blender/release/scripts/tex2uvbaker.py
Willian Padovani Germano 6cec51b259 BPython bug fixes:
- #2646 reported by Campbell: Python/Fileselector (moving from fileselector called by script to another space caused script to hang around open but not accessible)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2646&group_id=9

- #2676 reported by Wim Van Hoydonck: 2.37 python scripts gui: event 8 ignored (thanks Ton for discussing / pointing what to do, Ken Hughes for also working on a fix)
http://projects.blender.org/tracker/?func=detail&atid=125&aid=2676&group_id=9

- gui-less scripts with calls to progress bar inside fileselector callbacks didn't return to the previous space on exit (staying on Scripts win), requiring an event to do so (mouse movement, for example).  Quick fix for now, will rework a little after 2.37a for a better alternative, not needing to move to the Scripts win at all.

- added syntax colors access to Window.Theme module.

Scripts:

- updates by Jean-Michel Soler: svg2obj (svg paths import), tex2uvbaker, fixfromarmature;
- updates by Campbell Barton: obj import / export, console;
- tiny: converted vrml97 export to unix line endings;
- updates in ac3d exporter, help browser, save theme.

Thanks all mentioned above.
2005-06-11 05:30:14 +00:00

499 lines
16 KiB
Python
Raw Blame History

#!BPY
""" Registration info for Blender menus:
Name: 'Texture Baker'
Blender: 237
Group: 'UV'
Tooltip: 'Procedural to uvmapped texture baker'
"""
__author__ = "Jean-Michel Soler (jms)"
__url__ = ("blender", "elysiun",
"Official Page, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "0.2.6 2005/5/29"
__bpydoc__ = """\
Texture Baker "bakes" Blender procedural materials (including textures): it saves them as 2d uv-mapped images.
This script saves an uv texture layout of the chosen mesh, that can be used as
an uv map for it. It is a way to export procedurals from Blender as normal
image textures that can be edited with a 2d image manipulation program or used
with the mesh in games and other 3d applications.
Usage:
a) Enter face mode and define uv coordinates for your mesh (do not forget to choose a development shape);<br>
b) Define its materials and textures;<br>
c) Run this script and check the console.
Global variables:
a) FRAME (integer): the last frame of the animation, autodocumented.<br>
b) LIMIT (integer): 0 or 1, uvcoords may exceed limits 0.0 to 1.0, this variable obliges the script to do a complete framing of the uvcoord.
Notes:<br>
This script was based on a suggestion by Martin (Theeth) Poirier.
"""
#---------------------------------------------
# Last release : 0.2.6 , 2005/05/29 , 22h00
#---------------------------------------------
#---------------------------------------------
# (c) jm soler 07/2004 : 'Procedural Texture Baker'
# Based on a Martin 'Theeth' Poirier's really
# good idea : makes a rvk mesh with uv coords
# of the original mesh.
#
# Released under Blender Artistic Licence
#
# 0.2.6
# -- Creation of LAMP object is removed and replaced
# by the use of the shadeless option in material object
#
# -- helpmsg corrected : the aim of the script
# is to bake any type of textures so we have not
# to mapinput its textures on UV .
#
# --'pers' camera was replaced by an 'ortho' one.
#
# 0.2.5
# -- if a image file with the same name exits the
# system returns an error
#
# 0.2.4
# -- a LIMIT variable is added to unlock the uvcoords
# autoframing
#
#
# 0.2.3 :
# Great thanks for Apollux who sees a lot of these
# problems
#
# --Everytime you run the script a new set
# of objects is created. File size and memory
# consumption can go pretty high if you are
# not aware of that .
# Now it ONLY creates 3 objects: a flattened
# mesh, a camera and a lamp.
# --all the 3 objects was placed on layer 1, but if
# that layer was not visible while you used the script
# all you will get a is an empty render.
# Now the layer is tst and activated befor the shoot
# --The flattened mesh was really flattend only after
# frame 100 (if you playbacked the animation, you can
# actually see the mesh becoming flat on the first 100
# frames). No more.
# -- When the script is run, it changes temporary to
# the new cammera, set the render output to a square
# (i.e. 1024 x 1024 or else), does the render, and then
# resets the render output and the active camera to the
# original one. But if no original camera was found
# this produce an error.
#
# 0.2.2 :
# if the uv mesh objet exists it used,
# no creation of a new one. As the lamp and
# the camera
# 0.2.1 :
# This script automaticaly frame and shoot the
# new uv mesh . The image file is saved ine the
# /render folder.
#
#---------------------------------------------
# On user-friendly side :
#---------------------------------------------
#- Tadje Vobovnik adds the Select Image Size Menu
#
#---------------------------------------------
# Official Page :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_mesh3d2uv2d_en.htm
# For problems and errors:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------
import Blender
from Blender import NMesh, Draw, Object, Scene, Camera
#-----------------------------------
# Last release : 0.2.5 , 2005/05/22 , 20h00
#-----------------------------------
# la fonction Blender.sys.dirname pose un
# probleme lorsque la memoire est trop encombree
# ---
# It seems that the Blender.sys.dirname function
# poses a problem when the memory is too much encumbered
#-----------------------------------
try:
import nt
os = nt
os.sep='\\'
except:
import posix
os = posix
os.sep='/'
DIRNAME=Blender.Get('filename')
#-----------------------------------
# decoupage de la chaine en fragment
# de fa<66>on a isoler le nom du fichier
# du repertoire
# ---
# split string in fragments to isolate
# the file name from the path name
#-----------------------------------
if DIRNAME.find(os.sep):
k0=DIRNAME.split(os.sep)
else:
k0=DIRNAME.split('/')
DIRNAME=DIRNAME.replace(k0[-1],'')
#-----------------------------------
# Last release : 0.2.5 , 2005/05/22 , end
#-----------------------------------
#-----------------------------------
# Last release : 0.2.4 , 2005/05/22 , 15h00
#-----------------------------------
FRAME = Blender.Get('endframe')
#-----------------------------------
# Last release : 0.2.4 , 2005/05/22 , end
#-----------------------------------
#-----------------------------------
# Last release : 0.2.4 , 2005/05/18 , 11h00
#
# Si LIMIT == 0 le script n'essaye pas de realiser
# un nouveau cadrage pour que l'image presente toute les
# coordonn<6E>es uv.
# ---
# if LIMIT == 0 the script do not try to make
# a new framing with all the uvcoord in only one
# shoot...
#-----------------------------------
LIMIT=0
#-----------------------------------
# Last release : 0.2.4 , 2005/05/18 , END
#-----------------------------------
XYLIMIT = [0.0, 0.0,1.0,1.0]
OBJPOS = 100.0
DEBUG=1
helpmsg = """
Texture Baker:
This script saves an uv texture layout of the chosen mesh, that can be used as
an uv map for it. It is a way to export procedural textures from Blender as
normal image textures that can be edited with a 2d image manipulation program
or used with the mesh in games and other 3d applications.
Basic instructions:
- Enter face mode and define uv coordinates for your mesh (do not forget to
choose a development shape);
- Define its materials and textures ;
- Run this script and check the console.
"""
def GET_newobject (TYPE,NAME):
"""
# ---------------------------
# Function GET_newobject
#
# IN : TYPE string , object type ('Mesh','Empty',...)
# NAME string , name object
# OUT: OBJECT Blender objetc described in teh string TYPE
# SCENE Blender current scene object
# ---------------------------
Return and object and the current scene
"""
SCENE = Blender.Scene.getCurrent()
OBJECT = Blender.Object.New(TYPE,NAME)
SCENE.link(OBJECT)
return OBJECT, SCENE
def RenameImage(RDIR, MYDIR, FILENAME, name):
"""
# ---------------------------
# Function RenameImage
#
# IN : RDIR string , current render directory
# MYDIR string , new render dir for this shoot
# FILENAME string , last rendered image filename
# name string , new name for this image
# OUT: nothing
# ---------------------------
Rename the file pointed by the string name
recall the function if the file yet exists
"""
newfname = RDIR + MYDIR + name
if newfname.find('.png', -4) < 0 : newfname += '.png'
if not Blender.sys.exists(newfname):
os.rename(FILENAME, newfname)
else:
name = Draw.PupStrInput ('ReName Image, please :', name, 32)
RenameImage(RDIR, MYDIR, FILENAME, name)
def SAVE_image (rc, name, FRAME):
"""
# ---------------------------
# Function SAVE_image
#
# IN : rc current render context object
# name string , image name
# FRAME integer, last numbre of the curent animation
# OUT: nothing
# ---------------------------
"""
rc.enableExtensions(1)
MYDIR = ''
RENDERDIR = rc.getRenderPath().replace('\\','/')
if RENDERDIR.find('//')==0 :
print 'filename', Blender.Get('filename'),'/n', Blender.sys.dirname(Blender.Get('filename'))
RDIR=RENDERDIR.replace('//',DIRNAME)
else:
RDIR=RENDERDIR[:]
if DEBUG : print 'RDIR : ', RDIR
HOMEDIR=Blender.Get('homedir')
if DEBUG : print 'HOMEDIR', HOMEDIR
rc.setRenderPath(RENDERDIR + MYDIR)
if DEBUG : print "Render folder:", RENDERDIR + MYDIR
IMAGETYPE = Blender.Scene.Render.PNG
if DEBUG : print 'IMAGETYPE : ',IMAGETYPE
rc.setImageType(IMAGETYPE)
NEWFRAME = FRAME
OLDEFRAME = rc.endFrame()
OLDSFRAME = rc.startFrame()
rc.startFrame(NEWFRAME)
rc.endFrame(NEWFRAME)
rc.renderAnim()
Blender.Scene.Render.CloseRenderWindow()
FILENAME = "%04d" % NEWFRAME
FILENAME = FILENAME.replace (' ', '0')
FILENAME = RDIR + MYDIR + FILENAME + '.png'
RenameImage(RDIR, MYDIR, FILENAME, name)
rc.endFrame(OLDEFRAME)
rc.startFrame(OLDSFRAME)
rc.setRenderPath(RENDERDIR)
def SHOOT (XYlimit, frame, obj, name, FRAME):
"""
# ---------------------------
# Function SHOOT
#
# IN : XYlimit list of 4 floats, smallest and biggest
# uvcoords
# frame cureente frame
# obj for object location
# name image name
# FRAME the last animation's frame
# OUT: nothing
# ---------------------------
render and save the baked textures picture
"""
try:
CAM = Blender.Object.Get('UVCAMERA')
Cam = CAM.getData()
SC = Blender.Scene.getCurrent()
except:
Cam = Blender.Camera.New()
Cam.name = 'UVCamera'
CAM, SC = GET_newobject('Camera','UVCAMERA')
CAM.link(Cam)
CAM.setName('UVCAMERA')
Cam.lens = 30
Cam.name = 'UVCamera'
Cam.setType('ortho')
Cam.setScale(1.0)
CAM.setLocation(obj.getLocation())
CAM.LocX += XYlimit[2] * 0.500
CAM.LocY += XYlimit[3] * 0.500
CAM.LocZ += max (XYlimit[2], XYlimit[3])
CAM.setEuler (0.0, 0.0, 0.0)
context = SC.getRenderingContext()
Camold = SC.getCurrentCamera()
SC.setCurrentCamera(CAM)
OLDy = context.imageSizeY()
OLDx = context.imageSizeX()
tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4 | 2048 %x5 ')
if (tres) == 1: res = 256
elif (tres) == 2: res = 512
elif (tres) == 3: res = 768
elif (tres) == 4: res = 1024
elif (tres) == 5: res = 2048
else: res = 512
context.imageSizeY(res)
context.imageSizeX(res)
SAVE_image (context, name, FRAME)
context.imageSizeY(OLDy)
context.imageSizeX(OLDx)
if Camold :SC.setCurrentCamera(Camold)
Blender.Set ('curframe', frame)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
def PROV_Shadeless(MATList):
"""
# ---------------------------
# Function PROV_Shadeless
#
# IN : MATList a list of the mesh's materials
# OUT: SHADEDict a dictionnary of the materials' shadeles value
# ---------------------------
"""
SHADEDict={}
for mat in MATList:
SHADEDict[mat.name]=mat.mode
mat.mode |= Blender.Material.Modes.SHADELESS
return SHADEDict
#-----------------------------------
# Last release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
def REST_Shadeless(SHADEDict):
"""
# ---------------------------
# Function REST_Shadeless
#
# IN : SHADEDict a dictionnary of the materials' shadeles value
# OUT : nothing
# ---------------------------
"""
for m in SHADEDict.keys():
mat=Blender.Material.Get(m)
mat.mode=SHADEDict[m]
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
def Mesh2UVCoord (LIMIT):
"""
# ---------------------------
# Function Mesh2UVCoord
#
# IN : LIMIT integer, create or not a new framing for uvcoords
# OUT: nothing
# ---------------------------
"""
try:
MESH3D = Object.GetSelected()[0]
if MESH3D.getType() == 'Mesh':
MESH = MESH3D.getData()
try:
NewOBJECT=Blender.Object.Get('UVOBJECT')
CurSCENE=Blender.Scene.getCurrent()
MESH2 = NewOBJECT.getData()
except:
NewOBJECT, CurSCENE = GET_newobject('Mesh','UVOBJECT')
MESH2 = Blender.NMesh.GetRaw()
MESH2.faces=[]
for f in MESH.faces:
f1 = Blender.NMesh.Face()
for v in f.v:
v1 = Blender.NMesh.Vert (v.co[0], v.co[1], v.co[2])
MESH2.verts.append(v1)
f1.v.append(MESH2.verts[len(MESH2.verts) - 1])
MESH2.faces.append(f1)
f1.uv = f.uv[:]
f1.col = f.col[:]
f1.smooth = f.smooth
f1.mode = f.mode
f1.flag = f.flag
f1.mat = f.mat
MESH2.materials = MESH.materials[:]
NewOBJECT.setLocation (OBJPOS, OBJPOS, 0.0)
NewOBJECT.setEuler (0.0, 0.0, 0.0)
MESH2.removeAllKeys()
MESH2.update()
MESH2.insertKey (1, 'absolute')
MESH2.update()
for f in MESH2.faces:
for v in f.v:
for n in [0,1]:
v.co[n] = f.uv[f.v.index(v)][n]
exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n+2, n+2, n)
exec "if v.co[%s] < XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n)
v.co[2] = 0.0
if DEBUG: print XYLIMIT
MESH2.update()
MESH2.insertKey (FRAME, 'absolute')
MESH2.update()
imagename = 'uvtext'
name = "CHANGE IMAGE NAME ? %t | Replace it | No replacing | Script help"
result = Draw.PupMenu(name)
if result == 1:
imagename = Draw.PupStrInput ('Image Name:', imagename, 32)
if result != 3:
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , 00h00
#-----------------------------------
SHADEDict=PROV_Shadeless(MESH2.materials)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
if LIMIT :
SHOOT(XYLIMIT, FRAME, NewOBJECT, imagename, FRAME)
else :
SHOOT([0.0,0.0,1.0,1.0], FRAME, NewOBJECT, imagename, FRAME)
#-----------------------------------
# release : 0.2.6, 2005/05/29 , 00h00
#-----------------------------------
REST_Shadeless(SHADEDict)
#-----------------------------------
# release : 0.2.6 , 2005/05/29 , end
#-----------------------------------
Blender.Redraw()
else:
Blender.ShowHelp('tex2uvbaker.py')
#Draw.PupMenu("Ready%t|Please check console for instructions")
if DEBUG: print helpmsg
else:
name = "ERROR: active object is not a mesh or has no UV coordinates"
result = Draw.PupMenu(name)
print 'problem : no object selected or not mesh'
except:
name = "ERROR: active object is not a mesh or has no UV coordinates"
result = Draw.PupMenu(name)
print 'problem : no object selected or not mesh'
Mesh2UVCoord(LIMIT)