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authorCampbell Barton <ideasman42@gmail.com>2007-01-26 13:37:18 +0300
committerCampbell Barton <ideasman42@gmail.com>2007-01-26 13:37:18 +0300
commitbc6fc722098c3d6f58a42bf40d7504132929499a (patch)
treecc23b900c8781c0e183c1597dc3dbbe6cd9af450 /release/scripts/lightwave_export.py
parent624030165b703cbe81a474ebad8d919d5b87b2e2 (diff)
* nmesh to mesh
* fixed errors with Null materials * faster material exporting * export with modifiers applied * faces with invalid material indicies work now (maybe should be delt with in the Py API) * removed per vert col code since all colors are pre face now.
Diffstat (limited to 'release/scripts/lightwave_export.py')
-rw-r--r--release/scripts/lightwave_export.py366
1 files changed, 203 insertions, 163 deletions
diff --git a/release/scripts/lightwave_export.py b/release/scripts/lightwave_export.py
index f6760dafb11..b0fc1cc7faf 100644
--- a/release/scripts/lightwave_export.py
+++ b/release/scripts/lightwave_export.py
@@ -2,7 +2,7 @@
"""
Name: 'LightWave (.lwo)...'
-Blender: 232
+Blender: 243
Group: 'Export'
Tooltip: 'Export selected meshes to LightWave File Format (.lwo)'
"""
@@ -67,58 +67,65 @@ v5.5 format.
#
# ***** END GPL LICENCE BLOCK *****
-import Blender, meshtools
-import struct, chunk, os, cStringIO, time, operator
+import Blender
+import struct, cStringIO, operator
+import BPyMesh
+VCOL_NAME = "\251 Per-Face Vertex Colors"
+DEFAULT_NAME = "\251 Blender Default"
# ==============================
# === Write LightWave Format ===
# ==============================
def write(filename):
- start = time.clock()
+ start = Blender.sys.time()
file = open(filename, "wb")
-
- objects = Blender.Object.GetSelected()
- objects.sort(lambda a,b: cmp(a.name, b.name))
+
+ scn = Blender.Scene.GetCurrent()
+ objects = list(scn.objects.context)
+
if not objects:
- meshtools.print_boxed("No mesh objects are selected.")
+ Blender.Draw.PupMenu('Error%t|No Objects selected')
return
-
- if len(objects) > 20 and meshtools.show_progress:
- meshtools.show_progress = 0
+
+ try: objects.sort( key = lambda a: a.name )
+ except: objects.sort(lambda a,b: cmp(a.name, b.name))
text = generate_text()
desc = generate_desc()
icon = "" #generate_icon()
- material_names = get_used_material_names(objects)
+ meshes = []
+ for obj in objects:
+ mesh = BPyMesh.getMeshFromObject(obj, None, True, False, scn)
+ if mesh:
+ mesh.transform(obj.matrixWorld)
+ meshes.append(mesh)
+
+ material_names = get_used_material_names(meshes)
tags = generate_tags(material_names)
surfs = generate_surfs(material_names)
chunks = [text, desc, icon, tags]
meshdata = cStringIO.StringIO()
+
layer_index = 0
- for object in objects:
- if object.type != 'Mesh': continue
- objname = object.name
- mesh = object.data
- obj = Blender.Object.Get(objname)
-
- mesh.transform(obj.matrixWorld)
- layr = generate_layr(objname, layer_index)
+
+ for mesh in meshes:
+ layr = generate_layr(obj.name, layer_index)
pnts = generate_pnts(mesh)
bbox = generate_bbox(mesh)
pols = generate_pols(mesh)
ptag = generate_ptag(mesh, material_names)
clip = generate_clip(mesh, material_names)
- if mesh.hasFaceUV():
+ if mesh.faceUV:
vmad_uv = generate_vmad_uv(mesh) # per face
- if meshtools.has_vertex_colors(mesh):
- if meshtools.average_vcols:
- vmap_vc = generate_vmap_vc(mesh) # per vert
- else:
- vmad_vc = generate_vmad_vc(mesh) # per face
+ if mesh.vertexColors:
+ #if meshtools.average_vcols:
+ # vmap_vc = generate_vmap_vc(mesh) # per vert
+ #else:
+ vmad_vc = generate_vmad_vc(mesh) # per face
write_chunk(meshdata, "LAYR", layr); chunks.append(layr)
write_chunk(meshdata, "PNTS", pnts); chunks.append(pnts)
@@ -126,21 +133,22 @@ def write(filename):
write_chunk(meshdata, "POLS", pols); chunks.append(pols)
write_chunk(meshdata, "PTAG", ptag); chunks.append(ptag)
- if meshtools.has_vertex_colors(mesh):
- if meshtools.average_vcols:
- write_chunk(meshdata, "VMAP", vmap_vc)
- chunks.append(vmap_vc)
- else:
- write_chunk(meshdata, "VMAD", vmad_vc)
- chunks.append(vmad_vc)
+ if mesh.vertexColors:
+ #if meshtools.average_vcols:
+ # write_chunk(meshdata, "VMAP", vmap_vc)
+ # chunks.append(vmap_vc)
+ #else:
+ write_chunk(meshdata, "VMAD", vmad_vc)
+ chunks.append(vmad_vc)
- if mesh.hasFaceUV():
+ if mesh.faceUV:
write_chunk(meshdata, "VMAD", vmad_uv)
chunks.append(vmad_uv)
write_chunk(meshdata, "CLIP", clip)
chunks.append(clip)
layer_index += 1
+ mesh.verts = None # save some ram
for surf in surfs:
chunks.append(surf)
@@ -158,10 +166,8 @@ def write(filename):
Blender.Window.DrawProgressBar(1.0, "") # clear progressbar
file.close()
print '\a\r',
- end = time.clock()
- seconds = " in %.2f %s" % (end-start, "seconds")
- message = "Successfully exported " + os.path.basename(filename) + seconds
- meshtools.print_boxed(message)
+ print "Successfully exported %s in %.3f seconds" % (filename.split('\\')[-1].split('/')[-1], Blender.sys.time() - start)
+
# =======================================
# === Generate Null-Terminated String ===
@@ -176,27 +182,25 @@ def generate_nstring(string):
# ===============================
# === Get Used Material Names ===
# ===============================
-def get_used_material_names(objects):
+def get_used_material_names(meshes):
matnames = {}
- for object in objects:
- if object.type == 'Mesh':
- mesh = object.getData(mesh=1)
- if (not mesh.materials) and (meshtools.has_vertex_colors(mesh)):
- # vcols only
- if meshtools.average_vcols:
- matnames["\251 Per-Vert Vertex Colors"] = None
- else:
- matnames["\251 Per-Face Vertex Colors"] = None
- elif (mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
- # materials only
- for material in mesh.materials:
+ for mesh in meshes:
+ if (not mesh.materials) and mesh.vertexColors:
+ # vcols only
+ matnames[VCOL_NAME] = None
+
+ elif mesh.materials and (not mesh.vertexColors):
+ # materials only
+ for material in mesh.materials:
+ if material:
matnames[material.name] = None
- elif (not mesh.materials) and (not meshtools.has_vertex_colors(mesh)):
- # neither
- matnames["\251 Blender Default"] = None
- else:
- # both
- for material in mesh.materials:
+ elif (not mesh.materials) and (not mesh.vertexColors):
+ # neither
+ matnames[DEFAULT_NAME] = None
+ else:
+ # both
+ for material in mesh.materials:
+ if material:
matnames[material.name] = None
return matnames.keys()
@@ -204,8 +208,11 @@ def get_used_material_names(objects):
# === Generate Tag Strings (TAGS Chunk) ===
# =========================================
def generate_tags(material_names):
- material_names = map(generate_nstring, material_names)
- tags_data = reduce(operator.add, material_names)
+ if material_names:
+ material_names = map(generate_nstring, material_names)
+ tags_data = reduce(operator.add, material_names)
+ else:
+ tags_data = generate_nstring('');
return tags_data
# ========================
@@ -214,7 +221,7 @@ def generate_tags(material_names):
def generate_surface(name):
#if name.find("\251 Per-") == 0:
# return generate_vcol_surf(mesh)
- if name == "\251 Blender Default":
+ if name == DEFAULT_NAME:
return generate_default_surf()
else:
return generate_surf(name)
@@ -242,7 +249,7 @@ def generate_layr(name, idx):
def generate_pnts(mesh):
data = cStringIO.StringIO()
for i, v in enumerate(mesh.verts):
- if not i%100 and meshtools.show_progress:
+ if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Writing Verts")
x, y, z = v.co
data.write(struct.pack(">fff", x, z, y))
@@ -256,9 +263,9 @@ def generate_bbox(mesh):
# need to transform verts here
if mesh.verts:
nv = [v.co for v in mesh.verts]
- xx = map(operator.getitem, nv, [0]*len(nv))
- yy = map(operator.getitem, nv, [1]*len(nv))
- zz = map(operator.getitem, nv, [2]*len(nv))
+ xx = [ co[0] for co in nv ]
+ yy = [ co[1] for co in nv ]
+ zz = [ co[2] for co in nv ]
else:
xx = yy = zz = [0.0,]
@@ -268,12 +275,13 @@ def generate_bbox(mesh):
# ========================================
# === Average All Vertex Colors (Fast) ===
# ========================================
+'''
def average_vertexcolors(mesh):
vertexcolors = {}
vcolor_add = lambda u, v: [u[0]+v[0], u[1]+v[1], u[2]+v[2], u[3]+v[3]]
vcolor_div = lambda u, s: [u[0]/s, u[1]/s, u[2]/s, u[3]/s]
for i, f in enumerate(mesh.faces): # get all vcolors that share this vertex
- if not i%100 and meshtools.show_progress:
+ if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Finding Shared VColors")
col = f.col
for j in xrange(len(f)):
@@ -283,7 +291,7 @@ def average_vertexcolors(mesh):
vertexcolors.setdefault(index, []).append([r,g,b,255])
i = 0
for index, value in vertexcolors.iteritems(): # average them
- if not i%100 and meshtools.show_progress:
+ if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.verts), "Averaging Vertex Colors")
vcolor = [0,0,0,0] # rgba
for v in value:
@@ -292,10 +300,13 @@ def average_vertexcolors(mesh):
value[:] = vcolor_div(vcolor, shared)
i+=1
return vertexcolors
+'''
# ====================================================
# === Generate Per-Vert Vertex Colors (VMAP Chunk) ===
# ====================================================
+# Blender now has all vcols per face
+"""
def generate_vmap_vc(mesh):
data = cStringIO.StringIO()
data.write("RGB ") # type
@@ -308,6 +319,7 @@ def generate_vmap_vc(mesh):
data.write(struct.pack(">H", i)) # vertex index
data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
return data.getvalue()
+"""
# ====================================================
# === Generate Per-Face Vertex Colors (VMAD Chunk) ===
@@ -318,15 +330,13 @@ def generate_vmad_vc(mesh):
data.write(struct.pack(">H", 3)) # dimension
data.write(generate_nstring("Blender's Vertex Colors")) # name
for i, f in enumerate(mesh.faces):
- if not i%100 and meshtools.show_progress:
+ if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Vertex Colors")
col = f.col
+ f_v = f.v
for j in xrange(len(f)-1, -1, -1): # Reverse order
- r = col.r
- g = col.g
- b = col.b
- v = f[j].index
- data.write(struct.pack(">H", v)) # vertex index
+ r,g,b, dummy = tuple(col[j])
+ data.write(struct.pack(">H", f_v[j].index)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">fff", r/255.0, g/255.0, b/255.0))
return data.getvalue()
@@ -341,13 +351,14 @@ def generate_vmad_uv(mesh):
data.write(generate_nstring("Blender's UV Coordinates")) # name
for i, f in enumerate(mesh.faces):
- if not i%100 and meshtools.show_progress:
+ if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing UV Coordinates")
uv = f.uv
+ f_v = f.v
for j in xrange(len(f)-1, -1, -1): # Reverse order
U,V = uv[j]
- v = f[j].index
+ v = f_v[j].index
data.write(struct.pack(">H", v)) # vertex index
data.write(struct.pack(">H", i)) # face index
data.write(struct.pack(">ff", U, V))
@@ -370,41 +381,59 @@ def generate_pols(mesh):
data = cStringIO.StringIO()
data.write("FACE") # polygon type
for i,f in enumerate(mesh.faces):
- if not i%100 and meshtools.show_progress:
+ if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Faces")
data.write(struct.pack(">H", len(f))) # numfaceverts
numfaceverts = len(f)
+ f_v = f.v
for j in xrange(numfaceverts-1, -1, -1): # Reverse order
- data.write(generate_vx(f[j].index))
+ data.write(generate_vx(f_v[j].index))
return data.getvalue()
# =================================================
# === Generate Polygon Tag Mapping (PTAG Chunk) ===
# =================================================
def generate_ptag(mesh, material_names):
+
+ def surf_indicies(mat):
+ try:
+ if mat:
+ return material_names.index(mat.name)
+ except:
+ pass
+
+ return 0
+
+
data = cStringIO.StringIO()
data.write("SURF") # polygon tag type
mesh_materials = mesh.materials
+ mesh_surfindicies = [surf_indicies(mat) for mat in mesh_materials]
+
+ try: VCOL_NAME_SURF_INDEX = material_names.index(VCOL_NAME)
+ except: VCOL_NAME_SURF_INDEX = 0
+
+ try: DEFAULT_NAME_SURF_INDEX = material_names.index(DEFAULT_NAME)
+ except: DEFAULT_NAME_SURF_INDEX = 0
+ len_mat = len(mesh_materials)
for i, f in enumerate(mesh.faces): # numfaces
- if not i%100 and meshtools.show_progress:
+ f_mat = f.mat
+ if f_mat >= len_mat: f_mat = 0 # Rare annoying eror
+
+
+ if not i%100:
Blender.Window.DrawProgressBar(float(i)/len(mesh.faces), "Writing Surface Indices")
+
data.write(generate_vx(i))
- if (not mesh_materials) and (meshtools.has_vertex_colors(mesh)): # vcols only
- if meshtools.average_vcols:
- name = "\251 Per-Vert Vertex Colors"
- else:
- name = "\251 Per-Face Vertex Colors"
- elif (mesh_materials) and (not meshtools.has_vertex_colors(mesh)): # materials only
- idx = f.mat #erialIndex
- name = mesh_materials[idx].name
- elif (not mesh_materials) and (not meshtools.has_vertex_colors(mesh)): # neither
- name = "\251 Blender Default"
- else: # both
- idx = f.mat
- if idx >= len(mesh_materials): idx = 0
- name = mesh_materials[idx].name
+ if (not mesh_materials) and mesh.vertexColors: # vcols only
+ surfidx = VCOL_NAME_SURF_INDEX
+ elif mesh_materials and not mesh.vertexColors: # materials only
+ surfidx = mesh_surfindicies[f_mat]
+ elif (not mesh_materials) and (not mesh.vertexColors): # neither
+ surfidx = DEFAULT_NAME_SURF_INDEX
+ else: # both
+ surfidx = mesh_surfindicies[f_mat]
- surfidx = material_names.index(name)
data.write(struct.pack(">H", surfidx)) # surface index
return data.getvalue()
@@ -413,10 +442,8 @@ def generate_ptag(mesh, material_names):
# ===================================================
def generate_vcol_surf(mesh):
data = cStringIO.StringIO()
- if meshtools.average_vcols and meshtools.has_vertex_colors(mesh):
- surface_name = generate_nstring("\251 Per-Vert Vertex Colors")
- else:
- surface_name = generate_nstring("\251 Per-Face Vertex Colors")
+ if mesh.vertexColors:
+ surface_name = generate_nstring(VCOL_NAME)
data.write(surface_name)
data.write("\0\0")
@@ -438,7 +465,7 @@ def generate_vcol_surf(mesh):
data.write(generate_nstring("Blender's Vertex Colors")) # name
data.write("CMNT") # material comment
- comment = "Vertex Colors: Exported from Blender\256 " + meshtools.blender_version_str
+ comment = "Vertex Colors: Exported from Blender\256 243"
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
@@ -451,75 +478,92 @@ def generate_surf(material_name):
data = cStringIO.StringIO()
data.write(generate_nstring(material_name))
data.write("\0\0")
-
- material = Blender.Material.Get(material_name)
- R,G,B = material.R, material.G, material.B
+
+ try:
+ material = Blender.Material.Get(material_name)
+ R,G,B = material.R, material.G, material.B
+ ref = material.ref
+ emit = material.emit
+ spec = material.spec
+ hard = material.hard
+
+ except:
+ material = None
+
+ R=G=B = 1.0
+ ref = 1.0
+ emit = 0.0
+ spec = 0.2
+ hard = 0.0
+
+
data.write("COLR")
data.write(struct.pack(">H", 14))
data.write(struct.pack(">fffH", R, G, B, 0))
data.write("DIFF")
data.write(struct.pack(">H", 6))
- data.write(struct.pack(">fH", material.ref, 0))
+ data.write(struct.pack(">fH", ref, 0))
data.write("LUMI")
data.write(struct.pack(">H", 6))
- data.write(struct.pack(">fH", material.emit, 0))
+ data.write(struct.pack(">fH", emit, 0))
data.write("SPEC")
data.write(struct.pack(">H", 6))
- data.write(struct.pack(">fH", material.spec, 0))
+ data.write(struct.pack(">fH", spec, 0))
data.write("GLOS")
data.write(struct.pack(">H", 6))
- gloss = material.hard / (255/2.0)
+ gloss = hard / (255/2.0)
gloss = round(gloss, 1)
data.write(struct.pack(">fH", gloss, 0))
data.write("CMNT") # material comment
- comment = material_name + ": Exported from Blender\256 " + meshtools.blender_version_str
+ comment = material_name + ": Exported from Blender\256 243"
comment = generate_nstring(comment)
data.write(struct.pack(">H", len(comment)))
data.write(comment)
-
+
# Check if the material contains any image maps
- mtextures = material.getTextures() # Get a list of textures linked to the material
- for mtex in mtextures:
- if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
- data.write("BLOK") # Surface BLOK header
- data.write(struct.pack(">H", 104)) # Hardcoded and ugly! Will only handle 1 image per material
-
- # IMAP subchunk (image map sub header)
- data.write("IMAP")
- data_tmp = cStringIO.StringIO()
- data_tmp.write(struct.pack(">H", 0)) # Hardcoded - not sure what it represents
- data_tmp.write("CHAN")
- data_tmp.write(struct.pack(">H", 4))
- data_tmp.write("COLR")
- data_tmp.write("OPAC") # Hardcoded texture layer opacity
- data_tmp.write(struct.pack(">H", 8))
- data_tmp.write(struct.pack(">H", 0))
- data_tmp.write(struct.pack(">f", 1.0))
- data_tmp.write(struct.pack(">H", 0))
- data_tmp.write("ENAB")
- data_tmp.write(struct.pack(">HH", 2, 1)) # 1 = texture layer enabled
- data_tmp.write("NEGA")
- data_tmp.write(struct.pack(">HH", 2, 0)) # Disable negative image (1 = invert RGB values)
- data_tmp.write("AXIS")
- data_tmp.write(struct.pack(">HH", 2, 1))
- data.write(struct.pack(">H", len(data_tmp.getvalue())))
- data.write(data_tmp.getvalue())
-
- # IMAG subchunk
- data.write("IMAG")
- data.write(struct.pack(">HH", 2, 1))
- data.write("PROJ")
- data.write(struct.pack(">HH", 2, 5)) # UV projection
-
- data.write("VMAP")
- uvname = generate_nstring("Blender's UV Coordinates")
- data.write(struct.pack(">H", len(uvname)))
- data.write(uvname)
+ if material:
+ mtextures = material.getTextures() # Get a list of textures linked to the material
+ for mtex in mtextures:
+ if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
+ data.write("BLOK") # Surface BLOK header
+ data.write(struct.pack(">H", 104)) # Hardcoded and ugly! Will only handle 1 image per material
+
+ # IMAP subchunk (image map sub header)
+ data.write("IMAP")
+ data_tmp = cStringIO.StringIO()
+ data_tmp.write(struct.pack(">H", 0)) # Hardcoded - not sure what it represents
+ data_tmp.write("CHAN")
+ data_tmp.write(struct.pack(">H", 4))
+ data_tmp.write("COLR")
+ data_tmp.write("OPAC") # Hardcoded texture layer opacity
+ data_tmp.write(struct.pack(">H", 8))
+ data_tmp.write(struct.pack(">H", 0))
+ data_tmp.write(struct.pack(">f", 1.0))
+ data_tmp.write(struct.pack(">H", 0))
+ data_tmp.write("ENAB")
+ data_tmp.write(struct.pack(">HH", 2, 1)) # 1 = texture layer enabled
+ data_tmp.write("NEGA")
+ data_tmp.write(struct.pack(">HH", 2, 0)) # Disable negative image (1 = invert RGB values)
+ data_tmp.write("AXIS")
+ data_tmp.write(struct.pack(">HH", 2, 1))
+ data.write(struct.pack(">H", len(data_tmp.getvalue())))
+ data.write(data_tmp.getvalue())
+
+ # IMAG subchunk
+ data.write("IMAG")
+ data.write(struct.pack(">HH", 2, 1))
+ data.write("PROJ")
+ data.write(struct.pack(">HH", 2, 5)) # UV projection
+
+ data.write("VMAP")
+ uvname = generate_nstring("Blender's UV Coordinates")
+ data.write(struct.pack(">H", len(uvname)))
+ data.write(uvname)
return data.getvalue()
@@ -528,7 +572,7 @@ def generate_surf(material_name):
# =============================================
def generate_default_surf():
data = cStringIO.StringIO()
- material_name = "\251 Blender Default"
+ material_name = DEFAULT_NAME
data.write(generate_nstring(material_name))
data.write("\0\0")
@@ -555,7 +599,7 @@ def generate_default_surf():
data.write(struct.pack(">fH", gloss, 0))
data.write("CMNT") # material comment
- comment = material_name + ": Exported from Blender\256 " + meshtools.blender_version_str
+ comment = material_name + ": Exported from Blender\256 243"
# vals = map(chr, xrange(164,255,1))
# keys = xrange(164,255,1)
@@ -573,11 +617,7 @@ def generate_default_surf():
# === Generate Object Comment (TEXT Chunk) ===
# ============================================
def generate_text():
- comment = "Lightwave Export Script for Blender "
- comment += meshtools.blender_version_str + "\n"
- comment += "by Anthony D'Agostino\n"
- comment += "scorpius@netzero.com\n"
- comment += "http://ourworld.compuserve.com/homepages/scorpius\n"
+ comment = "Lightwave Export Script for Blender by Anthony D'Agostino"
return generate_nstring(comment)
# ==============================================
@@ -607,19 +647,19 @@ def generate_icon():
def generate_clip(mesh, material_names):
data = cStringIO.StringIO()
clipid = 1
- for i in xrange(len(mesh.materials)): # Run through list of materials used by mesh
- material = Blender.Material.Get(mesh.materials[i].name)
- mtextures = material.getTextures() # Get a list of textures linked to the material
- for mtex in mtextures:
- if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
- pathname = mtex.tex.image.filename # If full path is needed use filename in place of name
- pathname = pathname[0:2] + pathname.replace("\\", "/")[3:] # Convert to Modo standard path
- imagename = generate_nstring(pathname)
- data.write(struct.pack(">L", clipid)) # CLIP sequence/id
- data.write("STIL") # STIL image
- data.write(struct.pack(">H", len(imagename))) # Size of image name
- data.write(imagename)
- clipid += 1
+ for i, material in enumerate(mesh.materials): # Run through list of materials used by mesh
+ if material:
+ mtextures = material.getTextures() # Get a list of textures linked to the material
+ for mtex in mtextures:
+ if (mtex) and (mtex.tex.type == Blender.Texture.Types.IMAGE): # Check if the texture is of type "IMAGE"
+ pathname = mtex.tex.image.filename # If full path is needed use filename in place of name
+ pathname = pathname[0:2] + pathname.replace("\\", "/")[3:] # Convert to Modo standard path
+ imagename = generate_nstring(pathname)
+ data.write(struct.pack(">L", clipid)) # CLIP sequence/id
+ data.write("STIL") # STIL image
+ data.write(struct.pack(">H", len(imagename))) # Size of image name
+ data.write(imagename)
+ clipid += 1
return data.getvalue()
# ===================