1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
|
# ##### 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 #####
# <pep8 compliant>
###############################################################################
#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 math import (
pi,
)
from mathutils import (
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,
Ms3dVertex,
Ms3dTriangle,
Ms3dGroup,
Ms3dMaterial,
Ms3dJoint,
Ms3dRotationKeyframe,
Ms3dTranslationKeyframe,
Ms3dCommentEx,
Ms3dComment,
)
from io_scene_ms3d.ms3d_utils import (
select_all,
enable_edit_mode,
pre_setup_environment,
post_setup_environment,
matrix_difference,
)
from io_scene_ms3d.ms3d_ui import (
Ms3dUi,
Ms3dMaterialProperties,
Ms3dMaterialHelper,
)
#import blender stuff
from bpy import (
ops,
)
import bmesh
###############################################################################
class Ms3dExporter():
"""
Load a MilkShape3D MS3D File
"""
def __init__(self,
report,
verbose='NONE',
use_blender_names=True,
use_blender_materials=False,
apply_transform=True,
apply_modifiers=True,
apply_modifiers_mode='PREVIEW',
use_animation=True,
normalize_weights=True,
shrink_to_keys=False,
bake_each_frame=True,
):
self.report = report
self.options_verbose = verbose
self.options_use_blender_names = use_blender_names
self.options_use_blender_materials = use_blender_materials
self.options_apply_transform = apply_transform
self.options_apply_modifiers = apply_modifiers
self.options_apply_modifiers_mode = apply_modifiers_mode
self.options_use_animation = use_animation
self.options_normalize_weights = normalize_weights
self.options_shrink_to_keys = shrink_to_keys
self.options_bake_each_frame = bake_each_frame
pass
# create a empty ms3d ms3d_model
# fill ms3d_model with blender content
# writer ms3d file
def write(self, blender_context, filepath):
"""convert bender content to ms3d content and write it to file"""
t1 = time()
t2 = None
try:
# setup environment
pre_setup_environment(self, blender_context)
# create an empty ms3d template
ms3d_model = Ms3dModel()
# inject blender data to ms3d file
self.from_blender(blender_context, ms3d_model)
t2 = time()
try:
# write ms3d file to disk
with io.FileIO(filepath, "wb") as raw_io:
debug_out = ms3d_model.write(raw_io)
raw_io.flush()
raw_io.close()
if self.options_verbose in Ms3dUi.VERBOSE_MAXIMAL:
print(debug_out)
finally:
pass
# if option is set, this time will enlargs the io time
if self.options_verbose in Ms3dUi.VERBOSE_MAXIMAL:
ms3d_model.print_internal()
post_setup_environment(self, blender_context)
# restore active object
blender_context.scene.objects.active = self.active_object
if ((not blender_context.scene.objects.active)
and (blender_context.selected_objects)):
blender_context.scene.objects.active \
= blender_context.selected_objects[0]
# restore pre operator undo state
blender_context.user_preferences.edit.use_global_undo = self.undo
is_valid, statistics = ms3d_model.is_valid()
if self.options_verbose in Ms3dUi.VERBOSE_NORMAL:
print()
print("##########################################################")
print("Export from Blender to MS3D")
print(statistics)
print("##########################################################")
except Exception:
type, value, traceback = exc_info()
if self.options_verbose in Ms3dUi.VERBOSE_NORMAL:
print("write - exception in try block\n type: '{0}'\n"
" value: '{1}'".format(type, value, traceback))
if self.report:
self.report({'WARNING', 'ERROR', }, "write - 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_EXPORT'].format(
(t3 - t1), (t2 - t1), (t3 - t2)))
return True
###########################################################################
def from_blender(self, blender_context, ms3d_model):
blender_mesh_objects = []
source = (blender_context.active_object, )
for blender_object in source:
if blender_object and blender_object.type == 'MESH' \
and blender_object.is_visible(blender_context.scene):
blender_mesh_objects.append(blender_object)
blender_to_ms3d_bones = {}
self.create_animation(blender_context, ms3d_model, blender_mesh_objects, blender_to_ms3d_bones)
self.create_geometry(blender_context, ms3d_model, blender_mesh_objects,
blender_to_ms3d_bones)
###########################################################################
def create_geometry(self, blender_context, ms3d_model, blender_mesh_objects, blender_to_ms3d_bones):
blender_scene = blender_context.scene
blender_to_ms3d_vertices = {}
blender_to_ms3d_triangles = {}
blender_to_ms3d_groups = {}
blender_to_ms3d_materials = {}
for blender_mesh_object in blender_mesh_objects:
blender_mesh = blender_mesh_object.data
ms3d_model._model_ex_object.joint_size = \
blender_mesh.ms3d.joint_size
ms3d_model._model_ex_object.alpha_ref = blender_mesh.ms3d.alpha_ref
ms3d_model._model_ex_object.transparency_mode = \
Ms3dUi.transparency_mode_to_ms3d(
blender_mesh.ms3d.transparency_mode)
if blender_mesh.ms3d.comment:
ms3d_model._comment_object = Ms3dComment(blender_mesh.ms3d.comment)
##########################
# prepare ms3d groups if available
# works only for exporting active object
##EXPORT_ACTIVE_ONLY:
for ms3d_local_group_index, blender_ms3d_group in enumerate(
blender_mesh.ms3d.groups):
ms3d_group = Ms3dGroup()
ms3d_group.__index = len(ms3d_model._groups)
ms3d_group.name = blender_ms3d_group.name
ms3d_group.flags = Ms3dUi.flags_to_ms3d(blender_ms3d_group.flags)
if blender_ms3d_group.comment:
ms3d_group._comment_object = Ms3dCommentEx()
ms3d_group._comment_object.comment = \
blender_ms3d_group.comment
ms3d_group._comment_object.index = len(ms3d_model._groups)
ms3d_group.material_index = None # to mark as not setted
ms3d_model._groups.append(ms3d_group)
blender_to_ms3d_groups[blender_ms3d_group.id] = ms3d_group
##########################
# i have to use BMesh, because there are several custom data stored.
# BMesh doesn't support quads_convert_to_tris()
# so, i use that very ugly way:
# create a complete copy of mesh and bend object data
# to be able to apply operations to it.
# temporary, create a full heavy copy of the model
# (object, mesh, modifiers)
blender_mesh_temp = blender_mesh_object.data.copy()
blender_mesh_object_temp = blender_mesh_object.copy()
blender_mesh_object_temp.data = blender_mesh_temp
blender_scene.objects.link(blender_mesh_object_temp)
blender_scene.objects.active = blender_mesh_object_temp
# apply transform
if self.options_apply_transform:
matrix_transform = blender_mesh_object_temp.matrix_basis
else:
matrix_transform = 1
# apply modifiers
for modifier in blender_mesh_object_temp.modifiers:
if self.options_apply_modifiers:
# disable only armature modifiers and only,
# when use_animation is enabled
if self.options_use_animation \
and modifier.type in {'ARMATURE', }:
modifier.show_viewport = False
modifier.show_render = False
else:
# disable all modifiers,
# to be able to add and apply triangulate modifier later
modifier.show_viewport = False
modifier.show_render = False
# convert to tris by using the triangulate modifier
blender_mesh_object_temp.modifiers.new("temp", 'TRIANGULATE')
blender_mesh_temp = blender_mesh_object_temp.to_mesh(
blender_scene,
True,
self.options_apply_modifiers_mode)
enable_edit_mode(True, blender_context)
bm = bmesh.new()
bm.from_mesh(blender_mesh_temp)
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'])
layer_uv = bm.loops.layers.uv.get(ms3d_str['OBJECT_LAYER_UV'])
if layer_uv is None:
if bm.loops.layers.uv:
layer_uv = bm.loops.layers.uv[0]
else:
layer_uv = bm.loops.layers.uv.new(
ms3d_str['OBJECT_LAYER_UV'])
layer_deform = bm.verts.layers.deform.active
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'])
##########################
# handle vertices
for bmv in bm.verts:
item = blender_to_ms3d_vertices.get(bmv)
if item is None:
index = len(ms3d_model._vertices)
ms3d_vertex = Ms3dVertex()
ms3d_vertex.__index = index
ms3d_vertex._vertex = self.geometry_correction(
matrix_transform * bmv.co)
if self.options_use_animation and layer_deform:
blender_vertex_group_ids = bmv[layer_deform]
if blender_vertex_group_ids:
bone_weights = {}
for blender_index, blender_weight \
in blender_vertex_group_ids.items():
ms3d_joint = blender_to_ms3d_bones.get(
blender_mesh_object_temp.vertex_groups[\
blender_index].name)
if ms3d_joint:
weight = bone_weights.get(ms3d_joint.__index)
if not weight:
weight = 0
bone_weights[ms3d_joint.__index] = weight + blender_weight
# sort (bone_id: weight) according its weights
# to skip only less important weights in the next pass
bone_weights_sorted = sorted(bone_weights.items(), key=lambda item: item[1], reverse=True)
count = 0
bone_ids = []
weights = []
for ms3d_index, blender_weight \
in bone_weights_sorted:
if count == 0:
ms3d_vertex.bone_id = ms3d_index
weights.append(blender_weight)
elif count == 1:
bone_ids.append(ms3d_index)
weights.append(blender_weight)
elif count == 2:
bone_ids.append(ms3d_index)
weights.append(blender_weight)
elif count == 3:
bone_ids.append(ms3d_index)
if self.report and self.options_verbose in Ms3dUi.VERBOSE_NORMAL:
self.report(
{'WARNING', 'INFO'},
ms3d_str['WARNING_EXPORT_SKIP_WEIGHT'])
else:
# only first three weights will be supported / four bones
if self.report and self.options_verbose in Ms3dUi.VERBOSE_NORMAL:
self.report(
{'WARNING', 'INFO'},
ms3d_str['WARNING_EXPORT_SKIP_WEIGHT_EX'])
break
count += 1
# normalize weights to 100%
if self.options_normalize_weights:
weight_sum = 0.0
for weight in weights:
weight_sum += weight
if weight_sum > 0.0:
weight_normalize = 1.0 / weight_sum
else:
weight_normalize = 1.0
weight_sum = 100
for index, weight in enumerate(weights):
if index >= count-1 or index >= 2:
# take the full rest instead of calculate,
# that should fill up to exactly 100%
# (in some cases it is only 99% bacaus of roulding errors)
weights[index] = int(weight_sum)
break
normalized_weight = int(weight * weight_normalize * 100)
weights[index] = normalized_weight
weight_sum -= normalized_weight
# fill up missing values
while len(bone_ids) < 3:
bone_ids.append(Ms3dSpec.DEFAULT_VERTEX_BONE_ID)
while len(weights) < 3:
weights.append(0)
ms3d_vertex._vertex_ex_object._bone_ids = \
tuple(bone_ids)
ms3d_vertex._vertex_ex_object._weights = \
tuple(weights)
if layer_extra:
#ms3d_vertex._vertex_ex_object.extra = bmv[layer_extra]
# bm.verts.layers.int does only support signed int32
# convert signed int32 to unsigned int32 (little-endian)
signed_int32 = bmv[layer_extra]
bytes_int32 = signed_int32.to_bytes(
4, byteorder='little', signed=True)
unsigned_int32 = int.from_bytes(
bytes_int32, byteorder='little', signed=False)
ms3d_vertex._vertex_ex_object.extra = unsigned_int32
ms3d_model._vertices.append(ms3d_vertex)
blender_to_ms3d_vertices[bmv] = ms3d_vertex
##########################
# handle faces / tris
for bmf in bm.faces:
item = blender_to_ms3d_triangles.get(bmf)
if item is None:
index = len(ms3d_model._triangles)
ms3d_triangle = Ms3dTriangle()
ms3d_triangle.__index = index
bmv0 = bmf.verts[0]
bmv1 = bmf.verts[1]
bmv2 = bmf.verts[2]
ms3d_vertex0 = blender_to_ms3d_vertices[bmv0]
ms3d_vertex1 = blender_to_ms3d_vertices[bmv1]
ms3d_vertex2 = blender_to_ms3d_vertices[bmv2]
ms3d_vertex0.reference_count += 1
ms3d_vertex1.reference_count += 1
ms3d_vertex2.reference_count += 1
ms3d_triangle._vertex_indices = (
ms3d_vertex0.__index,
ms3d_vertex1.__index,
ms3d_vertex2.__index,
)
ms3d_triangle._vertex_normals = (
self.geometry_correction(bmv0.normal),
self.geometry_correction(bmv1.normal),
self.geometry_correction(bmv2.normal),
)
ms3d_triangle._s = (
bmf.loops[0][layer_uv].uv.x,
bmf.loops[1][layer_uv].uv.x,
bmf.loops[2][layer_uv].uv.x,
)
ms3d_triangle._t = (
1.0 - bmf.loops[0][layer_uv].uv.y,
1.0 - bmf.loops[1][layer_uv].uv.y,
1.0 - bmf.loops[2][layer_uv].uv.y,
)
ms3d_triangle.smoothing_group = bmf[layer_smoothing_group]
ms3d_model._triangles.append(ms3d_triangle)
ms3d_material = self.get_ms3d_material_add_if(
blender_mesh, ms3d_model,
blender_to_ms3d_materials, bmf.material_index)
ms3d_group = blender_to_ms3d_groups.get(bmf[layer_group])
##EXPORT_ACTIVE_ONLY:
if ms3d_group is not None:
if ms3d_material is None:
ms3d_group.material_index = \
Ms3dSpec.DEFAULT_GROUP_MATERIAL_INDEX
else:
if ms3d_group.material_index is None:
ms3d_group.material_index = \
ms3d_material.__index
else:
if ms3d_group.material_index != \
ms3d_material.__index:
ms3d_group = \
self.get_ms3d_group_by_material_add_if(
ms3d_model, ms3d_material)
else:
if ms3d_material is not None:
ms3d_group = self.get_ms3d_group_by_material_add_if(
ms3d_model, ms3d_material)
else:
ms3d_group = self.get_ms3d_group_default_material_add_if(
ms3d_model)
if ms3d_group is not None:
ms3d_group._triangle_indices.append(
ms3d_triangle.__index)
ms3d_triangle.group_index = ms3d_group.__index
blender_to_ms3d_triangles[bmf] = ms3d_triangle
if bm is not None:
bm.free()
enable_edit_mode(False, blender_context)
##########################
# remove the temporary data
blender_scene.objects.unlink(blender_mesh_object_temp)
if blender_mesh_temp is not None:
blender_mesh_temp.user_clear()
blender_context.blend_data.meshes.remove(blender_mesh_temp)
blender_mesh_temp = None
if blender_mesh_object_temp is not None:
blender_mesh_temp = blender_mesh_object_temp.data.user_clear()
blender_mesh_object_temp.user_clear()
blender_context.blend_data.objects.remove(
blender_mesh_object_temp)
if blender_mesh_temp is not None:
blender_mesh_temp.user_clear()
blender_context.blend_data.meshes.remove(blender_mesh_temp)
###########################################################################
def create_animation(self, blender_context, ms3d_model,
blender_mesh_objects, blender_to_ms3d_bones):
##########################
# setup scene
blender_scene = blender_context.scene
if not self.options_use_animation:
ms3d_model.animation_fps = 24
ms3d_model.number_total_frames = 1
ms3d_model.current_time = 0
return
frame_start = blender_scene.frame_start
frame_end = blender_scene.frame_end
frame_total = (frame_end - frame_start) + 1
frame_step = blender_scene.frame_step
frame_offset = 0
fps = blender_scene.render.fps * blender_scene.render.fps_base
time_base = 1.0 / fps
base_bone_correction = Matrix.Rotation(pi / 2, 4, 'Z')
for blender_mesh_object in blender_mesh_objects:
blender_bones = None
blender_action = None
blender_nla_tracks = None
# note: only one armature modifier/parent will be handled.
# if the parent is an armature, it will be handled irrespective
# of existence of any armature modifier
# question: maybe it is better to handle
# all existing armature sources (parent / modifier)
# as a merged animation...
# what is best practice in case of multiple animation sources?
# take parent to account if it is an armature
if blender_mesh_object.parent and \
blender_mesh_object.parent_type == 'ARMATURE' and \
blender_mesh_object.parent.pose:
blender_bones = blender_mesh_object.parent.data.bones
blender_pose_bones = blender_mesh_object.parent.pose.bones
if blender_mesh_object.parent.animation_data:
blender_action = \
blender_mesh_object.parent.animation_data.action
blender_nla_tracks = \
blender_mesh_object.parent.animation_data.nla_tracks
# apply transform
if self.options_apply_transform:
matrix_transform = blender_mesh_object.parent.matrix_basis
else:
matrix_transform = 1
# search for animation modifier
else:
for blender_modifier in blender_mesh_object.modifiers:
if blender_modifier.type == 'ARMATURE' \
and blender_modifier.object.pose:
blender_bones = blender_modifier.object.data.bones
blender_pose_bones = blender_modifier.object.pose.bones
if blender_modifier.object.animation_data:
blender_action = \
blender_modifier.object.animation_data.action
blender_nla_tracks = \
blender_modifier.object.animation_data.nla_tracks
# apply transform
if self.options_apply_transform:
matrix_transform = blender_modifier.object.matrix_basis
else:
matrix_transform = 1
break
# skip animation/bone handling, if no animation data is available
if blender_bones is None \
and (blender_action is None and blender_nla_tracks is None):
continue
##########################
# bones
blender_bones_ordered = []
self.build_blender_bone_dependency_order(
blender_bones, blender_bones_ordered)
for blender_bone_name in blender_bones_ordered:
blender_bone_oject = blender_bones[blender_bone_name]
ms3d_joint = Ms3dJoint()
ms3d_joint.__index = len(ms3d_model._joints)
blender_bone_ms3d = blender_bone_oject.ms3d
blender_bone = blender_bone_oject
ms3d_joint.flags = Ms3dUi.flags_to_ms3d(blender_bone_ms3d.flags)
if blender_bone_ms3d.comment:
ms3d_joint._comment_object = Ms3dCommentEx()
ms3d_joint._comment_object.comment = \
blender_bone_ms3d.comment
ms3d_joint._comment_object.index = ms3d_joint.__index
ms3d_joint.joint_ex_object._color = blender_bone_ms3d.color[:]
ms3d_joint.name = blender_bone.name
if blender_bone.parent:
ms3d_joint.parent_name = blender_bone.parent.name
ms3d_joint.__matrix = matrix_difference(
matrix_transform * blender_bone.matrix_local,
matrix_transform * blender_bone.parent.matrix_local)
else:
ms3d_joint.__matrix = base_bone_correction \
* matrix_transform * blender_bone.matrix_local
mat = ms3d_joint.__matrix
loc = mat.to_translation()
rot = mat.to_euler('XZY')
ms3d_joint._position = self.joint_correction(loc)
ms3d_joint._rotation = self.joint_correction(rot)
ms3d_model._joints.append(ms3d_joint)
blender_to_ms3d_bones[blender_bone.name] = ms3d_joint
##########################
# animation
frames = None
frames_location = set()
frames_rotation = set()
frames_scale = set()
if blender_action:
self.fill_keyframe_sets(
blender_action.fcurves,
frames_location, frames_rotation, frames_scale,
0)
if blender_nla_tracks:
for nla_track in blender_nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
if strip.mute:
continue
frame_correction = strip.frame_start \
- strip.action_frame_start
self.fill_keyframe_sets(
strip.action.fcurves,
frames_location, frames_rotation, frames_scale,
frame_correction)
frames = set(frames_location)
frames = frames.union(frames_rotation)
frames = frames.union(frames_scale)
if not self.options_shrink_to_keys:
frames = frames.intersection(range(
blender_scene.frame_start, blender_scene.frame_end + 1))
frames_sorted = list(frames)
frames_sorted.sort()
if self.options_shrink_to_keys and len(frames_sorted) >= 2:
frame_start = frames_sorted[0]
frame_end = frames_sorted[len(frames_sorted)-1]
frame_total = (frame_end - frame_start) + 1
frame_offset = frame_start - 1
if self.options_bake_each_frame:
frames_sorted = range(int(frame_start), int(frame_end + 1),
int(frame_step))
frame_temp = blender_scene.frame_current
for current_frame in frames_sorted:
blender_scene.frame_set(current_frame)
current_time = (current_frame - frame_offset) * time_base
for blender_bone_name in blender_bones_ordered:
blender_bone = blender_bones[blender_bone_name]
blender_pose_bone = blender_pose_bones[blender_bone_name]
ms3d_joint = blender_to_ms3d_bones[blender_bone_name]
m1 = blender_bone.matrix_local.inverted()
if blender_pose_bone.parent:
m2 = blender_pose_bone.parent.matrix_channel.inverted()
else:
m2 = 1
m3 = blender_pose_bone.matrix.copy()
m = ((m1 * m2) * m3)
loc = m.to_translation()
rot = m.to_euler('XZY')
ms3d_joint.translation_key_frames.append(
Ms3dTranslationKeyframe(
current_time, self.joint_correction(loc)
)
)
ms3d_joint.rotation_key_frames.append(
Ms3dRotationKeyframe(
current_time, self.joint_correction(rot)
)
)
blender_scene.frame_set(frame_temp)
ms3d_model.animation_fps = fps
if ms3d_model.number_joints > 0:
ms3d_model.number_total_frames = int(frame_total)
ms3d_model.current_time = ((blender_scene.frame_current \
- blender_scene.frame_start) + 1) * time_base
else:
ms3d_model.number_total_frames = 1
ms3d_model.current_time = 0
###########################################################################
def get_ms3d_group_default_material_add_if(self, ms3d_model):
markerName = "MaterialGroupDefault"
markerComment = "group without material"
for ms3d_group in ms3d_model._groups:
if ms3d_group.material_index == \
Ms3dSpec.DEFAULT_GROUP_MATERIAL_INDEX \
and ms3d_group.name == markerName \
and ms3d_group._comment_object \
and ms3d_group._comment_object.comment == markerComment:
return ms3d_group
ms3d_group = Ms3dGroup()
ms3d_group.__index = len(ms3d_model._groups)
ms3d_group.name = markerName
ms3d_group._comment_object = Ms3dCommentEx()
ms3d_group._comment_object.comment = markerComment
ms3d_group._comment_object.index = len(ms3d_model._groups)
ms3d_group.material_index = Ms3dSpec.DEFAULT_GROUP_MATERIAL_INDEX
ms3d_model._groups.append(ms3d_group)
return ms3d_group
###########################################################################
def get_ms3d_group_by_material_add_if(self, ms3d_model, ms3d_material):
if ms3d_material.__index < 0 \
or ms3d_material.__index >= len(ms3d_model.materials):
return None
markerName = "MaterialGroup.{}".format(ms3d_material.__index)
markerComment = "MaterialGroup({})".format(ms3d_material.name)
for ms3d_group in ms3d_model._groups:
if ms3d_group.name == markerName \
and ms3d_group._comment_object \
and ms3d_group._comment_object.comment == markerComment:
return ms3d_group
ms3d_group = Ms3dGroup()
ms3d_group.__index = len(ms3d_model._groups)
ms3d_group.name = markerName
ms3d_group._comment_object = Ms3dCommentEx()
ms3d_group._comment_object.comment = markerComment
ms3d_group._comment_object.index = len(ms3d_model._groups)
ms3d_group.material_index = ms3d_material.__index
ms3d_model._groups.append(ms3d_group)
return ms3d_group
###########################################################################
def get_ms3d_material_add_if(self, blender_mesh, ms3d_model,
blender_to_ms3d_materials, blender_index):
if blender_index < 0 or blender_index >= len(blender_mesh.materials):
return None
blender_material = blender_mesh.materials[blender_index]
ms3d_material = blender_to_ms3d_materials.get(blender_material)
if ms3d_material is None:
ms3d_material = Ms3dMaterial()
ms3d_material.__index = len(ms3d_model.materials)
blender_ms3d_material = blender_material.ms3d
if not self.options_use_blender_names \
and not self.options_use_blender_materials \
and blender_ms3d_material.name:
ms3d_material.name = blender_ms3d_material.name
else:
ms3d_material.name = blender_material.name
temp_material = None
if self.options_use_blender_materials:
temp_material = Ms3dMaterial()
Ms3dMaterialHelper.copy_from_blender(
None, None, temp_material, blender_material)
else:
temp_material = blender_ms3d_material
ms3d_material._ambient = temp_material.ambient[:]
ms3d_material._diffuse = temp_material.diffuse[:]
ms3d_material._specular = temp_material.specular[:]
ms3d_material._emissive = temp_material.emissive[:]
ms3d_material.shininess = temp_material.shininess
ms3d_material.transparency = temp_material.transparency
ms3d_material.texture = temp_material.texture
ms3d_material.alphamap = temp_material.alphamap
ms3d_material.mode = Ms3dUi.texture_mode_to_ms3d(
blender_ms3d_material.mode)
if blender_ms3d_material.comment:
ms3d_material._comment_object = Ms3dCommentEx()
ms3d_material._comment_object.comment = \
blender_ms3d_material.comment
ms3d_material._comment_object.index = ms3d_material.__index
ms3d_model.materials.append(ms3d_material)
blender_to_ms3d_materials[blender_material] = ms3d_material
return ms3d_material
###########################################################################
def geometry_correction(self, value):
return (value[1], value[2], value[0])
###########################################################################
def joint_correction(self, value):
return (-value[0], value[2], value[1])
###########################################################################
def build_blender_bone_dependency_order(self, blender_bones,
blender_bones_ordered):
if not blender_bones:
return blender_bones_ordered
blender_bones_children = {None: []}
for blender_bone in blender_bones:
if blender_bone.parent:
blender_bone_children = blender_bones_children.get(
blender_bone.parent.name)
if blender_bone_children is None:
blender_bone_children = blender_bones_children[
blender_bone.parent.name] = []
else:
blender_bone_children = blender_bones_children[None]
blender_bone_children.append(blender_bone.name)
self.traverse_dependencies(
blender_bones_ordered,
blender_bones_children,
None)
return blender_bones_ordered
###########################################################################
def traverse_dependencies(self, blender_bones_ordered,
blender_bones_children, key):
blender_bone_children = blender_bones_children.get(key)
if blender_bone_children:
for blender_bone_name in blender_bone_children:
blender_bones_ordered.append(blender_bone_name)
self.traverse_dependencies(
blender_bones_ordered,
blender_bones_children,
blender_bone_name)
###########################################################################
def fill_keyframe_sets(self,
fcurves,
frames_location, frames_rotation, frames_scale,
frame_correction):
for fcurve in fcurves:
if fcurve.data_path.endswith(".location"):
frames = frames_location
elif fcurve.data_path.endswith(".rotation_euler"):
frames = frames_rotation
elif fcurve.data_path.endswith(".rotation_quaternion"):
frames = frames_rotation
elif fcurve.data_path.endswith(".scale"):
frames = frames_scale
else:
pass
for keyframe_point in fcurve.keyframe_points:
frames.add(int(keyframe_point.co[0] + frame_correction))
###############################################################################
#234567890123456789012345678901234567890123456789012345678901234567890123456789
#--------1---------2---------3---------4---------5---------6---------7---------
# ##### END OF FILE #####
|