Correct skeleton imports, though what to do with re-parenting and skeleton impurities such as effector nulls still uncertain
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@ -2,7 +2,7 @@
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saved to a .msh file. """
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from dataclasses import dataclass, field
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from typing import List
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from typing import List, Tuple
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from enum import Enum
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from mathutils import Vector, Quaternion
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@ -44,6 +44,8 @@ class GeometrySegment:
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triangles: List[List[int]] = field(default_factory=list)
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triangle_strips: List[List[int]] = None
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weights: List[List[Tuple[int, float]]] = None
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@dataclass
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class CollisionPrimitive:
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""" Class representing a 'SWCI' section in a .msh file. """
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@ -5,6 +5,16 @@ from .msh_model import *
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from .msh_utilities import *
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from mathutils import Vector, Matrix
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def convert_vector_space_(vec: Vector) -> Vector:
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return Vector((-vec.x, vec.z, vec.y))
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def convert_rotation_space_(quat: Quaternion) -> Quaternion:
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return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
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def model_transform_to_matrix(transform: ModelTransform):
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return Matrix.Translation(convert_vector_space_(transform.translation)) @ convert_rotation_space_(transform.rotation).to_matrix().to_4x4()
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def scale_segments(scale: Vector, segments: List[GeometrySegment]):
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""" Scales are positions in the GeometrySegment list. """
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@ -19,7 +19,7 @@ class Reader:
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padding_length = 4 - (self.size % 4) if self.size % 4 > 0 else 0
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self.end_pos = self.size_pos + padding_length + self.size + 8
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print(self.indent + "Begin " + self.header + ", Size: " + str(self.size) + ", Pos: " + str(self.size_pos))
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#print(self.indent + "Begin " + self.header + ", Size: " + str(self.size) + ", Pos: " + str(self.size_pos))
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return self
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@ -28,7 +28,7 @@ class Reader:
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if self.size > self.MAX_SIZE:
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raise OverflowError(f".msh file overflowed max size. size = {self.size} MAX_SIZE = {self.MAX_SIZE}")
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print(self.indent + "End " + self.header)
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#print(self.indent + "End " + self.header)
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self.file.seek(self.end_pos)
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@ -57,11 +57,12 @@ def read_scene(input_file) -> Scene:
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with hedr.read_child() as skl2:
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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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print("Skeleton models: ")
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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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print("\t" + model.name + " with type: " + str(model.model_type))
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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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with hedr.read_child() as anm2:
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@ -70,11 +71,7 @@ def read_scene(input_file) -> Scene:
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else:
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with hedr.read_child() as null:
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pass
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print("Models indexed by ENVLs: ")
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for envl_index in set(envls):
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print("\t" + scene.models[envl_index].name)
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return scene
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@ -285,9 +282,24 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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segm.skip_bytes(-2)
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elif "WGHT" in next_header:
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with segm.read_child() as null:
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with segm.read_child() as wght:
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pass
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'''
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geometry_seg.weights = []
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num_weights = wght.read_u32()
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for _ in range(num_weights):
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weight_set = []
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for _ in range(4):
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index = wght.read_u32()
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value = wght.read_f32()
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if value > 0.000001:
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weight_set.append((index,value))
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geometry_seg.weights.append(weight_set)
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'''
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else:
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with segm.read_child() as unknown:
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pass
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@ -18,6 +18,102 @@ import os
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def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
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armature = bpy.data.armatures.new("skeleton")
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armature_obj = bpy.data.objects.new("skeleton", armature)
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bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
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armature_obj.select_set(True)
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bpy.context.view_layer.objects.active = armature_obj
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bpy.ops.object.mode_set(mode='EDIT')
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for bone in refined_skeleton:
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edit_bone = armature.edit_bones.new(bone.name)
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if bone.parent:
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edit_bone.parent = armature.edit_bones[bone.parent]
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edit_bone.head = model_map[bone.name].matrix_world.translation
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bone_children = [b for b in get_model_children(bone, refined_skeleton)]
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if len(bone_children) > 0:
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edit_bone.tail = Vector((0.0,0.0,0.0))
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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 = edit_bone.tail / len(bone_children)
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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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bpy.ops.object.mode_set(mode='OBJECT')
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armature_obj.select_set(True)
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bpy.context.view_layer.update()
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def extract_refined_skeleton(scene: Scene):
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model_dict = {}
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children_dict = {}
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skeleton_models = []
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for model in scene.models:
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model_dict[model.name] = model
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children_dict[model.name] = []
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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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skeleton_models.append(model)
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refined_skeleton_models = []
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for bone in skeleton_models:
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if bone.parent:
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curr_ancestor = model_dict[bone.parent]
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stacked_transform = model_transform_to_matrix(bone.transform)
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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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new_model = Model()
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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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loc, rot, _ = stacked_transform.decompose()
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new_model.transform.rotation = rot
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new_model.transform.translation = loc
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refined_skeleton_models.append(new_model)
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break
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else:
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curr_ancestor = model_dict[curr_ancestor.parent]
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stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
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return sort_by_parent(refined_skeleton_models)
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def extract_models(scene: Scene, materials_map):
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model_map = {}
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@ -25,7 +121,13 @@ def extract_models(scene: Scene, materials_map):
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for model in sort_by_parent(scene.models):
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new_obj = None
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if model.name.startswith("p_") or "collision" in model.name:
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if "bone_l_toe" in model.name:
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loc = get_model_world_matrix(model, scene.models).translation
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print("World bone_l_toe: " + str(loc))
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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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@ -37,37 +139,47 @@ def extract_models(scene: Scene, materials_map):
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mat_name = ""
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full_texcoords = []
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for i,seg in enumerate(model.geometry):
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if i == 0:
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mat_name = seg.material_name
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verts += [tuple(convert_vector_space(v)) for v in seg.positions]
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if seg.texcoords is not None:
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full_texcoords += seg.texcoords
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else:
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full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
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faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
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offset += len(seg.positions)
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new_mesh.from_pydata(verts, [], faces)
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new_mesh.update()
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new_mesh.validate()
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'''
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edit_mesh = bmesh.new()
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edit_mesh.from_mesh(new_mesh)
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if len(full_texcoords) > 0:
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uvlayer = edit_mesh.loops.layers.uv.verify()
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edit_mesh = bmesh.new()
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edit_mesh.from_mesh(new_mesh)
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for edit_mesh_face in edit_mesh.faces:
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mesh_face = faces[edit_mesh_face.index]
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uvlayer = edit_mesh.loops.layers.uv.verify()
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for i,loop in enumerate(edit_mesh_face.loops):
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texcoord = seg.texcoords[mesh_face[i]]
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loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
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for edit_mesh_face in edit_mesh.faces:
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mesh_face = faces[edit_mesh_face.index]
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edit_mesh.to_mesh(new_mesh)
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edit_mesh.free()
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'''
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for i,loop in enumerate(edit_mesh_face.loops):
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texcoord = full_texcoords[mesh_face[i]]
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loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
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edit_mesh.to_mesh(new_mesh)
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edit_mesh.free()
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new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
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@ -102,6 +214,8 @@ def extract_models(scene: Scene, materials_map):
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bpy.context.collection.objects.link(new_obj)
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return model_map
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def extract_materials(folder_path: str, scene: Scene) -> Dict[str,bpy.types.Material]:
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@ -135,7 +249,13 @@ def extract_scene(filepath: str, scene: Scene):
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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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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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refined_skeleton_to_armature(skel, model_map)
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