- 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
63 lines
2.9 KiB
Python
63 lines
2.9 KiB
Python
from pathlib import Path
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import bpy
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from .. import common as c
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from ..importing.modifymaterial import modify_material
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class image_convert(bpy.types.Operator):
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bl_idname = "kkbp.imageconvert"
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bl_label = "Convert light image"
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bl_description = "Click this to saturate the currently loaded image using the selected Koikatsu LUT"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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c.kklog("Converting image: ".format(context.space_data.image))
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scene = context.scene.kkbp
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lut_selection = scene.image_dropdown
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if lut_selection == 'A':
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lut_choice = 'Lut_TimeDay.png'
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elif lut_selection == 'B':
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lut_choice = 'Lut_TimeNight.png'
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else:
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lut_choice = 'Lut_TimeSunset.png'
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image = context.space_data.image
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image.reload()
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image.colorspace_settings.name = 'sRGB'
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# Use code from importcolors to convert the current image
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modify_material.load_luts(lut_choice, lut_choice)
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# Need to run image_to_KK twice for the first image due to a weird bug
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modify_material.image_to_KK(image, lut_choice)
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new_pixels, width, height = modify_material.image_to_KK(image, lut_choice)
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image.pixels = new_pixels
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#image.save()
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return {'FINISHED'}
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class image_dark_convert(bpy.types.Operator):
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bl_idname = "kkbp.imagedarkconvert"
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bl_label = "Convert dark image"
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bl_description = "Click this to create a dark version of the currently loaded maintex image. The new image will end in 'MT_DT.png' The new image will be automatically loaded to the dark color node group"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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body = bpy.data.objects['Body']
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c.kklog("Converting image: ".format(context.space_data.image))
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image = context.space_data.image
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material_name = image.name[:-10]
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try:
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shadow_color = [body['KKBP shadow colors'][material_name]['r'], body['KKBP shadow colors'][material_name]['g'], body['KKBP shadow colors'][material_name]['b']]
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darktex = modify_material.create_darktex(bpy.data.images[image.name], shadow_color)
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material_name = 'KK ' + image.name[:-10]
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bpy.data.materials[material_name].node_tree.nodes['Gentex'].node_tree.nodes['Darktex'].image = darktex
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bpy.data.materials[material_name].node_tree.nodes['Shader'].node_tree.nodes['colorsDark'].inputs['Use dark maintex?'].default_value = 1
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bpy.data.materials[material_name].node_tree.nodes['Shader'].node_tree.nodes['colorsDark'].inputs['Ignore colormask?'].default_value = 1
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except:
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c.kklog('Tried to create a dark version of {} but there was no shadow color available. \nDark color conversion is only available for Koikatsu images that end in \'_MT_CT.png\''.format(image.name), type='error')
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return {'FINISHED'}
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