def convertMesh(meshBlock,exportData,workerthreat): exportData.doc.SetActiveObject(meshBlock.copiedMesh) if not meshBlock.copiedMesh.GetTag(5604): return if not meshBlock.copiedMesh.GetTag(5600): return materials=workerHelpers.getObjectsMaterials(meshBlock.copiedMesh) matCounter=0 while matCounter<len(materials): meshBlock.saveSubMeshes.append(classesAWDBlocks.awdSubMesh(materials[matCounter][0],materials[matCounter][1].name,materials[matCounter][1].selectionIndexe,materials[matCounter][2])) matCounter+=1 if workerthreat.TestBreak(): return workerSubMeshReader.prepareSubmeshIndexe(meshBlock) if workerthreat.TestBreak(): return # if the meshBlock has a WeightTag-applied, we create a "jointTranslater"-list, so when parsing the weight-data later, we know which joint-indicies to set. if meshBlock.copiedMesh.GetTag(c4d.Tweights)!=None: firstSkeleton=exportData.jointIDstoSkeletonBlocks.get(str(meshBlock.copiedMesh.GetTag(c4d.Tweights).GetJoint(0,exportData.doc).GetName()),None) noValidSkeleton=False if firstSkeleton!=None: firstSkeletonName=exportData.jointIDstoSkeletonBlocks[str(meshBlock.copiedMesh.GetTag(c4d.Tweights).GetJoint(0,exportData.doc).GetName())].name jointcounter=0 meshBlock.jointTranslater=[] while jointcounter<meshBlock.copiedMesh.GetTag(c4d.Tweights).GetJointCount(): curJoint=meshBlock.copiedMesh.GetTag(c4d.Tweights).GetJoint(jointcounter,exportData.doc) if curJoint is not None: if exportData.jointIDstoSkeletonBlocks.get(str(curJoint.GetName()),None) is None: noValidSkeleton=True break if exportData.jointIDstoSkeletonBlocks.get(str(curJoint.GetName()),None) is not None: if firstSkeletonName!=exportData.jointIDstoSkeletonBlocks[str(curJoint.GetName())].name: noValidSkeleton=True break meshBlock.jointTranslater.append(exportData.jointIDstoJointBlocks[str(curJoint.GetName())].jointID-1) jointcounter+=1 if noValidSkeleton==False: pass#print "Skeleton Found: "+str(firstSkeletonName) if firstSkeleton==None or noValidSkeleton==True: jointcounter=0 meshBlock.jointTranslater=[] while jointcounter<meshBlock.copiedMesh.GetTag(c4d.Tweights).GetJointCount(): meshBlock.jointTranslater.append(jointcounter) jointcounter+=1 if workerthreat.TestBreak(): return #morphs=[] #for morphState in allPointAndUvMorpTag: #if morphState.morphedObject==cur_mesh: #morphs.append(morphState) #for submesh in new_submeshes: #for morphState in morphs: #submorphVerts=[] #submorphUVs=[] #submorphActiv=False #submorphdata=[submorphVerts,submorphUVs,submorphActiv,morphState.morphName,morphState.tagName,morphState.tagObject] #submesh.morphs.append(submorphdata) workerSubMeshReader.collectSubmeshData(meshBlock,exportData,workerthreat) # parse this object into a awd2-geometry-block if workerthreat.TestBreak(): # when the user has cancelled the process: return # we stop executing and return for subMesh in meshBlock.saveSubMeshes: # for every SubMeshBlock that has been created: if workerthreat.TestBreak(): # we check if the user cancelled the process return # and return if he has workerSubMeshReader.transformUVS(subMesh) # transform the uvs if needed (to allow for tilling etc) if workerthreat.TestBreak(): # check if the user cancelled the process return # and return if he has workerSubMeshReader.buildGeometryStreams(subMesh,exportData.scale) # build the AWD-geometry-streams for all submeshes
def convertMesh(meshBlock, exportData, workerthreat): exportData.doc.SetActiveObject(meshBlock.data.sceneObject) if not meshBlock.data.sceneObject.GetTag(5604): return if not meshBlock.data.sceneObject.GetTag(5600): return createGeoMaterials = [ ] # this will store the list of materials used to split the polygons into submeshes applyToinstanceMaterials = [ ] # a list of materials that will be applied for each instance that is using this geometry allmaterials = [] allInstanceMaterials = [] allSelections = workerHelpers.getAllPolySelections( meshBlock.data.sceneObject, exportData ) # get all the polygon-selections as a list of helperclass.PolySelection baseGeoMaterials = workerHelpers.getMaterials( meshBlock.data.sceneObject, allSelections, False, exportData ) # get all the Materials that are applied by a textureTag on the PolygonObject directly useSelectionsComplete = False useInstanceSelection = [] print "baseGeoMaterials " + str(baseGeoMaterials) if len( baseGeoMaterials ) > 0: # if a material is directly applied to the polygonObject, all instances will have this same materials (if they have not a different objectColorMode) print "useSelectionsComplete" for instanceBlock in meshBlock.data.sceneBlocks: if instanceBlock.data.isRenderInstance == True: instanceBlock = meshBlock textBaseMat = baseGeoMaterials[ 0] # the first material in this list should allways be a material not restricted by polySelection (e.g. the 'baseMaterial') useSelections, returnBasemat = workerHelpers.getObjectColorMode( instanceBlock.data.sceneObject, textBaseMat, exportData ) # get the BaseMaterial used by this Instance, and a boolean, if the selections should be used on this instance or not applyToinstanceMaterials.append(returnBasemat) useInstanceSelection.append(useSelections) if useSelections == True: # if the selections are used on this Instance: useSelectionsComplete = True # the polygonObject must be split into the selections if useSelectionsComplete == True: # if the polygonObject must be split: print "useSelectionsComplete" createGeoMaterials = workerSubMeshReader.cleanMaterialRestriction( meshBlock.data, baseGeoMaterials ) # get all the Materials and make shure that each polygon is used ba only one material, delete unused materials instanceCnt = 0 useFirst = True if str(createGeoMaterials[0][1].name) != "Base": useFirst = False for instanceBlock in meshBlock.data.sceneBlocks: newInstanceMats = [] geoMatCnt = 0 if useFirst == True: newInstanceMats.append( applyToinstanceMaterials[instanceCnt][0]) geoMatCnt = 1 while geoMatCnt < len(createGeoMaterials): if useInstanceSelection[instanceCnt] == True: newInstanceMats.append( createGeoMaterials[geoMatCnt][0]) if useInstanceSelection[instanceCnt] == False: newInstanceMats.append( applyToinstanceMaterials[instanceCnt][0]) geoMatCnt += 1 instanceBlock.data.saveMaterials = newInstanceMats instanceCnt += 1 if len( baseGeoMaterials ) == 0: # if no materials are directly applied, we check all instances for their directly applied and inherited materials and the baseobject for the inherited too. instanceCnt = 0 for instanceBlock in meshBlock.data.sceneBlocks: instanceMaterials = workerHelpers.getMaterials( instanceBlock.data.sceneObject, allSelections, True, exportData ) # search for all materials that are applied to the instance-object (including inheritet tags) textBaseMat = None if instanceBlock.data.isRenderInstance == True: # if the instance is considered a renderInstance, we use the baseObject (meshblock.sceneObject) for the ObjectColorMode-check instanceBlock = meshBlock if len(instanceMaterials) > 0: textBaseMat = instanceMaterials[0] useSelections, returnMat = workerHelpers.getObjectColorMode( instanceBlock.data.sceneObject, textBaseMat, exportData) if len(instanceMaterials) == 0: instanceMaterials.append([]) instanceMaterials[0] = returnMat useInstanceSelection.append(useSelections) if useSelections == True: # if the selections are used on this Instance: useSelectionsComplete = True # the polygonObject must be split into the selections allInstanceMaterials.append(instanceMaterials) applyToinstanceMaterials.append(instanceMaterials[0]) if instanceCnt == 0: baseGeoMaterials = instanceMaterials instanceCnt += 1 if useSelectionsComplete == True: # if the polygonObject must be split: allMatsDic = {} allmaterials = [] instanceCnt = 0 allCleanMats = [] for instanceBlock in meshBlock.data.sceneBlocks: if useInstanceSelection[instanceCnt] == True: print str(allInstanceMaterials[instanceCnt]) cleanedMats = workerSubMeshReader.cleanMaterialRestriction( meshBlock.data, allInstanceMaterials[instanceCnt] ) # get all the Materials and make shure that each polygon is used ba only one material, delete unused materials allCleanMats.append(cleanedMats) for cleanedMat in cleanedMats: matExists = allMatsDic.get(str(cleanedMat[1].name), None) if matExists is None: allMatsDic[str(cleanedMat[1].name)] = cleanedMat cleanedMat.append(instanceBlock) allmaterials.append(cleanedMat) if useInstanceSelection[instanceCnt] == False: allCleanMats.append([allInstanceMaterials[instanceCnt][0]]) instanceCnt += 1 createGeoMaterials = workerSubMeshReader.mergeMaterialRestriction( meshBlock.data, allmaterials) instanceCnt = 0 useFirst = True if str(createGeoMaterials[0][1].name) != "Base": useFirst = False for instanceBlock in meshBlock.data.sceneBlocks: newInstanceMats = [] geoMatCnt = 0 if useFirst == True: newInstanceMats.append( applyToinstanceMaterials[instanceCnt][0]) geoMatCnt = 1 while geoMatCnt < len(createGeoMaterials): if useInstanceSelection[instanceCnt] == True: foundOnInstance = applyToinstanceMaterials[instanceCnt][ 0] # if this will not be changed, the baseMaterial will be set for this Submesh for intMat in allCleanMats[instanceCnt]: if str(intMat[1].name) == str( createGeoMaterials[geoMatCnt][1].name): foundOnInstance = intMat[0] break nameCnt = 0 for name in createGeoMaterials[geoMatCnt][ 1].multiNames: if str(intMat[1].name) == str(name): foundOnInstance = createGeoMaterials[ geoMatCnt][1].multiMats[nameCnt] nameCnt += 1 newInstanceMats.append(foundOnInstance) if useInstanceSelection[ instanceCnt] == False: # if the instance does not use selections, we just apply the baseMaterial of this instance to all submeshes newInstanceMats.append( applyToinstanceMaterials[instanceCnt][0]) geoMatCnt += 1 instanceBlock.data.saveMaterials = newInstanceMats instanceCnt += 1 if useSelectionsComplete == False: # if the polygonObject must not be split createGeoMaterials = workerSubMeshReader.clearSubmeshIndexe( meshBlock.data, baseGeoMaterials) instanceCnt = 0 for instanceBlock in meshBlock.data.sceneBlocks: newInstanceMats = [] geoMatCnt = 0 newInstanceMats.append(applyToinstanceMaterials[instanceCnt][0]) instanceBlock.data.saveMaterials = newInstanceMats instanceCnt += 1 if workerthreat.TestBreak(): return poseAnimationDic = {} # for all materialBlocks that will be applied to MeshInstanceBlocks, we make shure that they are fully created (the textureBlocks will be created here) and set to tagForExport = True for instanceBlock in meshBlock.data.sceneBlocks: print "finalMats = " + str(instanceBlock.data.saveMaterials) # collect all vertexAnimations found on the InstanceObjects of the Geoemtrys on the Geometry itself (use dictionary to makes shure each animation is only used once) for vertexanimationBlock in instanceBlock.data.poseAnimationBlocks: addposeAnimationBlock(meshBlock.data.poseAnimationBlocks, vertexanimationBlock, poseAnimationDic) instanceBlock.data.lightPickerIdx = mainLightRouting.getObjectLights( instanceBlock.data.sceneObject, exportData ) # get the LightPicker for this sceneObject (if the lightpicker does not allready exists, it will be created) matCount = 0 for mat in instanceBlock.data.saveMaterials: matAwdBlock = exportData.allAWDBlocks[int(mat)] if matAwdBlock is not None: repeat = False if len(matAwdBlock.data.materialsList) == 0: matAwdBlock.data.materialsList.append(mat) matAwdBlock.data.lightPicker = instanceBlock.data.lightPickerIdx matAwdBlock.data.repeat = False foundMat = mat else: foundMat = -1 for matID in matAwdBlock.data.materialsList: if exportData.allAWDBlocks[int( matID )].data.lightPicker == instanceBlock.data.lightPickerIdx: if exportData.allAWDBlocks[int( matID)].data.repeat == repeat: foundMat = matID if foundMat == -1: foundMat = workerHelpers.copyAsNewMaterialBlock( exportData, matAwdBlock, instanceBlock.data.lightPickerIdx, repeat) instanceBlock.data.saveMaterials[matCount] = foundMat if matAwdBlock.data.isCreated == False and matAwdBlock.data.colorMat == False: matAwdBlock.data.isCreated = True mainMaterials.createMaterial(matAwdBlock.data, exportData) #if instanceBlock.data.lightPickerIdx>0: # matAwdBlock.data.lightPickerID=instanceBlock.data.lightPickerIdx matAwdBlock.tagForExport = True matCount += 1 for mat in createGeoMaterials: # create a SubMeshBlock for every Material/selection found and used #print "create Submesh: "+str(mat[0]) meshBlock.data.saveSubMeshes.append( classesAWDBlocks.awdSubMesh(mat[0], mat[1].name, mat[1].selectionIndexe, mat[2])) if workerthreat.TestBreak(): return #for instanceMat in allInstanceMaterials #for mat in finalMats: # create a SubMeshBlock for every Material/selection found # for instanceBlock in meshBlock.sceneBlocks: # saveMaterials= # if the meshBlock has a WeightTag-applied, we check if the mesh is used by one single skeleton or not. weightTag = meshBlock.data.sceneObject.GetTag(c4d.Tweights) if weightTag is not None: jointCount = weightTag.GetJointCount() allSkeletons = getUsedSkeletons(jointCount, weightTag, exportData.jointIDstoSkeletonBlocks, exportData.doc) if len(allSkeletons) == 0: print "Warning - No Joints are bound to a valid Skeleton" if len(allSkeletons) > 1: print "Warning - Not all Joints are bound to the same Skeleton" if len(allSkeletons) == 1: meshBlock.data.weightTag = weightTag if workerthreat.TestBreak(): return #morphs=[] #for morphState in allPointAndUvMorpTag: #if morphState.morphedObject==cur_mesh: #morphs.append(morphState) #for submesh in new_submeshes: #for morphState in morphs: #submorphVerts=[] #submorphUVs=[] #submorphActiv=False #submorphdata=[submorphVerts,submorphUVs,submorphActiv,morphState.morphName,morphState.tagName,morphState.tagObject] #submesh.morphs.append(submorphdata) #print ("parse = "+str(meshBlock.sceneObject.GetName())) workerSubMeshReader.collectSubmeshData( meshBlock.data, exportData, workerthreat) # parse this object into a awd2-geometry-block if workerthreat.TestBreak(): # when the user has cancelled the process: return # we stop executing and return subMeshNr = 0 for subMesh in meshBlock.data.saveSubMeshes: # for every SubMeshBlock that has been created: if workerthreat.TestBreak( ): # we check if the user cancelled the process return # and return if he has workerSubMeshReader.transformUVS( subMesh) # transform the uvs if needed (to allow for tilling etc) if workerthreat.TestBreak(): # check if the user cancelled the process return # and return if he has workerSubMeshReader.buildGeometryStreams( subMesh, exportData.scale, meshBlock.data.poseAnimationBlocks, subMeshNr) # build the AWD-geometry-streams for all submeshes subMeshNr += 1
def convertMesh(meshBlock, exportData, workerthreat): exportData.doc.SetActiveObject(meshBlock.data.sceneObject) if not meshBlock.data.sceneObject.GetTag(5604): return if not meshBlock.data.sceneObject.GetTag(5600): return createGeoMaterials = [] # this will store the list of materials used to split the polygons into submeshes applyToinstanceMaterials = ( [] ) # a list of materials that will be applied for each instance that is using this geometry allmaterials = [] allInstanceMaterials = [] allSelections = workerHelpers.getAllPolySelections( meshBlock.data.sceneObject, exportData ) # get all the polygon-selections as a list of helperclass.PolySelection baseGeoMaterials = workerHelpers.getMaterials( meshBlock.data.sceneObject, allSelections, False, exportData ) # get all the Materials that are applied by a textureTag on the PolygonObject directly useSelectionsComplete = False useInstanceSelection = [] print "baseGeoMaterials " + str(baseGeoMaterials) if ( len(baseGeoMaterials) > 0 ): # if a material is directly applied to the polygonObject, all instances will have this same materials (if they have not a different objectColorMode) print "useSelectionsComplete" for instanceBlock in meshBlock.data.sceneBlocks: if instanceBlock.data.isRenderInstance == True: instanceBlock = meshBlock textBaseMat = baseGeoMaterials[ 0 ] # the first material in this list should allways be a material not restricted by polySelection (e.g. the 'baseMaterial') useSelections, returnBasemat = workerHelpers.getObjectColorMode( instanceBlock.data.sceneObject, textBaseMat, exportData ) # get the BaseMaterial used by this Instance, and a boolean, if the selections should be used on this instance or not applyToinstanceMaterials.append(returnBasemat) useInstanceSelection.append(useSelections) if useSelections == True: # if the selections are used on this Instance: useSelectionsComplete = True # the polygonObject must be split into the selections if useSelectionsComplete == True: # if the polygonObject must be split: print "useSelectionsComplete" createGeoMaterials = workerSubMeshReader.cleanMaterialRestriction( meshBlock.data, baseGeoMaterials ) # get all the Materials and make shure that each polygon is used ba only one material, delete unused materials instanceCnt = 0 useFirst = True if str(createGeoMaterials[0][1].name) != "Base": useFirst = False for instanceBlock in meshBlock.data.sceneBlocks: newInstanceMats = [] geoMatCnt = 0 if useFirst == True: newInstanceMats.append(applyToinstanceMaterials[instanceCnt][0]) geoMatCnt = 1 while geoMatCnt < len(createGeoMaterials): if useInstanceSelection[instanceCnt] == True: newInstanceMats.append(createGeoMaterials[geoMatCnt][0]) if useInstanceSelection[instanceCnt] == False: newInstanceMats.append(applyToinstanceMaterials[instanceCnt][0]) geoMatCnt += 1 instanceBlock.data.saveMaterials = newInstanceMats instanceCnt += 1 if ( len(baseGeoMaterials) == 0 ): # if no materials are directly applied, we check all instances for their directly applied and inherited materials and the baseobject for the inherited too. instanceCnt = 0 for instanceBlock in meshBlock.data.sceneBlocks: instanceMaterials = workerHelpers.getMaterials( instanceBlock.data.sceneObject, allSelections, True, exportData ) # search for all materials that are applied to the instance-object (including inheritet tags) textBaseMat = None if ( instanceBlock.data.isRenderInstance == True ): # if the instance is considered a renderInstance, we use the baseObject (meshblock.sceneObject) for the ObjectColorMode-check instanceBlock = meshBlock if len(instanceMaterials) > 0: textBaseMat = instanceMaterials[0] useSelections, returnMat = workerHelpers.getObjectColorMode( instanceBlock.data.sceneObject, textBaseMat, exportData ) if len(instanceMaterials) == 0: instanceMaterials.append([]) instanceMaterials[0] = returnMat useInstanceSelection.append(useSelections) if useSelections == True: # if the selections are used on this Instance: useSelectionsComplete = True # the polygonObject must be split into the selections allInstanceMaterials.append(instanceMaterials) applyToinstanceMaterials.append(instanceMaterials[0]) if instanceCnt == 0: baseGeoMaterials = instanceMaterials instanceCnt += 1 if useSelectionsComplete == True: # if the polygonObject must be split: allMatsDic = {} allmaterials = [] instanceCnt = 0 allCleanMats = [] for instanceBlock in meshBlock.data.sceneBlocks: if useInstanceSelection[instanceCnt] == True: print str(allInstanceMaterials[instanceCnt]) cleanedMats = workerSubMeshReader.cleanMaterialRestriction( meshBlock.data, allInstanceMaterials[instanceCnt] ) # get all the Materials and make shure that each polygon is used ba only one material, delete unused materials allCleanMats.append(cleanedMats) for cleanedMat in cleanedMats: matExists = allMatsDic.get(str(cleanedMat[1].name), None) if matExists is None: allMatsDic[str(cleanedMat[1].name)] = cleanedMat cleanedMat.append(instanceBlock) allmaterials.append(cleanedMat) if useInstanceSelection[instanceCnt] == False: allCleanMats.append([allInstanceMaterials[instanceCnt][0]]) instanceCnt += 1 createGeoMaterials = workerSubMeshReader.mergeMaterialRestriction(meshBlock.data, allmaterials) instanceCnt = 0 useFirst = True if str(createGeoMaterials[0][1].name) != "Base": useFirst = False for instanceBlock in meshBlock.data.sceneBlocks: newInstanceMats = [] geoMatCnt = 0 if useFirst == True: newInstanceMats.append(applyToinstanceMaterials[instanceCnt][0]) geoMatCnt = 1 while geoMatCnt < len(createGeoMaterials): if useInstanceSelection[instanceCnt] == True: foundOnInstance = applyToinstanceMaterials[instanceCnt][ 0 ] # if this will not be changed, the baseMaterial will be set for this Submesh for intMat in allCleanMats[instanceCnt]: if str(intMat[1].name) == str(createGeoMaterials[geoMatCnt][1].name): foundOnInstance = intMat[0] break nameCnt = 0 for name in createGeoMaterials[geoMatCnt][1].multiNames: if str(intMat[1].name) == str(name): foundOnInstance = createGeoMaterials[geoMatCnt][1].multiMats[nameCnt] nameCnt += 1 newInstanceMats.append(foundOnInstance) if ( useInstanceSelection[instanceCnt] == False ): # if the instance does not use selections, we just apply the baseMaterial of this instance to all submeshes newInstanceMats.append(applyToinstanceMaterials[instanceCnt][0]) geoMatCnt += 1 instanceBlock.data.saveMaterials = newInstanceMats instanceCnt += 1 if useSelectionsComplete == False: # if the polygonObject must not be split createGeoMaterials = workerSubMeshReader.clearSubmeshIndexe(meshBlock.data, baseGeoMaterials) instanceCnt = 0 for instanceBlock in meshBlock.data.sceneBlocks: newInstanceMats = [] geoMatCnt = 0 newInstanceMats.append(applyToinstanceMaterials[instanceCnt][0]) instanceBlock.data.saveMaterials = newInstanceMats instanceCnt += 1 if workerthreat.TestBreak(): return poseAnimationDic = {} # for all materialBlocks that will be applied to MeshInstanceBlocks, we make shure that they are fully created (the textureBlocks will be created here) and set to tagForExport = True for instanceBlock in meshBlock.data.sceneBlocks: print "finalMats = " + str(instanceBlock.data.saveMaterials) # collect all vertexAnimations found on the InstanceObjects of the Geoemtrys on the Geometry itself (use dictionary to makes shure each animation is only used once) for vertexanimationBlock in instanceBlock.data.poseAnimationBlocks: addposeAnimationBlock(meshBlock.data.poseAnimationBlocks, vertexanimationBlock, poseAnimationDic) instanceBlock.data.lightPickerIdx = mainLightRouting.getObjectLights( instanceBlock.data.sceneObject, exportData ) # get the LightPicker for this sceneObject (if the lightpicker does not allready exists, it will be created) matCount = 0 for mat in instanceBlock.data.saveMaterials: matAwdBlock = exportData.allAWDBlocks[int(mat)] if matAwdBlock is not None: repeat = False if len(matAwdBlock.data.materialsList) == 0: matAwdBlock.data.materialsList.append(mat) matAwdBlock.data.lightPicker = instanceBlock.data.lightPickerIdx matAwdBlock.data.repeat = False foundMat = mat else: foundMat = -1 for matID in matAwdBlock.data.materialsList: if exportData.allAWDBlocks[int(matID)].data.lightPicker == instanceBlock.data.lightPickerIdx: if exportData.allAWDBlocks[int(matID)].data.repeat == repeat: foundMat = matID if foundMat == -1: foundMat = workerHelpers.copyAsNewMaterialBlock( exportData, matAwdBlock, instanceBlock.data.lightPickerIdx, repeat ) instanceBlock.data.saveMaterials[matCount] = foundMat if matAwdBlock.data.isCreated == False and matAwdBlock.data.colorMat == False: matAwdBlock.data.isCreated = True mainMaterials.createMaterial(matAwdBlock.data, exportData) # if instanceBlock.data.lightPickerIdx>0: # matAwdBlock.data.lightPickerID=instanceBlock.data.lightPickerIdx matAwdBlock.tagForExport = True matCount += 1 for mat in createGeoMaterials: # create a SubMeshBlock for every Material/selection found and used # print "create Submesh: "+str(mat[0]) meshBlock.data.saveSubMeshes.append( classesAWDBlocks.awdSubMesh(mat[0], mat[1].name, mat[1].selectionIndexe, mat[2]) ) if workerthreat.TestBreak(): return # for instanceMat in allInstanceMaterials # for mat in finalMats: # create a SubMeshBlock for every Material/selection found # for instanceBlock in meshBlock.sceneBlocks: # saveMaterials= # if the meshBlock has a WeightTag-applied, we check if the mesh is used by one single skeleton or not. weightTag = meshBlock.data.sceneObject.GetTag(c4d.Tweights) if weightTag is not None: jointCount = weightTag.GetJointCount() allSkeletons = getUsedSkeletons(jointCount, weightTag, exportData.jointIDstoSkeletonBlocks, exportData.doc) if len(allSkeletons) == 0: print "Warning - No Joints are bound to a valid Skeleton" if len(allSkeletons) > 1: print "Warning - Not all Joints are bound to the same Skeleton" if len(allSkeletons) == 1: meshBlock.data.weightTag = weightTag if workerthreat.TestBreak(): return # morphs=[] # for morphState in allPointAndUvMorpTag: # if morphState.morphedObject==cur_mesh: # morphs.append(morphState) # for submesh in new_submeshes: # for morphState in morphs: # submorphVerts=[] # submorphUVs=[] # submorphActiv=False # submorphdata=[submorphVerts,submorphUVs,submorphActiv,morphState.morphName,morphState.tagName,morphState.tagObject] # submesh.morphs.append(submorphdata) # print ("parse = "+str(meshBlock.sceneObject.GetName())) workerSubMeshReader.collectSubmeshData( meshBlock.data, exportData, workerthreat ) # parse this object into a awd2-geometry-block if workerthreat.TestBreak(): # when the user has cancelled the process: return # we stop executing and return subMeshNr = 0 for subMesh in meshBlock.data.saveSubMeshes: # for every SubMeshBlock that has been created: if workerthreat.TestBreak(): # we check if the user cancelled the process return # and return if he has workerSubMeshReader.transformUVS(subMesh) # transform the uvs if needed (to allow for tilling etc) if workerthreat.TestBreak(): # check if the user cancelled the process return # and return if he has workerSubMeshReader.buildGeometryStreams( subMesh, exportData.scale, meshBlock.data.poseAnimationBlocks, subMeshNr ) # build the AWD-geometry-streams for all submeshes subMeshNr += 1
def convertMesh(meshBlock, exportData, workerthreat): exportData.doc.SetActiveObject(meshBlock.copiedMesh) if not meshBlock.copiedMesh.GetTag(5604): return if not meshBlock.copiedMesh.GetTag(5600): return materials = workerHelpers.getObjectsMaterials(meshBlock.copiedMesh) matCounter = 0 while matCounter < len(materials): meshBlock.saveSubMeshes.append( classesAWDBlocks.awdSubMesh( materials[matCounter][0], materials[matCounter][1].name, materials[matCounter][1].selectionIndexe, materials[matCounter][2])) matCounter += 1 if workerthreat.TestBreak(): return workerSubMeshReader.prepareSubmeshIndexe(meshBlock) if workerthreat.TestBreak(): return # if the meshBlock has a WeightTag-applied, we create a "jointTranslater"-list, so when parsing the weight-data later, we know which joint-indicies to set. if meshBlock.copiedMesh.GetTag(c4d.Tweights) != None: firstSkeleton = exportData.jointIDstoSkeletonBlocks.get( str( meshBlock.copiedMesh.GetTag(c4d.Tweights).GetJoint( 0, exportData.doc).GetName()), None) noValidSkeleton = False if firstSkeleton != None: firstSkeletonName = exportData.jointIDstoSkeletonBlocks[str( meshBlock.copiedMesh.GetTag(c4d.Tweights).GetJoint( 0, exportData.doc).GetName())].name jointcounter = 0 meshBlock.jointTranslater = [] while jointcounter < meshBlock.copiedMesh.GetTag( c4d.Tweights).GetJointCount(): curJoint = meshBlock.copiedMesh.GetTag(c4d.Tweights).GetJoint( jointcounter, exportData.doc) if curJoint is not None: if exportData.jointIDstoSkeletonBlocks.get( str(curJoint.GetName()), None) is None: noValidSkeleton = True break if exportData.jointIDstoSkeletonBlocks.get( str(curJoint.GetName()), None) is not None: if firstSkeletonName != exportData.jointIDstoSkeletonBlocks[ str(curJoint.GetName())].name: noValidSkeleton = True break meshBlock.jointTranslater.append( exportData.jointIDstoJointBlocks[str( curJoint.GetName())].jointID - 1) jointcounter += 1 if noValidSkeleton == False: pass #print "Skeleton Found: "+str(firstSkeletonName) if firstSkeleton == None or noValidSkeleton == True: jointcounter = 0 meshBlock.jointTranslater = [] while jointcounter < meshBlock.copiedMesh.GetTag( c4d.Tweights).GetJointCount(): meshBlock.jointTranslater.append(jointcounter) jointcounter += 1 if workerthreat.TestBreak(): return #morphs=[] #for morphState in allPointAndUvMorpTag: #if morphState.morphedObject==cur_mesh: #morphs.append(morphState) #for submesh in new_submeshes: #for morphState in morphs: #submorphVerts=[] #submorphUVs=[] #submorphActiv=False #submorphdata=[submorphVerts,submorphUVs,submorphActiv,morphState.morphName,morphState.tagName,morphState.tagObject] #submesh.morphs.append(submorphdata) workerSubMeshReader.collectSubmeshData( meshBlock, exportData, workerthreat) # parse this object into a awd2-geometry-block if workerthreat.TestBreak(): # when the user has cancelled the process: return # we stop executing and return for subMesh in meshBlock.saveSubMeshes: # for every SubMeshBlock that has been created: if workerthreat.TestBreak( ): # we check if the user cancelled the process return # and return if he has workerSubMeshReader.transformUVS( subMesh) # transform the uvs if needed (to allow for tilling etc) if workerthreat.TestBreak(): # check if the user cancelled the process return # and return if he has workerSubMeshReader.buildGeometryStreams( subMesh, exportData.scale ) # build the AWD-geometry-streams for all submeshes