def get_autotags(): """ call all analysis functions """ ui = bpy.context.scene.blenderkitUI if ui.asset_type == 'MODEL': ob = utils.get_active_model() obs = utils.get_hierarchy(ob) props = ob.blenderkit if props.name == "": props.name = ob.name # reset some properties here, because they might not get re-filled at all when they aren't needed anymore. props.texture_resolution_max = 0 props.texture_resolution_min = 0 # disabled printing checking, some 3d print addon bug. # check_printable( props, obs) check_render_engine(props, obs) dim, bbox_min, bbox_max = utils.get_dimensions(obs) props.dimensions = dim props.bbox_min = bbox_min props.bbox_max = bbox_max check_rig(props, obs) check_anim(props, obs) check_meshprops(props, obs) check_modifiers(props, obs) countObs(props, obs) elif ui.asset_type == 'MATERIAL': # reset some properties here, because they might not get re-filled at all when they aren't needed anymore. mat = utils.get_active_asset() props = mat.blenderkit props.texture_resolution_max = 0 props.texture_resolution_min = 0 check_material(props, mat)
def auto_fix(asset_type=''): #this applies various procedures to ensure coherency in the database. asset = utils.get_active_asset() props = utils.get_upload_props() if asset_type == 'MATERIAL': overrides.ensure_eevee_transparency(asset) asset.name = props.name
def get_autotags(): """ call all analysis functions """ ui = bpy.context.scene.blenderkitUI if ui.asset_type =='MODEL': ob = utils.get_active_model() obs = utils.get_hierarchy(ob) props = ob.blenderkit if props.name == "": props.name = ob.name # reset some properties here, because they might not get re-filled at all when they aren't needed anymore. props.texture_resolution_max = 0 props.texture_resolution_min = 0 # disabled printing checking, some 3d print addon bug. # check_printable( props, obs) check_render_engine(props, obs) dim, bbox_min, bbox_max = utils.get_dimensions(obs) props.dimensions = dim props.bbox_min = bbox_min props.bbox_max = bbox_max check_rig(props, obs) check_anim(props, obs) check_meshprops(props, obs) check_modifiers(props, obs) countObs(props, obs) elif ui.asset_type =='MATERIAL': # reset some properties here, because they might not get re-filled at all when they aren't needed anymore. mat = utils.get_active_asset() props = mat.blenderkit props.texture_resolution_max = 0 props.texture_resolution_min = 0 check_material(props, mat)
def draw_ratings(layout, context): # layout.operator("wm.url_open", text="Read rating instructions", icon='QUESTION').url = 'https://support.google.com/?hl=en' asset = utils.get_active_asset() bkit_ratings = asset.bkit_ratings ratings.draw_rating(layout, bkit_ratings, 'rating_quality', 'Quality') layout.separator() layout.prop(bkit_ratings, 'rating_work_hours') w = context.region.width
def draw_ratings(layout, context): # layout.operator("wm.url_open", text="Read rating instructions", icon='QUESTION').url = 'https://support.google.com/?hl=en' asset = utils.get_active_asset() # the following shouldn't happen at all in an optimal case, # this function should run only when asset was already checked to be existing if asset == None: return bkit_ratings = asset.bkit_ratings ratings.draw_rating(layout, bkit_ratings, 'rating_quality', 'Quality') layout.separator() layout.prop(bkit_ratings, 'rating_work_hours') w = context.region.width
def draw_ratings(layout, context): # layout.operator("wm.url_open", text="Read rating instructions", icon='QUESTION').url = 'https://support.google.com/?hl=en' asset = utils.get_active_asset() bkit_ratings = asset.bkit_ratings ratings.draw_rating(layout, bkit_ratings, 'rating_quality', 'Quality') layout.separator() layout.prop(bkit_ratings, 'rating_work_hours') w = context.region.width layout.label(text='problems') layout.prop(bkit_ratings, 'rating_problems', text='') layout.label(text='compliments') layout.prop(bkit_ratings, 'rating_compliments', text='') row = layout.row() op = row.operator("object.blenderkit_rating_upload", text="Send rating", icon='URL') return op
def invoke(self, context, event): wm = context.window_manager asset = utils.get_active_asset() upload_rating(asset) return wm.invoke_props_dialog(self)
def execute(self, context): asset = utils.get_active_asset() props = asset.bkit_ratings props[self.property_name] = self.rating return {'FINISHED'}
def execute(self, context): asset = utils.get_active_asset() props = asset.bkit_ratings props.rating_quality = self.rating return {'FINISHED'}