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scan.py
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scan.py
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import bpy
import bmesh
import os
import math
from merge import *
# Global default vars
BASE_ARMPIT_ANGLE = 2.461024985435223
BASE_ELBOW_ANGLE = 2.9540990558848352
BASE_HIP_ANGLE = 1.6520571392932055
BASE_SHOULDER_HIP_DIFF = (108.602844 - 60.33493) / 2
BASE_UPPER_BODY_HEIGHT = 165.0949536
BASE_UPPER_LEG_LENGTH = 95.903725
BASE_LOWER_LEG_LENGTH = 78.31119
BASE_UPPER_ARM_LENGTH = 77.71532
BASE_LOWER_ARM_LENGTH = 67.15182
def load_blend(model_path):
print("Loading 3D model...")
bpy.ops.wm.open_mainfile(filepath=model_path)
def load_obj(model_path):
bpy.ops.import_scene.obj(filepath=model_path)
return bpy.context.selected_objects[-1].name
def load_fbx(model_path):
bpy.ops.import_scene.fbx(filepath=model_path)
return bpy.context.selected_objects[-1].name
def select_armature_object():
armature_object = None
# Ensure we are in Object Mode
if bpy.context.object:
if bpy.context.object.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
# Loop through objects in the scene to find an armature object
for obj in bpy.data.objects:
if obj.type == 'ARMATURE':
armature_object = obj
break
if armature_object:
bpy.ops.object.select_all(action='DESELECT')
armature_object.select_set(True)
bpy.context.view_layer.objects.active = armature_object
return armature_object.name
else:
print("No armature object found in the scene.")
return None
def select_mesh_object():
mesh_object = None
if bpy.context.object:
if bpy.context.object.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
# Loop through objects in the scene to find a mesh object
for obj in bpy.data.objects:
if obj.type == 'MESH':
mesh_object = obj
break
if mesh_object:
bpy.ops.object.select_all(action='DESELECT')
mesh_object.select_set(True)
bpy.context.view_layer.objects.active = mesh_object
return mesh_object.name
else:
print("No mesh object found in the scene.")
return None
def create_uv_map(model_name):
print("UV mapping")
obj = bpy.data.objects[model_name]
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.align(axis='ALIGN_S')
# bpy.ops.uv.smart_project()
# bpy.ops.uv.unwrap()
bpy.ops.uv.cube_project(cube_size=1, correct_aspect=False, clip_to_bounds=False, scale_to_bounds=True)
bpy.ops.object.mode_set(mode='OBJECT')
# obj = bpy.data.objects[model_name]
# bpy.context.view_layer.objects.active = obj
# Project view? - Failed
# if obj.type == 'MESH':
# bpy.ops.object.mode_set(mode='EDIT')
# # Select all faces of the mesh
# bpy.ops.mesh.select_all(action='SELECT')
# # Ensure a UV Map exists
# if not obj.data.uv_layers:
# obj.data.uv_layers.new()
# # Project from View
# bpy.ops.uv.project_from_view(scale_to_bounds=True)
# # Return to Object Mode
# bpy.ops.object.mode_set(mode='OBJECT')
# else:
# print(f"The object {model_name} is not a mesh.")
def apply_texture(model_name, texture_path):
print("Applying texture...")
absolute_texture_path = os.path.abspath(texture_path)
img = bpy.data.images.load(absolute_texture_path)
mat = bpy.data.materials.new(name="ModelMaterial")
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get('Principled BSDF')
tex_image = mat.node_tree.nodes.new('ShaderNodeTexImage')
tex_image.image = img
mat.node_tree.links.new(bsdf.inputs['Base Color'], tex_image.outputs['Color'])
obj = bpy.data.objects[model_name]
if obj.data.materials:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
def export_model(export_path):
if export_path.endswith('.obj'):
bpy.ops.export_scene.obj(
filepath=export_path,
use_selection=True,
use_mesh_modifiers=True,
use_edges=True,
use_smooth_groups=False,
use_smooth_groups_bitflags=False,
use_normals=True,
use_uvs=True,
use_materials=True,
use_triangles=True,
use_nurbs=False,
use_vertex_groups=False,
use_blen_objects=True,
group_by_object=False,
group_by_material=False,
keep_vertex_order=False,
global_scale=1,
path_mode='AUTO'
)
if export_path.endswith('.glb'):
bpy.ops.export_scene.gltf(
filepath=export_path,
export_format='GLB',
export_animations=True,
export_animation_mode='SCENE',
export_apply=True,
export_image_format='AUTO',
export_texture_dir='textures',
export_normals=True,
export_tangents=True,
export_colors=True,
export_cameras=True,
export_lights=True,
export_extras=True
)
def calculate_scale(data, type="upper"):
if type == "upper":
avg_height = (data["left_shoulder-left_hip"] + data["right_shoulder-right_hip"]) / 2
return avg_height / BASE_UPPER_BODY_HEIGHT
if type =="upperarm.L":
return data["left_shoulder-left_elbow"] / BASE_UPPER_ARM_LENGTH
if type =="upperarm.R":
return data["right_shoulder-right_elbow"] / BASE_UPPER_ARM_LENGTH
if type =="lowerarm.L":
return data["left_elbow-left_wrist"] / BASE_LOWER_ARM_LENGTH
if type =="lowerarm.R":
return data["right_elbow-right_wrist"] / BASE_LOWER_ARM_LENGTH
if type =="upperleg.L":
return data["left_hip-left_knee"] / BASE_UPPER_LEG_LENGTH
if type =="upperleg.R":
return data["right_hip-right_knee"] / BASE_UPPER_LEG_LENGTH
if type =="lowerleg.L":
return data["left_knee-left_ankle"] / BASE_LOWER_LEG_LENGTH
if type =="lowerleg.R":
return data["right_knee-right_ankle"] / BASE_LOWER_LEG_LENGTH
if type == "lat":
avg_length = (data["left_shoulder-right_shoulder"] - data["left_hip-right_hip"]) / 2
return avg_length / BASE_SHOULDER_HIP_DIFF
return 1
def adjust_rig(scale_data, angle_data, model_name):
print("Adjusting pose")
bpy.context.view_layer.objects.active = bpy.data.objects[model_name]
if bpy.context.active_object.type == 'ARMATURE':
# Switch to Pose Mode
bpy.ops.object.mode_set(mode='POSE')
armature = bpy.data.objects[model_name]
# Get the pose bones
# Adjust lat
scale_lat = calculate_scale(scale_data, type="lat")
armature.data.bones['KTF.L'].select = True
bpy.ops.transform.resize(value=(scale_lat, scale_lat, scale_lat))
armature.data.bones['KTF.L'].select = False
armature.data.bones['KTF.R'].select = True
bpy.ops.transform.resize(value=(scale_lat, scale_lat, scale_lat))
armature.data.bones['KTF.R'].select = False
# Adjust arms
for bone_name in ["upperarm.L", "upperarm.R", "lowerarm.L", "lowerarm.R"]:
scale = calculate_scale(scale_data, type=bone_name)
armature.data.bones[bone_name].select = True
bpy.ops.transform.resize(value=(scale, scale, scale))
armature.data.bones[bone_name].select = False
# Adjust legs
for bone_name in ["upperleg.L", "upperleg.R", "lowerleg.L", "lowerleg.R"]:
scale = calculate_scale(scale_data, type=bone_name)
armature.data.bones[bone_name].select = True
bpy.ops.transform.resize(value=(scale, scale, scale))
armature.data.bones[bone_name].select = False
# Adjust upper body height
scale_height = calculate_scale(scale_data, type="upper")
armature.data.bones['chest'].select = True
bpy.ops.transform.resize(value=(scale_height, scale_height, scale_height))
armature.data.bones['chest'].select = False
# Translate waist position from legs' length differences (Max for people with disabilities)
upperleg_length_diff = max(scale_data["left_hip-left_knee"], scale_data["right_hip-right_knee"]) - BASE_UPPER_LEG_LENGTH
lowerleg_length_diff = max(scale_data["left_knee-left_ankle"], scale_data["right_knee-right_ankle"]) - BASE_LOWER_LEG_LENGTH
armature.data.bones['wiest'].select = True
bpy.ops.transform.translate(value=(0, 0, (upperleg_length_diff + lowerleg_length_diff) / 40))
armature.data.bones['wiest'].select = False
angle_key = {
"upperarm.L": "left_shoulder",
"upperarm.R": "right_shoulder",
"lowerarm.L": "left_elbow",
"lowerarm.R": "right_elbow",
"upperleg.L": "left_hip",
"upperleg.R": "right_hip",
}
# Adjust arm angles
for bone_name in ["upperarm.L", "upperarm.R"]:
angle = angle_data[angle_key[bone_name]] - BASE_ARMPIT_ANGLE
armature.data.bones[bone_name].select = True
bpy.ops.transform.rotate(value=angle, orient_axis='Y')
armature.data.bones[bone_name].select = False
# # Adjust leg angles - The leg joints are locked for some reasons
# for bone_name in ["upperleg.L", "upperleg.R"]:
# angle = angle_data[angle_key[bone_name]] - BASE_HIP_ANGLE
# armature.data.bones[bone_name].select = True
# bpy.ops.transform.rotate(value=angle, orient_axis='Z')
# armature.data.bones[bone_name].select = False
# Adjust elbow angles
for bone_name in ["lowerarm.L", "lowerarm.R"]:
angle = angle_data[angle_key[bone_name]] - BASE_ELBOW_ANGLE
armature.data.bones[bone_name].select = True
bpy.ops.transform.rotate(value=angle * 10, orient_axis='Y')
armature.data.bones[bone_name].select = False
else:
print(f"The object {model_name} is not an armature.")
model_path = './3d/character.blend'
def convert2dto3d(texture_path, scale_data, angle_data, export_path):
load_blend(model_path)
amature_name = select_armature_object()
model_name = select_mesh_object()
# adjust_rig(scale_data, angle_data, amature_name)
create_uv_map(model_name)
apply_texture(model_name, texture_path)
export_model(export_path)
return True
convert2dto3d("./textures/bao.jpg", {}, {}, "./models/export.obj")