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# Contributed by Zekium and Modder4869 from Discord - huge thanks to him!
import bpy
# ImportHelper is a helper class, defines filename and
# invoke() function which calls the file selector.
from bpy_extras.io_utils import ImportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator
import os
def test():
# make sure to append shader first or uncomment the following lines and change path
# with bpy.data.libraries.load(
# "D:\Xodd\Blender-miHoYo-Shaders\miHoYo - Genshin Impact.blend"
# ) as (data_from, data_to):
# data_to.materials = data_from.materials
def findDressMaterialName(matName):
for material in bpy.data.materials:
if matName in material.name:
x = material.node_tree.nodes['Principled BSDF'].inputs['Base Color'].links[0].from_node.image.name_full
#split reverse string ]
#print(x)
return x.replace('Tex_',"").split('_')[::-1][1]
else:
pass
# deselect all
bpy.ops.object.select_all(action='DESELECT')
# set body to active
bpy.context.view_layer.objects.active = bpy.data.objects["Body"]
#select body
bpy.data.objects["Body"].select_set(state=True, view_layer=None)
meshes = ["Body", "EyeStar", "EffectMesh"]
# select anything thats not Body , EyeStar,EffectMesh
for object in bpy.context.scene.objects:
if not object.name in meshes and object.type == "MESH":
object.select_set(state=True, view_layer=None)
#join mesh
bpy.ops.object.join()
# link materials
try:
for object in bpy.data.objects:
name = object.name
if "Body" in name:
for materialSlot in object.material_slots:
if "Body" in materialSlot.name:
materialSlot.material = bpy.data.materials["miHoYo - Genshin Body"]
elif "Face" in materialSlot.name:
materialSlot.material = bpy.data.materials["miHoYo - Genshin Face"]
elif "Hair" in materialSlot.name:
materialSlot.material = bpy.data.materials["miHoYo - Genshin Hair"]
elif "Dress" in materialSlot.name:#is it Body or Hair i have no idea
matName = materialSlot.name.split('_')[-1]
materialSlot.material = bpy.data.materials["miHoYo - Genshin " + findDressMaterialName(matName)]
else:
pass
except Exception as e:
print("MAKE SURE TO APPEND FILE FIRST\n")
raise
# select all empty objects
bpy.ops.object.select_by_type(type="EMPTY")
if 'Face Light Direction' in bpy.data.objects:
bpy.data.objects['Face Light Direction'].select_set(state=False,view_layer=None)
if 'Head Driver' in bpy.data.objects:
bpy.data.objects['Head Driver'].select_set(state=False,view_layer=None)
if 'Main Light Direction' in bpy.data.objects:
bpy.data.objects['Main Light Direction'].select_set(state=False,view_layer=None)
if 'Head Forward' in bpy.data.objects:
bpy.data.objects['Head Forward'].select_set(state=False,view_layer=None)
if 'Head Up' in bpy.data.objects:
bpy.data.objects['Head Up'].select_set(state=False,view_layer=None)
# delete them
bpy.ops.object.delete()
#hides EyeStar and EffectMesh
if 'EffectMesh' in bpy.data.objects:
bpy.data.objects['EffectMesh'].hide_set(True)
if 'EyeStar' in bpy.data.objects:
bpy.data.objects['EyeStar'].hide_set(True)
#run genshin texture import script , uncomment the lines if u dont want to manually run file and change path
#bpy.ops.script.python_file_run(filepath="D:\Xodd\Blender-miHoYo-Shaders\scripts\genshin-import-linear.py")
#set view transform to standard
bpy.context.scene.view_settings.view_transform = 'Standard'
#rotate it (not sure about the values yet)
bpy.ops.object.select_all(action='DESELECT')
for object in bpy.data.objects:
if object.type == 'ARMATURE':
print(object.name)
object.select_set(state=True)
bpy.ops.transform.rotate(value=1.5708, orient_axis='X', orient_type='GLOBAL', orient_matrix=((1, 0, 0), (0, 1, 0), (0, 0, 1)), orient_matrix_type='GLOBAL', constraint_axis=(True, False, False), mirror=False, use_proportional_edit=False, proportional_edit_falloff='SMOOTH', proportional_size=1, use_proportional_connected=False, use_proportional_projected=False)
class GI_OT_GenshinImportTextures(Operator, ImportHelper):
"""This appears in the tooltip of the operator and in the generated docs"""
bl_idname = "file.genshin_import" # important since its how bpy.ops.import_test.some_data is constructed
bl_label = "Genshin: Import Textures"
# ImportHelper mixin class uses this
filename_ext = "*.*"
import_path: StringProperty(
name = "Path",
description = "Path to the folder containing the files to import",
default = "",
subtype = 'DIR_PATH'
)
filter_glob: StringProperty(
default="*.*",
options={'HIDDEN'},
maxlen=255, # Max internal buffer length, longer would be clamped.
)
def execute(self, context):
test()
directory = os.path.dirname(self.filepath)
for name, folder, files in os.walk(directory):
for file in files :
# load the file with the correct alpha mode
img_path = directory + "/" + file
img = bpy.data.images.load(filepath = img_path, check_existing=True)
img.alpha_mode = 'CHANNEL_PACKED'
# declare body and face mesh variables
body_var = bpy.context.scene.objects["Body"]
# face_var = bpy.context.scene.objects["Face"]
# Implement the texture in the correct node
if "Hair_Diffuse" in file :
bpy.context.view_layer.objects.active = body_var
bpy.context.object.material_slots.get('miHoYo - Genshin Hair').material.node_tree.nodes['Hair_Diffuse_UV0'].image = img
bpy.context.object.material_slots.get('miHoYo - Genshin Hair').material.node_tree.nodes['Hair_Diffuse_UV1'].image = img
elif "Hair_Lightmap" in file :
bpy.context.view_layer.objects.active = body_var
img.colorspace_settings.name='Non-Color'
bpy.context.object.material_slots.get('miHoYo - Genshin Hair').material.node_tree.nodes['Hair_Lightmap_UV0'].image = img
bpy.context.object.material_slots.get('miHoYo - Genshin Hair').material.node_tree.nodes['Hair_Lightmap_UV1'].image = img
elif "Hair_Normalmap" in file :
bpy.context.view_layer.objects.active = body_var
img.colorspace_settings.name='Non-Color'
bpy.context.object.material_slots.get('miHoYo - Genshin Hair').material.node_tree.nodes['Hair_Normalmap_UV0'].image = img
bpy.context.object.material_slots.get('miHoYo - Genshin Hair').material.node_tree.nodes['Hair_Normalmap_UV0'].image = img
elif "Hair_Shadow_Ramp" in file :
bpy.data.node_groups['Hair Shadow Ramp'].nodes['Hair_Shadow_Ramp'].image = img
elif "Body_Diffuse" in file :
bpy.context.view_layer.objects.active = body_var
bpy.context.object.material_slots.get('miHoYo - Genshin Body').material.node_tree.nodes['Body_Diffuse_UV0'].image = img
bpy.context.object.material_slots.get('miHoYo - Genshin Body').material.node_tree.nodes['Body_Diffuse_UV1'].image = img
elif "Body_Lightmap" in file :
bpy.context.view_layer.objects.active = body_var
img.colorspace_settings.name='Non-Color'
bpy.context.object.material_slots.get('miHoYo - Genshin Body').material.node_tree.nodes['Body_Lightmap_UV0'].image = img
bpy.context.object.material_slots.get('miHoYo - Genshin Body').material.node_tree.nodes['Body_Lightmap_UV1'].image = img
elif "Body_Normalmap" in file :
bpy.context.view_layer.objects.active = body_var
img.colorspace_settings.name='Non-Color'
bpy.context.object.material_slots.get('miHoYo - Genshin Body').material.node_tree.nodes['Body_Normalmap_UV0'].image = img
bpy.context.object.material_slots.get('miHoYo - Genshin Body').material.node_tree.nodes['Body_Normalmap_UV1'].image = img
elif "Body_Shadow_Ramp" in file :
bpy.data.node_groups['Body Shadow Ramp'].nodes['Body_Shadow_Ramp'].image = img
elif "Face_Diffuse" in file :
bpy.context.view_layer.objects.active = body_var
bpy.context.object.material_slots.get('miHoYo - Genshin Face').material.node_tree.nodes['Face_Diffuse'].image = img
elif "Face_Shadow" in file :
bpy.context.view_layer.objects.active = body_var
img.colorspace_settings.name='Non-Color'
bpy.context.object.material_slots.get('miHoYo - Genshin Face').material.node_tree.nodes['Face_Shadow'].image = img
elif "FaceLightmap" in file :
bpy.context.view_layer.objects.active = body_var
img.colorspace_settings.name='Non-Color'
bpy.data.node_groups['Face Lightmap'].nodes['Face_Lightmap'].image = img
elif "MetalMap" in file :
bpy.data.node_groups['Metallic Matcap'].nodes['MetalMap'].image = img
else :
pass
return {'FINISHED'}
def register():
bpy.utils.register_class(GI_OT_GenshinImportTextures)
def unregister():
bpy.utils.unregister_class(GI_OT_GenshinImportTextures)
if __name__ == "__main__":
register()
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