generated from stilobique/BlenderTemplate
Make model about path used
This commit is contained in:
@@ -0,0 +1,28 @@
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import bpy
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from pathlib import Path
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class FangeProject:
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def __init__(self):
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self._pref = bpy.context.preferences.addons[__name__.split(".")[0]].preferences
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self._project_path = Path(self._pref.project_path)
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self._subdir_path = Path(self._pref.subdir_graph)
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self._building_path = Path(self._pref.subdir_buildings)
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self._props_path = Path(self._pref.subdir_props)
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self._characters_path = Path(self._pref.subdir_characters)
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@property
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def buildings(self):
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"""Get the buildings project path, on absolute"""
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return self._project_path.joinpath(self._subdir_path, self._building_path)
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@property
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def props(self):
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return self._project_path.joinpath(self._subdir_path, self._props_path)
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@property
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def characters(self):
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return self._project_path.joinpath(self._subdir_path, self._characters_path)
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@@ -1,5 +1,6 @@
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import bpy
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import bpy
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from .models import FangeProject
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from pathlib import Path
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from pathlib import Path
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@@ -10,7 +11,7 @@ class ExportForFange(bpy.types.Operator):
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def __init__(self):
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def __init__(self):
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self.coll_layout = bpy.data.collections.get('Placeholder')
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self.coll_layout = bpy.data.collections.get('Placeholder')
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self.output = Path("W:\\", "Graou Studio", "Game Projects", "Fange Prototype", "Assets", "Graph", "Buildings")
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self.path = FangeProject()
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self.fbx_preset = 'sm-unity-building'
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self.fbx_preset = 'sm-unity-building'
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@classmethod
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@classmethod
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@@ -32,11 +33,12 @@ class ExportForFange(bpy.types.Operator):
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print(f'[Pipeline] Select all mesh inside the collection "{child.name}"')
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print(f'[Pipeline] Select all mesh inside the collection "{child.name}"')
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for ob in child.all_objects:
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for ob in child.all_objects:
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print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
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print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
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if isinstance(ob.data, bpy.types.Mesh) or isinstance(ob.data, bpy.types.Empty):
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# TODO Support another type object, not only SM/SK
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if isinstance(ob.data, bpy.types.Mesh):
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ob.select_set(True)
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ob.select_set(True)
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# TODO The plugin export only the garden building
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# TODO The plugin export only the garden building
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abs_export = self.output.joinpath("Garden", "Meshes")
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abs_export = self.path.buildings.joinpath("Garden", "Meshes")
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if not abs_export.exists():
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if not abs_export.exists():
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abs_export.mkdir()
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abs_export.mkdir()
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