# Help with this outdated script

(danimpa) #1

So its probably really rude to start my first post off like this but I really needed some help figuring out what to do with this this thing, I have this python script which is outdated (like for 2.49 but only works with the 32 bit version)
I just want some guidance or help figuring out how to make this for blender 2.78 . Since I have no clue what would be considered " deprecated methods"

The script is for sims 2 and has some problems like duplicating vertices. I just want to make it compatible with the new blender, I also didn’t make the script
Its also to import smd files but the sims 2 kind

#!BPY

“”"
Name: ‘Sims 2 smd file’
Blender: 244
Group: ‘Import’
Tooltip: ‘imports a smd file from sims 2(doubt it will work on other smd’s)’
“”"
author = “Bobcatben”
url = ["", “”]
version = “0.3”

bpydoc = “”"
“”"

#9/12/2007 version 0.3: reAdded importing of normals(results in some duplicate vertices’s but fixes the normal problem, still recalculating them, but this keeps it from merging vertices’s with different normals)

from Blender import *
from Blender.Mathutils import *
from math import *

def mat(x,y,z,rx,ry,rz):
rotmat = RotationMatrix(rx,4,‘x’) * RotationMatrix(ry,4,‘y’) * RotationMatrix(rz,4,‘z’)
transmat = TranslationMatrix(Vector(x,y,z))
mat2 = rotmat * transmat
del rotmat
del transmat
return mat2

class Bone:
id = 0
name = “”
parentid = 0
matrix = None
def init(this,id,name,pid):
this.id = id
this.name = name
this.parentid = pid

if tup in a:
return a.index(tup)
else:
a.append(tup)
return len(a)-1

def import_smd(path):
editmode = Window.EditMode()
if editmode: Window.EditMode(0)
IMPORT_SKELETON = Draw.Create(1)
IMPORT_MESH = Draw.Create(1)
pup_block = [
(‘Import Options’),
(‘Mesh’ ,IMPORT_MESH , ‘Import the Mesh?’),
(‘Skeleton’ ,IMPORT_SKELETON , ‘Import the Skeleton?’)
]
if not Draw.PupBlock(‘Import…’, pup_block):
return
import_mesh = IMPORT_MESH.val
import_skeleton = IMPORT_SKELETON.val
Window.WaitCursor(1)
name = path.split(’\’)[-1].split(’/’)[-1]
file = open(path, ‘r’)
scn = Scene.GetCurrent()
Bones = []
faces = []
verts = []
Window.DrawProgressBar(0.0,’’)
for i in range(0, len(lines)):
line = lines[i]
words = line.split()
#do the nodes
if line.startswith(‘nodes’) and import_skeleton:
arm = Armature.New(‘Bones’)
arm.envelopes = False
arm.makeEditable()
armob = scn.objects.new(arm,“Bones”)
start = i + 1
for i in range(start, len(lines)):
line = lines[i]
words = line.split()
if line.startswith(‘end’):
break
tmpbone = Armature.Editbone()
bonename = words[1][1:-1]
Bones.append(Bone(int(words[0]),bonename,int(words[2])))
if int(words[2]) > -1:
tmpbone.parent = arm.bones[ Bones[int(words[2])].name ]
arm.bones[bonename] = tmpbone
#do the skeleton
if line.startswith(‘skeleton’) and import_skeleton:
start = i + 1
for i in range(start, len(lines)):
line = lines[i]
words = line.split()
if line.startswith(‘end’):
break
if len(words) <= 2:
continue
tx, ty, tz = float(words[1]), float(words[2]), float(words[3])
rx, ry, rz = degrees(float(words[4])), degrees(float(words[5])), degrees(float(words[6]))
boneindex = int(words[0])
bone = arm.bones[Bones[boneindex].name]
parentindex = Bones[boneindex].parentid
matrix = mat(tx,ty,tz,rx,ry,rz)
if(parentindex > -1):
parent = arm.bones[Bones[parentindex].name]
parentmatrix = Bones[parentindex].matrix
matrix = matrix * parentmatrix
mytail = Vector([0,0.1,0,1]) * matrix
mytail.resize3D()
bone.tail = mytail
Bones[boneindex].matrix = matrix
else:
mytail = Vector([0,0.1,0,1]) * matrix
mytail.resize3D()
bone.tail = mytail
Bones[boneindex].matrix = matrix
#do the mesh itself(triangles)
if line.startswith(‘triangles’) and import_mesh:
start = i + 1
faceverts = []
facetex = []
for i in range(start, len(lines)):
line = lines[i]
words = line.split()
if line.startswith(‘end’):
break
if len(words) < 3:
continue
#get the vertex data, excluding normals as they dont like to import correctly
#so we will just have blender recalculate normals at the end, after we remove duplicate vertex’s
x, y, z, tx, ty = float(words[1]), float(words[2]), float(words[3]), float(words[7]), float(words[8])
nx, ny, nz = float(words[4]), float(words[5]), float(words[6])
tmp = []
if len(words) >= 10:
for w in range(0,int(words[9])*2,2):
tmp.append([ int(words[10+w]), float(words[11+w]) ])
facetex.append([tx, ty])

``````			#faces every 3 vertex's
if len(faceverts) == 3:
faces.append([faceverts,facetex])
facetex = []
faceverts = []
#now send them to blender.
Window.DrawProgressBar(0.4,'Writing Vertices')
mesh = Mesh.New('Imported Object')
meshob = scn.objects.new(mesh, 'Imported Object')
mesh.verts.extend([[0,0,0]])
for v in verts:
mesh.verts.extend([[v[0],v[1],v[2]]])
mesh.verts[-1:][0].no[0] = v[3]
mesh.verts[-1:][0].no[1] = v[4]
mesh.verts[-1:][0].no[2] = v[5]
Window.DrawProgressBar(0.6,'Writing Faces')
for f in faces:
mesh.faces.extend([f[0]],ignoreDups=True)
mesh.faces[len(mesh.faces)-1].image = Image.GetCurrent()
mesh.faces[len(mesh.faces)-1].uv = [Vector(f[1][0]),Vector(f[1][1]),Vector(f[1][2])]
mesh.verts.delete([0])
mesh.calcNormals()

file.close()
if import_skeleton and import_mesh:
Window.DrawProgressBar(0.9,'Creating vertex groups')
for b in Bones:
Window.DrawProgressBar(0.95,'Weighting vertices')
for vi in range(0, len(verts)):
for weight in verts[vi][6]:
mesh.assignVertsToGroup( Bones[weight[0]].name, [vi],weight[1],1)
if import_skeleton:
arm.update()
if import_skeleton and import_mesh:
armob.makeParentDeform([meshob], 0, 0)
Window.DrawProgressBar(1.0,'Done')
Window.WaitCursor(0)
Window.RedrawAll()
``````

Window.FileSelector(import_smd, ‘Import’)’

Any help is appreciated

(cmomoney) #2

Most of the math functions and basic python stuff will not need changing. It’s the stuff like Window.Something and similar 2.49 functions that will need to be updated.