4 Name: 'MikuMikuDance model (.pmd)...'
7 Tooltip: 'Import PMD file for MikuMikuDance.'
9 __author__= ["ousttrue"]
15 This script imports a pmd into Blender for editing.
17 0.1 20091126: first implement.
18 0.2 20091209: implement IK.
19 0.3 20091210: implement morph target.
20 0.4 20100305: use english name.
21 0.5 20100408: cleanup not used vertices.
22 0.6 20100416: fix fornt face. texture load fail safe. add progress.
23 0.7 20100506: C extension.
24 0.8 20100521: add shape_key group.
25 1.0 20100530: add invisilbe bone tail(armature layer 2).
26 1.1 20100608: integrate 2.4 and 2.5.
27 1.2 20100616: implement rigid body.
28 1.3 20100619: fix for various models.
29 1.4 20100623: fix constraint name.
30 1.5 20100626: refactoring.
31 1.6 20100629: sphere map.
32 1.7 20100703: implement bone group.
33 1.8 20100710: implement toon texture.
34 1.9 20100718: keep model name, comment.
35 2.0 20100724: update for Blender2.53.
36 2.1 20100731: add full python module.
37 2.2 20101005: update for Blender2.54.
38 2.3 20101228: update for Blender2.55.
39 2.4 20110429: update for Blender2.57b.
42 'category': 'Import/Export',
43 'name': 'Import: MikuMikuDance Model Format (.pmd)',
47 'location': 'File > Import',
48 'description': 'Import from the MikuMikuDance Model Format (.pmd)',
49 'warning': '', # used for warning icon and text in addons panel
50 'wiki_url': 'http://sourceforge.jp/projects/meshio/wiki/FrontPage',
51 'tracker_url': 'http://sourceforge.jp/ticket/newticket.php?group_id=5081',
54 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
56 MMD_MB_COMMENT='mb_comment'
58 BASE_SHAPE_NAME='Basis'
59 RIGID_NAME='rigid_name'
60 RIGID_SHAPE_TYPE='rigid_shape_type'
61 RIGID_PROCESS_TYPE='rigid_process_type'
62 RIGID_BONE_NAME='rigid_bone_name'
63 #RIGID_LOCATION='rigid_loation'
64 RIGID_GROUP='ribid_group'
65 RIGID_INTERSECTION_GROUP='rigid_intersection_group'
66 RIGID_WEIGHT='rigid_weight'
67 RIGID_LINEAR_DAMPING='rigid_linear_damping'
68 RIGID_ANGULAR_DAMPING='rigid_angular_damping'
69 RIGID_RESTITUTION='rigid_restitution'
70 RIGID_FRICTION='rigid_friction'
71 CONSTRAINT_NAME='constraint_name'
72 CONSTRAINT_A='const_a'
73 CONSTRAINT_B='const_b'
74 CONSTRAINT_POS_MIN='const_pos_min'
75 CONSTRAINT_POS_MAX='const_pos_max'
76 CONSTRAINT_ROT_MIN='const_rot_min'
77 CONSTRAINT_ROT_MAX='const_rot_max'
78 CONSTRAINT_SPRING_POS='const_spring_pos'
79 CONSTRAINT_SPRING_ROT='const_spring_rot'
80 TOON_TEXTURE_OBJECT='ToonTextures'
83 ###############################################################################
85 ###############################################################################
92 from meshio import pmd, englishmap
93 print('use meshio C module')
96 from .pymeshio import englishmap
97 from .pymeshio import mmd as pmd
105 from . import bl25 as bl
109 def createPmdMaterial(m, index):
110 material = bpy.data.materials.new("Material")
112 material.diffuse_shader='FRESNEL'
113 material.diffuse_color=([m.diffuse.r, m.diffuse.g, m.diffuse.b])
114 material.alpha=m.diffuse.a
116 material.specular_shader='TOON'
117 material.specular_color=([m.specular.r, m.specular.g, m.specular.b])
118 material.specular_toon_size=int(m.shinness)
120 material.mirror_color=([m.ambient.r, m.ambient.g, m.ambient.b])
122 material.subsurface_scattering.use=True if m.flag==1 else False
124 material.name="m_%02d" % index
125 material.preview_render_type='FLAT'
126 material.use_transparency=True
129 def poseBoneLimit(n, b):
132 if n.startswith("knee_"):
137 b.use_ik_limit_x=True
140 elif n.startswith("ankle_"):
144 def setSphereMap(material, index, blend_type='MULTIPLY'):
145 slot=material.texture_slots[index]
146 slot.texture_coords='NORMAL'
147 slot.mapping='SPHERE'
148 slot.blend_type=blend_type
151 ###############################################################################
153 return bl.createVector(v.x, v.y, v.z)
156 def convert_coord(pos):
158 Left handed y-up to Right handed z-up
160 return (pos.x, pos.z, pos.y)
163 def to_radian(degree):
164 return math.pi * degree / 180
167 def get_bone_name(l, index):
169 return l.bones[0].getName()
171 if index < len(l.bones):
172 name=englishmap.getEnglishBoneName(l.bones[index].getName())
175 return l.bones[index].getName()
176 print('invalid bone index', index)
177 return l.bones[0].getName()
180 def get_group_name(g):
181 group_name=englishmap.getEnglishBoneGroupName(g.getName().strip())
183 group_name=g.getName().strip()
187 def __importToonTextures(io, tex_dir):
188 mesh, meshObject=bl.mesh.create(TOON_TEXTURE_OBJECT)
189 material=bl.material.create(TOON_TEXTURE_OBJECT)
190 bl.mesh.addMaterial(mesh, material)
192 t=io.getToonTexture(i)
193 path=os.path.join(tex_dir, t.getName())
194 texture, image=bl.texture.create(path)
195 bl.material.addTexture(material, texture, False)
196 return meshObject, material
199 def __importShape(obj, l, vertex_map):
200 if len(l.morph_list)==0:
204 bl.object.pinShape(obj, True)
208 for s in l.morph_list:
212 # create vertex group
213 bl.object.addVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
218 bl.object.assignVertexGroup(
219 obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
225 baseShapeBlock=bl.object.addShapeKey(obj, BASE_SHAPE_NAME)
227 mesh=bl.object.getData(obj)
231 for s in l.morph_list:
236 name=englishmap.getEnglishSkinName(s.getName())
241 new_shape_key=bl.object.addShapeKey(obj, name)
243 for index, offset in zip(s.indices, s.pos_list):
245 vertex_index=vertex_map[base.indices[index]]
246 bl.shapekey.assign(new_shape_key, vertex_index,
247 mesh.vertices[vertex_index].co+
248 bl.createVector(*convert_coord(offset)))
249 except IndexError as msg:
251 print(index, len(base.indices), len(vertex_map))
252 print(len(mesh.vertices))
253 print(base.indices[index])
257 #print 'this mesh not has shape vertices'
261 bl.object.setActivateShapeKey(obj, 0)
264 def __build(armature, b, p, parent):
265 name=englishmap.getEnglishBoneName(b.getName())
269 bone=bl.armature.createBone(armature, name)
271 if parent and (b.tail_index==0 or b.type==6 or b.type==7 or b.type==9):
273 bone.head = bl.createVector(*convert_coord(b.pos))
274 bone.tail=bone.head+bl.createVector(0, 1, 0)
276 if bone.name=="center_t":
277 # センターボーンは(0, 1, 0)の方向を向いていないと具合が悪い
278 parent.tail=parent.head+bl.createVector(0, 1, 0)
279 bone.head=parent.tail
280 bone.tail=bone.head+bl.createVector(0, 1, 0)
282 if parent.tail==bone.head:
285 print('diffurence with parent.tail and head', name)
288 bl.bone.setConnected(bone)
290 bl.bone.setLayerMask(bone, [0, 1])
293 bone.head = bl.createVector(*convert_coord(b.pos))
294 bone.tail = bl.createVector(*convert_coord(b.tail))
297 if parent.tail==bone.head:
298 bl.bone.setConnected(bone)
300 if bone.head==bone.tail:
301 bone.tail=bone.head+bl.createVector(0, 1, 0)
304 __build(armature, c, b, bone)
307 def __importArmature(l):
308 armature, armature_object=bl.armature.create()
311 bl.armature.makeEditable(armature_object)
314 __build(armature, b, None, None)
315 bl.armature.update(armature)
319 pose = bl.object.getPose(armature_object)
321 target=l.bones[ik.target]
322 name = englishmap.getEnglishBoneName(target.getName())
324 name=target.getName()
325 p_bone = pose.bones[name]
327 print('not found', name)
329 if len(ik.children) >= 16:
330 print('over MAX_CHAINLEN', ik, len(ik.children))
332 effector_name=englishmap.getEnglishBoneName(
333 l.bones[ik.index].getName())
334 if not effector_name:
335 effector_name=l.bones[ik.index].getName()
337 constraint=bl.armature.createIkConstraint(armature_object,
338 p_bone, effector_name, ik)
340 bl.armature.makeEditable(armature_object)
341 bl.armature.update(armature)
345 for i, g in enumerate(l.bone_group_list):
346 name=get_group_name(g)
347 bl.object.createBoneGroup(armature_object, name, "THEME%02d" % (i+1))
349 # assign bone to group
350 for b_index, g_index in l.bone_display_list:
353 bone_name=englishmap.getEnglishBoneName(b.getName())
355 bone_name=b.getName()
357 g=l.bone_group_list[g_index-1]
358 group_name=get_group_name(g)
361 pose.bones[bone_name].bone_group=pose.bone_groups[group_name]
365 return armature_object
368 def __import16MaerialAndMesh(meshObject, l,
369 material_order, face_map, tex_dir, toon_material):
371 mesh=bl.object.getData(meshObject)
372 ############################################################
374 ############################################################
375 bl.progress_print('create materials')
381 for material_index in material_order:
383 m=l.materials[material_index]
384 mesh_material_map[material_index]=index
388 material=createPmdMaterial(m, material_index)
391 texture_name=m.getTexture()
393 for i, t in enumerate(texture_name.split('*')):
395 texture=textureMap[t]
397 path=os.path.join(tex_dir, t)
398 texture, image=bl.texture.create(path)
399 textureMap[texture_name]=texture
400 imageMap[material_index]=image
401 texture_index=bl.material.addTexture(material, texture)
402 if t.endswith('sph'):
404 setSphereMap(material, texture_index)
405 elif t.endswith('spa'):
407 setSphereMap(material, texture_index, 'ADD')
410 toon_index=bl.material.addTexture(
412 bl.material.getTexture(
414 0 if m.toon_index==0xFF else m.toon_index
418 bl.mesh.addMaterial(mesh, material)
422 ############################################################
424 ############################################################
425 bl.progress_print('create vertices')
428 for v in l.each_vertex():
429 vertices.append(convert_coord(v.pos))
431 ############################################################
433 ############################################################
434 bl.progress_print('create faces')
437 mesh_face_materials=[]
440 for material_index in material_order:
441 face_offset=face_map[material_index]
442 m=l.materials[material_index]
443 material_faces=l.indices[face_offset:face_offset+m.vertex_count]
445 def degenerate(i0, i1, i2):
449 return i0==i1 or i1==i2 or i2==i0
451 for j in xrange(0, len(material_faces), 3):
453 i1=material_faces[j+1]
454 i2=material_faces[j+2]
456 triangle=[i2, i1, i0]
457 if degenerate(*triangle):
459 mesh_face_indices.append(triangle[0:3])
460 mesh_face_materials.append(material_index)
461 used_vertices.add(i0)
462 used_vertices.add(i1)
463 used_vertices.add(i2)
465 ############################################################
466 # create vertices & faces
467 ############################################################
468 bl.mesh.addGeometry(mesh, vertices, mesh_face_indices)
470 ############################################################
472 ############################################################
473 # create vertex group
475 for v in l.each_vertex():
476 vertex_groups[v.bone0]=True
477 vertex_groups[v.bone1]=True
478 for i in vertex_groups.keys():
479 bl.object.addVertexGroup(meshObject, get_bone_name(l, i))
482 bl.mesh.useVertexUV(mesh)
483 for i, v, mvert in zip(xrange(len(l.vertices)),
484 l.each_vertex(), mesh.vertices):
486 bl.vertex.setNormal(mvert, convert_coord(v.normal))
488 w1=float(v.weight0)/100.0
490 bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone0),
492 bl.object.assignVertexGroup(meshObject, get_bone_name(l, v.bone1),
495 ############################################################
497 ############################################################
500 for i, (face, material_index) in enumerate(
501 zip(mesh.faces, mesh_face_materials)):
503 index=mesh_material_map[material_index]
504 except KeyError as message:
505 print(message, mesh_material_map, m)
507 bl.face.setMaterial(face, index)
508 material=mesh.materials[index]
510 if bl.material.hasTexture(material):
511 uv_array=[l.getUV(i) for i in bl.face.getIndices(face)]
512 bl.mesh.setFaceUV(mesh, i, face,
514 [(uv.x, 1.0-uv.y) for uv in uv_array],
515 imageMap.get(index, None))
518 bl.face.setSmooth(face, True)
522 ############################################################
523 # clean up not used vertices
524 ############################################################
525 bl.progress_print('clean up vertices not used')
528 for i, v in enumerate(l.each_vertex()):
529 if i in used_vertices:
530 vertex_map[i]=len(vertex_map)
532 remove_vertices.append(i)
534 bl.mesh.vertsDelete(mesh, remove_vertices)
536 bl.progress_print('%s created' % mesh.name)
540 def __importMaterialAndMesh(io, tex_dir, toon_material):
542 @param l[in] mmd.PMDLoader
545 ############################################################
546 # shpaeキーで使われるマテリアル優先的に前に並べる
547 ############################################################
548 # shapeキーで使われる頂点インデックスを集める
549 shape_key_used_vertices=set()
550 if len(io.morph_list)>0:
553 for s in io.morph_list:
560 for index in base.indices:
561 shape_key_used_vertices.add(index)
563 # マテリアルに含まれる頂点がshape_keyに含まれるか否か?
564 def isMaterialUsedInShape(offset, m):
565 for i in xrange(offset, offset+m.vertex_count):
566 if io.indices[i] in shape_key_used_vertices:
569 material_with_shape=set()
571 # 各マテリアルの開始頂点インデックスを記録する
574 for i, m in enumerate(io.materials):
575 face_map[i]=face_count
576 if isMaterialUsedInShape(face_count, m):
577 material_with_shape.add(i)
578 face_count+=m.vertex_count
580 # shapeキーで使われる頂点のあるマテリアル
581 material_with_shape=list(material_with_shape)
582 material_with_shape.sort()
584 # shapeキーに使われていないマテリアル
585 material_without_shape=[]
586 for i in range(len(io.materials)):
587 if not i in material_with_shape:
588 material_without_shape.append(i)
591 def __splitList(l, length):
592 for i in range(0, len(l), length):
595 def __importMeshAndShape(material16, name):
596 mesh, meshObject=bl.mesh.create(name)
599 bl.object.deselectAll()
600 bl.object.activate(meshObject)
602 # shapeキーで使われる順に並べなおしたマテリアル16個分の
604 vertex_map=__import16MaerialAndMesh(
605 meshObject, io, material16, face_map, tex_dir, toon_material)
608 __importShape(meshObject, io, vertex_map)
613 mesh_objects=[__importMeshAndShape(material16, 'with_shape')
614 for material16 in __splitList(material_with_shape, 16)]
616 mesh_objects+=[__importMeshAndShape(material16, 'mesh')
617 for material16 in __splitList(material_without_shape, 16)]
622 def __importConstraints(io):
623 print("create constraint")
624 container=bl.object.createEmpty('Constraints')
626 True, False, False, False, False, False, False, False, False, False,
627 False, False, False, False, False, False, False, False, False, False,
629 material=bl.material.create('constraint')
630 material.diffuse_color=(1, 0, 0)
632 for i, c in enumerate(io.constraints):
633 bpy.ops.mesh.primitive_uv_sphere_add(
637 location=(c.pos.x, c.pos.z, c.pos.y),
640 meshObject=bl.object.getActive()
641 constraintMeshes.append(meshObject)
642 mesh=bl.object.getData(meshObject)
643 bl.mesh.addMaterial(mesh, material)
644 meshObject.name='c_%d' % i
645 #meshObject.draw_transparent=True
646 #meshObject.draw_wire=True
647 meshObject.max_draw_type='SOLID'
649 meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
651 meshObject[CONSTRAINT_NAME]=c.getName()
652 meshObject[CONSTRAINT_A]=io.rigidbodies[c.rigidA].getName()
653 meshObject[CONSTRAINT_B]=io.rigidbodies[c.rigidB].getName()
654 meshObject[CONSTRAINT_POS_MIN]=VtoV(c.constraintPosMin)
655 meshObject[CONSTRAINT_POS_MAX]=VtoV(c.constraintPosMax)
656 meshObject[CONSTRAINT_ROT_MIN]=VtoV(c.constraintRotMin)
657 meshObject[CONSTRAINT_ROT_MAX]=VtoV(c.constraintRotMax)
658 meshObject[CONSTRAINT_SPRING_POS]=VtoV(c.springPos)
659 meshObject[CONSTRAINT_SPRING_ROT]=VtoV(c.springRot)
661 for meshObject in reversed(constraintMeshes):
662 bl.object.makeParent(container, meshObject)
667 def __importRigidBodies(io):
668 print("create rigid bodies")
670 container=bl.object.createEmpty('RigidBodies')
672 True, False, False, False, False, False, False, False, False, False,
673 False, False, False, False, False, False, False, False, False, False,
675 material=bl.material.create('rigidBody')
677 for i, rigid in enumerate(io.rigidbodies):
678 if rigid.boneIndex==0xFFFF:
682 bone=io.bones[rigid.boneIndex]
683 pos=bone.pos+rigid.position
685 if rigid.shapeType==pmd.SHAPE_SPHERE:
686 bpy.ops.mesh.primitive_ico_sphere_add(
687 location=(pos.x, pos.z, pos.y),
690 bpy.ops.transform.resize(
691 value=(rigid.w, rigid.w, rigid.w))
692 elif rigid.shapeType==pmd.SHAPE_BOX:
693 bpy.ops.mesh.primitive_cube_add(
694 location=(pos.x, pos.z, pos.y),
697 bpy.ops.transform.resize(
698 value=(rigid.w, rigid.d, rigid.h))
699 elif rigid.shapeType==pmd.SHAPE_CAPSULE:
700 bpy.ops.mesh.primitive_tube_add(
701 location=(pos.x, pos.z, pos.y),
704 bpy.ops.transform.resize(
705 value=(rigid.w, rigid.w, rigid.h))
709 meshObject=bl.object.getActive()
710 mesh=bl.object.getData(meshObject)
711 rigidMeshes.append(meshObject)
712 bl.mesh.addMaterial(mesh, material)
713 meshObject.name='r_%d' % i
714 meshObject[RIGID_NAME]=rigid.getName()
715 #meshObject.draw_transparent=True
716 #meshObject.draw_wire=True
717 meshObject.max_draw_type='WIRE'
719 meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
722 meshObject[RIGID_SHAPE_TYPE]=rigid.shapeType
723 meshObject[RIGID_PROCESS_TYPE]=rigid.processType
725 bone_name = englishmap.getEnglishBoneName(bone.getName())
727 bone_name=bone.getName()
728 meshObject[RIGID_BONE_NAME]=bone_name
730 meshObject[RIGID_GROUP]=rigid.group
731 meshObject[RIGID_INTERSECTION_GROUP]=rigid.target
732 meshObject[RIGID_WEIGHT]=rigid.weight
733 meshObject[RIGID_LINEAR_DAMPING]=rigid.linearDamping
734 meshObject[RIGID_ANGULAR_DAMPING]=rigid.angularDamping
735 meshObject[RIGID_RESTITUTION]=rigid.restitution
736 meshObject[RIGID_FRICTION]=rigid.friction
738 for meshObject in reversed(rigidMeshes):
739 bl.object.makeParent(container, meshObject)
744 def _execute(filepath=""):
746 load pmd file to context.
750 bl.progress_set('load %s' % filepath, 0.0)
753 if not io.read(filepath):
754 bl.message("fail to load %s" % filepath)
756 bl.progress_set('loaded', 0.1)
759 model_name=io.getEnglishName()
760 if len(model_name)==0:
761 model_name=io.getName()
762 root=bl.object.createEmpty(model_name)
763 root[MMD_MB_NAME]=io.getName()
764 root[MMD_MB_COMMENT]=io.getComment()
765 root[MMD_COMMENT]=io.getEnglishComment()
768 tex_dir=os.path.dirname(filepath)
769 toonTextures, toonMaterial=__importToonTextures(io, tex_dir)
770 bl.object.makeParent(root, toonTextures)
773 mesh_objects=__importMaterialAndMesh(io, tex_dir, toonMaterial)
774 for o in mesh_objects:
775 bl.object.makeParent(root, o)
778 armature_object=__importArmature(io)
780 bl.object.makeParent(root, armature_object)
781 armature = bl.object.getData(armature_object)
783 # add armature modifier
784 for o in mesh_objects:
785 bl.modifier.addArmature(o, armature_object)
788 for n, b in bl.object.getPose(armature_object).bones.items():
791 # import rigid bodies
792 rigidBodies=__importRigidBodies(io)
794 bl.object.makeParent(root, rigidBodies)
797 constraints=__importConstraints(io)
799 bl.object.makeParent(root, constraints)
801 bl.object.activate(root)