def run(): """ This run statement is what's executed when your button is pressed in blender. :return: """ renanme_action() write_anim() alc.save_file()
def run(): """ This run statement is what's executed when your button is pressed in blender. :return: """ collection = bpy.context.collection light_task = export_to_task(collection.name, task='light') alc.save_file_as(light_task.path_root) bpy.ops.object.build() collection.name = bpy.context.scene.name alc.save_file()
def open_selected_library(): obj = bpy.context.active_object from cgl.plugins.blender.msd import path_object_from_source_path library = obj['source_path'] lumber_object = path_object_from_source_path(library) alc.save_file() import os os.startfile(lumber_object.copy(context ='source').path_root, 'open')
def run(): """ This run statement is what's executed when your button is pressed in blender. :return: """ path_object = utils.create_task_on_asset('shd') jsonFile = path_object.copy(ext='json') outFile = path_object.copy(ext='json').path_root print(path_object.path_root) save_json(outFile, data=utils.get_materials_dictionary()) alc.save_file_as(path_object.copy(set_proper_filename=True).path_root) bpy.ops.object.build() alc.save_file() alc.confirm_prompt(message='Shaders Exported !!')
def open_selected_library(): obj = bpy.context.active_object if 'proxy' in obj.name: name = obj.name.split('_')[0] else: if '.' in obj.name: name = obj.name.split('.')[0] else: name = obj.name library = bpy.data.collections[name].library libraryPath = bpy.path.abspath(library.filepath) filename = Path(bpy.path.abspath(libraryPath)).__str__() lumber_object = alc.PathObject(filename).copy(context = 'source') alc.save_file() import os os.startfile(lumber_object.path_root, 'open')
def run(self): """ script to be executed when the preflight is run. If the preflight is successful: self.pass_check('Message about a passed Check') if the preflight fails: self.fail_check('Message about a failed check') :return: """ print('Publish') # alc.save_file() current_scene = alc.scene_object() render_file = current_scene.copy(context='render') current_source = current_scene.copy(context='source', filename=None, ext=None).path_root current_render = current_scene.copy(context='render', filename=None, ext=None).path_root bpy.ops.file.make_paths_relative() if os.path.isdir(current_render): if current_scene.filename not in os.listdir(current_render): alc.save_file_as(render_file.path_root) else: os.remove(render_file.path_root) alc.save_file_as(render_file.path_root) else: os.makedirs(current_render) alc.save_file_as(render_file.path_root) alc.open_file(current_scene.copy(context='source').path_root) bpy.ops.file.make_paths_relative() alc.save_file() bpy.ops.object.copy_latest_low() self.pass_check('Check Passed') self.final_check()