generated from stilobique/BlenderTemplate
Compare commits
8 Commits
a9564255da
..
dev
| Author | SHA1 | Date | |
|---|---|---|---|
| 88f5deeda0 | |||
| 4017020909 | |||
| 65ef02eb26 | |||
| 44b0781b94 | |||
| cfb7a8b514 | |||
| c61ba477ad | |||
| 83d321c69d | |||
| cd8301e29c |
@@ -1,10 +1,17 @@
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import bpy
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import bpy
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from .ui.export import GRAOU_PT_panel
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# UI and Interface
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from .operators.outline import ConfigBlendScene
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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.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.misc import MakeBasicCollision
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from .operators.lighting import ConfigLighting
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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 .preference import GRAOU_AddonPreference
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from .properties.main import FangeProperties
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from .properties.main import FangeProperties
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@@ -22,9 +29,9 @@ bl_info = {
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modules_class = [
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modules_class = [
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# Main operators property
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# Main operators property
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ExportForFange, MakeBasicCollision, ConfigBlendScene, ConfigLighting,
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ExportForFange, MakeBasicCollision, ConfigBlendScene, ConfigLighting, ConfigRendering,
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# UI
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# UI, the order are the way to select how show each panel
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GRAOU_PT_panel,
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GRAOU_PT_setup, GraouPanel_asset, GRAOU_PT_export, GraouPanel_thumbnail,
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# Preference
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# Preference
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GRAOU_AddonPreference, FangeProperties
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GRAOU_AddonPreference, FangeProperties
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]
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]
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@@ -1,7 +1,6 @@
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import bpy
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import bpy
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from ..properties.models import FangeProject
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from ..utils import get_export_path, get_asset_name
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from pathlib import Path
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class ExportForFange(bpy.types.Operator):
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class ExportForFange(bpy.types.Operator):
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@@ -12,9 +11,8 @@ Requiert your blend file are write on your hard-drive."""
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def __init__(self):
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def __init__(self):
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self.coll_layout = bpy.data.collections.get('Placeholder')
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self.coll_layout = bpy.data.collections.get('Placeholder')
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self.path = FangeProject()
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self.asset = get_asset_name()
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self.asset = self.get_asset_name()
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self.category = get_export_path()
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self.category = self.get_asset_type()
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self.instance_type_dict = {}
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self.instance_type_dict = {}
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self.temp_copy = {}
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self.temp_copy = {}
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@@ -120,34 +118,6 @@ Requiert your blend file are write on your hard-drive."""
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self.report({'INFO'}, 'Placeholder exported')
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self.report({'INFO'}, 'Placeholder exported')
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return {'FINISHED'}
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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() -> str:
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"""From the .blend file, return the blend 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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def set_instance_type(self):
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for key, value in self.instance_type_dict.items():
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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 = bpy.data.objects.get(key)
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@@ -13,7 +13,27 @@ class ConfigLighting(bpy.types.Operator):
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self.clear_light_on_scene()
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self.clear_light_on_scene()
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r = self.get_blend_resources_file()
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r = self.get_blend_resources_file()
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print(f'[Pipeline] Get file resource {r}')
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world = bpy.data.worlds.get('WorldIconRendering')
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if not world:
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with bpy.data.libraries.load(r, link=True) as (data_from, data_to):
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data_to.worlds = data_from.worlds
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world = bpy.data.worlds.get('WorldIconRendering')
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context.scene.world = world
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if not bpy.data.collections.get('Lighting'):
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print(f'[Pipeline] Need to import the lighting collection')
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with bpy.data.libraries.load(r, link=False) as (data_from, data_to):
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for collection in data_from.collections:
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print(f'[Pipeline] Collection can be import "{collection}"')
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if 'Lighting' in collection:
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print(f'[Pipeline] Append {collection}.')
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data_to.collections.append(collection)
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print('[Pipeline] Link lighting collection with the scene collection')
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bpy.data.collections['Scene'].children.link(bpy.data.collections.get('Lighting'))
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return {'FINISHED'}
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return {'FINISHED'}
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@@ -21,23 +41,15 @@ class ConfigLighting(bpy.types.Operator):
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def get_blend_resources_file():
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def get_blend_resources_file():
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"""Get the blend file shared with the addon"""
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"""Get the blend file shared with the addon"""
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addon_folder = Path(bpy.utils.user_resource('SCRIPTS'))
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addon_folder = Path(bpy.utils.user_resource('SCRIPTS'))
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print(f'[Pipeline] Get addon folder "{addon_folder}"')
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addon_name = __name__.split(".")[0]
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addon_name = str(bpy.context.preferences.addons[__name__.split(".")[0]])
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print(f'[Pipeline] The addon name "{addon_name}"')
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return addon_folder.joinpath("addons", addon_name, "resources").as_posix()
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return addon_folder.joinpath("addons", addon_name, "resources", "Lighting.blend").as_posix()
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def get_world(self):
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pass
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def get_light_collection(self):
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pass
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def clear_light_on_scene(self):
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def clear_light_on_scene(self):
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bpy.ops.object.select_all(action='DESELECT')
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bpy.ops.object.select_all(action='DESELECT')
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for ob in bpy.data.objects:
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for ob in bpy.data.objects:
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if ob.type == 'LIGHT' and self.find_collection(ob):
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if ob.type == 'LIGHT' and not self.find_collection(ob):
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ob.select_set(True)
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ob.select_set(True)
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bpy.ops.object.delete()
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bpy.ops.object.delete()
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@@ -0,0 +1,44 @@
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import bpy
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from ..utils import get_export_path, get_asset_name
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from pathlib import Path
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class ConfigRendering(bpy.types.Operator):
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"""Setup camera and rendering config"""
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bl_idname = 'graou_config.rendering_thumbnail'
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bl_label = 'Setup the blend file to be ready'
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def __init__(self):
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self.scene = bpy.data.scenes['Scene']
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self.path_export = get_export_path()
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self.asset_name = get_asset_name()
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self.filename_export = Path(self.path_export, self.asset_name, f'TX_Icon{self.asset_name}.tga')
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def execute(self, context):
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self.set_camera_used()
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self.set_rendering_panel()
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self.set_output_file()
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bpy.ops.render.render(write_still=True, use_viewport=True)
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return {'FINISHED'}
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def set_rendering_panel(self):
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self.scene.render.engine = 'BLENDER_EEVEE'
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self.scene.eevee.use_gtao = True
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self.scene.eevee.use_ssr = True
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self.scene.render.use_high_quality_normals = True
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self.scene.render.film_transparent = True
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def set_output_file(self):
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self.scene.render.resolution_x = self.scene.render.resolution_y = 512
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self.scene.render.image_settings.file_format = 'TARGA'
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self.scene.render.image_settings.color_mode = 'RGBA'
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self.scene.render.filepath = self.filename_export.as_posix()
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def set_camera_used(self):
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"""Find the best camera position"""
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# TODO
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pass
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Binary file not shown.
@@ -0,0 +1,12 @@
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from .main import GraouPanel
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class GraouPanel_asset(GraouPanel):
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bl_idname = 'GRAOU_PT_asset'
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bl_label = 'Generate Assets'
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def draw(self, context):
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layout = self.layout
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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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@@ -1,45 +1,13 @@
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import bpy
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from .main import GraouPanel
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# import os
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# from pathlib import Path
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#
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# preview_collection = {}
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# icon_sauropod_path = Path(os.path.dirname(os.path.abspath(__file__)), "icons")
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#
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# pcoll = bpy.utils.previews.new()
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#
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# for entry in os.scandir(icon_sauropod_path):
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# if entry.name.endswith(".png"):
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# name = os.path.splitext(entry.name)[0]
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# print(f'[Pipeline] Add icon "{name}"')
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# pcoll.load(name.upper(), entry.path, "IMAGE")
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class GRAOU_PT_panel(bpy.types.Panel):
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class GRAOU_PT_export(GraouPanel):
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bl_idname = 'GRAOU_PT_MAIN'
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bl_idname = 'GRAOU_PT_MAIN'
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bl_space_type = 'VIEW_3D'
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bl_label = 'Export'
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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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def draw(self, context):
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layout = self.layout
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layout = self.layout
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# layout.label(text='Graou Pipeline', icon_value=pcoll["GRAOU"].icon_id)
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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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col.operator('graou.lighting', text='Set basic lighting', icon='OUTLINER_OB_LIGHT')
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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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layout.label(text='Export scene:')
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box = layout.box()
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box = layout.box()
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box.label(text='Sanity Check')
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box.label(text='Sanity Check')
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@@ -0,0 +1,13 @@
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from .main import GraouPanel
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class GraouPanel_thumbnail(GraouPanel):
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bl_idname = 'GRAOU_PT_thumbnail'
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bl_label = 'Thumbnail'
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def draw(self, context):
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layout = self.layout
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layout.label(text='Thumbnail:')
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layout.operator('graou_config.rendering_thumbnail', text='Generate Thumbnail', icon='FILE_IMAGE')
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# TODO Add the thumbnail view
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@@ -0,0 +1,25 @@
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import bpy
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# import os
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# from pathlib import Path
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#
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# preview_collection = {}
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# icon_sauropod_path = Path(os.path.dirname(os.path.abspath(__file__)), "icons")
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#
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# pcoll = bpy.utils.previews.new()
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#
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# for entry in os.scandir(icon_sauropod_path):
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# if entry.name.endswith(".png"):
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# name = os.path.splitext(entry.name)[0]
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# print(f'[Pipeline] Add icon "{name}"')
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# pcoll.load(name.upper(), entry.path, "IMAGE")
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# layout.label(text='Graou Pipeline', icon_value=pcoll["GRAOU"].icon_id)
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class GraouPanel(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 = 'Export'
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bl_category = 'Graou Studio'
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@@ -0,0 +1,15 @@
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from .main import GraouPanel
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class GRAOU_PT_setup(GraouPanel):
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bl_idname = 'GRAOU_PT_setup'
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bl_label = 'Setup Pipeline'
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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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col.operator('graou.lighting', text='Set basic lighting', icon='OUTLINER_OB_LIGHT')
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+23
-5
@@ -1,5 +1,6 @@
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import bpy
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import bpy
|
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|
|
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from .properties.models import FangeProject
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from pathlib import Path
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from pathlib import Path
|
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|
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|
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@@ -21,8 +22,25 @@ def get_export_preset():
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print(f'[Pipeline] Preset folder not found')
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print(f'[Pipeline] Preset folder not found')
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|
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|
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def apply_mesh_and_join():
|
def get_export_path():
|
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"""
|
"""Look the file path, to understand if the asset are a Character, Buildings or Props"""
|
||||||
This function make a new mesh with all selected asset.
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abs_blend_path = Path(bpy.data.filepath)
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"""
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game_path = FangeProject()
|
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pass
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|
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|
if 'Buildings' in abs_blend_path.parts:
|
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return game_path.buildings
|
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|
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|
elif 'Props' in abs_blend_path.parts:
|
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return game_path.props
|
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|
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elif 'Characters' in abs_blend_path.parts:
|
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return game_path.characters
|
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|
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else:
|
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return Path()
|
||||||
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|
||||||
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|
||||||
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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