forked from bartvdbraak/blender
c19baf85cc
from Paolo Ciccone (pciccone) Im not that keen on this functionality since vertex groups in blender are for weight painting and OBJ's groups are more like sub-objects, The conversion between these is a poor approximation (one vertex group per face). But this is still useful for using blender with poser so accepting these 2 patches. Made some changes from the patch *Export* - vgroup off by default, since this is mainly useful for corner cases - findVertexGroupName() - changed how exporting selects a vertex group for a face, use the highest combind weight for each group instead of the number of checking how many times the verts are in a group because they could have a zero weight. - findVertexGroupName() - would fail if a faces verts were not in any groups, now return a (null) group - Allow modifiers to export with vgroups *Import* - disable by default - ignore (null) groups - fixed a problem where the patch broke SPLIT_GROUPS - move the group definition out of global namespace, breaks importing as a module. --- Patch submission info The import/export scripts included with Blender 2.48 don't save/preserve groups defined in OBJ file. This presents a couple of issues: users loading an obj file with groups are not able to use a rather important set of data. When the file is then saved the groups are lost bringing up both the issue of data loss and loss of functionality as groups are used for rigging and morph target creation for Poser/DAZ Studio and all compatible applications. Of course other animation/modeling packages that use OBJ files might be affected. The solution that I present here simply patches the excellent python scripts written by Campbell Barton and Jiri Hnidek. The new code implements the preservation of groups by creating Blender vertex groups during import and by re-writing those groups in the OBJ file during export. Of course group ownership is idetermined at the face/polygon level and not at the vertex level. This rather simple solution makes Blender instantly one of the better tools to create Poser Morph targets (Full Body Morphs) and conforming figures and clothing. Of course it's also adding a more complete support for the whole OBJ spec. The patches are fitting well inside the established logic, have a minimal impact and are totally transparent to the user. See the attached video (about 7 minutes long) for more details. I noticed that the original scripts are formatted with tabs. I think it would be a good idea to follow the standard Python recommendation and convert the scripts to use spaces. I didn't want to do it on my side as it would generate a patch that replaces the whole file, not something that I wanted to do with my first submission :) But it would help if people with access to SVN could do it. Here is a short video that demonstrates the updates: http://www.paolociccone.com/blender_obj_scripts.html Cheers! ----
842 lines
29 KiB
Python
842 lines
29 KiB
Python
#!BPY
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"""
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Name: 'Wavefront (.obj)...'
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Blender: 248
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Group: 'Export'
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Tooltip: 'Save a Wavefront OBJ File'
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"""
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__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone"
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__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org']
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__version__ = "1.21"
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__bpydoc__ = """\
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This script is an exporter to OBJ file format.
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Usage:
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Select the objects you wish to export and run this script from "File->Export" menu.
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Selecting the default options from the popup box will be good in most cases.
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All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d)
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will be exported as mesh data.
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"""
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# --------------------------------------------------------------------------
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# OBJ Export v1.1 by Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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import Blender
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from Blender import Mesh, Scene, Window, sys, Image, Draw
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import BPyMesh
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import BPyObject
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import BPySys
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import BPyMessages
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# Returns a tuple - path,extension.
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# 'hello.obj' > ('hello', '.obj')
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def splitExt(path):
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dotidx = path.rfind('.')
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if dotidx == -1:
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return path, ''
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else:
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return path[:dotidx], path[dotidx:]
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def fixName(name):
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if name == None:
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return 'None'
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else:
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return name.replace(' ', '_')
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# A Dict of Materials
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# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
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MTL_DICT = {}
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def write_mtl(filename):
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world = Blender.World.GetCurrent()
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if world:
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worldAmb = world.getAmb()
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else:
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worldAmb = (0,0,0) # Default value
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file = open(filename, "w")
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file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
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file.write('# Material Count: %i\n' % len(MTL_DICT))
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# Write material/image combinations we have used.
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for key, (mtl_mat_name, mat, img) in MTL_DICT.iteritems():
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# Get the Blender data for the material and the image.
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# Having an image named None will make a bug, dont do it :)
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file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
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if mat:
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file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
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file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.amb for c in worldAmb]) ) # Ambient, uses mirror colour,
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file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse
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file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular
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file.write('Ni %.6f\n' % mat.IOR) # Refraction index
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file.write('d %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
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# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
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if mat.getMode() & Blender.Material.Modes['SHADELESS']:
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file.write('illum 0\n') # ignore lighting
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elif mat.getSpec() == 0:
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file.write('illum 1\n') # no specular.
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else:
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file.write('illum 2\n') # light normaly
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else:
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#write a dummy material here?
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file.write('Ns 0\n')
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file.write('Ka %.6f %.6f %.6f\n' % tuple([c for c in worldAmb]) ) # Ambient, uses mirror colour,
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file.write('Kd 0.8 0.8 0.8\n')
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file.write('Ks 0.8 0.8 0.8\n')
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file.write('d 1\n') # No alpha
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file.write('illum 2\n') # light normaly
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# Write images!
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if img: # We have an image on the face!
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file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
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elif mat: # No face image. if we havea material search for MTex image.
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for mtex in mat.getTextures():
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if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
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try:
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filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
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file.write('map_Kd %s\n' % filename) # Diffuse mapping image
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break
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except:
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# Texture has no image though its an image type, best ignore.
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pass
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file.write('\n\n')
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file.close()
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def copy_file(source, dest):
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file = open(source, 'rb')
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data = file.read()
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file.close()
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file = open(dest, 'wb')
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file.write(data)
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file.close()
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def copy_images(dest_dir):
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if dest_dir[-1] != sys.sep:
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dest_dir += sys.sep
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# Get unique image names
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uniqueImages = {}
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for matname, mat, image in MTL_DICT.itervalues(): # Only use image name
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# Get Texface images
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if image:
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uniqueImages[image] = image # Should use sets here. wait until Python 2.4 is default.
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# Get MTex images
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if mat:
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for mtex in mat.getTextures():
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if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
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image_tex = mtex.tex.image
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if image_tex:
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try:
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uniqueImages[image_tex] = image_tex
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except:
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pass
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# Now copy images
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copyCount = 0
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for bImage in uniqueImages.itervalues():
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image_path = sys.expandpath(bImage.filename)
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if sys.exists(image_path):
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# Make a name for the target path.
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dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
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if not sys.exists(dest_image_path): # Image isnt alredy there
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print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
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copy_file(image_path, dest_image_path)
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copyCount+=1
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print '\tCopied %d images' % copyCount
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def write(filename, objects,\
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EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_NORMALS_HQ=False,\
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EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
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EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True, EXPORT_BLEN_OBS=True,\
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EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False, EXPORT_KEEP_VERT_ORDER=False,\
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EXPORT_POLYGROUPS=False):
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'''
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Basic write function. The context and options must be alredy set
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This can be accessed externaly
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eg.
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write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
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'''
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def veckey3d(v):
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return round(v.x, 6), round(v.y, 6), round(v.z, 6)
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def veckey2d(v):
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return round(v.x, 6), round(v.y, 6)
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def findVertexGroupName(face, vWeightMap):
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"""
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Searches the vertexDict to see what groups is assigned to a given face.
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We use a frequency system in order to sort out the name because a given vetex can
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belong to two or more groups at the same time. To find the right name for the face
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we list all the possible vertex group names with their frequency and then sort by
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frequency in descend order. The top element is the one shared by the highest number
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of vertices is the face's group
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"""
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weightDict = {}
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for vert in face:
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vWeights = vWeightMap[vert.index]
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for vGroupName, weight in vWeights:
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weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight
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if weightDict:
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alist = [(weight,vGroupName) for vGroupName, weight in weightDict.iteritems()] # sort least to greatest amount of weight
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alist.sort()
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return(alist[-1][1]) # highest value last
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else:
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return '(null)'
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print 'OBJ Export path: "%s"' % filename
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temp_mesh_name = '~tmp-mesh'
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time1 = sys.time()
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scn = Scene.GetCurrent()
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file = open(filename, "w")
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# Write Header
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file.write('# Blender3D v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
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file.write('# www.blender3d.org\n')
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# Tell the obj file what material file to use.
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if EXPORT_MTL:
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mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
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file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
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# Get the container mesh. - used for applying modifiers and non mesh objects.
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containerMesh = meshName = tempMesh = None
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for meshName in Blender.NMesh.GetNames():
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if meshName.startswith(temp_mesh_name):
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tempMesh = Mesh.Get(meshName)
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if not tempMesh.users:
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containerMesh = tempMesh
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if not containerMesh:
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containerMesh = Mesh.New(temp_mesh_name)
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if EXPORT_ROTX90:
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mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
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del meshName
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del tempMesh
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# Initialize totals, these are updated each object
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totverts = totuvco = totno = 1
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face_vert_index = 1
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globalNormals = {}
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# Get all meshes
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for ob_main in objects:
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for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
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# Will work for non meshes now! :)
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# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
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me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
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if not me:
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continue
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if EXPORT_UV:
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faceuv= me.faceUV
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else:
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faceuv = False
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# We have a valid mesh
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if EXPORT_TRI and me.faces:
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# Add a dummy object to it.
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has_quads = False
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for f in me.faces:
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if len(f) == 4:
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has_quads = True
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break
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if has_quads:
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oldmode = Mesh.Mode()
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Mesh.Mode(Mesh.SelectModes['FACE'])
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me.sel = True
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tempob = scn.objects.new(me)
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me.quadToTriangle(0) # more=0 shortest length
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oldmode = Mesh.Mode(oldmode)
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scn.objects.unlink(tempob)
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Mesh.Mode(oldmode)
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# Make our own list so it can be sorted to reduce context switching
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faces = [ f for f in me.faces ]
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if EXPORT_EDGES:
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edges = me.edges
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else:
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edges = []
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if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
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continue # dont bother with this mesh.
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if EXPORT_ROTX90:
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me.transform(ob_mat*mat_xrot90)
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else:
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me.transform(ob_mat)
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# High Quality Normals
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if EXPORT_NORMALS and faces:
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if EXPORT_NORMALS_HQ:
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BPyMesh.meshCalcNormals(me)
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else:
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# transforming normals is incorrect
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# when the matrix is scaled,
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# better to recalculate them
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me.calcNormals()
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# # Crash Blender
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#materials = me.getMaterials(1) # 1 == will return None in the list.
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materials = me.materials
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materialNames = []
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materialItems = materials[:]
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if materials:
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for mat in materials:
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if mat: # !=None
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materialNames.append(mat.name)
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else:
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materialNames.append(None)
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# Cant use LC because some materials are None.
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# materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.
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# Possible there null materials, will mess up indicies
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# but at least it will export, wait until Blender gets fixed.
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materialNames.extend((16-len(materialNames)) * [None])
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materialItems.extend((16-len(materialItems)) * [None])
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# Sort by Material, then images
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# so we dont over context switch in the obj file.
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if EXPORT_KEEP_VERT_ORDER:
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pass
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elif faceuv:
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try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
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except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
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elif len(materials) > 1:
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try: faces.sort(key = lambda a: (a.mat, a.smooth))
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except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
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else:
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# no materials
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try: faces.sort(key = lambda a: a.smooth)
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except: faces.sort(lambda a,b: cmp(a.smooth, b.smooth))
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# Set the default mat to no material and no image.
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contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get.
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contextSmooth = None # Will either be true or false, set bad to force initialization switch.
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if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
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name1 = ob.name
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name2 = ob.getData(1)
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if name1 == name2:
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obnamestring = fixName(name1)
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else:
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obnamestring = '%s_%s' % (fixName(name1), fixName(name2))
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if EXPORT_BLEN_OBS:
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file.write('o %s\n' % obnamestring) # Write Object name
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else: # if EXPORT_GROUP_BY_OB:
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file.write('g %s\n' % obnamestring)
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# Vert
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for v in me.verts:
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file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
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# UV
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if faceuv:
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uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/
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uv_dict = {} # could use a set() here
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for f_index, f in enumerate(faces):
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for uv_index, uv in enumerate(f.uv):
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uvkey = veckey2d(uv)
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try:
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uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
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except:
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uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
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file.write('vt %.6f %.6f\n' % tuple(uv))
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uv_unique_count = len(uv_dict)
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del uv, uvkey, uv_dict, f_index, uv_index
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# Only need uv_unique_count and uv_face_mapping
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# NORMAL, Smooth/Non smoothed.
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if EXPORT_NORMALS:
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for f in faces:
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if f.smooth:
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for v in f:
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noKey = veckey3d(v.no)
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if not globalNormals.has_key( noKey ):
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globalNormals[noKey] = totno
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totno +=1
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file.write('vn %.6f %.6f %.6f\n' % noKey)
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else:
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# Hard, 1 normal from the face.
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noKey = veckey3d(f.no)
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if not globalNormals.has_key( noKey ):
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globalNormals[noKey] = totno
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totno +=1
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file.write('vn %.6f %.6f %.6f\n' % noKey)
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if not faceuv:
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f_image = None
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if EXPORT_POLYGROUPS:
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# Retrieve the list of vertex groups
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vertGroupNames = me.getVertGroupNames()
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currentVGroup = ''
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# Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
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vgroupsMap = [[] for _i in xrange(len(me.verts))]
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for vertexGroupName in vertGroupNames:
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for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1):
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vgroupsMap[vIdx].append((vertexGroupName, vWeight))
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for f_index, f in enumerate(faces):
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f_v= f.v
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f_smooth= f.smooth
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f_mat = min(f.mat, len(materialNames)-1)
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if faceuv:
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f_image = f.image
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f_uv= f.uv
|
|
|
|
# MAKE KEY
|
|
if faceuv and f_image: # Object is always true.
|
|
key = materialNames[f_mat], f_image.name
|
|
else:
|
|
key = materialNames[f_mat], None # No image, use None instead.
|
|
|
|
# Write the vertex group
|
|
if EXPORT_POLYGROUPS:
|
|
if vertGroupNames:
|
|
# find what vertext group the face belongs to
|
|
theVGroup = findVertexGroupName(f,vgroupsMap)
|
|
if theVGroup != currentVGroup:
|
|
currentVGroup = theVGroup
|
|
file.write('g %s\n' % theVGroup)
|
|
|
|
# CHECK FOR CONTEXT SWITCH
|
|
if key == contextMat:
|
|
pass # Context alredy switched, dont do anything
|
|
else:
|
|
if key[0] == None and key[1] == None:
|
|
# Write a null material, since we know the context has changed.
|
|
if EXPORT_GROUP_BY_MAT:
|
|
file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # can be mat_image or (null)
|
|
file.write('usemtl (null)\n') # mat, image
|
|
|
|
else:
|
|
mat_data= MTL_DICT.get(key)
|
|
if not mat_data:
|
|
# First add to global dict so we can export to mtl
|
|
# Then write mtl
|
|
|
|
# Make a new names from the mat and image name,
|
|
# converting any spaces to underscores with fixName.
|
|
|
|
# If none image dont bother adding it to the name
|
|
if key[1] == None:
|
|
mat_data = MTL_DICT[key] = ('%s'%fixName(key[0])), materialItems[f_mat], f_image
|
|
else:
|
|
mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image
|
|
|
|
if EXPORT_GROUP_BY_MAT:
|
|
file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), mat_data[0]) ) # can be mat_image or (null)
|
|
|
|
file.write('usemtl %s\n' % mat_data[0]) # can be mat_image or (null)
|
|
|
|
contextMat = key
|
|
if f_smooth != contextSmooth:
|
|
if f_smooth: # on now off
|
|
file.write('s 1\n')
|
|
contextSmooth = f_smooth
|
|
else: # was off now on
|
|
file.write('s off\n')
|
|
contextSmooth = f_smooth
|
|
|
|
file.write('f')
|
|
if faceuv:
|
|
if EXPORT_NORMALS:
|
|
if f_smooth: # Smoothed, use vertex normals
|
|
for vi, v in enumerate(f_v):
|
|
file.write( ' %d/%d/%d' % (\
|
|
v.index+totverts,\
|
|
totuvco + uv_face_mapping[f_index][vi],\
|
|
globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
|
|
|
|
else: # No smoothing, face normals
|
|
no = globalNormals[ veckey3d(f.no) ]
|
|
for vi, v in enumerate(f_v):
|
|
file.write( ' %d/%d/%d' % (\
|
|
v.index+totverts,\
|
|
totuvco + uv_face_mapping[f_index][vi],\
|
|
no)) # vert, uv, normal
|
|
|
|
else: # No Normals
|
|
for vi, v in enumerate(f_v):
|
|
file.write( ' %d/%d' % (\
|
|
v.index+totverts,\
|
|
totuvco + uv_face_mapping[f_index][vi])) # vert, uv
|
|
|
|
face_vert_index += len(f_v)
|
|
|
|
else: # No UV's
|
|
if EXPORT_NORMALS:
|
|
if f_smooth: # Smoothed, use vertex normals
|
|
for v in f_v:
|
|
file.write( ' %d//%d' % (\
|
|
v.index+totverts,\
|
|
globalNormals[ veckey3d(v.no) ]))
|
|
else: # No smoothing, face normals
|
|
no = globalNormals[ veckey3d(f.no) ]
|
|
for v in f_v:
|
|
file.write( ' %d//%d' % (\
|
|
v.index+totverts,\
|
|
no))
|
|
else: # No Normals
|
|
for v in f_v:
|
|
file.write( ' %d' % (\
|
|
v.index+totverts))
|
|
|
|
file.write('\n')
|
|
|
|
# Write edges.
|
|
if EXPORT_EDGES:
|
|
LOOSE= Mesh.EdgeFlags.LOOSE
|
|
for ed in edges:
|
|
if ed.flag & LOOSE:
|
|
file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts))
|
|
|
|
# Make the indicies global rather then per mesh
|
|
totverts += len(me.verts)
|
|
if faceuv:
|
|
totuvco += uv_unique_count
|
|
me.verts= None
|
|
file.close()
|
|
|
|
|
|
# Now we have all our materials, save them
|
|
if EXPORT_MTL:
|
|
write_mtl(mtlfilename)
|
|
if EXPORT_COPY_IMAGES:
|
|
dest_dir = filename
|
|
# Remove chars until we are just the path.
|
|
while dest_dir and dest_dir[-1] not in '\\/':
|
|
dest_dir = dest_dir[:-1]
|
|
if dest_dir:
|
|
copy_images(dest_dir)
|
|
else:
|
|
print '\tError: "%s" could not be used as a base for an image path.' % filename
|
|
|
|
print "OBJ Export time: %.2f" % (sys.time() - time1)
|
|
|
|
|
|
|
|
def write_ui(filename):
|
|
|
|
if not filename.lower().endswith('.obj'):
|
|
filename += '.obj'
|
|
|
|
if not BPyMessages.Warning_SaveOver(filename):
|
|
return
|
|
|
|
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
|
|
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
|
|
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
|
|
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
|
|
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
|
|
EXPORT_POLYGROUPS
|
|
|
|
EXPORT_APPLY_MODIFIERS = Draw.Create(0)
|
|
EXPORT_ROTX90 = Draw.Create(1)
|
|
EXPORT_TRI = Draw.Create(0)
|
|
EXPORT_EDGES = Draw.Create(1)
|
|
EXPORT_NORMALS = Draw.Create(0)
|
|
EXPORT_NORMALS_HQ = Draw.Create(0)
|
|
EXPORT_UV = Draw.Create(1)
|
|
EXPORT_MTL = Draw.Create(1)
|
|
EXPORT_SEL_ONLY = Draw.Create(1)
|
|
EXPORT_ALL_SCENES = Draw.Create(0)
|
|
EXPORT_ANIMATION = Draw.Create(0)
|
|
EXPORT_COPY_IMAGES = Draw.Create(0)
|
|
EXPORT_BLEN_OBS = Draw.Create(0)
|
|
EXPORT_GROUP_BY_OB = Draw.Create(0)
|
|
EXPORT_GROUP_BY_MAT = Draw.Create(0)
|
|
EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
|
|
EXPORT_POLYGROUPS = Draw.Create(0)
|
|
|
|
|
|
# Old UI
|
|
'''
|
|
# removed too many options are bad!
|
|
|
|
# Get USER Options
|
|
pup_block = [\
|
|
('Context...'),\
|
|
('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
|
|
('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a separate OBJ file.'),\
|
|
('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
|
|
('Object Prefs...'),\
|
|
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
|
|
('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
|
|
('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\
|
|
('Extra Data...'),\
|
|
('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
|
|
('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
|
|
('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
|
|
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
|
|
('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
|
|
('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
|
|
('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
|
|
('Grouping...'),\
|
|
('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
|
|
('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
|
|
('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
|
|
]
|
|
|
|
if not Draw.PupBlock('Export...', pup_block):
|
|
return
|
|
'''
|
|
|
|
# BEGIN ALTERNATIVE UI *******************
|
|
if True:
|
|
|
|
EVENT_NONE = 0
|
|
EVENT_EXIT = 1
|
|
EVENT_REDRAW = 2
|
|
EVENT_EXPORT = 3
|
|
|
|
GLOBALS = {}
|
|
GLOBALS['EVENT'] = EVENT_REDRAW
|
|
#GLOBALS['MOUSE'] = Window.GetMouseCoords()
|
|
GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
|
|
|
|
def obj_ui_set_event(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
|
|
def do_split(e,v):
|
|
global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER, EXPORT_POLYGROUPS
|
|
if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
|
|
EXPORT_KEEP_VERT_ORDER.val = 0
|
|
else:
|
|
EXPORT_KEEP_VERT_ORDER.val = 1
|
|
|
|
def do_vertorder(e,v):
|
|
global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
|
|
if EXPORT_KEEP_VERT_ORDER.val:
|
|
EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0
|
|
else:
|
|
if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val):
|
|
EXPORT_KEEP_VERT_ORDER.val = 1
|
|
|
|
|
|
def do_help(e,v):
|
|
url = __url__[0]
|
|
print 'Trying to open web browser with documentation at this address...'
|
|
print '\t' + url
|
|
|
|
try:
|
|
import webbrowser
|
|
webbrowser.open(url)
|
|
except:
|
|
print '...could not open a browser window.'
|
|
|
|
def obj_ui():
|
|
ui_x, ui_y = GLOBALS['MOUSE']
|
|
|
|
# Center based on overall pup size
|
|
ui_x -= 165
|
|
ui_y -= 140
|
|
|
|
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
|
|
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
|
|
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
|
|
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
|
|
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
|
|
EXPORT_POLYGROUPS
|
|
|
|
Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20)
|
|
Draw.BeginAlign()
|
|
EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
|
|
EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
|
|
EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
|
|
Draw.EndAlign()
|
|
|
|
|
|
Draw.Label('Output Options...', ui_x+9, ui_y+189, 220, 20)
|
|
Draw.BeginAlign()
|
|
EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
|
|
EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
|
|
EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
|
|
Draw.EndAlign()
|
|
|
|
|
|
Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20)
|
|
Draw.BeginAlign()
|
|
EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
|
|
EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
|
|
Draw.EndAlign()
|
|
Draw.BeginAlign()
|
|
EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
|
|
EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
|
|
Draw.EndAlign()
|
|
Draw.BeginAlign()
|
|
EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+120, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
|
|
EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+120, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
|
|
Draw.EndAlign()
|
|
EXPORT_POLYGROUPS = Draw.Toggle('Polygroups', EVENT_REDRAW, ui_x+9, ui_y+95, 120, 20, EXPORT_POLYGROUPS.val, 'Export vertex groups as OBJ groups (one group per face approximation).')
|
|
|
|
|
|
Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
|
|
Draw.BeginAlign()
|
|
EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
|
|
EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
|
|
EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
|
|
Draw.EndAlign()
|
|
|
|
EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
|
|
|
|
Draw.BeginAlign()
|
|
Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
|
|
Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
|
|
Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
|
|
Draw.EndAlign()
|
|
|
|
|
|
# hack so the toggle buttons redraw. this is not nice at all
|
|
while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT):
|
|
Draw.UIBlock(obj_ui, 0)
|
|
|
|
if GLOBALS['EVENT'] != EVENT_EXPORT:
|
|
return
|
|
|
|
# END ALTERNATIVE UI *********************
|
|
|
|
|
|
if EXPORT_KEEP_VERT_ORDER.val:
|
|
EXPORT_BLEN_OBS.val = False
|
|
EXPORT_GROUP_BY_OB.val = False
|
|
EXPORT_GROUP_BY_MAT.val = False
|
|
EXPORT_APPLY_MODIFIERS.val = False
|
|
|
|
Window.EditMode(0)
|
|
Window.WaitCursor(1)
|
|
|
|
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
|
|
EXPORT_ROTX90 = EXPORT_ROTX90.val
|
|
EXPORT_TRI = EXPORT_TRI.val
|
|
EXPORT_EDGES = EXPORT_EDGES.val
|
|
EXPORT_NORMALS = EXPORT_NORMALS.val
|
|
EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
|
|
EXPORT_UV = EXPORT_UV.val
|
|
EXPORT_MTL = EXPORT_MTL.val
|
|
EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
|
|
EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
|
|
EXPORT_ANIMATION = EXPORT_ANIMATION.val
|
|
EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
|
|
EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
|
|
EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
|
|
EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
|
|
EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val
|
|
EXPORT_POLYGROUPS = EXPORT_POLYGROUPS.val
|
|
|
|
|
|
base_name, ext = splitExt(filename)
|
|
context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
|
|
|
|
# Use the options to export the data using write()
|
|
# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
|
|
orig_scene = Scene.GetCurrent()
|
|
if EXPORT_ALL_SCENES:
|
|
export_scenes = Scene.Get()
|
|
else:
|
|
export_scenes = [orig_scene]
|
|
|
|
# Export all scenes.
|
|
for scn in export_scenes:
|
|
scn.makeCurrent() # If alredy current, this is not slow.
|
|
context = scn.getRenderingContext()
|
|
orig_frame = Blender.Get('curframe')
|
|
|
|
if EXPORT_ALL_SCENES: # Add scene name into the context_name
|
|
context_name[1] = '_%s' % BPySys.cleanName(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
|
|
|
|
# Export an animation?
|
|
if EXPORT_ANIMATION:
|
|
scene_frames = xrange(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
|
|
else:
|
|
scene_frames = [orig_frame] # Dont export an animation.
|
|
|
|
# Loop through all frames in the scene and export.
|
|
for frame in scene_frames:
|
|
if EXPORT_ANIMATION: # Add frame to the filename.
|
|
context_name[2] = '_%.6d' % frame
|
|
|
|
Blender.Set('curframe', frame)
|
|
if EXPORT_SEL_ONLY:
|
|
export_objects = scn.objects.context
|
|
else:
|
|
export_objects = scn.objects
|
|
|
|
full_path= ''.join(context_name)
|
|
|
|
# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
|
|
# EXPORT THE FILE.
|
|
write(full_path, export_objects,\
|
|
EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
|
|
EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
|
|
EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
|
|
EXPORT_ROTX90, EXPORT_BLEN_OBS,\
|
|
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
|
|
EXPORT_POLYGROUPS)
|
|
|
|
Blender.Set('curframe', orig_frame)
|
|
|
|
# Restore old active scene.
|
|
orig_scene.makeCurrent()
|
|
Window.WaitCursor(0)
|
|
|
|
|
|
if __name__ == '__main__':
|
|
Window.FileSelector(write_ui, 'Export Wavefront OBJ', sys.makename(ext='.obj'))
|