blender/release/scripts/tex2uvbaker.py
Willian Padovani Germano 452c8cf838 Done.
Scripts:
- Jean-Michel Soler probably lost some hours of sleep since Sunday,
  but he managed to send me the updated path import scripts a few
  hours ago.  My tests with Inkscape .svg and .ps and Gimp worked fine.
  He also tested a lot and sent me info about what is already
  supported.  I'll send Ton a doc about bundled scripts including this
  info.  Importers: .ai, .svg, .eps/.ps, Gimp 1-1.2.5 / 2.0.

- Jean-Michel also contributed his Texture Baker script.

- Campbell Barton contributed two new scripts: a mesh cleaner and a
  vloop skinning / lofting script.  He also sent updates to his obj
  import / export ones.

- A Vanpoucke (xand) contributed his Axis Orientation Copy script.

And that makes 8 last minute additions.  Thanks a lot to the authors
and special thanks to JMS and Campbell for their hard work : ).

BPython:

- tiny addition (I'm forced to call it a showstopper bug ;) so JMS's
path import scripts (that actually convert to obj and make Blender
load the .obj curves) can use Blender.Load() and not rename G.sce,
the default filename.  Blender.Load(filename, 1) doesn't update G.sce.
Nothing should break because of this, Load(filename) still works fine.

- Made Blender complain again if script is for a newer Blender version than the one running it.
2004-08-04 06:16:46 +00:00

255 lines
6.9 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'Texture Baker'
Blender: 233
Group: 'UV'
Tooltip: 'Procedural to uvmapped texture baker'
"""
#---------------------------------------------
# Last release : 0.2.2 , 2004/08/01 , 22h13
#---------------------------------------------
#---------------------------------------------
# (c) jm soler 07/2004 : 'Procedural Texture Baker'
# Based on a Martin Theeth' Poirier's really
# good idea :
# it makes a rvk mesh with uv coords of the
# original mesh.
# released under Blender Artistic Licence
#
# 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/util/blenderfile/py/text2uvbaker.py
# 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
FRAME = 100
XYLIMIT = [0.0, 0.]
OBJPOS = 100.0
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;
- Define its materials and textures and set "Map Input" coordinates to UV;
- Run this script and check the console.
"""
def GET_newobject (TYPE):
SCENE = Blender.Scene.getCurrent()
OBJECT = Blender.Object.New(TYPE)
SCENE.link(OBJECT)
return OBJECT, SCENE
def SAVE_image (rc, name, FRAME):
MYDIR = ''
RENDERDIR = rc.getRenderPath()
rc.setRenderPath(RENDERDIR + MYDIR)
print "Render folder:", RENDERDIR + MYDIR
IMAGETYPE = Blender.Scene.Render.PNG
rc.setImageType(IMAGETYPE)
NEWFRAME = FRAME
OLDEFRAME = rc.endFrame()
OLDSFRAME = rc.startFrame()
rc.startFrame(NEWFRAME)
rc.endFrame(NEWFRAME)
rc.renderAnim()
try:
import nt
os = nt
except:
import posix
os = posix
FILENAME = "%04d" % NEWFRAME
FILENAME = FILENAME.replace (' ', '0')
FILENAME = RENDERDIR + MYDIR + FILENAME + '.png'
try:
TRUE = os.stat(FILENAME)
newfname = RENDERDIR + MYDIR + name
if newfname.find('.png', -4) < 0: newfname += '.png'
os.rename(FILENAME, newfname)
print "Renamed to:", newfname
except:
pass
rc.endFrame(OLDEFRAME)
rc.startFrame(OLDSFRAME)
rc.setRenderPath(RENDERDIR)
def SHOOT (XYlimit, frame, obj, name, FRAME):
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')
CAM.link(Cam)
CAM.setName('UVCAMERA')
Cam.lens = 30
Cam.name = 'UVCamera'
CAM.setLocation(obj.getLocation())
CAM.LocX += XYlimit[0] / 2.0
CAM.LocY += XYlimit[1] / 2.0
CAM.LocZ += max (XYlimit[0], XYlimit[1])
CAM.setEuler (0.0, 0.0, 0.0)
try:
LAMP = Blender.Object.Get('Eclairage')
lampe = LAMP.getData()
SC = Blender.Scene.getCurrent()
except:
lampe = Blender.Lamp.New()
lampe.name = 'lumin'
LAMP, SC = GET_newobject('Lamp')
LAMP.link(lampe)
LAMP.setName('Eclairage')
LAMP.setLocation(obj.getLocation())
LAMP.LocX += XYlimit[0] / 2.0
LAMP.LocY += XYlimit[1] / 2.0
LAMP.LocZ += max (XYlimit[0], XYlimit[1])
LAMP.setEuler (0.0, 0.0, 0.0)
context = SC.getRenderingContext()
Camold = SC.getCurrentCamera()
SC.setCurrentCamera(CAM)
OLDy = context.imageSizeY()
OLDx = context.imageSizeX()
tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4')
if (tres) == 1: res = 256
elif (tres) == 2: res = 512
elif (tres) == 3: res = 768
elif (tres) == 4: res = 1024
else: res = 512
context.imageSizeY(res)
context.imageSizeX(res)
SAVE_image (context, name, FRAME)
context.imageSizeY(OLDy)
context.imageSizeX(OLDx)
SC.setCurrentCamera(Camold)
Blender.Set ('curframe', frame)
def Mesh2UVCoord ():
try:
MESH3D = Object.GetSelected()[0]
if MESH3D.getType() == 'Mesh':
MESH = MESH3D.getData()
MESH2 = Blender.NMesh.GetRaw()
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
MESH2.materials = MESH.materials[:]
try:
NewOBJECT=Blender.Object.Get('UVOBJECT')
CurSCENE=Blender.Scene.getCurrent()
except:
NewOBJECT, CurSCENE = GET_newobject('Mesh')
NewOBJECT.link(MESH2)
#NewOBJECT, CurSCENE = GET_newobject('Mesh')
#NewOBJECT.link(MESH2)
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, n, n)
v.co[2] = 0.0
print XYLIMIT
MESH2.update()
MESH2.insertKey (FRAME, 'absolute')
MESH2.update()
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:
SHOOT (XYLIMIT, FRAME, NewOBJECT, imagename, FRAME)
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()