forked from bartvdbraak/blender
Adding a new script. heres the docstring.
________________________ Render Billboard Script This can texture a simple billboard mesh from any number of selected objects. Renders objects in the selection to quad faces on the active mesh. Usage * Light your model or enable the shadless flag so it is visible * Make a low poly mesh out of quads with 90d corners. (this will be you billboard mesh) * Select the model and any lamps that light it * Select the billboard mesh so that it is active * Run this script, Adjust settings such as image size or oversampling. * Select a place to save the PNG image. * Once the script has finished running return to the 3d view by pressing Shift+F5 * To see the newly applied textures change the drawtype to 'Textured Solid'
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@ -140,8 +140,6 @@ def imageFromObjectsOrtho(objects, path, width, height, smooth, alpha= True, cam
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#print 'NOLEN Bigger'
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render_cam_data.scale= xlen * 2
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#print xlen, ylen, 'xlen, ylen'
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else:
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244
release/scripts/image_billboard.py
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244
release/scripts/image_billboard.py
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@ -0,0 +1,244 @@
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#!BPY
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"""
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Name: 'Billboard Render on Active'
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Blender: 242
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Group: 'Image'
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Tooltip: 'Selected objects and lamps to rendered faces on the act mesh'
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"""
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__author__= "Campbell Barton"
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__url__= ["blender", "blenderartist"]
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__version__= "1.0"
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__bpydoc__= """\
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Render Billboard Script
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This can texture a simple billboard mesh from any number of selected objects.
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Renders objects in the selection to quad faces on the active mesh.
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Usage
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* Light your model or enable the shadless flag so it is visible
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* Make a low poly mesh out of quads with 90d corners. (this will be you billboard mesh)
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* Select the model and any lamps that light it
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* Select the billboard mesh so that it is active
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* Run this script, Adjust settings such as image size or oversampling.
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* Select a place to save the PNG image.
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* Once the script has finished running return to the 3d view by pressing Shift+F5
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* To see the newly applied textures change the drawtype to 'Textured Solid'
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"""
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import Blender as B
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import BPyMathutils
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# reload(BPyMathutils)
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import BPyRender
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# reload(BPyRender)
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import boxpack2d
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# reload(boxpack2d) # for developing.
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from Blender.Scene import Render
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import os
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Vector= B.Mathutils.Vector
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def alpha_mat(image):
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# returns a material useable for
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mtl= B.Material.New()
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mtl.mode |= (B.Material.Modes.SHADELESS | B.Material.Modes.ZTRANSP | B.Material.Modes.FULLOSA )
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mtl.alpha= 0.0 # so image sets the alpha
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tex= B.Texture.New()
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tex.type= B.Texture.Types.IMAGE
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tex.setImageFlags('InterPol', 'UseAlpha', 'Anti')
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tex.setExtend('Clip')
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tex.image= image
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mtl.setTexture(0, tex, B.Texture.TexCo.UV, B.Texture.MapTo.COL | B.Texture.MapTo.ALPHA)
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return mtl
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# PupBlock Settings
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GLOBALS= {}
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PREF_RES= B.Draw.Create(512)
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PREF_TILE_RES= B.Draw.Create(256)
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PREF_AA = B.Draw.Create(1)
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PREF_ALPHA= B.Draw.Create(1)
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PREF_Z_OFFSET = B.Draw.Create(10.0)
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def save_billboard(PREF_IMAGE_PATH):
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ob_sel= GLOBALS['ob_sel']
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me_ob = GLOBALS['me_ob']
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me_data = GLOBALS['me_data']
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time= B.sys.time()
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me_mat= me_ob.matrixWorld
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# Render images for all faces
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face_data= [] # Store faces, images etc
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boxes2Pack= []
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temp_images= []
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me_data.faceUV= True
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for i, f in enumerate(me_data.faces):
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no= f.no
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# Offset the plane by the zoffset on the faces normal
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plane= [v.co * me_mat for v in f]
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plane.reverse()
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no= B.Mathutils.QuadNormal(*plane)
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plane= [v + no*PREF_Z_OFFSET.val for v in plane]
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cent= (plane[0]+plane[1]+plane[2]+plane[3] ) /4.0
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camera_matrix= BPyMathutils.plane2mat(plane)
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tmp_path= '%s.%d' % (PREF_IMAGE_PATH, i)
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img= BPyRender.imageFromObjectsOrtho(ob_sel, tmp_path, PREF_TILE_RES.val, PREF_TILE_RES.val, PREF_AA.val, PREF_ALPHA.val, camera_matrix)
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# img.reload()
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#img.pack() # se we can keep overwriting the path
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#img.filename= ""
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temp_images.append(img)
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face_data.append( (f, img, plane) )
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w= ((plane[0]-plane[1]).length + (plane[2]-plane[3]).length)/2
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h= ((plane[1]-plane[2]).length + (plane[3]-plane[0]).length)/2
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f.mode |= B.Mesh.FaceModes.TEX
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f.image = img
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f.uv=Vector(1,1), Vector(1,0), Vector(0,0), Vector(0,1)
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boxes2Pack.append( (i, w, h) )
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# pack the quads into a square
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packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack)
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render_obs= []
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# Add geometry to the mesh
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for i, box in enumerate(packedLs):
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orig_f, img, plane= face_data[i]
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# New Mesh and Object
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render_mat= alpha_mat(img)
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render_me= B.Mesh.New()
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render_me.verts.extend([Vector(0,0,0)]) # Stupid, dummy vert, preverts errors. when assigning UV's/
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render_ob= B.Object.New('Mesh')
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render_me.materials= [render_mat]
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render_ob.link(render_me)
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render_obs.append(render_ob)
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# Add verts clockwise from the bottom left.
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_x= box[1] / packWidth
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_y= box[2] / packHeight
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_w= box[3] / packWidth
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_h= box[4] / packHeight
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render_me.verts.extend([\
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Vector(_x, _y, 0),\
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Vector(_x, _y +_h, 0),\
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Vector(_x + _w, _y +_h, 0),\
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Vector(_x + _w, _y, 0),\
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])
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render_me.faces.extend([\
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render_me.verts[-1],\
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render_me.verts[-2],\
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render_me.verts[-3],\
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render_me.verts[-4],\
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])
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render_me.faceUV= True
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# target_face= render_me.faces[-1]
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# TEXFACE isnt used because of the renderign engine cant to alpha's for texdface.
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#target_face.image= img
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#target_face.mode |= B.Mesh.FaceModes.TEX
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# Set the UV's, we need to flip them HOZ?
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orig_f.uv[2].x= orig_f.uv[3].x= _x+_w
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orig_f.uv[0].x= orig_f.uv[1].x= _x
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orig_f.uv[1].y= orig_f.uv[2].y= _y+_h
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orig_f.uv[0].y= orig_f.uv[3].y= _y
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target_image= BPyRender.imageFromObjectsOrtho(render_obs, PREF_IMAGE_PATH, PREF_RES.val, PREF_RES.val, PREF_AA.val, PREF_ALPHA.val, None)
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# Set to the 1 image.
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for f in me_data.faces:
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f.image= target_image
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if PREF_ALPHA.val:
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f.transp |= B.Mesh.FaceTranspModes.ALPHA
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# Free the images data and remove
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for img in temp_images:
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os.remove(img.filename)
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img.reload()
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me_data.update()
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me_ob.makeDisplayList()
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B.Window.WaitCursor(0)
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print '%.2f secs taken' % (B.sys.time()-time)
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def main():
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block = [\
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'Image Pixel Size',\
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("Output: ", PREF_RES, 128, 2048, "Pixel width and height to render the billboard to"),\
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("Tile: ", PREF_TILE_RES, 64, 1024, "Pixel width and height for each tile to render to"),\
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'Render Settings',\
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("Oversampling", PREF_AA , "Higher quality woth extra sampling"),\
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("Alpha Clipping", PREF_ALPHA , "Render empty areas as transparent"),\
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("Cam ZOffset: ", PREF_Z_OFFSET, 0.1, 100, "Distance to place the camera away from the quad when rendering")\
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]
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if not B.Draw.PupBlock("Billboard Render", block):
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return
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B.Window.WaitCursor(1)
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scn= B.Scene.GetCurrent()
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ob_sel= list(scn.objects.context)
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PREF_KEEP_ASPECT= False
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if len(ob_sel) < 2:
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B.Draw.PupMenu("Error%t|Select 2 mesh objects")
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return
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me_ob= scn.objects.active
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if not me_ob:
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B.Draw.PupMenu("Error%t|No active mesh selected.")
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try:
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ob_sel.remove(me_ob)
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except:
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pass
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if me_ob.type != 'Mesh':
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B.Draw.PupMenu("Error%t|Active Object must be a mesh to write billboard images too")
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return
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me_data= me_ob.getData(mesh=1)
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for f in me_data.faces:
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if len(f) != 4:
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B.Draw.PupMenu("Error%t|Active mesh must have only quads")
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return
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GLOBALS['ob_sel'] = ob_sel
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GLOBALS['me_ob'] = me_ob
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GLOBALS['me_data'] = me_data
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B.Window.FileSelector(save_billboard, 'SAVE BILLBOARD', B.sys.makename(ext='.png'))
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if __name__=='__main__':
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main()
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