forked from bartvdbraak/blender
255 lines
6.9 KiB
Python
255 lines
6.9 KiB
Python
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#!BPY
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""" Registration info for Blender menus:
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Name: 'Texture Baker'
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Blender: 233
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Group: 'UV'
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Tooltip: 'Procedural to uvmapped texture baker'
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"""
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#---------------------------------------------
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# Last release : 0.2.2 , 2004/08/01 , 22h13
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#---------------------------------------------
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#---------------------------------------------
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# (c) jm soler 07/2004 : 'Procedural Texture Baker'
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# Based on a Martin Theeth' Poirier's really
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# good idea :
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# it makes a rvk mesh with uv coords of the
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# original mesh.
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# released under Blender Artistic Licence
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#
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# 0.2.2 : if the uv mesh objet exists it used,
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# no creation of a new one. As the lamp and
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# the camera
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# 0.2.1 : This script automaticaly frame and shoot the
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# new uv mesh . The image file is saved ine the
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# /render folder.
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#
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#---------------------------------------------
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# On user-friendly side :
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#---------------------------------------------
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#- Tadje Vobovnik adds the Select Image Size Menu
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#
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#---------------------------------------------
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# Official Page :
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# http://jmsoler.free.fr/util/blenderfile/py/text2uvbaker.py
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# For problems and errors:
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# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
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#---------------------------------------------
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import Blender
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from Blender import NMesh, Draw, Object, Scene, Camera
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FRAME = 100
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XYLIMIT = [0.0, 0.]
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OBJPOS = 100.0
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helpmsg = """
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Texture Baker:
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This script saves an uv texture layout of the chosen mesh, that can be used as
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an uv map for it. It is a way to export procedural textures from Blender as
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normal image textures that can be edited with a 2d image manipulation program
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or used with the mesh in games and other 3d applications.
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Basic instructions:
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- Enter face mode and define uv coordinates for your mesh;
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- Define its materials and textures and set "Map Input" coordinates to UV;
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- Run this script and check the console.
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"""
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def GET_newobject (TYPE):
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SCENE = Blender.Scene.getCurrent()
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OBJECT = Blender.Object.New(TYPE)
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SCENE.link(OBJECT)
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return OBJECT, SCENE
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def SAVE_image (rc, name, FRAME):
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MYDIR = ''
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RENDERDIR = rc.getRenderPath()
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rc.setRenderPath(RENDERDIR + MYDIR)
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print "Render folder:", RENDERDIR + MYDIR
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IMAGETYPE = Blender.Scene.Render.PNG
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rc.setImageType(IMAGETYPE)
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NEWFRAME = FRAME
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OLDEFRAME = rc.endFrame()
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OLDSFRAME = rc.startFrame()
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rc.startFrame(NEWFRAME)
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rc.endFrame(NEWFRAME)
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rc.renderAnim()
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try:
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import nt
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os = nt
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except:
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import posix
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os = posix
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FILENAME = "%04d" % NEWFRAME
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FILENAME = FILENAME.replace (' ', '0')
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FILENAME = RENDERDIR + MYDIR + FILENAME + '.png'
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try:
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TRUE = os.stat(FILENAME)
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newfname = RENDERDIR + MYDIR + name
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if newfname.find('.png', -4) < 0: newfname += '.png'
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os.rename(FILENAME, newfname)
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print "Renamed to:", newfname
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except:
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pass
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rc.endFrame(OLDEFRAME)
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rc.startFrame(OLDSFRAME)
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rc.setRenderPath(RENDERDIR)
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def SHOOT (XYlimit, frame, obj, name, FRAME):
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try:
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CAM = Blender.Object.Get('UVCAMERA')
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Cam = CAM.getData()
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SC = Blender.Scene.getCurrent()
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except:
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Cam = Blender.Camera.New()
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Cam.name = 'UVCamera'
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CAM, SC = GET_newobject('Camera')
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CAM.link(Cam)
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CAM.setName('UVCAMERA')
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Cam.lens = 30
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Cam.name = 'UVCamera'
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CAM.setLocation(obj.getLocation())
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CAM.LocX += XYlimit[0] / 2.0
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CAM.LocY += XYlimit[1] / 2.0
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CAM.LocZ += max (XYlimit[0], XYlimit[1])
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CAM.setEuler (0.0, 0.0, 0.0)
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try:
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LAMP = Blender.Object.Get('Eclairage')
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lampe = LAMP.getData()
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SC = Blender.Scene.getCurrent()
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except:
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lampe = Blender.Lamp.New()
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lampe.name = 'lumin'
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LAMP, SC = GET_newobject('Lamp')
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LAMP.link(lampe)
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LAMP.setName('Eclairage')
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LAMP.setLocation(obj.getLocation())
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LAMP.LocX += XYlimit[0] / 2.0
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LAMP.LocY += XYlimit[1] / 2.0
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LAMP.LocZ += max (XYlimit[0], XYlimit[1])
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LAMP.setEuler (0.0, 0.0, 0.0)
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context = SC.getRenderingContext()
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Camold = SC.getCurrentCamera()
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SC.setCurrentCamera(CAM)
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OLDy = context.imageSizeY()
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OLDx = context.imageSizeX()
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tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4')
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if (tres) == 1: res = 256
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elif (tres) == 2: res = 512
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elif (tres) == 3: res = 768
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elif (tres) == 4: res = 1024
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else: res = 512
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context.imageSizeY(res)
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context.imageSizeX(res)
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SAVE_image (context, name, FRAME)
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context.imageSizeY(OLDy)
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context.imageSizeX(OLDx)
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SC.setCurrentCamera(Camold)
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Blender.Set ('curframe', frame)
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def Mesh2UVCoord ():
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try:
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MESH3D = Object.GetSelected()[0]
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if MESH3D.getType() == 'Mesh':
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MESH = MESH3D.getData()
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MESH2 = Blender.NMesh.GetRaw()
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for f in MESH.faces:
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f1 = Blender.NMesh.Face()
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for v in f.v:
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v1 = Blender.NMesh.Vert (v.co[0], v.co[1], v.co[2])
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MESH2.verts.append(v1)
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f1.v.append(MESH2.verts[len(MESH2.verts) - 1])
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MESH2.faces.append(f1)
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f1.uv = f.uv[:]
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f1.col = f.col[:]
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f1.smooth = f.smooth
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f1.mode = f.mode
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f1.flag = f.flag
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f1.mat = f.mat
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MESH2.materials = MESH.materials[:]
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try:
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NewOBJECT=Blender.Object.Get('UVOBJECT')
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CurSCENE=Blender.Scene.getCurrent()
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except:
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NewOBJECT, CurSCENE = GET_newobject('Mesh')
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NewOBJECT.link(MESH2)
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#NewOBJECT, CurSCENE = GET_newobject('Mesh')
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#NewOBJECT.link(MESH2)
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NewOBJECT.setLocation (OBJPOS, OBJPOS, 0.0)
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NewOBJECT.setEuler (0.0, 0.0, 0.0)
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MESH2.removeAllKeys()
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MESH2.update()
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MESH2.insertKey (1, 'absolute')
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MESH2.update()
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for f in MESH2.faces:
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for v in f.v:
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for n in [0, 1]:
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v.co[n] = f.uv[f.v.index(v)][n]
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exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n)
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v.co[2] = 0.0
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print XYLIMIT
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MESH2.update()
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MESH2.insertKey (FRAME, 'absolute')
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MESH2.update()
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imagename = 'uvtext'
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name = "CHANGE IMAGE NAME ? %t | Replace it | No replace | Script help"
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result = Draw.PupMenu(name)
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if result == 1:
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imagename = Draw.PupStrInput ('Image Name:', imagename, 32)
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if result != 3:
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SHOOT (XYLIMIT, FRAME, NewOBJECT, imagename, FRAME)
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Blender.Redraw()
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else:
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Draw.PupMenu("Ready%t|Please check console for instructions")
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print helpmsg
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else:
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name = "Error%t|Active object is not a mesh or has no UV coordinates"
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result = Draw.PupMenu(name)
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print 'problem : no object selected or not mesh'
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except:
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name = "Error%t|Active object is not a mesh or has no UV coordinates"
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result = Draw.PupMenu(name)
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print 'problem : no object selected or not mesh'
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Mesh2UVCoord()
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