initial commit
This commit is contained in:
BIN
assets/blender/female-coat2.blend
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BIN
assets/blender/female-coat2.blend
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Binary file not shown.
61
assets/blender/scripts/drivers.py
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61
assets/blender/scripts/drivers.py
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@@ -0,0 +1,61 @@
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import bpy
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from math import radians, pi
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def clamp_angle_deg(angle, min_angle_deg, max_angle_deg):
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min_angle = radians(min_angle_deg)
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max_angle = radians(max_angle_deg)
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if angle < min_angle:
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angle = min_angle
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if angle > max_angle:
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angle = max_angle
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return angle
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def angle_to_linear(angle, divider):
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if angle < 0.0:
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return angle / divider
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else:
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return 0.0
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def angle_to_linear_x(bone, angle):
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skel = bpy.data.objects["skeleton"]
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left_base = "ctrl_base_upperleg.L.001"
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right_base = "ctrl_base_upperleg.R.001"
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base = ""
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if base == "":
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for e in ["_R", ".R"]:
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if bone.name.endswith(e):
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base = right_base
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break
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if base == "":
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for e in ["_L", ".L"]:
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if bone.name.endswith(e):
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base = left_base
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break
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if base == "":
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for e in ["_R.", ".R."]:
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if bone.name.find(e) >= 0:
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base = right_base
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break
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if base == "":
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for e in ["_L.", ".L."]:
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if bone.name.find(e) >= 0:
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base = left_base
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break
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mul = skel.pose.bones[base]["to_linear_x_base"]
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offset = skel.pose.bones[base]["angle_offset"]
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# print("bone: ", bone.name, "base: ", base, "mul: ", mul)
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# print("angle: ", angle, " angle_offset: ", offset, " angle_sum: ", angle + offset)
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print("offset: ", mul * (angle + offset), "bone: ", base, "angle: ", angle)
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return (angle + offset) * mul
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def extra_linear(angle, offset):
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ret = 0.0
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offt = offset * angle * 2.0 / -radians(-90)
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if angle * 2.0 < -radians(65):
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if angle * 2.0 > -radians(65):
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ret += offset
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else:
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ret += offt
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return ret
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bpy.app.driver_namespace["clamp_angle_deg"] = clamp_angle_deg
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bpy.app.driver_namespace["angle_to_linear"] = angle_to_linear
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bpy.app.driver_namespace["extra_linear"] = extra_linear
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bpy.app.driver_namespace["angle_to_linear_x"] = angle_to_linear_x
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371
assets/blender/scripts/export_clothes.py
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371
assets/blender/scripts/export_clothes.py
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@@ -0,0 +1,371 @@
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#!/usr/bin/env python
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import os, time
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import bpy
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from math import pi
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import glob
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from mathutils import Vector, Matrix
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from math import radians, pi
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import json
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class ExportMappingFemale:
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char_blend_path = "assets/blender/vroid1-female.blend"
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cloth_blend_paths = ["assets/blender/female-coat2.blend"]
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gltf_path = "godot/clothes/female-coat.gltf"
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inner_path = "Object"
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objs = ["skeleton", "body", "privates", "ref-bodyskirt-noimp", "ref-bodydress-noimp", "ref-bodycap-noimp", "ref-bodyshoes-noimp", "ref-dress-noimp", "ref-topskirt-noimp", "ref-skirt4-noimp", "ref-skirt3-noimp"]
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objs_remove = []
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armature_name = "skeleton"
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outfile = "tmp-female-cloth.blend"
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default_action = 'default'
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sex = "female"
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def __init__(self):
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self.files = []
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for fobj in self.objs:
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self.files.append({"name": fobj})
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class ExportMappingMale:
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char_blend_path = "assets/blender/vroid1-man-animate.blend"
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cloth_blend_paths = ["assets/blender/male-coat2.blend"]
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gltf_path = "godot/clothes/male-coat.gltf"
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inner_path = "Object"
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objs = ["pxy", "body", "ref-topbottom-noimp", "ref-bodytopbottom-noimp"]
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objs_remove = []
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armature_name = "pxy"
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outfile = "tmp-male-cloth.blend"
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default_action = 'default'
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sex = "male"
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def __init__(self):
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self.files = []
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for fobj in self.objs:
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self.files.append({"name": fobj})
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basepath = os.getcwd()
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def check_bone(bname):
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ok = True
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baddie = ["ctrl_", "mch_", "MCH_"]
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for bd in baddie:
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if bname.startswith(bd):
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ok = False
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break
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return ok
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def clamp_angle_deg(angle, min_angle_deg, max_angle_deg):
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min_angle = radians(min_angle_deg)
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max_angle = radians(max_angle_deg)
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if angle < min_angle:
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angle = min_angle
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if angle > max_angle:
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angle = max_angle
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return angle
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def angle_to_linear(angle, divider):
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if angle < 0.0:
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return angle / divider
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else:
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return 0.0
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def angle_to_linear_x(bone, angle):
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skel = bpy.data.objects["skeleton_orig"]
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left_base = "ctrl_base_upperleg.L.001"
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right_base = "ctrl_base_upperleg.R.001"
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base = ""
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if base == "":
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for e in ["_R", ".R"]:
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if bone.name.endswith(e):
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base = right_base
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break
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if base == "":
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for e in ["_L", ".L"]:
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if bone.name.endswith(e):
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base = left_base
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break
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if base == "":
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for e in ["_R.", ".R."]:
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if bone.name.find(e) >= 0:
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base = right_base
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break
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if base == "":
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for e in ["_L.", ".L."]:
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if bone.name.find(e) >= 0:
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base = left_base
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break
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mul = skel.pose.bones[base]["to_linear_x_base"]
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offset = skel.pose.bones[base]["angle_offset"]
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# print("bone: ", bone.name, "base: ", base, "mul: ", mul)
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# print("angle: ", angle, " angle_offset: ", offset, " angle_sum: ", angle + offset)
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print("offset: ", mul * (angle + offset), "bone: ", base, "angle: ", angle)
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return (angle + offset) * mul
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def extra_linear(angle, offset):
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ret = 0.0
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offt = offset * angle * 2.0 / -radians(-90)
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if angle * 2.0 < -radians(65):
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if angle * 2.0 > -radians(65):
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ret += offset
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else:
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ret += offt
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return ret
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def prepare_armature(mapping):
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print("Preparing...")
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bpy.ops.object.armature_add(enter_editmode=False)
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new_armature = bpy.context.object
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orig_armature = bpy.data.objects[mapping.armature_name]
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armature_name = orig_armature.name
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orig_armature.name = orig_armature.name + "_orig"
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new_armature.name = armature_name
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queue = []
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if new_armature.animation_data is None:
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new_armature.animation_data_create()
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bpy.context.view_layer.objects.active = new_armature
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bpy.ops.object.mode_set(mode='EDIT')
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for b in new_armature.data.edit_bones:
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new_armature.data.edit_bones.remove(b)
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bpy.context.view_layer.objects.active = orig_armature
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bpy.ops.object.mode_set(mode='EDIT')
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for b in orig_armature.data.edit_bones:
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print(b.name)
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if b.parent is None:
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queue.append(b.name)
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print("Copying bones...")
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while len(queue) > 0:
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item = queue.pop(0)
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print(item)
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itemb = orig_armature.data.edit_bones[item]
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if not itemb.use_deform and not check_bone(item):
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continue
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for cb in orig_armature.data.edit_bones:
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if cb.parent == itemb:
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queue.append(cb.name)
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nb = new_armature.data.edit_bones.new(item)
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nb.name = item
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nb.head = itemb.head
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nb.tail = itemb.tail
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nb.matrix = itemb.matrix
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nb.use_deform = itemb.use_deform
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if itemb.parent is not None:
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ok = True
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pname = itemb.parent.name
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while not check_bone(pname):
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bparent = itemb.parent.parent
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if bparent is None:
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ok = False
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break
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pname = bparent.name
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if ok:
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nb.parent = new_armature.data.edit_bones[itemb.parent.name]
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else:
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nb.parent = None
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else:
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nb.parent = None
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nb.use_connect = itemb.use_connect
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# drivers_data = new_armature.animation_data.drivers
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print("Creating constraints...")
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bpy.context.view_layer.objects.active = new_armature
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.context.view_layer.objects.active = orig_armature
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bpy.ops.object.mode_set(mode='OBJECT')
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for b in new_armature.pose.bones:
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print(b.name)
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c = b.constraints.new(type='COPY_TRANSFORMS')
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c.target = orig_armature
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c.subtarget = b.name
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for obj in bpy.data.objects:
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if obj.parent == orig_armature:
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obj.parent = new_armature
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for mod in obj.modifiers:
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if mod.type == 'ARMATURE':
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mod.object = new_armature
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print("Baking actions...")
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bpy.context.view_layer.objects.active = new_armature
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bpy.ops.object.mode_set(mode='POSE')
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for track in orig_armature.animation_data.nla_tracks:
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print(track.name)
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for s in track.strips:
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action = s.action
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print(action.name)
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orig_armature.animation_data.action = action
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new_armature.animation_data.action = None
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bpy.context.view_layer.objects.active = new_armature
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firstFrame = int(s.action_frame_start)
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lastFrame = int(s.action_frame_end)
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bpy.ops.nla.bake(frame_start=firstFrame, frame_end=lastFrame, step=5, only_selected=False, visual_keying=True, clear_constraints=False, clean_curves=True, use_current_action=False, bake_types={'POSE'})
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aname = orig_armature.animation_data.action.name
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orig_armature.animation_data.action.name = "bake_" + aname
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new_armature.animation_data.action.name = aname
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track = new_armature.animation_data.nla_tracks.new()
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track.name = aname
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track.strips.new(track.name, int(new_armature.animation_data.action.frame_range[0]), new_armature.animation_data.action)
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track.mute = True
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track.lock = True
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print("Removing constraints...")
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for b in new_armature.pose.bones:
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for c in b.constraints:
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b.constraints.remove(c)
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new_armature.animation_data.action = bpy.data.actions[mapping.default_action]
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bpy.context.view_layer.objects.active = new_armature
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bpy.ops.object.mode_set(mode='OBJECT')
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obj_data = {}
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for mapping in [ExportMappingFemale(), ExportMappingMale()]:
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print("Initializing...")
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bpy.ops.wm.read_homefile(use_empty=True)
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print("Preparing driver setup...")
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bpy.app.driver_namespace["clamp_angle_deg"] = clamp_angle_deg
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bpy.app.driver_namespace["angle_to_linear"] = angle_to_linear
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||||
bpy.app.driver_namespace["extra_linear"] = extra_linear
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bpy.app.driver_namespace["angle_to_linear_x"] = angle_to_linear_x
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print("Driver setup done...")
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bpy.ops.wm.append(
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filepath=os.path.join(mapping.char_blend_path, mapping.inner_path),
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directory=os.path.join(mapping.char_blend_path, mapping.inner_path),
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files=mapping.files)
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for obj in bpy.data.objects:
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if obj.name.startswith("bone-"):
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bpy.data.objects.remove(obj)
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print("Append character done...")
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prepare_armature(mapping)
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print("Armature done...")
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print("Removing original armature and actions...")
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orig_arm = bpy.data.objects[mapping.armature_name + '_orig']
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bpy.data.objects.remove(orig_arm)
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for act in bpy.data.actions:
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if act.name.startswith("bake_"):
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act.name = act.name + "-noimp"
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||||
for act in bpy.data.actions:
|
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if act.name.startswith("bake_"):
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bpy.data.actions.remove(act)
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print("Removing original armature and actions done...")
|
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|
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for filepath in mapping.cloth_blend_paths:
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with bpy.data.libraries.load(filepath) as (data_from, data_to):
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data_to.objects = [ob for ob in data_from.objects if not ob.endswith('noimp')]
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||||
for obj in data_to.objects:
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if obj.type == 'MESH':
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bpy.context.scene.collection.objects.link(obj)
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obj.parent = bpy.data.objects[mapping.armature_name]
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arm_mod = obj.modifiers.new('armature', 'ARMATURE')
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arm_mod.object = bpy.data.objects[mapping.armature_name]
|
||||
for vg in obj.vertex_groups:
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obj.vertex_groups.remove(vg)
|
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bpy.ops.object.select_all(action='DESELECT')
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||||
bpy.data.objects[obj.name].select_set(True)
|
||||
src_name = "body"
|
||||
params = ""
|
||||
otype = "nearest"
|
||||
distance = 0.1
|
||||
if "src_obj" in obj:
|
||||
obname = obj["src_obj"]
|
||||
if obname.find(";") >= 0:
|
||||
src_name, params = obname.split(";");
|
||||
vpar, vdist = params.split("=")
|
||||
otype = vpar
|
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distance = float(vdist)
|
||||
else:
|
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src_name = obname
|
||||
if src_name not in bpy.data.objects:
|
||||
src_name = "ref-" + src_name + "-noimp"
|
||||
keywords = []
|
||||
keywords.append(mapping.sex)
|
||||
if "slot" in obj:
|
||||
keywords.append(obj["slot"])
|
||||
if "keywords" in obj:
|
||||
kw = obj["keywords"].split(",")
|
||||
for xtk in kw:
|
||||
keywords.append(xtk.strip())
|
||||
if "state" in obj:
|
||||
keywords.append(obj["state"].strip())
|
||||
else:
|
||||
if obj.name.endswith("-damaged"):
|
||||
keywords.append("damaged")
|
||||
elif obj.name.endswith("-revealing"):
|
||||
keywords.append("revealing")
|
||||
else:
|
||||
keywords.append("normal")
|
||||
if "speciality" in obj:
|
||||
keywords.append(obj["speciality"].strip())
|
||||
else:
|
||||
keywords.append("common")
|
||||
keywords.append(obj.name.replace("-damaged", "").replace("-revealing", ""))
|
||||
obj_data[obj.name] = {}
|
||||
obj_data[obj.name]["keywords"] = keywords
|
||||
sobj = src_name
|
||||
vert_mapping = "NEAREST"
|
||||
use_distance = True
|
||||
bpy.data.objects[src_name].select_set(True)
|
||||
bpy.context.view_layer.objects.active = bpy.data.objects[obj.name]
|
||||
bpy.ops.paint.weight_paint_toggle()
|
||||
if otype == "nearest":
|
||||
vert_mapping = "NEAREST"
|
||||
elif otype == "poly":
|
||||
vert_mapping = "POLYINTERP_NEAREST"
|
||||
if distance <= 0.0001:
|
||||
use_distance = False
|
||||
bpy.ops.object.data_transfer(use_reverse_transfer=True,
|
||||
data_type='VGROUP_WEIGHTS', use_create=True,
|
||||
vert_mapping = vert_mapping,
|
||||
layers_select_src='NAME',
|
||||
max_distance = distance,
|
||||
use_max_distance = use_distance,
|
||||
layers_select_dst='ALL')
|
||||
bpy.ops.paint.weight_paint_toggle()
|
||||
print("Append clothes done...")
|
||||
for obj in bpy.data.objects:
|
||||
if obj.name.endswith("noimp"):
|
||||
bpy.data.objects.remove(obj)
|
||||
elif obj.name == "body":
|
||||
obj.name = "body-noimp"
|
||||
else:
|
||||
bpy.context.view_layer.objects.active = obj
|
||||
for modifier in obj.modifiers:
|
||||
if modifier.type != 'ARMATURE':
|
||||
bpy.ops.object.modifier_apply(modifier = modifier.name)
|
||||
|
||||
|
||||
# print("Removing original armature and actions...")
|
||||
# orig_arm = bpy.data.objects[mapping.armature_name + '_orig']
|
||||
# bpy.data.objects.remove(orig_arm)
|
||||
# for act in bpy.data.actions:
|
||||
# if act.name.startswith("bake_"):
|
||||
# bpy.data.actions.remove(act)
|
||||
# for obj in bpy.data.objects:
|
||||
# if obj.type == 'MESH':
|
||||
# if not obj.name in mapping.objs and obj.parent is None:
|
||||
# if not obj.name.endswith("-noimp"):
|
||||
# obj.name = obj.name + "-noimp"
|
||||
for obj in bpy.data.objects:
|
||||
if obj.name in mapping.objs_remove:
|
||||
bpy.data.objects.remove(obj)
|
||||
|
||||
bpy.ops.wm.save_as_mainfile(filepath=(basepath + "/assets/blender/scripts/" + mapping.outfile))
|
||||
|
||||
bpy.ops.export_scene.gltf(filepath=mapping.gltf_path,
|
||||
use_selection=False,
|
||||
check_existing=False,
|
||||
export_format='GLTF_SEPARATE',
|
||||
export_texture_dir='textures', export_texcoords=True,
|
||||
export_normals=True,
|
||||
export_tangents=False,
|
||||
export_materials='EXPORT',
|
||||
export_colors=True,
|
||||
use_mesh_edges=False,
|
||||
use_mesh_vertices=False,
|
||||
export_cameras=False,
|
||||
use_visible=False,
|
||||
use_renderable=False,
|
||||
export_yup=True,
|
||||
export_animations=False,
|
||||
export_force_sampling=True,
|
||||
export_def_bones=False,
|
||||
export_current_frame=False,
|
||||
export_morph=True,
|
||||
export_morph_normal=True,
|
||||
export_lights=False)
|
||||
|
||||
with open(basepath + "/godot/clothes/clothes.json", "w") as write_file:
|
||||
json.dump(obj_data, write_file, indent=8)
|
||||
|
||||
bpy.ops.wm.read_homefile(use_empty=True)
|
||||
time.sleep(2)
|
||||
bpy.ops.wm.quit_blender()
|
||||
265
assets/blender/scripts/export_models.py
Normal file
265
assets/blender/scripts/export_models.py
Normal file
@@ -0,0 +1,265 @@
|
||||
#!/usr/bin/env python
|
||||
|
||||
import os, time
|
||||
import bpy
|
||||
from math import pi
|
||||
import glob
|
||||
from mathutils import Vector, Matrix
|
||||
from math import radians, pi
|
||||
|
||||
class ExportMappingFemale:
|
||||
blend_path = "assets/blender/vroid1-female.blend"
|
||||
gltf_path = "godot/vroid1-female.gltf"
|
||||
inner_path = "Object"
|
||||
objs = ["skeleton", "body", "privates", "dress-noimp", "skirt-noimp", "top-ref-noimp"]
|
||||
armature_name = "skeleton"
|
||||
outfile = "tmp-female.blend"
|
||||
default_action = 'default'
|
||||
def __init__(self):
|
||||
self.files = []
|
||||
for fobj in self.objs:
|
||||
self.files.append({"name": fobj})
|
||||
|
||||
class ExportMappingMale:
|
||||
blend_path = "assets/blender/vroid1-man-animate.blend"
|
||||
gltf_path = "godot/vroid1-man-animate.gltf"
|
||||
inner_path = "Object"
|
||||
objs = ["pxy", "body", "penis", "bottom-ref-noimp", "top-ref-noimp"]
|
||||
armature_name = "pxy"
|
||||
outfile = "tmp-male.blend"
|
||||
default_action = 'default'
|
||||
def __init__(self):
|
||||
self.files = []
|
||||
for fobj in self.objs:
|
||||
self.files.append({"name": fobj})
|
||||
|
||||
basepath = os.getcwd()
|
||||
def check_bone(bname):
|
||||
ok = True
|
||||
baddie = ["ctrl_", "mch_", "MCH_"]
|
||||
for bd in baddie:
|
||||
if bname.startswith(bd):
|
||||
ok = False
|
||||
break
|
||||
return ok
|
||||
|
||||
def prepare_armature(mapping):
|
||||
print("Preparing...")
|
||||
bpy.ops.object.armature_add(enter_editmode=False)
|
||||
new_armature = bpy.context.object
|
||||
orig_armature = bpy.data.objects[mapping.armature_name]
|
||||
armature_name = orig_armature.name
|
||||
orig_armature.name = orig_armature.name + "_orig"
|
||||
new_armature.name = armature_name
|
||||
queue = []
|
||||
if new_armature.animation_data is None:
|
||||
new_armature.animation_data_create()
|
||||
bpy.context.view_layer.objects.active = new_armature
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
for b in new_armature.data.edit_bones:
|
||||
new_armature.data.edit_bones.remove(b)
|
||||
bpy.context.view_layer.objects.active = orig_armature
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
for b in orig_armature.data.edit_bones:
|
||||
print(b.name)
|
||||
if b.parent is None:
|
||||
queue.append(b.name)
|
||||
print("Copying bones...")
|
||||
while len(queue) > 0:
|
||||
item = queue.pop(0)
|
||||
print(item)
|
||||
itemb = orig_armature.data.edit_bones[item]
|
||||
if not itemb.use_deform and not check_bone(item):
|
||||
continue
|
||||
for cb in orig_armature.data.edit_bones:
|
||||
if cb.parent == itemb:
|
||||
queue.append(cb.name)
|
||||
nb = new_armature.data.edit_bones.new(item)
|
||||
nb.name = item
|
||||
nb.head = itemb.head
|
||||
nb.tail = itemb.tail
|
||||
nb.matrix = itemb.matrix
|
||||
nb.use_deform = itemb.use_deform
|
||||
if itemb.parent is not None:
|
||||
ok = True
|
||||
pname = itemb.parent.name
|
||||
while not check_bone(pname):
|
||||
bparent = itemb.parent.parent
|
||||
if bparent is None:
|
||||
ok = False
|
||||
break
|
||||
pname = bparent.name
|
||||
if ok:
|
||||
nb.parent = new_armature.data.edit_bones[itemb.parent.name]
|
||||
else:
|
||||
nb.parent = None
|
||||
else:
|
||||
nb.parent = None
|
||||
nb.use_connect = itemb.use_connect
|
||||
# drivers_data = new_armature.animation_data.drivers
|
||||
print("Creating constraints...")
|
||||
bpy.context.view_layer.objects.active = new_armature
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
bpy.context.view_layer.objects.active = orig_armature
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
for b in new_armature.pose.bones:
|
||||
print(b.name)
|
||||
c = b.constraints.new(type='COPY_TRANSFORMS')
|
||||
c.target = orig_armature
|
||||
c.subtarget = b.name
|
||||
for obj in bpy.data.objects:
|
||||
if obj.parent == orig_armature:
|
||||
obj.parent = new_armature
|
||||
for mod in obj.modifiers:
|
||||
if mod.type == 'ARMATURE':
|
||||
mod.object = new_armature
|
||||
print("Baking actions...")
|
||||
bpy.context.view_layer.objects.active = new_armature
|
||||
bpy.ops.object.mode_set(mode='POSE')
|
||||
for track in orig_armature.animation_data.nla_tracks:
|
||||
print(track.name)
|
||||
for s in track.strips:
|
||||
action = s.action
|
||||
print(action.name)
|
||||
orig_armature.animation_data.action = action
|
||||
new_armature.animation_data.action = None
|
||||
bpy.context.view_layer.objects.active = new_armature
|
||||
firstFrame = int(s.action_frame_start)
|
||||
lastFrame = int(s.action_frame_end)
|
||||
bpy.ops.nla.bake(frame_start=firstFrame, frame_end=lastFrame, step=5, only_selected=False, visual_keying=True, clear_constraints=False, clean_curves=True, use_current_action=False, bake_types={'POSE'})
|
||||
aname = orig_armature.animation_data.action.name
|
||||
orig_armature.animation_data.action.name = "bake_" + aname
|
||||
new_armature.animation_data.action.name = aname
|
||||
track = new_armature.animation_data.nla_tracks.new()
|
||||
track.name = aname
|
||||
track.strips.new(track.name, int(new_armature.animation_data.action.frame_range[0]), new_armature.animation_data.action)
|
||||
track.mute = True
|
||||
track.lock = True
|
||||
print("Removing constraints...")
|
||||
for b in new_armature.pose.bones:
|
||||
for c in b.constraints:
|
||||
b.constraints.remove(c)
|
||||
new_armature.animation_data.action = bpy.data.actions[mapping.default_action]
|
||||
bpy.context.view_layer.objects.active = new_armature
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# track = new_armature.animation_data.nla_tracks.new()
|
||||
# track.name = action.name
|
||||
|
||||
|
||||
def clamp_angle_deg(angle, min_angle_deg, max_angle_deg):
|
||||
min_angle = radians(min_angle_deg)
|
||||
max_angle = radians(max_angle_deg)
|
||||
if angle < min_angle:
|
||||
angle = min_angle
|
||||
if angle > max_angle:
|
||||
angle = max_angle
|
||||
return angle
|
||||
def angle_to_linear(angle, divider):
|
||||
if angle < 0.0:
|
||||
return angle / divider
|
||||
else:
|
||||
return 0.0
|
||||
def angle_to_linear_x(bone, angle):
|
||||
skel = bpy.data.objects["skeleton_orig"]
|
||||
left_base = "ctrl_base_upperleg.L.001"
|
||||
right_base = "ctrl_base_upperleg.R.001"
|
||||
base = ""
|
||||
if base == "":
|
||||
for e in ["_R", ".R"]:
|
||||
if bone.name.endswith(e):
|
||||
base = right_base
|
||||
break
|
||||
if base == "":
|
||||
for e in ["_L", ".L"]:
|
||||
if bone.name.endswith(e):
|
||||
base = left_base
|
||||
break
|
||||
if base == "":
|
||||
for e in ["_R.", ".R."]:
|
||||
if bone.name.find(e) >= 0:
|
||||
base = right_base
|
||||
break
|
||||
if base == "":
|
||||
for e in ["_L.", ".L."]:
|
||||
if bone.name.find(e) >= 0:
|
||||
base = left_base
|
||||
break
|
||||
mul = skel.pose.bones[base]["to_linear_x_base"]
|
||||
offset = skel.pose.bones[base]["angle_offset"]
|
||||
# print("bone: ", bone.name, "base: ", base, "mul: ", mul)
|
||||
# print("angle: ", angle, " angle_offset: ", offset, " angle_sum: ", angle + offset)
|
||||
print("offset: ", mul * (angle + offset), "bone: ", base, "angle: ", angle)
|
||||
return (angle + offset) * mul
|
||||
def extra_linear(angle, offset):
|
||||
ret = 0.0
|
||||
offt = offset * angle * 2.0 / -radians(-90)
|
||||
if angle * 2.0 < -radians(65):
|
||||
if angle * 2.0 > -radians(65):
|
||||
ret += offset
|
||||
else:
|
||||
ret += offt
|
||||
return ret
|
||||
|
||||
for mapping in [ExportMappingFemale(), ExportMappingMale()]:
|
||||
print("Initializing...")
|
||||
bpy.ops.wm.read_homefile(use_empty=True)
|
||||
print("Preparing driver setup...")
|
||||
bpy.app.driver_namespace["clamp_angle_deg"] = clamp_angle_deg
|
||||
bpy.app.driver_namespace["angle_to_linear"] = angle_to_linear
|
||||
bpy.app.driver_namespace["extra_linear"] = extra_linear
|
||||
bpy.app.driver_namespace["angle_to_linear_x"] = angle_to_linear_x
|
||||
print("Driver setup done...")
|
||||
|
||||
bpy.ops.wm.append(
|
||||
filepath=os.path.join(mapping.blend_path, mapping.inner_path),
|
||||
directory=os.path.join(mapping.blend_path, mapping.inner_path),
|
||||
files=mapping.files)
|
||||
print("Append done...")
|
||||
|
||||
prepare_armature(mapping)
|
||||
print("Armature done...")
|
||||
|
||||
print("Removing original armature and actions...")
|
||||
orig_arm = bpy.data.objects[mapping.armature_name + '_orig']
|
||||
bpy.data.objects.remove(orig_arm)
|
||||
for act in bpy.data.actions:
|
||||
if act.name.startswith("bake_"):
|
||||
act.name = act.name + "-noimp"
|
||||
for act in bpy.data.actions:
|
||||
if act.name.startswith("bake_"):
|
||||
bpy.data.actions.remove(act)
|
||||
for obj in bpy.data.objects:
|
||||
if obj.type == 'MESH':
|
||||
if not obj.name in mapping.objs and obj.parent is None:
|
||||
if not obj.name.endswith("-noimp"):
|
||||
obj.name = obj.name + "-noimp"
|
||||
|
||||
bpy.ops.wm.save_as_mainfile(filepath=(basepath + "/assets/blender/scripts/" + mapping.outfile))
|
||||
|
||||
bpy.ops.export_scene.gltf(filepath=mapping.gltf_path,
|
||||
use_selection=False,
|
||||
check_existing=False,
|
||||
export_format='GLTF_SEPARATE',
|
||||
export_texture_dir='textures', export_texcoords=True,
|
||||
export_normals=True,
|
||||
export_tangents=True,
|
||||
export_materials='EXPORT',
|
||||
export_colors=True,
|
||||
use_mesh_edges=False,
|
||||
use_mesh_vertices=False,
|
||||
export_cameras=False,
|
||||
use_visible=False,
|
||||
use_renderable=False,
|
||||
export_yup=True,
|
||||
export_animations=True,
|
||||
export_force_sampling=True,
|
||||
export_def_bones=False,
|
||||
export_current_frame=False,
|
||||
export_morph=True,
|
||||
export_morph_normal=True,
|
||||
export_lights=False)
|
||||
|
||||
bpy.ops.wm.read_homefile(use_empty=True)
|
||||
time.sleep(2)
|
||||
bpy.ops.wm.quit_blender()
|
||||
BIN
assets/blender/scripts/tmp-female.blend
Normal file
BIN
assets/blender/scripts/tmp-female.blend
Normal file
Binary file not shown.
BIN
assets/blender/scripts/tmp-male.blend
Normal file
BIN
assets/blender/scripts/tmp-male.blend
Normal file
Binary file not shown.
BIN
assets/blender/vroid1-female.blend
Normal file
BIN
assets/blender/vroid1-female.blend
Normal file
Binary file not shown.
BIN
assets/blender/vroid1-man-animate.blend
Normal file
BIN
assets/blender/vroid1-man-animate.blend
Normal file
Binary file not shown.
Reference in New Issue
Block a user