generated from stilobique/BlenderTemplate
Make a very basic plugin setup
This commit is contained in:
@@ -1,103 +0,0 @@
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"""
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Pipeline to export Placeholder inside Unity
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About building setup:
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- Get each placeholder collection, and export it has unique mesh with the `SM_` prefix
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"""
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import bpy
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from pathlib import Path
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# Init all data
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coll_layout = bpy.data.collections.get('Placeholder')
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output = Path("W:\\", "Graou Studio", "Game Projects", "Fange Prototype", "Assets", "Graph", "Buildings").resolve()
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fbx_preset = 'sm-unity-building'
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bpy.ops.object.select_all(action='DESELECT')
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def get_export_preset():
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fbx_preset_paths = bpy.utils.preset_paths(r"operator\export_scene.fbx")
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fbx_preset = Path(fbx_preset_paths[0], "sm-unity-building.py")
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if fbx_preset_paths:
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print(f'[Pipeline] Get the preset path "{fbx_preset}"')
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#select_preset = bpy.utils.preset_find(name=preset_name, preset_path=fbx_preset.as_posix())
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#print(f'[Pipeline] Preset get {select_preset}')
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return fbx_preset
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else:
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print(f'[Pipeline] Preset folder not found')
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def apply_mesh_and_join():
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"""
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This function make a new mesh with all selected asset.
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It's usefull to
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"""
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pass
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if coll_layout:
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if len(coll_layout.collection_children):
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for coll in 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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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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print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
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if isinstance(ob.data, bpy.types.Mesh):
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ob.select_set(True)
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# Export this collection
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abs_export = output.joinpath("Garden", "Meshes")
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if not abs_export.exists():
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abs_export.mkdir()
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bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(f"SM_{coll.name}.fbx").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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#for coll in coll_layout.children:
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# print(f'[Pipeline] Check {coll}. Item type {type(coll)}')
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@@ -1,5 +1,8 @@
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import bpy
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from .ui import GRAOU_PT_panel
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from .ops import ExportForFange
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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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@@ -14,6 +17,9 @@ bl_info = {
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modules_class = [
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# Main Property
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ExportForFange,
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# UI
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GRAOU_PT_panel
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]
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@@ -0,0 +1,90 @@
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import bpy
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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.output = Path("W:\\", "Graou Studio", "Game Projects", "Fange Prototype", "Assets", "Graph", "Buildings")
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self.fbx_preset = 'sm-unity-building'
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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:
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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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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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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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print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
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if isinstance(ob.data, bpy.types.Mesh):
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ob.select_set(True)
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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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if not abs_export.exists():
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abs_export.mkdir()
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# TODO Use a preset system
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bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(f"SM_{coll.name}.fbx").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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# for coll in coll_layout.children:
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# print(f'[Pipeline] Check {coll}. Item type {type(coll)}')
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return {'FINISHED'}
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@@ -0,0 +1,19 @@
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import bpy
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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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layout.use_property_split = True
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layout.use_property_decorate = False
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layout.label(text='Building', icon='WORLD_DATA')
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layout.operator('graou.building_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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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
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fbx_preset = Path(fbx_preset_paths[0], "sm-unity-building.py")
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if fbx_preset_paths:
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print(f'[Pipeline] Get the preset path "{fbx_preset}"')
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return fbx_preset
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else:
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print(f'[Pipeline] Preset folder not found')
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def apply_mesh_and_join():
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"""
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This function make a new mesh with all selected asset.
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"""
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pass
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