return o.getData(mesh=True).key.blocks
def meshVertexGroup(meshObject, name):
+ indices=[]
for index in meshObject.getData(mesh=True).getVertsFromGroup(name):
- yield index
+ indices.append(index)
+ return indices
def materialGet(scene, material_name):
return Blender.Material.Get(material_name)
return c[Blender.Constraint.Settings.CHAINLEN]
def ikTarget(c):
- return c[Blender.Constraint.Settings.BONE])
+ return c[Blender.Constraint.Settings.BONE]
def ikItration(c):
return c[Blender.Constraint.Settings.ITERATIONS]
def meshVertsDelete(mesh, remove_vertices):
enterEditMode()
bpy.ops.mesh.select_all(action='DESELECT')
+ exitEditMode()
+
for i in remove_vertices:
mesh.verts[i].selected=True
+
+ enterEditMode()
bpy.ops.mesh.delete(type='VERT')
exitEditMode()
return o.data.shape_keys.keys
def meshVertexGroup(meshObject, name):
+ indices=[]
for i, v in enumerate(meshObject.data.verts):
for g in v.groups:
if meshObject.vertex_groups[g.group].name==name:
- yield(i)
+ indices.append(i)
+ return indices
def materialGet(scene, material_name):
return bpy.data.materials[material_name]
# base
for b in bl.objectShapeKeys(obj):
if b.name==BASE_SHAPE_NAME:
- print(b.name)
baseMorph=self.__getOrCreateMorph('base', 0)
relativeIndex=0
basis=b
break
assert(basis)
+ print(basis.name, len(baseMorph.offsets))
if(len(baseMorph.offsets)>0):
baseMorph.sort()
bl.shapeKeys(basis),
bl.shapeKeys(b)):
offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]]
+ if offset[0]==0 and offset[1]==0 and offset[2]==0:
+ continue
if index in vg:
indices=self.vertexArray.getMappedIndices(index)
for i in indices:
morph.add(indexRelativeMap[i], offset)
- #assert(len(morph.offsets)==len(baseMorph.offsets))
# sort skinmap
original=self.morphList[:]
for node in object_node_map.values():
if node.o.parent:
object_node_map[node.o.parent].children.append(node)
+
# ルートを得る
root=object_node_map[scene.objects.active]
assert(i<vertexCount)
for i in xrange(0, len(indices), 3):
# reverse triangle
- io.indices.append(indices[i+2])
- io.indices.append(indices[i+1])
io.indices.append(indices[i])
-
- #io.indices.append(indices[i])
- #io.indices.append(indices[i+1])
- #io.indices.append(indices[i+2])
+ io.indices.append(indices[i+1])
+ io.indices.append(indices[i+2])
# bones
for b in self.builder.bones:
def __execute(filename, scene):
+ if not scene.objects.active:
+ print("abort. no active object.")
+ return
+
exporter=PmdExporter()
exporter.setup(scene)
exporter.write(filename)
bl.meshAddVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
hasShape=False
for i in s.indices:
- if isBlender24():
- if i in vertex_map:
- hasShape=True
- bl.meshAssignVertexGroup(
- obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
- else:
+ if i in vertex_map:
hasShape=True
bl.meshAssignVertexGroup(
- obj, MMD_SHAPE_GROUP_NAME, i, 0)
+ obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
if not hasShape:
return
assert(base)
for index, offset in zip(s.indices, s.pos_list):
try:
- vertex_index=base.indices[index]
+ vertex_index=vertex_map[base.indices[index]]
bl.shapeKeyAssign(new_shape_key, vertex_index,
mesh.verts[vertex_index].co+
bl.createVector(*convert_coord(offset)))
indices=self.vertexArray.getMappedIndices(index)
for i in indices:
baseMorph.add(i, pos)
- indexRelativeMap[i]=relativeIndex
+ indexRelativeMap[relativeIndex]=i
relativeIndex+=1
break
print(len(baseMorph.offsets))
assert(len(morph.offsets)==len(baseMorph.offsets))
# sort skinmap
- original=self.morphList[:]
- def getIndex(morph):
- for i, v in enumerate(englishmap.skinMap):
- if v[0]==morph.name:
- return i
- print(morph)
- self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r))
+ if len(self.morphList)>1:
+ original=self.morphList[:]
+ def getIndex(morph):
+ for i, v in enumerate(englishmap.skinMap):
+ if v[0]==morph.name:
+ return i
+ #print(morph)
+ return 0
+ self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r))
def __getOrCreateMorph(self, name, type):
for m in self.morphList:
self.__createOneSkinMesh(child)
def write(self, path):
+ print('write')
io=pmd.IO()
io.name=self.name
io.comment="blender export"
io.version=1.0
# 頂点
+ print('vertices')
for pos, normal, uv, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
# convert right-handed z-up to left-handed y-up
v=io.addVertex()
v.edge_flag=0 # edge flag, 0: enable edge, 1: not edge
# 面とマテリアル
+ print('faces and materials')
vertexCount=self.oneSkinMesh.getVertexCount()
for m, indices in self.oneSkinMesh.vertexArray.indexArrays.items():
m=Blender.Material.Get(m)
#io.indices.append(indices[i+2])
# bones
+ print('bones')
for b in self.builder.bones:
if b.name.endswith("_t"):
if b.name.startswith("arm twist1_") or b.name.startswith("arm twist2_"):
bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
# IK
+ print('ik')
for ik in self.builder.ik_list:
solver=io.addIK()
solver.index=self.builder.getIndex(ik.target)
solver.weight=ik.weight
# 表情
+ print('shape keys')
for i, m in enumerate(self.oneSkinMesh.morphList):
# morph
morph=io.addMorph()
morph.vertex_count=len(m.offsets)
# 表情枠
+ print('display list')
# type==0はbase
for i, m in enumerate(self.oneSkinMesh.morphList):
if m.type==3:
io.face_list.append(i)
# ボーン表示枠
+ print('bone display list')
def createBoneDisplayName(name, english):
boneDisplayName=io.addBoneDisplayName()
boneDisplayName.name=name.decode('utf-8').encode('cp932')
io.addBoneDisplay(i, getBoneDisplayGroup(b))
# English
+ print('english')
io.english_name="blender export"
io.english_coment="blender export"
io.getToonTexture(i).name="toon%02d.bmp\n" % i
# 書き込み
- return io.write(path.encode(FS_ENCODING))
+ return io.write(path)
def getBoneDisplayGroup(bone):