2005-12-15 01:42:45 +00:00
|
|
|
|
#!BPY
|
|
|
|
|
|
|
|
|
|
"""
|
|
|
|
|
Name: '3D Studio (.3ds)...'
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
Blender: 241
|
2005-12-15 01:42:45 +00:00
|
|
|
|
Group: 'Export'
|
|
|
|
|
Tooltip: 'Export to 3DS file format (.3ds).'
|
|
|
|
|
"""
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
__author__ = ["Campbell Barton", "Bob Holcomb", "Richard L<>rk<72>ng", "Damien McGinnes", "Mark Stijnman"]
|
|
|
|
|
__url__ = ("blender", "elysiun", "http://www.gametutorials.com", "http://lib3ds.sourceforge.net/")
|
2006-05-14 03:11:55 +00:00
|
|
|
|
__version__ = "0.90a"
|
2005-12-15 01:42:45 +00:00
|
|
|
|
__bpydoc__ = """\
|
|
|
|
|
|
|
|
|
|
3ds Exporter
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
This script Exports a 3ds file.
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
Exporting is based on 3ds loader from www.gametutorials.com(Thanks DigiBen) and using information
|
|
|
|
|
from the lib3ds project (http://lib3ds.sourceforge.net/) sourcecode.
|
2005-12-15 01:42:45 +00:00
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
# ***** BEGIN GPL LICENSE BLOCK *****
|
|
|
|
|
#
|
|
|
|
|
# Script copyright (C) Bob Holcomb
|
|
|
|
|
#
|
|
|
|
|
# This program is free software; you can redistribute it and/or
|
|
|
|
|
# modify it under the terms of the GNU General Public License
|
|
|
|
|
# as published by the Free Software Foundation; either version 2
|
|
|
|
|
# of the License, or (at your option) any later version.
|
|
|
|
|
#
|
|
|
|
|
# This program is distributed in the hope that it will be useful,
|
|
|
|
|
# but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
|
|
|
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
|
|
|
# GNU General Public License for more details.
|
|
|
|
|
#
|
|
|
|
|
# You should have received a copy of the GNU General Public License
|
|
|
|
|
# along with this program; if not, write to the Free Software Foundation,
|
|
|
|
|
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
|
#
|
|
|
|
|
# ***** END GPL LICENCE BLOCK *****
|
|
|
|
|
# --------------------------------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
######################################################
|
|
|
|
|
# Importing modules
|
|
|
|
|
######################################################
|
|
|
|
|
|
|
|
|
|
import Blender
|
2006-05-14 03:11:55 +00:00
|
|
|
|
from Blender import Object, Material
|
|
|
|
|
import BPyMesh
|
2005-12-15 01:42:45 +00:00
|
|
|
|
import struct
|
|
|
|
|
|
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
######################################################
|
|
|
|
|
# Data Structures
|
|
|
|
|
######################################################
|
|
|
|
|
|
|
|
|
|
#Some of the chunks that we will export
|
|
|
|
|
#----- Primary Chunk, at the beginning of each file
|
|
|
|
|
PRIMARY= long("0x4D4D",16)
|
|
|
|
|
|
|
|
|
|
#------ Main Chunks
|
|
|
|
|
OBJECTINFO = long("0x3D3D",16); #This gives the version of the mesh and is found right before the material and object information
|
|
|
|
|
VERSION = long("0x0002",16); #This gives the version of the .3ds file
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
KFDATA = long("0xB000",16); #This is the header for all of the key frame info
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
#------ sub defines of OBJECTINFO
|
|
|
|
|
MATERIAL=45055 #0xAFFF // This stored the texture info
|
|
|
|
|
OBJECT=16384 #0x4000 // This stores the faces, vertices, etc...
|
|
|
|
|
|
|
|
|
|
#>------ sub defines of MATERIAL
|
|
|
|
|
MATNAME = long("0xA000",16); # This holds the material name
|
|
|
|
|
MATAMBIENT = long("0xA010",16); # Ambient color of the object/material
|
|
|
|
|
MATDIFFUSE = long("0xA020",16); # This holds the color of the object/material
|
|
|
|
|
MATSPECULAR = long("0xA030",16); # SPecular color of the object/material
|
|
|
|
|
MATSHINESS = long("0xA040",16); # ??
|
|
|
|
|
MATMAP = long("0xA200",16); # This is a header for a new material
|
|
|
|
|
MATMAPFILE = long("0xA300",16); # This holds the file name of the texture
|
|
|
|
|
|
|
|
|
|
RGB1= long("0x0011",16)
|
|
|
|
|
RGB2= long("0x0012",16)
|
|
|
|
|
|
|
|
|
|
#>------ sub defines of OBJECT
|
|
|
|
|
OBJECT_MESH = long("0x4100",16); # This lets us know that we are reading a new object
|
|
|
|
|
OBJECT_LIGHT = long("0x4600",16); # This lets un know we are reading a light object
|
|
|
|
|
OBJECT_CAMERA= long("0x4700",16); # This lets un know we are reading a camera object
|
|
|
|
|
|
|
|
|
|
#>------ sub defines of CAMERA
|
|
|
|
|
OBJECT_CAM_RANGES= long("0x4720",16); # The camera range values
|
|
|
|
|
|
|
|
|
|
#>------ sub defines of OBJECT_MESH
|
|
|
|
|
OBJECT_VERTICES = long("0x4110",16); # The objects vertices
|
|
|
|
|
OBJECT_FACES = long("0x4120",16); # The objects faces
|
|
|
|
|
OBJECT_MATERIAL = long("0x4130",16); # This is found if the object has a material, either texture map or color
|
|
|
|
|
OBJECT_UV = long("0x4140",16); # The UV texture coordinates
|
|
|
|
|
OBJECT_TRANS_MATRIX = long("0x4160",16); # The Object Matrix
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
#>------ sub defines of KFDATA
|
|
|
|
|
KFDATA_KFHDR = long("0xB00A",16);
|
|
|
|
|
KFDATA_KFSEG = long("0xB008",16);
|
|
|
|
|
KFDATA_KFCURTIME = long("0xB009",16);
|
|
|
|
|
KFDATA_OBJECT_NODE_TAG = long("0xB002",16);
|
|
|
|
|
|
|
|
|
|
#>------ sub defines of OBJECT_NODE_TAG
|
|
|
|
|
OBJECT_NODE_ID = long("0xB030",16);
|
|
|
|
|
OBJECT_NODE_HDR = long("0xB010",16);
|
|
|
|
|
OBJECT_PIVOT = long("0xB013",16);
|
|
|
|
|
OBJECT_INSTANCE_NAME = long("0xB011",16);
|
|
|
|
|
POS_TRACK_TAG = long("0xB020",16);
|
|
|
|
|
ROT_TRACK_TAG = long("0xB021",16);
|
|
|
|
|
SCL_TRACK_TAG = long("0xB022",16);
|
|
|
|
|
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
#==============================================#
|
|
|
|
|
# Strips the slashes from the back of a string #
|
|
|
|
|
#==============================================#
|
|
|
|
|
def stripPath(path):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
"""Strips the slashes from the back of a string.
|
|
|
|
|
"""
|
2005-12-15 01:42:45 +00:00
|
|
|
|
return path.split('/')[-1].split('\\')[-1]
|
|
|
|
|
|
|
|
|
|
#==================================================#
|
|
|
|
|
# New name based on old with a different extension #
|
|
|
|
|
#==================================================#
|
|
|
|
|
def newFName(ext):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
"""New name based on old with a different extension.
|
|
|
|
|
"""
|
2005-12-15 01:42:45 +00:00
|
|
|
|
return Blender.Get('filename')[: -len(Blender.Get('filename').split('.', -1)[-1]) ] + ext
|
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
def uv_key(uv):
|
|
|
|
|
return round(uv.x, 6), round(uv.y, 6)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# size defines:
|
|
|
|
|
SZ_SHORT = 2
|
|
|
|
|
SZ_INT = 4
|
|
|
|
|
SZ_FLOAT = 4
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_short:
|
|
|
|
|
"""Class representing a short (2-byte integer) for a 3ds file."""
|
|
|
|
|
value=0
|
|
|
|
|
|
|
|
|
|
def __init__(self, val=0):
|
|
|
|
|
self.value=val
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return SZ_SHORT
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def write(self,file):
|
|
|
|
|
data=struct.pack("<H", self.value)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
file.write(data)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return str(self.value)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_int:
|
|
|
|
|
"""Class representing an int (4-byte integer) for a 3ds file."""
|
|
|
|
|
value=0
|
|
|
|
|
|
|
|
|
|
def __init__(self, val=0):
|
|
|
|
|
self.value=val
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return SZ_INT
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def write(self,file):
|
|
|
|
|
data=struct.pack("<I", self.value)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
file.write(data)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return str(self.value)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_float:
|
|
|
|
|
"""Class representing a 4-byte IEEE floating point number for a 3ds file."""
|
|
|
|
|
value=0.0
|
|
|
|
|
|
|
|
|
|
def __init__(self, val=0.0):
|
|
|
|
|
self.value=val
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return SZ_FLOAT
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def write(self,file):
|
|
|
|
|
data=struct.pack("<f", self.value)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
file.write(data)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return str(self.value)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_string:
|
|
|
|
|
"""Class representing a zero-terminated string for a 3ds file."""
|
|
|
|
|
value=""
|
|
|
|
|
|
|
|
|
|
def __init__(self, val=""):
|
|
|
|
|
self.value=val
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return (len(self.value)+1)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def write(self,file):
|
|
|
|
|
binary_format = "<%ds" % (len(self.value)+1)
|
|
|
|
|
data=struct.pack(binary_format, self.value)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
file.write(data)
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return self.value
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_point_3d:
|
|
|
|
|
"""Class representing a three-dimensional point for a 3ds file."""
|
|
|
|
|
x=y=z=0.0
|
|
|
|
|
|
|
|
|
|
def __init__(self, point=(0.0,0.0,0.0)):
|
|
|
|
|
self.x, self.y, self.z = point
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return 3*SZ_FLOAT
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def write(self,file):
|
|
|
|
|
data=struct.pack("<3f", self.x, self.y, self.z)
|
|
|
|
|
file.write(data)
|
|
|
|
|
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return '(%f, %f, %f)' % (self.x, self.y, self.z)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_point_4d:
|
|
|
|
|
"""Class representing a four-dimensional point for a 3ds file, for instance a quaternion."""
|
|
|
|
|
x=y=z=w=0.0
|
|
|
|
|
|
|
|
|
|
def __init__(self, point=(0.0,0.0,0.0,0.0)):
|
|
|
|
|
self.x, self.y, self.z, self.w = point
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return 4*SZ_FLOAT
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def write(self,file):
|
|
|
|
|
data=struct.pack("<4f", self.x, self.y, self.z, self.w)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
file.write(data)
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def __str__(self):
|
|
|
|
|
return '(%f, %f, %f, %f)' % (self.x, self.y, self.z, self.w)
|
|
|
|
|
|
|
|
|
|
class _3ds_point_uv:
|
|
|
|
|
"""Class representing a UV-coordinate for a 3ds file."""
|
|
|
|
|
uv=(0.0, 0.0)
|
|
|
|
|
|
|
|
|
|
def __init__(self, point=(0.0,0.0)):
|
|
|
|
|
self.uv = point
|
|
|
|
|
|
|
|
|
|
def __cmp__(self, other):
|
|
|
|
|
return cmp(self.uv,other.uv)
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return 2*SZ_FLOAT
|
|
|
|
|
|
|
|
|
|
def write(self,file):
|
|
|
|
|
data=struct.pack("<2f", self.uv[0], self.uv[1])
|
|
|
|
|
file.write(data)
|
|
|
|
|
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return '(%g, %g)' % self.uv
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_rgb_color:
|
|
|
|
|
"""Class representing a (24-bit) rgb color for a 3ds file."""
|
|
|
|
|
r=g=b=0
|
|
|
|
|
|
|
|
|
|
def __init__(self, col=(0,0,0)):
|
|
|
|
|
self.r, self.g, self.b = col
|
|
|
|
|
|
|
|
|
|
def get_size(self):
|
|
|
|
|
return 3
|
|
|
|
|
|
|
|
|
|
def write(self,file):
|
|
|
|
|
file.write( struct.pack("<c", chr(int(255*self.r))) )
|
|
|
|
|
file.write( struct.pack("<c", chr(int(255*self.g))) )
|
|
|
|
|
file.write( struct.pack("<c", chr(int(255*self.b))) )
|
|
|
|
|
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return '{%f, %f, %f}' % (self.r, self.g, self.b)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_face:
|
|
|
|
|
"""Class representing a face for a 3ds file."""
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# vertex index tuple:
|
|
|
|
|
vindex=(0,0,0)
|
|
|
|
|
|
|
|
|
|
def __init__(self, vindex):
|
|
|
|
|
self.vindex = vindex
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return 4*SZ_SHORT
|
|
|
|
|
|
|
|
|
|
def write(self,file):
|
|
|
|
|
# The last zero is only used by 3d studio
|
|
|
|
|
data=struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 0)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
file.write(data)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2])
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_array:
|
|
|
|
|
"""Class representing an array of variables for a 3ds file.
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
Consists of a _3ds_short to indicate the number of items, followed by the items themselves.
|
|
|
|
|
"""
|
|
|
|
|
values=[]
|
|
|
|
|
size=0
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def __init__(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
self.values=[]
|
|
|
|
|
self.size=SZ_SHORT
|
|
|
|
|
|
|
|
|
|
# add an item:
|
|
|
|
|
def add(self,item):
|
|
|
|
|
self.values.append(item)
|
|
|
|
|
self.size+=item.get_size()
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
|
|
|
|
return self.size
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
def write(self,file):
|
|
|
|
|
_3ds_short(len(self.values)).write(file)
|
|
|
|
|
#_3ds_int(len(self.values)).write(file)
|
|
|
|
|
for value in self.values:
|
|
|
|
|
value.write(file)
|
|
|
|
|
|
|
|
|
|
# To not overwhelm the output in a dump, a _3ds_array only
|
|
|
|
|
# outputs the number of items, not all of the actual items.
|
|
|
|
|
def __str__(self):
|
|
|
|
|
return '(%d items)' % len(self.values)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
class _3ds_named_variable:
|
|
|
|
|
"""Convenience class for named variables."""
|
|
|
|
|
|
|
|
|
|
name=""
|
|
|
|
|
value=None
|
|
|
|
|
|
|
|
|
|
def __init__(self, name, val=None):
|
|
|
|
|
self.name=name
|
|
|
|
|
self.value=val
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
if (self.value==None):
|
|
|
|
|
return 0
|
|
|
|
|
else:
|
|
|
|
|
return self.value.get_size()
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
def write(self, file):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
if (self.value!=None):
|
|
|
|
|
self.value.write(file)
|
|
|
|
|
|
|
|
|
|
def dump(self,indent):
|
|
|
|
|
if (self.value!=None):
|
|
|
|
|
spaces=""
|
|
|
|
|
for i in xrange(indent):
|
|
|
|
|
spaces+=" ";
|
|
|
|
|
if (self.name!=""):
|
|
|
|
|
print spaces, self.name, " = ", self.value
|
|
|
|
|
else:
|
|
|
|
|
print spaces, "[unnamed]", " = ", self.value
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
#the chunk class
|
|
|
|
|
class _3ds_chunk:
|
|
|
|
|
"""Class representing a chunk in a 3ds file.
|
|
|
|
|
|
|
|
|
|
Chunks contain zero or more variables, followed by zero or more subchunks.
|
|
|
|
|
"""
|
|
|
|
|
|
|
|
|
|
# The chunk ID:
|
|
|
|
|
ID=_3ds_short()
|
|
|
|
|
# The total chunk size (including the size of the chunk ID and chunk size!):
|
|
|
|
|
size=_3ds_int()
|
|
|
|
|
# Variables:
|
|
|
|
|
variables=[]
|
|
|
|
|
# Sub chunks:
|
|
|
|
|
subchunks=[]
|
|
|
|
|
|
|
|
|
|
def __init__(self, id=0):
|
|
|
|
|
self.ID=_3ds_short(id)
|
|
|
|
|
self.size=_3ds_int(0)
|
|
|
|
|
self.variables=[]
|
|
|
|
|
self.subchunks=[]
|
|
|
|
|
|
|
|
|
|
def set_ID(id):
|
|
|
|
|
self.ID=_3ds_short(id)
|
|
|
|
|
|
|
|
|
|
def add_variable(self, name, var):
|
|
|
|
|
"""Add a named variable.
|
|
|
|
|
|
|
|
|
|
The name is mostly for debugging purposes."""
|
|
|
|
|
self.variables.append(_3ds_named_variable(name,var))
|
|
|
|
|
|
|
|
|
|
def add_subchunk(self, chunk):
|
|
|
|
|
"""Add a subchunk."""
|
|
|
|
|
self.subchunks.append(chunk)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
def get_size(self):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
"""Calculate the size of the chunk and return it.
|
|
|
|
|
|
|
|
|
|
The sizes of the variables and subchunks are used to determine this chunk\'s size."""
|
|
|
|
|
tmpsize=self.ID.get_size()+self.size.get_size()
|
|
|
|
|
for variable in self.variables:
|
|
|
|
|
tmpsize+=variable.get_size()
|
|
|
|
|
for subchunk in self.subchunks:
|
|
|
|
|
tmpsize+=subchunk.get_size()
|
|
|
|
|
self.size.value=tmpsize
|
|
|
|
|
return self.size.value
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
def write(self, file):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
"""Write the chunk to a file.
|
|
|
|
|
|
|
|
|
|
Uses the write function of the variables and the subchunks to do the actual work."""
|
|
|
|
|
#write header
|
|
|
|
|
self.ID.write(file)
|
|
|
|
|
self.size.write(file)
|
|
|
|
|
for variable in self.variables:
|
|
|
|
|
variable.write(file)
|
|
|
|
|
for subchunk in self.subchunks:
|
|
|
|
|
subchunk.write(file)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def dump(self, indent=0):
|
|
|
|
|
"""Write the chunk to a file.
|
|
|
|
|
|
|
|
|
|
Dump is used for debugging purposes, to dump the contents of a chunk to the standard output.
|
|
|
|
|
Uses the dump function of the named variables and the subchunks to do the actual work."""
|
|
|
|
|
spaces=""
|
|
|
|
|
for i in xrange(indent):
|
|
|
|
|
spaces+=" ";
|
|
|
|
|
print spaces, "ID=", hex(self.ID.value), "size=", self.get_size()
|
|
|
|
|
for variable in self.variables:
|
|
|
|
|
variable.dump(indent+1)
|
|
|
|
|
for subchunk in self.subchunks:
|
|
|
|
|
subchunk.dump(indent+1)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
######################################################
|
|
|
|
|
# EXPORT
|
|
|
|
|
######################################################
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def make_material_subchunk(id, color):
|
|
|
|
|
"""Make a material subchunk.
|
|
|
|
|
|
|
|
|
|
Used for color subchunks, such as diffuse color or ambient color subchunks."""
|
|
|
|
|
mat_sub = _3ds_chunk(id)
|
|
|
|
|
col1 = _3ds_chunk(RGB1)
|
|
|
|
|
col1.add_variable("color1", _3ds_rgb_color(color));
|
|
|
|
|
mat_sub.add_subchunk(col1)
|
|
|
|
|
# optional:
|
|
|
|
|
# col2 = _3ds_chunk(RGB1)
|
|
|
|
|
# col2.add_variable("color2", _3ds_rgb_color(color));
|
|
|
|
|
# mat_sub.add_subchunk(col2)
|
|
|
|
|
return mat_sub
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def make_material_chunk(material):
|
|
|
|
|
"""Make a material chunk out of a blender material."""
|
|
|
|
|
material_chunk = _3ds_chunk(MATERIAL)
|
|
|
|
|
name = _3ds_chunk(MATNAME)
|
|
|
|
|
name.add_variable("name", _3ds_string(material.name))
|
|
|
|
|
material_chunk.add_subchunk(name)
|
|
|
|
|
ambCol = material.rgbCol
|
|
|
|
|
for i in xrange(len(ambCol)):
|
|
|
|
|
ambCol[i]*=material.amb;
|
|
|
|
|
material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, ambCol))
|
|
|
|
|
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
|
|
|
|
|
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
|
|
|
|
|
return material_chunk
|
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
class tri_wrapper:
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
"""Class representing a triangle.
|
|
|
|
|
|
|
|
|
|
Used when converting faces to triangles"""
|
|
|
|
|
|
|
|
|
|
# vertex indices:
|
|
|
|
|
vertex_index=(0,0,0)
|
|
|
|
|
# material index:
|
|
|
|
|
mat_index=None
|
|
|
|
|
# uv coordinates (used on blender faces that have face-uv)
|
2006-05-14 03:11:55 +00:00
|
|
|
|
faceuvs=None
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
def __init__(self, vindex=(0,0,0), mat=None, faceuvs=None):
|
|
|
|
|
self.vertex_index= vindex
|
|
|
|
|
self.mat= mat
|
|
|
|
|
self.faceuvs= faceuvs
|
|
|
|
|
self.offset= [0, 0, 0] # offset indicies
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
def split_into_tri(face, do_uv=False):
|
2006-05-14 03:11:55 +00:00
|
|
|
|
"""Split a quad face into two triangles"""
|
|
|
|
|
first_tri = tri_wrapper((face.v[0].index, face.v[1].index, face.v[2].index), face.mat)
|
|
|
|
|
second_tri = tri_wrapper((face.v[0].index, face.v[2].index, face.v[3].index), face.mat)
|
|
|
|
|
if (do_uv):
|
|
|
|
|
first_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[1]), uv_key(face.uv[2])
|
|
|
|
|
second_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[2]), uv_key(face.uv[3])
|
|
|
|
|
return [first_tri, second_tri]
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def extract_triangles(mesh):
|
|
|
|
|
"""Extract triangles from a mesh.
|
|
|
|
|
|
|
|
|
|
If the mesh contains quads, they will be split into triangles."""
|
|
|
|
|
tri_list = []
|
2006-05-14 03:11:55 +00:00
|
|
|
|
do_uv = mesh.faceUV
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
for face in mesh.faces:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
num_fv = len(face.v)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
if num_fv==3:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
new_tri = tri_wrapper((face.v[0].index, face.v[1].index, face.v[2].index), face.mat)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
if (do_uv):
|
2006-05-14 03:11:55 +00:00
|
|
|
|
new_tri.faceuvs= uv_key(face.uv[0]), uv_key(face.uv[1]), uv_key(face.uv[2])
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
tri_list.append(new_tri)
|
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
else: #it's a quad
|
|
|
|
|
tri_list.extend( split_into_tri(face, do_uv) )
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
return tri_list
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def remove_face_uv(verts, tri_list):
|
|
|
|
|
"""Remove face UV coordinates from a list of triangles.
|
|
|
|
|
|
|
|
|
|
Since 3ds files only support one pair of uv coordinates for each vertex, face uv coordinates
|
|
|
|
|
need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
|
|
|
|
|
there are multiple uv coordinates per vertex."""
|
|
|
|
|
|
|
|
|
|
# initialize a list of UniqueLists, one per vertex:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
#uv_list = [UniqueList() for i in xrange(len(verts))]
|
|
|
|
|
unique_uvs= [{} for i in xrange(len(verts))]
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
# for each face uv coordinate, add it to the UniqueList of the vertex
|
|
|
|
|
for tri in tri_list:
|
|
|
|
|
for i in xrange(3):
|
|
|
|
|
# store the index into the UniqueList for future reference:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
# offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
|
|
|
|
|
context_uv_vert= unique_uvs[tri.vertex_index[i]]
|
|
|
|
|
uvkey= tri.faceuvs[i]
|
|
|
|
|
try:
|
|
|
|
|
offset_index, uv_3ds= context_uv_vert[uvkey]
|
|
|
|
|
except:
|
|
|
|
|
offset_index= len(context_uv_vert)
|
|
|
|
|
context_uv_vert[tri.faceuvs[i]]= offset_index, _3ds_point_uv(uvkey)
|
|
|
|
|
tri.offset[i]= offset_index
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it
|
|
|
|
|
# only once.
|
|
|
|
|
|
|
|
|
|
# Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the
|
|
|
|
|
# faces refer to the new face indices:
|
|
|
|
|
vert_index = 0
|
|
|
|
|
vert_array = _3ds_array()
|
|
|
|
|
uv_array = _3ds_array()
|
|
|
|
|
index_list=[]
|
|
|
|
|
for i,vert in enumerate(verts):
|
|
|
|
|
index_list.append(vert_index)
|
2006-05-14 03:11:55 +00:00
|
|
|
|
for ii, uv_3ds in unique_uvs[i].itervalues():
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# add a vertex duplicate to the vertex_array for every uv associated with this vertex:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
vert_array.add(_3ds_point_3d(vert.co))
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# add the uv coordinate to the uv array:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
uv_array.add(uv_3ds)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
vert_index+=1
|
|
|
|
|
|
|
|
|
|
# Make sure the triangle vertex indices now refer to the new vertex list:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
for tri in tri_list:
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
for i in xrange(3):
|
2006-05-14 03:11:55 +00:00
|
|
|
|
tri.offset[i]+=index_list[tri.vertex_index[i]]
|
|
|
|
|
tri.vertex_index= tri.offset
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
return vert_array, uv_array, tri_list
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def make_faces_chunk(tri_list, materials):
|
|
|
|
|
"""Make a chunk for the faces.
|
|
|
|
|
|
|
|
|
|
Also adds subchunks assigning materials to all faces."""
|
|
|
|
|
face_chunk = _3ds_chunk(OBJECT_FACES)
|
|
|
|
|
face_list = _3ds_array()
|
|
|
|
|
|
|
|
|
|
obj_material_faces=[]
|
|
|
|
|
obj_material_names=[]
|
|
|
|
|
for m in materials:
|
|
|
|
|
obj_material_names.append(_3ds_string(m.name))
|
|
|
|
|
obj_material_faces.append(_3ds_array())
|
|
|
|
|
n_materials = len(obj_material_names)
|
|
|
|
|
|
|
|
|
|
for i,tri in enumerate(tri_list):
|
|
|
|
|
face_list.add(_3ds_face(tri.vertex_index))
|
|
|
|
|
if (tri.mat < n_materials):
|
|
|
|
|
obj_material_faces[tri.mat].add(_3ds_short(i))
|
|
|
|
|
|
|
|
|
|
face_chunk.add_variable("faces", face_list)
|
|
|
|
|
|
|
|
|
|
for i in xrange(n_materials):
|
|
|
|
|
obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
|
|
|
|
|
obj_material_chunk.add_variable("name", obj_material_names[i])
|
|
|
|
|
obj_material_chunk.add_variable("face_list", obj_material_faces[i])
|
|
|
|
|
face_chunk.add_subchunk(obj_material_chunk)
|
|
|
|
|
|
|
|
|
|
return face_chunk
|
|
|
|
|
|
|
|
|
|
def make_vert_chunk(vert_array):
|
|
|
|
|
"""Make a vertex chunk out of an array of vertices."""
|
|
|
|
|
vert_chunk = _3ds_chunk(OBJECT_VERTICES)
|
|
|
|
|
vert_chunk.add_variable("vertices",vert_array)
|
|
|
|
|
return vert_chunk
|
|
|
|
|
|
|
|
|
|
def make_uv_chunk(uv_array):
|
|
|
|
|
"""Make a UV chunk out of an array of UVs."""
|
|
|
|
|
uv_chunk = _3ds_chunk(OBJECT_UV)
|
|
|
|
|
uv_chunk.add_variable("uv coords", uv_array)
|
|
|
|
|
return uv_chunk
|
|
|
|
|
|
|
|
|
|
def make_mesh_chunk(mesh):
|
|
|
|
|
"""Make a chunk out of a Blender mesh."""
|
|
|
|
|
|
|
|
|
|
# Extract the triangles from the mesh:
|
|
|
|
|
tri_list = extract_triangles(mesh)
|
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
if mesh.faceUV:
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# Remove the face UVs and convert it to vertex UV:
|
|
|
|
|
vert_array, uv_array, tri_list = remove_face_uv(mesh.verts, tri_list)
|
|
|
|
|
else:
|
|
|
|
|
# Add the vertices to the vertex array:
|
|
|
|
|
vert_array = _3ds_array()
|
|
|
|
|
for vert in mesh.verts:
|
|
|
|
|
vert_array.add(_3ds_point_3d(vert.co))
|
|
|
|
|
# If the mesh has vertex UVs, create an array of UVs:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
if mesh.vertexUV:
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
uv_array = _3ds_array()
|
|
|
|
|
for vert in mesh.verts:
|
|
|
|
|
uv_array.add(_3ds_point_uv(vert.uvco))
|
|
|
|
|
else:
|
|
|
|
|
# no UV at all:
|
|
|
|
|
uv_array = None
|
|
|
|
|
|
|
|
|
|
# create the chunk:
|
|
|
|
|
mesh_chunk = _3ds_chunk(OBJECT_MESH)
|
|
|
|
|
|
|
|
|
|
# add vertex chunk:
|
|
|
|
|
mesh_chunk.add_subchunk(make_vert_chunk(vert_array))
|
|
|
|
|
# add faces chunk:
|
|
|
|
|
mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh.materials))
|
|
|
|
|
# if available, add uv chunk:
|
|
|
|
|
if uv_array:
|
|
|
|
|
mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
|
|
|
|
|
|
|
|
|
|
return mesh_chunk
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def make_kfdata(start=0, stop=0, curtime=0):
|
|
|
|
|
"""Make the basic keyframe data chunk"""
|
|
|
|
|
kfdata = _3ds_chunk(KFDATA)
|
|
|
|
|
|
|
|
|
|
kfhdr = _3ds_chunk(KFDATA_KFHDR)
|
|
|
|
|
kfhdr.add_variable("revision", _3ds_short(0))
|
|
|
|
|
# Not really sure what filename is used for, but it seems it is usually used
|
|
|
|
|
# to identify the program that generated the .3ds:
|
|
|
|
|
kfhdr.add_variable("filename", _3ds_string("Blender"))
|
|
|
|
|
kfhdr.add_variable("animlen", _3ds_int(stop-start))
|
|
|
|
|
|
|
|
|
|
kfseg = _3ds_chunk(KFDATA_KFSEG)
|
|
|
|
|
kfseg.add_variable("start", _3ds_int(start))
|
|
|
|
|
kfseg.add_variable("stop", _3ds_int(stop))
|
|
|
|
|
|
|
|
|
|
kfcurtime = _3ds_chunk(KFDATA_KFCURTIME)
|
|
|
|
|
kfcurtime.add_variable("curtime", _3ds_int(curtime))
|
|
|
|
|
|
|
|
|
|
kfdata.add_subchunk(kfhdr)
|
|
|
|
|
kfdata.add_subchunk(kfseg)
|
|
|
|
|
kfdata.add_subchunk(kfcurtime)
|
|
|
|
|
return kfdata
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def make_track_chunk(ID, obj):
|
|
|
|
|
"""Make a chunk for track data.
|
|
|
|
|
|
|
|
|
|
Depending on the ID, this will construct a position, rotation or scale track."""
|
|
|
|
|
track_chunk = _3ds_chunk(ID)
|
|
|
|
|
track_chunk.add_variable("track_flags", _3ds_short())
|
|
|
|
|
track_chunk.add_variable("unknown", _3ds_int())
|
|
|
|
|
track_chunk.add_variable("unknown", _3ds_int())
|
|
|
|
|
track_chunk.add_variable("nkeys", _3ds_int(1))
|
|
|
|
|
# Next section should be repeated for every keyframe, but for now, animation is not actually supported.
|
|
|
|
|
track_chunk.add_variable("tcb_frame", _3ds_int(0))
|
|
|
|
|
track_chunk.add_variable("tcb_flags", _3ds_short())
|
2006-05-14 03:11:55 +00:00
|
|
|
|
if obj.getType()=='Empty':
|
|
|
|
|
if ID==POS_TRACK_TAG:
|
|
|
|
|
# position vector:
|
|
|
|
|
track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation()))
|
|
|
|
|
elif ID==ROT_TRACK_TAG:
|
|
|
|
|
# rotation (quaternion, angle first, followed by axis):
|
|
|
|
|
q = obj.getEuler().toQuat()
|
|
|
|
|
track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2])))
|
|
|
|
|
elif ID==SCL_TRACK_TAG:
|
|
|
|
|
# scale vector:
|
|
|
|
|
track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize()))
|
|
|
|
|
else:
|
|
|
|
|
# meshes have their transformations applied before
|
|
|
|
|
# exporting, so write identity transforms here:
|
|
|
|
|
if ID==POS_TRACK_TAG:
|
|
|
|
|
# position vector:
|
|
|
|
|
track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0)))
|
|
|
|
|
elif ID==ROT_TRACK_TAG:
|
|
|
|
|
# rotation (quaternion, angle first, followed by axis):
|
|
|
|
|
track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0)))
|
|
|
|
|
elif ID==SCL_TRACK_TAG:
|
|
|
|
|
# scale vector:
|
|
|
|
|
track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0)))
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
return track_chunk
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
def make_kf_obj_node(obj, name_to_id):
|
|
|
|
|
"""Make a node chunk for a Blender object.
|
|
|
|
|
|
|
|
|
|
Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id.
|
|
|
|
|
Blender Empty objects are converted to dummy nodes."""
|
|
|
|
|
|
|
|
|
|
name = obj.getName()
|
|
|
|
|
# main object node chunk:
|
|
|
|
|
kf_obj_node = _3ds_chunk(KFDATA_OBJECT_NODE_TAG)
|
|
|
|
|
# chunk for the object id:
|
|
|
|
|
obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID)
|
|
|
|
|
# object id is from the name_to_id dictionary:
|
|
|
|
|
obj_id_chunk.add_variable("node_id", _3ds_short(name_to_id[name]))
|
|
|
|
|
|
|
|
|
|
# object node header:
|
|
|
|
|
obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
|
|
|
|
|
# object name:
|
|
|
|
|
if (obj.getType() == 'Empty'):
|
|
|
|
|
# Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk
|
|
|
|
|
# for their name (see below):
|
|
|
|
|
obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY"))
|
|
|
|
|
else:
|
|
|
|
|
# Add the name:
|
|
|
|
|
obj_node_header_chunk.add_variable("name", _3ds_string(name))
|
|
|
|
|
# Add Flag variables (not sure what they do):
|
|
|
|
|
obj_node_header_chunk.add_variable("flags1", _3ds_short(0))
|
|
|
|
|
obj_node_header_chunk.add_variable("flags2", _3ds_short(0))
|
|
|
|
|
|
|
|
|
|
# Check parent-child relationships:
|
|
|
|
|
parent = obj.getParent()
|
|
|
|
|
if (parent == None) or (parent.getName() not in name_to_id):
|
|
|
|
|
# If no parent, or the parents name is not in the name_to_id dictionary,
|
|
|
|
|
# parent id becomes -1:
|
|
|
|
|
obj_node_header_chunk.add_variable("parent", _3ds_short(-1))
|
|
|
|
|
else:
|
|
|
|
|
# Get the parent's id from the name_to_id dictionary:
|
|
|
|
|
obj_node_header_chunk.add_variable("parent", _3ds_short(name_to_id[parent.getName()]))
|
|
|
|
|
|
|
|
|
|
# Add pivot chunk:
|
|
|
|
|
obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT)
|
|
|
|
|
obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation()))
|
|
|
|
|
kf_obj_node.add_subchunk(obj_pivot_chunk)
|
|
|
|
|
|
|
|
|
|
# add subchunks for object id and node header:
|
|
|
|
|
kf_obj_node.add_subchunk(obj_id_chunk)
|
|
|
|
|
kf_obj_node.add_subchunk(obj_node_header_chunk)
|
|
|
|
|
|
|
|
|
|
# Empty objects need to have an extra chunk for the instance name:
|
|
|
|
|
if (obj.getType() == 'Empty'):
|
|
|
|
|
obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME)
|
|
|
|
|
obj_instance_name_chunk.add_variable("name", _3ds_string(name))
|
|
|
|
|
kf_obj_node.add_subchunk(obj_instance_name_chunk)
|
|
|
|
|
|
|
|
|
|
# Add track chunks for position, rotation and scale:
|
|
|
|
|
kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj))
|
|
|
|
|
kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj))
|
|
|
|
|
kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj))
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
return kf_obj_node
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def save_3ds(filename):
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
"""Save the Blender scene to a 3ds file."""
|
2005-12-15 01:42:45 +00:00
|
|
|
|
# Time the export
|
2006-05-14 03:11:55 +00:00
|
|
|
|
time1= Blender.sys.time()
|
|
|
|
|
scn= Blender.Scene.GetCurrent()
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# Initialize the main chunk (primary):
|
|
|
|
|
primary = _3ds_chunk(PRIMARY)
|
|
|
|
|
# Add version chunk:
|
|
|
|
|
version_chunk = _3ds_chunk(VERSION)
|
|
|
|
|
version_chunk.add_variable("version", _3ds_int(3))
|
|
|
|
|
primary.add_subchunk(version_chunk)
|
|
|
|
|
|
|
|
|
|
# init main object info chunk:
|
|
|
|
|
object_info = _3ds_chunk(OBJECTINFO)
|
|
|
|
|
|
|
|
|
|
# init main key frame data chunk:
|
|
|
|
|
kfdata = make_kfdata()
|
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
# Get all the supported objects selected in this scene:
|
|
|
|
|
ob_sel= Blender.Object.GetSelected()
|
|
|
|
|
#getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None):
|
|
|
|
|
mesh_objects = [ (ob, BPyMesh.getMeshFromObject(ob, None, True, False, scn)) for ob in ob_sel if ob.getType() == 'Mesh' ]
|
|
|
|
|
empty_objects = [ ob for ob in ob_sel if ob.getType() == 'Empty' ]
|
|
|
|
|
|
|
|
|
|
# Make a list of all materials used in the selected meshes (use a dictionary,
|
|
|
|
|
# each material is added once):
|
|
|
|
|
materials = {}
|
|
|
|
|
for ob, data in mesh_objects:
|
|
|
|
|
for m in data.materials:
|
|
|
|
|
try:
|
|
|
|
|
materials[m.name]
|
|
|
|
|
except:
|
|
|
|
|
materials[m.name]= m
|
|
|
|
|
|
|
|
|
|
# Make material chunks for all materials used in the meshes:
|
|
|
|
|
for material in materials.itervalues():
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
object_info.add_subchunk(make_material_chunk(material))
|
|
|
|
|
|
|
|
|
|
# Give all objects a unique ID and build a dictionary from object name to object id:
|
|
|
|
|
name_to_id = {}
|
2006-05-14 03:11:55 +00:00
|
|
|
|
for ob, data in mesh_objects:
|
|
|
|
|
name_to_id[ob.name]= len(name_to_id)
|
|
|
|
|
for ob in empty_objects:
|
|
|
|
|
name_to_id[ob.name]= len(name_to_id)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
# Create object chunks for all meshes:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
for ob, blender_mesh in mesh_objects:
|
|
|
|
|
# create a new object chunk
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
object_chunk = _3ds_chunk(OBJECT)
|
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
# transform the mesh:
|
|
|
|
|
blender_mesh.transform(ob.matrixWorld)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
# set the object name
|
|
|
|
|
object_chunk.add_variable("name", _3ds_string(ob.name))
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# make a mesh chunk out of the mesh:
|
|
|
|
|
object_chunk.add_subchunk(make_mesh_chunk(blender_mesh))
|
|
|
|
|
object_info.add_subchunk(object_chunk)
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# make a kf object node for the object:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# Create chunks for all empties:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
for ob in empty_objects:
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# Empties only require a kf object node:
|
2006-05-14 03:11:55 +00:00
|
|
|
|
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
# Add main object info chunk to primary chunk:
|
|
|
|
|
primary.add_subchunk(object_info)
|
|
|
|
|
# Add main keyframe data chunk to primary chunk:
|
|
|
|
|
primary.add_subchunk(kfdata)
|
|
|
|
|
|
|
|
|
|
# At this point, the chunk hierarchy is completely built.
|
|
|
|
|
|
|
|
|
|
# Check the size:
|
2005-12-15 01:42:45 +00:00
|
|
|
|
primary.get_size()
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# Open the file for writing:
|
2005-12-15 01:42:45 +00:00
|
|
|
|
file = open( filename, "wb" )
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
# Recursively write the chunks to file:
|
2005-12-15 01:42:45 +00:00
|
|
|
|
primary.write(file)
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
|
|
|
|
# Close the file:
|
2005-12-15 01:42:45 +00:00
|
|
|
|
file.close()
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
|
2006-05-14 03:11:55 +00:00
|
|
|
|
# Free memory
|
|
|
|
|
for ob, blender_mesh in mesh_objects:
|
|
|
|
|
blender_mesh.verts= None
|
|
|
|
|
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# Debugging only: report the exporting time:
|
2005-12-15 01:42:45 +00:00
|
|
|
|
print "3ds export time: %.2f" % (Blender.sys.time() - time1)
|
|
|
|
|
|
Commited 3ds export enhancements from Mark Stijnman (beowulff)
Will need to do some updates, Mesh over NMesh and optimize some areas but it works and is a big improvement.
from
https://projects.blender.org/tracker/index.php?func=detail&aid=4156&group_id=9&atid=127
Detailed description:
Modified the 3ds export script 3ds_export.py:
- It now exports face UV correctly. 3ds only supports one UV coordinate per vertex. The script now duplicates vertices that had multiple UV pairs assigned to them so that each duplicate now only contains one and only one UV. Faces have their vertex indices adjusted accordingly.
- Quads are now split into triangles better. 3ds only supports triangles, so quads need to be split into two triangles. Instead of rather arbitrarily splitting along the diagonal between points 0 and 2, the script now splits along the shortest diagonal. This creates a higher quality triangular mesh, as well as better preservation of symmetry.
- Now creates an object node block, exporting object nodes, needed by some 3D importers. Among others, allows one to export object hierarchy.
- Now exports Empties as 3ds Dummies.
To be able to add all of the above new features, the script has been mostly rewritten and strongly restructured.
Motivation for the rewrite was the desire to be able to use Blender to produce custom 3d cars for Trackmania:Sunrise (TM:S). Previously, the TM:S importer could not correctly handle the 3ds files from the Blender 3ds export script. With this version, one can export cars complete with UV textures, correct wheel placement and light placement. To my knowledge, this script would make Blender the first fully free 3d modeller that allows one to export 3ds models for TM:S (expect a tutorial soon). The ability to have proper UV coordinates exported into the 3ds file should also be very welcome to many.
Add A Comment: Notepad
2006-05-02 11:26:32 +00:00
|
|
|
|
# Debugging only: dump the chunk hierarchy:
|
|
|
|
|
#primary.dump()
|
|
|
|
|
|
2005-12-15 01:42:45 +00:00
|
|
|
|
|
|
|
|
|
Blender.Window.FileSelector(save_3ds, "Export 3DS", newFName('3ds'))
|