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  1. Instructions.txt +47 -0
  2. TRANSFORM.py +255 -0
  3. capture_shape_points.txt +743 -0
  4. fef_export.py +453 -0
  5. fef_import.py +347 -0
  6. unnamed.bin +3 -0
Instructions.txt ADDED
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1
+ Tools you need for face editing in FaceGen for PES 2013 (also PES 2012 compatible)
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+
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+ -FaceGen Modeller 3.1 or FaceGen Modeller 3.5
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+
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+ -Photoshop CS or any other image editor
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+
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+ -Blender 2.49a (versions after 2.49 do not support the FEF plugins)
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+ http://download.blender.org/release/Blender2.49a/blender-2.49a-windows.exe
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+
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+ --Python 2.6.2 support for Blender 2.49a
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+ http://www.python.org/ftp/python/2.6.2/python-2.6.2.msi
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+
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+ -FEI 2010 2.0b by skunk
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+ http://www.moddingway.com/file/2608.html
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+
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+ -PES Ultimate Data Explorer by Barcafan
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+ http://wwww.moddingway.com/file/16574.html
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+
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+ or
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+
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+ -Game Graphic Studio by Obocaman
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+ http://www.moddingway.com/file/290.html
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+
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+ -PES2013 GDB Face Manager v1.00 by jenkey1002
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+ http://www.moddingway.com/file/28004.html
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+
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+
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+ 1) After installing copy the following files from the archive:
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+
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+ - fef_export.py
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+ - fef_import.py
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+ - TRANSFORM.py
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+ - "captureshapepoints" folder
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+
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+ to C:\Program Files\Blender Foundation\Blender\.blender\scripts (or Program Files (x86), that depends on your CPU - 32 bit/64 bit)
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+
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+ 2) If you are using FaceGen Modeller 3.1 copy folder "csamFaceGen to PES by TwistedLogic" to C:\Program Files\Singular Inversions\FaceGen Modeller 3.1, then start FaceGen Modeller go to Model -> Change Model Set and select from dropdown menu "FaceGen to PES by TwistedLogic"
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+
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+ If you are using FaceGen Modeller 3.5 go to C:\Users\AppData\Roaming\FaceGen\Modeller3\ModelSets and delete folder "csamDefault" and copy "csamDefault" from my archive. Folder "AppData" is hidden, so to let you know.
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+
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+ ---If the face doesn't appear in Modeller 3.5 then work in Modeller 3.1 but still generate the desired face first in Modeller 3.5, it's ten times faster than 3.1
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+
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+ 3) Watch the video tutorial:
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+ http://adf.ly/EKIFl
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+
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+
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+ Thanks to du_oro10, cherif_nour_, skunk, Obocaman, jenkey 1002, barcafan, Ercan Ayan and all the facemakers. Keep up the good work!
TRANSFORM.py ADDED
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1
+ #!BPY
2
+
3
+ """ Registration info for Blender menus
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+ Name: 'Shape Key Transfer'
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+ Blender: 246
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+ Group: 'Animation'
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+ Tooltip: 'Transfer selected point positions inside of the same mesh from shape key to aother shape key'
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+ """
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+
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+ __author__ = "Nate Nesler"
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+ __url__ = ("http://www.blender.org")
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+ __version__ = "v07-27-2008"
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+
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+ __bpydoc__ = """\
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+ ***** BEGIN GPL LICENSE BLOCK *****
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+
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+ This program is free software; you can redistribute it and/or
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+ modify it under the terms of the GNU General Public License
19
+ as published by the Free Software Foundation; either version 2
20
+ of the License, or (at your option) any later version.
21
+
22
+ This program is distributed in the hope that it will be useful,
23
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
24
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
25
+ GNU General Public License for more details.
26
+
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+ You should have received a copy of the GNU General Public License
28
+ along with this program; if not, write to the Free Software Foundation,
29
+ Inc, 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
30
+
31
+ ***** END GPL LICENCE BLOCK *****
32
+ --------------------------------------------------------------------------
33
+
34
+ This script allows you to align selected vertex points of a mesh from one shape to another of the same object.
35
+ """
36
+
37
+
38
+ import Blender
39
+ from Blender.Draw import *
40
+ from Blender.BGL import *
41
+ from Blender.Types import *
42
+ from Blender.NMesh import *
43
+ from Blender.Mesh import *
44
+ from Blender.Window import *
45
+
46
+ transVert = []
47
+ captureVert = []
48
+
49
+ transStr = "transfer points: empty"
50
+ captureStr = "capture points: empty"
51
+
52
+ selectedMesh = 0
53
+ failur = ""
54
+
55
+ def typeCheck(obj_list):
56
+ global failur
57
+ ret = 0
58
+ if len(obj_list) == 0:
59
+ failur = "ERROR: Select a Meshobject first!!"
60
+ ret = 1
61
+ elif type(obj_list[0].getData()) != NMeshType:
62
+ failur = "ERROR: Select a Meshobject first!!"
63
+ ret = 1
64
+ else: failur = ""
65
+ return ret
66
+
67
+ # ================================================================
68
+ # ===== now capture the vertex coords and write them to file =====
69
+ # ================================================================
70
+ def captureSelectedVerts(vertList):
71
+ ret = 0
72
+ try:
73
+ # create a file for writing
74
+ outfile = open('./.blender/scripts/captureshapepoints/capture_shape_points.txt', 'w')
75
+ for i in range(0, len(vertList)):
76
+ if vertList[i].sel == 1:
77
+ ret+=1
78
+ # write each object name followed by a newline character
79
+ outfile.write( '%d '%vertList[i].index )
80
+ outfile.write( '%f '%vertList[i].co.x )
81
+ outfile.write( '%f '%vertList[i].co.y )
82
+ outfile.write( '%f \n'%vertList[i].co.z )
83
+ outfile.close()
84
+ except:
85
+ print 'Check your file permissions to make sure you can write files.\n'
86
+ else:
87
+ if outfile: outfile.close()
88
+ print 'done writing'
89
+
90
+ return ret
91
+
92
+ # ========================================================
93
+ # ============== now get the vertex coords ===============
94
+ # ========================================================
95
+ def getSelectedVerts(vertList):
96
+ ret = []
97
+ for i in range(0, len(vertList)):
98
+ if vertList[i].sel == 1:
99
+ ret.append(vertList[i])
100
+ print "Index: %d \n"%vertList[i].index
101
+ print "Selected: %d \n"%vertList[i].sel
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+
103
+ for count in [0,1,2]:
104
+ print "Coordinate XYZ: [%f] \n"%vertList[i].co[count]
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+
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+ return ret
107
+
108
+ # ========================================================
109
+ # ============ now transfer the vertices coords ==========
110
+ # ========================================================
111
+ def movePointsTransfer(trans):
112
+ capturedPoints=[]
113
+ indexCoords=[]
114
+ numTemp=""
115
+
116
+ # open the file we just wrote
117
+ try:
118
+ infile = open('./.blender/scripts/captureshapepoints/capture_shape_points.txt', 'r')
119
+ captureFile = infile.readlines()
120
+ except:
121
+ print 'Error reading file'
122
+ else:
123
+ infile.close()
124
+ print 'done'
125
+
126
+ for line in captureFile:
127
+ indexCoords=[]
128
+ countSet=0
129
+ print "line = "+line+"\n"
130
+ for char in line:
131
+ print "char = "+char+"\n"
132
+ if char != " ":
133
+ numTemp+=char
134
+ elif char == " ":
135
+ print "Num Temp = "+numTemp+"\n"
136
+ countSet+=1
137
+ print "Count Set: %d \n"%countSet
138
+ if countSet == 1:
139
+ indexCoords.append(int(numTemp))
140
+ elif countSet > 1:
141
+ indexCoords.append(float(numTemp))
142
+
143
+ numTemp=""
144
+ capturedPoints.append(indexCoords)
145
+
146
+ for count1 in range(0, len(capturedPoints)):
147
+ indexCoords=capturedPoints[count1]
148
+ print "captured points = %d \n"%indexCoords[0]
149
+ for count2 in [1,2,3]:
150
+ print "captured points = %f"%indexCoords[count2]
151
+ for count2 in range(0, len(trans)):
152
+ if indexCoords[0] == trans[count2].index:
153
+ print "Index Coords = %d "%indexCoords[0]
154
+ print "Trans Index = %d \n"%trans[count2].index
155
+ for count3 in [1,2,3]:
156
+ print "Before: Index Coords Co = %f "%indexCoords[count3]
157
+ print "Before: Trans Co = %f \n"%trans[count2].co[(count3-1)]
158
+ trans[count2].co[(count3-1)] = indexCoords[count3]
159
+ print "After: Index Coords Co = %f "%indexCoords[count3]
160
+ print "After: Trans Co = %f \n"%trans[count2].co[(count3-1)]
161
+ count2 = len(trans)
162
+ return
163
+
164
+ #===========================================
165
+ #====== Selection Event is Event 8. ========
166
+ #====== Transfer Event is Event 9. =========
167
+ #====== Quit Event is Event 10. ============
168
+ #====== evt variable stands for event ======
169
+ #===========================================
170
+ def BEvent(evt):
171
+ global transVert,targetVert,selectedMesh
172
+ global failur, captureStr, transStr
173
+ print "Event number: %d"%evt
174
+
175
+ if evt == 8:
176
+ editMode = EditMode()
177
+ if EditMode(): EditMode(0)
178
+ objList = Blender.Object.GetSelected()
179
+ if typeCheck(Blender.Object.GetSelected()) == 0:
180
+ selectedMesh = objList[0].getData(False, True)
181
+ capturePointNum = captureSelectedVerts(selectedMesh.verts)
182
+ if capturePointNum > 0:
183
+ if capturePointNum == 1:
184
+ captureStr = "capture point: ok (vertex: %d)"%capturePointNum
185
+ Blender.Redraw()
186
+ else:
187
+ captureStr = "capture points: ok (vertices: %d)"%capturePointNum
188
+ else:
189
+ captureStr = "capture points: empty"
190
+ if editMode: EditMode(0)
191
+
192
+ elif evt == 9:
193
+ editMode = EditMode()
194
+ if EditMode(): EditMode(0)
195
+ objList = Blender.Object.GetSelected()
196
+ if typeCheck(Blender.Object.GetSelected()) == 0:
197
+ selectedMesh = objList[0].getData(False, True)
198
+ transVert = getSelectedVerts(selectedMesh.verts)
199
+ print "Selected Mesh Verts Transfer Number: %d\n"%len(selectedMesh.verts)
200
+ if len(transVert) > 0:
201
+ movePointsTransfer(transVert)
202
+ else:
203
+ failur = "The target point is empty!"
204
+
205
+ if failur == "Warning: check console":
206
+ print "----------------------------------------------------"
207
+ if editMode: EditMode(0)
208
+
209
+ elif evt == 10:
210
+ print "----------------------------------------------------"
211
+ Exit()
212
+ return
213
+
214
+ Blender.Redraw()
215
+
216
+ def Event(evt, val):
217
+ if evt == QKEY:
218
+ Exit()
219
+ return
220
+
221
+ def GUI ():
222
+ global captureStr, transStr, failur
223
+
224
+ glColor3f(0.7, 0.7, 0.7)
225
+ glRecti(15, 35, 320, 110)
226
+ glColor3f(0.9, 0.9, 0.9)
227
+ glRecti(15, 15, 320, 35)
228
+ glColor3f(0.65, 0.65, 0.65)
229
+ glRecti(15, 110, 320, 130)
230
+ glColor3f(0.0, 0.0, 0.0)
231
+ glRecti(15, 54, 320, 56)
232
+
233
+ glRasterPos2f(20,117)
234
+ Text("Shape Key Transfer")
235
+
236
+ btnSelectTarget = Button("Capture Points", 8, 20, 85, 90, 20, "target point of alignment, This is the shape you want the other shape key to become.")
237
+ btnTransfer = Button("Transfer", 9, 20, 60, 90, 20, "Transfer points in the shape key that you want to change.")
238
+ btnQuit = Button("Quit", 10, 255, 60, 60, 20, "quit the script")
239
+
240
+ glColor3f(0.15,0.15,0.15)
241
+
242
+ glRasterPos2f(20,41)
243
+ Text(transStr, "small")
244
+
245
+ glRasterPos2f(170,41)
246
+ Text(captureStr, "small")
247
+
248
+ glRasterPos2f(35,5)
249
+ Text("created by Nate Nesler) (v07-27-2008)", "tiny")
250
+ glColor3f(1, 0.0, 0.0)
251
+ glRasterPos2f(20,20)
252
+ Text(failur)
253
+
254
+ Register(GUI, Event, BEvent)
255
+ Blender.Redraw(1)
capture_shape_points.txt ADDED
@@ -0,0 +1,743 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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fef_export.py ADDED
@@ -0,0 +1,453 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #!BPY
2
+
3
+ """
4
+ Name: 'FEI 2010 Files (*.FEF)'
5
+ Blender: 242
6
+ Group: 'Export'
7
+ Tooltip: 'KONAMI FEF Files'
8
+ """
9
+ __author__ = "Skunk"
10
+ __url__ = ("", "")
11
+ __version__ = "1.1"
12
+ __bpydoc__ = ""
13
+
14
+ # ***** BEGIN GPL LICENSE BLOCK *****
15
+ #
16
+ # This program is free software; you can redistribute it and/or
17
+ # modify it under the terms of the GNU General Public License
18
+ # as published by the Free Software Foundation; either version 2
19
+ # of the License, or (at your option) any later version.
20
+ #
21
+ # This program is distributed in the hope that it will be useful,
22
+ # but WITHOUT ANY WARRANTY; without even the implied warranty of
23
+ # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
24
+ # GNU General Public License for more details.
25
+ #
26
+ # You should have received a copy of the GNU General Public License
27
+ # along with this program; if not, write to the Free Software Foundation,
28
+ # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
29
+ #
30
+ # ***** END GPL LICENCE BLOCK *****
31
+
32
+
33
+
34
+ import Blender, meshtools, BPyMesh
35
+ from Blender import *
36
+ from Blender import sys as bsys
37
+ from Blender.Window import FileSelector
38
+
39
+ REG_KEY = 'fef_reg'
40
+ EXPORT_DIR = ''
41
+ IMPORT_DIR = ''
42
+ idxcero = 0
43
+ tooltips = {
44
+ 'EXPORT_DIR': "default / last folder used to export .fef files to",
45
+ 'IMPORT_DIR': "default / last folder used to import .fef files from"
46
+ }
47
+
48
+ def update_RegistryInfo():
49
+ d = {}
50
+ d['EXPORT_DIR'] = EXPORT_DIR
51
+ d['IMPORT_DIR'] = IMPORT_DIR
52
+ Blender.Registry.SetKey(REG_KEY, d, True)
53
+
54
+ # Looking for a saved key in Blender.Registry dict:
55
+ rd = Blender.Registry.GetKey(REG_KEY, True)
56
+
57
+ if rd:
58
+ try:
59
+ EXPORT_DIR = rd['EXPORT_DIR']
60
+ IMPORT_DIR = rd['IMPORT_DIR']
61
+ except KeyError: update_RegistryInfo()
62
+
63
+ else:
64
+ update_RegistryInfo()
65
+
66
+
67
+ class mat:
68
+ def __init__(self):
69
+ self.oriname = ''
70
+ self.newname = ''
71
+ self.texture = ''
72
+
73
+ class grp:
74
+ def __init__(self):
75
+ self.name = ''
76
+ self.obj_count = 0
77
+ self.obj_list = []
78
+
79
+ class Obj:
80
+ def __init__(self):
81
+ self.name = ''
82
+ self.tex = ''
83
+ self.vlist = []
84
+ self.uvlist = []
85
+ self.vcol = []
86
+ self.flist = []
87
+
88
+ #Code Taken from 3ds Exporter
89
+ def uv_key(uv):
90
+ return round(uv.x, 6), round(uv.y, 6)
91
+
92
+ class tri_wrapper(object):
93
+ '''Class representing a triangle.
94
+ Used when converting faces to triangles'''
95
+
96
+ __slots__ = 'vertex_index', 'faceuvs', 'vcol', 'offset'
97
+ def __init__(self, vindex=(0,0,0), faceuvs=None, vcol=None):
98
+ self.vertex_index= vindex
99
+ self.faceuvs= faceuvs
100
+ self.vcol = vcol
101
+ self.offset= [0, 0, 0] # offset indicies
102
+
103
+
104
+ def split_into_tri(face, do_uv=False, do_col=False):
105
+ '''Split a quad face into two triangles'''
106
+ v = face.v
107
+ first_tri = tri_wrapper((v[0].index, v[1].index, v[2].index))
108
+ second_tri = tri_wrapper((v[0].index, v[2].index, v[3].index))
109
+
110
+ if (do_uv):
111
+ uv = face.uv
112
+ first_tri.faceuvs= uv_key(uv[0]), uv_key(uv[1]), uv_key(uv[2])
113
+ second_tri.faceuvs= uv_key(uv[0]), uv_key(uv[2]), uv_key(uv[3])
114
+ if (do_col):
115
+ first_tri.vcol = face.col[0],face.col[1],face.col[2]
116
+ second_tri.vcol = face.col[0],face.col[2],face.col[3]
117
+
118
+ return [first_tri, second_tri]
119
+
120
+
121
+ def extract_triangles(mesh):
122
+ '''Extract triangles from a mesh.
123
+
124
+ If the mesh contains quads, they will be split into triangles.'''
125
+ tri_list = []
126
+ do_uv = mesh.faceUV
127
+ for face in mesh.faces:
128
+ try:
129
+ do_col = face.col
130
+ except:
131
+ do_col = 0
132
+ num_fv = len(face)
133
+ if num_fv==3:
134
+ new_tri = tri_wrapper((face.v[0].index, face.v[1].index, face.v[2].index))
135
+ if (do_uv):
136
+ new_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[1]), uv_key(face.uv[2])
137
+ if (do_col):
138
+ new_tri.vcol = face.col[0],face.col[1],face.col[2]
139
+ tri_list.append(new_tri)
140
+
141
+ else: #it's a quad
142
+ tri_list.extend( split_into_tri(face, do_uv, do_col) )
143
+
144
+ return tri_list
145
+
146
+ def remove_face_uv(verts, tri_list, matrix):
147
+ '''Remove face UV coordinates from a list of triangles.
148
+
149
+ Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates
150
+ need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
151
+ there are multiple uv coordinates per vertex.'''
152
+
153
+ # initialize a list of UniqueLists, one per vertex:
154
+ #uv_list = [UniqueList() for i in xrange(len(verts))]
155
+ unique_uvs= [{} for i in xrange(len(verts))]
156
+
157
+ # for each face uv coordinate, add it to the UniqueList of the vertex
158
+ for tri in tri_list:
159
+ for i in xrange(3):
160
+ # store the index into the UniqueList for future reference:
161
+ # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
162
+ context_uv_vert= unique_uvs[tri.vertex_index[i]]
163
+ uvkey= tri.faceuvs[i]
164
+ try:
165
+ offset_index, uv_3ds= context_uv_vert[uvkey]
166
+ except:
167
+ offset_index= len(context_uv_vert)
168
+ context_uv_vert[tri.faceuvs[i]]= offset_index, uvkey
169
+ tri.offset[i]= offset_index
170
+
171
+
172
+ # At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
173
+ # only once.
174
+
175
+ # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the
176
+ # faces refer to the new face indices:
177
+ vert_index = 0
178
+ vert_array = []
179
+ uv_array = []
180
+ index_list=[]
181
+ for i,vert in enumerate(verts):
182
+ index_list.append(vert_index)
183
+ x, y, z = meshtools.apply_transform(vert.co,matrix)
184
+ uvmap = [None] * len(unique_uvs[i])
185
+ for ii, uv_3ds in unique_uvs[i].itervalues():
186
+ # add a vertex duplicate to the vertex_array for every uv associated with this vertex:
187
+ vert_array.append((x,y,z))
188
+ # add the uv coordinate to the uv array:
189
+ # This for loop does not give uv's ordered by ii, so we create a new map
190
+ # and add the uv's later
191
+ # uv_array.add(uv_3ds)
192
+ uvmap[ii] = uv_3ds
193
+
194
+ # Add the uv's in the correct order
195
+ for uv_3ds in uvmap:
196
+ # add the uv coordinate to the uv array:
197
+ uv_array.append(uv_3ds)
198
+
199
+ vert_index += len(unique_uvs[i])
200
+
201
+ # Make sure the triangle vertex indices now refer to the new vertex list:
202
+ for tri in tri_list:
203
+ for i in xrange(3):
204
+ tri.offset[i]+=index_list[tri.vertex_index[i]]
205
+ tri.vertex_index= tri.offset
206
+
207
+ return vert_array, uv_array, tri_list
208
+
209
+
210
+ def load_meshes(me,new,matrix):
211
+
212
+ tri_list = extract_triangles(me)
213
+
214
+ if me.faceUV:
215
+ new.vlist, new.uvlist, tri_list = remove_face_uv(me.verts,tri_list,matrix)
216
+ else:
217
+ for vert in me.verts:
218
+ x, y, z = meshtools.apply_transform(vert.co,matrix)
219
+ new.vlist.append((x,y,z))
220
+ new.uvlist.append((0.0,0.0))
221
+
222
+ vcolors = {}
223
+ for tri in tri_list:
224
+ for j in xrange(3):
225
+ index = tri.vertex_index[j]
226
+ if not tri.vcol:
227
+ color = Blender.NMesh.Col()
228
+ color.a = 255
229
+ color.r = 255
230
+ color.g = 255
231
+ color.b = 255
232
+ else:
233
+ color = tri.vcol[j]
234
+ vcolors.setdefault(index,[color.a, color.r,color.g,color.b])
235
+
236
+ for v in xrange(len(new.vlist)):
237
+ new.vcol.append(vcolors[v])
238
+
239
+ for tri in tri_list:
240
+ new.flist.append((tri.vertex_index))
241
+
242
+ return 1
243
+
244
+
245
+ def save_file(file,g):
246
+ if g.obj_count > 0:
247
+ file.write("Name = \"%s\" %d\n" % (g.name,g.obj_count))
248
+ g.obj_list.sort(key=lambda obj:obj.name)
249
+ for o in g.obj_list:
250
+ file.write("%s %s\n%d\n" % (o.name,o.tex,len(o.vlist)))
251
+ for i in range(len(o.vlist)):
252
+ file.write("%8f %8f %8f " % tuple(o.vlist[i]))
253
+ u,v = o.uvlist[i][0], o.uvlist[i][1]
254
+ file.write("%8f %8f 0x" % (u,1-v))
255
+ for j in range(len(o.vcol[i])):
256
+ file.write("%02X" % o.vcol[i][j])
257
+ file.write("\n")
258
+ file.write("%d\n" % len(o.flist))
259
+ for f in range(len(o.flist)):
260
+ file.write("%d %d %d \n" % tuple(o.flist[f]))
261
+
262
+ def add_mat(material,o):
263
+ found = False
264
+ try:
265
+ textu = material.getTextures()
266
+ except:
267
+ print "Has Material but Empty: %s"%o.getName()
268
+ return 'FFFF'
269
+ if textu[0] != None:
270
+ if textu[0].tex.type == Texture.Types.IMAGE:
271
+ new_mat = mat()
272
+ new_mat.oriname = material.name
273
+ new_mat.newname = ''
274
+ try:
275
+ new_mat.texture = textu[0].tex.image.filename
276
+ for m in range(len(mat_list)):
277
+ if mat_list[m].texture == new_mat.texture:
278
+ found = True
279
+ break
280
+ except:
281
+ print "No Texture Loaded: %s\n"%o.getName()
282
+ return material.name
283
+ if not found:
284
+ mat_list.append(new_mat)
285
+ return new_mat.texture
286
+ print "No Texture 1st Pos: %s\n"%o.getName()
287
+ return material.name
288
+
289
+ def load_objs(parent,group):
290
+ group.obj_count = 0
291
+ for o in objs:
292
+ if o.getParent() == parent:
293
+ new = Obj()
294
+ try:
295
+ new.name = o.getName().split('-')[1] + '-' + o.getName().split('-')[2]
296
+ except:
297
+ Blender.Draw.PupMenu("ERROR:%t| Object name \""+o.getName()+"\"not valid.|%l|Name should look like OBJECT_NAME-XX-XX")
298
+ return -1
299
+ me = BPyMesh.getMeshFromObject(o, None, True, False, tp)
300
+ #me = NMesh.GetRaw(o.data.name)
301
+ if len(me.materials) >0:
302
+ new.tex = add_mat(me.materials[0],o)
303
+ else:
304
+ print "No Material: %s\n"%o.getName()
305
+ new.tex = 'FFFF'
306
+ if load_meshes(me,new,o.matrix) == -1:
307
+ Blender.Draw.PupMenu('ERROR:%t| Unexpected Error. ')
308
+ return -1
309
+ group.obj_list.append(new)
310
+ group.obj_count += 1
311
+
312
+ return 1
313
+
314
+ # File Selector callback:
315
+ def fs_callback(filename):
316
+ global EXPORT_DIR
317
+
318
+ if not filename.endswith('.fef'): filename = '%s.fef' % filename
319
+
320
+ if bsys.exists(filename):
321
+ if Blender.Draw.PupMenu('OVERWRITE?%t|File exists') != 1:
322
+ return
323
+
324
+ editmode = Blender.Window.EditMode() # are we in edit mode? If so ...
325
+ if editmode: Blender.Window.EditMode(0) # leave edit mode before getting the mesh
326
+
327
+ starttime = bsys.time()
328
+
329
+ export_dir = bsys.dirname(filename)
330
+ if export_dir != EXPORT_DIR:
331
+ EXPORT_DIR = export_dir
332
+ update_RegistryInfo()
333
+
334
+ objs_count=0
335
+ for o in objs:
336
+ objs_count+=1
337
+ #Order parts to assing textures starting from LEFT_EYE
338
+ grp_mat = ["F00","F01","F02","F03","F04","F05","F06"]
339
+
340
+ #Ordered Parts to meet order in faces
341
+ grp_names = ["F00","F01","F02","F03","F04","F05","F06"]
342
+ name = "F00 %x0|F01 %x1|F02 %x2|F03 %x3|F04 %x4|F05 %x5|F06 %x6"
343
+ new_names = ["F00","F01","F02","F03","F04","F05","F06"]
344
+
345
+ #asign array names
346
+ tmp_name = ''
347
+ #check for correct names
348
+ for o in objs:
349
+ if o.getType() == "Empty":
350
+ if o.getName() not in (grp_names):
351
+ tmp_name = "Part Name %s is wrong, Please Select the one that matches. " % o.getName()
352
+ tmp_name += "%t|"
353
+ tmp_name += name
354
+ result = Blender.Draw.PupMenu(tmp_name, 10)
355
+ if result != -1:
356
+ o.setName(new_names[result])
357
+ else:
358
+ return
359
+ del new_names
360
+ del name
361
+ del tmp_name
362
+
363
+ Blender.Window.WaitCursor(1)
364
+ for o in objs:
365
+ g = grp()
366
+ g.name = o.getName()
367
+ if load_objs(o,g) == -1:
368
+ return
369
+ groups.append(g)
370
+
371
+ if len(mat_list) > 51:
372
+ Blender.Draw.PupMenu('ERROR:%t| Cant use more than 51 Textures,|%l|Please, fix it before export. ')
373
+ return
374
+
375
+ groups_ordered_mat = []
376
+ for order in range(len(grp_mat)):
377
+ for gr in groups:
378
+ if gr.name == grp_mat[order]:
379
+ groups_ordered_mat.append(gr)
380
+ break
381
+
382
+ tipo = tp.getName()
383
+ tipo = tipo.split('-')[1]
384
+ if tipo[0] == "F":
385
+ tex_id = 0x2752
386
+ else:
387
+ tex_id = 0x2753
388
+
389
+ for gr in groups_ordered_mat:
390
+ gr.obj_list.sort(key=lambda obj:obj.name)
391
+ for o in gr.obj_list:
392
+ for m in mat_list:
393
+ if o.tex == m.texture:
394
+ if m.newname == '':
395
+ m.newname = "%04x" % tex_id
396
+ tex_id += 1
397
+ o.tex = m.newname
398
+ break
399
+
400
+ mat_list.sort(key=lambda obj:obj.newname)
401
+
402
+ groups_ordered = []
403
+ for order in range(len(grp_names)):
404
+ for gr in groups_ordered_mat:
405
+ if gr.name == grp_names[order]:
406
+ groups_ordered.append(gr)
407
+ break
408
+
409
+ del groups_ordered_mat
410
+
411
+
412
+ file = open(filename,"w")
413
+ file.write("//Face and Hair Exchange File (c)2010 by Skunk\n\n")
414
+
415
+ tipo = tp.getName()
416
+ tipo = tipo.split('-')[1]
417
+
418
+
419
+ file.write("Type = \"%s\"\n\n"%tipo.replace("\n",""))
420
+
421
+ file.write("Materials = %d\n\n"% len(mat_list))
422
+ for m in mat_list:
423
+ file.write("%s \"%s\"\n"%(m.newname,m.texture))
424
+
425
+ o_count=0
426
+ for gr_o in groups_ordered:
427
+ if gr_o.obj_count > 0:
428
+ o_count += 1
429
+ file.write("\nMeshes = %d\n\n"% o_count)
430
+ for gr_o in groups_ordered:
431
+ save_file(file,gr_o)
432
+
433
+ file.close()
434
+
435
+ endtime = bsys.time() - starttime
436
+ print "Data exported in %.3f seconds." % endtime
437
+
438
+ Blender.Window.WaitCursor(0)
439
+ return
440
+
441
+
442
+ groups = []
443
+ mat_list = []
444
+ tp = Scene.GetCurrent()
445
+ objs = tp.getChildren()
446
+
447
+ if not objs:
448
+ Blender.Draw.PupMenu('ERROR: no objects in scene')
449
+ else:
450
+ fname = "*.fef"
451
+ if EXPORT_DIR:
452
+ fname = bsys.join(EXPORT_DIR, bsys.basename(fname))
453
+ FileSelector(fs_callback, "Export FEF", fname)
fef_import.py ADDED
@@ -0,0 +1,347 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ #!BPY
2
+
3
+ """
4
+ Name: 'FEI 2010 Files (*.FEF)'
5
+ Blender: 242
6
+ Group: 'Import'
7
+ Tooltip: 'KONAMI FEF Files'
8
+ """
9
+
10
+ __author__ = "Skunk"
11
+ __url__ = ("", "")
12
+ __version__ = "1.0"
13
+ __bpydoc__ = ""
14
+
15
+ # ***** BEGIN GPL LICENSE BLOCK *****
16
+ #
17
+ # This program is free software; you can redistribute it and/or
18
+ # modify it under the terms of the GNU General Public License
19
+ # as published by the Free Software Foundation; either version 2
20
+ # of the License, or (at your option) any later version.
21
+ #
22
+ # This program is distributed in the hope that it will be useful,
23
+ # but WITHOUT ANY WARRANTY; without even the implied warranty of
24
+ # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
25
+ # GNU General Public License for more details.
26
+ #
27
+ # You should have received a copy of the GNU General Public License
28
+ # along with this program; if not, write to the Free Software Foundation,
29
+ # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
30
+ #
31
+ # ***** END GPL LICENCE BLOCK *****
32
+
33
+
34
+ import Blender
35
+ from Blender import *
36
+ from Blender import sys as bsys
37
+ from Blender.Window import FileSelector
38
+
39
+ REG_KEY = 'fef_reg'
40
+ EXPORT_DIR = ''
41
+ IMPORT_DIR = ''
42
+
43
+ tooltips = {
44
+ 'EXPORT_DIR': "default / last folder used to export .sef files to",
45
+ 'IMPORT_DIR': "default / last folder used to import .sef files from"
46
+ }
47
+
48
+ def update_RegistryInfo():
49
+ d = {}
50
+ d['EXPORT_DIR'] = EXPORT_DIR
51
+ d['IMPORT_DIR'] = IMPORT_DIR
52
+ Blender.Registry.SetKey(REG_KEY, d, True)
53
+
54
+ # Looking for a saved key in Blender.Registry dict:
55
+ rd = Blender.Registry.GetKey(REG_KEY, True)
56
+
57
+ if rd:
58
+ try:
59
+ EXPORT_DIR = rd['EXPORT_DIR']
60
+ IMPORT_DIR = rd['IMPORT_DIR']
61
+ except KeyError: update_RegistryInfo()
62
+
63
+ else:
64
+ update_RegistryInfo()
65
+
66
+
67
+ class grp:
68
+ def __init__(self):
69
+ self.name = ''
70
+ self.obj_count = 0
71
+ self.obj_list = []
72
+
73
+ class Obj:
74
+ def __init__(self):
75
+ self.name = ''
76
+ self.mat = ''
77
+ self.vlist = []
78
+ self.uvlist = []
79
+ self.vcol = []
80
+ self.flist = []
81
+
82
+ class mat:
83
+ def __init__(self):
84
+ self.name = ''
85
+ self.tex = ''
86
+
87
+ class lit:
88
+ def __init__(self):
89
+ self.energy = 0
90
+ self.x = 0
91
+ self.y = 0
92
+ self.z = 0
93
+
94
+ class rebounds:
95
+ def __init__(self):
96
+ self.name = ''
97
+ self.parts = 0
98
+ self.vlist = []
99
+
100
+
101
+ groups = []
102
+ mats = []
103
+ lights = []
104
+ rebound = []
105
+
106
+ global import_dir,weather
107
+ found = 0
108
+
109
+ def load_data(file):
110
+ # global import_dir,weather
111
+ global import_dir, tipo
112
+
113
+ for line in file:
114
+ if line.find('Type') >=0:
115
+ tipo = line.split('=')[1].replace('"','').replace(' ','')
116
+ found = 1
117
+ break
118
+ # if not found:
119
+ # weather = 'DF'
120
+
121
+ file.next()
122
+ for line in file:
123
+ if line.find('Materials') >=0:
124
+ materials = int(line.split('=')[1])
125
+ found = 1
126
+ break
127
+
128
+
129
+ file.next()
130
+ for mt in range(materials):
131
+ line = file.next()
132
+ m = mat()
133
+ m.name = "%s"% line.split()[0]
134
+ if len(line.split()) == 2:
135
+ m.tex = line.split()[1]
136
+ elif len(line.split()) > 2:
137
+ m.tex = line.split()[1]
138
+ for n in xrange(len(line.split())-2):
139
+ m.tex += " " + line.split()[n+2]
140
+ else:
141
+ Blender.Draw.PupMenu('Error: Loading textures.')
142
+ return -1
143
+ m.tex = m.tex.replace('"','')
144
+ if not bsys.exists(m.tex):
145
+ Blender.Draw.PupMenu('Error:'+ m.tex + ' not found.')
146
+ return -1
147
+ mats.append(m)
148
+
149
+ for line in file:
150
+ if line.find('Meshes') >=0:
151
+ meshes = int(line.split('=')[1])
152
+ found = 1
153
+ break
154
+ if not found:
155
+ Blender.Draw.PupMenu('Meshes not found in file')
156
+ return -1
157
+
158
+ file.next()
159
+ for objs in range(meshes):
160
+ line = file.next()
161
+ line = line.split('=')[1]
162
+ g = grp()
163
+ g.name = line.split()[0].replace('"','')
164
+ g.obj_count = int(line.split()[1])
165
+ for gr in range(g.obj_count):
166
+ new = Obj()
167
+ new.vlist = []
168
+ new.uvlist = []
169
+ new.vcol = []
170
+ new.flist = []
171
+ vertex = 0
172
+ faces = 0
173
+ line = file.next()
174
+ new.name = g.name + '-' + line.split()[0]
175
+ new.mat = line.split()[1]
176
+ line = file.next()
177
+ vertex = int(line)
178
+ for ver in range(vertex):
179
+ line = file.next()
180
+ try:
181
+ x,y,z,u,v = float(line.split()[0]),float(line.split()[1]),float(line.split()[2]),float(line.split()[3]),1-float(line.split()[4])
182
+ new.vlist.append((x,y,z))
183
+ new.uvlist.append((u,v))
184
+ new.vcol.append(line.split()[5])
185
+ except:
186
+ Blender.Draw.PupMenu('Error importing Vertex list.')
187
+ return -1
188
+
189
+ line = file.next()
190
+ faces = int(line)
191
+ for fac in range(faces):
192
+ try:
193
+ line = file.next()
194
+ if len(map(int,line.split())) >3:
195
+ a,b,c,d = map(int,line.split())
196
+ new.flist.append((a,b,c,d))
197
+ else:
198
+ a,b,c = map(int,line.split())
199
+ new.flist.append((a,b,c))
200
+ except:
201
+ Blender.Draw.PupMenu('Error importing Faces.')
202
+ return -1
203
+
204
+ g.obj_list.append(new)
205
+ groups.append(g)
206
+ mats.sort()
207
+ found = -1
208
+ return 1
209
+
210
+ def import2blender():
211
+ global import_dir,tipo
212
+ scene_name = 'FEI-%s'%tipo
213
+ sc = Scene.New(scene_name)
214
+ sc.makeCurrent()
215
+ #sc = Scene.GetCurrent()
216
+ screen_list = Window.GetScreens()
217
+ for screens in screen_list:
218
+ Window.SetScreen(screens)
219
+ sc.makeCurrent()
220
+ Window.SetScreen(screen_list[2])
221
+ # Load Materials
222
+ mat = []
223
+ for m in mats:
224
+ material = Material.New(m.name)
225
+ material.rgbCol = [1.0,1.0,1.0]
226
+ texture = Texture.New(m.name)
227
+ texture.setType('Image')
228
+ texture.useAlpha
229
+ #print m.tex
230
+ if bsys.exists(m.tex):
231
+ img = Image.Load(m.tex)
232
+ texture.image = img
233
+ texture.imageFlags |= Blender.Texture.ImageFlags.USEALPHA
234
+ material.setTexture(0, texture, Texture.TexCo.UV,Texture.MapTo.ALPHA|Texture.MapTo.COL)
235
+ else:
236
+ Blender.Draw.PupMenu('Could not load %s texture'% (m.tex))
237
+ mat.append(material)
238
+
239
+ #Load mesh structures to Blender
240
+ for g in groups:
241
+ ob_list = []
242
+ for o in g.obj_list:
243
+ mesh = Blender.NMesh.New()
244
+ mesh.name = o.name
245
+ mesh.hasFaceUV(1)
246
+ mesh.hasVertexColours(1)
247
+ #Assign Material to Mesh and load Texture for UVs
248
+ tex = ''
249
+ for m in mat:
250
+ if o.mat == m.name:
251
+ mesh.materials.append(m)
252
+ textu = m.getTextures()
253
+ if bsys.exists(textu[0].tex.image.filename):
254
+ tex = textu[0].tex.image
255
+ break
256
+ if not mesh.materials:
257
+ try:
258
+ newmat = Material.Get(o.mat)
259
+ except:
260
+ newmat = Material.New(o.mat)
261
+ mesh.materials.append(newmat)
262
+
263
+ #Import Vertices
264
+ for ver in o.vlist:
265
+ bvert = Blender.NMesh.Vert(ver[0],ver[1],ver[2])
266
+ mesh.verts.append(bvert)
267
+
268
+ #Import faces with UV and Vertex Colours
269
+ for fac in o.flist:
270
+ bface = Blender.NMesh.Face()
271
+ bface.mode |= Blender.NMesh.FaceModes['TWOSIDE']
272
+ if tex:
273
+ bface.mode |= Blender.NMesh.FaceModes['TEX']
274
+ bface.transp = Blender.NMesh.FaceTranspModes['ALPHA']
275
+ bface.image = tex
276
+ for fa in range(len(fac)):
277
+ bface.v.append(mesh.verts[fac[fa]])
278
+ bface.uv.append(o.uvlist[fac[fa]])
279
+ col = Blender.NMesh.Col()
280
+ col.r = int((o.vcol[fac[fa]][4]+o.vcol[fac[fa]][5]),16)
281
+ col.g = int((o.vcol[fac[fa]][6]+o.vcol[fac[fa]][7]),16)
282
+ col.b = int((o.vcol[fac[fa]][8]+o.vcol[fac[fa]][9]),16)
283
+ col.a = int((o.vcol[fac[fa]][2]+o.vcol[fac[fa]][3]),16)
284
+ bface.col.append(col)
285
+ mesh.faces.append(bface)
286
+ mesh.mode = 0
287
+ object = Blender.NMesh.PutRaw(mesh)
288
+ object.setName(o.name)
289
+ ob_list.append(object)
290
+ # Create a group for this import.
291
+ grp = Object.New("Empty",g.name)
292
+ sc.link(grp)
293
+ grp.makeParent(ob_list)
294
+ return 1
295
+
296
+ # File Selector callback:
297
+ def fs_callback(filename):
298
+ global IMPORT_DIR, EXPORT_DIR, import_dir, tipo
299
+ tipo = ''
300
+
301
+ if not filename.endswith('.fef'): filename = '%s.fef' % filename
302
+
303
+
304
+ Blender.Window.WaitCursor(1)
305
+ starttime = bsys.time()
306
+
307
+ import_dir = bsys.dirname(filename)
308
+ if import_dir != IMPORT_DIR:
309
+ IMPORT_DIR = import_dir
310
+ update_RegistryInfo()
311
+
312
+
313
+ file = open(filename,"r")
314
+ header = file.readline()
315
+ if header != '//Face and Hair Exchange File (c)2010 by Skunk\n':
316
+ print "Wrong file!"
317
+ Blender.Draw.PupMenu('Wrong File!')
318
+ file.close()
319
+ return
320
+
321
+ if not load_data(file):
322
+ Blender.Draw.PupMenu('Error in input file!')
323
+ file.close()
324
+ return
325
+
326
+ if not import2blender():
327
+ Blender.Draw.PupMenu('Error in input file!')
328
+ file.close()
329
+ return
330
+
331
+ file.close()
332
+
333
+ endtime = bsys.time() - starttime
334
+ print "Data imported in %.3f seconds." % endtime
335
+
336
+ Blender.Window.WaitCursor(0)
337
+ return
338
+
339
+
340
+ objs = Blender.Object.Get()
341
+
342
+ if objs:
343
+ Blender.Draw.PupMenu('WARNING: There are objects yet in the scene.')
344
+ fname = "*.fef"
345
+ if IMPORT_DIR:
346
+ fname = bsys.join(IMPORT_DIR, bsys.basename(fname))
347
+ FileSelector(fs_callback, "Import FEF", fname)
unnamed.bin ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:a75862e1bd745d14a2e4e72bc1e41a1ecd2745b682e95fb5f8de01293e37c126
3
+ size 180898