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9 Commits

Author SHA1 Message Date
3e066bbe64 Updated to use Blender 4.3.2 2025-02-25 17:42:09 -06:00
PrismaticFlower
0cc8beb830
Merge pull request #19 from styinx/#17_animation_frame_export
#17: Convert frame time from float to int
2025-02-23 06:34:34 +00:00
Christoph Zorn
336870ecb5 #17: Convert frame time from float to int 2024-05-04 10:09:17 +02:00
PrismaticFlower
daacdf1a5d handle Face Corner color attributes
fixes #15
2023-12-05 09:49:59 +13:00
PrismaticFlower
48c05380c6 update version number 2023-12-03 12:04:33 +13:00
PrismaticFlower
9f4a205f3d
Merge pull request #14 from styinx/#13_bsdf_inputs_specular_key
#13: Add check for blender version on specular key
2023-12-03 12:03:14 +13:00
PrismaticFlower
216ea5d7a4 Merge branch 'master' of https://github.com/PrismaticFlower/SWBF-msh-Blender-IO 2023-12-03 11:58:19 +13:00
Christoph Zorn
d2c7dbd79f #13: Add check for blender version on specular key 2023-12-02 11:58:03 +01:00
PrismaticFlower
6247a289e6 update version number 2023-10-31 08:47:35 +13:00
6 changed files with 17 additions and 16 deletions

View File

@ -1,8 +1,8 @@
bl_info = {
'name': 'SWBF .msh Import-Export',
'author': 'Will Snyder, PrismaticFlower',
"version": (1, 3, 0),
'blender': (2, 80, 0),
"version": (1, 3, 3),
'blender': (4, 3, 2),
'location': 'File > Import-Export',
'description': 'Export as SWBF .msh file',
'warning': '',
@ -261,4 +261,4 @@ def unregister():
if __name__ == "__main__":
register()
register()

View File

@ -67,7 +67,7 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
for frame in range(num_frames):
frame_time = framerange.x + frame * increment
frame_time = int(framerange.x + frame * increment)
bpy.context.scene.frame_set(frame_time)
for keyable_bone in keyable_bones:

View File

@ -107,4 +107,4 @@ def extract_and_apply_anim(filename : str, scene : Scene):
arma.animation_data.action = action
track = arma.animation_data.nla_tracks.new()
track.strips.new(action.name, action.frame_range[0], action)
track.strips.new(action.name, int(action.frame_range[0]), action)

View File

@ -180,8 +180,10 @@ to provide an exact emulation"""
texture_input_nodes.append(texImage)
specular_key = "Specular" if bpy.app.version < (4, 0, 0) else "Specular IOR Level"
bsdf.inputs["Roughness"].default_value = 1.0
bsdf.inputs["Specular"].default_value = 0.0
bsdf.inputs[specular_key].default_value = 0.0
material.use_backface_culling = not bool(mat_props.doublesided)

View File

@ -128,7 +128,6 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
blender_mesh.loops.foreach_set("vertex_index", flat_indices)
# Normals
blender_mesh.create_normals_split()
blender_mesh.loops.foreach_set("normal", [component for i in flat_indices for component in vertex_normals[i]])
# UVs
@ -175,7 +174,6 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
reset_normals = [0.0] * (len(blender_mesh.loops) * 3)
blender_mesh.loops.foreach_get("normal", reset_normals)
blender_mesh.normals_split_custom_set(tuple(zip(*(iter(reset_normals),) * 3)))
blender_mesh.use_auto_smooth = True
blender_mesh_object = bpy.data.objects.new(model.name, blender_mesh)
@ -198,4 +196,3 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
return blender_mesh_object

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@ -215,10 +215,11 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
yield mesh.uv_layers.active.data[loop_index].uv.y
if segment.colors is not None:
data_type = mesh.color_attributes.active_color.data_type
if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
for v in mesh.color_attributes.active_color.data[vertex_index].color:
yield v
active_color = mesh.color_attributes.active_color
data_index = loop_index if active_color.domain == "CORNER" else vertex_index
for v in mesh.color_attributes.active_color.data[data_index].color:
yield v
if segment.weights is not None:
for v in mesh.vertices[vertex_index].groups:
@ -247,9 +248,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
if segment.colors is not None:
data_type = mesh.color_attributes.active_color.data_type
if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
segment.colors.append(list(mesh.color_attributes.active_color.data[vertex_index].color))
active_color = mesh.color_attributes.active_color
data_index = loop_index if active_color.domain == "CORNER" else vertex_index
segment.colors.append(list(active_color.data[data_index].color))
if segment.weights is not None:
groups = mesh.vertices[vertex_index].groups