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2 Commits

Author SHA1 Message Date
7fa48cab21 Added blender scripts 2025-07-07 07:50:40 +03:00
8d1345a532 Adding buildings to LFS 2025-07-07 07:43:18 +03:00
154 changed files with 11545 additions and 0 deletions

1
.gitattributes vendored
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*.blend filter=lfs diff=lfs merge=lfs -text
*.kra filter=lfs diff=lfs merge=lfs -text

4
.gitignore vendored
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*~
build/*
build-vscode/*
characters/*
resources/buildings/*
assets/blender/scripts/*.blend
__pycache__/
*.blend[1-9]

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assets/blender/buildings/t1.blend LFS Normal file

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{
"asset":{
"generator":"Khronos glTF Blender I/O v3.6.28",
"version":"2.0"
},
"extensionsUsed":[
"KHR_materials_specular",
"KHR_materials_ior"
],
"scene":0,
"scenes":[
{
"name":"Scene",
"nodes":[
0
]
}
],
"nodes":[
{
"mesh":0,
"name":"terrain-parking-lot-col"
}
],
"materials":[
{
"alphaCutoff":0.5,
"alphaMode":"MASK",
"extensions":{
"KHR_materials_specular":{
"specularColorFactor":[
0.474271529955476,
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0.474271529955476
]
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"pbrMetallicRoughness":{
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"metallicFactor":0
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}
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"meshes":[
{
"name":"Plane",
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"NORMAL":1,
"TEXCOORD_0":2
},
"indices":3,
"material":0
}
]
}
],
"textures":[
{
"sampler":0,
"source":0
}
],
"images":[
{
"mimeType":"image/png",
"name":"Atlas_36953",
"uri":"Atlas_36953.png"
}
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#!/usr/bin/env python
import os, sys, time
import bpy
from math import pi
import glob
import shutil
from mathutils import Vector, Matrix
from math import radians, pi
argv = sys.argv
argv = argv[argv.index("--") + 1:]
sys.path.insert(0, os.getcwd() + "/assets/blender/scripts")
gltf_file = argv[0]
print("Exporting to " + gltf_file)
basepath = os.getcwd()
# bpy.ops.export_scene.gltf(filepath="", check_existing=True,
# export_import_convert_lighting_mode='SPEC', gltf_export_id="",
# export_format='GLB', ui_tab='GENERAL', export_copyright="", export_image_format='AUTO',
# export_texture_dir="", export_jpeg_quality=75, export_keep_originals=False,
# export_texcoords=True, export_normals=True, export_draco_mesh_compression_enable=False,
# export_draco_mesh_compression_level=6, export_draco_position_quantization=14,
# export_draco_normal_quantization=10, export_draco_texcoord_quantization=12,
# export_draco_color_quantization=10, export_draco_generic_quantization=12, export_tangents=False,
# export_materials='EXPORT', export_original_specular=False, export_colors=True,
# export_attributes=False, use_mesh_edges=False, use_mesh_vertices=False, export_cameras=False,
# use_selection=False, use_visible=False, use_renderable=False,
# use_active_collection_with_nested=True, use_active_collection=False, use_active_scene=False,
# export_extras=False, export_yup=True, export_apply=False, export_animations=True,
# export_frame_range=False, export_frame_step=1, export_force_sampling=True, export_animation_mode='ACTIONS',
# export_nla_strips_merged_animation_name="Animation", export_def_bones=False,
# export_hierarchy_flatten_bones=False, export_optimize_animation_size=True,
# export_optimize_animation_keep_anim_armature=True, export_optimize_animation_keep_anim_object=False,
# export_negative_frame='SLIDE', export_anim_slide_to_zero=False, export_bake_animation=False,
# export_anim_single_armature=True, export_reset_pose_bones=True, export_current_frame=False,
# export_rest_position_armature=True, export_anim_scene_split_object=True, export_skins=True,
# export_all_influences=False, export_morph=True, export_morph_normal=True,
# export_morph_tangent=False, export_morph_animation=True, export_morph_reset_sk_data=True,
# export_lights=False, export_nla_strips=True, will_save_settings=False, filter_glob="*.glb")
bpy.ops.export_scene.gltf(filepath=gltf_file,
use_selection=False,
check_existing=False,
export_format='GLB',
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_apply=True,
export_animations=True,
export_force_sampling=True,
export_def_bones=False,
export_current_frame=False,
export_morph=True,
export_morph_animation=False,
export_morph_normal=True,
export_morph_tangent=True,
export_lights=False,
export_skins=True)
bpy.ops.wm.read_homefile(use_empty=True)
time.sleep(2)
bpy.ops.wm.quit_blender()

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#!/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
import json
class ExportMappingFemale:
char_blend_path = "assets/blender/" + "vroid-normal-female.blend"
cloth_blend_paths = ["assets/blender/female-coat2.blend"]
gltf_path = "godot/clothes/female-coat.gltf"
inner_path = "Object"
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"]
objs_remove = []
armature_name = "skeleton"
outfile = "tmp-female-cloth.blend"
default_action = 'default'
sex = "female"
def __init__(self):
self.files = []
for fobj in self.objs:
self.files.append({"name": fobj})
class ExportMappingMale:
char_blend_path = "assets/blender/vroid1-man-animate.blend"
cloth_blend_paths = ["assets/blender/male-coat2.blend"]
gltf_path = "godot/clothes/male-coat.gltf"
inner_path = "Object"
objs = ["pxy", "body", "ref-topbottom-noimp", "ref-bodytopbottom-noimp"]
objs_remove = []
armature_name = "pxy"
outfile = "tmp-male-cloth.blend"
default_action = 'default'
sex = "male"
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 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
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')
obj_data = {}
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.char_blend_path, mapping.inner_path),
directory=os.path.join(mapping.char_blend_path, mapping.inner_path),
files=mapping.files)
for obj in bpy.data.objects:
if obj.name.startswith("bone-"):
bpy.data.objects.remove(obj)
print("Append character 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)
print("Removing original armature and actions done...")
for filepath in mapping.cloth_blend_paths:
with bpy.data.libraries.load(filepath) as (data_from, data_to):
data_to.objects = [ob for ob in data_from.objects if not ob.endswith('noimp')]
for obj in data_to.objects:
if obj.type == 'MESH':
bpy.context.scene.collection.objects.link(obj)
obj.parent = bpy.data.objects[mapping.armature_name]
arm_mod = obj.modifiers.new('armature', 'ARMATURE')
arm_mod.object = bpy.data.objects[mapping.armature_name]
for vg in obj.vertex_groups:
obj.vertex_groups.remove(vg)
bpy.ops.object.select_all(action='DESELECT')
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
distance = float(vdist)
else:
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()

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#!/usr/bin/env python
import os, sys, time
import bpy
from math import pi
import glob
import shutil
from mathutils import Vector, Matrix
from math import radians, pi
sys.path.insert(0, os.getcwd() + "/assets/blender/scripts")
from vrm import rename
from mixamo import mixamo_rig
from mixamo.lib.armature import *
#from mixamo.mixamoroot import import_armature
#from mixamo.import_mixamo_root_motion import import_mixamo_root_motion
from settings import VRMDataFemale, VRMDataMale, basepath
imports = [VRMDataFemale(), VRMDataMale()]
class mkrig:
ik_arms = True
ik_legs = True
def __init__(self):
mixamo_rig._make_rig(self)
mixamo_rig.remove_temp_objects()
mixamo_rig.clean_scene()
def get_anim(filepath, root_bone_name="Root", hip_bone_name="mixamorig:Hips", remove_prefix=False, name_prefix="mixamorig:", insert_root=False, delete_armatures=False):
# current_context = bpy.context.area.ui_type
old_objs = set(bpy.context.scene.objects)
try:
import_armature(filepath, root_bone_name, hip_bone_name, remove_prefix, name_prefix, insert_root, delete_armatures)
imported_objects = set(bpy.context.scene.objects) - old_objs
if delete_armatures and num_files > 1:
deleteArmature(imported_objects)
except Exception as e:
log.error("[Mixamo Root] ERROR get_all_anims raised %s when processing %s" % (str(e), filepath))
# bpy.context.area.ui_type = current_context
bpy.context.scene.frame_start = 0
bpy.ops.object.mode_set(mode='OBJECT')
def create_root_bone(anim_obj):
bpy.context.view_layer.objects.active = anim_obj
bpy.ops.object.mode_set(mode='EDIT')
root_bone = anim_obj.data.edit_bones.new("Root")
root_bone.tail.y = 0.5
anim_obj.data.edit_bones["mixamorig:Hips"].parent = anim_obj.data.edit_bones["Root"]
bpy.ops.object.mode_set(mode='OBJECT')
def hips_to_root(anim_obj):
for fc in anim_obj.animation_data.action.fcurves:
if "mixamorig:Hips" in fc.data_path:
if "location" in fc.data_path:
print(fc, fc.data_path, fc.array_index)
if fc.array_index in [0, 2]:
fc.data_path = fc.data_path.replace("mixamorig:Hips", "Root")
# if fc.array_index == 2:
# for kp in fc.keyframe_points:
# kp.co.z = min(0, abs(kp.co.z))
# hip_curves = [fc for fc in anim_obj.animation_data.action.fcurves if hip_bone_name in fc.data_path and fc.data_path.startswith('location')]
# print(hip_curves)
def hips_to_root(anim_obj):
for fc in anim_obj.animation_data.action.fcurves:
if "mixamorig:Hips" in fc.data_path:
if "location" in fc.data_path:
print(fc, fc.data_path, fc.array_index)
if fc.array_index in [0, 2]:
fc.data_path = fc.data_path.replace("mixamorig:Hips", "Root")
def hips_to_root2(anim_obj):
for fc in anim_obj.animation_data.action.fcurves:
if "Ctrl_Hips" in fc.data_path:
if "location" in fc.data_path:
print(fc, fc.data_path, fc.array_index)
if fc.array_index in [0, 2]:
data_path = fc.data_path[:]
# fc.data_path = data_path.replace("Ctrl_Hips", "Ctrl_Master")
fcr = anim_obj.animation_data.action.fcurves.new(data_path = data_path.replace("Ctrl_Hips", "Root"), index = fc.array_index)
keys = [0] * (2 * len(fc.keyframe_points))
fcr.keyframe_points.add(len(fc.keyframe_points))
fc.keyframe_points.foreach_get("co", keys)
fcr.keyframe_points.foreach_set("co", keys)
print("ROOT")
# fc.data_path = data_path.replace("Ctrl_Hips", "Root")
# for fcr in anim_obj.animation_data.action.fcurves:
# if "Root" in fcr.data_path:
# fcr.array_index = fc.array_index
# print("ROOT")
for imp in imports:
bpy.ops.wm.read_homefile(use_empty=True)
for o in bpy.data.objects:
bpy.data.objects.remove(o)
print(basepath + "/assets/vroid/" + imp.path)
result = bpy.ops.import_scene.vrm(filepath=(basepath + "/assets/vroid/" + imp.path))
if result != {"FINISHED"}:
raise Exception(f"Failed to import vrm: {result}")
armature_count = 0
for obj in bpy.data.objects:
if (obj.type == "ARMATURE"):
armature_count += 1
if armature_count > 1:
raise Exception("Bad scene data")
main_armature = None
for obj in bpy.data.objects:
if (obj.type == "ARMATURE"):
main_armature = obj
break
if main_armature == None:
raise Exception("Bad scene data")
print("Renaming...")
main_armature.select_set(True)
bpy.context.view_layer.objects.active = main_armature
rename.rename_bones(main_armature)
main_armature.select_set(False)
main_armature.name = imp.armature_name
main_armature["VRM_IMPORTED_NAME"] = "female"
if main_armature.animation_data is None:
main_armature.animation_data_create()
main_armature.select_set(False)
bpy.context.view_layer.objects.active = None
bpy.ops.wm.save_as_mainfile(filepath=(basepath + "/assets/blender/" + imp.editfile))

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