#!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_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 for v in m.verts: file.write('v %.6f %.6f %.6f\n' % tuple(v.co)) # 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 file.write('vn %.6f %.6f %.6f\n' % noKey) else: # Hard, 1 normal from the face. noKey = veckey3d(f.no) if not globalNormals.has_key( noKey ): globalNormals[noKey] = totno totno +=1 file.write('vn %.6f %.6f %.6f\n' % noKey) 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_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.'),\ ('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_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_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'))