forked from bartvdbraak/blender
d34f89b755
* Added items for importing DXF, VRML, etc. in the File->Import menu, that just call the normal Open function. Most people don't even know that you can open these formats through the normal Open fileselect, so this will make it more obvious. * Removed the 'Export Selected' menu, and put poor old lonely STL in the Import and Export menus too. Most of the exporters export only the selected object anyway, so it's not really a necessary distinction to make.
208 lines
6.3 KiB
Python
208 lines
6.3 KiB
Python
#!BPY
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"""
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Name: 'Nendo (.ndo)...'
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Blender: 232
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Group: 'Import'
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Tooltip: 'Import Nendo Object File Format (.ndo)'
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2001 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | September 25, 2001 |
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# | Released under the Blender Artistic Licence (BAL) |
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# | Import Export Suite v0.5 |
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# +---------------------------------------------------------+
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# | Read and write Nendo File Format (*.nendo) |
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# +---------------------------------------------------------+
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import Blender, mod_meshtools
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import struct, time, sys, os
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# =============================
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# === Read Nendo 1.x Format ===
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# =============================
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def read(filename):
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start = time.clock()
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file = open(filename, "rb")
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version, numobjs = read_header(file)
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for object in range(numobjs):
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good, = struct.unpack(">B", file.read(1))
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if not good: continue # an empty object
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objname = read_object_flags(file)
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edge_table = read_edge_table(file, version)
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face_table = read_face_table(file)
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vert_table = read_vert_table(file)
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uv = read_uv(file)
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verts = make_verts(vert_table)
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faces = make_faces(edge_table)
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mod_meshtools.create_mesh(verts, faces, objname)
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Blender.Window.DrawProgressBar(1.0, "Done") # clear progressbar
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file.close()
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end = time.clock()
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seconds = " in %.2f %s" % (end-start, "seconds")
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message = "Successfully imported " + os.path.basename(filename) + seconds
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message += " (%s)" % version.title()
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mod_meshtools.print_boxed(message)
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# =======================
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# === Read The Header ===
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# =======================
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def read_header(file):
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version, = struct.unpack(">9s", file.read(9))
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misc, = struct.unpack(">H", file.read(2))
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numobjs, = struct.unpack(">B", file.read(1))
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if (version != "nendo 1.0") and (version != "nendo 1.1"):
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mod_meshtools.print_boxed(file.name, "is not a Nendo file")
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return
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return version, numobjs
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# =========================
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# === Read Object Flags ===
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# =========================
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def read_object_flags(file):
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namelen, = struct.unpack(">H", file.read(2))
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objname = file.read(namelen)
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visible, = struct.unpack(">B", file.read(1))
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sensity, = struct.unpack(">B", file.read(1))
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other, = struct.unpack(">H", file.read(2)) # or 2 more flags?
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misc = struct.unpack(">18f", file.read(72))
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return objname
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# =======================
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# === Read Edge Table ===
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# =======================
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def read_edge_table(file, version):
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numedges, = struct.unpack(">H", file.read(2))
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edge_table = {}
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for i in range(numedges):
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if not i%100 and mod_meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/numedges, "Reading Edge Table")
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edge = struct.unpack(">8H", file.read(16))
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if version == "nendo 1.1":
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hard, = struct.unpack(">B", file.read(1)) # edge hardness flag
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color = struct.unpack(">8B", file.read(8))
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edge_table[i] = edge
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return edge_table
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# =======================
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# === Read Face Table ===
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# =======================
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def read_face_table(file):
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numfaces, = struct.unpack(">H", file.read(2))
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face_table = {}
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for i in range(numfaces):
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if not i%100 and mod_meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/numfaces, "Reading Face Table")
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face_table[i] = struct.unpack(">H", file.read(2))[0]
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return face_table
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# =======================
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# === Read Vert Table ===
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# =======================
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def read_vert_table(file):
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numverts, = struct.unpack(">H", file.read(2))
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vert_table = []
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for i in range(numverts):
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if not i%100 and mod_meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/numverts, "Reading Vertex Table")
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w, x, y, z = struct.unpack(">H3f", file.read(14))
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vert_table.append((w,(x, y, z)))
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return vert_table
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# ====================
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# === Read Texture ===
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# ====================
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def read_uv(file):
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numuvs, = struct.unpack(">H", file.read(2))
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uvlist = struct.unpack(">"+`numuvs`+"H", file.read(numuvs*2))
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numfacesT, = struct.unpack(">H", file.read(2))
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facesT = struct.unpack(">"+`numfacesT`+"H", file.read(numfacesT*2))
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textureflag, = struct.unpack(">B", file.read(1))
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if textureflag:
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xres, yres = struct.unpack(">2H", file.read(4))
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print "%ix%i" % (xres, yres)
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pixel = 0
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while pixel < (xres*yres):
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if not pixel%100 and mod_meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(pixel)/xres*yres, "Reading Texture")
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count, = struct.unpack(">B", file.read(1))
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rgb = file.read(3)
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pixel = pixel+count
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return numuvs
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# ==================
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# === Make Verts ===
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# ==================
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def make_verts(vert_table):
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matrix = [ # Rotate 90*x and Scale 0.1
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[0.1, 0.0, 0.0, 0.0],
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[0.0, 0.0, 0.1, 0.0],
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[0.0,-0.1, 0.0, 0.0],
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[0.0, 0.0, 0.0, 1.0]]
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verts = []
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for i in range(len(vert_table)):
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vertex = vert_table[i][1]
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vertex = mod_meshtools.apply_transform(vertex, matrix)
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verts.append(vertex)
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return verts
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# =======================
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# === Make Face Table ===
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# =======================
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def make_face_table(edge_table): # For Nendo
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face_table = {}
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for i in range(len(edge_table)):
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Lf = edge_table[i][2]
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Rf = edge_table[i][3]
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face_table[Lf] = i
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face_table[Rf] = i
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return face_table
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# =======================
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# === Make Vert Table ===
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# =======================
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def make_vert_table(edge_table): # For Nendo
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vert_table = {}
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for i in range(len(edge_table)):
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Sv = edge_table[i][1]
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Ev = edge_table[i][0]
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vert_table[Sv] = i
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vert_table[Ev] = i
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return vert_table
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# ==================
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# === Make Faces ===
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# ==================
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def make_faces(edge_table): # For Nendo
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face_table = make_face_table(edge_table)
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faces=[]
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#for i in range(len(face_table)):
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for i in face_table.keys(): # avoids a whole class of errors
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face_verts = []
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current_edge = face_table[i]
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while(1):
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if i == edge_table[current_edge][3]:
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next_edge = edge_table[current_edge][5] # Right successor edge
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next_vert = edge_table[current_edge][1]
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else:
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next_edge = edge_table[current_edge][4] # Left successor edge
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next_vert = edge_table[current_edge][0]
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face_verts.append(next_vert)
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current_edge = next_edge
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if current_edge == face_table[i]: break
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face_verts.reverse() # Flip all face normals
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faces.append(face_verts)
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return faces
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def fs_callback(filename):
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read(filename)
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Blender.Window.FileSelector(fs_callback, "Import Nendo")
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