Blender cmod export script (updated)
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Blender cmod export script (updated)
After I redid the cmod export script while working with John Van Vliet last week, I decided to try and take it one step further. This script has been tested on a model from the Celestia Motherlode called sts-67. I didn't change anything, I just imported the 3ds file and saved it as a blend file. Then I exported it. This model had 644 meshes and 644 material definitions. If this is not correct, let me know. So the script should be able to export almost anything. Let me know if it doesn't. This script assigns UV textures to each mesh in the cmod file with material indexing. It also assigns diffuse and specular colors to each mesh.
A problem that I still have seems to be with this model and the way Blender imports the 3ds file. Some of the normals get flipped. So the bay doors (as seen from above) and parts of the nose are invisible. I could probably edit the file and flip the normals, but that has nothing to do with the export script.
EDIT. I found problems when I worked with the Atlantis model so I deleted the script. Back to the drawing board. I'll upload it again after it passes further tests.
cartrite
A problem that I still have seems to be with this model and the way Blender imports the 3ds file. Some of the normals get flipped. So the bay doors (as seen from above) and parts of the nose are invisible. I could probably edit the file and flip the normals, but that has nothing to do with the export script.
EDIT. I found problems when I worked with the Atlantis model so I deleted the script. Back to the drawing board. I'll upload it again after it passes further tests.
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
This was tested with Endeavour, Atlantis, and the Asgard Warship. All from the Motherlode. Endeavour came in first place with 644 meshes and materials.
Then came Atlantis. That package had 3 models. Normal and in space had 215 meshes and materials. Cargo doors open had 222 meshes and materials. The launch vehicle had 261. The Asgard Warship had 51 meshes and materials. There are probably some 3ds files or blend files that will fail but it's better now than it has been. It should probably do planets just as well. Did John Van Vliet's phobos blend model without any problems.
viewtopic.php?p=117793#p117793
This file was last updated on Sun September 20, 2009.
Updates include a warning for file overwrites and abilities to export more materials. These include emissive, specpower, and opacity. More overwrite protection.
cartrite
Then came Atlantis. That package had 3 models. Normal and in space had 215 meshes and materials. Cargo doors open had 222 meshes and materials. The launch vehicle had 261. The Asgard Warship had 51 meshes and materials. There are probably some 3ds files or blend files that will fail but it's better now than it has been. It should probably do planets just as well. Did John Van Vliet's phobos blend model without any problems.
viewtopic.php?p=117793#p117793
This file was last updated on Sun September 20, 2009.
Updates include a warning for file overwrites and abilities to export more materials. These include emissive, specpower, and opacity. More overwrite protection.
cartrite
Last edited by cartrite on 20.09.2009, 14:13, edited 6 times in total.
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
Re: Blender cmod export script (updated)
Just one question: Would I just be able to throw somehing together in blender and use the script without saving? Just curious.
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
I'm not sure what you mean. If you create a model in Blender from scratch, you save it as a .blend file, right? This script doesn't change the blend file unless you change the default name to a file that already exists. It automatically appends a .cmod extension unless you remove that extension. It removes the .blend extension. In other words, if you have a file called foo.blend and want to create foo.cmod, just run the export script. It will automatically remove the .blend and put .cmod in it's place. Now if you change that automatically produced filename, it will overwrite/destroy a file if it already exists. So be careful here. I'll look into adding overwrite protection. But that protection will only be a confirm overwrite tab. I may be able to automatically rename the file so no overwrites are possible. I'll look into this also. Currently, if you already had a file called foo.cmod, it will overwrite it. So be careful here too.Vorthon wrote:Just one question: Would I just be able to throw somehing together in blender and use the script without saving? Just curious.
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
Re: Blender cmod export script (updated)
cartrite wrote:I'm not sure what you mean. If you create a model in Blender from scratch, you save it as a .blend file, right? This script doesn't change the blend file unless you change the default name to a file that already exists. It automatically appends a .cmod extension unless you remove that extension. It removes the .blend extension. In other words, if you have a file called foo.blend and want to create foo.cmod, just run the export script. It will automatically remove the .blend and put .cmod in it's place. Now if you change that automatically produced filename, it will overwrite/destroy a file if it already exists. So be careful here. I'll look into adding overwrite protection. But that protection will only be a confirm overwrite tab. I may be able to automatically rename the file so no overwrites are possible. I'll look into this also. Currently, if you already had a file called foo.cmod, it will overwrite it. So be careful here too.Vorthon wrote:Just one question: Would I just be able to throw somehing together in blender and use the script without saving? Just curious.
cartrite
What I meant was, If I used the script after making a model from scratch but before saving it.
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
That is a dangerous practice. Why would you want to do that? I would save the file in blend format before running anything on it. Then you can export it.What I meant was, If I used the script after making a model from scratch but before saving it.
For some 3ds models, the model disappeared after exporting so I had to open it again. This doesn't happen with all models and I'm not sure why it happens. Probably because the models I tested were not completely imported into Blender. Object Mode was the only mode available. It hasn't happened with a fully imported functional model.
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
The script was updated today. The updates included a warning for file overwrites, emissive export, specpower export, and opacity export.
cartrite
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
Updated again on Sunday. This will probably be the last update for a while. But I am going to keep playing around with it. The next thing I want to do is create a QT4 GUI using PyQT4. It will also default to using Blender's FileSelector Window if PyQT4 is not available. I hope. Anyhow this update has more overwrite protection. The Blender File Selector should open up in the current working directory with a default filename called 'untitled.cmod'. If you have a file that is currently being worked on, it will open up with that basename - the .blend extension and + .cmod extension. If the file already exists, it will automatically add a _# before the extension. Where # is a number beyond the latest number. So if you have a file called foo.cmod, it will display foo_1.cmod. If you already have foo_1.cmod, foo_2.cmod will be displayed and so on. If you change the name, it will be possible to change it to another file that already exists. In that case, an overwrite warning should be displayed. If you click on that warning the file will be overwritten. If you move the cursor off of the warning, it should return to the window without overwriting.
cartrite
cartrite
Last edited by cartrite on 24.09.2009, 20:26, edited 17 times in total.
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
-
- Posts: 1803
- Joined: 12.10.2007
- With us: 17 years 1 month
Re: Blender cmod export script (updated)
Don't know if I will *ever* be smart enough to figure out how to use Blender correctly, but I
would just like to express my sincere appreciation for all you are doing here, Cartrite.
Much appreciated by the Brain-Dead (and I'm sure, others.)
would just like to express my sincere appreciation for all you are doing here, Cartrite.
Much appreciated by the Brain-Dead (and I'm sure, others.)
Brain-Dead Geezer Bob is now using...
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN
Windows Vista Home Premium, 64-bit on a
Gateway Pentium Dual-Core CPU E5200, 2.5GHz
7 GB RAM, 500 GB hard disk, Nvidia GeForce 7100
Nvidia nForce 630i, 1680x1050 screen, Latest SVN
- John Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 3 months
Re: Blender cmod export script (updated)
--- edit ---
Last edited by John Van Vliet on 20.10.2013, 07:56, edited 1 time in total.
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
Updated again, Monday September 21, 2009.
There was still one thing that bugged me. Blender's File Selection Window can be tricky sometimes. I had gotten careless a few times and overwrote a good file .blend and destroyed it. So I added one more layer of protection from overwrites. Now a backup will be created with a "~" character affixed to the end of the original file. If a name is changed to a Blender .blend file, it will back that up with a "2" affixed to the end. I uploaded the new file to my previous post.
viewtopic.php?p=117793#p117793
cartrite
There was still one thing that bugged me. Blender's File Selection Window can be tricky sometimes. I had gotten careless a few times and overwrote a good file .blend and destroyed it. So I added one more layer of protection from overwrites. Now a backup will be created with a "~" character affixed to the end of the original file. If a name is changed to a Blender .blend file, it will back that up with a "2" affixed to the end. I uploaded the new file to my previous post.
viewtopic.php?p=117793#p117793
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
Updated again, Tuesday September 22, 2009.
I decided on a different approach to file overwrite protection. Make it impossible. I decided to rename the file after the export button has been pushed. If a possible overwrite occurs, the script will put a number _ extension at the end of the file. If you run Blender from a terminal, a message will be printed out telling you the new name of the file. If it ever fails, let me know. There are also 3 other messages that should be printed on the terminal every time. There is a counter for materials, meshes, and a test counter. These 3 counters that should all match or something went wrong with the export.
I did get a GTK gui to partially work. I can use the GTK File Chooser to select the filename. QT4 has a ways to go yet though.
I probably won't be uploading them anytime soon though.
The newest file is still here.
viewtopic.php?p=117793#p117793
cartrite
I decided on a different approach to file overwrite protection. Make it impossible. I decided to rename the file after the export button has been pushed. If a possible overwrite occurs, the script will put a number _ extension at the end of the file. If you run Blender from a terminal, a message will be printed out telling you the new name of the file. If it ever fails, let me know. There are also 3 other messages that should be printed on the terminal every time. There is a counter for materials, meshes, and a test counter. These 3 counters that should all match or something went wrong with the export.
I did get a GTK gui to partially work. I can use the GTK File Chooser to select the filename. QT4 has a ways to go yet though.
I probably won't be uploading them anytime soon though.
The newest file is still here.
viewtopic.php?p=117793#p117793
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
Re: Blender cmod export script (updated)
I know this is a fairly old posting, but I would like a bit of support, either from the original author of the plug-in script, or anyone who has sufficient experience with Python to assist. When using the script offered above, I get the following error from Blender (ver. 2.6.2)...
error text from console
Note: script paths abbreviated
System OS is Windows XP, SP3 under a single core P4 @ 1.8 GHz. I've provided the code for both the export script and os.py, which seems to be where the problem manifests itself to the compiler. Note that os.py ships with the 2.6.2 package and appears to be an os platform handling script.
cmod-export-mesh.py
os.py
Any assistance in figuring this out would be greatly appreciated. My Python experience is extremely limited.
SWright
error text from console
Code: Select all
Traceback <most recent call last>:
File "<string>", line 1, in <module>
File "C:\...\scripts\cmod-exports-mesh.py", line 338, in <module> main()
File "C:\...\scripts\cmod-exports-mesh.py", line 306, in main path_dir = '%s' % os.environ['PWD']
File "C:\...\Blender\python26.zip\os.py", line 423, in __getitem__
return self.data[key.upper()]
KeyError: 'PWD'
System OS is Windows XP, SP3 under a single core P4 @ 1.8 GHz. I've provided the code for both the export script and os.py, which seems to be where the problem manifests itself to the compiler. Note that os.py ships with the 2.6.2 package and appears to be an os platform handling script.
cmod-export-mesh.py
Code: Select all
#!BPY
"""
Name: 'CMOD-export-mesh (.cmod)...'
Blender: 248
Group: 'Export'
Tooltip: 'cmod exporter'
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Stephen Popovich 2009
# Insights were gained by reading/using parts of export_obj.py
# written by "Campbell Barton, Jiri Hnidek, Paolo Ciccone"
#
# 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.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
from Blender import *
import BPyMessages
import sys, os
def write_file(filename):
count1 = 0
count2 = 0
count3 = 0
out = open(filename, "w")
out.write('#celmodel__ascii\n')
objects = Blender.Object.GetSelected()
for object in objects:
# parts were written by "Campbell Barton, Jiri Hnidek, Paolo Ciccone" export_obj.py
# ************************************************************************
mesh = Mesh.Get(object.name)
materials = mesh.materials
materialNames = []
materialItems = materials[:]
count1a = 0
for f in mesh.faces:
for mat in materials:
if mat:
materialNames.append(mat.name)
else:
materialNames.append(None)
materialNames.extend((16-len(materialNames)) * [None])
materialItems.extend((16-len(materialItems)) * [None])
# ************************************************************************
idx_mat = min(f.mat, len(materialNames)-1)
if mesh.faceUV:
image = f.image
else:
image = None
if image:
img = ('%s' % (image.name))
else:
img = None
mat = materialItems[idx_mat]
if mat:
if mat.emit > 0:
dif_r = (mat.emit*mat.rgbCol[0])
dif_g = (mat.emit*mat.rgbCol[1])
dif_b = (mat.emit*mat.rgbCol[2])
spec_r = (mat.spec*mat.specCol[0])
spec_g = (mat.spec*mat.specCol[1])
spec_b = (mat.spec*mat.specCol[2])
if mat.hard > 0:
spec_pwr = (mat.hard)
if mat.alpha:
opac_a = (mat.alpha)
else:
dif_r = (mat.ref*mat.rgbCol[0])
dif_g = (mat.ref*mat.rgbCol[1])
dif_b = (mat.ref*mat.rgbCol[2])
spec_r = (mat.spec*mat.specCol[0])
spec_g = (mat.spec*mat.specCol[1])
spec_b = (mat.spec*mat.specCol[2])
if mat.hard > 0:
spec_pwr = (mat.hard)
if mat.alpha:
opac_a = (mat.alpha)
else:
dif_r = 0.8
dif_g = 0.8
dif_b = 0.8
spec_r = 0.5
spec_g = 0.5
spec_b = 0.5
if mesh.faceUV:
if (count1a < 1):
if img:
out.write('\n')
out.write('material\n')
out.write('texture0 "%s"\n' % (img))
if mat.emit > 0:
out.write('emissive %f %f %f\n' % (dif_r, dif_g, dif_b))
else:
out.write('diffuse %f %f %f\n' % (dif_r, dif_g, dif_b))
out.write('specular %f %f %f\n' % (spec_r, spec_g, spec_b))
if mat.hard > 0:
out.write('specpower %f\n' % (spec_pwr))
if mat.alpha < 1:
out.write('opacity %f\n' % (opac_a))
out.write('end_material\n')
count1 +=1
count1a +=1
elif mat:
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE and count1a < 1:
filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
out.write('\n')
out.write('material\n')
out.write('texture0 %s\n' % filename)
out.write('diffuse %f %f %f\n' % (dif_r, dif_g, dif_b))
out.write('specular %f %f %f\n' % (spec_r, spec_g, spec_b))
out.write('end_material\n')
count1 +=1
count1a +=1
elif count1a < 1:
out.write('\n')
out.write('material\n')
out.write('diffuse %f %f %f\n' % (dif_r, dif_g, dif_b))
out.write('specular %f %f %f\n' % (spec_r, spec_g, spec_b))
out.write('end_material\n')
count1 +=1
count1a +=1
else:
out.write('\n')
out.write('material\n')
out.write('diffuse %f %f %f\n' % (dif_r, dif_g, dif_b))
out.write('specular %f %f %f\n' % (spec_r, spec_g, spec_b))
out.write('end_material\n')
count1 +=1
count1a +=1
else:
if (count1a < 1):
if mat:
out.write('\n')
out.write('material\n')
if mat.emit > 0:
out.write('emissive %f %f %f\n' % (dif_r, dif_g, dif_b))
else:
out.write('diffuse %f %f %f\n' % (dif_r, dif_g, dif_b))
out.write('specular %f %f %f\n' % (spec_r, spec_g, spec_b))
if mat.hard > 0:
out.write('specpower %f\n' % (spec_pwr))
if mat.alpha < 1:
out.write('opacity %f\n' % (opac_a))
out.write('end_material\n')
count1 +=1
count1a +=1
elif img and count1a < 1:
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE and count1a < 1:
filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
out.write('\n')
out.write('material\n')
out.write('texture0 %s\n' % filename)
out.write('diffuse %f %f %f\n' % (dif_r, dif_g, dif_b))
out.write('specular %f %f %f\n' % (spec_r, spec_g, spec_b))
out.write('end_material\n')
count1 +=1
count1a +=1
elif count1a < 1:
out.write('\n')
out.write('material\n')
out.write('diffuse %f %f %f\n' % (dif_r, dif_g, dif_b))
out.write('specular %f %f %f\n' % (spec_r, spec_g, spec_b))
out.write('end_material\n')
count1 +=1
count1a +=1
else:
out.write('\n')
out.write('material\n')
out.write('diffuse %f %f %f\n' % (dif_r, dif_g, dif_b))
out.write('specular %f %f %f\n' % (spec_r, spec_g, spec_b))
out.write('end_material\n')
count1 +=1
count1a +=1
count3 +=1
print "materials = %i" % count1
print "test = %i" % count3
e = -1
objects = Blender.Object.GetSelected()
for object in objects:
mesh = Mesh.Get(object.name)
mesh.transform(object.matrix)
mesh.calcNormals()
a = 0
b = 0
c = 0
d = 0
out.write('\n')
out.write('mesh\n')
out.write('vertexdesc\n')
out.write('position f3\n')
out.write('normal f3\n')
count2 +=1
if mesh.faceUV:
out.write('texcoord0 f2\n')
out.write('end_vertexdesc\n\n')
#counter for vertice desc
#This part goes thru the list twice counting for a the verts 1,2,3 and 0,1,2
#it counts the number of triangles to build.
for face in mesh.faces:
d = 0
for vert in face.verts:
if d > 2:
a +=3
d +=1
else:
a +=1
d +=1
out.write( 'vertices %i\n' % (a))
# writes a line for verts 2,3,0 and 0,1,2.
for face in mesh.faces:
d = 0
for vert in face.verts:
if d > 2:
out.write( '%f %f %f %f %f %f' % (face.verts[2].co.x, face.verts[2].co.y, face.verts[2].co.z, face.verts[2].no.x, face.verts[2].no.y, face.verts[2].no.z,))
if mesh.faceUV:
out.write( ' %f %f\n' % (face.uv[2].x, face.uv[2].y))
else:
out.write( '\n')
out.write( '%f %f %f %f %f %f' % (face.verts[d].co.x, face.verts[d].co.y, face.verts[d].co.z, face.verts[d].no.x, face.verts[d].no.y, face.verts[d].no.z,))
if mesh.faceUV:
out.write( ' %f %f\n' % (face.uv[d].x, face.uv[d].y))
else:
out.write( '\n')
out.write( '%f %f %f %f %f %f' % (face.verts[0].co.x, face.verts[0].co.y, face.verts[0].co.z, face.verts[0].no.x, face.verts[0].no.y, face.verts[0].no.z,))
if mesh.faceUV:
out.write( ' %f %f\n' % (face.uv[0].x, face.uv[0].y))
else:
out.write( '\n')
else:
out.write( '%f %f %f %f %f %f' % (face.verts[d].co.x, face.verts[d].co.y, face.verts[d].co.z, face.verts[d].no.x, face.verts[d].no.y, face.verts[d].no.z,))
if mesh.faceUV:
out.write( ' %f %f\n' % (face.uv[d].x, face.uv[d].y))
else:
out.write( '\n')
d +=1
e +=1
out.write( '\n\ntrilist %i %i\n' % (e, a))
#write the triangle list 12 per line, e is the trilist material index
while b < a:
if c <= 12:
if b <= a:
out.write( '%i ' % (b))
b +=1
c +=1
else:
out.write( '\n' )
else:
out.write( '\n' )
c = 0
out.write( '\nend_mesh\n' )
out.close()
print "meshes = %i" % count2
def chk_name(filename):
filename_new = filename
if not filename.lower().endswith('.cmod'):
filename += '.cmod'
filename_new += '.cmod'
x = 0
switch = 0
if not BPyMessages.Warning_SaveOver(filename):
return
if os.path.exists(filename) == True:
switch = 1
while switch > 0:
if os.path.exists(filename_new) == True:
x +=1
filename1, ext = os.path.splitext(filename)
filename_new = filename1 + ('_%i.cmod' % x)
else:
switch = 0
print 'Your file has been renamed to %s' % filename_new
write_file(filename_new)
else:
write_file(filename)
def main():
file_name = Blender.Get('filename')
path_dir = '%s' % os.environ['PWD']
if os.path.isdir(path_dir):
if os.path.isfile(file_name):
name = Blender.Get('filename')
name, ext = os.path.splitext(name)
file_name = name
else:
file_name = 'untitled'
else:
Blender.Window.FileSelector(chk_name, "Export", Blender.sys.makename(ext='.cmod'))
filename = os.path.join(path_dir, file_name)
filename_new = os.path.join(path_dir, file_name)
if not filename.lower().endswith('.cmod'):
filename += '.cmod'
filename_new += '.cmod'
x = 0
switch = 0
if os.path.exists(filename) == True:
switch = 1
while switch > 0:
if os.path.exists(filename_new) == True:
x +=1
filename1, ext = os.path.splitext(filename)
filename_new = filename1 + ('_%i.cmod' % x)
print filename_new
else:
switch = 0
Blender.Window.FileSelector(chk_name, "Export", filename_new)
else:
Blender.Window.FileSelector(chk_name, "Export", filename)
if __name__=='__main__':
main()
os.py
Code: Select all
r"""OS routines for Mac, NT, or Posix depending on what system we're on.
This exports:
- all functions from posix, nt, os2, or ce, e.g. unlink, stat, etc.
- os.path is one of the modules posixpath, or ntpath
- os.name is 'posix', 'nt', 'os2', 'ce' or 'riscos'
- os.curdir is a string representing the current directory ('.' or ':')
- os.pardir is a string representing the parent directory ('..' or '::')
- os.sep is the (or a most common) pathname separator ('/' or ':' or '\\')
- os.extsep is the extension separator ('.' or '/')
- os.altsep is the alternate pathname separator (None or '/')
- os.pathsep is the component separator used in $PATH etc
- os.linesep is the line separator in text files ('\r' or '\n' or '\r\n')
- os.defpath is the default search path for executables
- os.devnull is the file path of the null device ('/dev/null', etc.)
Programs that import and use 'os' stand a better chance of being
portable between different platforms. Of course, they must then
only use functions that are defined by all platforms (e.g., unlink
and opendir), and leave all pathname manipulation to os.path
(e.g., split and join).
"""
#'
import sys, errno
_names = sys.builtin_module_names
# Note: more names are added to __all__ later.
__all__ = ["altsep", "curdir", "pardir", "sep", "extsep", "pathsep", "linesep",
"defpath", "name", "path", "devnull",
"SEEK_SET", "SEEK_CUR", "SEEK_END"]
def _get_exports_list(module):
try:
return list(module.__all__)
except AttributeError:
return [n for n in dir(module) if n[0] != '_']
if 'posix' in _names:
name = 'posix'
linesep = '\n'
from posix import *
try:
from posix import _exit
except ImportError:
pass
import posixpath as path
import posix
__all__.extend(_get_exports_list(posix))
del posix
elif 'nt' in _names:
name = 'nt'
linesep = '\r\n'
from nt import *
try:
from nt import _exit
except ImportError:
pass
import ntpath as path
import nt
__all__.extend(_get_exports_list(nt))
del nt
elif 'os2' in _names:
name = 'os2'
linesep = '\r\n'
from os2 import *
try:
from os2 import _exit
except ImportError:
pass
if sys.version.find('EMX GCC') == -1:
import ntpath as path
else:
import os2emxpath as path
from _emx_link import link
import os2
__all__.extend(_get_exports_list(os2))
del os2
elif 'ce' in _names:
name = 'ce'
linesep = '\r\n'
from ce import *
try:
from ce import _exit
except ImportError:
pass
# We can use the standard Windows path.
import ntpath as path
import ce
__all__.extend(_get_exports_list(ce))
del ce
elif 'riscos' in _names:
name = 'riscos'
linesep = '\n'
from riscos import *
try:
from riscos import _exit
except ImportError:
pass
import riscospath as path
import riscos
__all__.extend(_get_exports_list(riscos))
del riscos
else:
raise ImportError, 'no os specific module found'
sys.modules['os.path'] = path
from os.path import (curdir, pardir, sep, pathsep, defpath, extsep, altsep,
devnull)
del _names
# Python uses fixed values for the SEEK_ constants; they are mapped
# to native constants if necessary in posixmodule.c
SEEK_SET = 0
SEEK_CUR = 1
SEEK_END = 2
#'
# Super directory utilities.
# (Inspired by Eric Raymond; the doc strings are mostly his)
def makedirs(name, mode=0777):
"""makedirs(path [, mode=0777])
Super-mkdir; create a leaf directory and all intermediate ones.
Works like mkdir, except that any intermediate path segment (not
just the rightmost) will be created if it does not exist. This is
recursive.
"""
head, tail = path.split(name)
if not tail:
head, tail = path.split(head)
if head and tail and not path.exists(head):
try:
makedirs(head, mode)
except OSError, e:
# be happy if someone already created the path
if e.errno != errno.EEXIST:
raise
if tail == curdir: # xxx/newdir/. exists if xxx/newdir exists
return
mkdir(name, mode)
def removedirs(name):
"""removedirs(path)
Super-rmdir; remove a leaf directory and all empty intermediate
ones. Works like rmdir except that, if the leaf directory is
successfully removed, directories corresponding to rightmost path
segments will be pruned away until either the whole path is
consumed or an error occurs. Errors during this latter phase are
ignored -- they generally mean that a directory was not empty.
"""
rmdir(name)
head, tail = path.split(name)
if not tail:
head, tail = path.split(head)
while head and tail:
try:
rmdir(head)
except error:
break
head, tail = path.split(head)
def renames(old, new):
"""renames(old, new)
Super-rename; create directories as necessary and delete any left
empty. Works like rename, except creation of any intermediate
directories needed to make the new pathname good is attempted
first. After the rename, directories corresponding to rightmost
path segments of the old name will be pruned way until either the
whole path is consumed or a nonempty directory is found.
Note: this function can fail with the new directory structure made
if you lack permissions needed to unlink the leaf directory or
file.
"""
head, tail = path.split(new)
if head and tail and not path.exists(head):
makedirs(head)
rename(old, new)
head, tail = path.split(old)
if head and tail:
try:
removedirs(head)
except error:
pass
__all__.extend(["makedirs", "removedirs", "renames"])
def walk(top, topdown=True, onerror=None, followlinks=False):
"""Directory tree generator.
For each directory in the directory tree rooted at top (including top
itself, but excluding '.' and '..'), yields a 3-tuple
dirpath, dirnames, filenames
dirpath is a string, the path to the directory. dirnames is a list of
the names of the subdirectories in dirpath (excluding '.' and '..').
filenames is a list of the names of the non-directory files in dirpath.
Note that the names in the lists are just names, with no path components.
To get a full path (which begins with top) to a file or directory in
dirpath, do os.path.join(dirpath, name).
If optional arg 'topdown' is true or not specified, the triple for a
directory is generated before the triples for any of its subdirectories
(directories are generated top down). If topdown is false, the triple
for a directory is generated after the triples for all of its
subdirectories (directories are generated bottom up).
When topdown is true, the caller can modify the dirnames list in-place
(e.g., via del or slice assignment), and walk will only recurse into the
subdirectories whose names remain in dirnames; this can be used to prune
the search, or to impose a specific order of visiting. Modifying
dirnames when topdown is false is ineffective, since the directories in
dirnames have already been generated by the time dirnames itself is
generated.
By default errors from the os.listdir() call are ignored. If
optional arg 'onerror' is specified, it should be a function; it
will be called with one argument, an os.error instance. It can
report the error to continue with the walk, or raise the exception
to abort the walk. Note that the filename is available as the
filename attribute of the exception object.
By default, os.walk does not follow symbolic links to subdirectories on
systems that support them. In order to get this functionality, set the
optional argument 'followlinks' to true.
Caution: if you pass a relative pathname for top, don't change the
current working directory between resumptions of walk. walk never
changes the current directory, and assumes that the client doesn't
either.
Example:
import os
from os.path import join, getsize
for root, dirs, files in os.walk('python/Lib/email'):
print root, "consumes",
print sum([getsize(join(root, name)) for name in files]),
print "bytes in", len(files), "non-directory files"
if 'CVS' in dirs:
dirs.remove('CVS') # don't visit CVS directories
"""
from os.path import join, isdir, islink
# We may not have read permission for top, in which case we can't
# get a list of the files the directory contains. os.path.walk
# always suppressed the exception then, rather than blow up for a
# minor reason when (say) a thousand readable directories are still
# left to visit. That logic is copied here.
try:
# Note that listdir and error are globals in this module due
# to earlier import-*.
names = listdir(top)
except error, err:
if onerror is not None:
onerror(err)
return
dirs, nondirs = [], []
for name in names:
if isdir(join(top, name)):
dirs.append(name)
else:
nondirs.append(name)
if topdown:
yield top, dirs, nondirs
for name in dirs:
path = join(top, name)
if followlinks or not islink(path):
for x in walk(path, topdown, onerror, followlinks):
yield x
if not topdown:
yield top, dirs, nondirs
__all__.append("walk")
# Make sure os.environ exists, at least
try:
environ
except NameError:
environ = {}
def execl(file, *args):
"""execl(file, *args)
Execute the executable file with argument list args, replacing the
current process. """
execv(file, args)
def execle(file, *args):
"""execle(file, *args, env)
Execute the executable file with argument list args and
environment env, replacing the current process. """
env = args[-1]
execve(file, args[:-1], env)
def execlp(file, *args):
"""execlp(file, *args)
Execute the executable file (which is searched for along $PATH)
with argument list args, replacing the current process. """
execvp(file, args)
def execlpe(file, *args):
"""execlpe(file, *args, env)
Execute the executable file (which is searched for along $PATH)
with argument list args and environment env, replacing the current
process. """
env = args[-1]
execvpe(file, args[:-1], env)
def execvp(file, args):
"""execp(file, args)
Execute the executable file (which is searched for along $PATH)
with argument list args, replacing the current process.
args may be a list or tuple of strings. """
_execvpe(file, args)
def execvpe(file, args, env):
"""execvpe(file, args, env)
Execute the executable file (which is searched for along $PATH)
with argument list args and environment env , replacing the
current process.
args may be a list or tuple of strings. """
_execvpe(file, args, env)
__all__.extend(["execl","execle","execlp","execlpe","execvp","execvpe"])
def _execvpe(file, args, env=None):
if env is not None:
func = execve
argrest = (args, env)
else:
func = execv
argrest = (args,)
env = environ
head, tail = path.split(file)
if head:
func(file, *argrest)
return
if 'PATH' in env:
envpath = env['PATH']
else:
envpath = defpath
PATH = envpath.split(pathsep)
saved_exc = None
saved_tb = None
for dir in PATH:
fullname = path.join(dir, file)
try:
func(fullname, *argrest)
except error, e:
tb = sys.exc_info()[2]
if (e.errno != errno.ENOENT and e.errno != errno.ENOTDIR
and saved_exc is None):
saved_exc = e
saved_tb = tb
if saved_exc:
raise error, saved_exc, saved_tb
raise error, e, tb
# Change environ to automatically call putenv() if it exists
try:
# This will fail if there's no putenv
putenv
except NameError:
pass
else:
import UserDict
# Fake unsetenv() for Windows
# not sure about os2 here but
# I'm guessing they are the same.
if name in ('os2', 'nt'):
def unsetenv(key):
putenv(key, "")
if name == "riscos":
# On RISC OS, all env access goes through getenv and putenv
from riscosenviron import _Environ
elif name in ('os2', 'nt'): # Where Env Var Names Must Be UPPERCASE
# But we store them as upper case
class _Environ(UserDict.IterableUserDict):
def __init__(self, environ):
UserDict.UserDict.__init__(self)
data = self.data
for k, v in environ.items():
data[k.upper()] = v
def __setitem__(self, key, item):
putenv(key, item)
self.data[key.upper()] = item
def __getitem__(self, key):
return self.data[key.upper()]
try:
unsetenv
except NameError:
def __delitem__(self, key):
del self.data[key.upper()]
else:
def __delitem__(self, key):
unsetenv(key)
del self.data[key.upper()]
def clear(self):
for key in self.data.keys():
unsetenv(key)
del self.data[key]
def pop(self, key, *args):
unsetenv(key)
return self.data.pop(key.upper(), *args)
def has_key(self, key):
return key.upper() in self.data
def __contains__(self, key):
return key.upper() in self.data
def get(self, key, failobj=None):
return self.data.get(key.upper(), failobj)
def update(self, dict=None, **kwargs):
if dict:
try:
keys = dict.keys()
except AttributeError:
# List of (key, value)
for k, v in dict:
self[k] = v
else:
# got keys
# cannot use items(), since mappings
# may not have them.
for k in keys:
self[k] = dict[k]
if kwargs:
self.update(kwargs)
def copy(self):
return dict(self)
else: # Where Env Var Names Can Be Mixed Case
class _Environ(UserDict.IterableUserDict):
def __init__(self, environ):
UserDict.UserDict.__init__(self)
self.data = environ
def __setitem__(self, key, item):
putenv(key, item)
self.data[key] = item
def update(self, dict=None, **kwargs):
if dict:
try:
keys = dict.keys()
except AttributeError:
# List of (key, value)
for k, v in dict:
self[k] = v
else:
# got keys
# cannot use items(), since mappings
# may not have them.
for k in keys:
self[k] = dict[k]
if kwargs:
self.update(kwargs)
try:
unsetenv
except NameError:
pass
else:
def __delitem__(self, key):
unsetenv(key)
del self.data[key]
def clear(self):
for key in self.data.keys():
unsetenv(key)
del self.data[key]
def pop(self, key, *args):
unsetenv(key)
return self.data.pop(key, *args)
def copy(self):
return dict(self)
environ = _Environ(environ)
def getenv(key, default=None):
"""Get an environment variable, return None if it doesn't exist.
The optional second argument can specify an alternate default."""
return environ.get(key, default)
__all__.append("getenv")
def _exists(name):
try:
eval(name)
return True
except NameError:
return False
# Supply spawn*() (probably only for Unix)
if _exists("fork") and not _exists("spawnv") and _exists("execv"):
P_WAIT = 0
P_NOWAIT = P_NOWAITO = 1
# XXX Should we support P_DETACH? I suppose it could fork()**2
# and close the std I/O streams. Also, P_OVERLAY is the same
# as execv*()?
def _spawnvef(mode, file, args, env, func):
# Internal helper; func is the exec*() function to use
pid = fork()
if not pid:
# Child
try:
if env is None:
func(file, args)
else:
func(file, args, env)
except:
_exit(127)
else:
# Parent
if mode == P_NOWAIT:
return pid # Caller is responsible for waiting!
while 1:
wpid, sts = waitpid(pid, 0)
if WIFSTOPPED(sts):
continue
elif WIFSIGNALED(sts):
return -WTERMSIG(sts)
elif WIFEXITED(sts):
return WEXITSTATUS(sts)
else:
raise error, "Not stopped, signaled or exited???"
def spawnv(mode, file, args):
"""spawnv(mode, file, args) -> integer
Execute file with arguments from args in a subprocess.
If mode == P_NOWAIT return the pid of the process.
If mode == P_WAIT return the process's exit code if it exits normally;
otherwise return -SIG, where SIG is the signal that killed it. """
return _spawnvef(mode, file, args, None, execv)
def spawnve(mode, file, args, env):
"""spawnve(mode, file, args, env) -> integer
Execute file with arguments from args in a subprocess with the
specified environment.
If mode == P_NOWAIT return the pid of the process.
If mode == P_WAIT return the process's exit code if it exits normally;
otherwise return -SIG, where SIG is the signal that killed it. """
return _spawnvef(mode, file, args, env, execve)
# Note: spawnvp[e] is't currently supported on Windows
def spawnvp(mode, file, args):
"""spawnvp(mode, file, args) -> integer
Execute file (which is looked for along $PATH) with arguments from
args in a subprocess.
If mode == P_NOWAIT return the pid of the process.
If mode == P_WAIT return the process's exit code if it exits normally;
otherwise return -SIG, where SIG is the signal that killed it. """
return _spawnvef(mode, file, args, None, execvp)
def spawnvpe(mode, file, args, env):
"""spawnvpe(mode, file, args, env) -> integer
Execute file (which is looked for along $PATH) with arguments from
args in a subprocess with the supplied environment.
If mode == P_NOWAIT return the pid of the process.
If mode == P_WAIT return the process's exit code if it exits normally;
otherwise return -SIG, where SIG is the signal that killed it. """
return _spawnvef(mode, file, args, env, execvpe)
if _exists("spawnv"):
# These aren't supplied by the basic Windows code
# but can be easily implemented in Python
def spawnl(mode, file, *args):
"""spawnl(mode, file, *args) -> integer
Execute file with arguments from args in a subprocess.
If mode == P_NOWAIT return the pid of the process.
If mode == P_WAIT return the process's exit code if it exits normally;
otherwise return -SIG, where SIG is the signal that killed it. """
return spawnv(mode, file, args)
def spawnle(mode, file, *args):
"""spawnle(mode, file, *args, env) -> integer
Execute file with arguments from args in a subprocess with the
supplied environment.
If mode == P_NOWAIT return the pid of the process.
If mode == P_WAIT return the process's exit code if it exits normally;
otherwise return -SIG, where SIG is the signal that killed it. """
env = args[-1]
return spawnve(mode, file, args[:-1], env)
__all__.extend(["spawnv", "spawnve", "spawnl", "spawnle",])
if _exists("spawnvp"):
# At the moment, Windows doesn't implement spawnvp[e],
# so it won't have spawnlp[e] either.
def spawnlp(mode, file, *args):
"""spawnlp(mode, file, *args) -> integer
Execute file (which is looked for along $PATH) with arguments from
args in a subprocess with the supplied environment.
If mode == P_NOWAIT return the pid of the process.
If mode == P_WAIT return the process's exit code if it exits normally;
otherwise return -SIG, where SIG is the signal that killed it. """
return spawnvp(mode, file, args)
def spawnlpe(mode, file, *args):
"""spawnlpe(mode, file, *args, env) -> integer
Execute file (which is looked for along $PATH) with arguments from
args in a subprocess with the supplied environment.
If mode == P_NOWAIT return the pid of the process.
If mode == P_WAIT return the process's exit code if it exits normally;
otherwise return -SIG, where SIG is the signal that killed it. """
env = args[-1]
return spawnvpe(mode, file, args[:-1], env)
__all__.extend(["spawnvp", "spawnvpe", "spawnlp", "spawnlpe",])
# Supply popen2 etc. (for Unix)
if _exists("fork"):
if not _exists("popen2"):
def popen2(cmd, mode="t", bufsize=-1):
"""Execute the shell command 'cmd' in a sub-process. On UNIX, 'cmd'
may be a sequence, in which case arguments will be passed directly to
the program without shell intervention (as with os.spawnv()). If 'cmd'
is a string it will be passed to the shell (as with os.system()). If
'bufsize' is specified, it sets the buffer size for the I/O pipes. The
file objects (child_stdin, child_stdout) are returned."""
import warnings
msg = "os.popen2 is deprecated. Use the subprocess module."
warnings.warn(msg, DeprecationWarning, stacklevel=2)
import subprocess
PIPE = subprocess.PIPE
p = subprocess.Popen(cmd, shell=True, bufsize=bufsize,
stdin=PIPE, stdout=PIPE, close_fds=True)
return p.stdin, p.stdout
__all__.append("popen2")
if not _exists("popen3"):
def popen3(cmd, mode="t", bufsize=-1):
"""Execute the shell command 'cmd' in a sub-process. On UNIX, 'cmd'
may be a sequence, in which case arguments will be passed directly to
the program without shell intervention (as with os.spawnv()). If 'cmd'
is a string it will be passed to the shell (as with os.system()). If
'bufsize' is specified, it sets the buffer size for the I/O pipes. The
file objects (child_stdin, child_stdout, child_stderr) are returned."""
import warnings
msg = "os.popen3 is deprecated. Use the subprocess module."
warnings.warn(msg, DeprecationWarning, stacklevel=2)
import subprocess
PIPE = subprocess.PIPE
p = subprocess.Popen(cmd, shell=True, bufsize=bufsize,
stdin=PIPE, stdout=PIPE, stderr=PIPE,
close_fds=True)
return p.stdin, p.stdout, p.stderr
__all__.append("popen3")
if not _exists("popen4"):
def popen4(cmd, mode="t", bufsize=-1):
"""Execute the shell command 'cmd' in a sub-process. On UNIX, 'cmd'
may be a sequence, in which case arguments will be passed directly to
the program without shell intervention (as with os.spawnv()). If 'cmd'
is a string it will be passed to the shell (as with os.system()). If
'bufsize' is specified, it sets the buffer size for the I/O pipes. The
file objects (child_stdin, child_stdout_stderr) are returned."""
import warnings
msg = "os.popen4 is deprecated. Use the subprocess module."
warnings.warn(msg, DeprecationWarning, stacklevel=2)
import subprocess
PIPE = subprocess.PIPE
p = subprocess.Popen(cmd, shell=True, bufsize=bufsize,
stdin=PIPE, stdout=PIPE,
stderr=subprocess.STDOUT, close_fds=True)
return p.stdin, p.stdout
__all__.append("popen4")
import copy_reg as _copy_reg
def _make_stat_result(tup, dict):
return stat_result(tup, dict)
def _pickle_stat_result(sr):
(type, args) = sr.__reduce__()
return (_make_stat_result, args)
try:
_copy_reg.pickle(stat_result, _pickle_stat_result, _make_stat_result)
except NameError: # stat_result may not exist
pass
def _make_statvfs_result(tup, dict):
return statvfs_result(tup, dict)
def _pickle_statvfs_result(sr):
(type, args) = sr.__reduce__()
return (_make_statvfs_result, args)
try:
_copy_reg.pickle(statvfs_result, _pickle_statvfs_result,
_make_statvfs_result)
except NameError: # statvfs_result may not exist
pass
if not _exists("urandom"):
def urandom(n):
"""urandom(n) -> str
Return a string of n random bytes suitable for cryptographic use.
"""
try:
_urandomfd = open("/dev/urandom", O_RDONLY)
except (OSError, IOError):
raise NotImplementedError("/dev/urandom (or equivalent) not found")
try:
bs = b""
while n - len(bs) >= 1:
bs += read(_urandomfd, n - len(bs))
finally:
close(_urandomfd)
return bs
Any assistance in figuring this out would be greatly appreciated. My Python experience is extremely limited.
SWright
Windows XP SP3,Pentium 4 1.8Ghz 1.5gb ram, ATI Radeon HD 3650, 1gb DDR2 ram
- John Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 3 months
Re: Blender cmod export script (updated)
--- edit ---
Last edited by John Van Vliet on 20.10.2013, 07:56, edited 1 time in total.
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
John was right. This was written for a Linux box. I thought it would run on Windows but I never was able to test it on Windows. The line that seems to be giving you trouble is using a PWD command that works with Linux to get the working dirctory. You can try to change the line to From what I remember, I think that latter line gave me trouble with linux for some reason but I wrote this a while ago and I can't really remember.
cartrite
Code: Select all
path_dir = '%s' % os.environ['PWD']
Code: Select all
path_dir = '%s' % os.curdir
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
- t00fri
- Developer
- Posts: 8772
- Joined: 29.03.2002
- Age: 22
- With us: 22 years 8 months
- Location: Hamburg, Germany
Re: Blender cmod export script (updated)
Hey Steve!
How are you?? It has been a long time... Are you coming back now on a more regular frequency?
Fridger
How are you?? It has been a long time... Are you coming back now on a more regular frequency?
Fridger
Re: Blender cmod export script (updated)
Thanks for code fix, runs perfectly on my Winblows box now. I really appreciate the quick response.
Great exporter, really saves time not having to use a converter. Not to mention the added versatility. Awsome work!
Great exporter, really saves time not having to use a converter. Not to mention the added versatility. Awsome work!
Windows XP SP3,Pentium 4 1.8Ghz 1.5gb ram, ATI Radeon HD 3650, 1gb DDR2 ram
-
Topic authorcartrite
- Posts: 1978
- Joined: 15.09.2005
- With us: 19 years 2 months
- Location: Pocono Mountains, Pennsylvania, USA Greate Grandfother from Irshava, Zakarpattia Oblast Ukraine
Re: Blender cmod export script (updated)
I have been looking at the forums and emails. So I can respond to emails and forum questions by using a library computer. Trouble is, I'm still using an old back up computer at home. An old P2. The other computer bit the dust. I still can get it started but it freezes up all the time so I stopped using it to save the data on my hard drives. Work is still slow so I haven't been able to save enough for an Internet connection or to build a new computer which is what I am hoping to do some day soon. I seem to be one of those that fell through the cracks in the robust economy.t00fri wrote:Hey Steve!
How are you?? It has been a long time... Are you coming back now on a more regular frequency?
Fridger
Great to hear that. I was shooting in the dark so I'm glad it worked out.swright wrote:Thanks for code fix, runs perfectly on my Winblows box now. I really appreciate the quick response.
Great exporter, really saves time not having to use a converter. Not to mention the added versatility. Awsome work!
cartrite
VivoBook_ASUSLaptop X712JA_S712JA Intel(R) UHD Graphics 8gb ram. Intel(R) Core(TM) i5-1035G1 CPU @ 1.00GHz, 1190 Mhz, 4 Core(s), 8 Logical Processor(s) 8 GB ram. Running on Windows 11 and OpenSuse 15.4
Re: Blender cmod export script (updated)
Hi all,
I' trying to export a model form blender to celestia. I used the script cmod-export-mesh.py but I probably did something wrong because I obtained an error. I very new with celestia and blender (and python to say the truth...) so if someone could give me a hint I'd be grateful...
This is what I've done:
[mike@pcfluka ~]$ blender lpf.blend -P cmod-export-mesh.py
Compiled with Python version 2.6.2.
Checking for installed Python... got it!
Traceback (most recent call last):
File "cmod-export-mesh.py", line 302, in chk_name
write_file(filename)
File "cmod-export-mesh.py", line 50, in write_file
mesh = Mesh.Get(object.name)
NameError: Mesh "Transform" not found
I' trying to export a model form blender to celestia. I used the script cmod-export-mesh.py but I probably did something wrong because I obtained an error. I very new with celestia and blender (and python to say the truth...) so if someone could give me a hint I'd be grateful...
This is what I've done:
[mike@pcfluka ~]$ blender lpf.blend -P cmod-export-mesh.py
Compiled with Python version 2.6.2.
Checking for installed Python... got it!
Traceback (most recent call last):
File "cmod-export-mesh.py", line 302, in chk_name
write_file(filename)
File "cmod-export-mesh.py", line 50, in write_file
mesh = Mesh.Get(object.name)
NameError: Mesh "Transform" not found
- John Van Vliet
- Posts: 2944
- Joined: 28.08.2002
- With us: 22 years 3 months
Re: Blender cmod export script (updated)
--- edit ---
Last edited by John Van Vliet on 19.10.2013, 23:02, edited 1 time in total.