diff options
author | Willian Padovani Germano <wpgermano@gmail.com> | 2007-01-16 03:50:31 +0300 |
---|---|---|
committer | Willian Padovani Germano <wpgermano@gmail.com> | 2007-01-16 03:50:31 +0300 |
commit | feb63d7d3baf10e5901b18c4d0dbbe586f5a104f (patch) | |
tree | 50db9e7bfdedc7ca8667708d67f847a4712b508a /release | |
parent | 72de9a64c9221320b3ec2717faba20b18f501a72 (diff) |
Scripts:
More small updates to the ac3d importer, to calculate normals for the created meshes and to avoid problems with older .ac files.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/ac3d_import.py | 151 |
1 files changed, 80 insertions, 71 deletions
diff --git a/release/scripts/ac3d_import.py b/release/scripts/ac3d_import.py index 0fd5d3e5625..a05e46c17df 100644 --- a/release/scripts/ac3d_import.py +++ b/release/scripts/ac3d_import.py @@ -26,14 +26,14 @@ Missing:<br> The url tag is irrelevant for Blender. Known issues:<br> - None. - + - Some objects may be imported with wrong normals due to wrong information in the model itself. This can be noticed by strange shading, like darker than expected parts in the model. To fix this, select the mesh with wrong normals, enter edit mode and tell Blender to recalculate the normals, either to make them point outside (the usual case) or inside.<br> + Config Options:<br> - textures dir (string): if non blank, when imported texture paths are wrong in the .ac file, Blender will also look for them at this dir. Notes:<br> - - when looking for assigned textures, Blender tries in order: the actual + - When looking for assigned textures, Blender tries in order: the actual paths from the .ac file, the .ac file's dir and the default textures dir path users can configure (see config options above). """ @@ -95,6 +95,8 @@ def update_registry(): rd = Registry.GetKey('ac3d_import', True) if rd: + if 'GROUP' in rd: + update_registry() TEXTURES_DIR = rd['TEXTURES_DIR'] else: update_registry() @@ -454,16 +456,19 @@ class AC3DImport: empty.select(True) o.bl_obj = empty - bl_children = [c.bl_obj for c in children] + bl_children = [c.bl_obj for c in children if c.bl_obj != None] + o.bl_obj.makeParent(bl_children, 0, 1) for child in children: + blob = child.bl_obj + if not blob: continue if child.loc: - child.bl_obj.setLocation(child.loc) + blob.setLocation(child.loc) if child.rot: eul = euler_in_radians(child.rot.toEuler()) - child.bl_obj.setEuler(eul) + blob.setEuler(eul) if child.size: - child.bl_obj.size = child.size + blob.size = child.size newlist.append(o) @@ -542,79 +547,81 @@ class AC3DImport: for e in obj.elist: mesh.edges.extend(e) - mesh.faces.extend(obj.flist_v) - - # checking if the .ac file had duplicate faces (Blender ignores them): - if len(mesh.faces) != len(obj.flist_v): - # it has, ugh. Let's clean the uv list: - lenfl = len(obj.flist_v) - flist = obj.flist_v - uvlist = obj.flist_uv - cfglist = obj.flist_cfg - for f in flist: - f.sort() - for fi in range(lenfl - 1): - if flist[fi] in flist[fi+1:]: - uvlist.pop(fi) - cfglist.pop(fi) - - if obj.flist_v: mesh.faceUV = True - - img = None - tex = None - if obj.tex != '' and mesh.faceUV: - baseimgname = bsys.basename(obj.tex) - if obj.tex in bl_images.keys(): - img = bl_images[obj.txt] - tex = bl_textures[img] - else: - try: - img = Image.Load(obj.tex) - # Commented because it's unnecessary: - #img.xrep = int(obj.texrep[0]) - #img.yrep = int(obj.texrep[1]) - except: + if obj.flist_v: + mesh.faces.extend(obj.flist_v) + mesh.faceUV = True + + # checking if the .ac file had duplicate faces (Blender ignores them): + if len(mesh.faces) != len(obj.flist_v): + # it has, ugh. Let's clean the uv list: + lenfl = len(obj.flist_v) + flist = obj.flist_v + uvlist = obj.flist_uv + cfglist = obj.flist_cfg + for f in flist: + f.sort() + for fi in range(lenfl - 1): + if flist[fi] in flist[fi+1:]: + uvlist.pop(fi) + cfglist.pop(fi) + + img = None + tex = None + if obj.tex != '': + baseimgname = bsys.basename(obj.tex) + if obj.tex in bl_images.keys(): + img = bl_images[obj.txt] + tex = bl_textures[img] + else: try: - obj.tex = self.importdir + '/' + baseimgname img = Image.Load(obj.tex) + # Commented because it's unnecessary: + #img.xrep = int(obj.texrep[0]) + #img.yrep = int(obj.texrep[1]) except: try: - obj.tex = TEXTURES_DIR + baseimgname + obj.tex = self.importdir + '/' + baseimgname img = Image.Load(obj.tex) except: - inform("Couldn't load texture: %s" % baseimgname) + try: + obj.tex = TEXTURES_DIR + baseimgname + img = Image.Load(obj.tex) + except: + inform("Couldn't load texture: %s" % baseimgname) + if img: + bl_images[obj.tex] = img + + i = 0 + for f in obj.flist_cfg: + fmat = f[0] + is_smooth = f[1] + twoside = f[2] + bface = mesh.faces[i] + bface.smooth = is_smooth + if twoside: bface.mode |= FACE_TWOSIDE if img: - bl_images[obj.tex] = img - - i = 0 - for f in obj.flist_cfg: - fmat = f[0] - is_smooth = f[1] - twoside = f[2] - bface = mesh.faces[i] - bface.smooth = is_smooth - if twoside: bface.mode |= FACE_TWOSIDE - if img: - bface.mode |= FACE_TEX - bface.image = img - bface.mat = objmat_indices.index(fmat) - fuv = obj.flist_uv[i] - if obj.texoff: - uoff = obj.texoff[0] - voff = obj.texoff[1] - urep = obj.texrep[0] - vrep = obj.texrep[1] - for uv in fuv: - uv[0] *= urep - uv[1] *= vrep - uv[0] += uoff - uv[1] += voff - - mesh.faces[i].uv = fuv + bface.mode |= FACE_TEX + bface.image = img + bface.mat = objmat_indices.index(fmat) + fuv = obj.flist_uv[i] + if obj.texoff: + uoff = obj.texoff[0] + voff = obj.texoff[1] + urep = obj.texrep[0] + vrep = obj.texrep[1] + for uv in fuv: + uv[0] *= urep + uv[1] *= vrep + uv[0] += uoff + uv[1] += voff - i += 1 + mesh.faces[i].uv = fuv - mesh.mode = MESH_AUTOSMOOTH + i += 1 + + mesh.calcNormals() + + mesh.mode = MESH_AUTOSMOOTH obj_idx += 1 @@ -633,4 +640,6 @@ def filesel_callback(filename): endtime = bsys.time() - starttime inform('Done! Data imported in %.3f seconds.\n' % endtime) +Window.EditMode(0) + Window.FileSelector(filesel_callback, "Import AC3D", "*.ac") |