generated from stilobique/BlenderTemplate
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1f7d5b40e8
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-15
@@ -7,24 +7,9 @@
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__pycache__/
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**/__pycache__/
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||||
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||||
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# Unit Test #
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*.zip
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tests/blender/**
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tests/blender/*.dmg
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!tests/blender/.keep
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### Blender ###
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*.blend1
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### Unreal ###
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tests/unreal_sample/DerivedDataCache
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tests/unreal_sample/Intermediate
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tests/unreal_sample/Saved
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||||
# Secret file
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**/token.txt
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||||
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||||
# Virtual Environment
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**/venv/**
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venv/
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@@ -1,42 +0,0 @@
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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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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
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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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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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if __name__ == "__main__":
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register()
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@@ -1,128 +0,0 @@
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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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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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@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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ob.select_set(True)
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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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# 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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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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@@ -1,27 +0,0 @@
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import bpy
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from ..models import Outline
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class ConfigBlendScene(bpy.types.Operator):
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"""Init the opened blend scene"""
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bl_idname = 'graou.build_scene'
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bl_label = 'Config or update the outline'
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||||
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def __init__(self):
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self._outline = Outline()
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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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return {'FINISHED'}
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@@ -1,29 +0,0 @@
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import bpy
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||||
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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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||||
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||||
def draw(self, context):
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layout = self.layout
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||||
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||||
layout.use_property_split = True
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||||
layout.use_property_decorate = False
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||||
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row = layout.row(align=False)
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row.label(text='Main Config:')
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layout.operator('graou.build_scene', text='Init Scene', icon='OUTLINER')
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row = layout.row(align=False)
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row.label(text='Asset:')
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layout.operator('graou.make_collision', text='Make all collision', icon='MOD_PHYSICS')
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row = layout.row(align=True)
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row.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 all assets', icon='EXPORT')
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@@ -1,28 +0,0 @@
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import bpy
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||||
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||||
from pathlib import Path
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||||
|
||||
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||||
def get_export_preset():
|
||||
"""
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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
|
||||
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:
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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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||||
|
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||||
def apply_mesh_and_join():
|
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"""
|
||||
This function make a new mesh with all selected asset.
|
||||
"""
|
||||
pass
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@@ -0,0 +1,55 @@
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import bpy
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||||
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# UI and Interface
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from .ui.asset import GraouPanel_asset
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from .ui.export import GRAOU_PT_export
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from .ui.icon import GraouPanel_thumbnail
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from .ui.setup import GRAOU_PT_setup
|
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# All operators
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from .operators.exports import ExportForFange
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from .operators.outline import ConfigBlendScene
|
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from .operators.misc import MakeBasicCollision
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from .operators.lighting import ConfigLighting
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from .operators.thumbnails import ConfigRendering
|
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# Preferences and properties
|
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from .preference import GRAOU_AddonPreference
|
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from .properties.main import FangeProperties
|
||||
|
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bl_info = {
|
||||
'name': 'Fange Pipeline',
|
||||
'description': 'Pipeline about the game project "Fange"',
|
||||
'author': 'Graou Studio, Aurelien Vaillant',
|
||||
'version': (0, 0, 1),
|
||||
'blender': (4, 1, 0),
|
||||
'doc_url': "",
|
||||
'tracker_url': "",
|
||||
'support': "COMMUNITY",
|
||||
'category': 'Graou Studio',
|
||||
}
|
||||
|
||||
modules_class = [
|
||||
# Main operators property
|
||||
ExportForFange, MakeBasicCollision, ConfigBlendScene, ConfigLighting, ConfigRendering,
|
||||
# UI, the order are the way to select how show each panel
|
||||
GRAOU_PT_setup, GraouPanel_asset, GRAOU_PT_export, GraouPanel_thumbnail,
|
||||
# Preference
|
||||
GRAOU_AddonPreference, FangeProperties
|
||||
]
|
||||
|
||||
|
||||
def register():
|
||||
for cls in modules_class:
|
||||
bpy.utils.register_class(cls)
|
||||
|
||||
bpy.types.Scene.graou_props = bpy.props.PointerProperty(type=FangeProperties)
|
||||
|
||||
|
||||
def unregister():
|
||||
for cls in reversed(modules_class):
|
||||
bpy.utils.unregister_class(cls)
|
||||
|
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del bpy.types.Scene.graou_props
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
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@@ -0,0 +1,126 @@
|
||||
import bpy
|
||||
|
||||
from ..utils import get_export_path, get_asset_name
|
||||
|
||||
|
||||
class ExportForFange(bpy.types.Operator):
|
||||
"""Export a building for fange.
|
||||
Requiert your blend file are write on your hard-drive."""
|
||||
bl_idname = 'graou.building_export'
|
||||
bl_label = 'Easily export a building asset'
|
||||
|
||||
def __init__(self):
|
||||
self.coll_layout = bpy.data.collections.get('Placeholder')
|
||||
self.asset = get_asset_name()
|
||||
self.category = get_export_path()
|
||||
|
||||
self.instance_type_dict = {}
|
||||
self.temp_copy = {}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
col = bpy.data.collections.get('Placeholder')
|
||||
|
||||
if col is not None and bpy.data.is_saved:
|
||||
return True
|
||||
|
||||
def execute(self, context):
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
|
||||
# Make a check if the file are saved on the disk
|
||||
if not bpy.data.is_saved:
|
||||
self.report({'ERROR'}, 'Your blend file is not saved.')
|
||||
return {'CANCELLED'}
|
||||
|
||||
if not self.category:
|
||||
self.report({'ERROR'}, 'Can\'t find the asset category.')
|
||||
return {'CANCELLED'}
|
||||
|
||||
if not len(self.coll_layout.children):
|
||||
self.report({'WARNING'}, 'No children collection, nothing can be exported.')
|
||||
return {'CANCELLED'}
|
||||
|
||||
for coll in self.coll_layout.children:
|
||||
print(f'[Pipeline] Update "{coll.name}" mesh')
|
||||
child = bpy.data.collections.get(coll.name)
|
||||
|
||||
for ob in child.all_objects:
|
||||
print(f'\tLook "{ob.name}", his type are "{type(ob.data)}"')
|
||||
# TODO Support another type object, not only SM/SK
|
||||
if ob.type == 'MESH' or 'EMPTY' or 'CURVE':
|
||||
print(f'[Pipeline] Check ob {ob.name} and is type {type(ob)}')
|
||||
ob.select_set(True)
|
||||
|
||||
if ob.type == 'EMPTY':
|
||||
if ob.instance_type != 'NONE':
|
||||
self.instance_type_dict[ob.name] = ob.instance_type
|
||||
ob.instance_type = 'NONE'
|
||||
|
||||
if ob.type == 'CURVE':
|
||||
# Make a new objet with the Geo
|
||||
bpy.ops.object.convert(target='CURVE')
|
||||
|
||||
abs_export = self.category.joinpath(self.asset, "Meshes")
|
||||
if not abs_export.exists():
|
||||
abs_export.mkdir(parents=True)
|
||||
|
||||
if coll.name != 'Socket':
|
||||
asset_name = f"SM_{coll.name}.fbx"
|
||||
else:
|
||||
asset_name = f"{coll.name}.fbx"
|
||||
|
||||
# TODO Use the preset system
|
||||
bpy.ops.export_scene.fbx(filepath=abs_export.joinpath(asset_name).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')
|
||||
|
||||
self.set_instance_type()
|
||||
|
||||
self.report({'INFO'}, 'Placeholder exported')
|
||||
return {'FINISHED'}
|
||||
|
||||
def set_instance_type(self):
|
||||
for key, value in self.instance_type_dict.items():
|
||||
ob = bpy.data.objects.get(key)
|
||||
ob.instance_type = value
|
||||
|
||||
self.instance_type_dict.clear()
|
||||
@@ -0,0 +1,64 @@
|
||||
import bpy
|
||||
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
class ConfigLighting(bpy.types.Operator):
|
||||
"""Add or conform a lighting build"""
|
||||
bl_idname = 'graou.lighting'
|
||||
bl_label = 'Config or update a lighting'
|
||||
|
||||
def execute(self, context):
|
||||
# Look if a light object are in the scene to clear
|
||||
self.clear_light_on_scene()
|
||||
|
||||
r = self.get_blend_resources_file()
|
||||
|
||||
world = bpy.data.worlds.get('WorldIconRendering')
|
||||
if not world:
|
||||
with bpy.data.libraries.load(r, link=True) as (data_from, data_to):
|
||||
data_to.worlds = data_from.worlds
|
||||
|
||||
world = bpy.data.worlds.get('WorldIconRendering')
|
||||
|
||||
context.scene.world = world
|
||||
|
||||
if not bpy.data.collections.get('Lighting'):
|
||||
print(f'[Pipeline] Need to import the lighting collection')
|
||||
with bpy.data.libraries.load(r, link=False) as (data_from, data_to):
|
||||
for collection in data_from.collections:
|
||||
print(f'[Pipeline] Collection can be import "{collection}"')
|
||||
if 'Lighting' in collection:
|
||||
print(f'[Pipeline] Append {collection}.')
|
||||
data_to.collections.append(collection)
|
||||
|
||||
print('[Pipeline] Link lighting collection with the scene collection')
|
||||
bpy.data.collections['Scene'].children.link(bpy.data.collections.get('Lighting'))
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
@staticmethod
|
||||
def get_blend_resources_file():
|
||||
"""Get the blend file shared with the addon"""
|
||||
addon_folder = Path(bpy.utils.user_resource('SCRIPTS'))
|
||||
addon_name = __name__.split(".")[0]
|
||||
|
||||
return addon_folder.joinpath("addons", addon_name, "resources", "Lighting.blend").as_posix()
|
||||
|
||||
def clear_light_on_scene(self):
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
|
||||
for ob in bpy.data.objects:
|
||||
if ob.type == 'LIGHT' and not self.find_collection(ob):
|
||||
ob.select_set(True)
|
||||
bpy.ops.object.delete()
|
||||
|
||||
else:
|
||||
ob.select_set(False)
|
||||
|
||||
@staticmethod
|
||||
def find_collection(ob, name='Lighting'):
|
||||
"""Check if an object are attached with the Lighting collection"""
|
||||
for collection in ob.users_collection:
|
||||
if collection.name == name:
|
||||
return True
|
||||
@@ -11,4 +11,5 @@ class MakeBasicCollision(bpy.types.Operator):
|
||||
return bpy.context.object
|
||||
|
||||
def execute(self, context):
|
||||
# TODO
|
||||
return {'FINISHED'}
|
||||
@@ -0,0 +1,92 @@
|
||||
import bpy
|
||||
|
||||
from ..properties.models import Outline
|
||||
|
||||
|
||||
class ConfigBlendScene(bpy.types.Operator):
|
||||
"""
|
||||
This operator init a news blend file, or update it.
|
||||
|
||||
Prepare a set of collection (from the models in `properties/models/Outline`.
|
||||
|
||||
Hierarchy design give that:
|
||||
- Placeholder
|
||||
| ${StaticMesh}
|
||||
| Socket (Optional)
|
||||
- Icon
|
||||
- Game Object
|
||||
"""
|
||||
bl_idname = 'graou.build_scene'
|
||||
bl_label = 'Config or update the outline'
|
||||
|
||||
def __init__(self):
|
||||
self._outline = Outline()
|
||||
|
||||
# Main property
|
||||
self._settings = bpy.context.scene.graou_props
|
||||
self._socket = self._settings.socket_collection
|
||||
|
||||
def execute(self, context):
|
||||
for key, value in self._outline.collections.items():
|
||||
collection = bpy.data.collections.get(key)
|
||||
|
||||
# Make the collection if this item not exist
|
||||
if collection is None:
|
||||
collection = bpy.data.collections.new(value.name)
|
||||
context.scene.collection.children.link(collection)
|
||||
|
||||
# Check if the color are correctly setup, if not update-it
|
||||
if collection.color_tag is not value.color:
|
||||
collection.color_tag = value.color
|
||||
|
||||
# Check child collection color
|
||||
if collection.children:
|
||||
for child in collection.children:
|
||||
if isinstance(child, bpy.types.Collection):
|
||||
child.color_tag = value.color
|
||||
|
||||
# Set or update socket collection
|
||||
if self._socket:
|
||||
self.set_socket_collection()
|
||||
else:
|
||||
self.del_socket_collection()
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
def set_socket_collection(self):
|
||||
"""Make or update the socket collection"""
|
||||
col_socket = bpy.data.collections.get(self._outline.socket.name)
|
||||
col_placeholder = self._outline.get_placeholder_collection
|
||||
col_game_object = self._outline.get_game_object_collection
|
||||
|
||||
if col_socket is None:
|
||||
col_socket = bpy.data.collections.new(self._outline.socket.name)
|
||||
|
||||
# Attach to Placeholder and Game Icon if they collection exist
|
||||
if col_placeholder.children.get(self._outline.socket.name) is None:
|
||||
col_placeholder.children.link(col_socket)
|
||||
|
||||
if col_game_object.children.get(self._outline.socket.name) is None:
|
||||
col_game_object.children.link(col_socket)
|
||||
|
||||
# Set the COLOR Tag
|
||||
col_socket.color_tag = self._outline.socket.color
|
||||
|
||||
def del_socket_collection(self):
|
||||
"""Remove the socket collection, however, if the collection doesn't exist, terminate the function"""
|
||||
socket = bpy.data.collections.get(self._outline.socket.name)
|
||||
if socket is not None:
|
||||
bpy.data.collections.remove(socket)
|
||||
|
||||
|
||||
class SetCollectionSocket(bpy.types.Operator):
|
||||
"""Configure a/the collection with socket param"""
|
||||
bl_idname = 'graou.collection.socket_setup'
|
||||
bl_label = 'Set param to be socket functional'
|
||||
|
||||
def __init__(self):
|
||||
self.socket = bpy.data.collections.get('Socket')
|
||||
|
||||
def execute(self, context):
|
||||
# TODO
|
||||
return {'FINISHED'}
|
||||
@@ -0,0 +1,44 @@
|
||||
import bpy
|
||||
|
||||
from ..utils import get_export_path, get_asset_name
|
||||
from pathlib import Path
|
||||
|
||||
|
||||
class ConfigRendering(bpy.types.Operator):
|
||||
"""Setup camera and rendering config"""
|
||||
bl_idname = 'graou_config.rendering_thumbnail'
|
||||
bl_label = 'Setup the blend file to be ready'
|
||||
|
||||
def __init__(self):
|
||||
self.scene = bpy.data.scenes['Scene']
|
||||
|
||||
self.path_export = get_export_path()
|
||||
self.asset_name = get_asset_name()
|
||||
self.filename_export = Path(self.path_export, self.asset_name, f'TX_Icon{self.asset_name}.tga')
|
||||
|
||||
def execute(self, context):
|
||||
self.set_camera_used()
|
||||
self.set_rendering_panel()
|
||||
self.set_output_file()
|
||||
|
||||
bpy.ops.render.render(write_still=True, use_viewport=True)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
def set_rendering_panel(self):
|
||||
self.scene.render.engine = 'BLENDER_EEVEE'
|
||||
self.scene.eevee.use_gtao = True
|
||||
self.scene.eevee.use_ssr = True
|
||||
self.scene.render.use_high_quality_normals = True
|
||||
self.scene.render.film_transparent = True
|
||||
|
||||
def set_output_file(self):
|
||||
self.scene.render.resolution_x = self.scene.render.resolution_y = 512
|
||||
self.scene.render.image_settings.file_format = 'TARGA'
|
||||
self.scene.render.image_settings.color_mode = 'RGBA'
|
||||
self.scene.render.filepath = self.filename_export.as_posix()
|
||||
|
||||
def set_camera_used(self):
|
||||
"""Find the best camera position"""
|
||||
# TODO
|
||||
pass
|
||||
@@ -0,0 +1,10 @@
|
||||
import bpy
|
||||
|
||||
|
||||
class FangeProperties(bpy.types.PropertyGroup):
|
||||
|
||||
socket_collection: bpy.props.BoolProperty(
|
||||
name='State Socket use',
|
||||
description='Use the socket collection setup',
|
||||
default=False
|
||||
)
|
||||
@@ -49,7 +49,25 @@ class Outline:
|
||||
'Game Object': Collection(name='Game Object', color='COLOR_05')
|
||||
}
|
||||
|
||||
self._socket = Collection(name='Socket', color='NONE')
|
||||
|
||||
@property
|
||||
def collections(self) -> [str]:
|
||||
"""Returns all collections in a dict"""
|
||||
return self._collections
|
||||
|
||||
@property
|
||||
def get_placeholder_collection(self):
|
||||
return bpy.data.collections.get(self.collections['Placeholder'].name)
|
||||
|
||||
@property
|
||||
def get_icon_collection(self):
|
||||
return bpy.data.collections.get(self.collections['Icon'].name)
|
||||
|
||||
@property
|
||||
def get_game_object_collection(self):
|
||||
return bpy.data.collections.get(self.collections['Game Object'].name)
|
||||
|
||||
@property
|
||||
def socket(self) -> Collection:
|
||||
return self._socket
|
||||
Binary file not shown.
@@ -0,0 +1,12 @@
|
||||
from .main import GraouPanel
|
||||
|
||||
|
||||
class GraouPanel_asset(GraouPanel):
|
||||
bl_idname = 'GRAOU_PT_asset'
|
||||
bl_label = 'Generate Assets'
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
layout.label(text='Asset:')
|
||||
layout.operator('graou.make_collision', text='Generate collision', icon='MOD_PHYSICS')
|
||||
@@ -0,0 +1,14 @@
|
||||
from .main import GraouPanel
|
||||
|
||||
|
||||
class GRAOU_PT_export(GraouPanel):
|
||||
bl_idname = 'GRAOU_PT_MAIN'
|
||||
bl_label = 'Export'
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
layout.label(text='Export scene:')
|
||||
box = layout.box()
|
||||
box.label(text='Sanity Check')
|
||||
layout.operator('graou.building_export', text='Export Placeholder', icon='EXPORT')
|
||||
@@ -0,0 +1,13 @@
|
||||
from .main import GraouPanel
|
||||
|
||||
|
||||
class GraouPanel_thumbnail(GraouPanel):
|
||||
bl_idname = 'GRAOU_PT_thumbnail'
|
||||
bl_label = 'Thumbnail'
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
layout.label(text='Thumbnail:')
|
||||
layout.operator('graou_config.rendering_thumbnail', text='Generate Thumbnail', icon='FILE_IMAGE')
|
||||
# TODO Add the thumbnail view
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 7.7 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 5.0 KiB |
@@ -0,0 +1,25 @@
|
||||
import bpy
|
||||
# import os
|
||||
|
||||
# from pathlib import Path
|
||||
#
|
||||
# preview_collection = {}
|
||||
# icon_sauropod_path = Path(os.path.dirname(os.path.abspath(__file__)), "icons")
|
||||
#
|
||||
# pcoll = bpy.utils.previews.new()
|
||||
#
|
||||
# for entry in os.scandir(icon_sauropod_path):
|
||||
# if entry.name.endswith(".png"):
|
||||
# name = os.path.splitext(entry.name)[0]
|
||||
# print(f'[Pipeline] Add icon "{name}"')
|
||||
# pcoll.load(name.upper(), entry.path, "IMAGE")
|
||||
|
||||
# layout.label(text='Graou Pipeline', icon_value=pcoll["GRAOU"].icon_id)
|
||||
|
||||
|
||||
class GraouPanel(bpy.types.Panel):
|
||||
bl_idname = 'GRAOU_PT_MAIN'
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_label = 'Export'
|
||||
bl_category = 'Graou Studio'
|
||||
@@ -0,0 +1,15 @@
|
||||
from .main import GraouPanel
|
||||
|
||||
|
||||
class GRAOU_PT_setup(GraouPanel):
|
||||
bl_idname = 'GRAOU_PT_setup'
|
||||
bl_label = 'Setup Pipeline'
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
col = layout.column(align=True)
|
||||
col.label(text='Main Config:')
|
||||
col.operator('graou.build_scene', text='Init Scene', icon='OUTLINER')
|
||||
col.prop(context.scene.graou_props, 'socket_collection', text='Use socket', toggle=True)
|
||||
col.operator('graou.lighting', text='Set basic lighting', icon='OUTLINER_OB_LIGHT')
|
||||
@@ -0,0 +1,46 @@
|
||||
import bpy
|
||||
|
||||
from .properties.models import FangeProject
|
||||
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 get_export_path():
|
||||
"""Look the file path, to understand if the asset are a Character, Buildings or Props"""
|
||||
abs_blend_path = Path(bpy.data.filepath)
|
||||
game_path = FangeProject()
|
||||
|
||||
if 'Buildings' in abs_blend_path.parts:
|
||||
return game_path.buildings
|
||||
|
||||
elif 'Props' in abs_blend_path.parts:
|
||||
return game_path.props
|
||||
|
||||
elif 'Characters' in abs_blend_path.parts:
|
||||
return game_path.characters
|
||||
|
||||
else:
|
||||
return Path()
|
||||
|
||||
|
||||
def get_asset_name() -> str:
|
||||
"""From the .blend file, return the blend name."""
|
||||
abs_blend_path = Path(bpy.data.filepath)
|
||||
return abs_blend_path.stem
|
||||
Reference in New Issue
Block a user