41 Commits

Author SHA1 Message Date
stilobique 88f5deeda0 Automatized the thumbnail generation, and adding easily all lights 2024-06-07 11:56:09 +02:00
stilobique 4017020909 Packed the HDR texture 2024-06-07 11:14:29 +02:00
stilobique 65ef02eb26 Clear import lib 2024-06-07 10:59:26 +02:00
stilobique 44b0781b94 Setup thumbnail param
Update export to find export path without the operator
2024-06-07 10:49:41 +02:00
stilobique cfb7a8b514 Fix character error 2024-06-06 22:11:22 +02:00
stilobique c61ba477ad Write a basic operator to generate the thumbnail 2024-06-06 22:03:56 +02:00
stilobique 83d321c69d Make a class panel to easily draw each class 2024-06-06 19:55:46 +02:00
stilobique cd8301e29c Refactoring, split the panel 2024-06-06 19:41:11 +02:00
stilobique a9564255da WIP to convert curve to geometry 2024-05-31 17:46:07 +02:00
stilobique 0821574902 WIP Lighting build 2024-05-31 17:31:39 +02:00
stilobique 4fa3170b93 Clear git ignore file 2024-05-31 11:02:05 +02:00
stilobique 940bc14d77 Update export, to be more clear and readable. 2024-05-31 10:42:41 +02:00
stilobique d20a7d2198 Return an error if the placeholder export are empty or no children collection.
Update the docstring operator to be more clear.
2024-05-31 10:36:28 +02:00
stilobique e380e894d7 Add basic operator to setup a light env 2024-05-31 10:10:45 +02:00
stilobique 30531affba Add small docstring about method 2024-05-30 18:02:06 +02:00
stilobique ebbb80a2da Add icon test, not enable 2024-05-16 22:31:59 +02:00
stilobique 9cbe89e4b8 Rename the main folder 2024-05-16 22:12:11 +02:00
stilobique 814e158eb5 Fix the socket to be a clear empty and re-set his value when the export are done 2024-05-14 02:27:34 +02:00
stilobique 9ed89657c3 Rename export operator, it's only the placeholder exporter 2024-05-14 00:10:19 +02:00
stilobique 9758304066 Update the outline operators.
Make a setup to generate the socket collection
2024-05-14 00:04:10 +02:00
stilobique 61e3bcaaf3 Tweak the UI 2024-05-13 23:17:33 +02:00
stilobique 7418be4196 Update socket config 2024-05-13 22:31:31 +02:00
stilobique 4f539912eb Refactoring model inside properties
Make a Property Group for blender
2024-05-12 18:15:19 +02:00
stilobique 1f7d5b40e8 Make a dedicated folder about the interface 2024-05-11 02:34:13 +02:00
stilobique 57379a0ff6 WIP about the Sanity Check 2024-05-09 16:00:54 +02:00
stilobique c000fae4a8 Support empty export 2024-05-09 16:00:41 +02:00
stilobique e959960e42 Update export operator to use the blend name 2024-05-09 14:27:00 +02:00
stilobique 4852d57ef6 Change how the color collection are config 2024-05-09 02:28:50 +02:00
stilobique 5585c8916c Outline operator, set all collection 2024-05-09 02:23:33 +02:00
stilobique 70cb0e0069 Update the UI 2024-05-09 01:42:09 +02:00
stilobique 6f43ae733b Update the UI 2024-05-09 01:39:02 +02:00
stilobique d1b2c0b4a9 Refactoring files operator 2024-05-09 01:20:43 +02:00
stilobique 6cf3d224d2 Make the outline config ops 2024-05-09 00:53:57 +02:00
stilobique 15df44a0eb Add basic setup to generate collision mesh 2024-05-09 00:25:15 +02:00
stilobique 649b19a33d Make model about path used 2024-05-07 22:49:09 +02:00
stilobique f9628eda0f Add basic plugin preference 2024-05-07 00:03:22 +02:00
stilobique 85f5f3c931 Small update about the preset and selected mesh exported 2024-05-04 17:51:29 +02:00
stilobique e9858cb55c Make a very basic plugin setup 2024-05-04 17:33:16 +02:00
stilobique aec4ee2a99 Update the main file with a from scratch code 2024-05-04 16:40:35 +02:00
stilobique fe4f12424b Make a basic install (for windows and pycharm) 2024-05-04 16:40:02 +02:00
stilobique 1e867a553e Clear unused asset, and make a basic addon 2024-05-04 16:30:53 +02:00
41 changed files with 847 additions and 539 deletions
-25
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@@ -1,25 +0,0 @@
import sys
import os
import pathlib
from pylint import lint
if __name__ == "__main__":
folder: str = ''
for v in sys.argv:
if '--module=' in v:
folder = v.replace('--module=', '')
if folder is False:
print(f'Module folder not set.')
sys.exit(1)
run = lint.Run([f'--rcfile={pathlib.Path(os.getcwd(), "linter", ".pylintrc")}', folder],
do_exit=False)
if run.linter.stats.fatal or run.linter.stats.error:
print('Pylint failed.')
sys.exit(1)
sys.exit(0)
-15
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@@ -1,15 +0,0 @@
import glob
import os
def get_folder_name():
addon = glob.glob(os.getcwd() + "/*/__init__.py", recursive=True)
return os.path.basename(os.path.dirname(addon[0]))
if __name__ == "__main__":
name = get_folder_name()
# Keep the print value, it's request to output a string value available
print(name)
-74
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@@ -1,74 +0,0 @@
import os
import re
import sys
from pathlib import Path
class SetupVersion:
def __init__(self, version: str, folder: str):
self.addon_file = Path(os.getcwd(), folder, '__init__.py')
self.tag = self.conform_tag_to_blender(version)
self.update_addon_init()
def update_addon_init(self):
"""Simple function to update the bl_info to set the Git tag release"""
regex, update = r'[0-9]{1,2}\, [0-9]{1,2}\, [0-9]{1,2}', ''
try:
with open(self.addon_file, "r") as f:
i = 0
lines = f.readlines()
for line in lines:
if ' \'version\':' in line:
print('Actual set : ', line)
line = re.sub(regex, self.tag, line)
lines[i] = line
update = lines
print('Update version : ', line)
break
i += 1
with open(self.addon_file, 'w') as f:
f.writelines(update)
except FileNotFoundError as exception:
print(f'Can\'t find a file :\n\t{exception}')
@staticmethod
def conform_tag_to_blender(version):
"""This function convert all '.' with a coma and remove the alphabetic entry, to be ready with blender 'bl
info' value """
version = re.sub(r'\.', ', ', version)
version = version.replace('v', '')
return version
class SetupError(Exception):
"""No tag or folder name valid"""
pass
if __name__ == "__main__":
tag, name = '', ''
for value in sys.argv:
if '--tag' in value:
tag = value.replace('--tag=', '')
print(f'[UpdateVersion] Set the tag {tag}')
if 'name' in value:
name = value.replace('--name=', '')
print(f'[UpdateVersion] Set the folder {name}')
try:
if not tag or not name:
raise SetupError
else:
print(f'[UpdateVersion] Set the tag {tag}, for "{name}"')
bump = SetupVersion(tag, name)
except SetupError:
print(SetupError.__doc__)
sys.exit(1)
-54
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@@ -1,54 +0,0 @@
name: Create base release
on:
workflow_call:
outputs:
version_type:
description: "Give the bump type for this release"
value: ${{ jobs.init-release-data.outputs.version_type }}
version_number:
description: "String about the tag version, integer only"
value: ${{ jobs.init-release-data.outputs.version_number }}
version_draft:
description: "Boolean if the release are draft or not"
value: ${{ jobs.init-release-data.outputs.version_draft }}
version_name:
description: "Number version with a prefix v."
value: v${{ jobs.init-release-data.outputs.version_name }}
jobs:
init-release-data:
name: Initialize all data about the package
runs-on: ubuntu-latest
outputs:
version_type: ${{ steps.bump_setup.outputs.type }}
version_number: ${{ steps.semantic_setup.outputs.version }}
version_draft: ${{ steps.semantic_setup.outputs.draft }}
version_name: ${{ steps.semantic_setup.outputs.version }}
steps:
- name: Get the Semantic tag Version
id: get_semantic_setup
uses: oprypin/find-latest-tag@v1.1.0
with:
repository: ${{ github.repository }}
releases-only: true
prefix: 'v'
token: ${{ secrets.GITHUB_TOKEN }}
- name: From all use case, get the Tag version
id: semantic_setup
run: |
tag=${{ steps.get_semantic_setup.outputs.tag }}
if [ "${{ github.event.action }}" == "closed" ]; then
echo "Close the pull request, get the previous tag"
echo "::set-output name=version::${tag:1}"
echo "::set-output name=draft::false"
elif [ "${{ github.event.action }}" == "opened" ]; then
echo "Create a new tag from a new pull request"
echo "::set-output name=version::${{ steps.new_semantic_setup.outputs.version }}"
echo "::set-output name=draft::true"
else
echo "Update the pull request, keep the tag value"
echo "::set-output name=version::${tag:1}"
echo "::set-output name=draft::true"
fi
-29
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@@ -1,29 +0,0 @@
name: Pylinter
on:
workflow_call:
push:
branches-ignore:
- main
- develop
jobs:
unit-test:
name: Python Linter
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@main
- uses: actions/setup-python@v2
with:
python-version: "3.10"
- name: Install the linter app and set package name
id: config
run: |
echo "::set-output name=folder::$(python '.github/package.py')"
python -m pip install --upgrade pip
python -m pip install -r linter/requirements_linter.txt
- name: Execute Pylint
run: |
cd ${{ github.workspace }}
python '${{ github.workspace }}/.github/lint.py' --module=${{ steps.config.outputs.folder }}
-71
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@@ -1,71 +0,0 @@
name: Package Blender Plugin
# How to start the Github Action
on:
workflow_call:
inputs:
num_version:
description: 'Get the desired number version'
type: string
required: true
default: '0.0.0'
name_version:
description: 'The release name used'
type: string
required: true
default: 'v0.0.0'
draft_version:
description: 'Info about the release, publish or a draft'
type: string
required: true
default: 'false'
# Execute this command
jobs:
make-archive:
name: Make Addon Package
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@main
- name: Setup package variable
id: folder
run: |
echo "::set-output name=folder::$(python '.github/package.py')"
echo "::set-output name=package::$(python '.github/package.py').zip"
# Update the bl info version, update the init file and push if needed
- name: Change version number in the bl info addon data
run: python '.github/version.py' --tag=${{ inputs.num_version }} --name=${{ steps.folder.outputs.folder }}
- name: Commit the previous update
uses: actions-js/push@v1.3
if: ${{ github.event.action }} == 'opened'
with:
github_token: ${{secrets.GITHUB_TOKEN}}
author_name: Moderlab
author_email: a.vaillant@moderlab.com
message: '[Bot] Bump to ${{ inputs.num_version }} version.'
branch: develop
force: true
# Make an archive with the plugin source only
- name: Create zip archive release
run: |
cd '${{ github.workspace }}'
zip -r '${{ github.workspace }}/releases/${{ steps.folder.outputs.package }}' ${{ steps.folder.outputs.folder }}
- uses: actions/upload-artifact@v2
with:
name: ${{ steps.folder.outputs.folder }}
path: ${{ github.workspace }}/releases/${{ steps.folder.outputs.package }}
- name: Update the github release
if: github.event_name == 'pull_request'
uses: johnwbyrd/update-release@v1.0.0
with:
token: ${{ secrets.GITHUB_TOKEN }}
files: '${{ github.workspace }}/releases/${{ steps.folder.outputs.package }}'
release: ${{ inputs.name_version }}
tag: ${{ inputs.name_version }}
-46
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@@ -1,46 +0,0 @@
name: Package Blender Plugin
# How to start the Github Action
on:
workflow_call:
inputs:
name_version:
description: 'The release name used'
type: string
required: true
default: 'v0.0.0'
# Execute this command
jobs:
make-archive:
name: Make Addon Package
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@main
- name: Setup package variable
id: folder
run: |
echo "::set-output name=folder::$(python '.github/package.py')_preset"
echo "::set-output name=package::$(python '.github/package.py')_preset.zip"
# Make an archive with the plugin source only
- name: Create zip archive release
run: |
cd '${{ github.workspace }}/presets'
zip -r '../releases/${{ steps.folder.outputs.package }}' '.'
- uses: actions/upload-artifact@v2
with:
name: ${{ steps.folder.outputs.folder }}
path: ${{ github.workspace }}/releases/${{ steps.folder.outputs.package }}
- name: Update the github release
if: github.event_name == 'pull_request'
uses: johnwbyrd/update-release@v1.0.0
with:
token: ${{ secrets.GITHUB_TOKEN }}
files: '${{ github.workspace }}/releases/${{ steps.folder.outputs.package }}'
release: ${{ inputs.name_version }}
tag: ${{ inputs.name_version }}
-60
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@@ -1,60 +0,0 @@
name: Create addon release
on:
pull_request:
branches:
[main]
types:
[edited, synchronize, closed]
jobs:
init-release-data:
name: Initialize all data about the package
uses: Moderlab-Production/BlenderTemplate/.github/workflows/initialize_data.yml@main
unit-test:
uses: Moderlab-Production/BlenderTemplate/.github/workflows/unit_test.yml@main
py-linter:
uses: Moderlab-Production/BlenderTemplate/.github/workflows/linter.yml@main
release-package-addon:
name: Generate archive package addon
needs:
- init-release-data
- unit-test
- py-linter
uses: Moderlab-Production/BlenderTemplate/.github/workflows/package_addon.yml@main
with:
num_version: ${{ needs.init-release-data.outputs.version_number }}
name_version: ${{ needs.init-release-data.outputs.version_name }}
draft_version: ${{ needs.init-release-data.outputs.version_draft }}
release-package-preset:
name: Generate archive package preset
needs:
- init-release-data
- unit-test
- py-linter
uses: Moderlab-Production/BlenderTemplate/.github/workflows/package_preset.yml@main
with:
name_version: ${{ needs.init-release-data.outputs.version_name }}
publish-release:
name: Publish the Github Release
needs:
- init-release-data
- release-package-addon
- release-package-preset
runs-on: ubuntu-latest
steps:
- name: Update/Publish the release
uses: tubone24/update_release@v1.3.1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
TAG_NAME: ${{ needs.init-release-data.outputs.version_name }}
with:
release_name: ${{ needs.init-release-data.outputs.version_name }}
body: ''
prerelease: ${{ needs.init-release-data.outputs.version_draft }}
-46
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@@ -1,46 +0,0 @@
name: Create addon release
on:
pull_request:
branches:
[main]
types:
[opened]
jobs:
init-release:
name: Generate the release
runs-on: ubuntu-latest
steps:
- name: Setup bump release
id: bump_setup
run: |
if [ ${{ contains(github.event.pull_request.labels.*.name, 'release:major') }} == true ]; then
echo "::set-output name=type::major"
elif [ ${{ contains(github.event.pull_request.labels.*.name, 'release:minor') }} == true ]; then
echo "::set-output name=type::minor"
else
echo "::set-output name=type::patch"
fi
- uses: actions/checkout@main
- name: Create new Semantic Version
uses: zwaldowski/semver-release-action@v2
id: new_semantic_setup
with:
bump: ${{ steps.bump_setup.outputs.type }}
github_token: ${{ secrets.GITHUB_TOKEN }}
dry_run: true
prefix: v
- name: Make the github release
uses: ncipollo/release-action@v1.10.0
with:
token: ${{ secrets.GITHUB_TOKEN }}
prerelease: true
tag: ${{ steps.new_semantic_setup.outputs.version_tag }}
unit-test:
uses: Moderlab-Production/BlenderTemplate/.github/workflows/unit_test.yml@main
-28
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@@ -1,28 +0,0 @@
name: Unit Test
on:
workflow_call:
push:
branches-ignore:
- main
- develop
jobs:
unit-test:
name: Unit Test
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@main
- uses: actions/setup-python@v2
with:
python-version: "3.10"
- name: Setup python to execute all Unit Test
run: |
python -m pip install --upgrade pip
python -m pip install -r tests/requirements.txt
- name: Start all Unit Test
run: |
cd ${{ github.workspace }}
python tests/main.py
-15
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@@ -7,24 +7,9 @@
__pycache__/ __pycache__/
**/__pycache__/ **/__pycache__/
# Unit Test #
*.zip
tests/blender/**
tests/blender/*.dmg
!tests/blender/.keep
### Blender ### ### Blender ###
*.blend1 *.blend1
### Unreal ###
tests/unreal_sample/DerivedDataCache
tests/unreal_sample/Intermediate
tests/unreal_sample/Saved
# Secret file
**/token.txt
# Virtual Environment # Virtual Environment
**/venv/** **/venv/**
venv/ venv/
+55
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@@ -0,0 +1,55 @@
import bpy
# UI and Interface
from .ui.asset import GraouPanel_asset
from .ui.export import GRAOU_PT_export
from .ui.icon import GraouPanel_thumbnail
from .ui.setup import GRAOU_PT_setup
# All operators
from .operators.exports import ExportForFange
from .operators.outline import ConfigBlendScene
from .operators.misc import MakeBasicCollision
from .operators.lighting import ConfigLighting
from .operators.thumbnails import ConfigRendering
# Preferences and properties
from .preference import GRAOU_AddonPreference
from .properties.main import FangeProperties
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)
del bpy.types.Scene.graou_props
if __name__ == "__main__":
register()
+126
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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()
+64
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@@ -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
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import bpy
class MakeBasicCollision(bpy.types.Operator):
"""From selected mesh, make a collision object"""
bl_idname = 'graou.make_collision'
bl_label = 'Generate a collision from selected mesh'
@classmethod
def poll(cls, context):
return bpy.context.object
def execute(self, context):
# TODO
return {'FINISHED'}
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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'}
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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
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import bpy
from pathlib import Path
def check_game_project():
"""Define the unity game project"""
unity_game_project = Path("W:\\", "Graou Studio", "Game Projects", "Fange Prototype", "Fange Prototype.sln")
if unity_game_project.exists():
return unity_game_project.parent.as_posix()
else:
return ''
class GRAOU_AddonPreference(bpy.types.AddonPreferences):
"""
Configuration about the Fange pipeline
"""
bl_idname = __package__.split(".")[0]
project_path: bpy.props.StringProperty(
name='Fange Unity project',
description='Select your Unity game project',
default=check_game_project(),
subtype='FILE_PATH',
)
subdir_graph: bpy.props.StringProperty(
name='Subdir about assets folder',
default=r'Assets\Graph',
subtype='DIR_PATH',
)
subdir_props: bpy.props.StringProperty(
name='The props subdir',
default='Props',
subtype='DIR_PATH',
)
subdir_buildings: bpy.props.StringProperty(
name='The buildings subdir',
default='Buildings',
subtype='DIR_PATH',
)
subdir_characters: bpy.props.StringProperty(
name='The characters subdir',
default='Characters',
subtype='DIR_PATH',
)
def draw(self, context):
layout = self.layout
layout.label(text='Config all setup about the pipeline.')
layout.prop(self, 'project_path')
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import bpy
class FangeProperties(bpy.types.PropertyGroup):
socket_collection: bpy.props.BoolProperty(
name='State Socket use',
description='Use the socket collection setup',
default=False
)
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import bpy
from pathlib import Path
from dataclasses import dataclass
class FangeProject:
"""
This object is a model to give all Unity project path.
"""
def __init__(self):
self._pref = bpy.context.preferences.addons[__name__.split(".")[0]].preferences
self._project_path = Path(self._pref.project_path)
self._subdir_path = Path(self._pref.subdir_graph)
self._building_path = Path(self._pref.subdir_buildings)
self._props_path = Path(self._pref.subdir_props)
self._characters_path = Path(self._pref.subdir_characters)
@property
def buildings(self):
"""Get the buildings project path, on absolute"""
return self._project_path.joinpath(self._subdir_path, self._building_path)
@property
def props(self):
return self._project_path.joinpath(self._subdir_path, self._props_path)
@property
def characters(self):
return self._project_path.joinpath(self._subdir_path, self._characters_path)
@dataclass
class Collection:
name: str
color: str
class Outline:
"""
Model about the Outline config.
"""
def __init__(self):
self._collections = {
'Placeholder': Collection(name='Placeholder', color='COLOR_01'),
'Icon': Collection(name='Icon', color='COLOR_04'),
'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
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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')
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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')
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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
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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'
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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')
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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
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import bpy
bl_info = {
'name': 'Addon Name',
'description': 'Add your description',
'author': 'Moderlab, Aurelien Vaillant, Nicolas Salles, Jeremy Duchesne',
'version': (0, 0, 0),
'blender': (3, 0, 0),
'doc_url': "",
'tracker_url': "",
'support': "COMMUNITY",
'category': 'Moderlab',
}
modules_class = [
# Main Property
]
def register():
for cls in modules_class:
bpy.utils.register_class(cls)
def unregister():
for cls in reversed(modules_class):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()
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REM Make a dev plugin install
SET plugin_name=Fange Pipeline
mklink /D "C:\Users\Aurelien\AppData\Roaming\Blender Foundation\Blender\4.1\scripts\addons\%plugin_name%" "W:\Graou Studio\Tools\Blender-Fange-Pipeline\%plugin_name%"
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<component name="ProjectRunConfigurationManager">
<configuration default="false" name="install-dev" type="BatchConfigurationType" factoryName="Batch">
<module name="Blender-Fange-Pipeline" />
<option name="INTERPRETER_OPTIONS" value="" />
<option name="WORKING_DIRECTORY" value="" />
<option name="PARENT_ENVS" value="true" />
<option name="SCRIPT_NAME" value="./dev/install-dev.cmd" />
<option name="PARAMETERS" value="" />
<method v="2" />
</configuration>
</component>
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import bpy
op = bpy.context.active_operator
#op.filepath = 'W:\\Graou Studio\\Game Projects\\Fange Prototype\\Assets\\Graph\\Buildings\\'
op.use_selection = True
op.use_visible = False
op.use_active_collection = False
op.global_scale = 1.0
op.apply_unit_scale = True
op.apply_scale_options = 'FBX_SCALE_NONE'
op.use_space_transform = True
op.bake_space_transform = True
op.object_types = {'MESH', 'EMPTY'}
op.use_mesh_modifiers = True
op.use_mesh_modifiers_render = True
op.mesh_smooth_type = 'OFF'
op.colors_type = 'SRGB'
op.prioritize_active_color = False
op.use_subsurf = False
op.use_mesh_edges = False
op.use_tspace = False
op.use_triangles = False
op.use_custom_props = False
op.add_leaf_bones = True
op.primary_bone_axis = 'Y'
op.secondary_bone_axis = 'X'
op.use_armature_deform_only = False
op.armature_nodetype = 'NULL'
op.bake_anim = False
op.bake_anim_use_all_bones = True
op.bake_anim_use_nla_strips = True
op.bake_anim_use_all_actions = True
op.bake_anim_force_startend_keying = True
op.bake_anim_step = 1.0
op.bake_anim_simplify_factor = 1.0
op.path_mode = 'AUTO'
op.embed_textures = False
op.batch_mode = 'OFF'
op.use_batch_own_dir = True
op.axis_forward = 'X'
op.axis_up = 'Y'
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import bpy
op = bpy.context.active_operator
#op.filepath = 'W:\\Graou Studio\\Game Projects\\Fange Prototype\\Assets\\Graph\\Characters\\'
op.use_selection = True
op.use_visible = False
op.use_active_collection = False
op.global_scale = 1.0
op.apply_unit_scale = True
op.apply_scale_options = 'FBX_SCALE_NONE'
op.use_space_transform = True
op.bake_space_transform = True
op.object_types = {'MESH'}
op.use_mesh_modifiers = True
op.use_mesh_modifiers_render = True
op.mesh_smooth_type = 'OFF'
op.colors_type = 'SRGB'
op.prioritize_active_color = False
op.use_subsurf = False
op.use_mesh_edges = False
op.use_tspace = False
op.use_triangles = False
op.use_custom_props = False
op.add_leaf_bones = True
op.primary_bone_axis = 'Y'
op.secondary_bone_axis = 'X'
op.use_armature_deform_only = False
op.armature_nodetype = 'NULL'
op.bake_anim = False
op.bake_anim_use_all_bones = True
op.bake_anim_use_nla_strips = True
op.bake_anim_use_all_actions = True
op.bake_anim_force_startend_keying = True
op.bake_anim_step = 1.0
op.bake_anim_simplify_factor = 1.0
op.path_mode = 'AUTO'
op.embed_textures = False
op.batch_mode = 'OFF'
op.use_batch_own_dir = True
op.axis_forward = 'X'
op.axis_up = 'Y'
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import bpy
op = bpy.context.active_operator
#op.filepath = 'D:\\Users\\Aurelien\\Documents\\untitled.fbx'
op.use_selection = True
op.use_visible = False
op.use_active_collection = False
op.global_scale = 1.0
op.apply_unit_scale = True
op.apply_scale_options = 'FBX_SCALE_NONE'
op.use_space_transform = True
op.bake_space_transform = True
op.object_types = {'MESH'}
op.use_mesh_modifiers = True
op.use_mesh_modifiers_render = True
op.mesh_smooth_type = 'OFF'
op.colors_type = 'SRGB'
op.prioritize_active_color = False
op.use_subsurf = False
op.use_mesh_edges = False
op.use_tspace = False
op.use_triangles = False
op.use_custom_props = False
op.add_leaf_bones = True
op.primary_bone_axis = 'Y'
op.secondary_bone_axis = 'X'
op.use_armature_deform_only = False
op.armature_nodetype = 'NULL'
op.bake_anim = False
op.bake_anim_use_all_bones = True
op.bake_anim_use_nla_strips = True
op.bake_anim_use_all_actions = True
op.bake_anim_force_startend_keying = True
op.bake_anim_step = 1.0
op.bake_anim_simplify_factor = 1.0
op.path_mode = 'AUTO'
op.embed_textures = False
op.batch_mode = 'OFF'
op.use_batch_own_dir = True
op.axis_forward = 'X'
op.axis_up = 'Y'
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import bpy
op = bpy.context.active_operator
#op.filepath = 'W:\\Graou Studio\\Game Projects\\Fange Prototype\\Assets\\Graph\\'
op.use_selection = True
op.use_visible = False
op.use_active_collection = False
op.global_scale = 1.5
op.apply_unit_scale = True
op.apply_scale_options = 'FBX_SCALE_NONE'
op.use_space_transform = True
op.bake_space_transform = True
op.object_types = {'MESH'}
op.use_mesh_modifiers = True
op.use_mesh_modifiers_render = True
op.mesh_smooth_type = 'OFF'
op.colors_type = 'SRGB'
op.prioritize_active_color = False
op.use_subsurf = False
op.use_mesh_edges = False
op.use_tspace = False
op.use_triangles = False
op.use_custom_props = False
op.add_leaf_bones = True
op.primary_bone_axis = 'Y'
op.secondary_bone_axis = 'X'
op.use_armature_deform_only = False
op.armature_nodetype = 'NULL'
op.bake_anim = False
op.bake_anim_use_all_bones = True
op.bake_anim_use_nla_strips = True
op.bake_anim_use_all_actions = True
op.bake_anim_force_startend_keying = True
op.bake_anim_step = 1.0
op.bake_anim_simplify_factor = 1.0
op.path_mode = 'AUTO'
op.embed_textures = False
op.batch_mode = 'OFF'
op.use_batch_own_dir = True
op.axis_forward = 'X'
op.axis_up = 'Y'
+8 -38
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@@ -1,40 +1,10 @@
[![Python 3.10.2](https://img.shields.io/badge/python-3.10.2-sucess.svg)](https://www.python.org/downloads/release/python-3102/) [![Python 3.11](https://img.shields.io/badge/python-3.11-sucess.svg)](https://www.python.org/downloads/release/python-3102/)
![Blender](https://img.shields.io/badge/blender-3.1.0-sucess) ![Blender](https://img.shields.io/badge/blender-4.1.1-sucess)
# Blender Addon # Fange Pipeline
This repository is a toolbox to create a new blender addon. To used-it, clone this repository and rename the folder "blender_addon_folder" with your addon name. This addon control a bridge with Blender and Unity
It's important to change some files :
- [x] Update the file "tests/main.py", line 29, set your addon name.
```python
# Prepare Blender and Unreal dependency
generate_archive(archives, 'blender_addon_folder')
```
- [x] You can remove the folder "presets" and disable the workflow (`.github/workflows/pr_main.yml`, line 38 and 53)
# Todo Features
> ⚠️ It's more easy to use the "_" with your addon folder name, the "-" character can be problematic with python use. - [ ] Linter check
- [ ] Unity Test
All features covered with this template are : - [ ] Release
- [x] Generate addon release (.zip archive)
- [x] Generate preset release (.zip archive)
- [x] Update addon version (bl info) with tag name
- [x] Execute unit test with Github Action (check if the addon can be installed with blender)
- [x] Configuration with Pycharm to test locally
## Unit Test
All unit tests call docker image [stilobique/blender](https://hub.docker.com/repository/docker/stilobique/blender). It's a simple ubuntu image with blender compile.
If you want change the blender version tested, edit the `main.py` inside the `tests` folder ; change the tag version with your requested tag.
`````python
class Container(enum.Enum):
"""Enumerate about the Geometry node"""
BLENDER = ContainerObject(name='Blender', image='stilobique/blender', tag='3.1.2')
`````
# Addons/Plugins dependency
Update json file `tests/dependency.json` with name, archive and repository Github path. Each entry require `archive
name`, the repository url path '{owner}/{repo}' and optional parameter if the release needed to be a prerelease.
> ⛔ The `moderlab_plugin` need to be on last entry.
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{ {
"blender": { "blender": {
"moderlab_type": ["moderlab_type.zip", "Moderlab-Production/BlenderObjectType", "prerelease"],
"moderlab_pie": ["moderlab_plugin.zip", "Moderlab-Production/BlenderPieMenu"],
"moderlab_plugin": ["moderlab_plugin.zip", "Moderlab-Production/BlenderPlugin"]
},
"unreal": {
"unreal-pipeline": ["unreal-moderlab-pipeline.zip", "Moderlab-Production/UnrealPipeline"],
"unreal-type": ["Moderlab-Unreal-Type.zip", "Moderlab-Production/UnrealType"]
} }
} }