generated from stilobique/BlenderTemplate
Rename the main folder
This commit is contained in:
@@ -0,0 +1,47 @@
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import bpy
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from .ui.export import GRAOU_PT_panel
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from .operators.outline import ConfigBlendScene
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from .operators.exports import ExportForFange
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from .operators.misc import MakeBasicCollision
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from .preference import GRAOU_AddonPreference
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from .properties.main import FangeProperties
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bl_info = {
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'name': 'Fange Pipeline',
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'description': 'Pipeline about the game project "Fange"',
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'author': 'Graou Studio, Aurelien Vaillant',
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'version': (0, 0, 1),
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'blender': (4, 1, 0),
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'doc_url': "",
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'tracker_url': "",
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'support': "COMMUNITY",
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'category': 'Graou Studio',
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}
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modules_class = [
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# Main Property
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ExportForFange, MakeBasicCollision, ConfigBlendScene,
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# UI
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GRAOU_PT_panel,
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# Preference
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GRAOU_AddonPreference, FangeProperties
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]
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def register():
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for cls in modules_class:
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bpy.utils.register_class(cls)
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bpy.types.Scene.graou_props = bpy.props.PointerProperty(type=FangeProperties)
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def unregister():
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for cls in reversed(modules_class):
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bpy.utils.unregister_class(cls)
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del bpy.types.Scene.graou_props
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if __name__ == "__main__":
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register()
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@@ -0,0 +1,150 @@
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import bpy
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from ..properties.models import FangeProject
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from pathlib import Path
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class ExportForFange(bpy.types.Operator):
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"""Export a building for fange"""
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bl_idname = 'graou.building_export'
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bl_label = 'Easily export a building asset'
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def __init__(self):
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self.coll_layout = bpy.data.collections.get('Placeholder')
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self.path = FangeProject()
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self.asset = self.get_asset_name()
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self.category = self.get_asset_type()
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self.instance_type_dict = {}
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@classmethod
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def poll(cls, context):
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col = bpy.data.collections.get('Placeholder')
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if col is not None and bpy.data.is_saved:
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return True
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def execute(self, context):
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bpy.ops.object.select_all(action='DESELECT')
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print(f'[Pipeline] Start to export the building props.')
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# Make a check if the file are saved on the disk
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if not bpy.data.is_saved:
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self.report({'ERROR'}, 'Your blend file is not saved.')
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return {'CANCELLED'}
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if not self.category:
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self.report({'ERROR'}, 'Can\'t find the asset category.')
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return {'CANCELLED'}
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if len(self.coll_layout.collection_children):
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for coll in self.coll_layout.children:
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print(f'[Pipeline] Update "{coll.name}" mesh')
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child = bpy.data.collections.get(coll.name)
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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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# TODO Support another type object, not only SM/SK
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if ob.type == 'MESH' or 'EMPTY':
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print(f'[Pipeline] Check ob {ob.name} and is type {type(ob)}')
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ob.select_set(True)
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if ob.type == 'EMPTY':
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if ob.instance_type != 'NONE':
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self.instance_type_dict[ob.name] = ob.instance_type
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ob.instance_type = 'NONE'
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abs_export = self.category.joinpath(self.asset, "Meshes")
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if not abs_export.exists():
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abs_export.mkdir(parents=True)
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if coll.name != 'Socket':
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asset_name = f"SM_{coll.name}.fbx"
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else:
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asset_name = f"{coll.name}.fbx"
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# TODO Use the preset system
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bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(asset_name).as_posix(),
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use_selection=True,
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use_visible=False,
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use_active_collection=False,
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global_scale=1.0,
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apply_unit_scale=True,
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apply_scale_options='FBX_SCALE_NONE',
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use_space_transform=True,
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bake_space_transform=True,
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object_types={'MESH', 'EMPTY'},
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use_mesh_modifiers=True,
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use_mesh_modifiers_render=True,
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mesh_smooth_type='OFF',
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colors_type='SRGB',
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prioritize_active_color=False,
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use_subsurf=False,
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use_mesh_edges=False,
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use_tspace=False,
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use_triangles=False,
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use_custom_props=False,
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add_leaf_bones=True,
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primary_bone_axis='Y',
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secondary_bone_axis='X',
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use_armature_deform_only=False,
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armature_nodetype='NULL',
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bake_anim=False,
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bake_anim_use_all_bones=True,
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bake_anim_use_nla_strips=True,
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bake_anim_use_all_actions=True,
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bake_anim_force_startend_keying=True,
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bake_anim_step=1.0,
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bake_anim_simplify_factor=1.0,
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path_mode='AUTO',
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embed_textures=False,
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batch_mode='OFF',
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use_batch_own_dir=True,
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axis_forward='X',
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axis_up='Y'
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)
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print(f'[Pipeline] Export here "{abs_export}"')
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bpy.ops.object.select_all(action='DESELECT')
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self.set_instance_type()
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# for coll in coll_layout.children:
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# print(f'[Pipeline] Check {coll}. Item type {type(coll)}')
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self.report({'INFO'}, 'Placeholder exported')
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return {'FINISHED'}
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def get_asset_type(self) -> Path:
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"""Look the file path, to understand if the asset are a Character, Buildings or Props"""
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abs_blend_path = Path(bpy.data.filepath)
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print(f'[Pipeline] Get blend file path "{abs_blend_path}"')
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print(f'[Pipeline] Convert to List "{abs_blend_path.parts}"')
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if 'Buildings' in abs_blend_path.parts:
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print(f'[Pipeline] Export here "{self.path.buildings}"')
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return self.path.buildings
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elif 'Pros' in abs_blend_path.parts:
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print(f'[Pipeline] Export here "{self.path.props}"')
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return self.path.props
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elif 'Characters' in abs_blend_path.parts:
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print(f'[Pipeline] Export here "{self.path.characters}"')
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return self.path.characters
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else:
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print(f'[Pipeline] Can\'t find asset category')
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return Path()
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@staticmethod
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def get_asset_name():
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abs_blend_path = Path(bpy.data.filepath)
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return abs_blend_path.stem
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def set_instance_type(self):
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for key, value in self.instance_type_dict.items():
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ob = bpy.data.objects.get(key)
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ob.instance_type = value
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self.instance_type_dict.clear()
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@@ -0,0 +1,14 @@
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import bpy
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class MakeBasicCollision(bpy.types.Operator):
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"""From selected mesh, make a collision object"""
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bl_idname = 'graou.make_collision'
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bl_label = 'Generate a collision from selected mesh'
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@classmethod
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def poll(cls, context):
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return bpy.context.object
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def execute(self, context):
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return {'FINISHED'}
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@@ -0,0 +1,90 @@
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import bpy
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from ..properties.models import Outline
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class ConfigBlendScene(bpy.types.Operator):
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"""
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This operator init a news blend file, or update it.
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Prepare a set of collection (from the models in `properties/models/Outline`.
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Hierarchy design give that:
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- Placeholder
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| ${StaticMesh}
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| Socket (Optional)
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- Icon
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- Game Object
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"""
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bl_idname = 'graou.build_scene'
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bl_label = 'Config or update the outline'
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def __init__(self):
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self._outline = Outline()
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# Main property
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self._settings = bpy.context.scene.graou_props
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self._socket = self._settings.socket_collection
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def execute(self, context):
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for key, value in self._outline.collections.items():
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collection = bpy.data.collections.get(key)
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# Make the collection if this item not exist
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if collection is None:
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collection = bpy.data.collections.new(value.name)
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context.scene.collection.children.link(collection)
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# Check if the color are correctly setup, if not update-it
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if collection.color_tag is not value.color:
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collection.color_tag = value.color
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# Check child collection color
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if collection.children:
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for child in collection.children:
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if isinstance(child, bpy.types.Collection):
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child.color_tag = value.color
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# Set or update socket collection
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if self._socket:
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self.set_socket_collection()
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else:
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self.del_socket_collection()
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return {'FINISHED'}
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def set_socket_collection(self):
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"""Make or update the socket collection"""
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col_socket = bpy.data.collections.get(self._outline.socket.name)
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col_placeholder = self._outline.get_placeholder_collection
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col_game_object = self._outline.get_game_object_collection
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if col_socket is None:
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col_socket = bpy.data.collections.new(self._outline.socket.name)
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# Attach to Placeholder and Game Icon if they collection exist
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if col_placeholder.children.get(self._outline.socket.name) is None:
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col_placeholder.children.link(col_socket)
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if col_game_object.children.get(self._outline.socket.name) is None:
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col_game_object.children.link(col_socket)
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# Set the COLOR Tag
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col_socket.color_tag = self._outline.socket.color
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def del_socket_collection(self):
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"""Remove the socket collection, however, if the collection doesn't exist, terminate the function"""
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socket = bpy.data.collections.get(self._outline.socket.name)
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if socket is not None:
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bpy.data.collections.remove(socket)
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class SetCollectionSocket(bpy.types.Operator):
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"""Configure a/the collection with socket param"""
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bl_idname = 'graou.collection.socket_setup'
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bl_label = 'Set param to be socket functional'
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def __init__(self):
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self.socket = bpy.data.collections.get('Socket')
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def execute(self, context):
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return {'FINISHED'}
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@@ -0,0 +1,56 @@
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import bpy
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from pathlib import Path
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def check_game_project():
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"""Define the unity game project"""
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unity_game_project = Path("W:\\", "Graou Studio", "Game Projects", "Fange Prototype", "Fange Prototype.sln")
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if unity_game_project.exists():
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return unity_game_project.parent.as_posix()
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else:
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return ''
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class GRAOU_AddonPreference(bpy.types.AddonPreferences):
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"""
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Configuration about the Fange pipeline
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"""
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bl_idname = __package__.split(".")[0]
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project_path: bpy.props.StringProperty(
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name='Fange Unity project',
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description='Select your Unity game project',
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default=check_game_project(),
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subtype='FILE_PATH',
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)
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subdir_graph: bpy.props.StringProperty(
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name='Subdir about assets folder',
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default=r'Assets\Graph',
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subtype='DIR_PATH',
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)
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subdir_props: bpy.props.StringProperty(
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name='The props subdir',
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default='Props',
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subtype='DIR_PATH',
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)
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subdir_buildings: bpy.props.StringProperty(
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name='The buildings subdir',
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default='Buildings',
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subtype='DIR_PATH',
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)
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subdir_characters: bpy.props.StringProperty(
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name='The characters subdir',
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default='Characters',
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subtype='DIR_PATH',
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)
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def draw(self, context):
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layout = self.layout
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layout.label(text='Config all setup about the pipeline.')
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layout.prop(self, 'project_path')
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@@ -0,0 +1,10 @@
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import bpy
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class FangeProperties(bpy.types.PropertyGroup):
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socket_collection: bpy.props.BoolProperty(
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name='State Socket use',
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description='Use the socket collection setup',
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default=False
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)
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@@ -0,0 +1,73 @@
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import bpy
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from pathlib import Path
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from dataclasses import dataclass
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class FangeProject:
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"""
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This object is a model to give all Unity project path.
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"""
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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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@dataclass
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class Collection:
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name: str
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color: str
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class Outline:
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"""
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Model about the Outline config.
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"""
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def __init__(self):
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self._collections = {
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'Placeholder': Collection(name='Placeholder', color='COLOR_01'),
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'Icon': Collection(name='Icon', color='COLOR_04'),
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'Game Object': Collection(name='Game Object', color='COLOR_05')
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}
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self._socket = Collection(name='Socket', color='NONE')
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@property
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def collections(self) -> [str]:
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"""Returns all collections in a dict"""
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return self._collections
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@property
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def get_placeholder_collection(self):
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return bpy.data.collections.get(self.collections['Placeholder'].name)
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@property
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def get_icon_collection(self):
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return bpy.data.collections.get(self.collections['Icon'].name)
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@property
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def get_game_object_collection(self):
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return bpy.data.collections.get(self.collections['Game Object'].name)
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@property
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def socket(self) -> Collection:
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return self._socket
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@@ -0,0 +1,39 @@
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import bpy
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import os
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# from pathlib import Path
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# icon_sauropod_path = Path(os.path.dirname(os.path.abspath(__file__)), "icons", "sauropode.png")
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# print(f'[Pipeline] Get the icon sauropods {icon_sauropod_path}')
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#
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# if icon_sauropod_path.exists():
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# print(f'[Pipeline] Icon find')
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# icon_sauropod = bpy.app.icons.new_triangles_from_file(icon_sauropod_path.as_posix())
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# # icon_sauropod_id = bpy.app.icons.release(icon_sauropod)
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class GRAOU_PT_panel(bpy.types.Panel):
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bl_idname = 'GRAOU_PT_MAIN'
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_label = 'Pipeline'
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bl_category = 'Graou Studio'
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def draw(self, context):
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layout = self.layout
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col = layout.column(align=True)
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col.label(text='Main Config:')
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col.operator('graou.build_scene', text='Init Scene', icon='OUTLINER')
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col.prop(context.scene.graou_props, 'socket_collection', text='Use socket', toggle=True)
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layout.separator()
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layout.label(text='Asset:')
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layout.operator('graou.make_collision', text='Generate collision', icon='MOD_PHYSICS')
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layout.separator()
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layout.label(text='Export scene:')
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box = layout.box()
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box.label(text='Sanity Check')
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layout.operator('graou.building_export', text='Export Placeholder', icon='EXPORT')
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@@ -0,0 +1,28 @@
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import bpy
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from pathlib import Path
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||||
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||||
def get_export_preset():
|
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"""
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||||
Select a FBX preset you want use.
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"""
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||||
# TODO Subdir need to be exposed
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||||
fbx_preset_paths = bpy.utils.preset_paths(r"operator\export_scene.fbx")
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||||
# TODO Preset name need to be exposed
|
||||
fbx_preset = Path(fbx_preset_paths[0], "sm-unity-building.py")
|
||||
|
||||
if fbx_preset_paths:
|
||||
print(f'[Pipeline] Get the preset path "{fbx_preset}"')
|
||||
|
||||
return fbx_preset
|
||||
|
||||
else:
|
||||
print(f'[Pipeline] Preset folder not found')
|
||||
|
||||
|
||||
def apply_mesh_and_join():
|
||||
"""
|
||||
This function make a new mesh with all selected asset.
|
||||
"""
|
||||
pass
|
||||
Reference in New Issue
Block a user