444 lines
13 KiB
Python
444 lines
13 KiB
Python
""" Gathers the Blender objects from the current scene and returns them as a list of
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Model objects. """
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import bpy
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import bmesh
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import math
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from enum import Enum
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from typing import List, Set, Dict, Tuple
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from itertools import zip_longest
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from .msh_scene import Scene
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from .msh_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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from .msh_model_gather import *
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from .crc import *
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import os
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def extract_and_apply_anim(filename, scene):
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arma = bpy.context.view_layer.objects.active
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if arma.type != 'ARMATURE':
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raise Exception("Select an armature to attach the imported animation to!")
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if scene.animation is None:
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raise Exception("No animation found in msh file")
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else:
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head, tail = os.path.split(filename)
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anim_name = tail.split(".")[0]
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action = bpy.data.actions.new(anim_name)
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if not arma.animation_data:
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arma.animation_data_create()
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bone_bind_poses = {}
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for bone in arma.data.bones:
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local_mat = bone.matrix_local
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if bone.parent:
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local_mat = bone.parent.matrix_local.inverted() @ local_mat
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bone_bind_poses[bone.name] = local_mat
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for bone in arma.pose.bones:
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if crc(bone.name) in scene.animation.bone_frames:
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#print("Inserting anim data for bone: {}".format(bone.name))
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bone_local_mat = bone_bind_poses[bone.name]
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translation_frames, rotation_frames = scene.animation.bone_frames[crc(bone.name)]
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loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
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rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
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fcurve_rot_w = action.fcurves.new(rot_data_path, index=0)
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fcurve_rot_x = action.fcurves.new(rot_data_path, index=1)
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fcurve_rot_y = action.fcurves.new(rot_data_path, index=2)
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fcurve_rot_z = action.fcurves.new(rot_data_path, index=3)
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print("\nBone name: " + bone.name)
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print("\tRot: {}".format(quat_to_str(rotation_frames[0].rotation)))
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for frame in rotation_frames:
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i = frame.index
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q = (bone_local_mat.inverted() @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
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fcurve_rot_w.keyframe_points.insert(i,q.w)
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fcurve_rot_x.keyframe_points.insert(i,q.x)
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fcurve_rot_y.keyframe_points.insert(i,q.y)
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fcurve_rot_z.keyframe_points.insert(i,q.z)
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print("\tLoc: {}".format(vec_to_str(translation_frames[0].translation)))
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fcurve_loc_x = action.fcurves.new(loc_data_path, index=0)
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fcurve_loc_y = action.fcurves.new(loc_data_path, index=1)
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fcurve_loc_z = action.fcurves.new(loc_data_path, index=2)
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for frame in translation_frames:
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i = frame.index
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t = convert_vector_space(frame.translation) - bone_local_mat.translation
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fcurve_loc_x.keyframe_points.insert(i,t.x)
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fcurve_loc_y.keyframe_points.insert(i,t.y)
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fcurve_loc_z.keyframe_points.insert(i,t.z)
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arma.animation_data.action = action
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def parent_object_to_bone(obj, armature, bone_name):
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worldmat = obj.matrix_world
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obj.parent = None
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obj.parent = armature
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obj.parent_type = 'BONE'
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obj.parent_bone = bone_name
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obj.matrix_basis = Matrix()
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obj.matrix_parent_inverse = Matrix()
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obj.matrix_world = worldmat
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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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bone_obj = model_map[bone.name]
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#edit_bone.head = bone_obj.matrix_world.translation
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edit_bone.matrix = bone_obj.matrix_world
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edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
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#edit_bone.length = 1
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'''
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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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edit_bone.tail = Vector((-0.00001,0.0,0.0))
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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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'''
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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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return armature_obj
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def extract_refined_skeleton(scene: Scene):
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model_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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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.bone]
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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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for model in scene.models:
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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 curr_ancestor.name == scene.models[0].name:
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new_model = Model()
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new_model.name = bone.name
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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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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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for model in sort_by_parent(scene.models):
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new_obj = None
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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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verts = []
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faces = []
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offset = 0
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mat_name = ""
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full_texcoords = []
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weights_offsets = {}
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if model.geometry:
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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.weights:
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weights_offsets[offset] = seg.weights
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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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if seg.triangles:
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faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
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else:
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for strip in seg.triangle_strips:
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for i in range(len(strip) - 2):
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face = tuple([offset + strip[j] for j in range(i,i+3)])
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faces.append(face)
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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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if full_texcoords:
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edit_mesh = bmesh.new()
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edit_mesh.from_mesh(new_mesh)
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uvlayer = edit_mesh.loops.layers.uv.verify()
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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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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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vertex_groups_indicies = {}
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for offset in weights_offsets:
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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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index = weight.bone
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if index not in vertex_groups_indicies:
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model_name = scene.models[index].name
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vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name)
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vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
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'''
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Assign Materials - will do per segment later...
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'''
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if mat_name:
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material = materials_map[mat_name]
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if new_obj.data.materials:
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new_obj.data.materials[0] = material
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else:
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new_obj.data.materials.append(material)
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else:
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new_obj = bpy.data.objects.new(model.name, None)
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new_obj.empty_display_size = 1
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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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if model.parent:
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new_obj.parent = model_map[model.parent]
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new_obj.location = convert_vector_space(model.transform.translation)
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new_obj.rotation_mode = "QUATERNION"
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new_obj.rotation_quaternion = convert_rotation_space(model.transform.rotation)
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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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extracted_materials = {}
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for material_name in scene.materials.keys():
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new_mat = bpy.data.materials.new(name=material_name)
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new_mat.use_nodes = True
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bsdf = new_mat.node_tree.nodes["Principled BSDF"]
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tex_path_def = os.path.join(folder_path, scene.materials[material_name].texture0)
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tex_path_alt = os.path.join(folder_path, "PC", scene.materials[material_name].texture0)
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tex_path = tex_path_def if os.path.exists(tex_path_def) else tex_path_alt
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if os.path.exists(tex_path):
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texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load(tex_path)
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new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
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extracted_materials[material_name] = new_mat
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return extracted_materials
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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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matmap = extract_materials(folder, scene)
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model_map = extract_models(scene, matmap)
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skel = extract_refined_skeleton(scene)
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armature = refined_skeleton_to_armature(skel, model_map)
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reparent_obj = None
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for model in scene.models:
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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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print("About to parent to bones....")
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if armature is not None:
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for bone in armature.data.bones:
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for model in scene.models:
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if model.parent in armature.data.bones and model.name not in armature.data.bones:
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parent_object_to_bone(model_map[model.name], armature, model.parent)
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print("Done parenting to bones")
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'''
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if reparent_obj is not None and armature.name != reparent_obj.name:
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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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for model in scene.models:
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if model.name in bpy.data.objects:
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obj = bpy.data.objects[model.name]
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if get_is_model_hidden(obj) and len(obj.children) == 0:
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obj.hide_set(True)
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'''
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