feat: Add KoikatsuBlenderPipeline addon with import/export functionality

- Add core addon files (__init__.py, KKPanel.py, preferences.py, common.py)
- Add import pipeline with armature, mesh, and material modification modules
- Add export pipeline with material baking and FBX preparation utilities
- Add material combiner tool for texture atlas generation and optimization
- Add extras utilities for animation, rigging, and asset management
- Add bone orientation data from better_fbx for accurate skeletal structure
- Add comprehensive documentation and wiki with multi-language support (EN, JP, ZH)
- Add animation library retargeting lists for ARP and Rokoko motion capture
- Add Rigify integration scripts for advanced rigging workflows
- Add shader file (KK Shader V8.0.blend) for material rendering
- Add manifest and license files for addon distribution
- Add changelog documenting version history and improvements
- Initialize complete Blender addon project for Koikatsu character import/export
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2025-12-06 15:26:19 +08:00
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## Exporter Panel settings
Each setting in the exporter panel will be briefly detailed on this page.
![ ](https://raw.githubusercontent.com/kkbpwiki/kkbpwiki.github.io/master/assets/images/exportpanel.png)
### Freeze current pose
The pose is usually reset to a T pose during export. Enable this option to not reset to a T pose, and to keep the pose you have selected in the character maker. Because a pose is pre-applied to the armature, the armature will not work correctly in blender. This setting may be useful for 3D prints of koikatsu models or for stills. This exporter setting will force the Koikatsu armature in blender. See the picture below for an example of a pose being applied to the model.
![ ](https://raw.githubusercontent.com/kkbpwiki/kkbpwiki.github.io/master/assets/images/exporter4.png)
### Export without physics
Some outfits rely on in-game physics to look correct. Enable this option to disable the in-game physics during export. This may make certain outfits look weird because of the lack of physics, but it is useful if you want to apply your own physics to the model in blender.
![ ](https://raw.githubusercontent.com/kkbpwiki/kkbpwiki.github.io/master/assets/images/exporter2.1.png)
### Freeze shapekeys
Shapekeys are reverted to their default values during export. Enable this option to freeze any shapekeys you have enabled in the character maker to the base mesh. Because the mesh is pre-deformed, other shapekeys will not work correctly in blender. Tear and gag eye shapekeys will also not work in blender. See the picture below for an example of some shapekeys being pre-applied to the base mesh.
![ ](https://raw.githubusercontent.com/kkbpwiki/kkbpwiki.github.io/master/assets/images/exporter3.png)
### Export variations
This will export any available clothing variations. Not all clothes have variations.
When imported, the variations will be hidden in the outliner by default.
![ ](https://raw.githubusercontent.com/kkbpwiki/kkbpwiki.github.io/master/assets/images/exporter1.png)
### Export all outfits
This will make the exporter export all of the card's outfits instead of just the currently selected one. This will dramatically increase koikatsu export times and blender import times.
### Export hit meshes
This will export the hit mesh. An example of the hit mesh is shown below.
![ ](https://raw.githubusercontent.com/kkbpwiki/kkbpwiki.github.io/master/assets/images/exporter2.png)
### Enable pushups
Outfit pushups (shown below) are disabled during export. Enable this option to keep them on.
![ ](https://raw.githubusercontent.com/kkbpwiki/kkbpwiki.github.io/master/assets/images/exporter2.2.png)