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|
#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 249
Group: 'Export'
Tooltip: 'Save a Wavefront OBJ File'
"""
__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone"
__url__ = ['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj', 'www.blender.org', 'blenderartists.org']
__version__ = "1.22"
__bpydoc__ = """\
This script is an exporter to OBJ file format.
Usage:
Select the objects you wish to export and run this script from "File->Export" menu.
Selecting the default options from the popup box will be good in most cases.
All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d)
will be exported as mesh data.
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton 2007-2009
# - V1.22- bspline import/export added (funded by PolyDimensions GmbH)
#
# 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
import BPyObject
import BPySys
import BPyMessages
# 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(' ', '_')
# A Dict of Materials
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
MTL_DICT = {}
def write_mtl(filename):
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, mat, img) 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 mat:
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.amb for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.ref for c in mat.rgbCol]) ) # Diffuse
file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.spec for c in mat.specCol]) ) # Specular
file.write('Ni %.6f\n' % mat.IOR) # Refraction index
file.write('d %.6f\n' % mat.alpha) # 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
else:
#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
# Write images!
if img: # We have an image on the face!
file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
elif mat: # 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, mat, image in MTL_DICT.itervalues(): # Only use image name
# Get Texface images
if image:
uniqueImages[image] = image # Should use sets here. wait until Python 2.4 is default.
# Get MTex images
if mat:
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
image_tex = mtex.tex.image
if image_tex:
try:
uniqueImages[image_tex] = image_tex
except:
pass
# Now copy images
copyCount = 0
for bImage in uniqueImages.itervalues():
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 test_nurbs_compat(ob):
if ob.type != 'Curve':
return False
for nu in ob.data:
if (not nu.knotsV) and nu.type != 1: # not a surface and not bezier
return True
return False
def write_nurb(file, ob, ob_mat):
tot_verts = 0
cu = ob.data
# use negative indices
Vector = Blender.Mathutils.Vector
for nu in cu:
if nu.type==0: DEG_ORDER_U = 1
else: DEG_ORDER_U = nu.orderU-1 # Tested to be correct
if nu.type==1:
print "\tWarning, bezier curve:", ob.name, "only poly and nurbs curves supported"
continue
if nu.knotsV:
print "\tWarning, surface:", ob.name, "only poly and nurbs curves supported"
continue
if len(nu) <= DEG_ORDER_U:
print "\tWarning, orderU is lower then vert count, skipping:", ob.name
continue
pt_num = 0
do_closed = (nu.flagU & 1)
do_endpoints = (do_closed==0) and (nu.flagU & 2)
for pt in nu:
pt = Vector(pt[0], pt[1], pt[2]) * ob_mat
file.write('v %.6f %.6f %.6f\n' % (pt[0], pt[1], pt[2]))
pt_num += 1
tot_verts += pt_num
file.write('g %s\n' % (fixName(ob.name))) # fixName(ob.getData(1)) could use the data name too
file.write('cstype bspline\n') # not ideal, hard coded
file.write('deg %d\n' % DEG_ORDER_U) # not used for curves but most files have it still
curve_ls = [-(i+1) for i in xrange(pt_num)]
# 'curv' keyword
if do_closed:
if DEG_ORDER_U == 1:
pt_num += 1
curve_ls.append(-1)
else:
pt_num += DEG_ORDER_U
curve_ls = curve_ls + curve_ls[0:DEG_ORDER_U]
file.write('curv 0.0 1.0 %s\n' % (' '.join( [str(i) for i in curve_ls] ))) # Blender has no U and V values for the curve
# 'parm' keyword
tot_parm = (DEG_ORDER_U + 1) + pt_num
tot_parm_div = float(tot_parm-1)
parm_ls = [(i/tot_parm_div) for i in xrange(tot_parm)]
if do_endpoints: # end points, force param
for i in xrange(DEG_ORDER_U+1):
parm_ls[i] = 0.0
parm_ls[-(1+i)] = 1.0
file.write('parm u %s\n' % ' '.join( [str(i) for i in parm_ls] ))
file.write('end\n')
return tot_verts
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, EXPORT_KEEP_VERT_ORDER=False,\
EXPORT_POLYGROUPS=False, EXPORT_CURVE_AS_NURBS=True):
'''
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.
'''
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 findVertexGroupName(face, vWeightMap):
"""
Searches the vertexDict to see what groups is assigned to a given face.
We use a frequency system in order to sort out the name because a given vetex can
belong to two or more groups at the same time. To find the right name for the face
we list all the possible vertex group names with their frequency and then sort by
frequency in descend order. The top element is the one shared by the highest number
of vertices is the face's group
"""
weightDict = {}
for vert in face:
vWeights = vWeightMap[vert.index]
for vGroupName, weight in vWeights:
weightDict[vGroupName] = weightDict.get(vGroupName, 0) + weight
if weightDict:
alist = [(weight,vGroupName) for vGroupName, weight in weightDict.iteritems()] # sort least to greatest amount of weight
alist.sort()
return(alist[-1][1]) # highest value last
else:
return '(null)'
print 'OBJ Export path: "%s"' % filename
temp_mesh_name = '~tmp-mesh'
time1 = sys.time()
scn = Scene.GetCurrent()
file = open(filename, "w")
# Write Header
file.write('# Blender3D 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.
if EXPORT_MTL:
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)
if EXPORT_ROTX90:
mat_xrot90= Blender.Mathutils.RotationMatrix(-90, 4, 'x')
del meshName
del tempMesh
# Initialize totals, these are updated each object
totverts = totuvco = totno = 1
face_vert_index = 1
globalNormals = {}
# Get all meshes
for ob_main in objects:
for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
# Nurbs curve support
if EXPORT_CURVE_AS_NURBS and test_nurbs_compat(ob):
if EXPORT_ROTX90:
ob_mat = ob_mat * mat_xrot90
totverts += write_nurb(file, ob, ob_mat)
continue
# end nurbs
# Will work for non meshes now! :)
# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
me= BPyMesh.getMeshFromObject(ob, containerMesh, EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
if not me:
continue
if EXPORT_UV:
faceuv= me.faceUV
else:
faceuv = False
# We have a valid mesh
if EXPORT_TRI and me.faces:
# Add a dummy object to it.
has_quads = False
for f in me.faces:
if len(f) == 4:
has_quads = True
break
if has_quads:
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['FACE'])
me.sel = True
tempob = scn.objects.new(me)
me.quadToTriangle(0) # more=0 shortest length
oldmode = Mesh.Mode(oldmode)
scn.objects.unlink(tempob)
Mesh.Mode(oldmode)
# Make our own list so it can be sorted to reduce context switching
faces = [ f for f in me.faces ]
if EXPORT_EDGES:
edges = me.edges
else:
edges = []
if not (len(faces)+len(edges)+len(me.verts)): # Make sure there is somthing to write
continue # dont bother with this mesh.
if EXPORT_ROTX90:
me.transform(ob_mat*mat_xrot90)
else:
me.transform(ob_mat)
# High Quality Normals
if EXPORT_NORMALS and faces:
if EXPORT_NORMALS_HQ:
BPyMesh.meshCalcNormals(me)
else:
# transforming normals is incorrect
# when the matrix is scaled,
# better to recalculate them
me.calcNormals()
# # Crash Blender
#materials = me.getMaterials(1) # 1 == will return None in the list.
materials = me.materials
materialNames = []
materialItems = materials[:]
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])
materialItems.extend((16-len(materialItems)) * [None])
# Sort by Material, then images
# so we dont over context switch in the obj file.
if EXPORT_KEEP_VERT_ORDER:
pass
elif faceuv:
try: faces.sort(key = lambda a: (a.mat, a.image, a.smooth))
except: faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
elif len(materials) > 1:
try: faces.sort(key = lambda a: (a.mat, a.smooth))
except: faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
else:
# no materials
try: faces.sort(key = lambda a: a.smooth)
except: faces.sort(lambda a,b: cmp(a.smooth, 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:
name1 = ob.name
name2 = ob.getData(1)
if name1 == name2:
obnamestring = fixName(name1)
else:
obnamestring = '%s_%s' % (fixName(name1), fixName(name2))
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 me.verts:
file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
# UV
if faceuv:
uv_face_mapping = [[0,0,0,0] for f in faces] # a bit of a waste for tri's :/
uv_dict = {} # could use a set() here
for f_index, f in enumerate(faces):
for uv_index, uv in enumerate(f.uv):
uvkey = veckey2d(uv)
try:
uv_face_mapping[f_index][uv_index] = uv_dict[uvkey]
except:
uv_face_mapping[f_index][uv_index] = uv_dict[uvkey] = len(uv_dict)
file.write('vt %.6f %.6f\n' % tuple(uv))
uv_unique_count = len(uv_dict)
del uv, uvkey, uv_dict, f_index, uv_index
# Only need uv_unique_count and uv_face_mapping
# NORMAL, Smooth/Non smoothed.
if EXPORT_NORMALS:
for f in faces:
if f.smooth:
for v in f:
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)
if not faceuv:
f_image = None
if EXPORT_POLYGROUPS:
# Retrieve the list of vertex groups
vertGroupNames = me.getVertGroupNames()
currentVGroup = ''
# Create a dictionary keyed by face id and listing, for each vertex, the vertex groups it belongs to
vgroupsMap = [[] for _i in xrange(len(me.verts))]
for vertexGroupName in vertGroupNames:
for vIdx, vWeight in me.getVertsFromGroup(vertexGroupName, 1):
vgroupsMap[vIdx].append((vertexGroupName, vWeight))
for f_index, f in enumerate(faces):
f_v= f.v
f_smooth= f.smooth
f_mat = min(f.mat, len(materialNames)-1)
if faceuv:
f_image = f.image
f_uv= f.uv
# MAKE KEY
if faceuv and f_image: # Object is always true.
key = materialNames[f_mat], f_image.name
else:
key = materialNames[f_mat], None # No image, use None instead.
# Write the vertex group
if EXPORT_POLYGROUPS:
if vertGroupNames:
# find what vertext group the face belongs to
theVGroup = findVertexGroupName(f,vgroupsMap)
if theVGroup != currentVGroup:
currentVGroup = theVGroup
file.write('g %s\n' % theVGroup)
# CHECK FOR CONTEXT SWITCH
if key == contextMat:
pass # Context alredy switched, dont do anything
else:
if key[0] == None and key[1] == None:
# Write a null material, since we know the context has changed.
if EXPORT_GROUP_BY_MAT:
file.write('g %s_%s\n' % (fixName(ob.name), fixName(ob.getData(1))) ) # can be mat_image or (null)
file.write('usemtl (null)\n') # mat, image
else:
mat_data= MTL_DICT.get(key)
if not mat_data:
# 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:
mat_data = MTL_DICT[key] = ('%s'%fixName(key[0])), materialItems[f_mat], f_image
else:
mat_data = MTL_DICT[key] = ('%s_%s' % (fixName(key[0]), fixName(key[1]))), materialItems[f_mat], f_image
if EXPORT_GROUP_BY_MAT:
file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), mat_data[0]) ) # can be mat_image or (null)
file.write('usemtl %s\n' % mat_data[0]) # can be mat_image or (null)
contextMat = key
if f_smooth != contextSmooth:
if f_smooth: # on now off
file.write('s 1\n')
contextSmooth = f_smooth
else: # was off now on
file.write('s off\n')
contextSmooth = f_smooth
file.write('f')
if faceuv:
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,\
totuvco + uv_face_mapping[f_index][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,\
totuvco + uv_face_mapping[f_index][vi],\
no)) # vert, uv, normal
else: # No Normals
for vi, v in enumerate(f_v):
file.write( ' %d/%d' % (\
v.index+totverts,\
totuvco + uv_face_mapping[f_index][vi])) # vert, uv
face_vert_index += len(f_v)
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:
LOOSE= Mesh.EdgeFlags.LOOSE
for ed in edges:
if ed.flag & LOOSE:
file.write('f %d %d\n' % (ed.v1.index+totverts, ed.v2.index+totverts))
# Make the indicies global rather then per mesh
totverts += len(me.verts)
if faceuv:
totuvco += uv_unique_count
me.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):
if not filename.lower().endswith('.obj'):
filename += '.obj'
if not BPyMessages.Warning_SaveOver(filename):
return
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
EXPORT_APPLY_MODIFIERS = Draw.Create(0)
EXPORT_ROTX90 = Draw.Create(1)
EXPORT_TRI = Draw.Create(0)
EXPORT_EDGES = Draw.Create(1)
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(0)
EXPORT_GROUP_BY_OB = Draw.Create(0)
EXPORT_GROUP_BY_MAT = Draw.Create(0)
EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
EXPORT_POLYGROUPS = Draw.Create(0)
EXPORT_CURVE_AS_NURBS = Draw.Create(1)
# Old UI
'''
# removed too many options are bad!
# Get USER Options
pup_block = [\
('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 separate OBJ file.'),\
('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
('Object Prefs...'),\
('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'),\
('Keep Vert Order', EXPORT_KEEP_VERT_ORDER, 'Keep vert and face order, disables some other options.'),\
('Extra Data...'),\
('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.'),\
('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
('Triangulate', EXPORT_TRI, 'Triangulate quads.'),\
('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
'''
# BEGIN ALTERNATIVE UI *******************
if True:
EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_REDRAW = 2
EVENT_EXPORT = 3
GLOBALS = {}
GLOBALS['EVENT'] = EVENT_REDRAW
#GLOBALS['MOUSE'] = Window.GetMouseCoords()
GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
def obj_ui_set_event(e,v):
GLOBALS['EVENT'] = e
def do_split(e,v):
global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER, EXPORT_POLYGROUPS
if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
EXPORT_KEEP_VERT_ORDER.val = 0
else:
EXPORT_KEEP_VERT_ORDER.val = 1
def do_vertorder(e,v):
global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
if EXPORT_KEEP_VERT_ORDER.val:
EXPORT_BLEN_OBS.val = EXPORT_GROUP_BY_OB.val = EXPORT_GROUP_BY_MAT.val = EXPORT_APPLY_MODIFIERS.val = 0
else:
if not (EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val):
EXPORT_KEEP_VERT_ORDER.val = 1
def do_help(e,v):
url = __url__[0]
print 'Trying to open web browser with documentation at this address...'
print '\t' + url
try:
import webbrowser
webbrowser.open(url)
except:
print '...could not open a browser window.'
def obj_ui():
ui_x, ui_y = GLOBALS['MOUSE']
# Center based on overall pup size
ui_x -= 165
ui_y -= 140
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90, EXPORT_TRI, EXPORT_EDGES,\
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER,\
EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS
Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20)
Draw.BeginAlign()
EXPORT_SEL_ONLY = Draw.Toggle('Selection Only', EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export objects in visible selection. Else export whole scene.')
EXPORT_ALL_SCENES = Draw.Toggle('All Scenes', EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as a separate OBJ file.')
EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE, ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered OBJ file.')
Draw.EndAlign()
Draw.Label('Output Options...', ui_x+9, ui_y+189, 220, 20)
Draw.BeginAlign()
EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers', EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use transformed mesh data from each object. May break vert order for morph targets.', do_split)
EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE, ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders UP is translated into OBJs UP')
EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images', EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image files to the export directory, never overwrite.')
Draw.EndAlign()
Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20)
Draw.BeginAlign()
EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9, ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE, ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
Draw.EndAlign()
Draw.BeginAlign()
EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE, ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the OBJ.')
EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209, ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
Draw.EndAlign()
Draw.BeginAlign()
EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE, ui_x+250, ui_y+120, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data (Ignored on import).')
EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE, ui_x+309, ui_y+120, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality normals for rendering.')
Draw.EndAlign()
EXPORT_POLYGROUPS = Draw.Toggle('Polygroups', EVENT_REDRAW, ui_x+9, ui_y+95, 120, 20, EXPORT_POLYGROUPS.val, 'Export vertex groups as OBJ groups (one group per face approximation).')
EXPORT_CURVE_AS_NURBS = Draw.Toggle('Nurbs', EVENT_NONE, ui_x+139, ui_y+95, 100, 20, EXPORT_CURVE_AS_NURBS.val, 'Export 3D nurbs curves and polylines as OBJ curves, (bezier not supported).')
Draw.Label('Blender Objects as OBJ:', ui_x+9, ui_y+59, 220, 20)
Draw.BeginAlign()
EXPORT_BLEN_OBS = Draw.Toggle('Objects', EVENT_REDRAW, ui_x+9, ui_y+39, 60, 20, EXPORT_BLEN_OBS.val, 'Export blender objects as "OBJ objects".', do_split)
EXPORT_GROUP_BY_OB = Draw.Toggle('Groups', EVENT_REDRAW, ui_x+69, ui_y+39, 60, 20, EXPORT_GROUP_BY_OB.val, 'Export blender objects as "OBJ Groups".', do_split)
EXPORT_GROUP_BY_MAT = Draw.Toggle('Material Groups', EVENT_REDRAW, ui_x+129, ui_y+39, 100, 20, EXPORT_GROUP_BY_MAT.val, 'Group by materials.', do_split)
Draw.EndAlign()
EXPORT_KEEP_VERT_ORDER = Draw.Toggle('Keep Vert Order', EVENT_REDRAW, ui_x+239, ui_y+39, 100, 20, EXPORT_KEEP_VERT_ORDER.val, 'Keep vert and face order, disables some other options. Use for morph targets.', do_vertorder)
Draw.BeginAlign()
Draw.PushButton('Online Help', EVENT_REDRAW, ui_x+9, ui_y+9, 110, 20, 'Load the wiki page for this script', do_help)
Draw.PushButton('Cancel', EVENT_EXIT, ui_x+119, ui_y+9, 110, 20, '', obj_ui_set_event)
Draw.PushButton('Export', EVENT_EXPORT, ui_x+229, ui_y+9, 110, 20, 'Export with these settings', obj_ui_set_event)
Draw.EndAlign()
# hack so the toggle buttons redraw. this is not nice at all
while GLOBALS['EVENT'] not in (EVENT_EXIT, EVENT_EXPORT):
Draw.UIBlock(obj_ui, 0)
if GLOBALS['EVENT'] != EVENT_EXPORT:
return
# END ALTERNATIVE UI *********************
if EXPORT_KEEP_VERT_ORDER.val:
EXPORT_BLEN_OBS.val = False
EXPORT_GROUP_BY_OB.val = False
EXPORT_GROUP_BY_MAT.val = False
EXPORT_APPLY_MODIFIERS.val = False
Window.EditMode(0)
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
EXPORT_KEEP_VERT_ORDER = EXPORT_KEEP_VERT_ORDER.val
EXPORT_POLYGROUPS = EXPORT_POLYGROUPS.val
EXPORT_CURVE_AS_NURBS = EXPORT_CURVE_AS_NURBS.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' % BPySys.cleanName(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 = xrange(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 = scn.objects.context
else:
export_objects = scn.objects
full_path= ''.join(context_name)
# erm... bit of a problem here, this can overwrite files when exporting frames. not too bad.
# EXPORT THE FILE.
write(full_path, 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, EXPORT_KEEP_VERT_ORDER,\
EXPORT_POLYGROUPS, EXPORT_CURVE_AS_NURBS)
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'))
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