# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # ############################################################################### #234567890123456789012345678901234567890123456789012345678901234567890123456789 #--------1---------2---------3---------4---------5---------6---------7--------- # ##### BEGIN COPYRIGHT BLOCK ##### # # initial script copyright (c)2011-2013 Alexander Nussbaumer # # ##### END COPYRIGHT BLOCK ##### #import python stuff import io from mathutils import ( Vector, Matrix, ) from os import ( path, ) from sys import ( exc_info, ) from time import ( time, ) # import io_scene_ms3d stuff from io_scene_ms3d.ms3d_strings import ( ms3d_str, ) from io_scene_ms3d.ms3d_spec import ( Ms3dSpec, Ms3dModel, Ms3dVertexEx2, Ms3dVertexEx3, Ms3dHeader, ) from io_scene_ms3d.ms3d_utils import ( select_all, enable_pose_mode, enable_edit_mode, pre_setup_environment, post_setup_environment, get_edge_split_modifier_add_if, ) from io_scene_ms3d.ms3d_ui import ( Ms3dUi, ) #import blender stuff from bpy import ( ops, ) import bmesh from bpy_extras.image_utils import ( load_image, ) ############################################################################### FORMAT_GROUP = "{}.g" FORMAT_IMAGE = "{}.i" FORMAT_TEXTURE = "{}.tex" # keep material name like it is (prevent name "snakes" on re-import) #FORMAT_MATERIAL = "{}.mat" FORMAT_MATERIAL = "{}" FORMAT_ACTION = "{}.act" FORMAT_MESH = "{}.m" FORMAT_MESH_OBJECT = "{}.mo" FORMAT_EMPTY_OBJECT = "{}.eo" FORMAT_ARMATURE = "{}.a" FORMAT_ARMATURE_OBJECT = "{}.ao" FORMAT_ARMATURE_NLA = "{}.an" ############################################################################### class Ms3dImporter(): """ Load a MilkShape3D MS3D File """ def __init__(self, report, verbose='NONE', use_extended_normal_handling=False, use_animation=True, use_quaternion_rotation=False, use_joint_size=False, joint_size=1.0, use_joint_to_bones=False, ): self.report = report self.options_verbose = verbose self.options_use_extended_normal_handling = use_extended_normal_handling self.options_use_animation = use_animation self.options_use_quaternion_rotation = use_quaternion_rotation self.options_use_joint_size = use_joint_size self.options_joint_size = joint_size self.options_use_joint_to_bones = use_joint_to_bones self.directory_name = "" self.file_name = "" pass ########################################################################### # create empty blender ms3d_model # read ms3d file # fill blender with ms3d_model content def read(self, blender_context, filepath): """ read ms3d file and convert ms3d content to bender content """ t1 = time() t2 = None self.has_textures = False try: # setup environment pre_setup_environment(self, blender_context) # inject splitted filepath self.directory_name, self.file_name = path.split(filepath) # create an empty ms3d template ms3d_model = Ms3dModel(self.file_name) try: # open ms3d file with io.FileIO(filepath, 'rb') as raw_io: # read and inject ms3d data from disk to internal structure debug_out = ms3d_model.read(raw_io) raw_io.close() if self.options_verbose in Ms3dUi.VERBOSE_MAXIMAL: print(debug_out) finally: pass # if option is set, this time will enlarges the io time if self.options_verbose in Ms3dUi.VERBOSE_MAXIMAL: ms3d_model.print_internal() t2 = time() is_valid, statistics = ms3d_model.is_valid() if is_valid: # inject ms3d data to blender self.to_blender(blender_context, ms3d_model) post_setup_environment(self, blender_context) if self.options_verbose in Ms3dUi.VERBOSE_NORMAL: print() print("##########################################################") print("Import from MS3D to Blender") print(statistics) print("##########################################################") except Ms3dHeader.HeaderError: msg = "read - invalid file format." if self.options_verbose in Ms3dUi.VERBOSE_NORMAL: print(msg) if self.report: self.report({'WARNING', 'ERROR', }, msg) return False except Exception: type, value, traceback = exc_info() if self.options_verbose in Ms3dUi.VERBOSE_NORMAL: print("read - exception in try block\n type: '{0}'\n" " value: '{1}'".format(type, value, traceback)) if self.report: self.report({'WARNING', 'ERROR', }, "read - exception.") if t2 is None: t2 = time() return False else: pass t3 = time() if self.options_verbose in Ms3dUi.VERBOSE_NORMAL: print(ms3d_str['SUMMARY_IMPORT'].format( (t3 - t1), (t2 - t1), (t3 - t2))) return True ########################################################################### def to_blender(self, blender_context, ms3d_model): blender_mesh_object = self.create_geometry(blender_context, ms3d_model) blender_armature_object = self.create_animation( blender_context, ms3d_model, blender_mesh_object) blender_empty_object = self.organize_objects( blender_context, ms3d_model, [blender_mesh_object, blender_armature_object]) return blender_empty_object, blender_mesh_object ########################################################################### def organize_objects(self, blender_context, ms3d_model, blender_objects): ########################## # blender_armature_object to blender_mesh_object # that has bad side effects to the armature # and causes cyclic dependencies ###blender_armature_object.parent = blender_mesh_object ###blender_mesh_object.parent = blender_armature_object blender_scene = blender_context.scene blender_group = blender_context.blend_data.groups.new( FORMAT_GROUP.format(ms3d_model.name)) blender_empty_object = blender_context.blend_data.objects.new( FORMAT_EMPTY_OBJECT.format(ms3d_model.name), None) blender_empty_object.location = blender_scene.cursor_location blender_scene.objects.link(blender_empty_object) blender_group.objects.link(blender_empty_object) for blender_object in blender_objects: if blender_object is not None: blender_group.objects.link(blender_object) blender_object.parent = blender_empty_object return blender_empty_object ########################################################################### def create_geometry(self, blender_context, ms3d_model): ########################## # blender stuff: # create a blender Mesh blender_mesh = blender_context.blend_data.meshes.new( FORMAT_MESH.format(ms3d_model.name)) blender_mesh.ms3d.name = ms3d_model.name ms3d_comment = ms3d_model.comment_object if ms3d_comment is not None: blender_mesh.ms3d.comment = ms3d_comment.comment ms3d_model_ex = ms3d_model.model_ex_object if ms3d_model_ex is not None: blender_mesh.ms3d.joint_size = ms3d_model_ex.joint_size blender_mesh.ms3d.alpha_ref = ms3d_model_ex.alpha_ref blender_mesh.ms3d.transparency_mode \ = Ms3dUi.transparency_mode_from_ms3d( ms3d_model_ex.transparency_mode) ########################## # blender stuff: # link to blender object blender_mesh_object = blender_context.blend_data.objects.new( FORMAT_MESH_OBJECT.format(ms3d_model.name), blender_mesh) ########################## # blender stuff: # create edge split modifier, to make sharp edges visible blender_modifier = get_edge_split_modifier_add_if(blender_mesh_object) ########################## # blender stuff: # link to blender scene blender_scene = blender_context.scene blender_scene.objects.link(blender_mesh_object) #blender_mesh_object.location = blender_scene.cursor_location enable_edit_mode(False, blender_context) select_all(False) blender_mesh_object.select = True blender_scene.objects.active = blender_mesh_object ########################## # take this as active object after import self.active_object = blender_mesh_object ########################## # blender stuff: # create all (ms3d) groups ms3d_to_blender_group_index = {} blender_group_manager = blender_mesh.ms3d for ms3d_group_index, ms3d_group in enumerate(ms3d_model.groups): blender_group = blender_group_manager.create_group() blender_group.name = ms3d_group.name blender_group.flags = Ms3dUi.flags_from_ms3d(ms3d_group.flags) blender_group.material_index = ms3d_group.material_index ms3d_comment = ms3d_group.comment_object if ms3d_comment is not None: blender_group.comment = ms3d_comment.comment # translation dictionary ms3d_to_blender_group_index[ms3d_group_index] = blender_group.id #################################################### # begin BMesh stuff # ########################## # BMesh stuff: # create an empty BMesh bm = bmesh.new() ########################## # BMesh stuff: # create new Layers for custom data per "mesh face" layer_texture = bm.faces.layers.tex.get( ms3d_str['OBJECT_LAYER_TEXTURE']) if layer_texture is None: layer_texture = bm.faces.layers.tex.new( ms3d_str['OBJECT_LAYER_TEXTURE']) layer_smoothing_group = bm.faces.layers.int.get( ms3d_str['OBJECT_LAYER_SMOOTHING_GROUP']) if layer_smoothing_group is None: layer_smoothing_group = bm.faces.layers.int.new( ms3d_str['OBJECT_LAYER_SMOOTHING_GROUP']) layer_group = bm.faces.layers.int.get( ms3d_str['OBJECT_LAYER_GROUP']) if layer_group is None: layer_group = bm.faces.layers.int.new( ms3d_str['OBJECT_LAYER_GROUP']) ########################## # BMesh stuff: # create new Layers for custom data per "face vertex" layer_uv = bm.loops.layers.uv.get(ms3d_str['OBJECT_LAYER_UV']) if layer_uv is None: layer_uv = bm.loops.layers.uv.new(ms3d_str['OBJECT_LAYER_UV']) ########################## # BMesh stuff: # create new Layers for custom data per "vertex" layer_extra = bm.verts.layers.int.get(ms3d_str['OBJECT_LAYER_EXTRA']) if layer_extra is None: layer_extra = bm.verts.layers.int.new(ms3d_str['OBJECT_LAYER_EXTRA']) ########################## # BMesh stuff: # create all vertices for ms3d_vertex_index, ms3d_vertex in enumerate(ms3d_model.vertices): bmv = bm.verts.new(self.geometry_correction(ms3d_vertex.vertex)) bmv.index = ms3d_vertex_index if layer_extra and ms3d_vertex.vertex_ex_object and \ (isinstance(ms3d_vertex.vertex_ex_object, Ms3dVertexEx2) \ or isinstance(ms3d_vertex.vertex_ex_object, Ms3dVertexEx3)): #bmv[layer_extra] = ms3d_vertex.vertex_ex_object.extra # bm.verts.layers.int does only support signed int32 # convert unsigned int32 to signed int32 (little-endian) unsigned_int32 = ms3d_vertex.vertex_ex_object.extra bytes_int32 = unsigned_int32.to_bytes( 4, byteorder='little', signed=False) signed_int32 = int.from_bytes( bytes_int32, byteorder='little', signed=True) bmv[layer_extra] = signed_int32 bm.verts.ensure_lookup_table() ########################## # blender stuff (uses BMesh stuff): # create all materials / image textures ms3d_to_blender_material = {} for ms3d_material_index, ms3d_material in enumerate( ms3d_model.materials): blender_material = blender_context.blend_data.materials.new( FORMAT_MATERIAL.format(ms3d_material.name)) # custom data blender_material.ms3d.name = ms3d_material.name blender_material.ms3d.ambient = ms3d_material.ambient blender_material.ms3d.diffuse = ms3d_material.diffuse blender_material.ms3d.specular = ms3d_material.specular blender_material.ms3d.emissive = ms3d_material.emissive blender_material.ms3d.shininess = ms3d_material.shininess blender_material.ms3d.transparency = ms3d_material.transparency blender_material.ms3d.mode = Ms3dUi.texture_mode_from_ms3d( ms3d_material.mode) if ms3d_material.texture: blender_material.ms3d.texture = ms3d_material.texture if ms3d_material.alphamap: blender_material.ms3d.alphamap = ms3d_material.alphamap ms3d_comment = ms3d_material.comment_object if ms3d_comment is not None: blender_material.ms3d.comment = ms3d_comment.comment # blender data blender_material.ambient = ( (ms3d_material.ambient[0] + ms3d_material.ambient[1] + ms3d_material.ambient[2]) / 3.0) blender_material.diffuse_color[0] = ms3d_material.diffuse[0] blender_material.diffuse_color[1] = ms3d_material.diffuse[1] blender_material.diffuse_color[2] = ms3d_material.diffuse[2] blender_material.specular_color[0] = ms3d_material.specular[0] blender_material.specular_color[1] = ms3d_material.specular[1] blender_material.specular_color[2] = ms3d_material.specular[2] blender_material.emit = ( (ms3d_material.emissive[0] + ms3d_material.emissive[1] + ms3d_material.emissive[2]) / 3.0) blender_material.specular_hardness = ms3d_material.shininess * 4.0 blender_material.alpha = 1.0 - ms3d_material.transparency # diffuse texture if ms3d_material.texture: dir_name_diffuse = self.directory_name file_name_diffuse = path.split(ms3d_material.texture)[1] blender_image_diffuse = load_image( file_name_diffuse, dir_name_diffuse) name_diffuse = path.splitext(file_name_diffuse)[0] if blender_image_diffuse: blender_image_diffuse.name = FORMAT_IMAGE.format(name_diffuse) blender_texture_diffuse = \ blender_context.blend_data.textures.new( name=FORMAT_TEXTURE.format(name_diffuse), type='IMAGE') blender_texture_diffuse.image = blender_image_diffuse blender_texture_slot_diffuse \ = blender_material.texture_slots.add() blender_texture_slot_diffuse.texture = blender_texture_diffuse blender_texture_slot_diffuse.texture_coords = 'UV' blender_texture_slot_diffuse.uv_layer = layer_uv.name blender_texture_slot_diffuse.use_map_color_diffuse = True blender_texture_slot_diffuse.use_map_alpha = False if blender_image_diffuse is not None: self.has_textures = True else: blender_image_diffuse = None # alpha texture if ms3d_material.alphamap: dir_name_alpha = self.directory_name file_name_alpha = path.split(ms3d_material.alphamap)[1] blender_image_alpha = load_image( file_name_alpha, dir_name_alpha) name_alpha = path.splitext(file_name_alpha)[0] if blender_image_alpha: blender_image_alpha.name = FORMAT_IMAGE.format(name_alpha) blender_texture_alpha = blender_context.blend_data.textures.new( name=FORMAT_TEXTURE.format(file_name_alpha), type='IMAGE') blender_texture_alpha.image = blender_image_alpha blender_texture_slot_alpha \ = blender_material.texture_slots.add() blender_texture_slot_alpha.texture = blender_texture_alpha blender_texture_slot_alpha.texture_coords = 'UV' blender_texture_slot_alpha.uv_layer = layer_uv.name blender_texture_slot_alpha.use_map_color_diffuse = False blender_texture_slot_alpha.use_map_alpha = True blender_texture_slot_alpha.use_rgb_to_intensity = True blender_material.alpha = 0 blender_material.specular_alpha = 0 # append blender material to blender mesh, to be linked to blender_mesh.materials.append(blender_material) # translation dictionary ms3d_to_blender_material[ms3d_material_index] \ = blender_image_diffuse ########################## # BMesh stuff: # create all triangles length_verts = len(bm.verts) vertex_extra_index = length_verts blender_invalide_normal = Vector() smoothing_group_blender_faces = {} for ms3d_triangle_index, ms3d_triangle in enumerate( ms3d_model.triangles): bmv_list = [] bmf_normal = Vector() for index, vert_index in enumerate(ms3d_triangle.vertex_indices): if vert_index < 0 or vert_index >= length_verts: continue bmv = bm.verts[vert_index] blender_normal = self.geometry_correction( ms3d_triangle.vertex_normals[index]) if bmv.normal == blender_invalide_normal: bmv.normal = blender_normal elif bmv.normal != blender_normal \ and self.options_use_extended_normal_handling: ## search for an already created extra vertex bmv_new = None for vert_index_candidat in range( vertex_extra_index, length_verts): bmv_candidat = bm.verts[vert_index_candidat] if bmv_candidat.co == bmv.co \ and bmv_candidat.normal == blender_normal: bmv_new = bmv_candidat vert_index = vert_index_candidat break ## if not exists, create one in blender and ms3d as well if bmv_new is None: ms3d_model.vertices.append( ms3d_model.vertices[vert_index]) bmv_new = bm.verts.new(bmv.co) bm.verts.ensure_lookup_table() bmv_new.index = -vert_index bmv_new.normal = blender_normal bmv_new[layer_extra] = bmv[layer_extra] vert_index = length_verts length_verts += 1 if self.report and self.options_verbose in Ms3dUi.VERBOSE_NORMAL: self.report({'WARNING', 'INFO'}, ms3d_str['WARNING_IMPORT_EXTRA_VERTEX_NORMAL'].format( bmv.normal, blender_normal)) bmv = bmv_new if [[x] for x in bmv_list if x == bmv]: if self.report and self.options_verbose in Ms3dUi.VERBOSE_NORMAL: self.report( {'WARNING', 'INFO'}, ms3d_str['WARNING_IMPORT_SKIP_VERTEX_DOUBLE'].format( ms3d_triangle_index)) continue bmv_list.append(bmv) bmf_normal += bmv.normal if len(bmv_list) < 3: if self.report and self.options_verbose in Ms3dUi.VERBOSE_NORMAL: self.report( {'WARNING', 'INFO'}, ms3d_str['WARNING_IMPORT_SKIP_LESS_VERTICES'].format( ms3d_triangle_index)) continue # create edges for the face # (not really needed, because bm.faces.new() will create its edges, # if not exist, but good if we have already in case we need full control # of bmesh stuff maybe in the future. bme = bm.edges.get((bmv_list[0], bmv_list[1])) if bme is None: bme = bm.edges.new((bmv_list[0], bmv_list[1])) ##bm.edges.ensure_lookup_table() bme.index = len(bm.edges) - 1 bme = bm.edges.get((bmv_list[1], bmv_list[2])) if bme is None: bme = bm.edges.new((bmv_list[1], bmv_list[2])) ##bm.edges.ensure_lookup_table() bme.index = len(bm.edges) - 1 bme = bm.edges.get((bmv_list[2], bmv_list[0])) if bme is None: bme = bm.edges.new((bmv_list[2], bmv_list[0])) ##bm.edges.ensure_lookup_table() bme.index = len(bm.edges) - 1 bmf = bm.faces.get(bmv_list) if bmf is not None: if self.report and self.options_verbose in Ms3dUi.VERBOSE_NORMAL: self.report( {'WARNING', 'INFO'}, ms3d_str['WARNING_IMPORT_SKIP_FACE_DOUBLE'].format( ms3d_triangle_index)) continue bmf = bm.faces.new(bmv_list) bmf.index = ms3d_triangle_index bmf_normal.normalize() bmf.normal = bmf_normal # blender uv custom data per "face vertex" bmf.loops[0][layer_uv].uv = Vector( (ms3d_triangle.s[0], 1.0 - ms3d_triangle.t[0])) bmf.loops[1][layer_uv].uv = Vector( (ms3d_triangle.s[1], 1.0 - ms3d_triangle.t[1])) bmf.loops[2][layer_uv].uv = Vector( (ms3d_triangle.s[2], 1.0 - ms3d_triangle.t[2])) # ms3d custom data per "mesh face" bmf[layer_smoothing_group] = ms3d_triangle.smoothing_group blender_group_id = ms3d_to_blender_group_index.get( ms3d_triangle.group_index) if blender_group_id is not None: bmf[layer_group] = blender_group_id if ms3d_triangle.group_index >= 0 \ and ms3d_triangle.group_index < len(ms3d_model.groups): ms3d_material_index \ = ms3d_model.groups[ms3d_triangle.group_index].material_index if ms3d_material_index != Ms3dSpec.NONE_GROUP_MATERIAL_INDEX: bmf.material_index = ms3d_material_index # apply diffuse texture image to face, to be visible in 3d view bmf[layer_texture].image = ms3d_to_blender_material.get( ms3d_material_index) # helper dictionary for post-processing smoothing_groups smoothing_group_blender_face = smoothing_group_blender_faces.get( ms3d_triangle.smoothing_group) if smoothing_group_blender_face is None: smoothing_group_blender_face = [] smoothing_group_blender_faces[ms3d_triangle.smoothing_group] \ = smoothing_group_blender_face smoothing_group_blender_face.append(bmf) ##bm.faces.ensure_lookup_table() ########################## # BMesh stuff: # create all sharp edges for blender to make smoothing_groups visible for ms3d_smoothing_group_index, blender_face_list \ in smoothing_group_blender_faces.items(): edge_dict = {} for bmf in blender_face_list: bmf.smooth = True for bme in bmf.edges: if edge_dict.get(bme) is None: edge_dict[bme] = 0 else: edge_dict[bme] += 1 bme.seam = (edge_dict[bme] == 0) bme.smooth = (edge_dict[bme] != 0) ########################## # BMesh stuff: # finally transfer BMesh to Mesh bm.to_mesh(blender_mesh) bm.free() # # end BMesh stuff #################################################### blender_mesh.validate(self.options_verbose in Ms3dUi.VERBOSE_MAXIMAL) return blender_mesh_object ########################################################################### def create_animation(self, blender_context, ms3d_model, blender_mesh_object): ########################## # setup scene blender_scene = blender_context.scene blender_scene.render.fps = ms3d_model.animation_fps if ms3d_model.animation_fps: blender_scene.render.fps_base = (blender_scene.render.fps / ms3d_model.animation_fps) blender_scene.frame_start = 1 blender_scene.frame_end = (ms3d_model.number_total_frames + blender_scene.frame_start) - 1 blender_scene.frame_current = (ms3d_model.current_time * ms3d_model.animation_fps) ########################## if not ms3d_model.joints: return ########################## ms3d_armature_name = FORMAT_ARMATURE.format(ms3d_model.name) ms3d_armature_object_name = FORMAT_ARMATURE_OBJECT.format(ms3d_model.name) ms3d_action_name = FORMAT_ACTION.format(ms3d_model.name) ########################## # create new blender_armature_object blender_armature = blender_context.blend_data.armatures.new( ms3d_armature_name) blender_armature.ms3d.name = ms3d_model.name blender_armature.draw_type = 'STICK' blender_armature.show_axes = True blender_armature.use_auto_ik = True blender_armature_object = blender_context.blend_data.objects.new( ms3d_armature_object_name, blender_armature) blender_scene.objects.link(blender_armature_object) #blender_armature_object.location = blender_scene.cursor_location blender_armature_object.show_x_ray = True ########################## # create new modifier blender_modifier = blender_mesh_object.modifiers.new( blender_armature.name, type='ARMATURE') blender_modifier.show_expanded = False blender_modifier.use_vertex_groups = True blender_modifier.use_bone_envelopes = False blender_modifier.object = blender_armature_object ########################## # prepare for vertex groups ms3d_to_blender_vertex_groups = {} for ms3d_vertex_index, ms3d_vertex in enumerate(ms3d_model.vertices): # prepare for later use for blender vertex group if ms3d_vertex.bone_id != Ms3dSpec.NONE_VERTEX_BONE_ID: if ms3d_vertex.vertex_ex_object \ and ( \ ms3d_vertex.vertex_ex_object.bone_ids[0] != \ Ms3dSpec.NONE_VERTEX_BONE_ID \ or ms3d_vertex.vertex_ex_object.bone_ids[1] != \ Ms3dSpec.NONE_VERTEX_BONE_ID \ or ms3d_vertex.vertex_ex_object.bone_ids[2] != \ Ms3dSpec.NONE_VERTEX_BONE_ID \ ): ms3d_vertex_group_ids_weights = [] ms3d_vertex_group_ids_weights.append( (ms3d_vertex.bone_id, float(ms3d_vertex.vertex_ex_object.weights[0] % 101) / 100.0, )) if ms3d_vertex.vertex_ex_object.bone_ids[0] != \ Ms3dSpec.NONE_VERTEX_BONE_ID: ms3d_vertex_group_ids_weights.append( (ms3d_vertex.vertex_ex_object.bone_ids[0], float(ms3d_vertex.vertex_ex_object.weights[1] % 101) / 100.0 )) if ms3d_vertex.vertex_ex_object.bone_ids[1] != \ Ms3dSpec.NONE_VERTEX_BONE_ID: ms3d_vertex_group_ids_weights.append( (ms3d_vertex.vertex_ex_object.bone_ids[1], float(ms3d_vertex.vertex_ex_object.weights[2] % 101) / 100.0 )) if ms3d_vertex.vertex_ex_object.bone_ids[2] != \ Ms3dSpec.NONE_VERTEX_BONE_ID: ms3d_vertex_group_ids_weights.append( (ms3d_vertex.vertex_ex_object.bone_ids[2], 1.0 - float((ms3d_vertex.vertex_ex_object.weights[0] % 101) + (ms3d_vertex.vertex_ex_object.weights[1] % 101) + (ms3d_vertex.vertex_ex_object.weights[2] % 101)) / 100.0 )) else: ms3d_vertex_group_ids_weights = [(ms3d_vertex.bone_id, 1.0), ] for ms3d_vertex_group_id_weight in ms3d_vertex_group_ids_weights: ms3d_vertex_group_id = ms3d_vertex_group_id_weight[0] blender_vertex_weight = ms3d_vertex_group_id_weight[1] blender_vertex_group = ms3d_to_blender_vertex_groups.get( ms3d_vertex_group_id) if blender_vertex_group is None: ms3d_to_blender_vertex_groups[ms3d_vertex_group_id] \ = blender_vertex_group = [] blender_vertex_group.append((ms3d_vertex_index, blender_vertex_weight)) ########################## # blender stuff: # create all vertex groups to be used for bones for ms3d_bone_id, blender_vertex_index_weight_list \ in ms3d_to_blender_vertex_groups.items(): ms3d_name = ms3d_model.joints[ms3d_bone_id].name blender_vertex_group = blender_mesh_object.vertex_groups.new( ms3d_name) for blender_vertex_id_weight in blender_vertex_index_weight_list: blender_vertex_index = blender_vertex_id_weight[0] blender_vertex_weight = blender_vertex_id_weight[1] blender_vertex_group.add((blender_vertex_index, ), blender_vertex_weight, 'ADD') ########################## # bring joints in the correct order ms3d_joints_ordered = [] self.build_ms3d_joint_dependency_order(ms3d_model.joints, ms3d_joints_ordered) ########################## # prepare joint data for later use ms3d_joint_by_name = {} for ms3d_joint in ms3d_joints_ordered: item = ms3d_joint_by_name.get(ms3d_joint.name) if item is None: ms3d_joint.__children = [] ms3d_joint_by_name[ms3d_joint.name] = ms3d_joint matrix_local_rot = (Matrix.Rotation(ms3d_joint.rotation[2], 4, 'Z') * Matrix.Rotation(ms3d_joint.rotation[1], 4, 'Y') ) * Matrix.Rotation(ms3d_joint.rotation[0], 4, 'X') matrix_local = Matrix.Translation(Vector(ms3d_joint.position) ) * matrix_local_rot ms3d_joint.__matrix_local_rot = matrix_local_rot ms3d_joint.__matrix_global_rot = matrix_local_rot ms3d_joint.__matrix_local = matrix_local ms3d_joint.__matrix_global = matrix_local if ms3d_joint.parent_name: ms3d_joint_parent = ms3d_joint_by_name.get( ms3d_joint.parent_name) if ms3d_joint_parent is not None: ms3d_joint_parent.__children.append(ms3d_joint) matrix_global = ms3d_joint_parent.__matrix_global \ * matrix_local ms3d_joint.__matrix_global = matrix_global matrix_global_rot = ms3d_joint_parent.__matrix_global_rot \ * matrix_local_rot ms3d_joint.__matrix_global_rot = matrix_global_rot ########################## # ms3d_joint to blender_edit_bone if ms3d_model.model_ex_object and not self.options_use_joint_size: joint_length = ms3d_model.model_ex_object.joint_size else: joint_length = self.options_joint_size if joint_length < 0.01: joint_length = 0.01 blender_scene.objects.active = blender_armature_object enable_edit_mode(True, blender_context) for ms3d_joint in ms3d_joints_ordered: blender_edit_bone = blender_armature.edit_bones.new(ms3d_joint.name) blender_edit_bone.use_connect = False blender_edit_bone.use_inherit_rotation = True blender_edit_bone.use_inherit_scale = True blender_edit_bone.use_local_location = True blender_armature.edit_bones.active = blender_edit_bone ms3d_joint = ms3d_joint_by_name[ms3d_joint.name] ms3d_joint_vector = ms3d_joint.__matrix_global * Vector() blender_edit_bone.head \ = self.geometry_correction(ms3d_joint_vector) vector_tail_end_up = ms3d_joint.__matrix_global_rot * Vector((0,1,0)) vector_tail_end_dir = ms3d_joint.__matrix_global_rot * Vector((0,0,1)) vector_tail_end_up.normalize() vector_tail_end_dir.normalize() blender_edit_bone.tail = blender_edit_bone.head \ + self.geometry_correction( vector_tail_end_dir * joint_length) blender_edit_bone.align_roll(self.geometry_correction( vector_tail_end_up)) if ms3d_joint.parent_name: ms3d_joint_parent = ms3d_joint_by_name[ms3d_joint.parent_name] blender_edit_bone_parent = ms3d_joint_parent.blender_edit_bone blender_edit_bone.parent = blender_edit_bone_parent ms3d_joint.blender_bone_name = blender_edit_bone.name ms3d_joint.blender_edit_bone = blender_edit_bone enable_edit_mode(False, blender_context) if self.options_use_joint_to_bones: enable_edit_mode(True, blender_context) for ms3d_joint in ms3d_joints_ordered: blender_edit_bone = blender_armature.edit_bones[ms3d_joint.name] if blender_edit_bone.children: new_length = 0.0 for child_bone in blender_edit_bone.children: length = (child_bone.head - blender_edit_bone.head).length if new_length <= 0 or length < new_length: new_length = length if new_length >= 0.01: direction = blender_edit_bone.tail - blender_edit_bone.head direction.normalize() blender_edit_bone.tail = blender_edit_bone.head + (direction * new_length) enable_edit_mode(False, blender_context) ########################## # post process bones enable_edit_mode(False, blender_context) for ms3d_joint_name, ms3d_joint in ms3d_joint_by_name.items(): blender_bone = blender_armature.bones.get( ms3d_joint.blender_bone_name) if blender_bone is None: continue blender_bone.ms3d.name = ms3d_joint.name blender_bone.ms3d.flags = Ms3dUi.flags_from_ms3d(ms3d_joint.flags) ms3d_joint_ex = ms3d_joint.joint_ex_object if ms3d_joint_ex is not None: blender_bone.ms3d.color = ms3d_joint_ex.color ms3d_comment = ms3d_joint.comment_object if ms3d_comment is not None: blender_bone.ms3d.comment = ms3d_comment.comment ########################## if not self.options_use_animation: return blender_armature_object ########################## # process pose bones enable_pose_mode(True, blender_context) blender_action = blender_context.blend_data.actions.new(ms3d_action_name) if blender_armature_object.animation_data is None: blender_armature_object.animation_data_create() blender_armature_object.animation_data.action = blender_action ########################## # transition between keys may be incorrect # because of the gimbal-lock problem! # http://www.youtube.com/watch?v=zc8b2Jo7mno # http://www.youtube.com/watch?v=rrUCBOlJdt4 # you can fix it manually by selecting the affected keyframes # and apply the following option to it: # "Graph Editor -> Key -> Discontinuity (Euler) Filter" # ==> "bpy.ops.graph.euler_filter()" # but this option is only available for Euler rotation f-curves! # for ms3d_joint_name, ms3d_joint in ms3d_joint_by_name.items(): blender_pose_bone = blender_armature_object.pose.bones.get( ms3d_joint.blender_bone_name) if blender_pose_bone is None: continue data_path = blender_pose_bone.path_from_id('location') fcurve_location_x = blender_action.fcurves.new(data_path, index=0) fcurve_location_y = blender_action.fcurves.new(data_path, index=1) fcurve_location_z = blender_action.fcurves.new(data_path, index=2) for translation_key_frames in ms3d_joint.translation_key_frames: frame = (translation_key_frames.time * ms3d_model.animation_fps) matrix_local = Matrix.Translation( Vector(translation_key_frames.position)) v = (matrix_local) * Vector() fcurve_location_x.keyframe_points.insert(frame, -v[0]) fcurve_location_y.keyframe_points.insert(frame, v[2]) fcurve_location_z.keyframe_points.insert(frame, v[1]) if self.options_use_quaternion_rotation: blender_pose_bone.rotation_mode = 'QUATERNION' data_path = blender_pose_bone.path_from_id("rotation_quaternion") fcurve_rotation_w = blender_action.fcurves.new(data_path, index=0) fcurve_rotation_x = blender_action.fcurves.new(data_path, index=1) fcurve_rotation_y = blender_action.fcurves.new(data_path, index=2) fcurve_rotation_z = blender_action.fcurves.new(data_path, index=3) for rotation_key_frames in ms3d_joint.rotation_key_frames: frame = (rotation_key_frames.time * ms3d_model.animation_fps) matrix_local_rot = ( Matrix.Rotation( rotation_key_frames.rotation[2], 4, 'Y') * Matrix.Rotation( rotation_key_frames.rotation[1], 4, 'Z') ) * Matrix.Rotation( -rotation_key_frames.rotation[0], 4, 'X') q = (matrix_local_rot).to_quaternion() fcurve_rotation_w.keyframe_points.insert(frame, q.w) fcurve_rotation_x.keyframe_points.insert(frame, q.x) fcurve_rotation_y.keyframe_points.insert(frame, q.y) fcurve_rotation_z.keyframe_points.insert(frame, q.z) else: blender_pose_bone.rotation_mode = 'XZY' data_path = blender_pose_bone.path_from_id("rotation_euler") fcurve_rotation_x = blender_action.fcurves.new(data_path, index=0) fcurve_rotation_y = blender_action.fcurves.new(data_path, index=1) fcurve_rotation_z = blender_action.fcurves.new(data_path, index=2) for rotation_key_frames in ms3d_joint.rotation_key_frames: frame = (rotation_key_frames.time * ms3d_model.animation_fps) fcurve_rotation_x.keyframe_points.insert( frame, -rotation_key_frames.rotation[0]) fcurve_rotation_y.keyframe_points.insert( frame, rotation_key_frames.rotation[2]) fcurve_rotation_z.keyframe_points.insert( frame, rotation_key_frames.rotation[1]) enable_pose_mode(False, blender_context) return blender_armature_object ########################################################################### def geometry_correction(self, value): return Vector((value[2], value[0], value[1])) ########################################################################### def build_ms3d_joint_dependency_order(self, ms3d_joints, ms3d_joints_ordered): ms3d_joints_children = {"": {}} for ms3d_joint in ms3d_joints: if ms3d_joint.parent_name: ms3d_joint_children = ms3d_joints_children.get( ms3d_joint.parent_name) if ms3d_joint_children is None: ms3d_joint_children = ms3d_joints_children[ ms3d_joint.parent_name] = {} else: ms3d_joint_children = ms3d_joints_children[""] ms3d_joint_children[ms3d_joint.name] = ms3d_joint self.traverse_dependencies( ms3d_joints_ordered, ms3d_joints_children, "") return ms3d_joints_ordered ########################################################################### def traverse_dependencies(self, ms3d_joints_ordered, ms3d_joints_children, key): ms3d_joint_children = ms3d_joints_children.get(key) if ms3d_joint_children: for item in ms3d_joint_children.items(): ms3d_joint_name = item[0] ms3d_joint = item[1] ms3d_joints_ordered.append(ms3d_joint) self.traverse_dependencies( ms3d_joints_ordered, ms3d_joints_children, ms3d_joint_name) ############################################################################### #234567890123456789012345678901234567890123456789012345678901234567890123456789 #--------1---------2---------3---------4---------5---------6---------7--------- # 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