forked from bartvdbraak/blender
Scripts: Campbell (ideasman) updated his obj wavefront scripts.
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61bb158291
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a15b430d71
@ -1,9 +1,9 @@
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#!BPY
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"""
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Name: 'OBJ Wavefront'
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Name: 'Wavefront (*.obj)'
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Blender: 232
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Group: 'Export'
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Group: 'Export'
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Tooltip: 'Save a Wavefront OBJ File'
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"""
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@ -45,27 +45,9 @@ def getWorldMat(ob):
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#==================#
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# Apply Transform #
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#==================#
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def apply_transform(verts, matrix):
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x, y, z = verts
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xloc, yloc, zloc = matrix[3][0], matrix[3][1], matrix[3][2]
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xcomponent = x*matrix[0][0] + y*matrix[1][0] + z*matrix[2][0] + xloc
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ycomponent = x*matrix[0][1] + y*matrix[1][1] + z*matrix[2][1] + yloc
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zcomponent = x*matrix[0][2] + y*matrix[1][2] + z*matrix[2][2] + zloc
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return [xcomponent, ycomponent, zcomponent]
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#=====================================#
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# Apply Transform for vertex normals #
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# ignore the translation #
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#=====================================#
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def apply_normal_transform(verts, matrix):
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x, y, z = verts
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xcomponent = x*matrix[0][0] + y*matrix[1][0] + z*matrix[2][0]
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ycomponent = x*matrix[0][1] + y*matrix[1][1] + z*matrix[2][1]
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zcomponent = x*matrix[0][2] + y*matrix[1][2] + z*matrix[2][2]
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return Mathutils.Vector([xcomponent, ycomponent, zcomponent])
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def apply_transform(verts, matrix):
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verts.resize4D()
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return Mathutils.VecMultMat(verts, matrix)
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#====================================================#
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# Return a 6 deciaml point floating point value #
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@ -129,8 +111,8 @@ def save_obj(filename):
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for f in m.faces:
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for v in f.v:
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# Transform the normal
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noTx = apply_normal_transform(v.no, matrix)
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noTx.normalize()
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noTx = apply_transform(v.no, matrix)
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noTx.normalize()
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file.write('vn ')
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file.write(saneFloat(noTx[0]))
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file.write(saneFloat(noTx[1]))
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@ -1,7 +1,7 @@
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#!BPY
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"""
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Name: 'OBJ Wavefront'
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Name: 'Wavefront (*.obj)'
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Blender: 232
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Group: 'Import'
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Tooltip: 'Load a Wavefront OBJ File'
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@ -150,12 +150,12 @@ def load_obj(file):
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# This is a new vert, make a new mesh
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mesh.verts.append( NMesh.Vert(eval(l[1]), eval(l[2]), eval(l[3]) ) )
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elif l[0] == 'vn':
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pass
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elif l[0] == 'vn':
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pass
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elif l[0] == 'vt':
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# This is a new vert, make a new mesh
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uvMapList.append( (eval(l[1]), eval(l[2])) )
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elif l[0] == 'vt':
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# This is a new vert, make a new mesh
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uvMapList.append( (eval(l[1]), eval(l[2])) )
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elif l[0] == 'f':
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@ -165,75 +165,75 @@ def load_obj(file):
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# Set up vIdxLs : Verts
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# Set up vtIdxLs : UV
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vIdxLs = []
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vtIdxLs = []
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vIdxLs = []
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vtIdxLs = []
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for v in l[1:]:
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objVert = split( v, ['/'] )
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objVert = split( v, ['/'] )
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# VERT INDEX
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vIdxLs.append(eval(objVert[0]) -1)
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# UV
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if len(objVert) == 1:
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vtIdxLs.append(eval(objVert[0]) -1) # Sticky UV coords
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else:
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vtIdxLs.append(eval(objVert[1]) -1) # Seperate UV coords
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# VERT INDEX
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vIdxLs.append(eval(objVert[0]) -1)
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# UV
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if len(objVert) == 1:
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vtIdxLs.append(eval(objVert[0]) -1) # Sticky UV coords
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else:
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vtIdxLs.append(eval(objVert[1]) -1) # Seperate UV coords
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# Quads only, we could import quads using the method below but it polite to import a quad as a quad.f
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if len(vIdxLs) == 4:
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f.v.append(mesh.verts[vIdxLs[0]])
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f.v.append(mesh.verts[vIdxLs[1]])
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f.v.append(mesh.verts[vIdxLs[2]])
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f.v.append(mesh.verts[vIdxLs[3]])
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# UV MAPPING
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if uvMapList:
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if vtIdxLs[0] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[0] ] )
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if vtIdxLs[1] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[1] ] )
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if vtIdxLs[2] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[2] ] )
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if vtIdxLs[3] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[3] ] )
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mesh.faces.append(f) # move the face onto the mesh
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if len(vIdxLs) == 4:
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f.v.append(mesh.verts[vIdxLs[0]])
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f.v.append(mesh.verts[vIdxLs[1]])
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f.v.append(mesh.verts[vIdxLs[2]])
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f.v.append(mesh.verts[vIdxLs[3]])
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# UV MAPPING
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if uvMapList:
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if vtIdxLs[0] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[0] ] )
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if vtIdxLs[1] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[1] ] )
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if vtIdxLs[2] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[2] ] )
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if vtIdxLs[3] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[3] ] )
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mesh.faces.append(f) # move the face onto the mesh
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elif len(vIdxLs) >= 3: # This handles tri's and fans
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for i in range(len(vIdxLs)-2):
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f = NMesh.Face()
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mesh, f = applyMat(mesh, f, currentMat)
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f.v.append(mesh.verts[vIdxLs[0]])
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f.v.append(mesh.verts[vIdxLs[i+1]])
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f.v.append(mesh.verts[vIdxLs[i+2]])
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# UV MAPPING
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if uvMapList:
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if vtIdxLs[0] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[0] ] )
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if vtIdxLs[1] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[i+1] ] )
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if vtIdxLs[2] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[i+2] ] )
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elif len(vIdxLs) >= 3: # This handles tri's and fans
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for i in range(len(vIdxLs)-2):
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f = NMesh.Face()
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mesh, f = applyMat(mesh, f, currentMat)
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f.v.append(mesh.verts[vIdxLs[0]])
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f.v.append(mesh.verts[vIdxLs[i+1]])
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f.v.append(mesh.verts[vIdxLs[i+2]])
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# UV MAPPING
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if uvMapList:
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if vtIdxLs[0] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[0] ] )
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if vtIdxLs[1] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[i+1] ] )
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if vtIdxLs[2] < len(uvMapList):
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f.uv.append( uvMapList[ vtIdxLs[i+2] ] )
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mesh.faces.append(f) # move the face onto the mesh
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mesh.faces.append(f) # move the face onto the mesh
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# is o the only vert/face delimeter?
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# if not we could be screwed.
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elif l[0] == 'o':
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# Make sure the objects is worth puttong
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if len(mesh.verts) > 0:
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NMesh.PutRaw(mesh, fileName + '_' + objectName)
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# Make new mesh
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mesh = NMesh.GetRaw()
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# is o the only vert/face delimeter?
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# if not we could be screwed.
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elif l[0] == 'o':
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# Make sure the objects is worth puttong
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if len(mesh.verts) > 0:
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NMesh.PutRaw(mesh, fileName + '_' + objectName)
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# Make new mesh
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mesh = NMesh.GetRaw()
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# New mesh name
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objectName = join(l[1:]) # Use join in case of spaces
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# New mesh name
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objectName = join(l[1:]) # Use join in case of spaces
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# New texture list
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uvMapList = []
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uvMapList = []
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elif l[0] == 'usemtl':
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if l[1] == '(null)':
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currentMat = NULL_MAT
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else:
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currentMat = getMat(join(l[1:])) # Use join in case of spaces
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elif l[0] == 'usemtl':
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if l[1] == '(null)':
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currentMat = getMat(NULL_MAT)
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else:
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currentMat = getMat(join(l[1:])) # Use join in case of spaces
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lIdx+=1
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