Пример #1
0
    def __init__(self, scene=None, objects=None):
        self.scene = None
        self.objects = None

        try:
            self.scene = Scene.Get(scene)
            self.objects = self.scene.objects
        except (NameError, TypeError):
            pass

        if type(scene) == type(Scene.GetCurrent()):
            self.scene = scene

        if objects:
            self.objects = objects
Пример #2
0
def write_ui(filename):

    if not filename.lower().endswith('.wtf'):
        filename += '.wtf'

    if not BPyMessages.Warning_SaveOver(filename):
        return

    global EXPORT_APPLY_MODIFIERS, \
        EXPORT_NORMALS_HQ, \
        EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
        EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
        EXPORT_GROUP_BY_OB

    EXPORT_APPLY_MODIFIERS = True
    EXPORT_NORMALS_HQ = True
    EXPORT_MTL = True
    EXPORT_SEL_ONLY = False
    EXPORT_ALL_SCENES = False
    EXPORT_ANIMATION = False
    EXPORT_COPY_IMAGES = False
    EXPORT_BLEN_OBS = True
    EXPORT_GROUP_BY_OB = True

    base_name, ext = splitExt(filename)
    context_name = [base_name, '', '',
                    ext]  # basename, scene_name, framenumber, extension

    # Use the options to export the data using write()
    # def write(filename, objects, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
    orig_scene = Scene.GetCurrent()
    if EXPORT_ALL_SCENES:
        export_scenes = Scene.Get()
    else:
        export_scenes = [orig_scene]

    # Export all scenes.
    for scn in export_scenes:
        scn.makeCurrent()  # If alredy current, this is not slow.
        context = scn.getRenderingContext()
        orig_frame = Blender.Get('curframe')

        if EXPORT_ALL_SCENES:  # Add scene name into the context_name
            context_name[1] = '_%s' % BPySys.cleanName(
                scn.name
            )  # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.

        # Export an animation?
        if EXPORT_ANIMATION:
            scene_frames = xrange(context.startFrame(),
                                  context.endFrame() +
                                  1)  # up to and including the end frame.
        else:
            scene_frames = [orig_frame]  # Dont export an animation.

        # Loop through all frames in the scene and export.
        for frame in scene_frames:
            if EXPORT_ANIMATION:  # Add frame to the filename.
                context_name[2] = '_%.6d' % frame

            Blender.Set('curframe', frame)
            if EXPORT_SEL_ONLY:
                export_objects = scn.objects.context
            else:
                export_objects = scn.objects

            full_path = ''.join(context_name)

            # erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
            # EXPORT THE FILE.
            write(full_path, export_objects,\
            EXPORT_NORMALS_HQ, EXPORT_MTL,\
            EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
            EXPORT_BLEN_OBS,\
            EXPORT_GROUP_BY_OB)

        Blender.Set('curframe', orig_frame)

    # Restore old active scene.
    orig_scene.makeCurrent()
    Window.WaitCursor(0)
Пример #3
0
def write_ui(filename):
	
	if not filename.lower().endswith('.obj'):
		filename += '.obj'
	
	if not BPyMessages.Warning_SaveOver(filename):
		return
	
	EXPORT_APPLY_MODIFIERS = Draw.Create(1)
	EXPORT_ROTX90 = Draw.Create(1)
	EXPORT_TRI = Draw.Create(1)
	EXPORT_EDGES = Draw.Create(1)
	EXPORT_NORMALS = Draw.Create(1)
	EXPORT_NORMALS_HQ = Draw.Create(1)
	EXPORT_UV = Draw.Create(1)
	EXPORT_MTL = Draw.Create(1)
	EXPORT_SEL_ONLY = Draw.Create(1)
	EXPORT_ALL_SCENES = Draw.Create(0)
	EXPORT_ANIMATION = Draw.Create(0)
	EXPORT_COPY_IMAGES = Draw.Create(0)
	EXPORT_BLEN_OBS = Draw.Create(1)
	EXPORT_GROUP_BY_OB = Draw.Create(1)
	EXPORT_GROUP_BY_MAT = Draw.Create(0)
	EXPORT_MORPH_TARGET = Draw.Create(0)
	EXPORT_VERTEX_GROUPS = Draw.Create(1)
	EXPORT_ARMATURE = Draw.Create(1)
	
	# removed too many options are bad!
	
	# Get USER Options
	pup_block = [\
	('Context...'),\
	('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
	('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\
	('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
	('Object Prefs...'),\
	('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
	('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
	('Morph Target', EXPORT_MORPH_TARGET, 'Keep vert and face order, disables some other options.'),\
	('Extra Data...'),\
	('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
	('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
	('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
	('UVs', EXPORT_UV, 'Export texface UV coords.'),\
	('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
	('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
	('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
	('Grouping...'),\
	('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
	('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
	('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
	('Vertex Groups', EXPORT_VERTEX_GROUPS, 'Add influences & Weights.'),\
	('Armature', EXPORT_ARMATURE, 'Export Armature'),\
	]
	
	if not Draw.PupBlock('Export...', pup_block):
		return
	
	if EXPORT_MORPH_TARGET.val:
		EXPORT_BLEN_OBS.val = False
		EXPORT_GROUP_BY_OB.val = False
		EXPORT_GROUP_BY_MAT.val = False
		EXPORT_GROUP_BY_MAT.val = False
		EXPORT_APPLY_MODIFIERS.val = False
	
	Window.EditMode(0)
	Window.WaitCursor(1)
	
	EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
	EXPORT_ROTX90 = EXPORT_ROTX90.val
	EXPORT_TRI = EXPORT_TRI.val
	EXPORT_EDGES = EXPORT_EDGES.val
	EXPORT_NORMALS = EXPORT_NORMALS.val
	EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
	EXPORT_UV = EXPORT_UV.val
	EXPORT_MTL = EXPORT_MTL.val
	EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
	EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
	EXPORT_ANIMATION = EXPORT_ANIMATION.val
	EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
	EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
	EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
	EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
	EXPORT_MORPH_TARGET = EXPORT_MORPH_TARGET.val
	EXPORT_VERTEX_GROUPS = EXPORT_VERTEX_GROUPS.val
	EXPORT_ARMATURE = EXPORT_ARMATURE.val
	
	
	
	base_name, ext = splitExt(filename)
	context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
	
	# Use the options to export the data using write()
	# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
	orig_scene = Scene.GetCurrent()
	if EXPORT_ALL_SCENES:
		export_scenes = Scene.Get()
	else:
		export_scenes = [orig_scene]
	
	# Export all scenes.
	for scn in export_scenes:
		scn.makeCurrent() # If alredy current, this is not slow.
		context = scn.getRenderingContext()
		orig_frame = Blender.Get('curframe')
		
		if EXPORT_ALL_SCENES: # Add scene name into the context_name
			context_name[1] = '_%s' % BPySys.cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
		
		# Export an animation?
		if EXPORT_ANIMATION:
			scene_frames = xrange(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
		else:
			scene_frames = [orig_frame] # Dont export an animation.
		
		# Loop through all frames in the scene and export.
		for frame in scene_frames:
			if EXPORT_ANIMATION: # Add frame to the filename.
				context_name[2] = '_%.6d' % frame
			
			Blender.Set('curframe', frame)
			if EXPORT_SEL_ONLY:
				export_objects = scn.objects.context
			else:   
				export_objects = scn.objects
			
			full_path= ''.join(context_name)
			
			# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
			# EXPORT THE FILE.
			write(full_path, export_objects,\
			EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
			EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
			EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
			EXPORT_ROTX90, EXPORT_BLEN_OBS,\
			EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_MORPH_TARGET, EXPORT_ARMATURE)
		
		Blender.Set('curframe', orig_frame)
	
	# Restore old active scene.
	orig_scene.makeCurrent()
	Window.WaitCursor(0)
Пример #4
0
# Get logging.
logfile = Props.getlogfile()
if logfile:
    openlogfile(logfile)

# Some banner stuff right here...
putlog(NBLog.SPAM, "NeverBlender Blender->MDL export script")
putlog(NBLog.SPAM, "by Urpo Lankinen, 2003")

# Get the scene, and figure out which objects are whose children.
geometry = Props.getgeometry()
if (not geometry):
    scn = Scene.getCurrent()
else:
    putlog(NBLog.INFO, "Getting geometry from %s" % geometry)
    scn = Scene.Get(geometry)
    if (not scn):
        putlog(NBLog.CRITICAL,
               "Error: Can't find the scene with the geometry.")
        exit
scnobjchilds = SceneHelpers.scenechildren(scn)

# Get the base object name.
model = Props.getbaseobjectname()
putlog(NBLog.INFO, "Base object: %s" % model)
# Some sanity checking...
if not scnobjchilds.has_key(model):
    putlog(NBLog.CRITICAL, "%s doesn't exist." % model)
    exit
if len(scnobjchilds[model]) <= 0:
    putlog(NBLog.CRITICAL,
Пример #5
0
def write_ui(filename):
	
	if not filename.lower().endswith('.obj'):
		filename += '.obj'
	
	if not BPyMessages.Warning_SaveOver(filename):
		return
	
	global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
		EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
		EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
		EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
		EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
		EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
	
	EXPORT_APPLY_MODIFIERS = Draw.Create(0)
	EXPORT_ROTX90 = Draw.Create(1)
	EXPORT_TRI = Draw.Create(0)
	EXPORT_EDGES = Draw.Create(1)
	EXPORT_NORMALS = Draw.Create(0)
	EXPORT_NORMALS_HQ = Draw.Create(0)
	EXPORT_UV = Draw.Create(1)
	EXPORT_MTL = Draw.Create(1)
	EXPORT_SEL_ONLY = Draw.Create(1)
	EXPORT_ALL_SCENES = Draw.Create(0)
	EXPORT_ANIMATION = Draw.Create(0)
	EXPORT_COPY_IMAGES = Draw.Create(0)
	EXPORT_BLEN_OBS = Draw.Create(0)
	EXPORT_GROUP_BY_OB = Draw.Create(0)
	EXPORT_GROUP_BY_MAT = Draw.Create(0)
	EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
	EXPORT_POLYGROUPS = Draw.Create(0)
	EXPORT_CURVE_AS_NURBS = Draw.Create(1)
	
	
	# Old UI
	'''
	# removed too many options are bad!
	
	# Get USER Options
	pup_block = [\
	('Context...'),\
	('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
	('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\
	('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
	('Object Prefs...'),\
	('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
	('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
	('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\
	('Extra Data...'),\
	('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
	('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
	('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
	('UVs', EXPORT_UV, 'Export texface UV coords.'),\
	('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
	('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
	('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
	('Grouping...'),\
	('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
	('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
	('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
	]
	
	if not Draw.PupBlock('Export...', pup_block):
		return
	'''
	
	# BEGIN ALTERNATIVE UI *******************
	if True: 
		
		EVENT_NONE = 0
		EVENT_EXIT = 1
		EVENT_REDRAW = 2
		EVENT_EXPORT = 3
		
		GLOBALS = {}
		GLOBALS['EVENT'] = EVENT_REDRAW
		#GLOBALS['MOUSE'] = Window.GetMouseCoords()
		GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
		
		def obj_ui_set_event(e,v):
			GLOBALS['EVENT'] = e
		
		def do_split(e,v):
			global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER, EXPORT_POLYGROUPS
			if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
				EXPORT_KEEP_VERT_ORDER.val = 0
			else:
				EXPORT_KEEP_VERT_ORDER.val = 1
			
		def do_vertorder(e,v):
			global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
			if EXPORT_KEEP_VERT_ORDER.val:
				EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0
			else:
				if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val):
					EXPORT_KEEP_VERT_ORDER.val = 1
			
			
		def do_help(e,v):
			url = __url__[0]
			print 'Trying to open web browser with documentation at this address...'
			print '\t' + url
			
			try:
				import webbrowser
				webbrowser.open(url)
			except:
				print '...could not open a browser window.'
		
		def obj_ui():
			ui_x, ui_y = GLOBALS['MOUSE']
			
			# Center based on overall pup size
			ui_x -= 165
			ui_y -= 140
			
			global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
				EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
				EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
				EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
				EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
				EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS

			Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20)
			Draw.BeginAlign()
			EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
			EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
			EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
			Draw.EndAlign()
			
			
			Draw.Label('Output Options...', ui_x+9, ui_y+189, 220, 20)
			Draw.BeginAlign()
			EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
			EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
			EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
			Draw.EndAlign()
			
			
			Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20)
			Draw.BeginAlign()
			EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
			EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
			Draw.EndAlign()
			Draw.BeginAlign()
			EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
			EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
			Draw.EndAlign()
			Draw.BeginAlign()
			EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+120, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
			EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+120, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
			Draw.EndAlign()
			EXPORT_POLYGROUPS = Draw.Toggle('Polygroups', EVENT_REDRAW, ui_x+9, ui_y+95, 120, 20, EXPORT_POLYGROUPS.val, 'Export vertex groups as OBJ groups (one group per face approximation).')
			
			EXPORT_CURVE_AS_NURBS = Draw.Toggle('Nurbs', EVENT_NONE, ui_x+139, ui_y+95, 100, 20, EXPORT_CURVE_AS_NURBS.val, 'Export 3D nurbs curves and polylines as OBJ curves, (bezier not supported).')
			
			
			Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
			Draw.BeginAlign()
			EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
			EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
			EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
			Draw.EndAlign()
			
			EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
			
			Draw.BeginAlign()
			Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
			Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
			Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
			Draw.EndAlign()

		
		# hack so the toggle buttons redraw. this is not nice at all
		while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT):
			Draw.UIBlock(obj_ui, 0)
		
		if GLOBALS['EVENT'] != EVENT_EXPORT:
			return
		
	# END ALTERNATIVE UI *********************
	
	
	if EXPORT_KEEP_VERT_ORDER.val:
		EXPORT_BLEN_OBS.val = False
		EXPORT_GROUP_BY_OB.val = False
		EXPORT_GROUP_BY_MAT.val = False
		EXPORT_APPLY_MODIFIERS.val = False
	
	Window.EditMode(0)
	Window.WaitCursor(1)
	
	EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
	EXPORT_ROTX90 = EXPORT_ROTX90.val
	EXPORT_TRI = EXPORT_TRI.val
	EXPORT_EDGES = EXPORT_EDGES.val
	EXPORT_NORMALS = EXPORT_NORMALS.val
	EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
	EXPORT_UV = EXPORT_UV.val
	EXPORT_MTL = EXPORT_MTL.val
	EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
	EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
	EXPORT_ANIMATION = EXPORT_ANIMATION.val
	EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
	EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
	EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
	EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
	EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val
	EXPORT_POLYGROUPS = EXPORT_POLYGROUPS.val
	EXPORT_CURVE_AS_NURBS = EXPORT_CURVE_AS_NURBS.val
	
	
	base_name, ext = splitExt(filename)
	context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
	
	# Use the options to export the data using write()
	# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
	orig_scene = Scene.GetCurrent()
	if EXPORT_ALL_SCENES:
		export_scenes = Scene.Get()
	else:
		export_scenes = [orig_scene]
	
	# Export all scenes.
	for scn in export_scenes:
		scn.makeCurrent() # If alredy current, this is not slow.
		context = scn.getRenderingContext()
		orig_frame = Blender.Get('curframe')
		
		if EXPORT_ALL_SCENES: # Add scene name into the context_name
			context_name[1] = '_%s' % BPySys.cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
		
		# Export an animation?
		if EXPORT_ANIMATION:
			scene_frames = xrange(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
		else:
			scene_frames = [orig_frame] # Dont export an animation.
		
		# Loop through all frames in the scene and export.
		for frame in scene_frames:
			if EXPORT_ANIMATION: # Add frame to the filename.
				context_name[2] = '_%.6d' % frame
			
			Blender.Set('curframe', frame)
			if EXPORT_SEL_ONLY:
				export_objects = scn.objects.context
			else:	
				export_objects = scn.objects
			
			full_path= ''.join(context_name)
			
			# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
			# EXPORT THE FILE.
			write(full_path, export_objects,\
			EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
			EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
			EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
			EXPORT_ROTX90, EXPORT_BLEN_OBS,\
			EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
			EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS)
		
		Blender.Set('curframe', orig_frame)
	
	# Restore old active scene.
	orig_scene.makeCurrent()
	Window.WaitCursor(0)
Пример #6
0
scn2.makeCurrent()

#Import
frame_n = frame*100
tmp=input+name+str(frame_n)+".x3d"
print tmp
import_web3d.load_web3d(tmp) 


#Editing add parameters
water = bpy.data.materials['blue']

for me in bpy.data.meshes:
me.materials = [water]
for me in bpy.data.objects:
me.setSize(0.2,2,0.2)

#Rendering
scn2=Scene.GetCurrent()
context = scn2.getRenderingContext()
context.renderPath = output
context.getRenderPath()
context.render()
context.saveRenderedImage(name+str(frame_n), 0)
#Render.CloseRenderWindow()
Window.RedrawAll() 
scn=Scene.Get('Scene')
scn.makeCurrent()
Scene.Unlink(scn2)

print '+++end import+++'