예제 #1
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    def _populate_human_info_with_eye_material_info(human_info, basemesh):
        eyes = ObjectService.find_object_of_type_amongst_nearest_relatives(basemesh, "Eyes")

        if not eyes:
            return

        if not MaterialService.has_materials(eyes):
            human_info["eyes_material_type"] = "NONE"
            return

        material_settings = dict()

        _LOG.debug("material_slots", eyes.material_slots)

        slot = eyes.material_slots[0]

        material = slot.material
        group_node = NodeService.find_first_node_by_type_name(material.node_tree, "ShaderNodeGroup")
        if group_node:
            material_settings = NodeService.get_socket_default_values(group_node)
            if "IrisMinorColor" not in material_settings:
                # Material exists, but does not seem procedural. Assume it is a MAKESKIN material
                human_info["eyes_material_type"] = "MAKESKIN"
            else:
                human_info["eyes_material_type"] = "PROCEDURAL_EYES"
                human_info["eyes_material_settings"] = material_settings
예제 #2
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    def execute(self, context):
        _LOG.enter()
        _LOG.debug("click")

        blender_object = context.active_object
        if len(blender_object.material_slots) > 0:
            self.report({'ERROR'}, "This object already has a material")
            return {'FINISHED'}

        absolute_file_path = bpy.path.abspath(self.filepath)
        _LOG.debug("absolute_file_path", absolute_file_path)

        as_dict = dict()

        with open(absolute_file_path, "r") as json_file:
            json_data = json_file.read()

            import time
            ts = int(time.time())

            json_data = str(json_data).replace("$group_name",
                                               "node_group." + str(ts))

            as_dict = json.loads(json_data)
            self.report({'INFO'}, "JSON data read")

        _LOG.dump("loaded json data", as_dict)

        material = MaterialService.create_empty_material(
            "nodes_material", blender_object)
        NodeService.apply_node_tree_from_dict(material.node_tree, as_dict,
                                              True)

        return {'FINISHED'}
예제 #3
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    def _set_eyes(human_info, basemesh):
        _LOG.enter()

        eyes = ObjectService.find_object_of_type_amongst_nearest_relatives(basemesh, "Eyes")
        if not eyes:
            _LOG.debug("There are no eyes")
            return

        if not "eyes_material_type" in human_info or not human_info["eyes_material_type"]:
            _LOG.debug("Eyes material type not specified")
            return

        if human_info["eyes_material_type"] != "PROCEDURAL_EYES":
            _LOG.debug("Eyes material is not procedural")
            return

        if not "eyes_material_settings" in human_info or not human_info["eyes_material_settings"]:
            _LOG.debug("There are no eye material overrides, going with the default")
            return

        settings = human_info["eyes_material_settings"]
        _LOG.dump("Eye material overrides", settings)

        slot = eyes.material_slots[0]
        material = slot.material
        group_node = NodeService.find_first_node_by_type_name(material.node_tree, "ShaderNodeGroup")
        if group_node:
            material_settings = NodeService.get_socket_default_values(group_node)
            if "IrisMinorColor" in material_settings:
                _LOG.dump("will try to apply settings", settings)
                NodeService.set_socket_default_values(group_node, settings)
            else:
                _LOG.warn("Material group node did not have expected key -> not procedural eyes")
        else:
            _LOG.warn("Material had no group node -> not procedural eyes")
    def apply_node_tree(self, blender_material, tweaks="SKIN", group_name=None):

        template_values = self.default_settings(blender_material, group_name)

        if tweaks == "SKIN":
            self.skin_tweaks(template_values, blender_material)

        # TODO: check if the group node is already there, and figure out if we should recreate
        # or reuse it. Atm, the group will always be recreated.
        # group_node = NodeService.find_node_by_name(blender_material.node_tree, template_values["group_name"])

        _LOG.dump("template_values", template_values)

        tree_dir = LocationService.get_mpfb_data("node_trees")
        json_file = os.path.join(tree_dir, "enhanced_skin.json")

        template_data = Path(json_file).read_text()
        _LOG.dump("template data before replace", template_data)

        for key in template_values:
            value = re.sub(r'\\+', '/', template_values[key])
            template_data = template_data.replace("\"$" + key + "\"", value)

        _LOG.dump("template data after replace", template_data)

        node_tree_dict = json.loads(template_data)
        _LOG.dump("node_tree_dict", node_tree_dict)

        NodeService.apply_node_tree_from_dict(blender_material.node_tree, node_tree_dict, True)
예제 #5
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    def apply_node_tree(self, blender_material, template_values=None):
        tree_dir = LocationService.get_mpfb_data("node_trees")
        json_file = os.path.join(tree_dir, "makeskin.json")

        if template_values is None:
            template_values = dict()
            self._template(template_values, "has_bumpmap", "bumpmap_filename",
                           "bumpMapTexture")
            self._template(template_values, "has_diffuse", "diffuse_filename",
                           "diffuseTexture")
            self._template(template_values, "has_displacementmap",
                           "displacementmap_filename",
                           "displacementMapTexture")
            self._template(template_values, "has_metallicmap",
                           "metallicmap_filename", "metallicMapTexture")
            self._template(template_values, "has_normalmap",
                           "normalmap_filename", "normalMapTexture")
            self._template(template_values, "has_roughnessmap",
                           "roughnessmap_filename", "roughnessMapTexture")
            self._template(template_values, "has_transmissionmap",
                           "transmissionmap_filename",
                           "transmissionMapTexture")

        template_values["bump_or_normal"] = "false"
        if template_values["has_bumpmap"] == "true":
            template_values["bump_or_normal"] = "true"
        if template_values["has_normalmap"] == "true":
            template_values["bump_or_normal"] = "true"

        _LOG.dump("template_values", template_values)

        template_data = Path(json_file).read_text()
        for key in template_values:
            template_data = template_data.replace("\"$" + key + "\"",
                                                  template_values[key])

        _LOG.dump("Template data", template_data)

        node_tree_dict = dict()
        parse_error = None

        try:
            node_tree_dict = json.loads(template_data)
        except Exception as exc:
            _LOG.error(
                "An error was thrown when trying to parse the template data:",
                exc)
            _LOG.error("Full contents of template data",
                       "\n\n" + str(template_data) + "\n\n")
            parse_error = "Failed to parse material: " + str(
                exc) + ". See material.makeskinmaterial log for more info."

        if not parse_error is None:
            raise ValueError(parse_error)

        _LOG.dump("node_tree", node_tree_dict)

        NodeService.apply_node_tree_from_dict(blender_material.node_tree,
                                              node_tree_dict, True)
예제 #6
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 def _set_texture(self, node_tree, name):
     _LOG.enter()
     expected_name = name + "Texture"
     node = NodeService.find_node_by_name(node_tree, expected_name)
     self._settings[expected_name] = None
     if not node is None:
         node_info = NodeService.get_node_info(node)
         if "filename" in node_info and node_info["filename"]:
             self._settings[expected_name] = node_info["filename"]
         else:
             _LOG.warn(
                 "The following texture node did not have an image file, so cannot set a MHMAT key for it",
                 expected_name)
     else:
         _LOG.debug("Could not find a node for", expected_name)
예제 #7
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    def execute(self, context):
        _LOG.enter()
        _LOG.debug("click")

        blender_object = context.active_object
        if len(blender_object.material_slots) < 1:
            self.report({'ERROR'}, "This object does not have any material")
            return {'FINISHED'}
        if len(blender_object.material_slots) > 1:
            self.report({'ERROR'}, "This object has more than one material")
            return {'FINISHED'}

        material = MaterialService.get_material(blender_object)
        _LOG.debug("material", material)

        as_dict = NodeService.get_node_tree_as_dict(material.node_tree)
        _LOG.dump("nodes", as_dict)

        absolute_file_path = bpy.path.abspath(self.filepath)
        _LOG.debug("absolute_file_path", absolute_file_path)

        with open(absolute_file_path, "w") as json_file:
            json.dump(as_dict, json_file, indent=4, sort_keys=True)
            self.report({'INFO'}, "JSON file written to " + absolute_file_path)
        return {'FINISHED'}
예제 #8
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def _save_material(self, context, file_name):
    body = ObjectService.find_object_of_type_amongst_nearest_relatives(
        context.object, "Basemesh")
    if not body:
        body = ObjectService.find_object_of_type_amongst_nearest_relatives(
            context.object, "Proxymesh")

    if not body:
        self.report(
            {'ERROR'},
            "Could not find basemesh or body proxy amongst nearest relatives")
        return {'FINISHED'}

    if not MaterialService.has_materials(body):
        self.report({'ERROR'}, "Body does not have a material")
        return {'FINISHED'}

    material_settings = dict()

    _LOG.debug("material_slots", body.material_slots)

    for slot in body.material_slots:
        material = slot.material
        group_node = NodeService.find_first_node_by_type_name(
            material.node_tree, "ShaderNodeGroup")
        if group_node:
            values = NodeService.get_socket_default_values(group_node)
            if "colorMixIn" in values:
                # This seems to be an enhanced skin material
                name = material.name
                if "." in name:
                    (prefix, name) = name.split(".", 2)
                if "." in name:
                    (name, number) = name.split(".", 2)
                material_settings[name] = values

    _LOG.dump("material_settings", material_settings)

    with open(file_name, "w") as json_file:
        json.dump(material_settings, json_file, indent=4, sort_keys=True)

    UiService.rebuild_enhanced_settings_panel_list()
    #UiService.rebuild_importer_panel_list()

    self.report({'INFO'}, "Presets were written to " + file_name)
    return {'FINISHED'}
예제 #9
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    def _populate_human_info_with_skin_info(human_info, basemesh):
        proxymesh = ObjectService.find_object_of_type_amongst_nearest_relatives(basemesh, "Proxymeshes")

        bodyobject = basemesh
        if proxymesh and not proxymesh is None:
            bodyobject = proxymesh

        skin = HumanObjectProperties.get_value("material_source", entity_reference=bodyobject)
        if skin is None:
            skin = ""
        human_info["skin_mhmat"] = skin

        slots = bodyobject.material_slots
        if not slots or len(slots) < 1:
            return

        material = slots[0].material
        group_node = NodeService.find_first_node_by_type_name(material.node_tree, "ShaderNodeGroup")
        values = None

        if group_node:
            values = NodeService.get_socket_default_values(group_node)

        if values is None or not "colorMixIn" in values:
            human_info["skin_material_type"] = "MAKESKIN"
            return

        human_info["skin_material_type"] = "ENHANCED"
        if "SSS Color" in values:
            human_info["skin_material_type"] = "ENHANCED_SSS"

        for slot in slots:
            material = slot.material
            group_node = NodeService.find_first_node_by_type_name(material.node_tree, "ShaderNodeGroup")
            if group_node:
                values = NodeService.get_socket_default_values(group_node)
                if "colorMixIn" in values:
                    # This seems to be an enhanced skin material
                    name = material.name
                    if "." in name:
                        name = str(name).split(".", maxsplit=1)[1]
                    if "." in name:
                        name = str(name).split(".", maxsplit=1)[0]
                    human_info["skin_material_settings"][name] = values
예제 #10
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def _save_material(self, context, file_name):

    eyes = ObjectService.find_object_of_type_amongst_nearest_relatives(
        context.object, "Eyes")

    if not eyes:
        self.report({'ERROR'}, "Could not find eyes amongst nearest relatives")
        return {'FINISHED'}

    if not MaterialService.has_materials(eyes):
        self.report({'ERROR'}, "Eyes do not have a material")
        return {'FINISHED'}

    material_settings = dict()

    _LOG.debug("material_slots", eyes.material_slots)

    slot = eyes.material_slots[0]

    material = slot.material
    group_node = NodeService.find_first_node_by_type_name(
        material.node_tree, "ShaderNodeGroup")
    if group_node:
        material_settings = NodeService.get_socket_default_values(group_node)
        if "IrisMinorColor" not in material_settings:
            self.report({'ERROR'},
                        "Eyes do not seem to have procedural eyes material")
            return {'FINISHED'}
    else:
        self.report({'ERROR'},
                    "Eyes do not seem to have procedural eyes material")
        return {'FINISHED'}

    _LOG.dump("material_settings", material_settings)

    with open(file_name, "w") as json_file:
        json.dump(material_settings, json_file, indent=4, sort_keys=True)

    UiService.rebuild_eye_settings_panel_list()
    UiService.rebuild_importer_eye_settings_panel_list()

    self.report({'INFO'}, "Settings were written to " + file_name)
    return {'FINISHED'}
예제 #11
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    def check_that_all_textures_are_saved(self, blender_object):
        material = blender_object.material_slots[0].material
        node_tree = material.node_tree

        for texture_name_base in _TEXTURE_NAMES:
            texture_name = texture_name_base + "Texture"
            node = NodeService.find_node_by_name(node_tree, texture_name)
            if node:
                # The material has this kind of texture, check that its image exists
                node_info = NodeService.get_node_info(node)
                if not "filename" in node_info or not node_info["filename"]:
                    return "The " + texture_name + " node has an unsaved image"
                if not os.path.exists(node_info["filename"]):
                    return "The " + texture_name + " refers to an image which does not exist as a file"
            else:
                # The material isn't using this kind of texture
                _LOG.debug("No node was found for", texture_name)

        return None
예제 #12
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    def populate_from_object(self, blender_object):
        blender_material = blender_object.material_slots[0].material

        key_by_name = dict()

        for key in MHMAT_KEYS:
            _LOG.debug("key", (key.key_name, key.default_value, key.key_group))
            self._settings[key.key_name] = key.default_value
            key_by_name[key.key_name] = key
            if key.key_group == "Texture":
                self._set_texture(blender_material.node_tree, key.key_name)
            if key.key_group in ["Metadata", "Various"]:
                self._set_config_value(blender_object, key.key_name)

        for nsv in _NODE_SOCKET_VALUES:
            setting_name = nsv[0]
            node_name = nsv[1]
            socket_name = nsv[2]

            node = NodeService.find_node_by_name(blender_material.node_tree,
                                                 node_name)
            if node:
                socket_values = NodeService.get_socket_default_values(node)
                if socket_values and socket_name in socket_values:
                    self._settings[setting_name] = socket_values[socket_name]

        from mpfb.ui.makeskin import MakeSkinObjectProperties
        if MakeSkinObjectProperties.get_value("sss_enable",
                                              entity_reference=blender_object):
            self._settings["sssEnabled"] = True
            node = NodeService.find_node_by_name(blender_material.node_tree,
                                                 "Principled BSDF")
            socket_values = NodeService.get_socket_default_values(node)
            radius = socket_values["Subsurface Radius"]
            self._settings["sssRScale"] = radius[0]
            self._settings["sssGScale"] = radius[1]
            self._settings["sssBScale"] = radius[2]
        else:
            self._settings["sssEnabled"] = False
예제 #13
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    def _assign_material(self, importer, blender_object, proxy_info=None):
        blender = importer["blender_entities"]
        ui = importer["settings_from_ui"]
        derived = importer["derived_settings"]

        name = None

        if not proxy_info:
            basic_type = "Basemesh"
            name = "body"
        else:
            basic_type = proxy_info["basic_proxy_type"]
            name = proxy_info["name"]

        if basic_type in ["Bodyproxy", "Basemesh"]:
            name = "body"

        material_name = derived["prefix"] + name
        if "materials" in blender and material_name in blender["materials"]:
            blender_object.data.materials.append(blender["materials"][material_name])
            return

        mh_material = None

        if basic_type in ["Bodyproxy", "Basemesh"]:
            if ui["skin_material_type"] == "PLAIN":
                mh_material = MakeSkinMaterial()
            else:
                mh_material = EnhancedSkinMaterial(ui)

        if basic_type in ["Bodypart", "Eyes", "Clothes"]:
            if "Eye" in basic_type and ui["procedural_eyes"]:
                mh_material = "procedural_eyes"
            else:
                mh_material = MakeSkinMaterial()

        if mh_material:
            blender_material = MaterialService.create_empty_material(material_name, blender_object)
            if not "materials" in blender:
                blender["materials"] = dict()
            blender["materials"][material_name] = blender_material

            if basic_type == "Basemesh":
                mh_material.populate_from_body_material_socket_call()
            else:
                if mh_material != "procedural_eyes":
                    mh_material.populate_from_proxy_material_socket_call(proxy_info["uuid"])

            if isinstance(mh_material, EnhancedSkinMaterial):
                name = derived["prefix"] + derived["name"]
                mh_material.apply_node_tree(blender_material, group_name=material_name)
            else:
                if mh_material != "procedural_eyes":
                    mh_material.apply_node_tree(blender_material)
                else:
                    tree_dir = LocationService.get_mpfb_data("node_trees")
                    json_file_name = os.path.join(tree_dir, "procedural_eyes.json")
                    with open(json_file_name, "r") as json_file:
                        node_tree_dict = json.load(json_file)
                    _LOG.dump("procedural_eyes", node_tree_dict)
                    NodeService.apply_node_tree_from_dict(blender_material.node_tree, node_tree_dict, True)

            diffuse_colors = MaterialService.get_diffuse_colors()
            if basic_type in diffuse_colors:
                blender_material.diffuse_color = diffuse_colors[basic_type]
            if proxy_info and proxy_info["type"] in diffuse_colors:
                blender_material.diffuse_color = diffuse_colors[proxy_info["type"]]
예제 #14
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    def set_character_skin(mhmat_file, basemesh, bodyproxy=None, skin_type="ENHANCED_SSS", material_instances=True, slot_overrides=None):

        if bodyproxy is None:
            bodyproxy = ObjectService.find_object_of_type_amongst_nearest_relatives(basemesh, "Proxymeshes")

        material_source = os.path.basename(os.path.dirname(mhmat_file)) + "/" + os.path.basename(mhmat_file)

        _LOG.debug("material_source", material_source)

        HumanObjectProperties.set_value("material_source", material_source, entity_reference=basemesh)
        if not bodyproxy is None:
            HumanObjectProperties.set_value("material_source", material_source, entity_reference=bodyproxy)

        MaterialService.delete_all_materials(basemesh)
        if bodyproxy:
            MaterialService.delete_all_materials(bodyproxy)

        name = basemesh.name
        if not str(name).endswith(".body"):
            name = name + ".body"

        if skin_type == "MAKESKIN":
            makeskin_material = MakeSkinMaterial()
            makeskin_material.populate_from_mhmat(mhmat_file)
            blender_material = MaterialService.create_empty_material(name, basemesh)
            makeskin_material.apply_node_tree(blender_material)

        if skin_type in ["ENHANCED", "ENHANCED_SSS"]:
            presets = dict()
            presets["skin_material_type"] = skin_type

            scale_name = "METER"
            scale_factor = GeneralObjectProperties.get_value("scale_factor", entity_reference=basemesh)
            if scale_factor > 0.9:
                scale_name = "DECIMETER"
            if scale_factor > 9:
                scale_name = "CENTIMETER"

            presets["scale_factor"] = scale_name

            enhanced_material = EnhancedSkinMaterial(presets)
            enhanced_material.populate_from_mhmat(mhmat_file)
            blender_material = MaterialService.create_empty_material(name, basemesh)
            enhanced_material.apply_node_tree(blender_material)

        if material_instances:
            _LOG.debug("Will now attempt to create material slots for", (basemesh, bodyproxy))
            MaterialService.create_and_assign_material_slots(basemesh, bodyproxy)

            file_name = LocationService.get_user_config("enhanced_settings.default.json")
            settings = dict()
            _LOG.debug("Will attempt to load", file_name)
            with open(file_name, "r") as json_file:
                settings = json.load(json_file)

            _LOG.dump("Settings before overrides", settings)
            _LOG.dump("Overrides", slot_overrides)
            if not slot_overrides is None:
                for slot_name in slot_overrides.keys():
                    _LOG.debug("Reading overrides for slot", slot_name)
                    if not slot_name in settings:
                        settings[slot_name] = dict()
                    for key_name in slot_overrides[slot_name].keys():
                        _LOG.dump("Reading overrides for slot key", (slot_name, key_name, slot_overrides[slot_name][key_name]))
                        settings[slot_name][key_name] = slot_overrides[slot_name][key_name]

            _LOG.dump("Settings after overrides", settings)
            for slot in basemesh.material_slots:
                material = slot.material
                group_node = NodeService.find_first_node_by_type_name(material.node_tree, "ShaderNodeGroup")
                if group_node:
                    values = NodeService.get_socket_default_values(group_node)
                    if "colorMixIn" in values:
                        # This seems to be an enhanced skin material
                        name = material.name
                        _LOG.debug("Material name", name)
                        if "." in name:
                            name = str(name).split(".", maxsplit=1)[1]
                        if "." in name:
                            name = str(name).split(".", maxsplit=1)[0]
                        _LOG.debug("final name", name)
                        if name in settings:
                            _LOG.debug("will try to apply settings", settings[name])
                            NodeService.set_socket_default_values(group_node, settings[name])
예제 #15
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    def add_mhclo_asset(mhclo_file, basemesh, asset_type="Clothes", subdiv_levels=1, material_type="MAKESKIN"):
        mhclo = Mhclo()
        mhclo.load(mhclo_file) # pylint: disable=E1101
        clothes = mhclo.load_mesh(bpy.context)
        clothes.location = (0.0, 0.0, 0.0)

        if not clothes or clothes is None:
            raise IOError("failed to import the clothes mesh: object was None after import")

        afn = os.path.abspath(mhclo_file)
        asset_source = os.path.basename(os.path.dirname(afn)) + "/" + os.path.basename(afn)
        GeneralObjectProperties.set_value("asset_source", asset_source, entity_reference=clothes)

        atype = str(asset_type).lower().capitalize()
        GeneralObjectProperties.set_value("object_type", atype, entity_reference=clothes)

        bpy.ops.object.shade_smooth()

        name = basemesh.name

        if "." in name:
            name = str(name).split(".")[0]

        name = name + "." + str(os.path.basename(mhclo_file)).replace(".mhclo", "").replace(".proxy", "")
        clothes.name = name

        _LOG.debug("Given name (basemesh, variable, clothes)", (basemesh.name, name, clothes.name))

        colors = MaterialService.get_diffuse_colors()
        _LOG.dump("Colors, atype, exists, mhclo.material, material_type", (colors, atype, atype in colors, mhclo.material, material_type))

        color = (0.8, 0.8, 0.8, 1.0)

        if atype in colors:
            color = colors[atype]

        if not mhclo.material:
            _LOG.debug("Material is not set in mhclo")

        if not mhclo.material is None and material_type == "MAKESKIN":
            _LOG.debug("Setting up MAKESKIN material", mhclo.material)
            MaterialService.delete_all_materials(clothes)
            makeskin_material = MakeSkinMaterial()
            makeskin_material.populate_from_mhmat(mhclo.material)
            blender_material = MaterialService.create_empty_material(name, clothes)
            makeskin_material.apply_node_tree(blender_material)
            blender_material.diffuse_color = color

        if material_type == "PROCEDURAL_EYES":
            MaterialService.delete_all_materials(clothes)
            _LOG.debug("Setting up procedural eyes")
            tree_dir = LocationService.get_mpfb_data("node_trees")
            json_file_name = os.path.join(tree_dir, "procedural_eyes.json")
            with open(json_file_name, "r") as json_file:
                node_tree_dict = json.load(json_file)
            _LOG.dump("procedural_eyes", node_tree_dict)
            blender_material = MaterialService.create_empty_material(name, clothes)
            NodeService.apply_node_tree_from_dict(blender_material.node_tree, node_tree_dict, True)
            blender_material.blend_method = "BLEND"
            blender_material.show_transparent_back = True
            blender_material.diffuse_color = color

        ClothesService.fit_clothes_to_human(clothes, basemesh, mhclo)
        mhclo.set_scalings(bpy.context, basemesh)

        delete_name = str(os.path.basename(mhclo_file)) # pylint: disable=E1101
        delete_name = delete_name.replace(".mhclo", "")
        delete_name = delete_name.replace(".MHCLO", "")
        delete_name = delete_name.replace(" ", "_")
        delete_name = "Delete." + delete_name
        ClothesService.update_delete_group(mhclo, basemesh, replace_delete_group=False, delete_group_name=delete_name)

        rig = ObjectService.find_object_of_type_amongst_nearest_relatives(basemesh, "Skeleton")
        if rig:
            clothes.parent = rig
            modifier = clothes.modifiers.new("Armature", 'ARMATURE')
            modifier.object = rig
            ClothesService.interpolate_weights(basemesh, clothes, rig, mhclo)
        else:
            clothes.parent = basemesh

        ClothesService.set_makeclothes_object_properties_from_mhclo(clothes, mhclo, delete_group_name=delete_name)

        if subdiv_levels > 0:
            modifier = clothes.modifiers.new("Subdivision", 'SUBSURF')
            modifier.levels = 0
            modifier.render_levels = subdiv_levels

        if mhclo.uuid:
            GeneralObjectProperties.set_value("uuid", mhclo.uuid, entity_reference=clothes)

        return clothes
예제 #16
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    def _adjust_skin_material_settings(self, importer):
        _LOG.enter()
        blender = importer["blender_entities"]
        ui = importer["settings_from_ui"]
        derived = importer["derived_settings"]

        if ui["skin_material_type"] == "PLAIN":
            _LOG.debug("Skipping enhanced material adjustment since material type is PLAIN")
            return
        matset = ui["skin_settings_for_import"]
        if not matset or matset == "RAW":
            _LOG.debug("Skipping enhanced material adjustment since they're not requested")
            return

        best_body_object = None

        if "basemesh" in blender:
            best_body_object = blender["basemesh"]
        else:
            if derived["has_body_proxy"] and "bodyproxy" in blender:
                best_body_object = blender["bodyproxy"]

        if not best_body_object:
            _LOG.debug("Skipping enhanced material adjustment since there is no body")
            return

        if not MaterialService.has_materials(best_body_object):
            _LOG.debug("Skipping enhanced material adjustment since the body does not have any material")
            return

        _LOG.debug("Chosen material settings", matset)
        if matset == "CHARACTER":
            available_from_list = UiService.get_importer_enhanced_settings_panel_list()
            target = str(derived["name"]).lower()
            for setting in available_from_list:
                match = str(setting[0]).lower()
                _LOG.debug("Comparison", (target, match))
                if match == target:
                    matset = setting[1]
            if matset == "CHARACTER":
                matset = "default"
        _LOG.debug("Calculated material settings", matset)

        file_name = LocationService.get_user_config("enhanced_settings." + matset + ".json")

        if not os.path.exists(file_name):
            _LOG.error("Settings did not exist despite being in list:", file_name)
            return

        settings = dict()
        _LOG.debug("Will attempt to load", file_name)
        with open(file_name, "r") as json_file:
            settings = json.load(json_file)

        _LOG.dump("Material settings to apply", settings)

        for slot in best_body_object.material_slots:
            material = slot.material
            group_node = NodeService.find_first_node_by_type_name(material.node_tree, "ShaderNodeGroup")
            if group_node:
                values = NodeService.get_socket_default_values(group_node)
                if "colorMixIn" in values:
                    # This seems to be an enhanced skin material
                    name = material.name
                    if "." in name:
                        (prefix, name) = name.split(".", 1)
                    if "." in name:
                        (name, number) = name.split(".", 1)
                    _LOG.debug("final name", name)
                    if name in settings:
                        _LOG.debug("will try to apply settings", settings[name])
                        NodeService.set_socket_default_values(group_node, settings[name])
예제 #17
0
    def _adjust_eye_material_settings(self, importer):
        _LOG.enter()
        blender = importer["blender_entities"]
        ui = importer["settings_from_ui"]
        derived = importer["derived_settings"]

        if not ui["procedural_eyes"]:
            _LOG.info("Skipping eye material adjustment since not using procedural eyes")
            return
        matset = ui["eye_settings_for_import"]
        if not matset:
            _LOG.info("Skipping eye material adjustment since they're not requested")
            return

        eye_object = None
        if "eyes" in blender:
            eye_object = blender["eyes"]

        if not eye_object:
            _LOG.info("Skipping eye material adjustment since there were no eyes")
            return

        if not MaterialService.has_materials(eye_object):
            _LOG.info("Skipping eye material adjustment since the eyes do not have any material")
            return

        _LOG.debug("Chosen material settings", matset)
        if matset == "CHARACTER":
            available_from_list = UiService.get_importer_eye_settings_panel_list()
            target = str(derived["name"]).lower()
            for setting in available_from_list:
                match = str(setting[0]).lower()
                _LOG.debug("Comparison", (target, match))
                if match == target:
                    matset = setting[1]
            if matset == "CHARACTER":
                matset = "default"
        _LOG.debug("Calculated material settings", matset)

        file_name = LocationService.get_user_config("eye_settings." + matset + ".json")

        if not os.path.exists(file_name):
            _LOG.error("Settings did not exist despite being in list:", file_name)
            return

        settings = dict()
        _LOG.debug("Will attempt to load", file_name)
        with open(file_name, "r") as json_file:
            settings = json.load(json_file)

        slot = eye_object.material_slots[0]

        material = slot.material
        group_node = NodeService.find_first_node_by_type_name(material.node_tree, "ShaderNodeGroup")
        if group_node:
            values = NodeService.get_socket_default_values(group_node)
            _LOG.dump("Current socket values", values)
            if "IrisMajorColor" in values:
                _LOG.debug("will try to apply settings", settings)
                NodeService.set_socket_default_values(group_node, settings)
            else:
                _LOG.info("Skipping eye material adjustment since material does not seem to be procedural")
            material.blend_method = "BLEND"
            material.show_transparent_back = True
예제 #18
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    def execute(self, context):
        _LOG.enter()

        if context.object is None:
            self.report({'ERROR'}, "Must have a selected object")
            return {'FINISHED'}

        name = EYE_SETTINGS_PROPERTIES.get_value("available_settings",
                                                 entity_reference=context)

        if not name:
            self.report({'ERROR'}, "Must select settings to load")
            return {'FINISHED'}

        file_name = LocationService.get_user_config("eye_settings." + name +
                                                    ".json")

        if not os.path.exists(file_name):
            _LOG.error("Settings did not exist despite being in list:",
                       file_name)
            self.report({'ERROR'}, "Settings did not exist!?")
            return {'FINISHED'}

        settings = dict()
        _LOG.debug("Will attempt to load", file_name)
        with open(file_name, "r") as json_file:
            settings = json.load(json_file)

        eyes = ObjectService.find_object_of_type_amongst_nearest_relatives(
            context.object, "Eyes")

        if not eyes:
            self.report({'ERROR'},
                        "Could not find eyes amongst nearest relatives")
            return {'FINISHED'}

        if not MaterialService.has_materials(eyes):
            self.report({'ERROR'}, "Eyes do not have a material")
            return {'FINISHED'}

        _LOG.debug("material_slots", eyes.material_slots)

        slot = eyes.material_slots[0]

        material = slot.material
        group_node = NodeService.find_first_node_by_type_name(
            material.node_tree, "ShaderNodeGroup")
        if group_node:
            material_settings = NodeService.get_socket_default_values(
                group_node)
            if "IrisMinorColor" in material_settings:
                _LOG.debug("will try to apply settings", settings)
                NodeService.set_socket_default_values(group_node, settings)
            else:
                self.report(
                    {'ERROR'},
                    "Eyes do not seem to have procedural eyes material")
                return {'FINISHED'}
        else:
            self.report({'ERROR'},
                        "Eyes do not seem to have procedural eyes material")
            return {'FINISHED'}

        self.report({'INFO'}, "Settings were loaded from " + file_name)
        return {'FINISHED'}
예제 #19
0
    def execute(self, context):
        _LOG.enter()

        if context.object is None:
            self.report({'ERROR'}, "Must have a selected object")
            return {'FINISHED'}

        name = ENHANCED_SETTINGS_PROPERTIES.get_value("available_settings",
                                                      entity_reference=context)

        if not name:
            self.report({'ERROR'}, "Must select settings to load")
            return {'FINISHED'}

        file_name = LocationService.get_user_config("enhanced_settings." +
                                                    name + ".json")

        if not os.path.exists(file_name):
            _LOG.error("Settings did not exist despite being in list:",
                       file_name)
            self.report({'ERROR'}, "Settings did not exist!?")
            return {'FINISHED'}

        settings = dict()
        _LOG.debug("Will attempt to load", file_name)
        with open(file_name, "r") as json_file:
            settings = json.load(json_file)

        body = ObjectService.find_object_of_type_amongst_nearest_relatives(
            context.object, "Basemesh")
        if not body:
            body = ObjectService.find_object_of_type_amongst_nearest_relatives(
                context.object, "Proxymesh")

        if not body:
            self.report({
                'ERROR'
            }, "Could not find basemesh or body proxy amongst nearest relatives"
                        )
            return {'FINISHED'}

        if not MaterialService.has_materials(body):
            self.report({'ERROR'}, "Body does not have a material")
            return {'FINISHED'}

        _LOG.debug("material_slots", body.material_slots)

        for slot in body.material_slots:
            material = slot.material
            group_node = NodeService.find_first_node_by_type_name(
                material.node_tree, "ShaderNodeGroup")
            if group_node:
                values = NodeService.get_socket_default_values(group_node)
                if "colorMixIn" in values:
                    # This seems to be an enhanced skin material
                    name = material.name
                    if "." in name:
                        (prefix, name) = str(name).split(".", maxsplit=1)
                    if "." in name:
                        (name, number) = str(name).split(".", maxsplit=1)
                    _LOG.debug("final name", name)
                    if name in settings:
                        _LOG.debug("will try to apply settings",
                                   settings[name])
                        NodeService.set_socket_default_values(
                            group_node, settings[name])

        self.report({'INFO'}, "Presets were loaded from " + file_name)
        return {'FINISHED'}