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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import os
import time
import shutil
import bpy
import mathutils
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import bpy_extras.io_utils
if name is None:
return 'None'
else:
return name.replace(' ', '_')
def write_mtl(scene, filepath, path_mode, copy_set, mtl_dict):
world = scene.world
if world:
worldAmb = world.ambient_color[:]
else:
worldAmb = 0.0, 0.0, 0.0
source_dir = bpy.data.filepath
dest_dir = os.path.dirname(filepath)
def copy_image(image):
fn = bpy.path.abspath(image.filepath)
fn = os.path.normpath(fn)
fn_strip = os.path.basename(fn)
if copy_images:
rel = fn_strip
fn_abs_dest = os.path.join(dest_dir, fn_strip)
if not os.path.exists(fn_abs_dest):
shutil.copy(fn, fn_abs_dest)
elif bpy.path.is_subdir(fn, dest_dir):
rel = os.path.relpath(fn, dest_dir)
else:
rel = fn
return rel
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file = open(filepath, "w", encoding="utf8", newline="\n")
file.write('# Blender MTL File: %r\n' % os.path.basename(bpy.data.filepath))
file.write('# Material Count: %i\n' % len(mtl_dict))
mtl_dict_values = list(mtl_dict.values())
mtl_dict_values.sort(key=lambda m: m[0])
# Write material/image combinations we have used.
# Using mtl_dict.values() directly gives un-predictable order.
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for mtl_mat_name, mat, face_img in mtl_dict_values:
# Get the Blender data for the material and the image.
# Having an image named None will make a bug, dont do it :)
file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
if mat:
# convert from blenders spec to 0 - 1000 range.
if mat.specular_shader == 'WARDISO':
tspec = (0.4 - mat.specular_slope) / 0.0004
else:
tspec = (mat.specular_hardness - 1) * 1.9607843137254901
file.write('Ns %.6f\n' % tspec)
del tspec
file.write('Ka %.6f %.6f %.6f\n' % tuple(c * mat.ambient for c in worldAmb)) # Ambient, uses mirror colour,
file.write('Kd %.6f %.6f %.6f\n' % tuple(c * mat.diffuse_intensity for c in mat.diffuse_color)) # Diffuse
file.write('Ks %.6f %.6f %.6f\n' % tuple(c * mat.specular_intensity for c in mat.specular_color)) # Specular
if hasattr(mat, "ior"):
file.write('Ni %.6f\n' % mat.ior) # Refraction index
else:
file.write('Ni %.6f\n' % 1.0)
file.write('d %.6f\n' % mat.alpha) # Alpha (obj uses 'd' for dissolve)
# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
if mat.use_shadeless:
elif mat.specular_intensity == 0:
else:
else:
#write a dummy material here?
file.write('Ns 0\n')
file.write('Ka %.6f %.6f %.6f\n' % tuple(c for c in worldAmb)) # Ambient, uses mirror colour,
file.write('Kd 0.8 0.8 0.8\n')
file.write('Ks 0.8 0.8 0.8\n')
file.write('d 1\n') # No alpha
file.write('illum 2\n') # light normaly
# Write images!
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if face_img: # We have an image on the face!
# write relative image path
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rel = bpy_extras.io_utils.path_reference(face_img.filepath, source_dir, dest_dir, path_mode, "", copy_set)
file.write('map_Kd %s\n' % rel) # Diffuse mapping image
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if mat: # No face image. if we havea material search for MTex image.
image_map = {}
# backwards so topmost are highest priority
for mtex in reversed(mat.texture_slots):
if mtex and mtex.texture.type == 'IMAGE':
image = mtex.texture.image
if image:
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# texface overrides others
if mtex.use_map_color_diffuse and face_img is None:
image_map["map_Kd"] = image
if mtex.use_map_ambient:
image_map["map_Ka"] = image
if mtex.use_map_specular:
image_map["map_Ks"] = image
if mtex.use_map_alpha:
image_map["map_d"] = image
if mtex.use_map_translucency:
image_map["map_Tr"] = image
if mtex.use_map_normal:
image_map["map_Bump"] = image
if mtex.use_map_hardness:
image_map["map_Ns"] = image
for key, image in image_map.items():
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filepath = bpy_extras.io_utils.path_reference(image.filepath, source_dir, dest_dir, path_mode, "", copy_set)
file.write('%s %s\n' % (key, repr(filepath)[1:-1]))
file.write('\n\n')
file.close()
def test_nurbs_compat(ob):
if ob.type != 'CURVE':
return False
for nu in ob.data.splines:
if nu.point_count_v == 1 and nu.type != 'BEZIER': # not a surface and not bezier
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return True
return False
def write_nurb(file, ob, ob_mat):
tot_verts = 0
cu = ob.data
# use negative indices
for nu in cu.splines:
if nu.type == 'POLY':
DEG_ORDER_U = 1
else:
DEG_ORDER_U = nu.order_u - 1 # odd but tested to be correct
if nu.type == 'BEZIER':
print("\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported")
continue
if nu.point_count_v > 1:
print("\tWarning, surface:", ob.name, "only poly and nurbs curves supported")
continue
if len(nu.points) <= DEG_ORDER_U:
print("\tWarning, order_u is lower then vert count, skipping:", ob.name)
continue
pt_num = 0
do_closed = nu.use_cyclic_u
do_endpoints = (do_closed == 0) and nu.use_endpoint_u
for pt in nu.points:
file.write('v %.6f %.6f %.6f\n' % (pt[0], pt[1], pt[2]))
pt_num += 1
tot_verts += pt_num
file.write('g %s\n' % (name_compat(ob.name))) # name_compat(ob.getData(1)) could use the data name too
file.write('cstype bspline\n') # not ideal, hard coded
file.write('deg %d\n' % DEG_ORDER_U) # not used for curves but most files have it still
# 'curv' keyword
if do_closed:
if DEG_ORDER_U == 1:
pt_num += 1
curve_ls.append(-1)
else:
pt_num += DEG_ORDER_U
curve_ls = curve_ls + curve_ls[0:DEG_ORDER_U]
file.write('curv 0.0 1.0 %s\n' % (" ".join([str(i) for i in curve_ls]))) # Blender has no U and V values for the curve
# 'parm' keyword
tot_parm = (DEG_ORDER_U + 1) + pt_num
tot_parm_div = float(tot_parm - 1)
parm_ls = [(i / tot_parm_div) for i in range(tot_parm)]
if do_endpoints: # end points, force param
for i in range(DEG_ORDER_U + 1):
parm_ls[i] = 0.0
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file.write("parm u %s\n" % " ".join(["%.6f" % i for i in parm_ls]))
file.write('end\n')
return tot_verts
def write_file(filepath, objects, scene,
EXPORT_TRI=False,
EXPORT_EDGES=False,
EXPORT_NORMALS=False,
EXPORT_NORMALS_HQ=False,
EXPORT_UV=True,
EXPORT_MTL=True,
EXPORT_APPLY_MODIFIERS=True,
EXPORT_BLEN_OBS=True,
EXPORT_GROUP_BY_OB=False,
EXPORT_GROUP_BY_MAT=False,
EXPORT_KEEP_VERT_ORDER=False,
EXPORT_POLYGROUPS=False,
EXPORT_CURVE_AS_NURBS=True,
EXPORT_PATH_MODE='AUTO',
):
'''
Basic write function. The context and options must be already set
This can be accessed externaly
eg.
write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
'''
if EXPORT_GLOBAL_MATRIX is None:
EXPORT_GLOBAL_MATRIX = mathutils.Matrix()
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# XXX
import math
def veckey3d(v):
return round(v.x, 6), round(v.y, 6), round(v.z, 6)
def veckey2d(v):
return round(v[0], 6), round(v[1], 6)
def findVertexGroupName(face, vWeightMap):
"""
Searches the vertexDict to see what groups is assigned to a given face.
We use a frequency system in order to sort out the name because a given vetex can
belong to two or more groups at the same time. To find the right name for the face
we list all the possible vertex group names with their frequency and then sort by
frequency in descend order. The top element is the one shared by the highest number
of vertices is the face's group
"""
weightDict = {}
for vert_index in face.vertices:
# for vert in face:
vWeights = vWeightMap[vert_index]
# vWeights = vWeightMap[vert]
for vGroupName, weight in vWeights:
weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight
if weightDict:
alist = [(weight, vGroupName) for vGroupName, weight in weightDict.items()] # sort least to greatest amount of weight
alist.sort()
else:
return '(null)'
print('OBJ Export path: %r' % filepath)
temp_mesh_name = '~tmp-mesh'
time1 = time.clock()
# time1 = sys.time()
# scn = Scene.GetCurrent()
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file = open(filepath, "w", encoding="utf8", newline="\n")
# Write Header
file.write('# Blender v%s OBJ File: %r\n' % (bpy.app.version_string, os.path.basename(bpy.data.filepath)))
file.write('# www.blender.org\n')
# Tell the obj file what material file to use.
if EXPORT_MTL:
mtlfilepath = os.path.splitext(filepath)[0] + ".mtl"
file.write('mtllib %s\n' % repr(os.path.basename(mtlfilepath))[1:-1]) # filepath can contain non utf8 chars, use repr
# Initialize totals, these are updated each object
totverts = totuvco = totno = 1
face_vert_index = 1
globalNormals = {}
# A Dict of Materials
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
mtl_dict = {}
# Get all meshes
for ob_main in objects:
# ignore dupli children
if ob_main.parent and ob_main.parent.dupli_type != 'NONE':
# XXX
print(ob_main.name, 'is a dupli child - ignoring')
continue
obs = []
if ob_main.dupli_type != 'NONE':
# XXX
print('creating dupli_list on', ob_main.name)
obs = [(dob.object, dob.matrix) for dob in ob_main.dupli_list]
# XXX debug print
print(ob_main.name, 'has', len(obs), 'dupli children')
else:
obs = [(ob_main, ob_main.matrix_world)]
for ob, ob_mat in obs:
# Nurbs curve support
if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob):
ob_mat = EXPORT_GLOBAL_MATRIX * ob_mat
totverts += write_nurb(file, ob, ob_mat)
continue
# END NURBS
if ob.type != 'MESH':
continue
me = ob.to_mesh(scene, EXPORT_APPLY_MODIFIERS, 'PREVIEW')
me.transform(EXPORT_GLOBAL_MATRIX * ob_mat)
# # Will work for non meshes now! :)
# me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
# if not me:
# continue
if EXPORT_UV:
faceuv = len(me.uv_textures) > 0
if faceuv:
uv_layer = me.uv_textures.active.data[:]
else:
faceuv = False
me_verts = me.vertices[:]
# Make our own list so it can be sorted to reduce context switching
face_index_pairs = [(face, index) for index, face in enumerate(me.faces)]
# faces = [ f for f in me.faces ]
if EXPORT_EDGES:
edges = me.edges
else:
edges = []
if not (len(face_index_pairs) + len(edges) + len(me.vertices)): # Make sure there is somthing to write
# clean up
bpy.data.meshes.remove(me)
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# XXX
# High Quality Normals
if EXPORT_NORMALS and face_index_pairs:
me.calc_normals()
# if EXPORT_NORMALS_HQ:
# BPyMesh.meshCalcNormals(me)
# else:
# # transforming normals is incorrect
# # when the matrix is scaled,
# # better to recalculate them
# me.calcNormals()
materials = me.materials
materialNames = []
materialItems = [m for m in materials]
if materials:
for mat in materials:
if mat:
materialNames.append(mat.name)
else:
materialNames.append(None)
# Cant use LC because some materials are None.
# materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.
# Possible there null materials, will mess up indices
# but at least it will export, wait until Blender gets fixed.
materialNames.extend((16 - len(materialNames)) * [None])
materialItems.extend((16 - len(materialItems)) * [None])
# Sort by Material, then images
# so we dont over context switch in the obj file.
if EXPORT_KEEP_VERT_ORDER:
pass
elif faceuv:
face_index_pairs.sort(key=lambda a: (a[0].material_index, hash(uv_layer[a[1]].image), a[0].use_smooth))
elif len(materials) > 1:
face_index_pairs.sort(key=lambda a: (a[0].material_index, a[0].use_smooth))
else:
# no materials
face_index_pairs.sort(key=lambda a: a[0].use_smooth)
# if EXPORT_KEEP_VERT_ORDER:
# pass
# elif faceuv:
# try: faces.sort(key = lambda a: (a.mat, a.image, a.use_smooth))
# except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.use_smooth), (b.mat, b.image, b.use_smooth)))
# elif len(materials) > 1:
# try: faces.sort(key = lambda a: (a.mat, a.use_smooth))
# except: faces.sort(lambda a,b: cmp((a.mat, a.use_smooth), (b.mat, b.use_smooth)))
# else:
# # no materials
# try: faces.sort(key = lambda a: a.use_smooth)
# except: faces.sort(lambda a,b: cmp(a.use_smooth, b.use_smooth))
# Set the default mat to no material and no image.
contextMat = 0, 0 # Can never be this, so we will label a new material teh first chance we get.
contextSmooth = None # Will either be true or false, set bad to force initialization switch.
if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
name1 = ob.name
name2 = ob.data.name
if name1 == name2:
else:
obnamestring = '%s_%s' % (name_compat(name1), name_compat(name2))
if EXPORT_BLEN_OBS:
file.write('o %s\n' % obnamestring) # Write Object name
else: # if EXPORT_GROUP_BY_OB:
file.write('g %s\n' % obnamestring)
# Vert
for v in me_verts:
file.write('v %.6f %.6f %.6f\n' % v.co[:])
# UV
if faceuv:
uv_face_mapping = [[0, 0, 0, 0] for i in range(len(face_index_pairs))] # a bit of a waste for tri's :/
uv_layer = me.uv_textures.active.data
for f, f_index in face_index_pairs:
for uv_index, uv in enumerate(uv_layer[f_index].uv):
uvkey = veckey2d(uv)
try:
uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
except:
uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
file.write('vt %.6f %.6f\n' % uv[:])
uv_unique_count = len(uv_dict)
# del uv, uvkey, uv_dict, f_index, uv_index
# Only need uv_unique_count and uv_face_mapping
# NORMAL, Smooth/Non smoothed.
if EXPORT_NORMALS:
for f, f_index in face_index_pairs:
if f.use_smooth:
for v_idx in f.vertices:
v = me_verts[v_idx]
noKey = veckey3d(v.normal)
if noKey not in globalNormals:
globalNormals[noKey] = totno
file.write('vn %.6f %.6f %.6f\n' % noKey)
else:
# Hard, 1 normal from the face.
noKey = veckey3d(f.normal)
if noKey not in globalNormals:
globalNormals[noKey] = totno
file.write('vn %.6f %.6f %.6f\n' % noKey)
if not faceuv:
f_image = None
# XXX
if EXPORT_POLYGROUPS:
# Retrieve the list of vertex groups
vertGroupNames = [g.name for g in ob.vertex_groups]
currentVGroup = ''
# Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
vgroupsMap = [[] for _i in range(len(me_verts))]
for v_idx, v in enumerate(me.vertices):
for g in v.groups:
vgroupsMap[v_idx].append((vertGroupNames[g.group], g.weight))
for f, f_index in face_index_pairs:
f_smooth = f.use_smooth
f_mat = min(f.material_index, len(materialNames) - 1)
if faceuv:
tface = uv_layer[f_index]
f_image = tface.image
# MAKE KEY
if faceuv and f_image: # Object is always true.
key = materialNames[f_mat], f_image.name
else:
key = materialNames[f_mat], None # No image, use None instead.
# Write the vertex group
if EXPORT_POLYGROUPS:
if ob.vertex_groups:
# find what vertext group the face belongs to
if theVGroup != currentVGroup:
currentVGroup = theVGroup
file.write('g %s\n' % theVGroup)
# CHECK FOR CONTEXT SWITCH
if key == contextMat:
pass # Context already switched, dont do anything
else:
if key[0] is None and key[1] is None:
# Write a null material, since we know the context has changed.
if EXPORT_GROUP_BY_MAT:
# can be mat_image or (null)
file.write("g %s_%s\n" % (name_compat(ob.name), name_compat(ob.data.name))) # can be mat_image or (null)
file.write("usemtl (null)\n") # mat, image
else:
if not mat_data:
# First add to global dict so we can export to mtl
# Then write mtl
# Make a new names from the mat and image name,
# converting any spaces to underscores with name_compat.
# If none image dont bother adding it to the name
if key[1] is None:
mat_data = mtl_dict[key] = ("%s" % name_compat(key[0])), materialItems[f_mat], f_image
else:
mat_data = mtl_dict[key] = ("%s_%s" % (name_compat(key[0]), name_compat(key[1]))), materialItems[f_mat], f_image
if EXPORT_GROUP_BY_MAT:
file.write("g %s_%s_%s\n" % (name_compat(ob.name), name_compat(ob.data.name), mat_data[0])) # can be mat_image or (null)
file.write("usemtl %s\n" % mat_data[0]) # can be mat_image or (null)
contextMat = key
if f_smooth != contextSmooth:
file.write('s 1\n')
contextSmooth = f_smooth
file.write('s off\n')
contextSmooth = f_smooth
f_v_orig = [(vi, me_verts[v_idx]) for vi, v_idx in enumerate(f.vertices)]
if not EXPORT_TRI or len(f_v_orig) == 3:
f_v_iter = (f_v_orig, )
else:
f_v_iter = (f_v_orig[0], f_v_orig[1], f_v_orig[2]), (f_v_orig[0], f_v_orig[2], f_v_orig[3])
# support for triangulation
for f_v in f_v_iter:
file.write('f')
if faceuv:
if EXPORT_NORMALS:
for vi, v in f_v:
(v.index + totverts,
totuvco + uv_face_mapping[f_index][vi],
globalNormals[veckey3d(v.normal)])) # vert, uv, normal
else: # No smoothing, face normals
no = globalNormals[veckey3d(f.normal)]
for vi, v in f_v:
(v.index + totverts,
totuvco + uv_face_mapping[f_index][vi],
for vi, v in f_v:
v.index + totverts,\
totuvco + uv_face_mapping[f_index][vi])) # vert, uv
face_vert_index += len(f_v)
if EXPORT_NORMALS:
for vi, v in f_v:
file.write(" %d//%d" %
(v.index + totverts, globalNormals[veckey3d(v.normal)]))
else: # No smoothing, face normals
no = globalNormals[veckey3d(f.normal)]
for vi, v in f_v:
file.write(" %d//%d" % (v.index + totverts, no))
else: # No Normals
for vi, v in f_v:
file.write('\n')
# Write edges.
if EXPORT_EDGES:
for ed in edges:
if ed.is_loose:
file.write('f %d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts))
# Make the indices global rather then per mesh
totverts += len(me_verts)
if faceuv:
totuvco += uv_unique_count
# clean up
bpy.data.meshes.remove(me)
if ob_main.dupli_type != 'NONE':
file.close()
# Now we have all our materials, save them
if EXPORT_MTL:
write_mtl(scene, mtlfilepath, EXPORT_PATH_MODE, copy_set, mtl_dict)
# copy all collected files.
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bpy_extras.io_utils.path_reference_copy(copy_set)
print("OBJ Export time: %.2f" % (time.clock() - time1))
def _write(context, filepath,
EXPORT_EDGES,
EXPORT_NORMALS, # not yet
EXPORT_NORMALS_HQ, # not yet
EXPORT_UV, # ok
EXPORT_MTL,
EXPORT_BLEN_OBS,
EXPORT_GROUP_BY_OB,
EXPORT_GROUP_BY_MAT,
EXPORT_KEEP_VERT_ORDER,
EXPORT_POLYGROUPS,
EXPORT_CURVE_AS_NURBS,
EXPORT_SEL_ONLY, # ok
EXPORT_ALL_SCENES, # XXX not working atm
EXPORT_PATH_MODE,
): # Not used
base_name, ext = os.path.splitext(filepath)
context_name = [base_name, '', '', ext] # Base name, scene name, frame number, extension
orig_scene = context.scene
# Exit edit mode before exporting, so current object states are exported properly.
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
# if EXPORT_ALL_SCENES:
# export_scenes = bpy.data.scenes
# else:
# export_scenes = [orig_scene]
# XXX only exporting one scene atm since changing
# current scene is not possible.
# Brecht says that ideally in 2.5 we won't need such a function,
# allowing multiple scenes open at once.
export_scenes = [orig_scene]
# Export all scenes.
for scene in export_scenes:
orig_frame = scene.frame_current
if EXPORT_ALL_SCENES: # Add scene name into the context_name
context_name[1] = '_%s' % bpy.path.clean_name(scene.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
# Export an animation?
if EXPORT_ANIMATION:
scene_frames = range(scene.frame_start, scene.frame_end + 1) # Up to and including the end frame.
else:
scene_frames = [orig_frame] # Dont export an animation.
# Loop through all frames in the scene and export.
for frame in scene_frames:
if EXPORT_ANIMATION: # Add frame to the filepath.
context_name[2] = '_%.6d' % frame
scene.frame_set(frame, 0.0)
if EXPORT_SEL_ONLY:
objects = context.selected_objects
else:
objects = scene.objects
full_path = ''.join(context_name)
# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
# EXPORT THE FILE.
write_file(full_path, objects, scene,
EXPORT_TRI,
EXPORT_EDGES,
EXPORT_NORMALS,
EXPORT_NORMALS_HQ,
EXPORT_UV,
EXPORT_MTL,
EXPORT_APPLY_MODIFIERS,
EXPORT_BLEN_OBS,
EXPORT_GROUP_BY_OB,
EXPORT_GROUP_BY_MAT,
EXPORT_KEEP_VERT_ORDER,
EXPORT_POLYGROUPS,
EXPORT_CURVE_AS_NURBS,
scene.frame_set(orig_frame, 0.0)
# Restore old active scene.
# orig_scene.makeCurrent()
# Window.WaitCursor(0)
'''
Currently the exporter lacks these features:
* multiple scene export (only active scene is written)
* particles
'''
def save(operator, context, filepath="",
use_triangles=False,
use_edges=True,
use_normals=False,
use_hq_normals=False,
use_uvs=True,
use_materials=True,
Campbell Barton
committed
use_apply_modifiers=True,
use_blen_objects=True,
group_by_object=False,
group_by_material=False,
keep_vertex_order=False,
use_vertex_groups=False,
use_nurbs=True,
use_selection=True,
use_all_scenes=False,
use_animation=False,
):
_write(context, filepath,
EXPORT_TRI=use_triangles,
EXPORT_EDGES=use_edges,
EXPORT_NORMALS=use_normals,
EXPORT_NORMALS_HQ=use_hq_normals,
EXPORT_UV=use_uvs,
EXPORT_MTL=use_materials,
Campbell Barton
committed
EXPORT_APPLY_MODIFIERS=use_apply_modifiers,
EXPORT_BLEN_OBS=use_blen_objects,
EXPORT_GROUP_BY_OB=group_by_object,
EXPORT_GROUP_BY_MAT=group_by_material,
EXPORT_KEEP_VERT_ORDER=keep_vertex_order,
EXPORT_POLYGROUPS=use_vertex_groups,
EXPORT_CURVE_AS_NURBS=use_nurbs,
EXPORT_SEL_ONLY=use_selection,
EXPORT_ALL_SCENES=use_all_scenes,
EXPORT_ANIMATION=use_animation,
EXPORT_GLOBAL_MATRIX=global_matrix,
EXPORT_PATH_MODE=path_mode,
)
return {'FINISHED'}