blender/release/scripts/3ds_export.py

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#!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
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__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
__version__ = "0.90a"
__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.
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.
"""
# ***** 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
from Blender import Object, Material
import BPyMesh
getMeshFromObject = BPyMesh.getMeshFromObject
import BPyObject
getDerivedObjects= BPyObject.getDerivedObjects
import struct
######################################################
# 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
#------ 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);
#==============================================#
# Strips the slashes from the back of a string #
#==============================================#
def stripPath(path):
'''Strips the slashes from the back of a string.
'''
return path.split('/')[-1].split('\\')[-1]
def uv_key(uv):
return round(uv.x, 6), round(uv.y, 6)
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
class _3ds_short(object):
'''Class representing a short (2-byte integer) for a 3ds file.
*** This looks like an unsigned short H is unsigned from the struct docs - Cam***'''
__slots__ = 'value'
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 __init__(self, val=0):
self.value=val
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
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):
file.write(struct.pack("<H", self.value))
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)
class _3ds_int(object):
'''Class representing an int (4-byte integer) for a 3ds file.'''
__slots__ = 'value'
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 __init__(self, val=0):
self.value=val
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
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):
file.write(struct.pack("<I", self.value))
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)
class _3ds_float(object):
'''Class representing a 4-byte IEEE floating point number for a 3ds file.'''
__slots__ = 'value'
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 __init__(self, val=0.0):
self.value=val
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
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):
file.write(struct.pack("<f", self.value))
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)
class _3ds_string(object):
'''Class representing a zero-terminated string for a 3ds file.'''
__slots__ = 'value'
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 __init__(self, val=""):
self.value=val
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)
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)
file.write(struct.pack(binary_format, self.value))
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
class _3ds_point_3d(object):
'''Class representing a three-dimensional point for a 3ds file.'''
__slots__ = 'x','y','z'
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 __init__(self, point=(0.0,0.0,0.0)):
self.x, self.y, self.z = point
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
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):
file.write(struct.pack('<3f', self.x, self.y, self.z))
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)' % (self.x, self.y, self.z)
class _3ds_point_4d(object):
'''Class representing a four-dimensional point for a 3ds file, for instance a quaternion.'''
__slots__ = 'x','y','z','w'
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 __init__(self, point=(0.0,0.0,0.0,0.0)):
self.x, self.y, self.z, self.w = point
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
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)
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(object):
'''Class representing a UV-coordinate for a 3ds file.'''
__slots__ = '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
def __init__(self, point=(0.0,0.0)):
self.uv = point
def __cmp__(self, other):
return cmp(self.uv,other.uv)
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])
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
file.write(data)
def __str__(self):
return '(%g, %g)' % self.uv
class _3ds_rgb_color(object):
'''Class representing a (24-bit) rgb color for a 3ds file.'''
__slots__ = 'r','g','b'
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 __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('<3c', chr(int(255*self.r)), chr(int(255*self.g)), chr(int(255*self.b)) ) )
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}' % (self.r, self.g, self.b)
class _3ds_face(object):
'''Class representing a face for a 3ds file.'''
__slots__ = 'vindex'
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 __init__(self, vindex):
self.vindex = vindex
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
file.write(struct.pack("<4H", self.vindex[0],self.vindex[1], self.vindex[2], 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
def __str__(self):
return '[%d %d %d]' % (self.vindex[0],self.vindex[1], self.vindex[2])
class _3ds_array(object):
'''Class representing an array of variables for a 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
Consists of a _3ds_short to indicate the number of items, followed by the items themselves.
'''
__slots__ = 'values', 'size'
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()
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)
class _3ds_named_variable(object):
'''Convenience class for named variables.'''
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
__slots__ = 'value', 'name'
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 __init__(self, name, val=None):
self.name=name
self.value=val
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()
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
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(object):
'''Class representing a chunk in a 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
Chunks contain zero or more variables, followed by zero or more subchunks.
'''
__slots__ = 'ID', 'size', 'variables', 'subchunks'
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 __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.
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 name is mostly for debugging purposes.'''
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.variables.append(_3ds_named_variable(name,var))
def add_subchunk(self, chunk):
'''Add a subchunk.'''
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.subchunks.append(chunk)
def get_size(self):
'''Calculate the size of the chunk and return it.
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 sizes of the variables and subchunks are used to determine this chunk\'s 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
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
def write(self, file):
'''Write the chunk to a 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
Uses the write function of the variables and the subchunks to do the actual work.'''
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 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.
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
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.'''
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
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)
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
######################################################
'''
def get_material_images(material):
# blender utility func.
images = []
if material:
for mtex in material.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
image = mtex.tex.image
if image:
images.append(image) # maye want to include info like diffuse, spec here.
return images
'''
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.
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
Used for color subchunks, such as diffuse color or ambient color subchunks.'''
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
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_texture_chunk(id, images):
"""Make Material Map texture chunk
"""
mat_sub = _3ds_chunk(id)
def add_image(img):
filename = image.filename.split('\\')[-1].split('/')[-1]
mat_sub_file = _3ds_chunk(MATMAPFILE)
mat_sub_file.add_variable("mapfile", _3ds_string(filename))
mat_sub.add_subchunk(mat_sub_file)
for image in images:
add_image(image)
return mat_sub
'''
def make_material_chunk(material, image):
'''Make a material chunk out of a blender material.'''
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
material_chunk = _3ds_chunk(MATERIAL)
name = _3ds_chunk(MATNAME)
if material: name_str = material.name
else: name_str = 'None'
if image: name_str += image.name
name.add_variable("name", _3ds_string(name_str))
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
material_chunk.add_subchunk(name)
if material:
material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, [a*material.amb for a in material.rgbCol] ))
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, material.rgbCol))
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, material.specCol))
else:
material_chunk.add_subchunk(make_material_subchunk(MATAMBIENT, (0,0,0) ))
material_chunk.add_subchunk(make_material_subchunk(MATDIFFUSE, (.8, .8, .8) ))
material_chunk.add_subchunk(make_material_subchunk(MATSPECULAR, (1,1,1) ))
# CANT READ IN MAX!!!! SEEMS LIKE THE FILE IS VALID FROM 3DSDUMP :/
'''
images = get_material_images(material) # can be None
if image: images.append(image)
if images:
material_chunk.add_subchunk(make_material_texture_chunk(MATMAP, images))
'''
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 material_chunk
class tri_wrapper(object):
'''Class representing a triangle.
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
Used when converting faces to triangles'''
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
__slots__ = 'vertex_index', 'mat', 'image', 'faceuvs', 'offset'
def __init__(self, vindex=(0,0,0), mat=None, image=None, faceuvs=None):
self.vertex_index= vindex
self.mat= mat
self.image= image
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):
'''Split a quad face into two triangles'''
v = face.v
mat = face.mat
if (do_uv):
img = face.image
if img: img = img.name
else:
img = None
first_tri = tri_wrapper((v[0].index, v[1].index, v[2].index), mat, img)
second_tri = tri_wrapper((v[0].index, v[2].index, v[3].index), mat, img)
if (do_uv):
uv = face.uv
first_tri.faceuvs= uv_key(uv[0]), uv_key(uv[1]), uv_key(uv[2])
second_tri.faceuvs= uv_key(uv[0]), uv_key(uv[2]), uv_key(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.
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 the mesh contains quads, they will be split into triangles.'''
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 = []
do_uv = mesh.faceUV
img = 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
for face in mesh.faces:
num_fv = len(face)
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:
if (do_uv):
img = face.image
if img: img = img.name
new_tri = tri_wrapper((face.v[0].index, face.v[1].index, face.v[2].index), face.mat, img)
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):
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)
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.
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
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.'''
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 a list of UniqueLists, one per vertex:
#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:
# 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)
# No optimizing the array!!! buggy atm
# 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 = []
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,vert in enumerate(verts):
index_list.append(vert_index)
pt = _3ds_point_3d(vert.co) # reuse, should be ok
uvmap = [None] * len(unique_uvs[i])
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:
vert_array.add(pt)
# add the uv coordinate to the uv array:
# This for loop does not give uv's ordered by ii, so we create a new map
# and add the uv's later
# uv_array.add(uv_3ds)
uvmap[ii] = uv_3ds
# Add the uv's in the correct order
for uv_3ds in uvmap:
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:
uv_array.add(uv_3ds)
vert_index += len(unique_uvs[i])
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 sure the triangle vertex indices now refer to the new vertex list:
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):
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
def make_faces_chunk(tri_list, mesh, materialDict):
'''Make a chunk for the faces.
Also adds subchunks assigning materials to all faces.'''
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
materials = mesh.materials
if not materials:
mat = 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
face_chunk = _3ds_chunk(OBJECT_FACES)
face_list = _3ds_array()
if mesh.faceUV:
# Gather materials used in this mesh - mat/image pairs
unique_mats = {}
for i,tri in enumerate(tri_list):
face_list.add(_3ds_face(tri.vertex_index))
if materials:
mat = materials[tri.mat]
if mat: mat = mat.name
img = tri.image
try:
context_mat_face_array = unique_mats[mat, img][1]
except:
if mat: name_str = mat
else: name_str = 'None'
if img: name_str += img
context_mat_face_array = _3ds_array()
unique_mats[mat, img] = _3ds_string(name_str), context_mat_face_array
context_mat_face_array.add(_3ds_short(i))
# obj_material_faces[tri.mat].add(_3ds_short(i))
face_chunk.add_variable("faces", face_list)
for mat_name, mat_faces in unique_mats.itervalues():
obj_material_chunk=_3ds_chunk(OBJECT_MATERIAL)
obj_material_chunk.add_variable("name", mat_name)
obj_material_chunk.add_variable("face_list", mat_faces)
face_chunk.add_subchunk(obj_material_chunk)
else:
obj_material_faces=[]
obj_material_names=[]
for m in materials:
if m:
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)
# asas
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 face_chunk
def make_vert_chunk(vert_array):
'''Make a vertex chunk out of an array of vertices.'''
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_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.'''
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_chunk = _3ds_chunk(OBJECT_UV)
uv_chunk.add_variable("uv coords", uv_array)
return uv_chunk
def make_mesh_chunk(mesh, materialDict):
'''Make a chunk out of a Blender mesh.'''
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
# Extract the triangles from the mesh:
tri_list = extract_triangles(mesh)
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:
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, materialDict))
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 available, add uv chunk:
if uv_array:
mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
return mesh_chunk
""" # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
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'''
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 = _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
"""
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.
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
Depending on the ID, this will construct a position, rotation or scale track.'''
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
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())
if obj.type=='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
"""
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.
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
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.'''
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
name = obj.name
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
# 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.type == 'Empty':
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 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.parent
if (parent == None) or (parent.name not in 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
# 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.name]))
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 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.type == 'Empty':
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
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))
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
"""
import BPyMessages
def save_3ds(filename):
'''Save the Blender scene to a 3ds file.'''
# Time the export
if not filename.lower().endswith('.3ds'):
filename += '.3ds'
if not BPyMessages.Warning_SaveOver(filename):
return
time1= Blender.sys.time()
Blender.Window.WaitCursor(1)
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)
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
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
# init main key frame data chunk:
kfdata = make_kfdata()
'''
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
# Get all the supported objects selected in this scene:
# ob_sel= list(scn.objects.context)
# mesh_objects = [ (ob, me) for ob in ob_sel for me in (BPyMesh.getMeshFromObject(ob, None, True, False, scn),) if me ]
# empty_objects = [ ob for ob in ob_sel if ob.type == 'Empty' ]
# Make a list of all materials used in the selected meshes (use a dictionary,
# each material is added once):
materialDict = {}
mesh_objects = []
for ob in scn.objects.context:
for ob_derived, mat in getDerivedObjects(ob, False):
data = getMeshFromObject(ob_derived, None, True, False, scn)
if data:
data.transform(mat)
mesh_objects.append((ob_derived, data))
mat_ls = data.materials
mat_ls_len = len(mat_ls)
# get material/image tuples.
if data.faceUV:
if not mat_ls:
mat = mat_name = None
for f in data.faces:
if mat_ls:
mat_index = f.mat
if mat_index >= mat_ls_len:
mat_index = f.mat = 0
mat = mat_ls[f.mat]
if mat: mat_name = mat.name
else: mat_name = None
# else there alredy set to none
img = f.image
if img: img_name = img.name
else: img_name = None
try:
materialDict[mat_name, img_name]
except:
materialDict[mat_name, img_name]= mat, img
else:
for mat in mat_ls:
if mat: # material may be None so check its not.
try:
materialDict[mat.name, None]
except:
materialDict[mat.name, None]= mat, None
# Why 0 Why!
for f in data.faces:
if f.mat >= mat_ls_len:
f.mat = 0
# Make material chunks for all materials used in the meshes:
for mat_and_image in materialDict.itervalues():
object_info.add_subchunk(make_material_chunk(*mat_and_image))
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
# Give all objects a unique ID and build a dictionary from object name to object 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
name_to_id = {}
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:
i = 0
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)
# set the object name
object_chunk.add_variable("name", _3ds_string(str(i) + ob.name))
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, materialDict))
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(object_chunk)
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
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:
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
'''
blender_mesh.verts = None
i+=i
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:
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
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:
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
pass
'''
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)
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
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 keyframe data chunk to primary chunk:
primary.add_subchunk(kfdata)
'''
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, the chunk hierarchy is completely built.
# Check the size:
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:
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:
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:
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
# 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:
Blender.Window.WaitCursor(0)
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()
if __name__=='__main__':
Blender.Window.FileSelector(save_3ds, "Export 3DS", Blender.sys.makename(ext='.3ds'))
# save_3ds('/test_b.3ds')