blender/release/scripts/tex2uvbaker.py
Willian Padovani Germano 4b01aa7aa5 Scripts:
The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.

All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
2006-01-29 19:17:53 +00:00

645 lines
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#!BPY
""" Registration info for Blender menus:
Name: 'Texture Baker'
Blender: 239
Group: 'UV'
Tooltip: 'Procedural to uvmapped texture baker'
"""
__author__ = "Jean-Michel Soler (jms)"
__url__ = ("blender", "elysiun",
"Official Page, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "0.3.2 2005/12/28"
__bpydoc__ = """\
This script "bakes" Blender procedural materials (including textures): it saves
them as 2d uv-mapped images.
This script saves an uv texture layout of the chosen mesh, that can be used as
an uv map for it. It is a way to export procedurals from Blender as normal
image textures that can be edited with a 2d image manipulation program or used
with the mesh in games and other 3d applications.
Usage:
a) Enter face mode and define uv coordinates for your mesh;<br>
b) Define its materials and textures ;
c) Run this script and check the console.
Global variables
a) FRAME integer, the last frame of the animation, autodocumented .
b) LIMIT integer, 0 or 1, uvcoords may exceed limits 0.0 to 1.0 , this variable
obliges the script to do a complete framing of the uvcoord .
Notes:<br>
This script was based on a suggestion by Martin (Theeth) Poirier;<br>
"""
#---------------------------------------------
# Last release : 0.3.1 , 2005/10/21 , 20h23
#---------------------------------------------
#---------------------------------------------
# (c) jm soler 07/2004 : 'Procedural Texture Baker'
# Based on a Martin 'Theeth' Poirier's really
# good idea : makes a rvk mesh with uv coords
# of the original mesh.
#
# Released under Blender Artistic Licence
#
# 0.3.2
# blender 2.40 update to deal with the new shape
# key system .
#
# 0.3.1
# stupid bug correction
#
# 0.3.0
# TAILLEIMAGE variable
#
# 0.2.9
# -- little probleme with the KEEPRENDERWINDOW variable .
# removed . script seems to works correctly now .
#
# 0.2.8
# -- added the forgotten image property in face
# data. a little longer but better.
# ( a remove double in the resulting mesh may be
# useful .)
# -- the data.update() function problem is
# corrected too
# -- no more layers problem . CAM and MESH are
# localised in layer 20 . This layer is
# the active one for the image rendering .
# -- mesh creation is cleaner, loop in double was
# removed and the abskey is set in frame 1
# only . This solves an other deform problem .
# -- if user does not want an autosaved image,
# the "no replace" option leaves the render
# window on the screen
#
# 0.2.7
# -- minor correction on line 147: "!=-1" added
#
# 0.2.6
# -- Creation of LAMP object is removed and replaced
# by the use of the shadeless option in material object
#
# -- helpmsg corrected : the aim of the script
# is to bake any type of textures so we have not
# to mapinput its textures on UV .
#
# --'pers' camera was replaced by an 'ortho' one.
#
# 0.2.5
# -- if a image file with the same name exits the
# system returns an error
#
# 0.2.4
# -- a LIMIT variable is added to unlock the uvcoords
# autoframing
#
#
# 0.2.3 :
# Great thanks for Apollux who sees a lot of these
# problems
#
# --Everytime you run the script a new set
# of objects is created. File size and memory
# consumption can go pretty high if you are
# not aware of that .
# Now it ONLY creates 3 objects: a flattened
# mesh, a camera and a lamp.
# --all the 3 objects was placed on layer 1, but if
# that layer was not visible while you used the script
# all you will get a is an empty render.
# Now the layer is tst and activated befor the shoot
# --The flattened mesh was really flattend only after
# frame 100 (if you playbacked the animation, you can
# actually see the mesh becoming flat on the first 100
# frames). No more.
# -- When the script is run, it changes temporary to
# the new cammera, set the render output to a square
# (i.e. 1024 x 1024 or else), does the render, and then
# resets the render output and the active camera to the
# original one. But if no original camera was found
# this produce an error.
#
# 0.2.2 :
# if the uv mesh objet exists it used,
# no creation of a new one. As the lamp and
# the camera
# 0.2.1 :
# This script automaticaly frame and shoot the
# new uv mesh . The image file is saved ine the
# /render folder.
#
#---------------------------------------------
# On user-friendly side :
#---------------------------------------------
#- Tadje Vobovnik adds the Select Image Size Menu
#
#---------------------------------------------
# Official Page :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm
# For problems and errors:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------
import Blender
from Blender import NMesh, Draw, Object, Scene, Camera
#-----------------------------------
# Last release : 0.2.5 , 2005/05/22 , 20h00
#-----------------------------------
# la fonction Blender.sys.dirname pose un
# probleme lorsque la memoire est trop encombree
# ---
# It seems that the Blender.sys.dirname function
# poses a problem when the memory is too much encumbered
#-----------------------------------
try:
import nt
os = nt
os.sep='\\'
except:
import posix
os = posix
os.sep='/'
DIRNAME=Blender.Get('filename')
#-----------------------------------
# decoupage de la chaine en fragment
# de fa<66>on a isoler le nom du fichier
# du repertoire
# ---
# split string in fragments to isolate
# the file name from the path name
#-----------------------------------
if DIRNAME.find(os.sep)!=-1:
k0=DIRNAME.split(os.sep)
else:
k0=DIRNAME.split('/')
DIRNAME=DIRNAME.replace(k0[-1],'')
#-----------------------------------
# Last release : 0.2.5 , 2005/05/22 , end
#-----------------------------------
#-----------------------------------
# Last release : 0.2.4 , 2005/05/22 , 15h00
#-----------------------------------
FRAME = Blender.Get('endframe')
#-----------------------------------
# Last release : 0.2.4 , 2005/05/22 , end
#-----------------------------------
#-----------------------------------
# Last release : 0.2.4 , 2005/05/18 , 11h00
#
# Si LIMIT == 0 le script n'essaye pas de realiser
# un nouveau cadrage pour que l'image presente toute les
# coordonn<6E>es uv.
# ---
# if LIMIT == 0 the script do not try to make
# a new framing with all the uvcoord in only one
# shoot...
#-----------------------------------
LIMIT=0
#-----------------------------------
# Last release : 0.2.4 , 2005/05/18 , END
#-----------------------------------
XYLIMIT = [0.0, 0.0,1.0,1.0]
OBJPOS = 100.0
DEBUG=1
RENDERLAYER=20
SCENELAYERS=[]
helpmsg = """
Texture Baker:
This script saves an uv texture layout of the chosen mesh, that can be used as
an uv map for it. It is a way to export procedural textures from Blender as
normal image textures that can be edited with a 2d image manipulation program
or used with the mesh in games and other 3d applications.
Basic instructions:
- Enter face mode and define uv coordinates for your mesh (do not forget to
choose a development shape);
- Define its materials and textures ;
- Run this script and check the console.
"""
def GET_newobject (TYPE,NAME):
"""
# ---------------------------
# Function GET_newobject
#
# IN : TYPE string , object type ('Mesh','Empty',...)
# NAME string , name object
# OUT: OBJECT Blender objetc described in teh string TYPE
# SCENE Blender current scene object
# ---------------------------
Return and object and the current scene
"""
SCENE = Blender.Scene.getCurrent()
OBJECT = Blender.Object.New(TYPE,NAME)
SCENE.link(OBJECT)
return OBJECT, SCENE
def RenameImage(RDIR, MYDIR, FILENAME, name):
"""
# ---------------------------
# Function RenameImage
#
# IN : RDIR string , current render directory
# MYDIR string , new render dir for this shoot
# FILENAME string , last rendered image filename
# name string , new name for this image
# OUT: nothing
# ---------------------------
Rename the file pointed by the string name
recall the function if the file yet exists
"""
newfname = RDIR + MYDIR + name
if newfname.find('.png', -4) < 0 : newfname += '.png'
if not Blender.sys.exists(newfname):
os.rename(FILENAME, newfname)
else:
name = Draw.PupStrInput ('ReName Image, please :', name, 32)
RenameImage(RDIR, MYDIR, FILENAME, name)
def SAVE_image (rc, name, FRAME, result):
"""
# ---------------------------
# Function SAVE_image
#
# IN : rc current render context object
# name string , image name
# FRAME integer, last numbre of the curent animation
# OUT: nothing
# ---------------------------
"""
rc.enableExtensions(1)
MYDIR = ''
RENDERDIR = rc.getRenderPath().replace('\\','/')
if RENDERDIR.find('//')==0 :
print 'filename', Blender.Get('filename'),'/n', Blender.sys.dirname(Blender.Get('filename'))
RDIR=RENDERDIR.replace('//',DIRNAME)
else:
RDIR=RENDERDIR[:]
if DEBUG : print 'RDIR : ', RDIR
HOMEDIR=Blender.Get('homedir')
if DEBUG : print 'HOMEDIR', HOMEDIR
rc.setRenderPath(RENDERDIR + MYDIR)
if DEBUG : print "Render folder:", RENDERDIR + MYDIR
IMAGETYPE = Blender.Scene.Render.PNG
if DEBUG : print 'IMAGETYPE : ',IMAGETYPE
rc.setImageType(IMAGETYPE)
NEWFRAME = FRAME
OLDEFRAME = rc.endFrame()
OLDSFRAME = rc.startFrame()
rc.startFrame(NEWFRAME)
rc.endFrame(NEWFRAME)
rc.renderAnim()
if result!=2 :
Blender.Scene.Render.CloseRenderWindow()
FILENAME = "%04d" % NEWFRAME
FILENAME = FILENAME.replace (' ', '0')
FILENAME = RDIR + MYDIR + FILENAME + '.png'
RenameImage(RDIR, MYDIR, FILENAME, name)
rc.endFrame(OLDEFRAME)
rc.startFrame(OLDSFRAME)
rc.setRenderPath(RENDERDIR)
def SHOOT (XYlimit, frame, obj, name, FRAME, result):
"""
# ---------------------------
# Function SHOOT
#
# IN : XYlimit list of 4 floats, smallest and biggest
# uvcoords
# frame current frame
# obj for object location
# name image name
# FRAME the last animation's frame
# OUT: nothing
# ---------------------------
render and save the baked textures picture
"""
try:
CAM = Blender.Object.Get('UVCAMERA')
Cam = CAM.getData()
SC = Blender.Scene.getCurrent()
except:
Cam = Blender.Camera.New()
Cam.name = 'UVCamera'
CAM, SC = GET_newobject('Camera','UVCAMERA')
CAM.link(Cam)
CAM.setName('UVCAMERA')
CAM.layers=[RENDERLAYER]
Cam.lens = 30
Cam.name = 'UVCamera'
Cam.setType('ortho')
Cam.setScale(1.0)
CAM.setLocation(obj.getLocation())
CAM.LocX += XYlimit[2] * 0.500
CAM.LocY += XYlimit[3] * 0.500
CAM.LocZ += max (XYlimit[2], XYlimit[3])
CAM.setEuler (0.0, 0.0, 0.0)
context = SC.getRenderingContext()
Camold = SC.getCurrentCamera()
SC.setCurrentCamera(CAM)
OLDy = context.imageSizeY()
OLDx = context.imageSizeX()
TAILLEIMAGE='TEXTURE OUT RESOLUTION : %t |'
TAILLEIMAGE+='256 %x1 |'
TAILLEIMAGE+='512 %x2 |'
TAILLEIMAGE+='768 %x3 |'
TAILLEIMAGE+='1024 %x4 |'
TAILLEIMAGE+='2048 %x5 '
#TAILLEIMAGE+='| 4096 %x6 '
tres = Draw.PupMenu(TAILLEIMAGE)
if (tres) == 1: res = 256
elif (tres) == 2: res = 512
elif (tres) == 3: res = 768
elif (tres) == 4: res = 1024
elif (tres) == 5: res = 2048
# elif (tres) == 6: res = 4096
else: res = 512
#...
SCENELAYERS=SC.layers
SC.layers = [20]
context.imageSizeY(res)
context.imageSizeX(res)
SAVE_image (context, name, FRAME, result)
context.imageSizeY(OLDy)
context.imageSizeX(OLDx)
SC.layers = SCENELAYERS
if Camold : SC.setCurrentCamera(Camold)
Blender.Set ('curframe', frame)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
def PROV_Shadeless(MATList):
"""
# ---------------------------
# Function PROV_Shadeless
#
# IN : MATList a list of the mesh's materials
# OUT: SHADEDict a dictionnary of the materials' shadeles value
# ---------------------------
"""
SHADEDict={}
for mat in MATList:
SHADEDict[mat.name]=mat.mode
mat.mode |= Blender.Material.Modes.SHADELESS
return SHADEDict
#-----------------------------------
# Last release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
def REST_Shadeless(SHADEDict):
"""
# ---------------------------
# Function REST_Shadeless
#
# IN : SHADEDict a dictionnary of the materials' shadeles value
# OUT : nothing
# ---------------------------
"""
for m in SHADEDict.keys():
mat=Blender.Material.Get(m)
mat.mode=SHADEDict[m]
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
#-----------------------------------
# release : 0.3.2 , 2005/12/28 , 13h00
#-----------------------------------
def Blender240update(MESH2,FRAME):
"""
# ---------------------------
# Function Blender240update
#
# IN : MESH2 a mesh data bloc
# FRAME , the animation frame limit
#
# ADD : an ipo curve to the shape key
# named "Key 1"
#
# OUT : nothing
# ---------------------------
"""
# ---------------------------
# recuperation des clef de morphing pour ce mesh
# ---------------------------
key = MESH2.getKey()
# ---------------------------
# recuperation de l'Ipo
# ---------------------------
ipo = key.ipo
# ---------------------------
# si l'ipo n'existe pas on la cree
# ---------------------------
if ipo == None:
noipo = Blender.Ipo.New("Key","keyipo")
key.ipo = noipo
# ---------------------------
# raccourci de l'expression
# ---------------------------
ipo = key.ipo
# ---------------------------
# identification de la clef de morphing
# ---------------------------
keyidentity = "Key 1"
# ---------------------------
# recuperation de la courbe correspondante
# c'est toujours la courbe 0
# ---------------------------
ipocurve = ipo.getCurve(0)
# ---------------------------
# si la courbe n'existe pas (normalement, elle n'existe pas mais
# on g<>re le risque pour faciliter une eventuelle r<>cup<75>ration de
# cette fonction dans un autre script ou pour les cas , certe peu
# probable, ou blender viendrait a etre modifie pour les ajouter
# automatiquement ) on la cree ...
# ---------------------------
if ipocurve == None:
ipocurve = ipo.addCurve(keyidentity)
# ---------------------------
# On applique l'attribut d'inetrpolation qui permet d'avoir
# une ligne droite
# ---------------------------
ipocurve.setInterpolation("Linear")
# ---------------------------
# On retire tous les sommets qui pourraient se trouver sur la
# courbe (dans l'<27>tat actuel, cette op<6F>ration est une s<>curit<69>
# superflue ) .
# ---------------------------
while len(ipocurve.getPoints()) > 0:
ipocurve.delBezier(0)
ipocurve.recalc()
# ---------------------------
# On ajouter les sommets necessaires ...
# ---------------------------
ipocurve.addBezier((-1,1))
# ---------------------------
# ... ce dernire n'est peut-<2D>tre pas absolument obligatoire .
# ---------------------------
ipocurve.addBezier((FRAME+1,1))
#-----------------------------------
# release : 0.3.2 , 2005/12/28 , end
#-----------------------------------
def Mesh2UVCoord (LIMIT):
"""
# ---------------------------
# Function Mesh2UVCoord
#
# IN : LIMIT integer, create or not a new framing for uvcoords
# OUT: nothing
# ---------------------------
"""
global PUTRAW, FRAME, SCENELAYERS
try:
MESH3D = Object.GetSelected()[0]
if MESH3D.getType() == 'Mesh':
MESH = MESH3D.getData()
try:
NewOBJECT=Blender.Object.Get('UVOBJECT')
CurSCENE=Blender.Scene.getCurrent()
except:
NewOBJECT, CurSCENE = GET_newobject('Mesh','UVOBJECT')
MESH2 = NewOBJECT.getData()
MESH2.edges=[]
NewOBJECT.layers=[RENDERLAYER]
MESH2.faces=[]
for f in MESH.faces:
f1 = Blender.NMesh.Face()
for v in f.v:
v1 = Blender.NMesh.Vert (v.co[0], v.co[1], v.co[2])
MESH2.verts.append(v1)
f1.v.append(MESH2.verts[len(MESH2.verts) - 1])
MESH2.faces.append(f1)
f1.uv = f.uv[:]
f1.col = f.col[:]
f1.smooth = f.smooth
f1.mode = f.mode
f1.flag = f.flag
f1.mat = f.mat
#-----------------------------------
# release : 0.2.8 , 2005/07/19 , end
#-----------------------------------
try:
f1.image=f.image
except :
pass
MESH2.materials = MESH.materials[:]
NewOBJECT.setLocation (OBJPOS, OBJPOS, 0.0)
NewOBJECT.setEuler (0.0, 0.0, 0.0)
MESH2.removeAllKeys()
MESH2.update()
MESH2.insertKey (1, 'absolute')
MESH2.update()
for f in MESH2.faces:
for v in f.v:
for n in [0,1]:
v.co[n] = f.uv[f.v.index(v)][n]
exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n+2, n+2, n)
exec "if v.co[%s] < XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n)
v.co[2] = 0.0
print XYLIMIT
MESH2.update()
MESH2.insertKey (FRAME, 'absolute')
MESH2.update()
#-----------------------------------
# release : 0.3.2 , 2005/12/28 , 13h00
#-----------------------------------
Blender240update(MESH2,FRAME)
#-----------------------------------
# release : 0.3.2 , 2005/12/28 , end
#-----------------------------------
imagename = 'uvtext'
name = "CHANGE IMAGE NAME ? %t | Replace it | No replace | Script help"
result = Draw.PupMenu(name)
if result == 1:
imagename = Draw.PupStrInput ('Image Name:', imagename, 32)
if result != 3:
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
SHADEDict=PROV_Shadeless(MESH2.materials)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
if LIMIT :
SHOOT(XYLIMIT, FRAME, NewOBJECT, imagename, FRAME,result)
else :
SHOOT([0.0,0.0,1.0,1.0], FRAME, NewOBJECT, imagename, FRAME, result)
#-----------------------------------
# release : 0.2.6, 2005/05/29 , 00h00
#-----------------------------------
REST_Shadeless(SHADEDict)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
Blender.Redraw()
else:
Draw.PupMenu("Ready%t|Please check console for instructions")
print helpmsg
else:
name = "Error%t|Active object is not a mesh or has no UV coordinates"
result = Draw.PupMenu(name)
print 'problem : no object selected or not mesh'
except:
name = "Error%t|Active object is not a mesh or has no UV coordinates"
result = Draw.PupMenu(name)
print 'problem : no object selected or not mesh'
Mesh2UVCoord(LIMIT)