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authorWillian Padovani Germano <wpgermano@gmail.com>2004-08-04 10:16:46 +0400
committerWillian Padovani Germano <wpgermano@gmail.com>2004-08-04 10:16:46 +0400
commit452c8cf838f5616ee750b4e512ceac6809a9a559 (patch)
treef806236705445938335b6dbdd6eecf52b6a49a04 /release/scripts/tex2uvbaker.py
parent54e1f40024e0525549e6a6bdca432f1c156ae5f9 (diff)
Done.
Scripts: - Jean-Michel Soler probably lost some hours of sleep since Sunday, but he managed to send me the updated path import scripts a few hours ago. My tests with Inkscape .svg and .ps and Gimp worked fine. He also tested a lot and sent me info about what is already supported. I'll send Ton a doc about bundled scripts including this info. Importers: .ai, .svg, .eps/.ps, Gimp 1-1.2.5 / 2.0. - Jean-Michel also contributed his Texture Baker script. - Campbell Barton contributed two new scripts: a mesh cleaner and a vloop skinning / lofting script. He also sent updates to his obj import / export ones. - A Vanpoucke (xand) contributed his Axis Orientation Copy script. And that makes 8 last minute additions. Thanks a lot to the authors and special thanks to JMS and Campbell for their hard work : ). BPython: - tiny addition (I'm forced to call it a showstopper bug ;) so JMS's path import scripts (that actually convert to obj and make Blender load the .obj curves) can use Blender.Load() and not rename G.sce, the default filename. Blender.Load(filename, 1) doesn't update G.sce. Nothing should break because of this, Load(filename) still works fine. - Made Blender complain again if script is for a newer Blender version than the one running it.
Diffstat (limited to 'release/scripts/tex2uvbaker.py')
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diff --git a/release/scripts/tex2uvbaker.py b/release/scripts/tex2uvbaker.py
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+#!BPY
+
+""" Registration info for Blender menus:
+Name: 'Texture Baker'
+Blender: 233
+Group: 'UV'
+Tooltip: 'Procedural to uvmapped texture baker'
+"""
+
+#---------------------------------------------
+# Last release : 0.2.2 , 2004/08/01 , 22h13
+#---------------------------------------------
+#---------------------------------------------
+# (c) jm soler 07/2004 : 'Procedural Texture Baker'
+# Based on a Martin Theeth' Poirier's really
+# good idea :
+# it makes a rvk mesh with uv coords of the
+# original mesh.
+# released under Blender Artistic Licence
+#
+# 0.2.2 : if the uv mesh objet exists it used,
+# no creation of a new one. As the lamp and
+# the camera
+# 0.2.1 : This script automaticaly frame and shoot the
+# new uv mesh . The image file is saved ine the
+# /render folder.
+#
+#---------------------------------------------
+# On user-friendly side :
+#---------------------------------------------
+#- Tadje Vobovnik adds the Select Image Size Menu
+#
+#---------------------------------------------
+# Official Page :
+# http://jmsoler.free.fr/util/blenderfile/py/text2uvbaker.py
+# For problems and errors:
+# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
+#---------------------------------------------
+
+import Blender
+from Blender import NMesh, Draw, Object, Scene, Camera
+
+FRAME = 100
+XYLIMIT = [0.0, 0.]
+OBJPOS = 100.0
+
+helpmsg = """
+Texture Baker:
+
+This script saves an uv texture layout of the chosen mesh, that can be used as
+an uv map for it. It is a way to export procedural textures from Blender as
+normal image textures that can be edited with a 2d image manipulation program
+or used with the mesh in games and other 3d applications.
+
+Basic instructions:
+- Enter face mode and define uv coordinates for your mesh;
+- Define its materials and textures and set "Map Input" coordinates to UV;
+- Run this script and check the console.
+"""
+
+def GET_newobject (TYPE):
+ SCENE = Blender.Scene.getCurrent()
+ OBJECT = Blender.Object.New(TYPE)
+ SCENE.link(OBJECT)
+ return OBJECT, SCENE
+
+def SAVE_image (rc, name, FRAME):
+ MYDIR = ''
+ RENDERDIR = rc.getRenderPath()
+ rc.setRenderPath(RENDERDIR + MYDIR)
+ print "Render folder:", RENDERDIR + MYDIR
+ IMAGETYPE = Blender.Scene.Render.PNG
+ rc.setImageType(IMAGETYPE)
+ NEWFRAME = FRAME
+ OLDEFRAME = rc.endFrame()
+ OLDSFRAME = rc.startFrame()
+ rc.startFrame(NEWFRAME)
+ rc.endFrame(NEWFRAME)
+ rc.renderAnim()
+
+ try:
+ import nt
+ os = nt
+
+ except:
+ import posix
+ os = posix
+
+ FILENAME = "%04d" % NEWFRAME
+ FILENAME = FILENAME.replace (' ', '0')
+ FILENAME = RENDERDIR + MYDIR + FILENAME + '.png'
+
+ try:
+ TRUE = os.stat(FILENAME)
+ newfname = RENDERDIR + MYDIR + name
+ if newfname.find('.png', -4) < 0: newfname += '.png'
+ os.rename(FILENAME, newfname)
+ print "Renamed to:", newfname
+
+ except:
+ pass
+
+ rc.endFrame(OLDEFRAME)
+ rc.startFrame(OLDSFRAME)
+ rc.setRenderPath(RENDERDIR)
+
+def SHOOT (XYlimit, frame, obj, name, FRAME):
+ try:
+ CAM = Blender.Object.Get('UVCAMERA')
+ Cam = CAM.getData()
+ SC = Blender.Scene.getCurrent()
+
+ except:
+ Cam = Blender.Camera.New()
+ Cam.name = 'UVCamera'
+ CAM, SC = GET_newobject('Camera')
+ CAM.link(Cam)
+ CAM.setName('UVCAMERA')
+ Cam.lens = 30
+ Cam.name = 'UVCamera'
+
+ CAM.setLocation(obj.getLocation())
+ CAM.LocX += XYlimit[0] / 2.0
+ CAM.LocY += XYlimit[1] / 2.0
+ CAM.LocZ += max (XYlimit[0], XYlimit[1])
+ CAM.setEuler (0.0, 0.0, 0.0)
+
+ try:
+ LAMP = Blender.Object.Get('Eclairage')
+ lampe = LAMP.getData()
+ SC = Blender.Scene.getCurrent()
+
+ except:
+ lampe = Blender.Lamp.New()
+ lampe.name = 'lumin'
+ LAMP, SC = GET_newobject('Lamp')
+ LAMP.link(lampe)
+ LAMP.setName('Eclairage')
+
+ LAMP.setLocation(obj.getLocation())
+ LAMP.LocX += XYlimit[0] / 2.0
+ LAMP.LocY += XYlimit[1] / 2.0
+ LAMP.LocZ += max (XYlimit[0], XYlimit[1])
+ LAMP.setEuler (0.0, 0.0, 0.0)
+ context = SC.getRenderingContext()
+ Camold = SC.getCurrentCamera()
+ SC.setCurrentCamera(CAM)
+ OLDy = context.imageSizeY()
+ OLDx = context.imageSizeX()
+ tres = Draw.PupMenu('TEXTURE OUT RESOLUTION : %t | 256 %x1 | 512 %x2 | 768 %x3 | 1024 %x4')
+
+ if (tres) == 1: res = 256
+
+ elif (tres) == 2: res = 512
+
+ elif (tres) == 3: res = 768
+
+ elif (tres) == 4: res = 1024
+
+ else: res = 512
+
+ context.imageSizeY(res)
+ context.imageSizeX(res)
+ SAVE_image (context, name, FRAME)
+ context.imageSizeY(OLDy)
+ context.imageSizeX(OLDx)
+ SC.setCurrentCamera(Camold)
+ Blender.Set ('curframe', frame)
+
+def Mesh2UVCoord ():
+ try:
+ MESH3D = Object.GetSelected()[0]
+
+ if MESH3D.getType() == 'Mesh':
+ MESH = MESH3D.getData()
+ MESH2 = Blender.NMesh.GetRaw()
+
+ for f in MESH.faces:
+ f1 = Blender.NMesh.Face()
+
+ for v in f.v:
+ v1 = Blender.NMesh.Vert (v.co[0], v.co[1], v.co[2])
+ MESH2.verts.append(v1)
+ f1.v.append(MESH2.verts[len(MESH2.verts) - 1])
+
+ MESH2.faces.append(f1)
+ f1.uv = f.uv[:]
+ f1.col = f.col[:]
+ f1.smooth = f.smooth
+ f1.mode = f.mode
+ f1.flag = f.flag
+ f1.mat = f.mat
+
+ MESH2.materials = MESH.materials[:]
+
+ try:
+ NewOBJECT=Blender.Object.Get('UVOBJECT')
+ CurSCENE=Blender.Scene.getCurrent()
+ except:
+ NewOBJECT, CurSCENE = GET_newobject('Mesh')
+
+ NewOBJECT.link(MESH2)
+
+ #NewOBJECT, CurSCENE = GET_newobject('Mesh')
+ #NewOBJECT.link(MESH2)
+
+ NewOBJECT.setLocation (OBJPOS, OBJPOS, 0.0)
+ NewOBJECT.setEuler (0.0, 0.0, 0.0)
+
+ MESH2.removeAllKeys()
+
+ MESH2.update()
+ MESH2.insertKey (1, 'absolute')
+ MESH2.update()
+
+ for f in MESH2.faces:
+ for v in f.v:
+ for n in [0, 1]:
+ v.co[n] = f.uv[f.v.index(v)][n]
+ exec "if v.co[%s] > XYLIMIT[%s]: XYLIMIT[%s] = v.co[%s]" % (n, n, n, n)
+
+ v.co[2] = 0.0
+
+ print XYLIMIT
+
+ MESH2.update()
+ MESH2.insertKey (FRAME, 'absolute')
+ MESH2.update()
+ imagename = 'uvtext'
+
+ name = "CHANGE IMAGE NAME ? %t | Replace it | No replace | Script help"
+ result = Draw.PupMenu(name)
+
+ if result == 1:
+ imagename = Draw.PupStrInput ('Image Name:', imagename, 32)
+
+ if result != 3:
+ SHOOT (XYLIMIT, FRAME, NewOBJECT, imagename, FRAME)
+ Blender.Redraw()
+ else:
+ Draw.PupMenu("Ready%t|Please check console for instructions")
+ print helpmsg
+
+ else:
+ name = "Error%t|Active object is not a mesh or has no UV coordinates"
+ result = Draw.PupMenu(name)
+ print 'problem : no object selected or not mesh'
+
+ except:
+ name = "Error%t|Active object is not a mesh or has no UV coordinates"
+ result = Draw.PupMenu(name)
+ print 'problem : no object selected or not mesh'
+
+Mesh2UVCoord()