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)
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128
Blender/_Source/L1960_Tools_1_8_0/PrepareLods.py
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128
Blender/_Source/L1960_Tools_1_8_0/PrepareLods.py
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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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