1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381
|
#!BPY
"""
Name: 'MilkShape3D (.ms3d)...'
Blender: 245
Group: 'Import'
Tooltip: 'Import from MilkShape3D file format (.ms3d)'
"""
#
# Author: Markus Ilmola
# Email: markus.ilmola@pp.inet.fi
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# import needed stuff
import os.path
import math
from math import *
import struct
import Blender
from Blender import Mathutils
from Blender.Mathutils import *
# trims a string by removing ending 0 and everything after it
def uku(s):
try:
return s[:s.index('\0')]
except:
return s
# Converts ms3d euler angles to a rotation matrix
def RM(a):
sy = sin(a[2])
cy = cos(a[2])
sp = sin(a[1])
cp = cos(a[1])
sr = sin(a[0])
cr = cos(a[0])
return Matrix([cp*cy, sr*sp*cy+cr*-sy, cr*sp*cy+-sr*-sy],[cp*sy, sr*sp*sy+cr*cy, cr*sp*sy+-sr*cy], [-sp, sr*cp, cr*cp])
# Converts ms3d euler angles to a quaternion
def RQ(a):
angle = a[2] * 0.5;
sy = sin(angle);
cy = cos(angle);
angle = a[1] * 0.5;
sp = sin(angle);
cp = cos(angle);
angle = a[0] * 0.5;
sr = sin(angle);
cr = cos(angle);
return Quaternion(cr*cp*cy+sr*sp*sy, sr*cp*cy-cr*sp*sy, cr*sp*cy+sr*cp*sy, cr*cp*sy-sr*sp*cy)
# takes a texture filename and tries to load it
def loadImage(path, filename):
image = None
try:
image = Blender.Image.Load(os.path.abspath(filename))
except IOError:
print "Warning: Failed to load image: " + filename + ". Trying short path instead...\n"
try:
image = Blender.Image.Load(os.path.dirname(path) + "/" + os.path.basename(filename))
except IOError:
print "Warning: Failed to load image: " + os.path.basename(filename) + "!\n"
return image
# imports a ms3d file to the current scene
def import_ms3d(path):
# get scene
scn = Blender.Scene.GetCurrent()
if scn == None:
return "No scene to import to!"
# open the file
try:
file = open(path, 'rb')
except IOError:
return "Failed to open the file!"
# read id
id = file.read(10)
if id!="MS3D000000":
return "The file is not a MS3D file!"
# read version
version = struct.unpack("i", file.read(4))[0]
if version!=4:
return "The file has invalid version!"
# Create the mesh
scn.objects.selected = []
mesh = Blender.Mesh.New("MilkShape3D Mesh")
meshOb = scn.objects.new(mesh)
# read the number of vertices
numVertices = struct.unpack("H", file.read(2))[0]
# read vertices
coords = []
boneIds = []
for i in xrange(numVertices):
# skip flags
file.read(1)
# read coords
coords.append(struct.unpack("fff", file.read(3*4)))
# read bone ids
boneIds.append(struct.unpack("B", file.read(1))[0])
# skip refcount
file.read(1)
# add the vertices to the mesh
mesh.verts.extend(coords)
# read number of triangles
numTriangles = struct.unpack("H", file.read(2))[0]
# read triangles
faces = []
uvs = []
for i in xrange(numTriangles):
# skip flags
file.read(2)
# read indices (faces)
faces.append(struct.unpack("HHH", file.read(3*2)))
# read normals
normals = struct.unpack("fffffffff", file.read(3*3*4))
# read texture coordinates
s = struct.unpack("fff", file.read(3*4))
t = struct.unpack("fff", file.read(3*4))
# store texture coordinates
uvs.append([[s[0], 1-t[0]], [s[1], 1-t[1]], [s[2], 1-t[2]]])
if faces[-1][2] == 0: # Cant have zero at the third index
faces[-1] = faces[-1][1], faces[-1][2], faces[-1][0]
uvs[-1] = uvs[-1][1], uvs[-1][2], uvs[-1][0]
# skip smooth group
file.read(1)
# skip group
file.read(1)
# add the faces to the mesh
mesh.faces.extend(faces)
# set texture coordinates
for i in xrange(numTriangles):
mesh.faces[i].uv = [Vector(uvs[i][0]), Vector(uvs[i][1]), Vector(uvs[i][2])]
# read number of groups
numGroups = struct.unpack("H", file.read(2))[0]
# read groups
for i in xrange(numGroups):
# skip flags
file.read(1)
# skip name
file.read(32)
# read the number of triangles in the group
numGroupTriangles = struct.unpack("H", file.read(2))[0]
# read the group triangles
if numGroupTriangles > 0:
triangleIndices = struct.unpack(str(numGroupTriangles) + "H", file.read(2*numGroupTriangles));
# read material
material = struct.unpack("B", file.read(1))[0]
for j in xrange(numGroupTriangles):
mesh.faces[triangleIndices[j]].mat = material
# read the number of materials
numMaterials = struct.unpack("H", file.read(2))[0]
# read materials
for i in xrange(numMaterials):
# read name
name = uku(file.read(32))
# create the material
mat = Blender.Material.New(name)
mesh.materials += [mat]
# read ambient color
ambient = struct.unpack("ffff", file.read(4*4))[0:3]
mat.setAmb((ambient[0]+ambient[1]+ambient[2])/3)
# read diffuse color
diffuse = struct.unpack("ffff", file.read(4*4))[0:3]
mat.setRGBCol(diffuse)
# read specular color
specular = struct.unpack("ffff", file.read(4*4))[0:3]
mat.setSpecCol(specular)
# read emissive color
emissive = struct.unpack("ffff", file.read(4*4))[0:3]
mat.setEmit((emissive[0]+emissive[1]+emissive[2])/3)
# read shininess
shininess = struct.unpack("f", file.read(4))[0]
print "Shininess: " + str(shininess)
# read transparency
transparency = struct.unpack("f", file.read(4))[0]
mat.setAlpha(transparency)
if transparency < 1:
mat.mode |= Blender.Material.Modes.ZTRANSP
# read mode
mode = struct.unpack("B", file.read(1))[0]
# read texturemap
texturemap = uku(file.read(128))
if len(texturemap)>0:
colorTexture = Blender.Texture.New(name + "_texture")
colorTexture.setType('Image')
colorTexture.setImage(loadImage(path, texturemap))
mat.setTexture(0, colorTexture, Blender.Texture.TexCo.UV, Blender.Texture.MapTo.COL)
# read alphamap
alphamap = uku(file.read(128))
if len(alphamap)>0:
alphaTexture = Blender.Texture.New(name + "_alpha")
alphaTexture.setType('Image')
alphaTexture.setImage(loadImage(path, alphamap))
mat.setTexture(1, alphaTexture, Blender.Texture.TexCo.UV, Blender.Texture.MapTo.ALPHA)
# read animation
fps = struct.unpack("f", file.read(4))[0]
time = struct.unpack("f", file.read(4))[0]
frames = struct.unpack("i", file.read(4))[0]
# read the number of joints
numJoints = struct.unpack("H", file.read(2))[0]
# create the armature
armature = 0
armOb = 0
if numJoints > 0:
armOb = Blender.Object.New('Armature', "MilkShape3D Skeleton")
armature = Blender.Armature.New("MilkShape3D Skeleton")
armature.drawType = Blender.Armature.STICK
armOb.link(armature)
scn.objects.link(armOb)
armOb.makeParentDeform([meshOb])
armature.makeEditable()
# read joints
rotKeys = {}
posKeys = {}
for i in xrange(numJoints):
# skip flags
file.read(1)
# read name
name = uku(file.read(32))
# create the bone
bone = Blender.Armature.Editbone()
armature.bones[name] = bone
# read parent
parent = uku(file.read(32))
if len(parent)>0:
bone.parent = armature.bones[parent]
# read orientation
rot = struct.unpack("fff", file.read(3*4))
# read position
pos = struct.unpack("fff", file.read(3*4))
# set head
if bone.hasParent():
bone.head = bone.parent.matrix * Vector(pos) + bone.parent.head
bone.matrix = bone.parent.matrix * RM(rot)
else:
bone.head = Vector(pos)
bone.matrix = RM(rot)
# set tail
bvec = bone.tail - bone.head
bvec.normalize()
bone.tail = bone.head + 0.01 * bvec
# Create vertex group for this bone
mesh.addVertGroup(name)
vgroup = []
for index, v in enumerate(boneIds):
if v==i:
vgroup.append(index)
mesh.assignVertsToGroup(name, vgroup, 1.0, 1)
# read the number of rotation keys
numKeyFramesRot = struct.unpack("H", file.read(2))[0]
# read the number of postions keys
numKeyFramesPos = struct.unpack("H", file.read(2))[0]
# read rotation keys
rotKeys[name] = []
for j in xrange(numKeyFramesRot):
# read time
time = fps * struct.unpack("f", file.read(4))[0]
# read data
rotKeys[name].append([time, struct.unpack("fff", file.read(3*4))])
# read position keys
posKeys[name] = []
for j in xrange(numKeyFramesPos):
# read time
time = fps * struct.unpack("f", file.read(4))[0]
# read data
posKeys[name].append([time, struct.unpack("fff", file.read(3*4))])
# create action and pose
action = 0
pose = 0
if armature!=0:
armature.update()
pose = armOb.getPose()
action = armOb.getAction()
if not action:
action = Blender.Armature.NLA.NewAction()
action.setActive(armOb)
# create animation key frames
for name, pbone in pose.bones.items():
# create position keys
for key in posKeys[name]:
pbone.loc = Vector(key[1])
pbone.insertKey(armOb, int(key[0]), Blender.Object.Pose.LOC, True)
# create rotation keys
for key in rotKeys[name]:
pbone.quat = RQ(key[1])
pbone.insertKey(armOb, int(key[0]), Blender.Object.Pose.ROT, True)
Blender.Redraw()
# close the file
file.close()
# succes return empty error string
return ""
# load the model
def fileCallback(filename):
error = import_ms3d(filename)
if error!="":
Blender.Draw.PupMenu("An error occured during import: " + error + "|Not all data might have been imported succesfully.", 2)
Blender.Window.FileSelector(fileCallback, 'Import')
|