Blender Plugin 1.8.0

NEW:
- auto gen. Emptys at mesh origin
- fix naming convention from point to underscore
- auto gen. Collections for Unreal export
FIX:
- "Fix Material Names" completely redone (pls test)
This commit is contained in:
ProDeath21
2024-05-13 23:25:03 +02:00
parent 1529bda410
commit 5e62f1d81d
7 changed files with 513 additions and 0 deletions

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import bpy
import os
### GENRATE MLOD ###
plugin_dir = bpy.utils.user_resource('SCRIPTS')
plugin_path = "addons\L1960Tools"
L1960_path = os.path.join(plugin_dir, plugin_path)
colorpalettes = [
"ColorPalette_01.png",
"ColorPalette_02.png"
]
enum_palettes = []
for file in colorpalettes:
enum_palettes.append((file, file[:-4], "Select " + file[:-4] + " for MLOD"))
class EnumColorPalettes(bpy.types.PropertyGroup):
mlod_enum_selection: bpy.props.EnumProperty(
name="Color Palettes for MLOD",
items=enum_palettes,
description="Choose a palette",
default=0
)
class MESH_OT_set_up_mlod(bpy.types.Operator):
"""Set´s up a material to be used for MLOD´s"""
bl_idname = "mesh.set_up_mlod"
bl_label = "Set´s up a material to be used for MLOD´s"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
#Load Color Palettes
self.import_palettes_textures()
#Selected Mesh
obj = bpy.context.active_object
if obj not in bpy.context.selected_objects or obj.type != "MESH":
self.report({'WARNING'}, 'Select a Mesh to continue')
return {"CANCELLED"}
arr_layers = obj.data.uv_layers
if not arr_layers.get("MLOD") or len(arr_layers) > 1:
for uv_layer in reversed(arr_layers):
arr_layers.remove(uv_layer)
arr_layers.new(name = 'MLOD')
texture_filepath = os.path.join(L1960_path, colorpalettes[1])
if not len(obj.data.materials) == 0:
obj.data.materials.clear()
palette_enum_selection = context.scene.color_palettes.mlod_enum_selection
mlod_material_name = "MLOD_" + palette_enum_selection[:-4]
if not bpy.data.materials.get(mlod_material_name):
material = bpy.data.materials.new(name=mlod_material_name)
material.use_nodes = True
bsdf_node = material.node_tree.nodes["Principled BSDF"]
texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.get(palette_enum_selection)
material.node_tree.links.new(bsdf_node.inputs['Base Color'], texImage.outputs['Color'])
obj.data.materials.append(bpy.data.materials.get(mlod_material_name))
self.report({'INFO'}, 'Mesh configured like MLOD')
return {"FINISHED"}
def import_palettes_textures(self):
for image_name in colorpalettes:
texture_name = image_name.split(".")[0]
if texture_name not in bpy.data.textures:
texture = bpy.data.textures.new(name=texture_name, type='IMAGE')
else:
texture = bpy.data.textures.get(texture_name)
if image_name not in bpy.data.images:
image = bpy.data.images.load(os.path.join(L1960_path, image_name))
else:
image = bpy.data.images.get(image_name)
texture.image = image
### PREPARE LODS ###
class MESH_OT_prepare_lods_decimate(bpy.types.Operator):
"""Copy current Mesh and apply decimate Modifier"""
bl_idname = "mesh.prepare_lods_decimate"
bl_label = "Copy current Mesh and apply decimate Modifier"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
#Selected Mesh
obj = bpy.context.active_object
if obj not in bpy.context.selected_objects or obj.type != "MESH":
self.report({'WARNING'}, 'Select a Mesh to continue')
return {"CANCELLED"}
if not obj.name[:-1].endswith('LOD'):
obj.name = obj.name + '_LOD0'
LODnumber = context.scene.lod_slider #Get from Slider
startLODcount = int(obj.name[-1])
endLODcount = startLODcount + LODnumber
for i in range (startLODcount + 1, endLODcount):
new_obj = obj.copy()
new_obj.data = obj.data.copy()
new_obj.name = obj.name[:-1] + str(i)
bpy.context.collection.objects.link(new_obj)
for t in range (startLODcount, i):
newModifierName = 'LOD_Decimate_' + str(t)
new_obj.modifiers.new(type='DECIMATE', name=newModifierName)
mod = new_obj.modifiers[newModifierName]
mod.ratio = 0.49
mod.use_collapse_triangulate = True
self.report({'INFO'}, 'LOD´s created')
return {"FINISHED"}