Exporter script is fully automated

This commit is contained in:
Alan O'Cull 2024-04-15 17:45:59 -04:00
parent 78682be732
commit 7ecd958e33
4 changed files with 39 additions and 52 deletions

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@ -1,15 +1,15 @@
# Automation # Automation
## Setup ## Setup
- Add Blender 3.6 to your PATH so it can be run from command-line (putting `blender` in cmd should open Blender 3.6) - Ensure you have Blender 3.6 installed (hopefully at the location: `C:\Program Files\Blender Foundation\Blender 3.6`)
- Ensure Python is installed on your machine - Run the script located at `pipeline/export_all_anims.cmd`
- Install Blender as a Python module (you might have to do this as administrator): `pip install bpy==3.6.0`
## Editing ## Editing
- Ensure Python is installed on your machine
- Ensure you have Visual Studio Code installed - Ensure you have Visual Studio Code installed
- Open this directory in VS Code and install the recommended plugins - Open this directory in VS Code and install the recommended plugins
- Open terminal, `cd` into `pipeline`, and run the following command: `$ git clone https://github.com/Korchy/blender_autocomplete.git` - Open terminal, `cd` into `pipeline`, and run the following command: `$ git clone https://github.com/Korchy/blender_autocomplete.git`
- Your workspace is now set up!
## Resources ## Resources
- [Blender as a Python Module](https://pypi.org/project/bpy/) - [Blender as a Python Module](https://pypi.org/project/bpy/)

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import bpy
from bpy.app.handlers import persistent
import shutil
blender_bin = shutil.which("blender")
if blender_bin:
print("Found:", blender_bin)
bpy.app.binary_path = blender_bin
else:
print("Unable to find blender!")
@persistent
def load_handler(dummy):
print("Load Handler", bpy.data.filepath)
bpy.app.handlers.load_post(load_handler)

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set PATH=%PATH%;"C:\Program Files\Blender Foundation\Blender 3.6"
blender ..\animations\infantry\anims-alan.blend --background --python export_anims.py blender ..\animations\infantry\anims-alan.blend --background --python export_anims.py
blender ..\animations\insurrectionist\anims-alan.blend --background --python export_anims.py

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import bpy import bpy
from bpy.types import Collection, LayerCollection, Object, Armature from bpy.types import LayerCollection, Object, NlaTrack
# Enter object mode # Enter object mode
bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='OBJECT')
@ -19,21 +19,40 @@ def toggle_collection(coll: LayerCollection):
bpy.context.view_layer.active_layer_collection = c bpy.context.view_layer.active_layer_collection = c
toggle_collection(bpy.context.view_layer.layer_collection) toggle_collection(bpy.context.view_layer.layer_collection)
# Find rig to make it active # Find rig to make it active, and select all objects
armatureObj: Object = None
for objBase in bpy.context.scene.objects: for objBase in bpy.context.scene.objects:
# print(objBase)
obj: Object = objBase obj: Object = objBase
# print(obj.data)
if obj.type == 'ARMATURE': if obj.type == 'ARMATURE':
print("FOUND AN ARMATURE") bpy.context.view_layer.objects.active = obj
armatureObj = obj if obj.visible_get():
obj.select_set(True) obj.select_set(True)
bpy.context.active_object
print(bpy.context.active_object)
#bpy.context.active_object.animation_data.nla_tracks
exit()
# EXTREMELY UGLY HACK TO EXIT TWEAK MODE
# see: https://blender.stackexchange.com/questions/316547/how-to-override-context-area-using-script-when-running-blender-using-command-lin
# and https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add
def get_view_nla(): # Get any window
for window_manager in bpy.data.window_managers:
for window in window_manager.windows:
for area in window.screen.areas:
area.type = 'NLA_EDITOR'
for region in area.regions:
if region.type == 'WINDOW':
return dict(window=window, workspace=window.workspace, screen=window.screen, area=area, region=region)
raise Exception('NLA context not found.')
# Forcibly override context to a window so we can access NLA editor
with bpy.context.temp_override(**get_view_nla()):
if bpy.context.scene.is_nla_tweakmode:
bpy.ops.nla.tweakmode_exit() # Exit tweakmode
# Go through all NLA tracks, unstar them and mute them
bpy.context.active_object.animation_data.nla_tracks.active = None # Make track inactive
for trackBase in bpy.context.active_object.animation_data.nla_tracks:
track: NlaTrack = trackBase
track.mute = True # Mute all tracks
track.is_solo = False # Disable solo view for all tracks
# Get export directory # Get export directory
path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '') path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '')
@ -109,22 +128,4 @@ bpy.ops.pose.transforms_clear() # Clear all transforms
bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='OBJECT')
## FOR DEBUGGING, see https://blender.stackexchange.com/questions/93728/blender-script-run-print-to-console ## FOR DEBUGGING, see https://blender.stackexchange.com/questions/93728/blender-script-run-print-to-console
# from bpy import context # exit()
# import builtins as __builtin__
# def console_print(*args, **kwargs):
# for a in context.screen.areas:
# if a.type == 'CONSOLE':
# c = {}
# c['area'] = a
# c['space_data'] = a.spaces.active
# c['region'] = a.regions[-1]
# c['window'] = context.window
# c['screen'] = context.screen
# s = " ".join([str(arg) for arg in args])
# for line in s.split("\n"):
# bpy.ops.console.scrollback_append(c, text=line)
# def print(*args, **kwargs):
# """Console print() function."""
# console_print(*args, **kwargs) # to py consoles
# __builtin__.print(*args, **kwargs) # to system console