def export_egg(pth): import io_scene_egg try: io_scene_egg.register() except: pass import io_scene_egg.yabee_libs.egg_writer #from io_scene_egg.yabee_libs import egg_writer print("RELOADING MODULES") import imp imp.reload(io_scene_egg.yabee_libs.egg_writer) #: { "animation_name" : (start_frame, end_frame, frame_rate) } ANIMATIONS = {"anim1":(0,10,5), } #: "True" to interprete an image in the uv layer as the texture EXPORT_UV_IMAGE_AS_TEXTURE = False #: "True" to copy texture images together with main.egg COPY_TEX_FILES = True #: Path for the copied textures. Relative to the main EGG file dir. #: For example if main file path is "/home/username/test/test.egg", #: texture path is "./tex", then the actual texture path is #: "/home/username/test/tex" TEX_PATH = "./tex" #os.path.join(os.path.split(pth)[0], "tex") #: "True" to write an animation data into the separate files SEPARATE_ANIM_FILE = False #True #: "True" to write only animation data ANIM_ONLY = False #: number of sign after point FLOATING_POINT_ACCURACY = 6 #: Enable tangent space calculation. Tangent space needed for some # shaders/autoshaders, but increase exporting time # "NO", "INTERNAL", "PANDA" # "INTERNAL" - use internal TBS calculation # "PANDA" - use egg-trans to calculate TBS # "NO" - do not calc TBS CALC_TBS = "NO" #"PANDA"# #: Type of texture processing. May be "SIMPLE" or "BAKE". # "SIMPLE" - export all texture layers as MODULATE. # Exceptions: # use map normal == NORMAL # use map specular == GLOSS # use map emit == GLOW # "BAKE" - bake textures. BAKE_LAYERS setting up what will be baked. # Also diffuse color of the material would set to (1,1,1) in the # "BAKE" mode #TEXTURE_PROCESSOR = "BAKE" TEXTURE_PROCESSOR = "SIMPLE" # type: (size, do_bake) BAKE_LAYERS = {"diffuse":(512, True), "normal":(512, True), "gloss": (512, True), # specular "glow": (512, False) # emission } MERGE_ACTOR_MESH = False APPLY_MOD = True PVIEW = False egg_writer = io_scene_egg.yabee_libs.egg_writer egg_writer.write_out(pth, ANIMATIONS, EXPORT_UV_IMAGE_AS_TEXTURE, SEPARATE_ANIM_FILE, ANIM_ONLY, COPY_TEX_FILES, TEX_PATH, FLOATING_POINT_ACCURACY, CALC_TBS, TEXTURE_PROCESSOR, BAKE_LAYERS, MERGE_ACTOR_MESH, APPLY_MOD, PVIEW)
# Dirty hack. I can't get the script dir through the sys.argv[0] or __file__ try: for text in bpy.data.texts: dir = os.path.dirname(text.filepath) if os.name == 'nt': dir = os.path.abspath(dir + '\\..') else: dir = os.path.abspath(dir + '/..') if dir not in sys.path: sys.path.append(os.path.abspath(dir)) except: print('Error while trying to add a paths in the sys.path') import io_scene_egg.yabee_libs.egg_writer #from io_scene_egg.yabee_libs import egg_writer print('RELOADING MODULES') import imp imp.reload(io_scene_egg.yabee_libs.egg_writer) egg_writer = io_scene_egg.yabee_libs.egg_writer egg_writer.write_out(FILE_PATH, ANIMATIONS, ANIMS_FROM_ACTIONS, EXPORT_UV_IMAGE_AS_TEXTURE, SEPARATE_ANIM_FILE, ANIM_ONLY, COPY_TEX_FILES, TEX_PATH, FLOATING_POINT_ACCURACY, CALC_TBS, TEXTURE_PROCESSOR, BAKE_LAYERS, True, True, True)
def export_egg(pth): import io_scene_egg try: io_scene_egg.register() except: pass import io_scene_egg.yabee_libs.egg_writer #from io_scene_egg.yabee_libs import egg_writer print("RELOADING MODULES") import imp imp.reload(io_scene_egg.yabee_libs.egg_writer) #: { "animation_name" : (start_frame, end_frame, frame_rate) } ANIMATIONS = { "anim1": (0, 10, 5), } #: "True" to interprete an image in the uv layer as the texture EXPORT_UV_IMAGE_AS_TEXTURE = False #: "True" to copy texture images together with main.egg COPY_TEX_FILES = True #: Path for the copied textures. Relative to the main EGG file dir. #: For example if main file path is "/home/username/test/test.egg", #: texture path is "./tex", then the actual texture path is #: "/home/username/test/tex" TEX_PATH = "./tex" #os.path.join(os.path.split(pth)[0], "tex") #: "True" to write an animation data into the separate files SEPARATE_ANIM_FILE = False #True #: "True" to write only animation data ANIM_ONLY = False #: number of sign after point FLOATING_POINT_ACCURACY = 6 #: Enable tangent space calculation. Tangent space needed for some # shaders/autoshaders, but increase exporting time # "NO", "INTERNAL", "PANDA" # "INTERNAL" - use internal TBS calculation # "PANDA" - use egg-trans to calculate TBS # "NO" - do not calc TBS CALC_TBS = "NO" #"PANDA"# #: Type of texture processing. May be "SIMPLE" or "BAKE". # "SIMPLE" - export all texture layers as MODULATE. # Exceptions: # use map normal == NORMAL # use map specular == GLOSS # use map emit == GLOW # "BAKE" - bake textures. BAKE_LAYERS setting up what will be baked. # Also diffuse color of the material would set to (1,1,1) in the # "BAKE" mode #TEXTURE_PROCESSOR = "BAKE" TEXTURE_PROCESSOR = "SIMPLE" # type: (size, do_bake) BAKE_LAYERS = { "diffuse": (512, True), "normal": (512, True), "gloss": (512, True), # specular "glow": (512, False) # emission } MERGE_ACTOR_MESH = False APPLY_MOD = True PVIEW = False egg_writer = io_scene_egg.yabee_libs.egg_writer egg_writer.write_out(pth, ANIMATIONS, EXPORT_UV_IMAGE_AS_TEXTURE, SEPARATE_ANIM_FILE, ANIM_ONLY, COPY_TEX_FILES, TEX_PATH, FLOATING_POINT_ACCURACY, CALC_TBS, TEXTURE_PROCESSOR, BAKE_LAYERS, MERGE_ACTOR_MESH, APPLY_MOD, PVIEW)
'glow': (512, False) # emission } # ---------------------------------------------------------------------- import bpy, os, sys if __name__ == '__main__': # Dirty hack. I can't get the script dir through the sys.argv[0] or __file__ try: for text in bpy.data.texts: dir = os.path.dirname(text.filepath) if os.name == 'nt': dir = os.path.abspath(dir + '\\..') else: dir = os.path.abspath(dir + '/..') if dir not in sys.path: sys.path.append(os.path.abspath(dir)) except: print('Error while trying to add a paths in the sys.path') import io_scene_egg.yabee_libs.egg_writer #from io_scene_egg.yabee_libs import egg_writer print('RELOADING MODULES22') import imp imp.reload(io_scene_egg.yabee_libs.egg_writer) egg_writer = io_scene_egg.yabee_libs.egg_writer egg_writer.write_out(FILE_PATH, ANIMATIONS, EXPORT_UV_IMAGE_AS_TEXTURE, SEPARATE_ANIM_FILE, ANIM_ONLY, COPY_TEX_FILES, TEX_PATH, FLOATING_POINT_ACCURACY, CALC_TBS, TEXTURE_PROCESSOR, BAKE_LAYERS, True, True, True)