Make a very basic plugin setup

This commit is contained in:
2024-05-04 17:33:16 +02:00
parent aec4ee2a99
commit e9858cb55c
5 changed files with 143 additions and 103 deletions
-103
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@@ -1,103 +0,0 @@
"""
Pipeline to export Placeholder inside Unity
About building setup:
- Get each placeholder collection, and export it has unique mesh with the `SM_` prefix
"""
import bpy
from pathlib import Path
# Init all data
coll_layout = bpy.data.collections.get('Placeholder')
output = Path("W:\\", "Graou Studio", "Game Projects", "Fange Prototype", "Assets", "Graph", "Buildings").resolve()
fbx_preset = 'sm-unity-building'
bpy.ops.object.select_all(action='DESELECT')
def get_export_preset():
fbx_preset_paths = bpy.utils.preset_paths(r"operator\export_scene.fbx")
fbx_preset = Path(fbx_preset_paths[0], "sm-unity-building.py")
if fbx_preset_paths:
print(f'[Pipeline] Get the preset path "{fbx_preset}"')
#select_preset = bpy.utils.preset_find(name=preset_name, preset_path=fbx_preset.as_posix())
#print(f'[Pipeline] Preset get {select_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.
It's usefull to
"""
pass
if coll_layout:
if len(coll_layout.collection_children):
for coll in coll_layout.children:
print(f'[Pipeline] Update "{coll.name}" mesh')
child = bpy.data.collections.get(coll.name)
print(f'[Pipeline] Select all mesh inside the collection "{child.name}"')
for ob in child.all_objects:
print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
if isinstance(ob.data, bpy.types.Mesh):
ob.select_set(True)
# Export this collection
abs_export = output.joinpath("Garden", "Meshes")
if not abs_export.exists():
abs_export.mkdir()
bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(f"SM_{coll.name}.fbx").as_posix(),
use_selection=True,
use_visible=False,
use_active_collection=False,
global_scale=1.0,
apply_unit_scale=True,
apply_scale_options='FBX_SCALE_NONE',
use_space_transform=True,
bake_space_transform=True,
object_types={'MESH','EMPTY'},
use_mesh_modifiers=True,
use_mesh_modifiers_render=True,
mesh_smooth_type='OFF',
colors_type='SRGB',
prioritize_active_color=False,
use_subsurf=False,
use_mesh_edges=False,
use_tspace=False,
use_triangles=False,
use_custom_props=False,
add_leaf_bones=True,
primary_bone_axis='Y',
secondary_bone_axis='X',
use_armature_deform_only=False,
armature_nodetype = 'NULL',
bake_anim = False,
bake_anim_use_all_bones = True,
bake_anim_use_nla_strips = True,
bake_anim_use_all_actions = True,
bake_anim_force_startend_keying = True,
bake_anim_step = 1.0,
bake_anim_simplify_factor = 1.0,
path_mode = 'AUTO',
embed_textures = False,
batch_mode = 'OFF',
use_batch_own_dir = True,
axis_forward = 'X',
axis_up = 'Y'
)
print(f'[Pipeline] Export here "{abs_export}"')
bpy.ops.object.select_all(action='DESELECT')
#for coll in coll_layout.children:
# print(f'[Pipeline] Check {coll}. Item type {type(coll)}')
+6
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@@ -1,5 +1,8 @@
import bpy import bpy
from .ui import GRAOU_PT_panel
from .ops import ExportForFange
bl_info = { bl_info = {
'name': 'Fange Pipeline', 'name': 'Fange Pipeline',
'description': 'Pipeline about the game project "Fange"', 'description': 'Pipeline about the game project "Fange"',
@@ -14,6 +17,9 @@ bl_info = {
modules_class = [ modules_class = [
# Main Property # Main Property
ExportForFange,
# UI
GRAOU_PT_panel
] ]
+90
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@@ -0,0 +1,90 @@
import bpy
from pathlib import Path
class ExportForFange(bpy.types.Operator):
"""Export a building for fange"""
bl_idname = "graou.building_export"
bl_label = "Easily export a building asset"
def __init__(self):
self.coll_layout = bpy.data.collections.get('Placeholder')
self.output = Path("W:\\", "Graou Studio", "Game Projects", "Fange Prototype", "Assets", "Graph", "Buildings")
self.fbx_preset = 'sm-unity-building'
@classmethod
def poll(cls, context):
col = bpy.data.collections.get('Placeholder')
if col is not None:
return True
def execute(self, context):
bpy.ops.object.select_all(action='DESELECT')
print(f'[Pipeline] Start to export the building props.')
if len(self.coll_layout.collection_children):
for coll in self.coll_layout.children:
print(f'[Pipeline] Update "{coll.name}" mesh')
child = bpy.data.collections.get(coll.name)
print(f'[Pipeline] Select all mesh inside the collection "{child.name}"')
for ob in child.all_objects:
print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
if isinstance(ob.data, bpy.types.Mesh):
ob.select_set(True)
# TODO The plugin export only the garden building
abs_export = self.output.joinpath("Garden", "Meshes")
if not abs_export.exists():
abs_export.mkdir()
# TODO Use a preset system
bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(f"SM_{coll.name}.fbx").as_posix(),
use_selection=True,
use_visible=False,
use_active_collection=False,
global_scale=1.0,
apply_unit_scale=True,
apply_scale_options='FBX_SCALE_NONE',
use_space_transform=True,
bake_space_transform=True,
object_types={'MESH', 'EMPTY'},
use_mesh_modifiers=True,
use_mesh_modifiers_render=True,
mesh_smooth_type='OFF',
colors_type='SRGB',
prioritize_active_color=False,
use_subsurf=False,
use_mesh_edges=False,
use_tspace=False,
use_triangles=False,
use_custom_props=False,
add_leaf_bones=True,
primary_bone_axis='Y',
secondary_bone_axis='X',
use_armature_deform_only=False,
armature_nodetype='NULL',
bake_anim=False,
bake_anim_use_all_bones=True,
bake_anim_use_nla_strips=True,
bake_anim_use_all_actions=True,
bake_anim_force_startend_keying=True,
bake_anim_step=1.0,
bake_anim_simplify_factor=1.0,
path_mode='AUTO',
embed_textures=False,
batch_mode='OFF',
use_batch_own_dir=True,
axis_forward='X',
axis_up='Y'
)
print(f'[Pipeline] Export here "{abs_export}"')
bpy.ops.object.select_all(action='DESELECT')
# for coll in coll_layout.children:
# print(f'[Pipeline] Check {coll}. Item type {type(coll)}')
return {'FINISHED'}
+19
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@@ -0,0 +1,19 @@
import bpy
class GRAOU_PT_panel(bpy.types.Panel):
bl_idname = 'GRAOU_PT_MAIN'
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = 'Pipeline'
bl_category = 'Graou Studio'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.label(text='Building', icon='WORLD_DATA')
layout.operator('graou.building_export')
+28
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import bpy
from pathlib import Path
def get_export_preset():
"""
Select a FBX preset you want use.
"""
# TODO Subdir need to be exposed
fbx_preset_paths = bpy.utils.preset_paths(r"operator\export_scene.fbx")
# 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