def __init__(self, mapList=[]): self.window = mset.UIWindow(name='', register=False) self.rollout = mset.UIDrawer('Assign Material') self.rollout.open = True self.rollout.containedControl = self.window self.opendialog = Mset_showDialog(title='Select Texture Folder') self.btn_assingFromFolder = mset.UIButton( ('Assign From Folder').center(18, ' ')) self.btn_assingFromSubfolder = mset.UIButton( ('From External Subfolder').center(5, ' ')) self.affixlist = Mset_affixList(mapList=[ 'Normal', 'Roughness', 'BaseColor', 'Metallic', 'Specular', 'Opacity' ]) self.draw() self.controllers()
def __init__(self, title='Path:', dialogtype='OpenFolder'): self.window = mset.UIWindow(name='', register=False) self.window.width = 280 self.title = mset.UILabel(title) self.textField = mset.UITextField() self.button = mset.UIButton('....') self.button.small = True self.dialogtype = dialogtype self.draw() self.controllers()
def __init__(self): self.window = mset.UIWindow(name='', register=False) self.rollout = mset.UIDrawer('Scene Info') self.rollout.open = False self.rollout.containedControl = self.window self.btn_refresh = mset.UIButton(('Refresh').center(80, ' ')) self.btn_refresh.small = True self.object_counts = Mset_labelInfo(title='Object Count') self.material_counts = Mset_labelInfo(title='Materials Counts') self.trianglefaces = Mset_labelInfo(title='Triangle Faces Count') self.draw() self.controllers()
for i in u_mats: checkbox = mset.UICheckBox() checkbox.label = i.name checks_list.append(checkbox) scrollbox_window.addReturn() scrollbox_window.addElement(checkbox) def select_folder(): folder_line.value = mset.showOpenFolderDialog() folder_line = mset.UITextField() folder_line.value = '' folder_button = mset.UIButton() folder_button.onClick = select_folder folder_button.setIcon( os.path.abspath( os.path.join(os.curdir, "data/gui/control/materialgroupnew.tga"))) button_all = mset.UIButton() button_all.onClick = select_all button_all.text = 'All' button_none = mset.UIButton() button_none.onClick = deselcet_all button_none.text = 'None' button_scene = mset.UIButton() button_scene.onClick = sunc_scene_materials
print(mat_data["textureScale"]) ## ui window = mset.UIWindow("mar.pipe v.01") #project_settings settings_drawer_ui = mset.UIDrawer(name="Settings") settings_drawer = mset.UIWindow(name="", register=False) settings_drawer_ui.containedControl = settings_drawer window.addElement(settings_drawer_ui) #project dir settings_drawer.addElement(mset.UILabel("project")) file_button = mset.UIButton("...") file_button.onClick = get_project_folder settings_drawer.addElement(file_button) project_folder_field = mset.UITextField() project_folder_field.value = project_dir settings_drawer.addElement(project_folder_field) #material_dir settings_drawer.addReturn() settings_drawer.addElement(mset.UILabel("materials")) file_button = mset.UIButton("...") file_button.onClick = get_material_folder settings_drawer.addElement(file_button) material_folder_field = mset.UITextField() material_folder_field.value = material_dir settings_drawer.addElement(material_folder_field)
def __init__(self): #### main window self.window = mset.UIWindow(name='', register=False) self.window.width = 280 self.rollout = mset.UIDrawer('glTF Exporter') self.rollout.open = True self.rollout.containedControl = self.window #### single mode self.singlemode_window = mset.UIWindow(name='', register=False) self.singlemode_window.width = 280 self.singlemode_rollout = mset.UIDrawer('Single Mode') self.singlemode_rollout.containedControl = self.singlemode_window self.singlemode_rollout.open = False self.singlemode_rollout.setMinor(False) self.dialog_signleexport = Mset_showDialog(title='Export .glb file', dialogtype='SaveFile') self.btn_export = mset.UIButton( ('Export to Specific Path').center(68, ' ')) self.chk_savescene = mset.UICheckBox() self.chk_savescene.label = ' Save Scene File' #### batch mode self.batchmode_window = mset.UIWindow(name='', register=False) self.batchmode_window.width = 280 self.batchmode_rollout = mset.UIDrawer('Batch Mode') self.batchmode_rollout.containedControl = self.batchmode_window self.batchmode_rollout.open = True self.batchmode_rollout.setMinor(True) self.dialog_batchimport = Mset_showDialog( title='Batch import from folder', dialogtype='OpenFolder') self.dialog_batchexoprt = Mset_showDialog( title='Batch export to folder', dialogtype='OpenFolder') self.search_subfolder = mset.UICheckBox() self.search_subfolder.label = ' Serach subfolders' self.export_subfolder = mset.UICheckBox() self.export_subfolder.label = ' Export to External Relate path' self.btn_batchexport = mset.UIButton(('Batch Export').center(72, ' ')) self.chk_savescenes = mset.UICheckBox() self.chk_savescenes.label = ' Save Scene File' #### settings self.setting_window = mset.UIWindow(name='', register=False) self.setting_window.width = 280 self.setting_rollout = mset.UIDrawer('glTF Exporter Setting') self.setting_rollout.open = True self.setting_rollout.containedControl = self.setting_window self.label_setting = mset.UILabel( (' glTF Exoprt Quality Setting ').center(52, '-')) self.quality = Mset_listBox(title='Texture Quality : ', items=['Low', 'Medium', 'High', 'Full']) self.vertexcolor = mset.UICheckBox() self.vertexcolor.label = 'Use Vertex Colors' self.matelliclabel = mset.UILabel('Metaliness Threshold : ') self.matellic = mset.UISliderFloat() ### initoption self.matellic.value = 0.8 self.draw() self.controllers()
material.getSubroutine('transparency').setField( 'Alpha Map', myTexture) ## create ui class AssignMaterial = UI_AssignMaterial() GltfExporter = UI_GltfExporter() ChangeShaderType = UI_ChangeShaderType() SceneInfo = UI_SceneInfo() # Main window mainWindow = mset.UIWindow('Moonshine TDAL Tools') mainWindow.width = 305 ## add ui to Main window mainWindow.addReturn() mainWindow.addElement(AssignMaterial.rollout) mainWindow.addReturn() mainWindow.addElement(GltfExporter.rollout) mainWindow.addReturn() mainWindow.addElement(ChangeShaderType.rollout) mainWindow.addReturn() mainWindow.addElement(SceneInfo.rollout) mainWindow.addReturn() closebutton = mset.UIButton(('Close Window').center(76, ' ')) closebutton.onClick = lambda: (mset.shutdownPlugin()) mainWindow.addElement(closebutton) ## showUI mainWindow.visible = True
list.title = 'Himesh Set' list.addItem('FBX') list.addItem('OBJ') list.selectedItem = 0 #selected FBX first rotationlabel = mset.UILabel() rotationlabel.text = "Rotation:" rotationX = mset.UITextFieldFloat() rotationX.width = 35 rotationY = mset.UITextFieldFloat() rotationY.width = 35 rotationZ = mset.UITextFieldFloat() rotationZ.width = 35 rotationX.value = -90 rotationY.value = 0 rotationZ.value = 0 closeBottum = mset.UIButton() closeBottum.text = 'close' closeBottum.small = True def closewindow(): win.close() closeBottum.onClick = closewindow finalBottum = mset.UIButton() finalBottum.text = 'Go!' #Set GUI win.addElement(infolabel) win.addReturn()