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authorCampbell Barton <ideasman42@gmail.com>2006-09-25 09:12:37 +0400
committerCampbell Barton <ideasman42@gmail.com>2006-09-25 09:12:37 +0400
commit7fce181d1185b0ce083dbbf795e381e6dfc429a6 (patch)
tree779e4d01651d57b674dd4f6554876a22161402fb /release/scripts/obj_export.py
parentdb7c3d32717f5e12969fcb9951b7f5508faa7e0a (diff)
BPyMessages - added "Save over" message for scripts to use, so as not to overwrite files.
import_obj - comments, docstring additions, cleanup. OBJ export: -renamed export_obj faster edge exporting (use edges LOOSE flag rather then finding zero face user edges) check for file before overwriting use object iterators
Diffstat (limited to 'release/scripts/obj_export.py')
-rw-r--r--release/scripts/obj_export.py628
1 files changed, 0 insertions, 628 deletions
diff --git a/release/scripts/obj_export.py b/release/scripts/obj_export.py
deleted file mode 100644
index a58628477ce..00000000000
--- a/release/scripts/obj_export.py
+++ /dev/null
@@ -1,628 +0,0 @@
-#!BPY
-
-"""
-Name: 'Wavefront (.obj)...'
-Blender: 232
-Group: 'Export'
-Tooltip: 'Save a Wavefront OBJ File'
-"""
-
-__author__ = "Campbell Barton, Jiri Hnidek"
-__url__ = ["blender", "elysiun"]
-__version__ = "1.0"
-
-__bpydoc__ = """\
-This script is an exporter to OBJ file format.
-
-Usage:
-
-Run this script from "File->Export" menu to export all meshes.
-"""
-
-
-# --------------------------------------------------------------------------
-# OBJ Export v1.0 by Campbell Barton (AKA Ideasman)
-# --------------------------------------------------------------------------
-# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
-#
-# ***** END GPL LICENCE BLOCK *****
-# --------------------------------------------------------------------------
-
-
-import Blender
-from Blender import Mesh, Scene, Window, sys, Image, Draw
-import BPyMesh
-
-# Returns a tuple - path,extension.
-# 'hello.obj' > ('hello', '.obj')
-def splitExt(path):
- dotidx = path.rfind('.')
- if dotidx == -1:
- return path, ''
- else:
- return path[:dotidx], path[dotidx:]
-
-def fixName(name):
- if name == None:
- return 'None'
- else:
- return name.replace(' ', '_')
-
-# Used to add the scene name into the filename without using odd chars
-def saneFilechars(name):
- for ch in ' /\\~!@#$%^&*()+=[];\':",./<>?\t\r\n':
- name = name.replace(ch, '_')
- return name
-
-def sortPair(a,b):
- return min(a,b), max(a,b)
-
-global MTL_DICT
-
-# A Dict of Materials
-# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
-MTL_DICT = {}
-
-def write_mtl(filename):
- global MTL_DICT
-
- world = Blender.World.GetCurrent()
- if world:
- worldAmb = world.getAmb()
- else:
- worldAmb = (0,0,0) # Default value
-
- file = open(filename, "w")
- file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
- file.write('# Material Count: %i\n' % len(MTL_DICT))
- # Write material/image combinations we have used.
- for key, mtl_mat_name in MTL_DICT.iteritems():
-
- # 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 key[0] == None:
- #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
- else:
- mat = Blender.Material.Get(key[0])
- file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
- file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.getAmb() for c in worldAmb]) ) # Ambient, uses mirror colour,
- file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.getRef() for c in mat.getRGBCol()]) ) # Diffuse
- file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.getSpec() for c in mat.getSpecCol()]) ) # Specular
- file.write('Ni %.6f\n' % mat.getIOR()) # Refraction index
- file.write('d %.6f\n' % mat.getAlpha()) # 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.getMode() & Blender.Material.Modes['SHADELESS']:
- file.write('illum 0\n') # ignore lighting
- elif mat.getSpec() == 0:
- file.write('illum 1\n') # no specular.
- else:
- file.write('illum 2\n') # light normaly
-
-
- # Write images!
- if key[1] != None: # We have an image on the face!
- img = Image.Get(key[1])
- file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
-
- elif key[0] != None: # No face image. if we havea material search for MTex image.
- for mtex in mat.getTextures():
- if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
- try:
- filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
- file.write('map_Kd %s\n' % filename) # Diffuse mapping image
- break
- except:
- # Texture has no image though its an image type, best ignore.
- pass
-
- file.write('\n\n')
-
- file.close()
-
-def copy_file(source, dest):
- file = open(source, 'rb')
- data = file.read()
- file.close()
-
- file = open(dest, 'wb')
- file.write(data)
- file.close()
-
-
-def copy_images(dest_dir):
- if dest_dir[-1] != sys.sep:
- dest_dir += sys.sep
-
- # Get unique image names
- uniqueImages = {}
- for matname, imagename in MTL_DICT.iterkeys(): # Only use image name
- # Get Texface images
- if imagename != None:
- uniqueImages[imagename] = None # Should use sets here. wait until Python 2.4 is default.
-
- # Get MTex images
- if matname != None:
- mat= Material.Get(matname)
- for mtex in mat.getTextures():
- if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
- try:
- uniqueImages[mtex.tex.image.name] = None
- except:
- pass
-
- # Now copy images
- copyCount = 0
-
- for imageName in uniqueImages.iterkeys():
- print imageName
- bImage = Image.Get(imageName)
- image_path = sys.expandpath(bImage.filename)
- if sys.exists(image_path):
- # Make a name for the target path.
- dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
- if not sys.exists(dest_image_path): # Image isnt alredy there
- print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
- copy_file(image_path, dest_image_path)
- copyCount+=1
- print '\tCopied %d images' % copyCount
-
-def veckey3d(v):
- return round(v.x, 6), round(v.y, 6), round(v.z, 6)
-
-def veckey2d(v):
- return round(v.x, 6), round(v.y, 6)
-
-def write(filename, objects,\
-EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_NORMALS_HQ=False,\
-EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
-EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True, EXPORT_BLEN_OBS=True,\
-EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
- '''
- Basic write function. The context and options must be alredy set
- This can be accessed externaly
- eg.
- write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
- '''
- print 'OBJ Export path: "%s"' % filename
- global MTL_DICT
- temp_mesh_name = '~tmp-mesh'
-
- time1 = sys.time()
- scn = Scene.GetCurrent()
-
- file = open(filename, "w")
-
- # Write Header
- file.write('# Blender v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
- file.write('# www.blender3d.org\n')
-
- # Tell the obj file what material file to use.
- mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
- file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
-
- # Get the container mesh. - used for applying modifiers and non mesh objects.
- containerMesh = meshName = tempMesh = None
- for meshName in Blender.NMesh.GetNames():
- if meshName.startswith(temp_mesh_name):
- tempMesh = Mesh.Get(meshName)
- if not tempMesh.users:
- containerMesh = tempMesh
- if not containerMesh:
- containerMesh = Mesh.New(temp_mesh_name)
- del meshName
- del tempMesh
-
- # Initialize totals, these are updated each object
- totverts = totuvco = totno = 1
-
- globalUVCoords = {}
- globalNormals = {}
-
- # Get all meshs
- for ob in objects:
-
- # Will work for non meshes now! :)
- # getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
- m= BPyMesh.getMeshFromObject(ob, containerMesh, True, False, scn)
-
- if not m:
- continue
-
- # We have a valid mesh
- if EXPORT_TRI:
- # Add a dummy object to it.
- oldmode = Mesh.Mode()
- Mesh.Mode(Mesh.SelectModes['FACE'])
- quadcount = 0
- for f in m.faces:
- if len(f) == 4:
- f.sel = True
- quadcount +=1
-
- if quadcount:
- tempob = Blender.Object.New('Mesh')
- tempob.link(m)
- scn.link(tempob)
- m.quadToTriangle(0) # more=0 shortest length
- oldmode = Mesh.Mode(oldmode)
- scn.unlink(tempob)
- Mesh.Mode(oldmode)
-
- faces = [ f for f in m.faces ]
- if EXPORT_EDGES:
- edges = [ ed for ed in m.edges ]
- else:
- edges = []
-
- if not (len(faces)+len(edges)): # Make sure there is somthing to write
- continue # dont bother with this mesh.
-
- m.transform(ob.matrix)
-
- # High Quality Normals
- if EXPORT_NORMALS and EXPORT_NORMALS_HQ:
- BPyMesh.meshCalcNormals(m)
-
- # # Crash Blender
- #materials = m.getMaterials(1) # 1 == will return None in the list.
- materials = m.materials
-
- materialNames = []
- if materials:
- for mat in materials:
- if mat: # !=None
- 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 indicies
- # but at least it will export, wait until Blender gets fixed.
- materialNames.extend((16-len(materialNames)) * [None])
-
-
- # Sort by Material, then images
- # so we dont over context switch in the obj file.
- if m.faceUV and EXPORT_UV:
- faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
- else:
- faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.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:
- obnamestring = '%s_%s' % (fixName(ob.name), fixName(ob.getData(1)))
- 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
- if not EXPORT_ROTX90:
- for v in m.verts:
- file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
- else:
- for v in m.verts:
- x,y,z= v.co
- file.write('v %.6f %.6f %.6f\n' % (x,z,-y))
-
- # UV
- if m.faceUV and EXPORT_UV:
- for f in faces:
- for uvKey in f.uv:
- uvKey = veckey2d(uvKey)
- if not globalUVCoords.has_key(uvKey):
- globalUVCoords[uvKey] = totuvco
- totuvco +=1
- file.write('vt %.6f %.6f 0.0\n' % uvKey)
-
- # NORMAL, Smooth/Non smoothed.
- if EXPORT_NORMALS:
- for f in faces:
- if f.smooth:
- for v in f.v:
- noKey = veckey3d(v.no)
- if not globalNormals.has_key( noKey ):
- globalNormals[noKey] = totno
- totno +=1
- if not EXPORT_ROTX90:
- file.write('vn %.6f %.6f %.6f\n' % noKey)
- else:
- file.write('vn %.6f %.6f %.6f\n' % (noKey[0], noKey[2], -noKey[1]))
- else:
- # Hard, 1 normal from the face.
- noKey = veckey3d(f.no)
- if not globalNormals.has_key( noKey ):
- globalNormals[noKey] = totno
- totno +=1
- if not EXPORT_ROTX90:
- file.write('vn %.6f %.6f %.6f\n' % noKey)
- else:
- file.write('vn %.6f %.6f %.6f\n' % (noKey[0], noKey[2], -noKey[1]))
-
-
- uvIdx = 0
- for f in faces:
- f_v= f.v
- # MAKE KEY
- if EXPORT_UV and m.faceUV and f.image: # Object is always true.
- key = materialNames[min(f.mat,len(materialNames)-1)], f.image.name
- #key = materialNames[f.mat], f.image.name
- else:
- key = materialNames[min(f.mat,len(materialNames)-1)], None # No image, use None instead.
- #key = materialNames[f.mat], None # No image, use None instead.
-
-
- # CHECK FOR CONTEXT SWITCH
- if key == contextMat:
- pass # Context alredy switched, dont do anythoing
- else:
- if key[0] == None and key[1] == None:
- # Write a null material, since we know the context has changed.
- matstring = '(null)'
- file.write('usemtl (null)\n') # mat, image
-
- else:
- try: # Faster to try then 2x dict lookups.
- # We have the material, just need to write the context switch,
- matstring = MTL_DICT[key]
-
-
- except KeyError:
- # 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 fixName.
-
- # If none image dont bother adding it to the name
- if key[1] == None:
- matstring = MTL_DICT[key] ='%s' % fixName(key[0])
- else:
- matstring = MTL_DICT[key] = '%s_%s' % (fixName(key[0]), fixName(key[1]))
-
- if EXPORT_GROUP_BY_MAT:
- file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), matstring) ) # can be mat_image or (null)
- file.write('usemtl %s\n' % matstring) # can be mat_image or (null)
-
- contextMat = key
-
- if f.smooth != contextSmooth:
- if f.smooth:
- file.write('s 1\n')
- else:
- file.write('s off\n')
- contextSmooth = f.smooth
-
- file.write('f')
- if m.faceUV and EXPORT_UV:
- if EXPORT_NORMALS:
- if f.smooth: # Smoothed, use vertex normals
- for vi, v in enumerate(f_v):
- file.write( ' %d/%d/%d' % (\
- v.index+totverts,\
- globalUVCoords[ veckey2d(f.uv[vi]) ],\
- globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
- else: # No smoothing, face normals
- no = globalNormals[ veckey3d(f.no) ]
- for vi, v in enumerate(f_v):
- file.write( ' %d/%d/%d' % (\
- v.index+totverts,\
- globalUVCoords[ veckey2d(f.uv[vi]) ],\
- no)) # vert, uv, normal
-
- else: # No Normals
- for vi, v in enumerate(f_v):
- file.write( ' %d/%d' % (\
- v.index+totverts,\
- globalUVCoords[ veckey2d(f.uv[vi])])) # vert, uv
-
-
- else: # No UV's
- if EXPORT_NORMALS:
- if f.smooth: # Smoothed, use vertex normals
- for v in f_v:
- file.write( ' %d//%d' % (\
- v.index+totverts,\
- globalNormals[ veckey3d(v.no) ]))
- else: # No smoothing, face normals
- no = globalNormals[ veckey3d(f.no) ]
- for v in f_v:
- file.write( ' %d//%d' % (\
- v.index+totverts,\
- no))
- else: # No Normals
- for v in f_v:
- file.write( ' %d' % (\
- v.index+totverts))
-
- file.write('\n')
-
- # Write edges.
- if EXPORT_EDGES:
- edgeUsers = {}
- for f in faces:
- for i in xrange(len(f_v)):
- faceEdgeVKey = sortPair(f_v[i].index, f_v[i-1].index)
-
- # We dont realy need to keep count. Just that a face uses it
- # so dont export.
- edgeUsers[faceEdgeVKey] = 1
-
- for ed in edges:
- edgeVKey = sortPair(ed.v1.index, ed.v2.index)
- if not edgeUsers.has_key(edgeVKey): # No users? Write the edge.
- file.write('f %d %d\n' % (edgeVKey[0]+totverts, edgeVKey[1]+totverts))
-
- # Make the indicies global rather then per mesh
- totverts += len(m.verts)
- m.verts= None
- file.close()
-
-
- # Now we have all our materials, save them
- if EXPORT_MTL:
- write_mtl(mtlfilename)
- if EXPORT_COPY_IMAGES:
- dest_dir = filename
- # Remove chars until we are just the path.
- while dest_dir and dest_dir[-1] not in '\\/':
- dest_dir = dest_dir[:-1]
- if dest_dir:
- copy_images(dest_dir)
- else:
- print '\tError: "%s" could not be used as a base for an image path.' % filename
-
- print "OBJ Export time: %.2f" % (sys.time() - time1)
-
-
-
-def write_ui(filename):
-
- for s in Window.GetScreenInfo():
- Window.QHandle(s['id'])
-
- EXPORT_APPLY_MODIFIERS = Draw.Create(1)
- EXPORT_ROTX90 = Draw.Create(1)
- EXPORT_TRI = Draw.Create(0)
- EXPORT_EDGES = Draw.Create(0)
- EXPORT_NORMALS = Draw.Create(0)
- EXPORT_NORMALS_HQ = Draw.Create(0)
- EXPORT_UV = Draw.Create(1)
- EXPORT_MTL = Draw.Create(1)
- EXPORT_SEL_ONLY = Draw.Create(1)
- EXPORT_ALL_SCENES = Draw.Create(0)
- EXPORT_ANIMATION = Draw.Create(0)
- EXPORT_COPY_IMAGES = Draw.Create(0)
- EXPORT_BLEN_OBS = Draw.Create(1)
- EXPORT_GROUP_BY_OB = Draw.Create(0)
- EXPORT_GROUP_BY_MAT = Draw.Create(0)
-
-
- # Get USER Options
- pup_block = [\
- ('Mesh Options...'),\
- ('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
- ('Rotate X90', EXPORT_ROTX90 , 'Rotate on export so Blenders UP is translated into OBJs UP'),\
- ('Triangulate', EXPORT_TRI, 'Triangulate quadsModifiers.'),\
- ('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
- ('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
- ('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
- ('UVs', EXPORT_UV, 'Export texface UV coords.'),\
- ('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
- ('Context...'),\
- ('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
- ('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a seperate OBJ file.'),\
- ('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
- ('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
- ('Grouping...'),\
- ('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
- ('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
- ('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
- ]
-
- if not Draw.PupBlock('Export...', pup_block):
- return
-
- Window.WaitCursor(1)
-
- EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
- EXPORT_ROTX90 = EXPORT_ROTX90.val
- EXPORT_TRI = EXPORT_TRI.val
- EXPORT_EDGES = EXPORT_EDGES.val
- EXPORT_NORMALS = EXPORT_NORMALS.val
- EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
- EXPORT_UV = EXPORT_UV.val
- EXPORT_MTL = EXPORT_MTL.val
- EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
- EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
- EXPORT_ANIMATION = EXPORT_ANIMATION.val
- EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
- EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
- EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
- EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
-
-
-
- base_name, ext = splitExt(filename)
- context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
-
- # Use the options to export the data using write()
- # def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
- orig_scene = Scene.GetCurrent()
- if EXPORT_ALL_SCENES:
- export_scenes = Scene.Get()
- else:
- export_scenes = [orig_scene]
-
- # Export all scenes.
- for scn in export_scenes:
- scn.makeCurrent() # If alredy current, this is not slow.
- context = scn.getRenderingContext()
- orig_frame = Blender.Get('curframe')
-
- if EXPORT_ALL_SCENES: # Add scene name into the context_name
- context_name[1] = '_%s' % saneFilechars(scn.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(context.startFrame(), context.endFrame()+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 filename.
- context_name[2] = '_%.6d' % frame
-
- Blender.Set('curframe', frame)
- if EXPORT_SEL_ONLY:
- export_objects = Blender.Object.GetSelected() # Export Context
- else:
- export_objects = scn.getChildren()
-
- # EXPORT THE FILE.
- write(''.join(context_name), export_objects,\
- EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
- EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
- EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
- EXPORT_ROTX90, EXPORT_BLEN_OBS,\
- EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT)
-
- Blender.Set('curframe', orig_frame)
-
- # Restore old active scene.
- orig_scene.makeCurrent()
- Window.WaitCursor(0)
-
-
-if __name__ == '__main__':
- Window.FileSelector(write_ui, 'Export Wavefront OBJ', sys.makename(ext='.obj'))