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6 changed files with 16 additions and 17 deletions

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

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

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

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@ -180,10 +180,8 @@ to provide an exact emulation"""
texture_input_nodes.append(texImage) 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["Roughness"].default_value = 1.0
bsdf.inputs[specular_key].default_value = 0.0 bsdf.inputs["Specular"].default_value = 0.0
material.use_backface_culling = not bool(mat_props.doublesided) material.use_backface_culling = not bool(mat_props.doublesided)

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

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