Could somebody upload or send this unmodified script to my email because I have lost it again and one I found loves duplicating my character..
E-Mail: murloc992@gmail.com
Thanks in advance!
Gandalf's B3D exporter (Blender)
Sorry, I don't have the unmodified version anymore. Don't know which one you found, if it wasn't the one on my homepage (I fear so), you can find that one here: http://www.michaelzeilfelder.de/irrlicht.htm#Scripts
But the patch is also there - so you could just apply it backwards.
But the patch is also there - so you could just apply it backwards.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Yes I have the patched one from you and it duplicates my mesh no matter with animations or no animations..CuteAlien wrote:Sorry, I don't have the unmodified version anymore. Don't know which one you found, if it wasn't the one on my homepage (I fear so), you can find that one here: http://www.michaelzeilfelder.de/irrlicht.htm#Scripts
But the patch is also there - so you could just apply it backwards.
How could I apply the patch backwards?
Add all lines starting with - and remove all lines starting with + in the patch-file. Although I doubt that will really fix the problem. I just added buttons to remove parts of the export. But it's just Python - learn it - it's a lot easier than c++, it's probably not that hard to fix.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Nevermind, I just found the one I had before and it's awesome :]
Here it is for somebody who will need this.
Code: Select all
#!BPY
#coding: utf-8
"""
Name: 'B3D Exporter (.b3d)...'
Blender: 245
Group: 'Export'
Tooltip: 'Export to Blitz3D file format (.b3d)'
"""
__author__ = ["Diego 'GaNDaLDF' Parisi"]
__url__ = ["www.gandaldf.com"]
__version__ = "2.04"
__bpydoc__ = """\
"""
# BLITZ3D EXPORTER 2.04:
# Copyright (C) 2008 by Diego "GaNDaLDF" Parisi - www.gandaldf.com
#
# LICENSE:
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#If you get an error here, it might be
#because you don't have Python installed.
import Blender
import BPyMesh
import sys,os,os.path,struct,math,string
from Blender import Mathutils
from Blender.Mathutils import *
from Blender import Draw,BGL
from Blender.BGL import *
if not hasattr(sys,"argv"): sys.argv = ["???"]
#Events
EVENT_ALL = 1
EVENT_SEL = 2
EVENT_NOR = 3
EVENT_COL = 4
EVENT_CAM = 5
EVENT_LIG = 6
EVENT_EXP = 7
EVENT_QUI = 8
#Global Stacks
flag_stack = []
sets_stack = []
texs_stack = []
brus_stack = []
mesh_stack = []
bone_stack = []
keys_stack = []
#Transformation Matrix
TRANS_MATRIX = Mathutils.Matrix([-1,0,0,0],[0,0,1,0],[0,1,0,0],[0,0,0,1])
#Support Functions
def write_int(value):
return struct.pack("<i",value)
def write_float(value):
return struct.pack("<f",round(value,4))
def write_string(value):
binary_format = "<%ds"%(len(value)+1)
return struct.pack(binary_format,value)
def write_chunk(name,value):
return name + write_int(len(value)) + value
#Write B3D File
def write_b3d_file(filename):
file_buf = ""
temp_buf = ""
temp_buf += write_int(1) #Version
temp_buf += write_texs() #TEXS
temp_buf += write_brus() #BRUS
temp_buf += write_node() #NODE
if len(temp_buf) > 0:
file_buf += write_chunk("BB3D",temp_buf)
temp_buf = ""
file = open(filename,'wb')
file.write(file_buf)
file.close()
#Write TEXS Chunk
def write_texs():
texs_buf = ""
temp_buf = ""
layer_max = 0
obj_count = 0
set_wrote = 0
if flag_stack[1]:
exp_obj = Blender.Object.GetSelected()
else:
exp_obj = Blender.Object.Get()
for obj in exp_obj:
if obj.type == "Mesh":
set_count = 0
set_wrote = 0
data = obj.getData(mesh = True)
orig_uvlayer = data.activeUVLayer
layer_set = [[],[],[],[],[],[],[],[]]
sets_stack.append([[],[],[],[],[],[],[],[]])
if len(data.getUVLayerNames()) <= 8:
if len(data.getUVLayerNames()) > layer_max:
layer_max = len(data.getUVLayerNames())
else:
layer_max = 8
for face in data.faces:
for iuvlayer,uvlayer in enumerate(data.getUVLayerNames()):
if iuvlayer < 8:
data.activeUVLayer = uvlayer
layer_set[iuvlayer].append(face.uv)
for i in xrange(len(data.getUVLayerNames())):
if set_wrote:
set_count += 1
set_wrote = 0
for iuvlayer in xrange(i,len(data.getUVLayerNames())):
if layer_set[i] == layer_set[iuvlayer]:
if sets_stack[obj_count][iuvlayer] == []:
if set_count == 0:
tex_flag = 1
elif set_count == 1:
tex_flag = 65536
elif set_count > 1:
tex_flag = 1
sets_stack[obj_count][iuvlayer] = tex_flag
set_wrote = 1
for face in data.faces:
for iuvlayer,uvlayer in enumerate(data.getUVLayerNames()):
if iuvlayer < 8:
data.activeUVLayer = uvlayer
if face.image:
if not [face.image.name,sets_stack[obj_count][iuvlayer]] in texs_stack:
texs_stack.append([face.image.name,sets_stack[obj_count][iuvlayer]])
temp_buf += write_string(Blender.sys.basename(face.image.getFilename())) #Texture File Name
temp_buf += write_int(sets_stack[obj_count][iuvlayer]) #Flags
temp_buf += write_int(2) #Blend
temp_buf += write_float(0) #X_Pos
temp_buf += write_float(0) #Y_Pos
temp_buf += write_float(1) #X_Scale
temp_buf += write_float(1) #Y_Scale
temp_buf += write_float(0) #Rotation
obj_count += 1
if orig_uvlayer:
data.activeUVLayer = orig_uvlayer
texs_stack.append(layer_max)
if len(temp_buf) > 0:
texs_buf += write_chunk("TEXS",temp_buf)
temp_buf = ""
return texs_buf
#Write BRUS Chunk
def write_brus():
brus_buf = ""
temp_buf = ""
mat_count = 0
obj_count = 0
if flag_stack[1]:
exp_obj = Blender.Object.GetSelected()
else:
exp_obj = Blender.Object.Get()
for obj in exp_obj:
if obj.type == "Mesh":
data = obj.getData(mesh = True)
orig_uvlayer = data.activeUVLayer
for face in data.faces:
img_found = 0
face_stack = []
for iuvlayer,uvlayer in enumerate(data.getUVLayerNames()):
if iuvlayer < 8:
data.activeUVLayer = uvlayer
if data.faceUV and face.image:
img_found = 1
for i in xrange(len(texs_stack)-1):
if texs_stack[i][0] == face.image.name:
if texs_stack[i][1] == sets_stack[obj_count][iuvlayer]:
img_id = i
else:
img_id = -1
face_stack.insert(iuvlayer,img_id)
for i in xrange(len(face_stack),texs_stack[-1]):
face_stack.append(-1)
if not img_found:
if data.materials:
if data.materials[face.mat]:
mat_data = data.materials[face.mat]
mat_colr = mat_data.rgbCol[0]
mat_colg = mat_data.rgbCol[1]
mat_colb = mat_data.rgbCol[2]
mat_alpha = mat_data.getAlpha()
mat_name = mat_data.name
if not mat_name in brus_stack:
brus_stack.append(mat_name)
temp_buf += write_string(mat_name) #Brush Name
temp_buf += write_float(mat_colr) #Red
temp_buf += write_float(mat_colg) #Green
temp_buf += write_float(mat_colb) #Blue
temp_buf += write_float(mat_alpha) #Alpha
temp_buf += write_float(0) #Shininess
temp_buf += write_int(1) #Blend
if flag_stack[3] and data.getColorLayerNames():
temp_buf += write_int(2) #Fx
else:
temp_buf += write_int(0) #Fx
for i in face_stack:
temp_buf += write_int(i) #Texture ID
else:
if flag_stack[3] and data.getColorLayerNames():
if not face_stack in brus_stack:
brus_stack.append(face_stack)
mat_count += 1
temp_buf += write_string("Brush.%.3i"%mat_count) #Brush Name
temp_buf += write_float(1) #Red
temp_buf += write_float(1) #Green
temp_buf += write_float(1) #Blue
temp_buf += write_float(1) #Alpha
temp_buf += write_float(0) #Shininess
temp_buf += write_int(1) #Blend
temp_buf += write_int(2) #Fx
for i in face_stack:
temp_buf += write_int(i) #Texture ID
else:
if not face_stack in brus_stack:
brus_stack.append(face_stack)
mat_count += 1
temp_buf += write_string("Brush.%.3i"%mat_count) #Brush Name
temp_buf += write_float(1) #Red
temp_buf += write_float(1) #Green
temp_buf += write_float(1) #Blue
temp_buf += write_float(1) #Alpha
temp_buf += write_float(0) #Shininess
temp_buf += write_int(1) #Blend
if flag_stack[3] and data.getColorLayerNames():
temp_buf += write_int(2) #Fx
else:
temp_buf += write_int(0) #Fx
for i in face_stack:
temp_buf += write_int(i) #Texture ID
obj_count += 1
if orig_uvlayer:
data.activeUVLayer = orig_uvlayer
if len(temp_buf) > 0:
brus_buf += write_chunk("BRUS",write_int(texs_stack[-1]) + temp_buf) #N Texs
temp_buf = ""
return brus_buf
#Write NODE Chunk
def write_node():
global bone_stack
global keys_stack
root_buf = ""
node_buf = ""
main_buf = ""
temp_buf = ""
obj_count = 0
amb_light = 0
num_mesh = 0
num_ligs = 0
num_cams = 0
num_lorc = 0
exp_scn = Blender.Scene.GetCurrent()
exp_con = exp_scn.getRenderingContext()
first_frame = Blender.Draw.Create(exp_con.startFrame())
last_frame = Blender.Draw.Create(exp_con.endFrame())
num_frames = last_frame.val - first_frame.val
if flag_stack[1]:
exp_obj = Blender.Object.GetSelected()
else:
exp_obj = Blender.Object.Get()
for obj in exp_obj:
if obj.type == "Mesh":
num_mesh += 1
if obj.type == "Camera":
num_cams += 1
if obj.type == "Lamp":
num_ligs += 1
if flag_stack[4] == 1:
num_lorc += num_cams
if flag_stack[5] == 1:
num_lorc += 1
num_lorc += num_ligs
if num_mesh + num_lorc > 1:
exp_root = 1
else:
exp_root = 0
if exp_root:
root_buf += write_string("ROOT") #Node Name
root_buf += write_float(0) #Position X
root_buf += write_float(0) #Position Y
root_buf += write_float(0) #Position Z
root_buf += write_float(1) #Scale X
root_buf += write_float(1) #Scale Y
root_buf += write_float(1) #Scale Z
root_buf += write_float(1) #Rotation W
root_buf += write_float(0) #Rotation X
root_buf += write_float(0) #Rotation Y
root_buf += write_float(0) #Rotation Z
for obj in exp_obj:
if obj.type == "Mesh":
bone_stack = []
keys_stack = []
data = obj.getData(mesh = True)
arm_action = None
if obj.getParent():
if obj.getParent().type == "Armature":
arm = obj.getParent()
if arm.getAction():
arm_action = arm.getAction()
if arm_action:
matrix = Matrix()
temp_buf += write_string(obj.name) #Node Name
position = matrix.translationPart()
temp_buf += write_float(-position[0]) #Position X
temp_buf += write_float(position[1]) #Position Y
temp_buf += write_float(position[2]) #Position Z
scale = matrix.scalePart()
temp_buf += write_float(scale[0]) #Scale X
temp_buf += write_float(scale[2]) #Scale Y
temp_buf += write_float(scale[1]) #Scale Z
quat = matrix.toQuat()
quat.normalize()
temp_buf += write_float(quat.w) #Rotation W
temp_buf += write_float(quat.x) #Rotation X
temp_buf += write_float(quat.z) #Rotation Y
temp_buf += write_float(quat.y) #Rotation Z
else:
matrix = obj.getMatrix("worldspace")
matrix *= TRANS_MATRIX
temp_buf += write_string(obj.name) #Node Name
position = matrix.translationPart()
temp_buf += write_float(-position[0]) #Position X
temp_buf += write_float(position[1]) #Position Y
temp_buf += write_float(position[2]) #Position Z
scale = matrix.scalePart()
temp_buf += write_float(scale[0]) #Scale X
temp_buf += write_float(scale[2]) #Scale Y
temp_buf += write_float(scale[1]) #Scale Z
matrix *= RotationMatrix(180,4,"y")
matrix *= RotationMatrix(90,4,"x")
quat = matrix.toQuat()
quat.normalize()
temp_buf += write_float(quat.w) #Rotation W
temp_buf += write_float(quat.x) #Rotation X
temp_buf += write_float(quat.z) #Rotation Y
temp_buf += write_float(quat.y) #Rotation Z
if arm_action:
Blender.Set("curframe",0)
Blender.Window.Redraw()
data = arm.getData()
arm_matrix = arm.getMatrix("worldspace")
arm_matrix *= TRANS_MATRIX.invert()
def read_armature(arm_matrix,bone,parent = None):
if (parent and not bone.parent.name == parent.name):
return
matrix = Blender.Mathutils.Matrix(bone.matrix["ARMATURESPACE"])
if parent:
par_matrix = matrix * Blender.Mathutils.Matrix(parent.matrix["ARMATURESPACE"]).invert()
else:
par_matrix = matrix * arm_matrix
bone_stack.append([par_matrix,parent,bone])
if bone.children:
for child in bone.children: read_armature(arm_matrix,child,bone)
for bone in data.bones.values():
if not bone.parent:
read_armature(arm_matrix,bone)
arm_action.setActive(arm)
frame_count = first_frame.val
while frame_count <= last_frame.val:
Blender.Set("curframe",int(frame_count))
Blender.Window.Redraw()
arm_pose = arm.getPose()
arm_matrix = arm.getMatrix("worldspace")
arm_matrix *= TRANS_MATRIX
for bone_name in data.bones.keys():
bone_matrix = Blender.Mathutils.Matrix(arm_pose.bones[bone_name].poseMatrix)
for ibone in xrange(len(bone_stack)):
if bone_stack[ibone][2].name == bone_name:
if bone_stack[ibone][1]:
par_matrix = Blender.Mathutils.Matrix(arm_pose.bones[bone_stack[ibone][1].name].poseMatrix)
bone_matrix *= par_matrix.invert()
else:
bone_matrix *= arm_matrix
bone_loc = bone_matrix.translationPart()
bone_rot = bone_matrix.rotationPart().toQuat()
bone_rot.normalize()
bone_sca = bone_matrix.scalePart()
keys_stack.append([frame_count - first_frame.val,bone_name,bone_loc,bone_sca,bone_rot])
frame_count += 1
Blender.Set("curframe",0)
Blender.Window.Redraw()
temp_buf += write_node_mesh(obj,obj_count,arm_action,exp_root) #NODE MESH
if arm_action:
temp_buf += write_node_anim(num_frames) #NODE ANIM
for ibone in xrange(len(bone_stack)):
if not bone_stack[ibone][1]:
temp_buf += write_node_node(ibone) #NODE NODE
obj_count += 1
if len(temp_buf) > 0:
node_buf += write_chunk("NODE",temp_buf)
temp_buf = ""
if flag_stack[4]:
if obj.type == "Camera":
data = obj.getData()
matrix = obj.getMatrix("worldspace")
matrix *= TRANS_MATRIX
if data.type == "ortho":
cam_type = 2
cam_zoom = round(data.scale,4)
else:
cam_type = 1
cam_zoom = round(data.lens,4)
cam_near = round(data.clipStart,4)
cam_far = round(data.clipEnd,4)
node_name = ("CAMS"+"\n%s"%obj.name+"\n%s"%cam_type+\
"\n%s"%cam_zoom+"\n%s"%cam_near+"\n%s"%cam_far)
temp_buf += write_string(node_name) #Node Name
position = matrix.translationPart()
temp_buf += write_float(-position[0]) #Position X
temp_buf += write_float(position[1]) #Position Y
temp_buf += write_float(position[2]) #Position Z
scale = matrix.scalePart()
temp_buf += write_float(scale[0]) #Scale X
temp_buf += write_float(scale[1]) #Scale Y
temp_buf += write_float(scale[2]) #Scale Z
matrix *= RotationMatrix(180,4,"y")
quat = matrix.toQuat()
quat.normalize()
temp_buf += write_float(quat.w) #Rotation W
temp_buf += write_float(quat.x) #Rotation X
temp_buf += write_float(quat.y) #Rotation Y
temp_buf += write_float(-quat.z) #Rotation Z
if len(temp_buf) > 0:
node_buf += write_chunk("NODE",temp_buf)
temp_buf = ""
if flag_stack[5]:
if amb_light == 0:
data = Blender.World.GetCurrent()
amb_light = 1
amb_color = (int(data.amb[2]*255) |(int(data.amb[1]*255) << 8) | (int(data.amb[0]*255) << 16))
node_name = ("AMBI"+"\n%s"%amb_color)
temp_buf += write_string(node_name) #Node Name
temp_buf += write_float(0) #Position X
temp_buf += write_float(0) #Position Y
temp_buf += write_float(0) #Position Z
temp_buf += write_float(1) #Scale X
temp_buf += write_float(1) #Scale Y
temp_buf += write_float(1) #Scale Z
temp_buf += write_float(1) #Rotation W
temp_buf += write_float(0) #Rotation X
temp_buf += write_float(0) #Rotation Y
temp_buf += write_float(0) #Rotation Z
if len(temp_buf) > 0:
node_buf += write_chunk("NODE",temp_buf)
temp_buf = ""
if obj.type == "Lamp":
data = obj.getData()
matrix = obj.getMatrix("worldspace")
matrix *= TRANS_MATRIX
if data.type == 0:
lig_type = 2
elif data.type == 2:
lig_type = 3
else:
lig_type = 1
lig_angle = round(data.spotSize,4)
lig_color = (int(data.b*255) |(int(data.g*255) << 8) | (int(data.r*255) << 16))
lig_range = round(data.dist,4)
node_name = ("LIGS"+"\n%s"%obj.name+"\n%s"%lig_type+\
"\n%s"%lig_angle+"\n%s"%lig_color+"\n%s"%lig_range)
temp_buf += write_string(node_name) #Node Name
position = matrix.translationPart()
temp_buf += write_float(-position[0]) #Position X
temp_buf += write_float(position[1]) #Position Y
temp_buf += write_float(position[2]) #Position Z
scale = matrix.scalePart()
temp_buf += write_float(scale[0]) #Scale X
temp_buf += write_float(scale[1]) #Scale Y
temp_buf += write_float(scale[2]) #Scale Z
matrix *= RotationMatrix(180,4,"y")
quat = matrix.toQuat()
quat.normalize()
temp_buf += write_float(quat.w) #Rotation W
temp_buf += write_float(quat.x) #Rotation X
temp_buf += write_float(quat.y) #Rotation Y
temp_buf += write_float(-quat.z) #Rotation Z
if len(temp_buf) > 0:
node_buf += write_chunk("NODE",temp_buf)
temp_buf = ""
if len(node_buf) > 0:
if exp_root:
main_buf += write_chunk("NODE",root_buf + node_buf)
else:
main_buf += node_buf
node_buf = ""
root_buf = ""
return main_buf
#Write NODE MESH Chunk
def write_node_mesh(obj,obj_count,arm_action,exp_root):
global mesh_stack
mesh_stack = []
mesh_buf = ""
temp_buf = ""
temp_buf += write_int(-1) #Brush ID
temp_buf += write_node_mesh_vrts(obj,obj_count,arm_action,exp_root) #NODE MESH VRTS
temp_buf += write_node_mesh_tris(obj,obj_count,arm_action,exp_root) #NODE MESH TRIS
if len(temp_buf) > 0:
mesh_buf += write_chunk("MESH",temp_buf)
temp_buf = ""
return mesh_buf
#Write NODE MESH VRTS Chunk
def write_node_mesh_vrts(obj,obj_count,arm_action,exp_root):
vrts_buf = ""
temp_buf = ""
obj_flags = 0
ids_count = 0
data = obj.getData(mesh = True)
orig_uvlayer = data.activeUVLayer
if flag_stack[2]:
obj_flags += 1
if flag_stack[3] and data.getColorLayerNames():
obj_flags += 2
temp_buf += write_int(obj_flags) #Flags
temp_buf += write_int(len(data.getUVLayerNames())) #UV Set
temp_buf += write_int(2) #UV Set Size
for i in data.verts:
mesh_stack.append([-1,-1,-1,[],[[],[],[],[],[],[],[],[]],[]])
for face in data.faces:
for ivert,vert in enumerate(face.verts):
if mesh_stack[vert.index][0] == -1:
link_matrix = obj.getMatrix("worldspace")
mesh_matrix = Matrix(link_matrix[0],link_matrix[1],link_matrix[2],link_matrix[3])
vert_matrix = TranslationMatrix(vert.co)
if arm_action:
vert_matrix *= mesh_matrix
vert_matrix *= TRANS_MATRIX
vert_matrix = vert_matrix.translationPart()
mesh_stack[vert.index][0] = vert.index
mesh_stack[vert.index][1] = vert_matrix
if flag_stack[2]:
link_matrix = obj.getMatrix("worldspace")
mesh_matrix = Matrix(link_matrix[0],link_matrix[1],link_matrix[2],link_matrix[3])
norm_matrix = TranslationMatrix(vert.no)
if arm_action:
norm_matrix *= mesh_matrix
norm_matrix *= TRANS_MATRIX
norm_matrix = norm_matrix.translationPart()
mesh_stack[vert.index][2] = norm_matrix
if flag_stack[3] and data.getColorLayerNames():
mesh_stack[vert.index][3] = face.col[ivert]
if data.vertexUV and not data.faceUV:
mesh_stack[vert.index][4][0].append(vert.uvco[0])
if not data.vertexUV and not data.faceUV:
mesh_stack[vert.index][4][0].append([0.0,0.0])
for vert_influ in data.getVertexInfluences(vert.index):
mesh_stack[vert.index][5].append(vert_influ)
if data.faceUV:
if not 65536 in sets_stack[obj_count]:
vert_opti = 1
else:
vert_opti = 0
for iuvlayer,uvlayer in enumerate(data.getUVLayerNames()):
if iuvlayer < 8:
data.activeUVLayer = uvlayer
for face in data.faces:
for ivert,vert in enumerate(face.verts):
if vert_opti:
if not face.uv[ivert] in mesh_stack[vert.index][4][iuvlayer]:
mesh_stack[vert.index][4][iuvlayer].append(face.uv[ivert])
else:
mesh_stack[vert.index][4][iuvlayer].append(face.uv[ivert])
if orig_uvlayer:
data.activeUVLayer = orig_uvlayer
for ivert in xrange(len(mesh_stack)):
mesh_stack[ivert][0] = ids_count
for iuv in xrange(len(mesh_stack[ivert][4][0])):
ids_count += 1
temp_buf += write_float(-mesh_stack[ivert][1].x) #X
temp_buf += write_float(mesh_stack[ivert][1].y) #Y
temp_buf += write_float(mesh_stack[ivert][1].z) #Z
if flag_stack[2]:
temp_buf += write_float(-mesh_stack[ivert][2].x) #NX
temp_buf += write_float(mesh_stack[ivert][2].y) #NY
temp_buf += write_float(mesh_stack[ivert][2].z) #NZ
if flag_stack[3] and data.getColorLayerNames():
temp_buf += write_float(mesh_stack[ivert][3].r/255.0) #R
temp_buf += write_float(mesh_stack[ivert][3].g/255.0) #G
temp_buf += write_float(mesh_stack[ivert][3].b/255.0) #B
temp_buf += write_float(mesh_stack[ivert][3].a/255.0) #A
for iuvlayer in xrange(len(data.getUVLayerNames())):
temp_buf += write_float(mesh_stack[ivert][4][iuvlayer][iuv][0]) #U
temp_buf += write_float(-mesh_stack[ivert][4][iuvlayer][iuv][1]) #V
if len(temp_buf) > 0:
vrts_buf += write_chunk("VRTS",temp_buf)
temp_buf = ""
return vrts_buf
#Write NODE MESH TRIS Chunk
def write_node_mesh_tris(obj,obj_count,arm_action,exp_root):
tris_buf = ""
temp_buf = ""
last_brus = None
brus_written = 0
data = obj.getData(mesh = True)
orig_uvlayer = data.activeUVLayer
for face in data.faces:
img_found = 0
face_stack = []
for iuvlayer,uvlayer in enumerate(data.getUVLayerNames()):
if iuvlayer < 8:
data.activeUVLayer = uvlayer
if data.faceUV and face.image:
img_found = 1
for i in xrange(len(texs_stack)-1):
if texs_stack[i][0] == face.image.name:
if texs_stack[i][1] == sets_stack[obj_count][iuvlayer]:
img_id = i
else:
img_id = -1
face_stack.insert(iuvlayer,img_id)
for i in xrange(len(face_stack),texs_stack[-1]):
face_stack.append(-1)
if img_found == 0:
brus_id = -1
if data.materials:
if data.materials[face.mat]:
mat_name = data.materials[face.mat].name
for i in xrange(len(brus_stack)):
if brus_stack[i] == mat_name:
brus_id = i
else:
for i in xrange(len(brus_stack)):
if brus_stack[i] == face_stack:
brus_id = i
else:
brus_id = -1
for i in xrange(len(brus_stack)):
if brus_stack[i] == face_stack:
brus_id = i
if last_brus <> brus_id:
if brus_written == 0:
brus_written = 1
else:
if len(temp_buf) > 0:
tris_buf += write_chunk("TRIS",temp_buf)
temp_buf = ""
temp_buf += write_int(brus_id) #Brush ID
last_brus = brus_id
face_id = [0,0,0,0]
if data.faceUV:
data.activeUVLayer = data.getUVLayerNames()[0]
for i in xrange(len(face.verts)):
for iuv in xrange(len(mesh_stack[face.v[i].index][4][0])):
if mesh_stack[face.v[i].index][4][0][iuv] == face.uv[i]:
face_id[i] = mesh_stack[face.v[i].index][0] + iuv
else:
for i in xrange(len(face.verts)):
face_id[i] = mesh_stack[face.v[i].index][0]
temp_buf += write_int(face_id[2]) #A
temp_buf += write_int(face_id[1]) #B
temp_buf += write_int(face_id[0]) #C
if len(face.v) == 4:
temp_buf += write_int(face_id[3]) #A
temp_buf += write_int(face_id[2]) #B
temp_buf += write_int(face_id[0]) #C
if orig_uvlayer:
data.activeUVLayer = orig_uvlayer
if len(temp_buf) > 0:
tris_buf += write_chunk("TRIS",temp_buf)
temp_buf = ""
return tris_buf
#Write NODE ANIM Chunk
def write_node_anim(num_frames):
anim_buf = ""
temp_buf = ""
temp_buf += write_int(0) #Flags
temp_buf += write_int(num_frames) #Frames
temp_buf += write_float(60) #FPS
if len(temp_buf) > 0:
anim_buf += write_chunk("ANIM",temp_buf)
temp_buf = ""
return anim_buf
#Write NODE NODE Chunk
def write_node_node(ibone):
node_buf = ""
temp_buf = ""
matrix = bone_stack[ibone][0]
temp_buf += write_string(bone_stack[ibone][2].name) #Node Name
position = matrix.translationPart()
temp_buf += write_float(-position[0]) #Position X
temp_buf += write_float(position[1]) #Position Y
temp_buf += write_float(position[2]) #Position Z
scale = matrix.scalePart()
temp_buf += write_float(scale[0]) #Scale X
temp_buf += write_float(scale[1]) #Scale Y
temp_buf += write_float(scale[2]) #Scale Z
quat = matrix.toQuat()
quat.normalize()
temp_buf += write_float(quat.w) #Rotation W
temp_buf += write_float(-quat.x) #Rotation X
temp_buf += write_float(quat.y) #Rotation Y
temp_buf += write_float(quat.z) #Rotation Z
temp_buf += write_node_bone(ibone)
temp_buf += write_node_keys(ibone)
for iibone in xrange(len(bone_stack)):
if bone_stack[iibone][1] == bone_stack[ibone][2]:
temp_buf += write_node_node(iibone)
if len(temp_buf) > 0:
node_buf += write_chunk("NODE",temp_buf)
temp_buf = ""
return node_buf
#Write NODE BONE Chunk
def write_node_bone(ibone):
bone_buf = ""
temp_buf = ""
for ivert in xrange(len(mesh_stack)):
for iuv in xrange(len(mesh_stack[ivert][4][0])):
for vert_influ in mesh_stack[ivert][5]:
if bone_stack[ibone][2].name == vert_influ[0]:
temp_buf += write_int(mesh_stack[ivert][0] + iuv) #Vertex ID
temp_buf += write_float(vert_influ[1]) #Weight
bone_buf += write_chunk("BONE",temp_buf)
temp_buf = ""
return bone_buf
#Write NODE KEYS Chunk
def write_node_keys(ibone):
keys_buf = ""
temp_buf = ""
temp_buf += write_int(7) #Flags
for ikeys in xrange(len(keys_stack)):
if keys_stack[ikeys][1] == bone_stack[ibone][2].name:
temp_buf += write_int(keys_stack[ikeys][0]) #Frame
position = keys_stack[ikeys][2]
temp_buf += write_float(-position[0]) #Position X
temp_buf += write_float(position[1]) #Position Y
temp_buf += write_float(position[2]) #Position Z
scale = keys_stack[ikeys][3]
temp_buf += write_float(scale[0]) #Scale X
temp_buf += write_float(scale[1]) #Scale Y
temp_buf += write_float(scale[2]) #Scale Z
quat = keys_stack[ikeys][4]
quat.normalize()
temp_buf += write_float(quat.w) #Rotation W
temp_buf += write_float(-quat.x) #Rotation X
temp_buf += write_float(quat.y) #Rotation Y
temp_buf += write_float(quat.z) #Rotation Z
keys_buf += write_chunk("KEYS",temp_buf)
temp_buf = ""
return keys_buf
#Handle Event
def handle_button(event):
global EVENT_ALL,EVENT_SEL
global EVENT_NOR,EVENT_COL,EVENT_CAM,EVENT_LIG
global EVENT_EXP,EVENT_QUI
if event == EVENT_ALL:
flag_stack[0] = 1-flag_stack[0] #All Objects
flag_stack[1] = 1-flag_stack[1] #Selected Only
Blender.Draw.Redraw(1)
if event == EVENT_SEL:
flag_stack[1] = 1-flag_stack[1] #Selected Only
flag_stack[0] = 1-flag_stack[0] #All Objects
Blender.Draw.Redraw(1)
if event == EVENT_NOR:
flag_stack[2] = 1-flag_stack[2] #Vertex Normals
Blender.Draw.Redraw(1)
if event == EVENT_COL:
flag_stack[3] = 1-flag_stack[3] #Vertex Colors
Blender.Draw.Redraw(1)
if event == EVENT_CAM:
flag_stack[4] = 1-flag_stack[4] #Cameras
Blender.Draw.Redraw(1)
if event == EVENT_LIG:
flag_stack[5] = 1-flag_stack[5] #Lights
Blender.Draw.Redraw(1)
if event == EVENT_EXP:
tmp_filename = Blender.sys.makename(ext = ".b3d")
Blender.Window.FileSelector(savefile_callback,"Export B3D",tmp_filename)
if event == EVENT_QUI:
Blender.Draw.Exit()
#Handle GUI
def handle_event(event,value):
if event == Blender.Draw.ESCKEY:
Blender.Draw.Exit()
return
#Draw GUI
def draw_gui():
global EVENT_ALL,EVENT_SEL
global EVENT_NOR,EVENT_COL,EVENT_CAM,EVENT_LIG
global EVENT_EXP,EVENT_QUI
button_width = 222
button_height = 20
def draw_rect(x,y,width,height):
glBegin(GL_LINE_LOOP)
glVertex2i(x,y)
glVertex2i(x+width,y)
glVertex2i(x+width,y-height)
glVertex2i(x,y-height)
glEnd()
Blender.BGL.glClearColor(34.0/255.0,85.0/255.0,136.0/255.0,1.0)
Blender.BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
glColor3f(170.0/255.0,255.0/255.0,255.0/255.0)
draw_rect(20,330,262,310)
draw_rect(22,328,258,306)
glColor3f(255.0/255.0,238.0/255.0,0.0/255.0)
glRasterPos2i(70,300)
Draw.Text("Blitz3D Exporter 2.04",'large')
Blender.Draw.Toggle("All Objects",EVENT_ALL,40,13*button_height,button_width,button_height,flag_stack[0],"Export All Scene Objects")
Blender.Draw.Toggle("Selected Only",EVENT_SEL,40,12*button_height,button_width,button_height,flag_stack[1],"Export Only Selected Objects")
Blender.Draw.Toggle("Normals",EVENT_NOR,40,10*button_height,button_width,button_height,flag_stack[2],"Export Vertex Normals")
Blender.Draw.Toggle("Vertex Colors",EVENT_COL,40,9*button_height,button_width,button_height,flag_stack[3],"Export Vertex Colors")
Blender.Draw.Toggle("Cameras",EVENT_CAM,40,8*button_height,button_width,button_height,flag_stack[4],"Export Cameras")
Blender.Draw.Toggle("Lights",EVENT_LIG,40,7*button_height,button_width,button_height,flag_stack[5],"Export Lights")
Blender.Draw.Button("Export",EVENT_EXP,40,5*button_height,button_width,button_height,"Export to B3D")
Blender.Draw.Button("Quit",EVENT_QUI,40,4*button_height,button_width,button_height,"Quit this script")
glRasterPos2i(36,55)
Draw.Text("Copyright (C) 2008 by Diego 'GaNDaLDF' Parisi",'small')
glRasterPos2i(105,37)
Draw.Text("www.gandaldf.com",'small')
Blender.Draw.Register(draw_gui,handle_event,handle_button)
#Callback Functions
def savefile_callback(filename):
if filename == "":
return
if not filename.endswith(".b3d"):
filename += ".b3d"
if Blender.sys.exists(filename):
result = Draw.PupMenu("File Already Exists, Overwrite?%t|Yes%x1|No%x0")
if result != 1:
return
start = Blender.sys.time()
write_b3d_file(filename)
end = Blender.sys.time()
print "%s"%Blender.sys.basename(filename)+" successfully exported in %.4f seconds"%(end-start)
Blender.Draw.Exit()
return
#Export B3D
def export_b3d():
flag_stack.append(1) #All Objects
flag_stack.append(0) #Selected Only
flag_stack.append(0) #Vertex Normals
flag_stack.append(0) #Vertex Colors
flag_stack.append(0) #Cameras
flag_stack.append(0) #Lights
draw_gui()
#Main
def main():
export_b3d()
if __name__ == "__main__":
main()
Hi everyone,
it seems gandalf's hompage no longer exists and i had some problems to export animated models from blender.
The problem in Gnadalfs exporter was that it doesn't found the model animations.
So i modified the script from Gandalf.
http://nethack3d.sourceforge.net/o_b3d_export.py
- just copy the script and save the file to the blender script directory with the filename extension *.py
Here are the steps in Blender how i can export an animated model.
- Create the model
- Create some armatures and apply a armature modifier to the mesh object(s)
- weight paint the model for the diffrent bones
- create some diffrent actions for the model by using the action editor
- create the animations from the diffrent actions in the NLA editor (convert action strip to NLA strip)
- now use the exporter to export all objects
- test the animated model with the irrlicht mesh viewer
Greetings
Bardor
it seems gandalf's hompage no longer exists and i had some problems to export animated models from blender.
The problem in Gnadalfs exporter was that it doesn't found the model animations.
So i modified the script from Gandalf.
http://nethack3d.sourceforge.net/o_b3d_export.py
- just copy the script and save the file to the blender script directory with the filename extension *.py
Here are the steps in Blender how i can export an animated model.
- Create the model
- Create some armatures and apply a armature modifier to the mesh object(s)
- weight paint the model for the diffrent bones
- create some diffrent actions for the model by using the action editor
- create the animations from the diffrent actions in the NLA editor (convert action strip to NLA strip)
- now use the exporter to export all objects
- test the animated model with the irrlicht mesh viewer
Greetings
Bardor
Does anybody know for certain if this exporter will export more than one animation bone? I have a model from Blender whose .blend file has six bones in it, but once it's converted to .b3d Irrlicht only finds one of them. I don't have any programs except for Irrlicht to try to see the bones.
Here is the original .blend: http://ripd3jake.ath.cx/files/ODF/PYRO.zip
And here is the converted .b3d: http://ripd3jake.ath.cx/files/ODF/pyro04uv.b3d.zip
The export script that was used is this one: http://ripd3jake.ath.cx/files/ODF/b3d_export.py
This script seems to be of one version lower than the listing posted above. Were bones a part of the changes that were made between the two?
Could somebody suggest a good multiplatform application that can help me see if there are the correct number of bones on my model?
Here is the original .blend: http://ripd3jake.ath.cx/files/ODF/PYRO.zip
And here is the converted .b3d: http://ripd3jake.ath.cx/files/ODF/pyro04uv.b3d.zip
The export script that was used is this one: http://ripd3jake.ath.cx/files/ODF/b3d_export.py
This script seems to be of one version lower than the listing posted above. Were bones a part of the changes that were made between the two?
Could somebody suggest a good multiplatform application that can help me see if there are the correct number of bones on my model?
The Open Descent Foundation is always looking for programmers! http://www.odf-online.org
"I'll find out if what I deleted was vital here shortly..." -d3jake
"I'll find out if what I deleted was vital here shortly..." -d3jake
I'll look into it, thanks.
The Open Descent Foundation is always looking for programmers! http://www.odf-online.org
"I'll find out if what I deleted was vital here shortly..." -d3jake
"I'll find out if what I deleted was vital here shortly..." -d3jake