Blender Plugin 1.8.2
Hide all LODs after sort operation (Niklas)
This commit is contained in:
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Blender/L1960_Tools/_Release/L1960_Tools_1_8_2.zip
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Blender/L1960_Tools/_Release/L1960_Tools_1_8_2.zip
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import bpy
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from math import pi
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L1960_Arr_PlainData = [
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["Proj_Empty_01", (0, 0, 2), (0, 0, 0)],
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["Proj_Empty_02", (2, 0, 0), ((pi * 90 / 180), 0, (pi * 90 / 180))],
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["Proj_Empty_03", (0, 2, 0), ((pi * 90 / 180), 0, (pi * 180 / 180))],
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["Proj_Empty_04", (0, 0, -2), ((pi * 180 / 180), 0, 0)],
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["Proj_Empty_05", (-2, 0, 0), ((pi * 90 / 180), 0, (pi * -90 / 180))],
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["Proj_Empty_06", (0, -2, 0), ((pi * 90 / 180), 0, 0)]
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]
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class MESH_OT_add_auto_cube_projection(bpy.types.Operator):
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"""Check Empty´s for projecting, if not existing create new one´s"""
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bl_idname = "mesh.add_auto_cube_projection"
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bl_label = "Add Plain_Axes to scene"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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scene = bpy.context.scene
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oldSelection = bpy.context.selected_objects
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oldActive = bpy.context.active_object
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for EmptyData in L1960_Arr_PlainData:
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EmptyName = EmptyData[0]
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EmptyLocation = EmptyData[1]
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EmptyRotation = EmptyData[2]
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if not scene.objects.get(EmptyName):
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bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=EmptyLocation, scale=(1, 1, 1), rotation=EmptyRotation)
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empty = bpy.context.active_object
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empty.name = EmptyName
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empty.hide_select = True
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empty.hide_set(True)
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#Change back to old selection and select old active
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for obj in oldSelection:
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obj.select_set(True)
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bpy.context.view_layer.objects.active = oldActive
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self.report({'INFO'}, 'Added/Fixed Emptys for Projection to Scene')
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return {"FINISHED"}
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class MESH_OT_add_modifier_to_mesh(bpy.types.Operator):
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"""Add Modifier to selected Mesh´s and prepare UV-Maps"""
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bl_idname = "mesh.add_modifier_to_mesh"
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bl_label = "Add Modifier to selected Mesh"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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newModifierName = "CubeTexModifier"
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Arr_obj = bpy.context.selected_objects
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if len(Arr_obj) < 1:
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self.report({'WARNING'}, 'Select a mesh to add the UVProject-Modifier')
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return {"CANCELLED"}
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empty_objs = [emp_obj for emp_obj in bpy.context.scene.objects if emp_obj.name.startswith("Proj_Empty")]
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if len(empty_objs) < 6:
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self.report({'WARNING'}, 'Create/Recreate projectors, they need to be set up first!')
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return {"CANCELLED"};
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for obj in Arr_obj:
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if obj.data.uv_layers.get("UVMap"):
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obj.data.uv_layers['UVMap'].name = 'UVMap0'
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if not obj.data.uv_layers.get("UVMap0"):
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obj.data.uv_layers.new(name = 'UVMap0')
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if not obj.data.uv_layers.get("UVMap1"):
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obj.data.uv_layers.new(name = 'UVMap1')
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if obj.type == "MESH" and newModifierName not in obj.modifiers:
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obj.modifiers.new(type='UV_PROJECT', name=newModifierName)
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mod = obj.modifiers[newModifierName]
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mod.uv_layer = "UVMap1"
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mod.projector_count = 6
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i = 0
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for p in mod.projectors:
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p.object = bpy.data.objects[L1960_Arr_PlainData[i][0]]
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i = i+1
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else:
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self.report({'INFO'}, 'UVProject-Modifier allready set')
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return {"FINISHED"}
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self.report({'INFO'}, 'Added UVProject-Modifier to mesh')
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return {"FINISHED"}
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191
Blender/L1960_Tools/_Source/L1960_Tools_1_8_2/Helper.py
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191
Blender/L1960_Tools/_Source/L1960_Tools_1_8_2/Helper.py
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import bpy
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import re
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### FIX MATERIALS ###
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class MESH_OT_fix_material_names(bpy.types.Operator):
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"""Fixes the material naming, if duplicated are present e.g. Material.001, Material.002 ..."""
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bl_idname = "mesh.fix_material_names"
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bl_label = "Fixes the material naming, if duplicated are present"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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#Remove all duplicated materials
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self.merge_duplicated_materials()
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#Merge material slots for every mesh in the scene
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for obj in bpy.context.scene.objects:
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if obj.type == "MESH":
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self.merge_material_slots(obj)
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self.report({'INFO'}, 'All duplicated Materials fixed')
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return {"FINISHED"}
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def merge_duplicated_materials(self):
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for material in bpy.data.materials:
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#Remove MI for Dekogon material names
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if material.name.split('_')[0] == 'MI':
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material.name = material.name[3:]
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#Check for .001 at end and remove
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if material.name[-3:].isnumeric():
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opti_matName = material.name[:-4]
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if bpy.data.materials.get(opti_matName): #check if og_mat exists
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material.user_remap(bpy.data.materials.get(opti_matName))
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print("Removed Material: " + material.name)
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bpy.data.materials.remove(material)
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else:
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material.name = opti_matName
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def merge_material_slots(self, obj):
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duplicated_material_list = []
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#create list with indexes of material slots with the same name and merge them
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for og_slot in obj.material_slots:
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for slot in obj.material_slots:
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if slot.name == og_slot.name:
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if slot.slot_index == og_slot.slot_index:
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continue
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if og_slot.slot_index in duplicated_material_list:
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continue
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duplicated_material_list.append(int(slot.slot_index))
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#delete all material slots within list
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for slot_index in sorted(duplicated_material_list, reverse=True):
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obj.data.materials.pop(index = slot_index)
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### GROUP OBJECTS TO COLLECTIONS ###
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class MESH_OT_group_objects_in_collections(bpy.types.Operator):
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"""Groups objects by name into seperate collections, usefull for Unreal Decogon import"""
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bl_idname = "mesh.group_objects_in_collections"
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bl_label = "Groups objects by name into seperate collections, usefull for Unreal Decogon import"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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# Erstellen einer leeren Dictionary zur Speicherung der Collections nach Basisnamen
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collection_dict = {}
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# Durchlaufen aller Objekte in der Szene
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for obj in bpy.context.scene.objects:
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# Überprüfen, ob das Objekt ein leeres Elternobjekt ist
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if obj.type == 'EMPTY':
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# Anwenden der Regex auf den Objektnamen
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match = re.match(r'^(.*?)_(.*?)_(\d+)([a-zA-Z]+)$', obj.name)
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if match:
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prefix = match.group(1)
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name = match.group(2)
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number = match.group(3)
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letter = match.group(4)
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# Extrahieren des Basisnamens für die Collection
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base_name = f"L1960_{name}"
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# Hinzufügen des Objekts zur entsprechenden Liste in der Dictionary
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if base_name not in collection_dict:
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collection_dict[base_name] = {}
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if number not in collection_dict[base_name]:
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collection_dict[base_name][number] = {}
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if letter not in collection_dict[base_name][number]:
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collection_dict[base_name][number][letter] = {'empty': obj, 'children': []}
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# -------------------------------------------------------------------------------------------
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# Durchlaufen der Dictionary und Erstellen der Collections
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for base_name, number_dict in collection_dict.items():
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# Erstellen einer neuen Collection für den Basisnamen
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base_collection = bpy.data.collections.new(base_name)
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bpy.context.scene.collection.children.link(base_collection)
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# Durchlaufen der sortierten Liste der Objekte und Verschieben in die Collections
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for number, letter_dict in number_dict.items():
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# Erstellen einer Collection für die Nummer und Verschieben des leeren Elternobjekts dorthin
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number_collection = bpy.data.collections.new(f"{base_name}_{number}")
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base_collection.children.link(number_collection)
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# Durchlaufen der Buchstaben und Erstellen der Buchstaben-Collection unter der Nummer
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for letter, obj_data in letter_dict.items():
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empty = obj_data['empty']
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children = empty.children
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letter_collection = bpy.data.collections.new(f"{base_name}_{number}{letter}")
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number_collection.children.link(letter_collection)
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# Verschieben des leeren Elternobjekts in die entsprechende Collection
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letter_collection.objects.link(empty)
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# Verschieben der Kinder des leeren Elternobjekts in die entsprechende Collection
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for child in children:
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letter_collection.objects.link(child)
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# Entfernen des leeren Elternobjekts und seiner Kinder aus der Szene
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bpy.context.collection.objects.unlink(empty)
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for child in children:
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bpy.context.collection.objects.unlink(child)
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# -------------------------------------------------------------------------------------------
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# Regular expression pattern to match any _LOD1, _LOD2, etc., but not _LOD0
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pattern = re.compile(r"_LOD[1-9]\d*$")
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# Loop through all objects in the scene
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for obj in bpy.context.scene.objects:
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# If the object name matches the pattern, hide it
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if pattern.search(obj.name):
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obj.hide_set(True) # This hides the object in the viewport
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else:
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obj.hide_set(False) # Ensure _LOD0 objects remain visible
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# Update the view layer to reflect changes
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bpy.context.view_layer.update()
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self.report({'INFO'}, 'All objects sorted')
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return {"FINISHED"}
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### FIX NAMING CONVENTIONS ###
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class MESH_OT_fix_naming_conventions(bpy.types.Operator):
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"""Changes . to _ to solve naming issues with workbench"""
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bl_idname = "mesh.fix_naming_convention"
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bl_label = "Changes . to _ to solve naming issues with workbench"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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for obj in bpy.data.objects:
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obj.name = obj.name.replace(".","_")
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self.report({'INFO'}, 'Fixed Naming')
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return {"FINISHED"}
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class MESH_OT_generate_empty_for_mesh(bpy.types.Operator):
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"""Generates a Empty with the objects name at it´s position"""
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bl_idname = "mesh.generate_empty_for_mesh"
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bl_label = "Generates a Empty with the objects name at it´s position"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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scene = bpy.context.scene
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Selection = bpy.context.selected_objects
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FilteredSelection = [obj for obj in Selection if obj.type != 'EMPTY']
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ActiveObj = bpy.context.active_object
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for obj in FilteredSelection:
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oldEmpty = scene.objects.get("Socket_" + obj.name)
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if oldEmpty:
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oldEmpty.location = obj.location
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oldEmpty.rotation_euler = obj.rotation_euler
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else:
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obj.select_set(True)
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bpy.ops.object.empty_add(type='PLAIN_AXES', align='WORLD', location=obj.location, scale=(1, 1, 1), rotation=obj.rotation_euler)
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empty = bpy.context.active_object
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empty.name = "Socket_" + obj.name
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#Change back to selection and select old active
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bpy.ops.object.select_all(action='DESELECT')
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self.report({'INFO'}, 'Generated Emptys for selectes Meshes in Scene')
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return {"FINISHED"}
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128
Blender/L1960_Tools/_Source/L1960_Tools_1_8_2/PrepareLods.py
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128
Blender/L1960_Tools/_Source/L1960_Tools_1_8_2/PrepareLods.py
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@@ -0,0 +1,128 @@
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import bpy
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import os
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### GENRATE MLOD ###
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plugin_dir = bpy.utils.user_resource('SCRIPTS')
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plugin_path = "addons\L1960Tools"
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L1960_path = os.path.join(plugin_dir, plugin_path)
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colorpalettes = [
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"ColorPalette_01.png",
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"ColorPalette_02.png"
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]
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enum_palettes = []
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for file in colorpalettes:
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enum_palettes.append((file, file[:-4], "Select " + file[:-4] + " for MLOD"))
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class EnumColorPalettes(bpy.types.PropertyGroup):
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mlod_enum_selection: bpy.props.EnumProperty(
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name="Color Palettes for MLOD",
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items=enum_palettes,
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description="Choose a palette",
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default=0
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)
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class MESH_OT_set_up_mlod(bpy.types.Operator):
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"""Set´s up a material to be used for MLOD´s"""
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bl_idname = "mesh.set_up_mlod"
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bl_label = "Set´s up a material to be used for MLOD´s"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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#Load Color Palettes
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self.import_palettes_textures()
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#Selected Mesh
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obj = bpy.context.active_object
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if obj not in bpy.context.selected_objects or obj.type != "MESH":
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self.report({'WARNING'}, 'Select a Mesh to continue')
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return {"CANCELLED"}
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arr_layers = obj.data.uv_layers
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if not arr_layers.get("MLOD") or len(arr_layers) > 1:
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for uv_layer in reversed(arr_layers):
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arr_layers.remove(uv_layer)
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arr_layers.new(name = 'MLOD')
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texture_filepath = os.path.join(L1960_path, colorpalettes[1])
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if not len(obj.data.materials) == 0:
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obj.data.materials.clear()
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palette_enum_selection = context.scene.color_palettes.mlod_enum_selection
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mlod_material_name = "MLOD_" + palette_enum_selection[:-4]
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if not bpy.data.materials.get(mlod_material_name):
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material = bpy.data.materials.new(name=mlod_material_name)
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material.use_nodes = True
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bsdf_node = material.node_tree.nodes["Principled BSDF"]
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texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.get(palette_enum_selection)
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material.node_tree.links.new(bsdf_node.inputs['Base Color'], texImage.outputs['Color'])
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obj.data.materials.append(bpy.data.materials.get(mlod_material_name))
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self.report({'INFO'}, 'Mesh configured like MLOD')
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return {"FINISHED"}
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def import_palettes_textures(self):
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for image_name in colorpalettes:
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texture_name = image_name.split(".")[0]
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if texture_name not in bpy.data.textures:
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texture = bpy.data.textures.new(name=texture_name, type='IMAGE')
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else:
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texture = bpy.data.textures.get(texture_name)
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if image_name not in bpy.data.images:
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image = bpy.data.images.load(os.path.join(L1960_path, image_name))
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else:
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image = bpy.data.images.get(image_name)
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texture.image = image
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### PREPARE LODS ###
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class MESH_OT_prepare_lods_decimate(bpy.types.Operator):
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"""Copy current Mesh and apply decimate Modifier"""
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bl_idname = "mesh.prepare_lods_decimate"
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bl_label = "Copy current Mesh and apply decimate Modifier"
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bl_options = {"REGISTER", "UNDO"}
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def execute(self, context):
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#Selected Mesh
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obj = bpy.context.active_object
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if obj not in bpy.context.selected_objects or obj.type != "MESH":
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self.report({'WARNING'}, 'Select a Mesh to continue')
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return {"CANCELLED"}
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if not obj.name[:-1].endswith('LOD'):
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obj.name = obj.name + '_LOD0'
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LODnumber = context.scene.lod_slider #Get from Slider
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startLODcount = int(obj.name[-1])
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endLODcount = startLODcount + LODnumber
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for i in range (startLODcount + 1, endLODcount):
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new_obj = obj.copy()
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new_obj.data = obj.data.copy()
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new_obj.name = obj.name[:-1] + str(i)
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bpy.context.collection.objects.link(new_obj)
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for t in range (startLODcount, i):
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newModifierName = 'LOD_Decimate_' + str(t)
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new_obj.modifiers.new(type='DECIMATE', name=newModifierName)
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mod = new_obj.modifiers[newModifierName]
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mod.ratio = 0.49
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mod.use_collapse_triangulate = True
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self.report({'INFO'}, 'LOD´s created')
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return {"FINISHED"}
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122
Blender/L1960_Tools/_Source/L1960_Tools_1_8_2/__init__.py
Normal file
122
Blender/L1960_Tools/_Source/L1960_Tools_1_8_2/__init__.py
Normal file
@@ -0,0 +1,122 @@
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bl_info = {
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||||
"name": "L1960 Tools",
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||||
"author": "Prodeath21",
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||||
"version": (1, 8, 2),
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||||
"blender": (2, 80, 0),
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"location": "3D Viewport > Sidebar > 1960Life category",
|
||||
"description": "Set´s up the Projection-Modifier automatically and add´s in the Emptys if not allready created.",
|
||||
"category": "Object",
|
||||
}
|
||||
|
||||
# ----------------------------------------------
|
||||
# Import modules
|
||||
# ----------------------------------------------
|
||||
if "bpy" in locals():
|
||||
import imp
|
||||
imp.reload(CubeProjection)
|
||||
imp.reload(Helper)
|
||||
imp.reload(PrepareLods)
|
||||
print("L1960 Tools: Reloaded multifiles")
|
||||
else:
|
||||
from . import CubeProjection
|
||||
from . import Helper
|
||||
from . import PrepareLods
|
||||
|
||||
import bpy
|
||||
|
||||
from . CubeProjection import MESH_OT_add_auto_cube_projection, MESH_OT_add_modifier_to_mesh
|
||||
from . Helper import MESH_OT_fix_material_names, MESH_OT_group_objects_in_collections, MESH_OT_fix_naming_conventions, MESH_OT_generate_empty_for_mesh
|
||||
from . PrepareLods import MESH_OT_prepare_lods_decimate, MESH_OT_set_up_mlod, EnumColorPalettes
|
||||
|
||||
class L1960_PT_tools(bpy.types.Panel):
|
||||
pass
|
||||
#where to add the panel
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
|
||||
#add labels
|
||||
bl_label = "1960-Life Tools"
|
||||
bl_category = "1960-Life"
|
||||
|
||||
def draw(self, context):
|
||||
"""define the layout of the panel"""
|
||||
box = self.layout.box()
|
||||
# UV-Project helper
|
||||
box.label(text="UV-Projection")
|
||||
row = box.row()
|
||||
row.operator("mesh.add_auto_cube_projection", text="Set up Projectors")
|
||||
row = box.row()
|
||||
row.operator("mesh.add_modifier_to_mesh", text="Add Modifier to Mesh")
|
||||
self.layout.separator()
|
||||
# Helpers
|
||||
box = self.layout.box()
|
||||
box.label(text="Various Helper")
|
||||
row = box.row()
|
||||
row.operator("mesh.fix_material_names", text="Fix Material Name´s")
|
||||
row = box.row()
|
||||
row.operator("mesh.group_objects_in_collections", text="Group to Collections")
|
||||
row = box.row()
|
||||
row.operator("mesh.fix_naming_convention", text="Fix Naming Convention")
|
||||
row = box.row()
|
||||
row.operator("mesh.generate_empty_for_mesh", text="Generate Empty")
|
||||
self.layout.separator()
|
||||
# Generate LODs
|
||||
box = self.layout.box()
|
||||
box.label(text="LOD´s")
|
||||
row = box.row()
|
||||
row.operator("mesh.prepare_lods_decimate", text="Create LOD´s")
|
||||
box.prop(context.scene, "lod_slider", text="Amount")
|
||||
box = self.layout.box()
|
||||
box.prop(context.scene.color_palettes, "mlod_enum_selection", expand=True)
|
||||
row = box.row()
|
||||
row.operator("mesh.set_up_mlod", text="Set up MLOD")
|
||||
self.layout.separator()
|
||||
###############################
|
||||
# Enfusion Blender Tools Linked
|
||||
box = self.layout.box()
|
||||
box.label(text="EBT Linked")
|
||||
row = box.row()
|
||||
row.operator("view3d.ebt_sort", text="Sort Objects")
|
||||
# colliders setup is allowed in both OBJECT and EDIT mode
|
||||
row = box.row()
|
||||
row.operator("view3d.ebt_colliders_setup", text=" Colliders Setup")
|
||||
row = box.row()
|
||||
# Light Setup
|
||||
row.operator("view3d.ebt_setup_light", text=" Light Setup")
|
||||
row = box.row()
|
||||
col = row.column(align=True)
|
||||
# Update Materials
|
||||
col.operator("scene.ebt_update_enf_materials",)
|
||||
row = box.row()
|
||||
col = row.column(align=True)
|
||||
|
||||
|
||||
#register the panel with blender
|
||||
modules = [ L1960_PT_tools,
|
||||
MESH_OT_add_auto_cube_projection,
|
||||
MESH_OT_add_modifier_to_mesh,
|
||||
MESH_OT_fix_material_names,
|
||||
MESH_OT_group_objects_in_collections,
|
||||
MESH_OT_fix_naming_conventions,
|
||||
MESH_OT_generate_empty_for_mesh,
|
||||
MESH_OT_prepare_lods_decimate,
|
||||
MESH_OT_set_up_mlod,
|
||||
EnumColorPalettes
|
||||
]
|
||||
|
||||
def register():
|
||||
for mod in modules:
|
||||
bpy.utils.register_class(mod)
|
||||
|
||||
bpy.types.Scene.lod_slider = bpy.props.IntProperty(name="LOD Number", default=3, min=0, max=10)
|
||||
bpy.types.Scene.color_palettes = bpy.props.PointerProperty(type=EnumColorPalettes)
|
||||
|
||||
def unregister():
|
||||
for mod in modules:
|
||||
bpy.utils.unregister_class(mod)
|
||||
|
||||
del bpy.types.Scene.lod_slider
|
||||
del bpy.types.Scene.color_palettes
|
||||
|
||||
if __name__== "__main__":
|
||||
register()
|
||||
Reference in New Issue
Block a user