Armature extraction more robust (looks at skinning requirements, not just SKL2), automatic skin-skeleton reparenting, gave bone tails default epsilon position
This commit is contained in:
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aa62fd47ea
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7db0591cc0
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@ -10,16 +10,18 @@ from .msh_utilities import *
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from .crc import *
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from .crc import *
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envls = []
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model_counter = 0
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model_counter = 0
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def read_scene(input_file) -> Scene:
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def read_scene(input_file) -> Scene:
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scene = Scene()
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scene = Scene()
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scene.models = []
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scene.models = []
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scene.materials = {}
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scene.materials = {}
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global model_counter
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model_counter = 0
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with Reader(file=input_file) as hedr:
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with Reader(file=input_file) as hedr:
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while hedr.could_have_child():
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while hedr.could_have_child():
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@ -59,13 +61,7 @@ def read_scene(input_file) -> Scene:
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with hedr.read_child() as skl2:
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with hedr.read_child() as skl2:
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num_bones = skl2.read_u32()
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num_bones = skl2.read_u32()
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scene.skeleton = [skl2.read_u32(5)[0] for i in range(num_bones)]
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scene.skeleton = [skl2.read_u32(5)[0] for i in range(num_bones)]
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#print("Skeleton models: ")
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for crc_hash in scene.skeleton:
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for model in scene.models:
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if crc_hash == crc(model.name):
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pass
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#print("\t" + model.name + " with type: " + str(model.model_type))
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elif "ANM2" in next_header:
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elif "ANM2" in next_header:
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with hedr.read_child() as anm2:
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with hedr.read_child() as anm2:
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_read_anm2(anm2, scene.models)
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_read_anm2(anm2, scene.models)
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@ -74,10 +70,12 @@ def read_scene(input_file) -> Scene:
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with hedr.read_child() as null:
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with hedr.read_child() as null:
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pass
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pass
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for envl in envls:
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if scene.skeleton:
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#print("Envelope: ")
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print("Skeleton models: ")
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for index in envl:
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for model in scene.models:
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pass#print("\t" + scene.models[index].name)
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if crc(model.name) in scene.skeleton:
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print("\t" + model.name)
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return scene
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return scene
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@ -156,9 +154,9 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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elif "MNDX" in next_header:
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elif "MNDX" in next_header:
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with modl.read_child() as mndx:
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with modl.read_child() as mndx:
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index = mndx.read_u32()
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global model_counter
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global model_counter
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print("Encountered model {} with index {}".format(model_counter, index))
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if mndx.read_u32() - 1 != model_counter:
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print("MODEL INDEX DIDNT MATCH COUNTER!")
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model_counter += 1
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model_counter += 1
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elif "NAME" in next_header:
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elif "NAME" in next_header:
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@ -198,9 +196,6 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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else:
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else:
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with geom.read_child() as null:
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with geom.read_child() as null:
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pass
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pass
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if envelope:
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global envls
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envls.append(envelope)
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for seg in model.geometry:
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for seg in model.geometry:
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if seg.weights:
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if seg.weights:
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@ -219,9 +214,11 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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model.collisionprimitive = prim
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model.collisionprimitive = prim
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else:
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else:
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with modl.read_child() as unknown:
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with modl.read_child() as null:
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pass
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pass
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print("Reading model " + model.name + " of type: " + str(model.model_type)[10:])
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return model
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return model
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@ -303,32 +300,24 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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segm.skip_bytes(-2)
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segm.skip_bytes(-2)
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elif "WGHT" in next_header:
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elif "WGHT" in next_header:
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print("===================================")
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with segm.read_child() as wght:
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with segm.read_child() as wght:
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geometry_seg.weights = []
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geometry_seg.weights = []
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num_weights = wght.read_u32()
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num_weights = wght.read_u32()
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for _ in range(num_weights):
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for _ in range(num_weights):
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weight_set = []
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weight_set = []
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print_str = ""
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for _ in range(4):
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for _ in range(4):
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index = wght.read_u32()
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index = wght.read_u32()
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value = wght.read_f32()
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value = wght.read_f32()
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print_str += "({}, {}) ".format(index,value)
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if value > 0.000001:
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if value > 0.000001:
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weight_set.append((index,value))
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weight_set.append((index,value))
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#print(print_str)
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geometry_seg.weights.append(weight_set)
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geometry_seg.weights.append(weight_set)
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print("===================================")
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else:
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else:
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with segm.read_child() as unknown:
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with segm.read_child() as null:
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pass
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pass
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return geometry_seg
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return geometry_seg
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@ -18,6 +18,10 @@ import os
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#def import_anim(scene : Scene):
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def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
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def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
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@ -42,19 +46,20 @@ def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
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bone_children = [b for b in get_model_children(bone, refined_skeleton)]
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bone_children = [b for b in get_model_children(bone, refined_skeleton)]
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if bone_children:
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if bone_children:
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edit_bone.tail = Vector((0.0,0.0,0.0))
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edit_bone.tail = Vector((-0.00001,0.0,0.0))
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for bone_child in bone_children:
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for bone_child in bone_children:
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edit_bone.tail += model_map[bone_child.name].matrix_world.translation
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edit_bone.tail += model_map[bone_child.name].matrix_world.translation
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edit_bone.tail = edit_bone.tail / len(bone_children)
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edit_bone.tail = edit_bone.tail / len(bone_children)
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else:
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else:
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edit_bone.tail = model_map[bone.name].matrix_world @ Vector((-0.2,0.0,0.0))
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edit_bone.tail = model_map[bone.name].matrix_world @ Vector((-0.2,0.0,0.0))
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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armature_obj.select_set(True)
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armature_obj.select_set(True)
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bpy.context.view_layer.update()
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bpy.context.view_layer.update()
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return armature_obj
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@ -63,20 +68,28 @@ def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
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def extract_refined_skeleton(scene: Scene):
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def extract_refined_skeleton(scene: Scene):
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model_dict = {}
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model_dict = {}
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children_dict = {}
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skeleton_models = []
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skeleton_models = []
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for model in scene.models:
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for model in scene.models:
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model_dict[model.name] = model
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model_dict[model.name] = model
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children_dict[model.name] = []
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if model.geometry:
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for seg in model.geometry:
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if seg.weights:
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for weight_set in seg.weights:
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for weight in weight_set:
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model_weighted_to = scene.models[weight[0]]
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if crc(model_weighted_to.name) not in scene.skeleton:
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scene.skeleton.append(crc(model_weighted_to.name))
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print("Found additional bone: " + model_weighted_to.name)
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for model in scene.models:
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for model in scene.models:
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if model.parent:
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children_dict[model.parent].append(model)
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if crc(model.name) in scene.skeleton:
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if crc(model.name) in scene.skeleton:
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skeleton_models.append(model)
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skeleton_models.append(model)
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refined_skeleton_models = []
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refined_skeleton_models = []
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for bone in skeleton_models:
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for bone in skeleton_models:
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@ -88,10 +101,11 @@ def extract_refined_skeleton(scene: Scene):
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while True:
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while True:
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if crc(curr_ancestor.name) in scene.skeleton or "dummyroot" in curr_ancestor.name.lower():
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if crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.name == scene.models[0].name:
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new_model = Model()
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new_model = Model()
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new_model.name = bone.name
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new_model.name = bone.name
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new_model.parent = curr_ancestor.name if "dummyroot" not in curr_ancestor.name.lower() else ""
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print("Adding {} to refined skeleton...".format(bone.name))
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new_model.parent = curr_ancestor.name if curr_ancestor.name != scene.models[0].name else ""
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loc, rot, _ = stacked_transform.decompose()
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loc, rot, _ = stacked_transform.decompose()
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@ -122,9 +136,6 @@ def extract_models(scene: Scene, materials_map):
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for model in sort_by_parent(scene.models):
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for model in sort_by_parent(scene.models):
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new_obj = None
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new_obj = None
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if model.name.startswith("p_") or "collision" in model.name or model.name.startswith("c_") or model.name.startswith("sv_"):
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continue
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if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN:
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if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN:
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new_mesh = bpy.data.meshes.new(model.name)
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new_mesh = bpy.data.meshes.new(model.name)
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new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
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new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
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vertex_groups_indicies = {}
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for offset in weights_offsets:
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for offset in weights_offsets:
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vertex_groups_indicies = {}
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for i, weight_set in enumerate(weights_offsets[offset]):
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for i, weight_set in enumerate(weights_offsets[offset]):
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for weight in weight_set:
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for weight in weight_set:
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index = weight[0]
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index = weight[0]
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@ -213,7 +225,6 @@ def extract_models(scene: Scene, materials_map):
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new_obj.empty_display_type = 'PLAIN_AXES'
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new_obj.empty_display_type = 'PLAIN_AXES'
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model_map[model.name] = new_obj
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model_map[model.name] = new_obj
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if model.parent:
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if model.parent:
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@ -225,6 +236,7 @@ def extract_models(scene: Scene, materials_map):
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bpy.context.collection.objects.link(new_obj)
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bpy.context.collection.objects.link(new_obj)
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return model_map
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return model_map
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@ -258,20 +270,62 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str,bpy.types.Mate
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def extract_scene(filepath: str, scene: Scene):
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def extract_scene(filepath: str, scene: Scene):
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folder = os.path.join(os.path.dirname(filepath),"")
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folder = os.path.join(os.path.dirname(filepath),"")
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matmap = extract_materials(folder, scene)
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matmap = extract_materials(folder,scene)
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if scene.skeleton:
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#print("Skeleton models: ")
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for model in scene.models:
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if crc(model.name) in scene.skeleton:
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pass#print("\tName: " + model.name + " Parent: " + model.parent)
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model_map = extract_models(scene, matmap)
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model_map = extract_models(scene, matmap)
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skel = extract_refined_skeleton(scene)
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skel = extract_refined_skeleton(scene)
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refined_skeleton_to_armature(skel, model_map)
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armature = refined_skeleton_to_armature(skel, model_map)
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for model in scene.models:
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reparent_obj = None
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if model.model_type == ModelType.SKIN:
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if model.parent:
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reparent_obj = model_map[model.parent]
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skin_obj = model_map[model.name]
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skin_obj.select_set(True)
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armature.select_set(True)
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bpy.context.view_layer.objects.active = armature
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bpy.ops.object.parent_clear(type='CLEAR')
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bpy.ops.object.parent_set(type='ARMATURE')
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skin_obj.select_set(False)
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armature.select_set(False)
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bpy.context.view_layer.objects.active = None
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if reparent_obj is not None:
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armature.select_set(True)
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reparent_obj.select_set(True)
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bpy.context.view_layer.objects.active = reparent_obj
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bpy.ops.object.parent_set(type='OBJECT')
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armature.select_set(False)
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reparent_obj.select_set(False)
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bpy.context.view_layer.objects.active = None
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if armature is not None:
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for bone in armature.data.bones:
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model_map[bone.name].select_set(True)
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bpy.ops.object.delete()
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for model in scene.models:
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if model.name in bpy.data.objects:
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if model.hidden and len(bpy.data.objects[model.name].children) == 0:
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bpy.data.objects[model.name].hide_set(True)
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