- 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
106 lines
3.9 KiB
Python
106 lines
3.9 KiB
Python
# MIT License
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# Copyright (c) 2017 GiveMeAllYourCats
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the 'Software'), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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# Code author: Hotox
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# Repo: https://github.com/michaeldegroot/cats-blender-plugin
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# Edits by: GiveMeAllYourCats
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import bpy, io
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from contextlib import redirect_stdout
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from . import common as Common
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from ...common import kklog
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#from .register import register_wrap
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#from .translations import t
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#@register_wrap
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class MergeWeights(bpy.types.Operator):
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bl_idname = 'kkbp.cats_merge_weights'
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bl_label = 'cats merge weights'
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#bl_description = t('MergeWeights.desc')
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bl_options = {'REGISTER', 'UNDO'}
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'''
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@classmethod
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def poll(cls, context):
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active_obj = bpy.context.active_object
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if not active_obj or not bpy.context.active_object.type == 'ARMATURE':
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return False
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if active_obj.mode == 'EDIT' and bpy.context.selected_editable_bones:
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return True
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if active_obj.mode == 'POSE' and bpy.context.selected_pose_bones:
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return True
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return False
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'''
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def execute(self, context):
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saved_data = Common.SavedData()
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armature = bpy.context.object
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Common.switch('EDIT')
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# Find which bones to work on and put their name and their parent in a list
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parenting_list = {}
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for bone in bpy.context.selected_editable_bones:
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parent = bone.parent
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while parent and parent.parent and parent in bpy.context.selected_editable_bones:
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parent = parent.parent
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if not parent:
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continue
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parenting_list[bone.name] = parent.name
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# Merge all the bones in the parenting list
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merge_weights(armature, parenting_list)
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saved_data.load()
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self.report({'INFO'}, 'cats merge weights success')
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return {'FINISHED'}
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def merge_weights(armature, parenting_list):
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Common.switch('OBJECT')
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# Merge the weights on the meshes
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stdout = io.StringIO()
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meshes = Common.get_meshes_objects(armature_name=armature.name, visible_only=bpy.context.scene.merge_visible_meshes_only if bpy.context.scene.get('merge_visible_meshes_only') != None else True)
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for mindex, mesh in enumerate(meshes):
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Common.set_active(mesh)
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for index, bone in enumerate(parenting_list):
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parent = parenting_list[bone]
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kklog('Merging bone: {} object {} / {}, bone {} / {}'.format(bone, mindex, len(meshes), index, len(parenting_list)))
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if not mesh.vertex_groups.get(bone):
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continue
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if not mesh.vertex_groups.get(parent):
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mesh.vertex_groups.new(name=parent)
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with redirect_stdout(stdout):
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Common.mix_weights(mesh, bone, parent)
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# Select armature
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Common.unselect_all()
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Common.set_active(armature)
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Common.switch('EDIT')
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# Delete merged bones
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if True:
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for bone in parenting_list.keys():
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armature.data.edit_bones.remove(armature.data.edit_bones.get(bone))
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