public StudioMdlWriter AssembleModel(Folder characterAssets, AvatarScale scale, bool collisionModel = false) { StudioMdlWriter meshBuilder = new StudioMdlWriter(); // Build Character Folder import = RBXM.LoadFromAsset(R6AssemblyAsset); Folder assembly = import.FindFirstChild <Folder>("ASSEMBLY"); assembly.Parent = characterAssets; BasePart head = assembly.FindFirstChild <BasePart>("Head"); BasePart torso = assembly.FindFirstChild <BasePart>("Torso"); torso.CFrame = new CFrame(); foreach (Instance asset in characterAssets.GetChildren()) { if (asset.IsA("CharacterMesh") && !collisionModel) { CharacterMesh characterMesh = (CharacterMesh)asset; string limbName = LimbMatcher[characterMesh.BodyPart]; MeshPart limb = assembly.FindFirstChild <MeshPart>(limbName); if (limb != null) { limb.MeshId = "rbxassetid://" + characterMesh.MeshId; } } else if (asset.IsA("Accoutrement") && !collisionModel) { PrepareAccessory(asset, assembly); } else if (asset.IsA("DataModelMesh")) { OverwriteHead(asset, head); } } BoneKeyframe keyframe = AssembleBones(meshBuilder, torso); foreach (Bone bone in keyframe.Bones) { BuildAvatarGeometry(meshBuilder, bone); } return(meshBuilder); }
public TextureBindings BindTextures(TextureCompositor compositor, Dictionary <string, ValveMaterial> materials) { Contract.Requires(compositor != null && materials != null); TextureBindings textures = new TextureBindings(); Bitmap core = compositor.BakeTextureMap(); Rbx2Source.SetDebugImage(core); Bitmap head = TextureCompositor.CropBitmap(core, RECT_HEAD); textures.BindTexture("Head", head); Bitmap body = TextureCompositor.CropBitmap(core, RECT_BODY); Folder characterAssets = compositor.CharacterAssets; Rbx2Source.Print("Processing Package Textures..."); Rbx2Source.IncrementStack(); // Collect CharacterMeshes var packagedLimbs = characterAssets .GetChildrenOfType <CharacterMesh>() .ToDictionary(mesh => mesh.BodyPart); // Compose the textures that will be used var limbOverlays = new Dictionary <BodyPart, long>(); var limbBitmaps = new Dictionary <long, Bitmap>() { { 0, body } }; foreach (BodyPart limb in LimbMatcher.Keys) { // Head is already textured, ignore it. if (limb == BodyPart.Head) { continue; } // Is there a CharacterMesh for this limb? if (packagedLimbs.ContainsKey(limb)) { // Check the CharacterMesh textures. CharacterMesh mesh = packagedLimbs[limb]; if (mesh.OverlayTextureId > 0) { // Use the overlay texture for this limb. long overlayId = mesh.OverlayTextureId; limbOverlays.Add(limb, overlayId); // Compose this overlay texture with the body texture if it doesn't exist yet. if (!limbBitmaps.ContainsKey(overlayId)) { Asset overlayAsset = Asset.Get(overlayId); TextureCompositor overlayCompositor = new TextureCompositor(AvatarType.R6, RECT_FULL); overlayCompositor.SetContext("Overlay Texture " + overlayId); overlayCompositor.AppendTexture(overlayAsset, RECT_BODY, 1); overlayCompositor.AppendTexture(body, RECT_BODY); Bitmap overlayTex = overlayCompositor.BakeTextureMap(RECT_BODY); limbBitmaps.Add(overlayId, overlayTex); } continue; } else if (mesh.BaseTextureId > 0) { // Use the base texture for this limb. long baseId = mesh.BaseTextureId; limbOverlays.Add(limb, baseId); // Compose the base texture if it doesn't exist yet. if (!limbBitmaps.ContainsKey(baseId)) { Asset baseAsset = Asset.Get(baseId); TextureCompositor baseCompositor = new TextureCompositor(AvatarType.R6, RECT_FULL); baseCompositor.SetContext("Base Texture " + baseId); baseCompositor.AppendTexture(baseAsset, RECT_BODY); Bitmap baseTex = baseCompositor.BakeTextureMap(RECT_BODY); limbBitmaps.Add(baseId, baseTex); } continue; } } // If no continue statement is reached, fallback to using the body texture. // This occurs if the limb has no package, or the package limb has no textures. limbOverlays.Add(limb, 0); } // Add the images into the texture assembly. foreach (long id in limbBitmaps.Keys) { Bitmap bitmap = limbBitmaps[id]; string matName = GetBodyMatName(id); textures.BindTexture(matName, bitmap, false); } // Link the limbs to their textures. foreach (BodyPart limb in limbOverlays.Keys) { long id = limbOverlays[limb]; string matName = GetBodyMatName(id); string limbName = Rbx2Source.GetEnumName(limb); textures.BindTextureAlias(limbName, matName); } // Handle the rest of the materials foreach (string matName in materials.Keys) { if (!textures.MatLinks.ContainsKey(matName)) { ValveMaterial material = materials[matName]; Asset texture = material.TextureAsset; TextureCompositor matComp = new TextureCompositor(AvatarType.R6, RECT_ITEM); matComp.SetContext("Accessory Texture " + matName); matComp.AppendTexture(texture, RECT_ITEM); Bitmap bitmap = matComp.BakeTextureMap(); textures.BindTexture(matName, bitmap); } } Rbx2Source.DecrementStack(); return(textures); }