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-rw-r--r--io_coat3D/__init__.py47
-rw-r--r--io_coat3D/tex.py67
2 files changed, 57 insertions, 57 deletions
diff --git a/io_coat3D/__init__.py b/io_coat3D/__init__.py
index 647f7002..751e56f7 100644
--- a/io_coat3D/__init__.py
+++ b/io_coat3D/__init__.py
@@ -163,15 +163,19 @@ def make_texture_list(texturefolder):
index = 0
for line in texturefile:
if line != '' and index == 0:
+ line = line.rstrip('\n')
objekti = line
index += 1
elif index == 1:
+ line = line.rstrip('\n')
material = line
index += 1
elif index == 2:
+ line = line.rstrip('\n')
type = line
index += 1
elif index == 3:
+ line = line.rstrip('\n')
address = line
texturelist.append([objekti,material,type,address])
index = 0
@@ -230,7 +234,6 @@ class SCENE_PT_Main(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_context = "objectmode"
- bl_category = '3D-Coat'
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
@@ -283,8 +286,7 @@ class SCENE_OT_folder(bpy.types.Operator):
def invoke(self, context, event):
coat3D = bpy.context.scene.coat3D
- print(coat3D.exchangedir)
- print(os.path.isdir(coat3D.exchangedir))
+
if(os.path.isdir(coat3D.exchangedir)):
coat3D.exchange_found = True
else:
@@ -300,7 +302,6 @@ class SCENE_OT_opencoat(bpy.types.Operator):
def invoke(self, context, event):
coat3D = bpy.context.selected_objects[0].coat3D.applink_3b_path
- print('3b osoite on:',coat3D)
platform = os.sys.platform
prog_path = os.environ['PROGRAMFILES']
if (platform == 'win32'):
@@ -317,11 +318,9 @@ class SCENE_OT_opencoat(bpy.types.Operator):
modi = os.path.getmtime(prog_path + os.sep + file)
active_3dcoat = prog_path + os.sep + file
- print('haippaa',active_3dcoat)
if running() == False:
os.popen('"' + active_3dcoat + os.sep + '3D-CoatDX64C.exe' '" ' + coat3D)
- print('C:\\Program Files\\3D-Coat-V4.8.21\\3D-CoatDX64C.exe ' + coat3D)
else:
importfile = bpy.context.scene.coat3D.exchangedir
importfile += ('%simport.txt' % (os.sep))
@@ -411,6 +410,7 @@ class SCENE_OT_export(bpy.types.Operator):
for objekti in bpy.context.selected_objects:
if(objekti.material_slots.keys() == []):
newmat = bpy.data.materials.new('Material')
+ newmat.use_nodes = True
objekti.data.materials.append(newmat)
matindex += 1
@@ -421,7 +421,7 @@ class SCENE_OT_export(bpy.types.Operator):
#bpy.ops.object.transforms_to_deltas(mode='SCALE')
if(coat3D.type == 'ppp' or coat3D.type == 'mv' or coat3D.type == 'ptex'):
- bpy.ops.export_scene.fbx(filepath=coa.applink_address, use_selection=True, use_mesh_modifiers=False, axis_forward='Y', axis_up='Z')
+ bpy.ops.export_scene.fbx(filepath=coa.applink_address, use_selection=True, use_mesh_modifiers=False, axis_forward='X', axis_up='Y')
else:
bpy.ops.export_scene.fbx(filepath=coa.applink_address, use_selection=True, use_mesh_modifiers=False, axis_up='Z', axis_forward='Y')
@@ -483,10 +483,11 @@ class SCENE_OT_import(bpy.types.Operator):
coat = bpy.coat3D
coat3D.exchangedir = set_exchange_folder()
+
texturelist = make_texture_list(coat3D.exchangedir)
for texturepath in texturelist:
for image in bpy.data.images:
- if(image.filepath == texturepath[3]):
+ if(image.filepath == texturepath[3] and image.users == 0):
bpy.data.images.remove(image)
Blender_folder = ("%s%sBlender"%(coat3D.exchangedir,os.sep))
@@ -540,26 +541,25 @@ class SCENE_OT_import(bpy.types.Operator):
obj_coat.objecttime = str(os.path.getmtime(obj_coat.applink_address))
if(obj_coat.applink_address not in import_list):
import_list.append(obj_coat.applink_address)
+ print('image:', bpy.data.images)
if(import_list):
for list in import_list:
bpy.ops.import_scene.fbx(filepath=list, global_scale = 1,axis_forward='X')
+
bpy.ops.object.select_all(action='DESELECT')
new_materials = bpy.data.materials.keys()
new_objects = bpy.data.objects.keys()
new_images = bpy.data.images.keys()
+
diff_mat = [i for i in new_materials if i not in old_materials]
diff_objects = [i for i in new_objects if i not in old_objects]
- diff_images = [i for i in new_images if i not in old_images]
for mark_mesh in diff_objects:
bpy.data.objects[mark_mesh].data.coat3D.name = '3DC'
for c_index in diff_mat:
bpy.data.materials.remove(bpy.data.materials[c_index])
- for i in diff_images:
- bpy.data.images.remove(bpy.data.images[i])
-
'''The main Applink Object Loop'''
for oname in object_list:
@@ -678,9 +678,10 @@ class SCENE_OT_import(bpy.types.Operator):
objekti.select_set('SELECT')
if(coat3D.importtextures):
is_new = False
- print('mitas nimee tassa:',objekti.coat3D.applink_name)
- print('objekti nimi', objekti)
- tex.matlab(mat_list,objekti,bpy.context.scene,is_new)
+ print('matlist: ', mat_list)
+ print('objekti: ', objekti)
+ print('is_new: ', is_new)
+ tex.matlab(objekti,mat_list,texturelist,is_new)
objekti.select_set('DESELECT')
else:
mat_list = []
@@ -691,7 +692,10 @@ class SCENE_OT_import(bpy.types.Operator):
if (coat3D.importtextures):
is_new = False
- tex.matlab(mat_list, objekti, bpy.context.scene, is_new)
+ print('matlist: ',mat_list)
+ print('objekti: ', objekti)
+ print('is_new: ', is_new)
+ tex.matlab(objekti,mat_list,texturelist, is_new)
objekti.select_set('DESELECT')
@@ -701,13 +705,8 @@ class SCENE_OT_import(bpy.types.Operator):
bpy.context.collection.all_objects[del_obj].select_set('SELECT')
bpy.ops.object.delete()
- #This is a hack to make textures to update propery
- for material in bpy.data.materials:
- if material.use_nodes == True:
- for node in material.node_tree.nodes:
- if (node.name).startswith('3DC'):
- node.location = node.location
+
else:
'''
@@ -747,8 +746,6 @@ class SCENE_OT_import(bpy.types.Operator):
diff_mat = [i for i in new_materials if i not in old_materials]
diff_objects = [i for i in new_objects if i not in old_objects]
- print('uudet materiaalit', diff_mat)
-
for mark_mesh in diff_mat:
bpy.data.materials[mark_mesh].coat3D.name = '3DC'
bpy.data.materials[mark_mesh].use_fake_user = True
@@ -756,7 +753,6 @@ class SCENE_OT_import(bpy.types.Operator):
for c_index in diff_objects:
bpy.data.objects[c_index].data.coat3D.name = '3DC'
bpy.data.objects[c_index].material_slots[0].material = bpy.data.materials[diff_mat[laskuri]]
- print(bpy.data.materials[diff_mat[laskuri]])
laskuri += 1
bpy.ops.object.select_all(action='DESELECT')
@@ -775,7 +771,6 @@ class SCENE_OT_import(bpy.types.Operator):
splittext = ntpath.basename(new_applink_address)
new_obj.coat3D.applink_name = splittext.split('.')[0]
new_obj.coat3D.applink_export = True
- print('lokaisson: ', path3b_now)
if(osoite_3b != ''):
new_obj.coat3D.applink_3b_path = osoite_3b
new_obj.coat3D.applink_3b_just_name = just_3b_name
diff --git a/io_coat3D/tex.py b/io_coat3D/tex.py
index a42d974c..c9feec95 100644
--- a/io_coat3D/tex.py
+++ b/io_coat3D/tex.py
@@ -42,9 +42,7 @@ def RemoveFbxNodes(objekti):
Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
-def readtexturefolder(objekti,is_new): #read textures from texture file
-
- obj_coat = objekti.coat3D
+def readtexturefolder(mat_list,texturelist,is_new): #read textures from texture file
texcoat = {}
texcoat['color'] = []
@@ -52,26 +50,23 @@ def readtexturefolder(objekti,is_new): #read textures from texture file
texcoat['rough'] = []
texcoat['nmap'] = []
texcoat['disp'] = []
+ texcoat['emissive'] = []
- files_dir = os.path.dirname(os.path.abspath(objekti.coat3D.applink_address))
- files = os.listdir(files_dir)
- materiaali_muutos = objekti.active_material.name
- uusin_mat = materiaali_muutos
- if(is_new == True and objekti.coat3D.obj_mat == ''):
- obj_coat.obj_mat = (objekti.coat3D.applink_name + '_' + objekti.data.uv_layers[0].name)
- elif (objekti.coat3D.obj_mat == ''):
- obj_coat.obj_mat = (objekti.coat3D.applink_name + '_' + uusin_mat)
-
- new_name = obj_coat.obj_mat + '_'
- for i in files:
- if(i.startswith(new_name)):
- koko_osoite = files_dir + os.sep + i
- listed = re.split(r'[_.]', i)
- tex_name = listed[-2]
- texcoat[tex_name].append(koko_osoite)
+ for texture_info in texturelist:
+ if texture_info[0] == mat_list[0].name:
+ if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
+ texcoat['color'].append(texture_info[3])
+ if texture_info[2] == 'metalness' or texture_info[2] == 'reflection':
+ texcoat['metalness'].append(texture_info[3])
+ if texture_info[2] == 'rough' or texture_info[2] == 'roughness':
+ texcoat['rough'].append(texture_info[3])
+ if texture_info[2] == 'nmap' or texture_info[2] == 'normal_map':
+ texcoat['nmap'].append(texture_info[3])
+ if texture_info[2] == 'emissive':
+ texcoat['emissive'].append(texture_info[3])
- createnodes(objekti, texcoat)
+ createnodes(mat_list, texcoat)
def checkmaterial(mat_list, objekti): #check how many materials object has
mat_list = []
@@ -80,7 +75,7 @@ def checkmaterial(mat_list, objekti): #check how many materials object has
if(obj_mate.material.use_nodes == False):
obj_mate.material.use_nodes = True
-def createnodes(objekti,texcoat): #luo nodes palikat ja linkittaa tekstuurit niihin
+def createnodes(mat_list,texcoat): #luo nodes palikat ja linkittaa tekstuurit niihin
bring_color = True #naiden tarkoitus on tsekata onko tarvetta luoda uusi node vai riittaako paivitys
bring_metalness = True
bring_roughness = True
@@ -88,15 +83,16 @@ def createnodes(objekti,texcoat): #luo nodes palikat ja linkittaa tekstuurit nii
bring_disp = True
coat3D = bpy.context.scene.coat3D
+ coatMat = mat_list[0]
- if(objekti.active_material.use_nodes == False):
- objekti.active_material.use_nodes = True
- act_material = objekti.active_material.node_tree
- main_material = objekti.active_material.node_tree
+ if(coatMat.use_nodes == False):
+ coatMat.use_nodes = True
+ act_material = coatMat.node_tree
+ main_material = coatMat.node_tree
applink_group_node = False
#ensimmaiseksi kaydaan kaikki image nodet lapi ja tarkistetaan onko nimi 3DC alkunen jos on niin reload
-
+ print('texcoat:',texcoat)
for node in act_material.nodes:
if(node.name == '3DC_Applink' and node.type == 'GROUP'):
applink_group_node = True
@@ -107,7 +103,6 @@ def createnodes(objekti,texcoat): #luo nodes palikat ja linkittaa tekstuurit nii
for node in act_material.nodes:
if(node.type == 'TEX_IMAGE'):
if(node.name == '3DC_color'):
- print('halloo helsinki')
bring_color = False
node.image.reload()
elif(node.name == '3DC_metalness'):
@@ -140,10 +135,21 @@ def createnodes(objekti,texcoat): #luo nodes palikat ja linkittaa tekstuurit nii
input_index = 0
#Color
if(bring_color == True and texcoat['color'] != []):
+ print('image:', bpy.data.images)
node = act_material.nodes.new('ShaderNodeTexImage')
node.name = '3DC_color'
if (texcoat['color']):
- node.image = bpy.data.images.load(texcoat['color'][0])
+ sameimage = False
+ for image in bpy.data.images:
+ if(image.filepath == texcoat['color'][0]):
+ sameimage = True
+ imagename = image
+ break
+
+ if sameimage == True:
+ node.image = imagename
+ else:
+ node.image = bpy.data.images.load(texcoat['color'][0])
if(coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
@@ -172,7 +178,6 @@ def createnodes(objekti,texcoat): #luo nodes palikat ja linkittaa tekstuurit nii
node.location = -400,400
if (input_color != -1):
act_material.links.new(node.outputs[0], glue_mat.inputs[input_color])
-
#Metalness
if(bring_metalness == True and texcoat['metalness'] != []):
node = act_material.nodes.new('ShaderNodeTexImage')
@@ -266,7 +271,7 @@ def createnodes(objekti,texcoat): #luo nodes palikat ja linkittaa tekstuurit nii
-def matlab(mat_list, objekti, scene,is_new):
+def matlab(objekti,mat_list,texturelist,is_new):
''' FBX Materials: remove all nodes and create princibles node'''
if(is_new):
@@ -274,6 +279,6 @@ def matlab(mat_list, objekti, scene,is_new):
'''Main Loop for Texture Update'''
#checkmaterial(mat_list, objekti)
- readtexturefolder(objekti,is_new)
+ readtexturefolder(mat_list,texturelist,is_new)
return('FINISHED')