Normals importing as part of custom split set. Mesh import code moved to seperate file
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addons/io_scene_swbf_msh/msh_mesh_to_blend.py
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194
addons/io_scene_swbf_msh/msh_mesh_to_blend.py
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""" Converts msh meshes to Blender counterparts """
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import bpy
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import bmesh
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import math
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from enum import Enum
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from typing import List, Set, Dict, Tuple
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from .msh_scene import Scene
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from .msh_material_to_blend import *
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from .msh_model import *
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from .msh_skeleton_utilities import *
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from .msh_model_gather import get_is_model_hidden
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from .crc import *
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import os
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def validate_segment_geometry(segment : GeometrySegment):
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if not segment.positions:
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return False
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if not segment.triangles and not segment.triangle_strips and not segment.polygons:
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return False
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if not segment.material_name:
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return False
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if not segment.normals:
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return False
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return True
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def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str, bpy.types.Material]) -> bpy.types.Object:
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blender_mesh = bpy.data.meshes.new(model.name)
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# Per vertex data which will eventually be remapped to loops
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vertex_positions = []
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vertex_uvs = []
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vertex_normals = []
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vertex_weights_offsets = {}
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# Since polygons in a msh segment index into the segment's verts,
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# we must keep an offset to index them into the verts of the whole mesh
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polygon_index_offset = 0
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# List of tuples of face indices
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polygons = []
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# Each polygon has an index into the mesh's material list
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current_material_index = 0
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polygon_material_indices = []
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for segment in model.geometry:
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if not validate_segment_geometry(segment):
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continue
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blender_mesh.materials.append(materials_map[segment.material_name])
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vertex_positions += [tuple(convert_vector_space(p)) for p in segment.positions]
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if segment.texcoords:
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vertex_uvs += [tuple(texcoord) for texcoord in segment.texcoords]
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else:
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vertex_uvs += [(0.0,0.0) for _ in range(len(segment.positions))]
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if segment.normals:
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vertex_normals += [tuple(convert_vector_space(n)) for n in segment.normals]
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if segment.weights:
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vertex_weights_offsets[polygon_index_offset] = segment.weights
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segment_polygons = []
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if segment.triangles:
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segment_polygons = [tuple([ind + polygon_index_offset for ind in tri]) for tri in segment.triangles]
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elif segment.triangle_strips:
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for strip in segment.triangle_strips:
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for i in range(len(strip) - 2):
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strip_tri = tuple([polygon_index_offset + strip[j] for j in range(i,i+3)])
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segment_polygons.append(strip_tri)
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elif segment.polygons:
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segment_polygons = [tuple([ind + polygon_index_offset for ind in polygon]) for polygon in segment.polygons]
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polygon_index_offset += len(segment.positions)
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polygons += segment_polygons
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polygon_material_indices += [current_material_index for _ in segment_polygons]
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current_material_index += 1
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'''
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Start building the blender mesh
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'''
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# VERTICES
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# This is all we have to do for vertices, other attributes are done per-loop
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blender_mesh.vertices.add(len(vertex_positions))
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blender_mesh.vertices.foreach_set("co", [component for vertex_position in vertex_positions for component in vertex_position])
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# LOOPS
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flat_indices = [index for polygon in polygons for index in polygon]
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blender_mesh.loops.add(len(flat_indices))
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# Position indices
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blender_mesh.loops.foreach_set("vertex_index", flat_indices)
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# Normals
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blender_mesh.create_normals_split()
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blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
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# UVs
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blender_mesh.uv_layers.new(do_init=False)
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blender_mesh.uv_layers[0].data.foreach_set("uv", [component for i in flat_indices for component in vertex_uvs[i]])
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# POLYGONS/FACES
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blender_mesh.polygons.add(len(polygons))
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# Indices of starting loop for each polygon
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polygon_loop_start_indices = []
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current_polygon_start_index = 0
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# Number of loops in this polygon. Polygon i will use
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# loops from polygon_loop_start_indices[i] to
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# polygon_loop_start_indices[i] + polygon_loop_totals[i]
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polygon_loop_totals = []
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for polygon in polygons:
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polygon_loop_start_indices.append(current_polygon_start_index)
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current_polygon_length = len(polygon)
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current_polygon_start_index += current_polygon_length
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polygon_loop_totals.append(current_polygon_length)
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blender_mesh.polygons.foreach_set("loop_start", polygon_loop_start_indices)
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blender_mesh.polygons.foreach_set("loop_total", polygon_loop_totals)
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blender_mesh.polygons.foreach_set("material_index", polygon_material_indices)
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blender_mesh.polygons.foreach_set("use_smooth", [True for _ in polygons])
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blender_mesh.validate(clean_customdata=False)
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blender_mesh.update()
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# Reset custom normals after calling update/validate
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reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
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blender_mesh.loops.foreach_get("normal", reset_normals)
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blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
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blender_mesh.use_auto_smooth = True
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blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
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# VERTEX GROUPS
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vertex_groups_indicies = {}
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for offset in vertex_weights_offsets:
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for i, weight_set in enumerate(vertex_weights_offsets[offset]):
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for weight in weight_set:
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index = weight.bone
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if index not in vertex_groups_indicies:
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model_name = scene.models[index].name
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vertex_groups_indicies[index] = blender_mesh_object.vertex_groups.new(name=model_name)
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vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
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return blender_mesh_object
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@ -13,6 +13,7 @@ from .msh_material_to_blend import *
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from .msh_model import *
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from .msh_skeleton_utilities import *
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from .msh_model_gather import get_is_model_hidden
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from .msh_mesh_to_blend import model_to_mesh_object
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from .crc import *
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@ -118,132 +119,13 @@ def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material])
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sorted_models : List[Model] = sort_by_parent(scene.models)
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for model in sorted_models:
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new_obj = None
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if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN or model.model_type == ModelType.SHADOWVOLUME:
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new_mesh = bpy.data.meshes.new(model.name)
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verts = []
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faces = []
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offset = 0
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new_obj = model_to_mesh_object(model, scene, materials_map)
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full_texcoords = []
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weights_offsets = {}
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face_range_to_material_index = []
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materials_to_use = []
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segment_index = 0
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if model.geometry:
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def validate_segment(segment : GeometrySegment):
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if not segment.positions:
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return False
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if not segment.triangles and not segment.triangle_strips and not segment.polygons:
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return False
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if not segment.material_name:
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return False
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return True
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for seg in model.geometry:
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if not validate_segment(seg):
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continue
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verts += [tuple(convert_vector_space(v)) for v in seg.positions]
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materials_to_use.append(seg.material_name)
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if seg.weights:
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weights_offsets[offset] = seg.weights
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if seg.texcoords:
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full_texcoords += seg.texcoords
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else:
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full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
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face_range_lower = len(faces)
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if seg.triangles:
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faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
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elif seg.triangle_strips:
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for strip in seg.triangle_strips:
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for i in range(len(strip) - 2):
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if i % 2 == 0:
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face = tuple([offset + strip[j] for j in [i,i+1,i+2]])
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else:
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face = tuple([offset + strip[j] for j in [i,i+2,i+1]])
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faces.append(face)
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elif seg.polygons:
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faces += [tuple([ind + offset for ind in polygon]) for polygon in seg.polygons]
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face_range_upper = len(faces)
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face_range_to_material_index.append((face_range_lower, face_range_upper, segment_index))
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offset += len(seg.positions)
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segment_index += 1
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new_mesh.from_pydata(verts, [], faces)
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new_mesh.update()
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new_mesh.validate()
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# If tex coords are present, add material and UV data
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if full_texcoords:
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edit_mesh = bmesh.new()
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edit_mesh.from_mesh(new_mesh)
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uvlayer = edit_mesh.loops.layers.uv.verify()
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for edit_mesh_face in edit_mesh.faces:
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face_index = edit_mesh_face.index
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mesh_face = faces[face_index]
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for frL, frU, ind in face_range_to_material_index:
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if face_index >= frL and face_index < frU:
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edit_mesh_face.material_index = ind
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for i,loop in enumerate(edit_mesh_face.loops):
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texcoord = full_texcoords[mesh_face[i]]
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loop[uvlayer].uv = tuple([texcoord[0], texcoord[1]])
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edit_mesh.to_mesh(new_mesh)
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edit_mesh.free()
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new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
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vertex_groups_indicies = {}
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for offset in weights_offsets:
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for i, weight_set in enumerate(weights_offsets[offset]):
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for weight in weight_set:
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index = weight.bone
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if index not in vertex_groups_indicies:
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model_name = scene.models[index].name
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vertex_groups_indicies[index] = new_obj.vertex_groups.new(name=model_name)
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vertex_groups_indicies[index].add([offset + i], weight.weight, 'ADD')
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'''
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Assign Material slots
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'''
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for material_name in materials_to_use:
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material = materials_map[material_name]
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new_obj.data.materials.append(material)
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else:
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new_obj = bpy.data.objects.new(model.name, None)
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