37 'name': 'Export: MikuMikuDance Model Format (.pmd)',
41 'location': 'File > Export',
42 'description': 'Export to the MikuMikuDance Model Format (.pmd)',
43 'warning': '', # used for warning icon and text in addons panel
44 'wiki_url': 'http://sourceforge.jp/projects/meshio/wiki/FrontPage',
45 'tracker_url': 'http://sourceforge.jp/ticket/newticket.php?group_id=5081',
48 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
50 MMD_MB_COMMENT='mb_comment'
52 BASE_SHAPE_NAME='Basis'
53 RIGID_NAME='rigid_name'
54 RIGID_SHAPE_TYPE='rigid_shape_type'
55 RIGID_PROCESS_TYPE='rigid_process_type'
56 RIGID_BONE_NAME='rigid_bone_name'
57 #RIGID_LOCATION='rigid_loation'
58 RIGID_GROUP='ribid_group'
59 RIGID_INTERSECTION_GROUP='rigid_intersection_group'
60 RIGID_WEIGHT='rigid_weight'
61 RIGID_LINEAR_DAMPING='rigid_linear_damping'
62 RIGID_ANGULAR_DAMPING='rigid_angular_damping'
63 RIGID_RESTITUTION='rigid_restitution'
64 RIGID_FRICTION='rigid_friction'
65 CONSTRAINT_NAME='constraint_name'
66 CONSTRAINT_A='const_a'
67 CONSTRAINT_B='const_b'
68 CONSTRAINT_POS_MIN='const_pos_min'
69 CONSTRAINT_POS_MAX='const_pos_max'
70 CONSTRAINT_ROT_MIN='const_rot_min'
71 CONSTRAINT_ROT_MAX='const_rot_max'
72 CONSTRAINT_SPRING_POS='const_spring_pos'
73 CONSTRAINT_SPRING_ROT='const_spring_rot'
74 TOON_TEXTURE_OBJECT='ToonTextures'
77 ###############################################################################
79 ###############################################################################
85 from meshio import pmd, englishmap
86 print('use meshio C module')
89 from .pymeshio import englishmap
90 from .pymeshio import pmd
98 from . import bl25 as bl
102 def setMaterialParams(material, m):
104 material.diffuse.r=m.diffuse_color[0]
105 material.diffuse.g=m.diffuse_color[1]
106 material.diffuse.b=m.diffuse_color[2]
107 material.diffuse.a=m.alpha
109 material.shinness=0 if m.specular_toon_size<1e-5 else m.specular_hardness*10
110 material.specular.r=m.specular_color[0]
111 material.specular.g=m.specular_color[1]
112 material.specular.b=m.specular_color[2]
114 material.ambient.r=m.mirror_color[0]
115 material.ambient.g=m.mirror_color[1]
116 material.ambient.b=m.mirror_color[2]
118 material.flag=1 if m.subsurface_scattering.use else 0
120 material.toon_index=7
123 return s.encode('cp932')
127 __slots__=['o', 'children']
128 def __init__(self, o):
133 ###############################################################################
134 # Blenderのメッシュをワンスキンメッシュ化する
135 ###############################################################################
136 def near(x, y, EPSILON=1e-5):
138 return d>=-EPSILON and d<=EPSILON
141 class VertexAttribute(object):
143 'nx', 'ny', 'nz', # normal
146 def __init__(self, nx, ny, nz, u, v):
154 return "<vkey: %f, %f, %f, %f, %f>" % (
155 self.nx, self.ny, self.nz, self.u, self.v)
158 return int(100*(self.nx + self.ny + self.nz + self.u + self.v))
160 def __eq__(self, rhs):
161 return self.nx==rhs.nx and self.ny==rhs.ny and self.nz==rhs.nz and self.u==rhs.u and self.v==rhs.v
164 class VertexKey(object):
166 'obj_index', 'index',
169 def __init__(self, obj_index, index):
170 self.obj_index=obj_index
174 return "<vkey: %d, %d>" % (self.obj_index, self.index)
177 return self.index*100+self.obj_index
179 def __eq__(self, rhs):
180 return self.obj_index==rhs.obj_index and self.index==rhs.index
183 class VertexArray(object):
190 'attributes', # normal and uv
191 'b0', 'b1', 'weight',
196 # indexArrays split with each material
209 return "<VertexArray %d positions, %d indexArrays>" % (
210 len(self.positions), len(self.indexArrays))
214 self.positions, self.attributes,
215 self.b0, self.b1, self.weight)
218 keys=[key for key in self.indexArrays.keys()]
221 yield(key, self.indexArrays[key])
223 def __addOrGetIndex(self, obj_index, base_index, pos, normal, uv, b0, b1, weight0):
224 key=VertexKey(obj_index, base_index)
225 attribute=VertexAttribute(
226 normal[0], normal[1], normal[2],
228 if key in self.vertexMap:
229 if attribute in self.vertexMap[key]:
230 return self.vertexMap[key][attribute]
232 return self.__addVertex(self.vertexMap[key],
233 pos, attribute, b0, b1, weight0)
236 self.vertexMap[key]=vertexMapKey
237 return self.__addVertex(vertexMapKey,
238 pos, attribute, b0, b1, weight0)
240 def __addVertex(self, vertexMapKey, pos, attribute, b0, b1, weight0):
241 index=len(self.positions)
242 vertexMapKey[attribute]=index
244 self.positions.append((pos.x, pos.y, pos.z))
246 self.attributes.append(attribute)
250 self.weight.append(weight0)
254 def getMappedIndex(self, obj_name, base_index):
255 return self.vertexMap[VertexKey(self.objectMap[obj_name], base_index)]
257 def addTriangle(self,
258 object_name, material,
259 base_index0, base_index1, base_index2,
265 weight0, weight1, weight2
267 if object_name in self.objectMap:
268 obj_index=self.objectMap[object_name]
270 obj_index=len(self.objectMap)
271 self.objectMap[object_name]=obj_index
272 index0=self.__addOrGetIndex(obj_index, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
273 index1=self.__addOrGetIndex(obj_index, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
274 index2=self.__addOrGetIndex(obj_index, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
276 if not material in self.indexArrays:
277 self.indexArrays[material]=[]
278 self.indexArrays[material]+=[index0, index1, index2]
282 __slots__=['name', 'type', 'offsets']
283 def __init__(self, name, type):
288 def add(self, index, offset):
289 self.offsets.append((index, offset))
292 self.offsets.sort(key=lambda e: e[0])
295 return "<Morph %s>" % self.name
297 class IKSolver(object):
298 __slots__=['target', 'effector', 'length', 'iterations', 'weight']
299 def __init__(self, target, effector, length, iterations, weight):
301 self.effector=effector
303 self.iterations=iterations
307 class OneSkinMesh(object):
308 __slots__=['vertexArray', 'morphList', 'rigidbodies', 'constraints', ]
310 self.vertexArray=VertexArray()
316 return "<OneSkinMesh %s, morph:%d>" % (
320 def addMesh(self, obj):
321 if not bl.object.isVisible(obj):
325 self.__rigidbody(obj)
326 self.__constraint(obj)
328 def __getWeightMap(self, obj, mesh):
332 def setWeight(i, name, w):
335 if i in secondWeightMap:
337 if w<secondWeightMap[i][1]:
339 elif w<weightMap[i][1]:
341 secondWeightMap[i]=(name, w)
344 weightMap[i]=(name, w)
346 if w>weightMap[i][1]:
348 secondWeightMap[i]=weightMap[i]
349 weightMap[i]=(name, w)
351 secondWeightMap[i]=(name, w)
353 weightMap[i]=(name, w)
355 # ToDo bone weightと関係ないvertex groupを除外する
356 for i, v in enumerate(mesh.vertices):
359 setWeight(i, obj.vertex_groups[g.group].name, g.weight)
361 setWeight(i, obj.vertex_groups[0].name, 1)
364 for i in xrange(len(mesh.vertices)):
365 if i in secondWeightMap:
366 secondWeightMap[i]=(secondWeightMap[i][0], 1.0-weightMap[i][1])
368 weightMap[i]=(weightMap[i][0], 1.0)
369 secondWeightMap[i]=("", 0)
371 print("no weight vertex")
373 secondWeightMap[i]=("", 0)
375 return weightMap, secondWeightMap
377 def __processFaces(self, obj_name, mesh, weightMap, secondWeightMap):
379 for i, face in enumerate(mesh.faces):
380 faceVertexCount=bl.face.getVertexCount(face)
381 material=mesh.materials[bl.face.getMaterialIndex(face)]
382 v=[mesh.vertices[index] for index in bl.face.getVertices(face)]
383 uv=bl.mesh.getFaceUV(
384 mesh, i, face, bl.face.getVertexCount(face))
386 if faceVertexCount==3:
388 self.vertexArray.addTriangle(
389 obj_name, material.name,
396 bl.vertex.getNormal(v[2]),
397 bl.vertex.getNormal(v[1]),
398 bl.vertex.getNormal(v[0]),
402 weightMap[v[2].index][0],
403 weightMap[v[1].index][0],
404 weightMap[v[0].index][0],
405 secondWeightMap[v[2].index][0],
406 secondWeightMap[v[1].index][0],
407 secondWeightMap[v[0].index][0],
408 weightMap[v[2].index][1],
409 weightMap[v[1].index][1],
410 weightMap[v[0].index][1]
412 elif faceVertexCount==4:
414 self.vertexArray.addTriangle(
415 obj_name, material.name,
422 bl.vertex.getNormal(v[2]),
423 bl.vertex.getNormal(v[1]),
424 bl.vertex.getNormal(v[0]),
428 weightMap[v[2].index][0],
429 weightMap[v[1].index][0],
430 weightMap[v[0].index][0],
431 secondWeightMap[v[2].index][0],
432 secondWeightMap[v[1].index][0],
433 secondWeightMap[v[0].index][0],
434 weightMap[v[2].index][1],
435 weightMap[v[1].index][1],
436 weightMap[v[0].index][1]
438 self.vertexArray.addTriangle(
439 obj_name, material.name,
446 bl.vertex.getNormal(v[0]),
447 bl.vertex.getNormal(v[3]),
448 bl.vertex.getNormal(v[2]),
452 weightMap[v[0].index][0],
453 weightMap[v[3].index][0],
454 weightMap[v[2].index][0],
455 secondWeightMap[v[0].index][0],
456 secondWeightMap[v[3].index][0],
457 secondWeightMap[v[2].index][0],
458 weightMap[v[0].index][1],
459 weightMap[v[3].index][1],
460 weightMap[v[2].index][1]
463 def __mesh(self, obj):
464 if RIGID_SHAPE_TYPE in obj:
466 if CONSTRAINT_A in obj:
469 #if not bl.modifier.hasType(obj, 'ARMATURE'):
472 bl.message("export: %s" % obj.name)
474 # メッシュのコピーを生成してオブジェクトの行列を適用する
475 copyMesh, copyObj=bl.object.duplicate(obj)
476 if len(copyMesh.vertices)>0:
478 copyObj.scale=obj.scale
479 bpy.ops.object.transform_apply(scale=True)
480 copyObj.rotation_euler=obj.rotation_euler
481 bpy.ops.object.transform_apply(rotation=True)
482 copyObj.location=obj.location
483 bpy.ops.object.transform_apply(location=True)
485 for m in [m for m in copyObj.modifiers]:
486 if m.type=='SOLIDFY':
488 elif m.type=='ARMATURE':
490 elif m.type=='MIRROR':
491 bpy.ops.object.modifier_apply(modifier=m.name)
495 weightMap, secondWeightMap=self.__getWeightMap(copyObj, copyMesh)
496 self.__processFaces(obj.name, copyMesh, weightMap, secondWeightMap)
497 bl.object.delete(copyObj)
499 def createEmptyBasicSkin(self):
500 self.__getOrCreateMorph('base', 0)
502 def __skin(self, obj):
503 if not bl.object.hasShapeKey(obj):
507 blenderMesh=bl.object.getData(obj)
511 vg=bl.object.getVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
515 for b in bl.object.getShapeKeys(obj):
516 if b.name==BASE_SHAPE_NAME:
517 baseMorph=self.__getOrCreateMorph('base', 0)
522 v=bl.shapekey.getByIndex(b, index)
523 pos=[v[0], v[1], v[2]]
525 indices=self.vertexArray.getMappedIndex(obj.name, index)
526 for attribute, i in indices.items():
531 baseMorph.add(i, pos)
532 indexRelativeMap[i]=relativeIndex
537 print(basis.name, len(baseMorph.offsets))
539 if len(baseMorph.offsets)==0:
543 for b in bl.object.getShapeKeys(obj):
544 if b.name==BASE_SHAPE_NAME:
548 morph=self.__getOrCreateMorph(b.name, 4)
550 for index, src, dst in zip(
551 xrange(len(blenderMesh.vertices)),
552 bl.shapekey.get(basis),
554 offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]]
555 if offset[0]==0 and offset[1]==0 and offset[2]==0:
558 indices=self.vertexArray.getMappedIndex(obj.name, index)
559 for attribute, i in indices.items():
563 morph.add(indexRelativeMap[i], offset)
564 assert(len(morph.offsets)<len(baseMorph.offsets))
567 original=self.morphList[:]
569 for i, v in enumerate(englishmap.skinMap):
573 return len(englishmap.skinMap)
574 self.morphList.sort(key=getIndex)
576 def __rigidbody(self, obj):
577 if not RIGID_SHAPE_TYPE in obj:
579 self.rigidbodies.append(obj)
581 def __constraint(self, obj):
582 if not CONSTRAINT_A in obj:
584 self.constraints.append(obj)
586 def __getOrCreateMorph(self, name, type):
587 for m in self.morphList:
591 self.morphList.append(m)
594 def getVertexCount(self):
595 return len(self.vertexArray.positions)
599 __slots__=['index', 'name', 'ik_index',
600 'pos', 'tail', 'parent_index', 'tail_index', 'type', 'isConnect']
601 def __init__(self, name, pos, tail, isConnect):
606 self.parent_index=None
609 self.isConnect=isConnect
612 def __eq__(self, rhs):
613 return self.index==rhs.index
616 return "<Bone %s %d>" % (self.name, self.type)
618 class BoneBuilder(object):
619 __slots__=['bones', 'boneMap', 'ik_list', 'bone_groups',]
626 def getBoneGroup(self, bone):
627 for i, g in enumerate(self.bone_groups):
631 print('no gorup', bone)
634 def build(self, armatureObj):
638 bl.message("build skeleton")
639 armature=bl.object.getData(armatureObj)
644 for g in bl.object.boneGroups(armatureObj):
645 self.bone_groups.append((g.name, []))
650 for b in armature.bones.values():
654 bl.bone.getHeadLocal(b),
655 bl.bone.getTailLocal(b),
658 self.__getBone(bone, b)
660 for b in armature.bones.values():
662 self.__checkConnection(b, None)
667 pose = bl.object.getPose(armatureObj)
668 for b in pose.bones.values():
672 self.__assignBoneGroup(b, b.bone_group)
673 for c in b.constraints:
674 if bl.constraint.isIKSolver(c):
678 target=self.__boneByName(bl.constraint.ikTarget(c))
685 link=self.__boneByName(b.name)
690 chainLength=bl.constraint.ikChainLen(c)
691 for i in range(chainLength):
693 chainBone=self.__boneByName(e.name)
695 chainBone.ik_index=target.index
698 IKSolver(target, link, chainLength,
699 int(bl.constraint.ikItration(c) * 0.1),
700 bl.constraint.ikRotationWeight(c)
710 for i, v in enumerate(englishmap.boneMap):
711 if v[0]==ik.target.name:
713 return len(englishmap.boneMap)
714 self.ik_list.sort(key=getIndex)
716 def __assignBoneGroup(self, poseBone, boneGroup):
718 for g in self.bone_groups:
719 if g[0]==boneGroup.name:
720 g[1].append(poseBone.name)
722 def __checkConnection(self, b, p):
723 if bl.bone.isConnected(b):
724 parent=self.__boneByName(p.name)
725 parent.isConnect=True
728 self.__checkConnection(c, b)
734 boneMap=englishmap.boneMap
735 original=self.bones[:]
737 for i, k_v in enumerate(boneMap):
738 if k_v[0]==bone.name:
743 self.bones.sort(key=getIndex)
746 for i, b in enumerate(self.bones):
747 src=original.index(b)
750 b.index=sortMap[b.index]
752 b.parent_index=sortMap[b.parent_index]
754 b.tail_index=sortMap[b.tail_index]
756 b.ik_index=sortMap[b.ik_index]
764 if b.parent_index==None:
765 b.parent_index=0xFFFF
767 if b.type==6 or b.type==7:
769 parent=self.bones[b.parent_index]
770 #print('parnet', parent.name)
771 parent.tail_index=b.index
774 if b.tail_index==None:
779 def getIndex(self, bone):
780 for i, b in enumerate(self.bones):
785 def indexByName(self, name):
789 return self.getIndex(self.__boneByName(name))
791 def __boneByName(self, name):
792 return self.boneMap[name]
794 def __getBone(self, parent, b):
795 if len(b.children)==0:
799 for i, c in enumerate(b.children):
801 bl.bone.getHeadLocal(c),
802 bl.bone.getTailLocal(c),
803 bl.bone.isConnected(c))
806 bone.parent_index=parent.index
808 if bone.isConnect or (not parent.tail_index and parent.tail==bone.pos):
809 parent.tail_index=bone.index
810 self.__getBone(bone, c)
812 def __addBone(self, bone):
813 bone.index=len(self.bones)
814 self.bones.append(bone)
815 self.boneMap[bone.name]=bone
818 class PmdExporter(object):
830 self.armatureObj=None
834 for o in bl.object.each():
835 object_node_map[o]=Node(o)
836 for o in bl.object.each():
837 node=object_node_map[o]
839 object_node_map[node.o.parent].children.append(node)
842 root=object_node_map[bl.object.getActive()]
844 self.englishName=o.name
845 self.englishComment=o[MMD_COMMENT] if MMD_COMMENT in o else 'blender export\n'
846 self.name=o[MMD_MB_NAME] if MMD_MB_NAME in o else 'Blenderエクスポート'
847 self.comment=o[MMD_MB_COMMENT] if MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
850 self.oneSkinMesh=OneSkinMesh()
851 self.__createOneSkinMesh(root)
852 bl.message(self.oneSkinMesh)
853 if len(self.oneSkinMesh.morphList)==0:
855 self.oneSkinMesh.createEmptyBasicSkin()
858 self.skeleton=BoneBuilder()
859 self.skeleton.build(self.armatureObj)
861 def __createOneSkinMesh(self, node):
862 ############################################################
863 # search armature modifier
864 ############################################################
865 for m in node.o.modifiers:
866 if bl.modifier.isType(m, 'ARMATURE'):
867 armatureObj=bl.modifier.getArmatureObject(m)
868 if not self.armatureObj:
869 self.armatureObj=armatureObj
870 elif self.armatureObj!=armatureObj:
871 print("warning! found multiple armature. ignored.",
874 if node.o.type.upper()=='MESH':
875 self.oneSkinMesh.addMesh(node.o)
877 for child in node.children:
878 self.__createOneSkinMesh(child)
880 def write(self, path):
883 io.comment=self.comment
887 for pos, attribute, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
888 # convert right-handed z-up to left-handed y-up
893 v.normal.x=attribute.nx
894 v.normal.y=attribute.ny
895 v.normal.z=attribute.nz
897 v.uv.y=1.0-attribute.v # reverse vertical
898 v.bone0=self.skeleton.indexByName(b0)
899 v.bone1=self.skeleton.indexByName(b1)
900 v.weight0=int(100*weight)
901 v.edge_flag=0 # edge flag, 0: enable edge, 1: not edge
904 vertexCount=self.oneSkinMesh.getVertexCount()
905 for material_name, indices in self.oneSkinMesh.vertexArray.each():
906 #print('material:', material_name)
907 m=bl.material.get(material_name)
909 material=io.addMaterial()
910 setMaterialParams(material, m)
912 material.vertex_count=len(indices)
913 material.toon_index=0
914 textures=[os.path.basename(path)
915 for path in bl.material.eachEnalbeTexturePath(m)]
917 material.texture='*'.join(textures)
922 assert(i<vertexCount)
923 for i in xrange(0, len(indices), 3):
925 io.indices.append(indices[i])
926 io.indices.append(indices[i+1])
927 io.indices.append(indices[i+2])
931 for i, b in enumerate(self.skeleton.bones):
935 boneNameMap[b.name]=i
936 v=englishmap.getUnicodeBoneName(b.name)
943 bone_english_name=toCP932(b.name)
944 assert(len(bone_english_name)<20)
945 bone.english_name=bone_english_name
950 b.ik_index=self.skeleton.indexByName('eyes')
955 bone.parent_index=b.parent_index
956 bone.tail_index=b.tail_index
957 bone.ik_index=b.ik_index
959 # convert right-handed z-up to left-handed y-up
960 bone.pos.x=b.pos[0] if not near(b.pos[0], 0) else 0
961 bone.pos.y=b.pos[2] if not near(b.pos[2], 0) else 0
962 bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
965 for ik in self.skeleton.ik_list:
967 solver.index=self.skeleton.getIndex(ik.target)
968 solver.target=self.skeleton.getIndex(ik.effector)
969 solver.length=ik.length
970 b=self.skeleton.bones[ik.effector.parent_index]
971 for i in xrange(solver.length):
972 solver.children.append(self.skeleton.getIndex(b))
973 b=self.skeleton.bones[b.parent_index]
974 solver.iterations=ik.iterations
975 solver.weight=ik.weight
978 for i, m in enumerate(self.oneSkinMesh.morphList):
982 v=englishmap.getUnicodeSkinName(m.name)
984 v=[m.name, m.name, 0]
987 morph.english_name=m.name
990 for index, offset in m.offsets:
991 # convert right-handed z-up to left-handed y-up
992 morph.append(index, offset[0], offset[2], offset[1])
993 morph.vertex_count=len(m.offsets)
997 for i, m in enumerate(self.oneSkinMesh.morphList):
999 io.face_list.append(i)
1000 for i, m in enumerate(self.oneSkinMesh.morphList):
1002 io.face_list.append(i)
1003 for i, m in enumerate(self.oneSkinMesh.morphList):
1005 io.face_list.append(i)
1006 for i, m in enumerate(self.oneSkinMesh.morphList):
1008 io.face_list.append(i)
1011 for g in self.skeleton.bone_groups:
1012 boneDisplayName=io.addBoneGroup()
1014 name=englishmap.getUnicodeBoneGroupName(g[0])
1017 boneDisplayName.name=name+'\n'
1020 boneDisplayName.english_name=englishName+'\n'
1023 for i, b in enumerate(self.skeleton.bones):
1026 if b.type in [6, 7]:
1028 io.addBoneDisplay(i, self.skeleton.getBoneGroup(b))
1030 #assert(len(io.bones)==len(io.bone_display_list)+1)
1033 io.english_name=self.englishName
1034 io.english_comment=self.englishComment
1038 for o in bl.object.each():
1040 if o.name.startswith(TOON_TEXTURE_OBJECT):
1046 toonMesh=bl.object.getData(toonMeshObject)
1047 toonMaterial=bl.mesh.getMaterial(toonMesh, 0)
1049 t=bl.material.getTexture(toonMaterial, i)
1051 io.toon_textures[i]=pmd.encode_string(t.name)
1053 io.toon_textures[i]=pmd.encode_string("toon%02d.bmp\n" % i)
1056 io.toon_textures[i]=pmd.encode_string("toon%02d.bmp\n" % i)
1060 for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
1061 name=obj[RIGID_NAME] if RIGID_NAME in obj else obj.name
1063 rigidBody=pmd.RigidBody(name)
1064 rigidNameMap[name]=i
1065 boneIndex=boneNameMap[obj[RIGID_BONE_NAME]]
1068 bone=self.skeleton.bones[0]
1070 bone=self.skeleton.bones[boneIndex]
1071 rigidBody.boneIndex=boneIndex
1072 #rigidBody.position.x=obj[RIGID_LOCATION][0]
1073 #rigidBody.position.y=obj[RIGID_LOCATION][1]
1074 #rigidBody.position.z=obj[RIGID_LOCATION][2]
1075 rigidBody.position.x=obj.location.x-bone.pos[0]
1076 rigidBody.position.y=obj.location.z-bone.pos[2]
1077 rigidBody.position.z=obj.location.y-bone.pos[1]
1078 rigidBody.rotation.x=-obj.rotation_euler[0]
1079 rigidBody.rotation.y=-obj.rotation_euler[2]
1080 rigidBody.rotation.z=-obj.rotation_euler[1]
1081 rigidBody.processType=obj[RIGID_PROCESS_TYPE]
1082 rigidBody.group=obj[RIGID_GROUP]
1083 rigidBody.target=obj[RIGID_INTERSECTION_GROUP]
1084 rigidBody.weight=obj[RIGID_WEIGHT]
1085 rigidBody.linearDamping=obj[RIGID_LINEAR_DAMPING]
1086 rigidBody.angularDamping=obj[RIGID_ANGULAR_DAMPING]
1087 rigidBody.restitution=obj[RIGID_RESTITUTION]
1088 rigidBody.friction=obj[RIGID_FRICTION]
1089 if obj[RIGID_SHAPE_TYPE]==0:
1090 rigidBody.shapeType=pmd.SHAPE_SPHERE
1091 rigidBody.w=obj.scale[0]
1094 elif obj[RIGID_SHAPE_TYPE]==1:
1095 rigidBody.shapeType=pmd.SHAPE_BOX
1096 rigidBody.w=obj.scale[0]
1097 rigidBody.d=obj.scale[1]
1098 rigidBody.h=obj.scale[2]
1099 elif obj[RIGID_SHAPE_TYPE]==2:
1100 rigidBody.shapeType=pmd.SHAPE_CAPSULE
1101 rigidBody.w=obj.scale[0]
1102 rigidBody.h=obj.scale[2]
1104 io.rigidbodies.append(rigidBody)
1107 for obj in self.oneSkinMesh.constraints:
1108 constraint=pmd.Constraint(obj[CONSTRAINT_NAME])
1109 constraint.rigidA=rigidNameMap[obj[CONSTRAINT_A]]
1110 constraint.rigidB=rigidNameMap[obj[CONSTRAINT_B]]
1111 constraint.pos.x=obj.location[0]
1112 constraint.pos.y=obj.location[2]
1113 constraint.pos.z=obj.location[1]
1114 constraint.rot.x=-obj.rotation_euler[0]
1115 constraint.rot.y=-obj.rotation_euler[2]
1116 constraint.rot.z=-obj.rotation_euler[1]
1117 constraint.constraintPosMin.x=obj[CONSTRAINT_POS_MIN][0]
1118 constraint.constraintPosMin.y=obj[CONSTRAINT_POS_MIN][1]
1119 constraint.constraintPosMin.z=obj[CONSTRAINT_POS_MIN][2]
1120 constraint.constraintPosMax.x=obj[CONSTRAINT_POS_MAX][0]
1121 constraint.constraintPosMax.y=obj[CONSTRAINT_POS_MAX][1]
1122 constraint.constraintPosMax.z=obj[CONSTRAINT_POS_MAX][2]
1123 constraint.constraintRotMin.x=obj[CONSTRAINT_ROT_MIN][0]
1124 constraint.constraintRotMin.y=obj[CONSTRAINT_ROT_MIN][1]
1125 constraint.constraintRotMin.z=obj[CONSTRAINT_ROT_MIN][2]
1126 constraint.constraintRotMax.x=obj[CONSTRAINT_ROT_MAX][0]
1127 constraint.constraintRotMax.y=obj[CONSTRAINT_ROT_MAX][1]
1128 constraint.constraintRotMax.z=obj[CONSTRAINT_ROT_MAX][2]
1129 constraint.springPos.x=obj[CONSTRAINT_SPRING_POS][0]
1130 constraint.springPos.y=obj[CONSTRAINT_SPRING_POS][1]
1131 constraint.springPos.z=obj[CONSTRAINT_SPRING_POS][2]
1132 constraint.springRot.x=obj[CONSTRAINT_SPRING_ROT][0]
1133 constraint.springRot.y=obj[CONSTRAINT_SPRING_ROT][1]
1134 constraint.springRot.z=obj[CONSTRAINT_SPRING_ROT][2]
1135 io.constraints.append(constraint)
1138 bl.message('write: %s' % path)
1139 return io.write(path)
1142 def _execute(filepath=''):
1143 active=bl.object.getActive()
1145 print("abort. no active object.")
1147 exporter=PmdExporter()
1150 exporter.write(filepath)
1151 bl.object.activate(active)