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@ -1,8 +1,8 @@
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bl_info = {
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'name': 'SWBF .msh Import-Export',
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'author': 'Will Snyder, PrismaticFlower',
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"version": (1, 3, 0),
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'blender': (2, 80, 0),
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"version": (1, 3, 3),
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'blender': (4, 3, 2),
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'location': 'File > Import-Export',
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'description': 'Export as SWBF .msh file',
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'warning': '',
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@ -67,7 +67,7 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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for frame in range(num_frames):
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frame_time = framerange.x + frame * increment
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frame_time = int(framerange.x + frame * increment)
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bpy.context.scene.frame_set(frame_time)
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for keyable_bone in keyable_bones:
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@ -107,4 +107,4 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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arma.animation_data.action = action
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track = arma.animation_data.nla_tracks.new()
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track.strips.new(action.name, action.frame_range[0], action)
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track.strips.new(action.name, int(action.frame_range[0]), action)
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@ -180,8 +180,10 @@ to provide an exact emulation"""
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texture_input_nodes.append(texImage)
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specular_key = "Specular" if bpy.app.version < (4, 0, 0) else "Specular IOR Level"
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bsdf.inputs["Roughness"].default_value = 1.0
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bsdf.inputs["Specular"].default_value = 0.0
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bsdf.inputs[specular_key].default_value = 0.0
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material.use_backface_culling = not bool(mat_props.doublesided)
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@ -128,7 +128,6 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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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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@ -175,7 +174,6 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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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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@ -198,4 +196,3 @@ def model_to_mesh_object(model: Model, scene : Scene, materials_map : Dict[str,
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return blender_mesh_object
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@ -215,9 +215,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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yield mesh.uv_layers.active.data[loop_index].uv.y
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if segment.colors is not None:
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data_type = mesh.color_attributes.active_color.data_type
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if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
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for v in mesh.color_attributes.active_color.data[vertex_index].color:
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active_color = mesh.color_attributes.active_color
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data_index = loop_index if active_color.domain == "CORNER" else vertex_index
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for v in mesh.color_attributes.active_color.data[data_index].color:
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yield v
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if segment.weights is not None:
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@ -247,9 +248,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, valid_vgroup_indices: Set[int]) -
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segment.texcoords.append(mesh.uv_layers.active.data[loop_index].uv.copy())
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if segment.colors is not None:
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data_type = mesh.color_attributes.active_color.data_type
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if data_type == "FLOAT_COLOR" or data_type == "BYTE_COLOR":
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segment.colors.append(list(mesh.color_attributes.active_color.data[vertex_index].color))
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active_color = mesh.color_attributes.active_color
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data_index = loop_index if active_color.domain == "CORNER" else vertex_index
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segment.colors.append(list(active_color.data[data_index].color))
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if segment.weights is not None:
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groups = mesh.vertices[vertex_index].groups
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