Add fbx support and extend node system.

This commit is contained in:
Kalle-Samuli Riihikoski 2018-10-13 22:02:55 +03:00
parent 2d1a067b12
commit feda4f7672
2 changed files with 274 additions and 78 deletions

View File

@ -195,9 +195,6 @@ def updatemesh(objekti, proxy):
bpy.ops.object.vertex_group_copy_to_selected()
bpy.ops.object.select_all(action='DESELECT')
# UV Set Copy
proxy.select_set('SELECT')
@ -238,12 +235,12 @@ class SCENE_PT_Main(bpy.types.Panel):
def draw(self, context):
layout = self.layout
coat = bpy.coat3D
coat3D = bpy.context.scene.coat3D
if(bpy.context.active_object):
coa = bpy.context.active_object.coat3D
if(coat3D.exchange_found == False):
bpy.coat3D['active_coat'] = set_exchange_folder()
if(coat['status'] == 0):
row = layout.row()
row.label(text="Applink didn't find your 3d-Coat/Excahnge folder.")
row = layout.row()
@ -322,6 +319,7 @@ class SCENE_OT_opencoat(bpy.types.Operator):
print('haippaa',active_3dcoat)
if running() == False:
os.popen('"' + active_3dcoat + os.sep + '3D-CoatDX64C.exe' '" ' + coat3D)
print('C:\\Program Files\\3D-Coat-V4.8.21\\3D-CoatDX64C.exe ' + coat3D)
else:
@ -387,6 +385,7 @@ class SCENE_OT_export(bpy.types.Operator):
coat3D.exchange_found = False
return {'FINISHED'}
folder_objects = set_working_folders()
folder_size(folder_objects)
@ -400,7 +399,7 @@ class SCENE_OT_export(bpy.types.Operator):
while(looking == True):
checkname = folder_objects + os.sep + activeobj
checkname = ("%s%.2d.dae"%(checkname,object_index))
checkname = ("%s%.2d.fbx"%(checkname,object_index))
if(os.path.isfile(checkname)):
object_index += 1
else:
@ -421,9 +420,11 @@ class SCENE_OT_export(bpy.types.Operator):
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
#bpy.ops.object.transforms_to_deltas(mode='SCALE')
if(coat3D.type == 'ppp' or coat3D.type == 'mv' or coat3D.type == 'ptex'):
bpy.ops.export_scene.fbx(filepath=coa.applink_address, use_selection=True, use_mesh_modifiers=False, axis_forward='Y', axis_up='Z')
else:
bpy.ops.export_scene.fbx(filepath=coa.applink_address, use_selection=True, use_mesh_modifiers=False, axis_up='Z', axis_forward='Y')
bpy.ops.wm.collada_export(filepath=coa.applink_address, selected=True,
apply_modifiers=False, sort_by_name=True, use_blender_profile=False, triangulate=False)
file = open(importfile, "w")
file.write("%s"%(checkname))
@ -438,6 +439,7 @@ class SCENE_OT_export(bpy.types.Operator):
nimi += koko.data.name + ':::'
objekti.coat3D.applink_group = nimi
objekti.coat3D.applink_address = coa.applink_address
objekti.coat3D.obj_mat = ''
objekti.coat3D.applink_name = coa.applink_name
objekti.coat3D.applink_firsttime = True
objekti.coat3D.objecttime = str(os.path.getmtime(objekti.coat3D.applink_address))
@ -540,7 +542,7 @@ class SCENE_OT_import(bpy.types.Operator):
import_list.append(obj_coat.applink_address)
if(import_list):
for list in import_list:
bpy.ops.wm.collada_import(filepath=list)
bpy.ops.import_scene.fbx(filepath=list, global_scale = 1,axis_forward='X')
bpy.ops.object.select_all(action='DESELECT')
new_materials = bpy.data.materials.keys()
@ -562,42 +564,36 @@ class SCENE_OT_import(bpy.types.Operator):
for oname in object_list:
objekti = bpy.data.objects[oname]
if(objekti.coat3D.import_mesh):
if(objekti.coat3D.import_mesh and coat3D.importmesh == True):
objekti.coat3D.import_mesh = False
objekti.select_set('SELECT')
if (objekti.coat3D.applink_export == False):
find_name = objekti.data.name + '-mesh'
find_name = find_name.replace('.', '_')
new_name = objekti.data.name
name_boxs = new_name.split('.')
if len(name_boxs) > 1:
if len(name_boxs[-1]) == 3:
luku = int(name_boxs[-1])
luku +=1
uusi_nimi = ("%s.%.3d" % (new_name[:-4], luku))
find_name = uusi_nimi
else:
new_name = objekti.data.name
name_boxs = new_name.split('.')
if len(name_boxs) > 1:
if len(name_boxs[-1]) == 3:
luku = int(name_boxs[-1])
luku +=1
uusi_nimi = ("%s.%.3d" % (new_name[:-4], luku))
find_name = uusi_nimi
else:
find_name = objekti.data.name
tosi = True
luku = 1
find_name = ("%s.%.3d" % (objekti.data.name, luku))
loyty = False
while tosi:
for obj in bpy.data.meshes:
if (obj.name == find_name):
loyty = True
break
if(loyty == True):
luku += 1
find_name = ("%s.%.3d" % (objekti.data.name, luku))
loyty = False
else:
find_name = ("%s.%.3d" % (objekti.data.name, luku-1))
tosi = False
find_name = objekti.data.name
tosi = True
luku = 1
find_name = ("%s.%.3d" % (objekti.data.name, luku))
loyty = False
while tosi:
for obj in bpy.data.meshes:
if (obj.name == find_name):
loyty = True
break
if(loyty == True):
luku += 1
find_name = ("%s.%.3d" % (objekti.data.name, luku))
loyty = False
else:
find_name = ("%s.%.3d" % (objekti.data.name, luku-1))
tosi = False
for proxy_objects in diff_objects:
if (bpy.data.objects[proxy_objects].data.name == find_name):
@ -639,7 +635,7 @@ class SCENE_OT_import(bpy.types.Operator):
objekti.scale = (objekti.scale[0]/objekti.coat3D.applink_scale[0],objekti.scale[1]/objekti.coat3D.applink_scale[1],objekti.scale[2]/objekti.coat3D.applink_scale[2])
bpy.ops.object.transforms_to_deltas(mode='SCALE')
objekti.rotation_euler = (0,0,0)
#objekti.scale = (1,1,1)
objekti.scale = (0.01,0.01,0.01)
objekti.coat3D.applink_firsttime = False
if(coat3D.importlevel):
@ -682,6 +678,8 @@ class SCENE_OT_import(bpy.types.Operator):
objekti.select_set('SELECT')
if(coat3D.importtextures):
is_new = False
print('mitas nimee tassa:',objekti.coat3D.applink_name)
print('objekti nimi', objekti)
tex.matlab(mat_list,objekti,bpy.context.scene,is_new)
objekti.select_set('DESELECT')
else:
@ -741,7 +739,7 @@ class SCENE_OT_import(bpy.types.Operator):
old_materials = bpy.data.materials.keys()
old_objects = bpy.data.objects.keys()
bpy.ops.wm.collada_import(filepath=new_applink_address)
bpy.ops.import_scene.fbx(filepath=new_applink_address)
new_materials = bpy.data.materials.keys()
new_objects = bpy.data.objects.keys()
@ -807,6 +805,67 @@ class SCENE_OT_import(bpy.types.Operator):
from bpy import *
from mathutils import Vector, Matrix
class ObjectButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
class SCENE_PT_Settings(ObjectButtonsPanel,bpy.types.Panel):
bl_label = "3D-Coat Applink Settings"
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "scene"
def draw(self, context):
pass
class SCENE_PT_Settings_Update(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Update"
bl_parent_id = "SCENE_PT_Settings"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
def draw(self, context):
layout = self.layout
layout.use_property_split = False
coat3D = bpy.context.scene.coat3D
rd = context.scene.render
layout.active = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(coat3D, "importmesh", text="Update Mesh")
col = flow.column()
col.prop(coat3D, "createnodes", text="Create Extra Nodes")
col = flow.column()
col.prop(coat3D, "importtextures", text="Update Textures")
col = flow.column()
col.prop(coat3D, "creategroup", text="Group Nodes")
class SCENE_PT_Settings_Folders(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Folders"
bl_parent_id = "SCENE_PT_Settings"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
coat3D = bpy.context.scene.coat3D
rd = context.scene.render
layout.active = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(coat3D, "exchangedir", text="Exchange folder")
col = flow.column()
col.prop(coat3D, "coat3D_exe", text="3D-Coat.exe")
# 3D-Coat Dynamic Menu
class VIEW3D_MT_Coat_Dynamic_Menu(bpy.types.Menu):
bl_label = "3D-Coat Applink Menu"
@ -822,7 +881,7 @@ class VIEW3D_MT_Coat_Dynamic_Menu(bpy.types.Menu):
layout.operator("import_applink.pilgway_3d_coat", text="Update Scene")
layout.separator()
layout.operator("export_applink.pilgway_3d_coat", text="Transfer selected object(s) into 3D-Coat")
layout.operator("export_applink.pilgway_3d_coat", text="Copy selected object(s) into 3D-Coat")
layout.separator()
if(context.selected_objects[0].coat3D.applink_3b_path != ''):
layout.operator("open_3dcoat.pilgway_3d_coat", text="Open " +context.selected_objects[0].coat3D.applink_3b_just_name)
@ -876,6 +935,10 @@ class ObjectCoat3D(PropertyGroup):
objpath: StringProperty(
name="Object_Path"
)
obj_mat: StringProperty(
name="Object_Path",
default=''
)
applink_address: StringProperty(
name="Object_Applink_address"
)
@ -933,6 +996,10 @@ class SceneCoat3D(PropertyGroup):
name="FilePath",
subtype="DIR_PATH",
)
coat3D_exe: StringProperty(
name="FilePath",
subtype="DIR_PATH",
)
cursor_loc: FloatVectorProperty(
name="Cursor_loc",
description="location"
@ -1023,6 +1090,16 @@ class SceneCoat3D(PropertyGroup):
description="Import Textures",
default=True
)
createnodes: BoolProperty(
name="Bring Textures",
description="Import Textures",
default=True
)
creategroup: BoolProperty(
name="Bring Textures",
description="Import Textures",
default=True
)
importlevel: BoolProperty(
name="Multires. Level",
description="Bring Specific Multires Level",
@ -1096,6 +1173,9 @@ class MaterialCoat3D(PropertyGroup):
classes = (
#ObjectButtonsPanel,
SCENE_PT_Main,
SCENE_PT_Settings,
SCENE_PT_Settings_Update,
SCENE_PT_Settings_Folders,
SCENE_OT_folder,
SCENE_OT_opencoat,
SCENE_OT_export,
@ -1113,7 +1193,7 @@ classes = (
def register():
bpy.coat3D = dict()
bpy.coat3D['active_coat'] = ''
bpy.coat3D['status'] = 0
bpy.coat3D['status'] = 1
bpy.coat3D['kuva'] = 1
from bpy.utils import register_class

View File

@ -29,9 +29,21 @@ def find_index(objekti):
luku = luku +1
return luku
def RemoveFbxNodes(objekti):
Node_Tree = objekti.active_material.node_tree
for node in Node_Tree.nodes:
if node.type != 'OUTPUT_MATERIAL':
Node_Tree.nodes.remove(node)
else:
output = node
output.location = 340,400
Prin_mat = Node_Tree.nodes.new(type="ShaderNodeBsdfPrincipled")
Prin_mat.location = 13, 375
Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
def readtexturefolder(objekti,is_new): #read textures from texture file
coat3D = bpy.context.scene.coat3D
obj_coat = objekti.coat3D
texcoat = {}
@ -45,12 +57,13 @@ def readtexturefolder(objekti,is_new): #read textures from texture file
files_dir = os.path.dirname(os.path.abspath(objekti.coat3D.applink_address))
files = os.listdir(files_dir)
materiaali_muutos = objekti.active_material.name
uusin_mat = materiaali_muutos.replace('Material.','Material_')
new_name = (obj_coat.applink_name + '_' + uusin_mat)
name_boxs = new_name.split('.')
if len(name_boxs) > 1:
if len(name_boxs[-1]) == 3:
new_name = new_name[:-4]
uusin_mat = materiaali_muutos
if(is_new == True and objekti.coat3D.obj_mat == ''):
obj_coat.obj_mat = (objekti.coat3D.applink_name + '_' + objekti.data.uv_layers[0].name)
elif (objekti.coat3D.obj_mat == ''):
obj_coat.obj_mat = (objekti.coat3D.applink_name + '_' + uusin_mat)
new_name = obj_coat.obj_mat + '_'
for i in files:
if(i.startswith(new_name)):
koko_osoite = files_dir + os.sep + i
@ -74,15 +87,29 @@ def createnodes(objekti,texcoat): #luo nodes palikat ja linkittaa tekstuurit nii
bring_normal = True
bring_disp = True
act_material = objekti.active_material
coat3D = bpy.context.scene.coat3D
print('createnodes:', objekti)
if(objekti.active_material.use_nodes == False):
objekti.active_material.use_nodes = True
act_material = objekti.active_material.node_tree
main_material = objekti.active_material.node_tree
applink_group_node = False
#ensimmaiseksi kaydaan kaikki image nodet lapi ja tarkistetaan onko nimi 3DC alkunen jos on niin reload
for node in act_material.node_tree.nodes:
for node in act_material.nodes:
if(node.name == '3DC_Applink' and node.type == 'GROUP'):
applink_group_node = True
act_material = node.node_tree
break
for node in act_material.nodes:
print(node.name)
if(node.type == 'TEX_IMAGE'):
if(node.name == '3DC_color'):
print('halloo helsinki')
bring_color = False
node.image.reload()
elif(node.name == '3DC_metalness'):
@ -96,63 +123,152 @@ def createnodes(objekti,texcoat): #luo nodes palikat ja linkittaa tekstuurit nii
node.image.reload()
#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
if(applink_group_node == False and coat3D.creategroup):
group_tree = bpy.data.node_groups.new('3DC_Applink', 'ShaderNodeTree')
applink_tree = act_material.nodes.new('ShaderNodeGroup')
applink_tree.name = '3DC_Applink'
applink_tree.node_tree = group_tree
applink_tree.location = -400, 300
act_material = group_tree
notegroup = act_material.nodes.new('NodeGroupOutput')
main_mat = act_material.node_tree.nodes['Material Output']
main_mat = main_material.nodes['Material Output']
if(main_mat.inputs['Surface'].is_linked == True):
glue_mat = main_mat.inputs['Surface'].links[0].from_node
input_color = glue_mat.inputs.find('Base Color')
input_index = 0
#Color
if(bring_color == True and glue_mat.inputs.find('Base Color') != -1 and texcoat['color'] != []):
node = act_material.node_tree.nodes.new('ShaderNodeTexImage')
node.location = -400,400
node.name='3DC_color'
if(texcoat['color']):
node = act_material.nodes.new('ShaderNodeTexImage')
node.name = '3DC_color'
if (texcoat['color']):
node.image = bpy.data.images.load(texcoat['color'][0])
input_color = glue_mat.inputs.find('Base Color')
act_material.node_tree.links.new(node.outputs[0], glue_mat.inputs[input_color])
if(coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
act_material.links.new(huenode.outputs[0], glue_mat.inputs[input_color])
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
act_material.links.new(node.outputs[0], curvenode.inputs[1])
node.location = -990, 530
curvenode.location = -660, 480
huenode.location = -337, 335
if(coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[input_index])
print('Group nimi', group_tree)
group_tree.outputs[input_index].name = 'Color'
main_material.links.new(applink_tree.outputs[input_index], glue_mat.inputs[input_color])
input_index += 1
else:
if (coat3D.creategroup):
node.location = -400, 400
act_material.links.new(node.outputs[0], notegroup.inputs[input_index])
main_material.links.new(applink_tree.outputs[input_index], glue_mat.inputs[input_color])
input_index += 1
else:
node.location = -400,400
act_material.links.new(node.outputs[0], glue_mat.inputs[input_color])
#Metalness
if(bring_metalness == True and glue_mat.inputs.find('Metallic') != -1 and texcoat['metalness'] != []):
node = act_material.node_tree.nodes.new('ShaderNodeTexImage')
node.location = -830,160
node = act_material.nodes.new('ShaderNodeTexImage')
node.name='3DC_metalness'
input_color = glue_mat.inputs.find('Metallic')
if(texcoat['metalness']):
node.image = bpy.data.images.load(texcoat['metalness'][0])
node.color_space = 'NONE'
input_color = glue_mat.inputs.find('Metallic')
act_material.node_tree.links.new(node.outputs[0], glue_mat.inputs[input_color])
if (coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
act_material.links.new(huenode.outputs[0], glue_mat.inputs[input_color])
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
act_material.links.new(node.outputs[0], curvenode.inputs[1])
node.location = -994, 119
curvenode.location = -668, 113
huenode.location = -345, 118
if (coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[input_index])
group_tree.outputs[input_index].name = 'Metalness'
main_material.links.new(applink_tree.outputs[input_index], glue_mat.inputs[input_color])
input_index += 1
else:
if (coat3D.creategroup):
node.location = -830, 160
act_material.links.new(node.outputs[0], notegroup.inputs[input_index])
main_material.links.new(applink_tree.outputs[input_index], glue_mat.inputs[input_color])
input_index += 1
else:
node.location = -830, 160
act_material.links.new(node.outputs[0], glue_mat.inputs[input_color])
#Roughness
if(bring_roughness == True and glue_mat.inputs.find('Roughness') != -1 and texcoat['rough'] != []):
node = act_material.node_tree.nodes.new('ShaderNodeTexImage')
node.location = -550,0
node = act_material.nodes.new('ShaderNodeTexImage')
node.name='3DC_roughness'
input_color = glue_mat.inputs.find('Roughness')
if(texcoat['rough']):
node.image = bpy.data.images.load(texcoat['rough'][0])
node.color_space = 'NONE'
input_color = glue_mat.inputs.find('Roughness')
act_material.node_tree.links.new(node.outputs[0], glue_mat.inputs[input_color])
if (coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
act_material.links.new(huenode.outputs[0], glue_mat.inputs[input_color])
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
act_material.links.new(node.outputs[0], curvenode.inputs[1])
node.location = -1000, -276
curvenode.location = -670, -245
huenode.location = -340, -100
if (coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[input_index])
group_tree.outputs[input_index].name = 'Roughness'
main_material.links.new(applink_tree.outputs[input_index], glue_mat.inputs[input_color])
input_index += 1
else:
if (coat3D.creategroup):
node.location = -550, 0
act_material.links.new(node.outputs[0], notegroup.inputs[input_index])
main_material.links.new(applink_tree.outputs[input_index], glue_mat.inputs[input_color])
input_index += 1
else:
node.location = -550, 0
act_material.links.new(node.outputs[0], glue_mat.inputs[input_color])
#Normal map
if(bring_normal == True and glue_mat.inputs.find('Normal') != -1 and texcoat['nmap'] != []):
node = act_material.node_tree.nodes.new('ShaderNodeTexImage')
normal_node = act_material.node_tree.nodes.new('ShaderNodeNormalMap')
node.location = -600,-370
normal_node.location = -300,-270
node = act_material.nodes.new('ShaderNodeTexImage')
normal_node = act_material.nodes.new('ShaderNodeNormalMap')
node.location = -600,-670
normal_node.location = -300,-300
node.name='3DC_normal'
normal_node.name='3DC_normalnode'
if(texcoat['nmap']):
node.image = bpy.data.images.load(texcoat['nmap'][0])
node.color_space = 'NONE'
input_color = glue_mat.inputs.find('Normal')
act_material.node_tree.links.new(node.outputs[0], normal_node.inputs[1])
act_material.node_tree.links.new(normal_node.outputs[0], glue_mat.inputs[input_color])
bpy.ops.object.editmode_toggle() #HACKKI joka saa tekstuurit nakymaan heti
bpy.ops.object.editmode_toggle()
act_material.links.new(node.outputs[0], normal_node.inputs[1])
act_material.links.new(normal_node.outputs[0], glue_mat.inputs[input_color])
if (coat3D.creategroup):
act_material.links.new(normal_node.outputs[0], notegroup.inputs[input_index])
main_material.links.new(applink_tree.outputs[input_index], glue_mat.inputs[input_color])
input_index += 1
def matlab(mat_list, objekti, scene,is_new):
''' FBX Materials: remove all nodes and create princibles node'''
if(is_new):
RemoveFbxNodes(objekti)
'''Main Loop for Texture Update'''
#checkmaterial(mat_list, objekti)
readtexturefolder(objekti,is_new)