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blender_mmd_tools_extra's Introduction

blender_mmd_tools_extra

This is an enhancement tool for blender_mmd_tools.
Welcom issue, function and translations pr.

Depends on blender_mmd_tools
Minimum Blender Supported Version is 3.0
Recommended Blender version 3.2.2 or newer

这是一个 blender_mmd_tools 的增强工具。
欢迎提出问题和贡献新的功能和翻译。

依赖于 blender_mmd_tools
最低 Blender 支持版本 Blender 3.3
建议 Blender 版本 3.3 或更新

blender_mmd_tools Link: https://github.com/UuuNyaa/blender_mmd_tools/tree/main

Features / 功能介绍


Bone Panel / 骨骼面板

Clear selected bone roll / 清除选择骨骼滚动角度

Armature Edit Mode. Requires at least one bone to be selected.

骨架编辑模式,需要选中至少一根骨骼。

Symmetric selected bones X / X轴镜像选中骨骼的设置

Armature Edit Mode. Requires at least one bone to be selected.
It not only includes basic Blender attributes such as bone position and posture, but also includes mmd_bone name, fixed axis and other mmd attributes.

骨架编辑模式,需要选中至少一根骨骼。
不仅包括骨骼位置,姿态等基础Blender属性,还包括mmd_bone的名字,固定轴等mmd属性。

Hide all uncontrollable bone / 隐藏所有不可控制骨骼

Pose Mode.

姿态模式。

Hide all physics bone / 隐藏所有物理骨骼

Pose Mode.

姿态模式。

Auto setting and hide tip bone / 自动设定和隐藏尖端骨骼

Pose Mode.
Automatically hides bones that meet the following conditions:

  1. The last character of a Japanese name is "先"
  2. The bone has setting with is_tip

姿态模式
自动隐藏符合以下条件的骨骼:

  1. 日文名最后一个字是 "先"
  2. 已设定尖端骨骼的骨骼

Select rigidbody by selected bone / 基于已选择的骨骼选中关联的刚体

Armature Edit Mode or Pose Mode. Requires at least one bone to be selected.

骨架编辑模式或姿态模式,需要选中至少一根骨骼。

Disconnect all physical bone / 断离所有物理骨骼

Armature Edit Mode.
After the physical bone is disconnect, it will be free to move. Then store the original connection settings in the mmd_bone_use_connect attribute.
This function is generally used in skeletal animations baked into physics.

骨架编辑模式。
物理骨骼断离后,将可以自由移动。然后把原来的连接设定储存在 mmd_bone_use_connect 属性内。
本功能一般用于物理烘焙到的骨骼动画中。

Example:https://www.bilibili.com/video/BV1ga411Z7aJ

Cancel disconnect all physical bone / 取消断离所有物理骨骼

Armature Edit Mode.
Restores the original connection settings of the physical bones.

骨架编辑模式。
恢复物理骨骼原来的连接设定。


Material Panel / 材质面板

Batch update / 批量修改

Any mode.
Modify material properties in batches according to the material name patten.

任意模式。
根据材质名匹配表达式,批量修改属性。


Material Panel 2 / 材质面板2

Remove all redundant mmd shader group / 删除所有冗余的MMDShader组

Any mode.
Remove all MMDShaderDev.XXX and MMDTexUV.XXX and migrate to MMDShaderDev and MMDTexUV.

任意模式。
移除所有的 MMDShaderDev.XXX 和 MMDTexUV.XXX,并迁移为 MMDShaderDev 和 MMDTexUV。

Copy Material From Data To Object Dialog / 复制材质从网格数据到网格对象对话框

User Remap Material From Data To Object Dialog / 重映射材质引用从网格数据到网格对象对话框

Copy Material From Actived To Selected Object Dialog / 从激活对象复制材质到选择对象对话框

Object Mode. Requires at least two meshes to be selected.
When the material is copied, the material morph of the MMD model will also be modified.
It is very convenient to change the material of the MMD model without worrying about the morph data being damaged.

物体模式。要求至少选中两个网格对象。
材质复制时,同时也会修改对应的MMD模型的材质变形。
这可以非常便利地更换MMD模型的材质,而不用担心变形数据被破坏。

Reload All Image / 重载所有图像

Any mode.
Reload all material texture from the disk.

任意模式。
从硬盘重载所有材质贴图。

Remove All Redundant Image / 移除所有冗余图像

Any mode.
Example: Safely turn a.png, a.png.001, a.Png.002 all into a.png

任意模式。
例子:安全地把 a.png, a.png.001, a.png.002 全都变成 a.png


Morph Panel / 变形面板

Replace Material Morph Related Mesh Dialog / 材质变形相关网格替换对话框

Any mode.
Used to batch replace the related_mesh of material morph.

任意模式。
用于批量修改材质变形的相关网格。


Rigidbody Panel / 刚体面板

Select all non bone ref rigid / 选择所有没有引用任何骨骼的刚体

Object Mode.

物体模式。

Auto rename selected rigidbody / 自动重命名选择的刚体

Object Mode. Requires at least one rigidbody to be selected.

物体模式,需要选中至少一个刚体对象。

Example/示例:78.rigid.ひざ.L

Select joint by selected rigidbody / 基于已选择的刚体选择关联的约束点(J点)

Object Mode. Requires at least one rigidbody to be selected.

物体模式,需要选中至少一个刚体对象。

Select bone by selected rigidbody / 基于已选择的刚体选择关联的骨骼

Object Mode. Requires at least one rigidbody to be selected.

物体模式,需要选中至少一个刚体对象。


Joint Panel / 约束点(J点)面板

Select all invalid joint / 选择所有无效约束点

Object Mode.

物体模式。

Auto Rename selected joint / 自动重命名已选择的约束点

Object Mode. Requires at least one rigidbody to be selected.

物体模式。需要选中至少一个约束点对象。

Example:280.joint.ひじ.L->袖_0_1.L

Select rigidbody by selected joint / 基于已选择的约束点选择刚体

Object Mode. Requires at least one rigidbody to be selected.

物体模式。需要选中至少一个约束点对象。


Action Panel / 动作面板

Fast Bake Action Dialog / 快速烘焙对话框

Armature Edit Mode or Pose Mode. Requires at least one bone to be selected.
The visual transformation baking function I implemented currently only supports baking skeletal animations, which can be 100 times faster than the official baking function.

骨架编辑模式或姿态模式,需要选中至少一根骨骼。
我实现的可视变换烘焙功能,目前只支持烘焙骨骼动画,相比官方的烘焙功能,可以快100倍。

Example:https://www.bilibili.com/video/BV1ga411Z7aJ

Clean Action Dialog / 清理动作对话框

Armature Edit Mode or Pose Mode. Requires at least one bone to be selected.
I implement the action cleanup function, and currently only support cleanup skeleton animations.
Because the official action cleanup function cannot be called in python, I wrote an action cleanup function.

骨架编辑模式或姿态模式,需要选中至少一根骨骼。
我实现动作清理功能,目前只支持清理骨骼动画。
因为官方的动作清理功能无法在python中调用,所以我编写了一个动作清理功能。


Other Panel / 其他面板

Delete all vrm obj / 删除所有VRM对象

Any mode.
Once the VRM plugin is enabled, a large number of invisible and useless objects starting with '| vrm' will be automatically left behind.
This function can delete all objects starting with '| vrm' with one click.

任意模式。
一旦启用VRM插件,将会在自动遗留大量的不可见的无用的 '| vrm' 开头的物体对象。
本功能可以一键删除所有以 '| vrm' 开头的物体对象。

Delete all invalid driver / 删除所有无效驱动器

Any mode.

任意模式。

Delete all ghost object / 删除所有幽灵对象

Any mode.
All objects that do not belong to any scene and view layers will be deleted.

任意模式。
将会全部删除不属于任何场景和视图层的物体对象。


Design Principles / 设计原则

Functions will be made as self-contained as possible.
The functions of the various modules will refer to each other as little as possible.
Will be as compatible with the latest blender release as possible.

将尽可能使功能自我完备。
各个模块的功能将尽可能少互相引用。
将会尽可能与最新的blender发行版兼容。

API stability / API稳定性

The API is currently unstable, and function names and parameters may continue to change.
If you find that a function is very suitable for your own plugin, it is recommended to copy the corresponding function into your plugin.

目前 API 尚不稳定,函数名和参数可能会继续更改。
如果你发现一个功能很适合你自己写的插件,建议复制对应的功能函数到你的插件中。

License / 协议

GPLv3

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blender_mmd_tools_extra's Issues

vmd如何转fbx

vmd如何转fbx,让动作信息准确转换。挺郁闷的,找不到方法。想让auto rig控制器使用vmd动作

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