forked from bartvdbraak/blender
added multilayer vertexColor support to fbx and removed videoscape_export.py
This commit is contained in:
parent
71843bf103
commit
417498a865
@ -5,7 +5,7 @@ Blender: 243
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Group: 'Export'
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Group: 'Export'
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Tooltip: 'Selection to an ASCII Autodesk FBX '
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Tooltip: 'Selection to an ASCII Autodesk FBX '
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"""
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"""
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__author__ = "Campbell Barton, Jiri Hnidek"
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__author__ = "Campbell Barton"
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__url__ = ['www.blender.org', 'blenderartists.org']
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__url__ = ['www.blender.org', 'blenderartists.org']
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__version__ = "1.1"
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__version__ = "1.1"
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@ -1694,7 +1694,62 @@ Objects: {''')
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file.write('\n\t\t}')
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file.write('\n\t\t}')
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# Write VertexColor Layers
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collayers = []
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if me.vertexColors:
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collayers = me.getColorLayerNames()
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collayer_orig = me.activeColorLayer
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for colindex, collayer in enumerate(collayers):
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me.activeColorLayer = collayer
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file.write('\n\t\tLayerElementColor: %i {' % colindex)
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file.write('\n\t\t\tVersion: 101')
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file.write('\n\t\t\tName: "%s"' % collayer)
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file.write('''
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MappingInformationType: "ByPolygonVertex"
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ReferenceInformationType: "IndexToDirect"
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Colors: ''')
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i = -1
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ii = 0 # Count how many Colors we write
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for f in me.faces:
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for col in f.col:
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if i==-1:
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file.write('%i,%i,%i' % (col[0], col[1], col[2]))
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i=0
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else:
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if i==7:
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file.write('\n ')
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i=0
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file.write(',%i,%i,%i' % (col[0], col[1], col[2]))
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i+=1
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ii+=1 # One more Color
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file.write('\n\t\t\tColorIndex: ')
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i = -1
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for j in xrange(ii):
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if i == -1:
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file.write('%i' % j)
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i=0
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else:
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if i==55:
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file.write('\n ')
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i=0
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file.write(',%i' % j)
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i+=1
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file.write('\n\t\t}')
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# Write UV and texture layers.
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# Write UV and texture layers.
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uvlayers = []
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if me.faceUV:
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if me.faceUV:
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uvlayers = me.getUVLayerNames()
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uvlayers = me.getUVLayerNames()
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uvlayer_orig = me.activeUVLayer
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uvlayer_orig = me.activeUVLayer
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@ -1725,7 +1780,7 @@ Objects: {''')
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i+=1
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i+=1
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ii+=1 # One more UV
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ii+=1 # One more UV
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file.write('\n UVIndex: ')
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file.write('\n\t\t\tUVIndex: ')
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i = -1
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i = -1
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for j in xrange(ii):
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for j in xrange(ii):
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if i == -1:
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if i == -1:
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@ -1733,12 +1788,12 @@ Objects: {''')
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i=0
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i=0
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else:
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else:
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if i==55:
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if i==55:
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file.write('\n ')
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file.write('\n\t\t\t\t')
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i=0
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i=0
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file.write(',%i' % j)
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file.write(',%i' % j)
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i+=1
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i+=1
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file.write('\n }')
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file.write('\n\t\t}')
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if textures:
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if textures:
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file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
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file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
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@ -1847,7 +1902,14 @@ Objects: {''')
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Type: "LayerElementTexture"
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Type: "LayerElementTexture"
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TypedIndex: 0
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TypedIndex: 0
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}''')
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}''')
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if me.vertexColors:
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file.write('''
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LayerElement: {
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Type: "LayerElementColor"
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TypedIndex: 0
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}''')
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if me.faceUV:
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if me.faceUV:
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file.write('''
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file.write('''
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LayerElement: {
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LayerElement: {
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@ -1858,7 +1920,7 @@ Objects: {''')
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file.write('\n\t\t}')
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file.write('\n\t\t}')
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if me.faceUV and len(uvlayers) > 1:
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if len(uvlayers) > 1:
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for i in xrange(1, len(uvlayers)):
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for i in xrange(1, len(uvlayers)):
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file.write('\n\t\tLayer: %i {' % i)
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file.write('\n\t\tLayer: %i {' % i)
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@ -1881,8 +1943,23 @@ Objects: {''')
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file.write('\n\t\t\t}')
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file.write('\n\t\t\t}')
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file.write('\n\t\t}')
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file.write('\n\t\t}')
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if len(collayers) > 1:
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# Take into account any UV layers
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layer_offset = 0
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if uvlayers: layer_offset = len(uvlayers)-1
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for i in xrange(layer_offset, len(collayers)+layer_offset):
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file.write('\n\t\tLayer: %i {' % i)
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file.write('\n\t\t\tVersion: 100')
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file.write('''
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LayerElement: {
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Type: "LayerElementColor"''')
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file.write('\n\t\t\t\tTypedIndex: %i' % i)
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file.write('\n\t\t\t}')
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file.write('\n\t\t}')
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file.write('\n\t}')
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file.write('\n\t}')
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@ -1,282 +0,0 @@
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#!BPY
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"""
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Name: 'VideoScape with Vertex Colors (.obj)...'
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Blender: 232
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Group: 'Export'
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Tooltip: 'Export selected mesh to VideoScape File Format (.obj)'
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"""
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__author__ = "Anthony D'Agostino (Scorpius)"
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__url__ = ("blender", "elysiun",
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"Author's homepage, http://www.redrival.com/scorpius")
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__version__ = "Part of IOSuite 0.5"
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__bpydoc__ = """\
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This script exports meshes (including vertex colors) to VideoScape File Format.
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The VideoScape file format is a simple format that is natively supported
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in Blender. I wrote this module because Blender's internal exporter
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doesn't export vertex colors correctly. Check the source for a *fast* algorithm for
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averaging vertex colors.
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Usage:<br>
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Select meshes to be exported and run this script from "File->Export" menu.
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Supported:<br>
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Exports meshes only. Hint: use ALT-C to convert non-mesh objects,
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and CTRL-ALT-A if you have "dupliverts" objects.
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Notes:<br>
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Before exporting, the mesh must have vertex colors. Here's how to assign them:
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1. Use radiosity!
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2. Set up lights and materials, select a mesh, switch the drawing mode
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to "textured," press the VKEY.
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3. Press the VKEY and paint manually.
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4. Use a custom script to calculate and apply simple diffuse shading and
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specular highlights to the vertex colors.
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5. The Videoscape format also allows vertex colors to be specified.
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"""
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# $Id$
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#
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# +---------------------------------------------------------+
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# | Copyright (c) 2001 Anthony D'Agostino |
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# | http://www.redrival.com/scorpius |
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# | scorpius@netzero.com |
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# | June 5, 2001 |
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# | Write Videoscape File Format (*.obj NOT WAVEFRONT OBJ) |
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# +---------------------------------------------------------+
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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import Blender, meshtools
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#import time
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# =====================================
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# ====== Write VideoScape Format ======
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# =====================================
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def write(filename):
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#start = time.clock()
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file = open(filename, "wb")
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objects = Blender.Object.GetSelected()
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objname = objects[0].name
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meshname = objects[0].getData(name_only=1)
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mesh = Blender.NMesh.GetRaw(meshname)
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obj = objects[0]
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if not meshtools.has_vertex_colors(mesh):
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message = "Please assign vertex colors before exporting.\n"
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message += objname + " object was not saved."
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meshtools.print_boxed(message)
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return
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vcols = average_vertexcolors(mesh)
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# === Write Videoscape Header ===
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file.write("GOUR\n")
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file.write("%d\n" % len(mesh.verts))
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# === Write Vertex List & Vertex Colors ===
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for i in range(len(mesh.verts)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
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file.write("% f % f % f 0x" % tuple(mesh.verts[i].co))
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for j in range(len(vcols[i])):
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file.write("%02X" % vcols[i][j])
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file.write("\n")
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# === Write Face List ===
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for i in range(len(mesh.faces)):
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if not i%100 and meshtools.show_progress:
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Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
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file.write("%d " % len(mesh.faces[i].v)) # numfaceverts
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for j in range(len(mesh.faces[i].v)):
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file.write("%d " % mesh.faces[i].v[j].index)
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file.write("\n")
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Blender.Window.DrawProgressBar(1.0, '') # clear progressbar
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file.close()
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#end = time.clock()
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#seconds = " in %.2f %s" % (end-start, "seconds")
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message = "Successfully exported " + Blender.sys.basename(filename)# + seconds
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meshtools.print_boxed(message)
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# ===========================================
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# === Vector Operations for Vertex Colors ===
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# ===========================================
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vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
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vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
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# ========================================
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# === Average All Vertex Colors (Fast) ===
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# ========================================
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def average_vertexcolors(mesh, debug=0):
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vertexcolors = {}
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for i in range(len(mesh.faces)): # get all vcolors that share this vertex
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
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for j in range(len(mesh.faces[i].v)):
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index = mesh.faces[i].v[j].index
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color = mesh.faces[i].col[j]
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r,g,b,a = color.r, color.g, color.b, color.a
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vertexcolors.setdefault(index, []).append([r,g,b,a])
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if debug: print 'before'; vcprint(vertexcolors)
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for i in range(len(vertexcolors)): # average them
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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for j in range(len(vertexcolors[i])):
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vcolor = vcolor_add(vcolor, vertexcolors[i][j])
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shared = len(vertexcolors[i])
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vertexcolors[i] = vcolor_div(vcolor, shared)
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 1 ===
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# ========================================
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def average_vertexcolors_slow_1(mesh, debug=0):
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vertexcolors = []
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i = 0
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for vertex in mesh.verts:
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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i += 1
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for face in mesh.faces:
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if vertex in face.v:
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index = face.v.index(vertex)
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color = face.col[index]
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r,g,b,a = color.r, color.g, color.b, color.a
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vcolor = vcolor_add(vcolor, [r,g,b,a])
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shared += 1
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if not shared: print "Error, vertex %d is not shared." % i; shared += 1
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vertexcolors.append(vcolor_div(vcolor, shared))
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 2 ===
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# ========================================
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def average_vertexcolors_slow_2(mesh, debug=0):
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vertexcolors = []
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for i in range(len(mesh.verts)):
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for j in range(len(mesh.faces)):
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if mesh.verts[i] in mesh.faces[j].v:
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index = mesh.faces[j].v.index(mesh.verts[i])
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color = mesh.faces[j].col[index]
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r,g,b,a = color.r, color.g, color.b, color.a
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vcolor = vcolor_add(vcolor, [r,g,b,a])
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shared += 1
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vertexcolors.append(vcolor_div(vcolor, shared))
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if debug: print 'after'; vcprint(vertexcolors)
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return vertexcolors
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# ========================================
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# === Average all Vertex Colors Slow 3 ===
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# ========================================
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def average_vertexcolors_slow_3(mesh, debug=0):
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vertexcolors = []
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for i in range(len(mesh.verts)):
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if not i%100 and meshtools.show_progress: Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
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vcolor = [0,0,0,0] # rgba
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shared = 0
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for j in range(len(mesh.faces)):
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if len(mesh.faces[j].v) == 4:
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v1,v2,v3,v4 = mesh.faces[j].v
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faceverts = v1.index, v2.index, v3.index, v4.index
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else:
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v1,v2,v3 = mesh.faces[j].v
|
|
||||||
faceverts = v1.index, v2.index, v3.index
|
|
||||||
|
|
||||||
if i in faceverts:
|
|
||||||
index = mesh.faces[j].v.index(mesh.verts[i])
|
|
||||||
color = mesh.faces[j].col[index]
|
|
||||||
r,g,b,a = color.r, color.g, color.b, color.a
|
|
||||||
vcolor = vcolor_add(vcolor, [r,g,b,a])
|
|
||||||
shared += 1
|
|
||||||
vertexcolors.append(vcolor_div(vcolor, shared))
|
|
||||||
if debug: print 'after'; vcprint(vertexcolors)
|
|
||||||
return vertexcolors
|
|
||||||
|
|
||||||
def fs_callback(filename):
|
|
||||||
if filename.find('.obj', -4) <= 0: filename += '.VIDEOSCAPE.obj'
|
|
||||||
write(filename)
|
|
||||||
|
|
||||||
Blender.Window.FileSelector(fs_callback, "Export VideoScape")
|
|
||||||
|
|
||||||
|
|
||||||
# filename = "VIDEOSCAPE_" + objname + ".obj"
|
|
||||||
# filename = 'nul'
|
|
||||||
# file = open(filename, "wb")
|
|
||||||
# debug = 0
|
|
||||||
# time_functions = 1
|
|
||||||
# time_loop = 0
|
|
||||||
#
|
|
||||||
# if time_functions:
|
|
||||||
# funcs = [ average_vertexcolors,
|
|
||||||
# average_vertexcolors_slow_1,
|
|
||||||
# average_vertexcolors_slow_2,
|
|
||||||
# average_vertexcolors_slow_3 ]
|
|
||||||
#
|
|
||||||
# print
|
|
||||||
# for func in funcs:
|
|
||||||
# start = time.clock()
|
|
||||||
# vcols = func(mesh, debug)
|
|
||||||
# end = time.clock()
|
|
||||||
# seconds = "in %.2f %s" % (end-start, "seconds")
|
|
||||||
# print func.__name__, "finished in", seconds
|
|
||||||
#
|
|
||||||
# elif time_loop:
|
|
||||||
# total = 0
|
|
||||||
# loops = 6
|
|
||||||
# for i in range(loops):
|
|
||||||
# start = time.clock()
|
|
||||||
# vcols = average_vertexcolors(mesh, debug)
|
|
||||||
# end = time.clock()
|
|
||||||
# total += (end-start)
|
|
||||||
# print "Total: %5.2f Avg: %.2f " % (total, total/loops)
|
|
||||||
# else:
|
|
||||||
# start = time.clock()
|
|
||||||
# vcols = average_vertexcolors(mesh, debug)
|
|
||||||
|
|
||||||
# # =====================================
|
|
||||||
# # === Print Vertex Colors for Debug ===
|
|
||||||
# # =====================================
|
|
||||||
# def vcprint(data):
|
|
||||||
# print type(data)
|
|
||||||
# for i in range(len(data)):
|
|
||||||
# print "%2d" % i,
|
|
||||||
# for j in range(len(data[i])):
|
|
||||||
# try:
|
|
||||||
# print "[%3d %3d %3d %3d]" % tuple(data[i][j]), # before
|
|
||||||
# except:
|
|
||||||
# print "[%3d]" % data[i][j], # after
|
|
||||||
# print
|
|
||||||
# print
|
|
||||||
#
|
|
Loading…
Reference in New Issue
Block a user