Revision: 20179
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20179
Author: campbellbarton
Date: 2009-05-13 02:20:14 +0200 (Wed, 13 May 2009)
Log Message:
-----------
[#18694] Added support for Wavefront OBJ groups for both the import and export
scripts
from Paolo Ciccone (pciccone)
Im not that keen on this functionality since vertex groups in blender are for
weight painting and OBJ's groups are more like sub-objects, The conversion
between these is a poor approximation (one vertex group per face).
But this is still useful for using blender with poser so accepting these 2
patches.
Made some changes from the patch
*Export*
- vgroup off by default, since this is mainly useful for corner cases
- findVertexGroupName() - changed how exporting selects a vertex group for a
face, use the highest combind weight for each group instead of the number of
checking how many times the verts are in a group because they could have a zero
weight.
- findVertexGroupName() - would fail if a faces verts were not in any groups,
now return a (null) group
- Allow modifiers to export with vgroups
*Import*
- disable by default
- ignore (null) groups
- fixed a problem where the patch broke SPLIT_GROUPS
- move the group definition out of global namespace, breaks importing as a
module.
--- Patch submission info
The import/export scripts included with Blender 2.48 don't save/preserve groups
defined in OBJ file. This presents a
couple of issues: users loading an obj file with groups are not able to use a
rather important set of data. When the
file is then saved the groups are lost bringing up both the issue of data loss
and loss of functionality as groups are
used for rigging and morph target creation for Poser/DAZ Studio and all
compatible applications. Of course other
animation/modeling packages that use OBJ files might be affected.
The solution that I present here simply patches the excellent python scripts
written by Campbell Barton and Jiri Hnidek.
The new code implements the preservation of groups by creating Blender vertex
groups during import and by re-writing
those groups in the OBJ file during export. Of course group ownership is
idetermined at the face/polygon level and not
at the vertex level.
This rather simple solution makes Blender instantly one of the better tools to
create Poser Morph targets (Full Body
Morphs) and conforming figures and clothing. Of course it's also adding a more
complete support for the whole OBJ spec.
The patches are fitting well inside the established logic, have a minimal
impact and are totally transparent to the
user. See the attached video (about 7 minutes long) for more details.
I noticed that the original scripts are formatted with tabs. I think it would
be a good idea to follow the standard
Python recommendation and convert the scripts to use spaces. I didn't want to
do it on my side as it would generate
a patch that replaces the whole file, not something that I wanted to do with my
first submission :) But it would help
if people with access to SVN could do it.
Here is a short video that demonstrates the updates:
http://www.paolociccone.com/blender_obj_scripts.html
Cheers!
----
Modified Paths:
--------------
trunk/blender/release/scripts/export_obj.py
trunk/blender/release/scripts/import_obj.py
Modified: trunk/blender/release/scripts/export_obj.py
===================================================================
--- trunk/blender/release/scripts/export_obj.py 2009-05-12 23:53:55 UTC (rev
20178)
+++ trunk/blender/release/scripts/export_obj.py 2009-05-13 00:20:14 UTC (rev
20179)
@@ -7,9 +7,9 @@
Tooltip: 'Save a Wavefront OBJ File'
"""
-__author__ = "Campbell Barton, Jiri Hnidek"
+__author__ = "Campbell Barton, Jiri Hnidek, Paolo Ciccone"
__url__ =
['http://wiki.blender.org/index.php/Scripts/Manual/Export/wavefront_obj',
'www.blender.org', 'blenderartists.org']
-__version__ = "1.2"
+__version__ = "1.21"
__bpydoc__ = """\
This script is an exporter to OBJ file format.
@@ -185,7 +185,8 @@
EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_NORMALS=False,
EXPORT_NORMALS_HQ=False,\
EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_ROTX90=True, EXPORT_BLEN_OBS=True,\
-EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False,
EXPORT_KEEP_VERT_ORDER=False):
+EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False,
EXPORT_KEEP_VERT_ORDER=False,\
+EXPORT_POLYGROUPS=False):
'''
Basic write function. The context and options must be alredy set
This can be accessed externaly
@@ -199,6 +200,29 @@
def veckey2d(v):
return round(v.x, 6), round(v.y, 6)
+ def findVertexGroupName(face, vWeightMap):
+ """
+ Searches the vertexDict to see what groups is assigned to a
given face.
+ We use a frequency system in order to sort out the name because
a given vetex can
+ belong to two or more groups at the same time. To find the
right name for the face
+ we list all the possible vertex group names with their
frequency and then sort by
+ frequency in descend order. The top element is the one shared
by the highest number
+ of vertices is the face's group
+ """
+ weightDict = {}
+ for vert in face:
+ vWeights = vWeightMap[vert.index]
+ for vGroupName, weight in vWeights:
+ weightDict[vGroupName] =
weightDict.get(vGroupName, 0) + weight
+
+ if weightDict:
+ alist = [(weight,vGroupName) for vGroupName, weight in
weightDict.iteritems()] # sort least to greatest amount of weight
+ alist.sort()
+ return(alist[-1][1]) # highest value last
+ else:
+ return '(null)'
+
+
print 'OBJ Export path: "%s"' % filename
temp_mesh_name = '~tmp-mesh'
@@ -239,12 +263,12 @@
globalNormals = {}
- # Get all meshs
+ # Get all meshes
for ob_main in objects:
for ob, ob_mat in BPyObject.getDerivedObjects(ob_main):
# Will work for non meshes now! :)
# getMeshFromObject(ob, container_mesh=None,
apply_modifiers=True, vgroups=True, scn=None)
- me= BPyMesh.getMeshFromObject(ob, containerMesh,
EXPORT_APPLY_MODIFIERS, False, scn)
+ me= BPyMesh.getMeshFromObject(ob, containerMesh,
EXPORT_APPLY_MODIFIERS, EXPORT_POLYGROUPS, scn)
if not me:
continue
@@ -397,6 +421,17 @@
if not faceuv:
f_image = None
+ if EXPORT_POLYGROUPS:
+ # Retrieve the list of vertex groups
+ vertGroupNames = me.getVertGroupNames()
+
+ currentVGroup = ''
+ # Create a dictionary keyed by face id and
listing, for each vertex, the vertex groups it belongs to
+ vgroupsMap = [[] for _i in
xrange(len(me.verts))]
+ for vertexGroupName in vertGroupNames:
+ for vIdx, vWeight in
me.getVertsFromGroup(vertexGroupName, 1):
+
vgroupsMap[vIdx].append((vertexGroupName, vWeight))
+
for f_index, f in enumerate(faces):
f_v= f.v
f_smooth= f.smooth
@@ -411,9 +446,18 @@
else:
key = materialNames[f_mat], None # No
image, use None instead.
+ # Write the vertex group
+ if EXPORT_POLYGROUPS:
+ if vertGroupNames:
+ # find what vertext group the
face belongs to
+ theVGroup =
findVertexGroupName(f,vgroupsMap)
+ if theVGroup !=
currentVGroup:
+ currentVGroup =
theVGroup
+ file.write('g %s\n' %
theVGroup)
+
# CHECK FOR CONTEXT SWITCH
if key == contextMat:
- pass # Context alredy switched, dont do
anythoing
+ pass # Context alredy switched, dont do
anything
else:
if key[0] == None and key[1] == None:
# Write a null material, since
we know the context has changed.
@@ -438,6 +482,7 @@
if EXPORT_GROUP_BY_MAT:
file.write('g
%s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), mat_data[0]) ) # can
be mat_image or (null)
+
file.write('usemtl %s\n' %
mat_data[0]) # can be mat_image or (null)
contextMat = key
@@ -539,7 +584,8 @@
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
EXPORT_ANIMATION, EXPORT_COPY_IMAGES, EXPORT_BLEN_OBS,\
- EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT, EXPORT_KEEP_VERT_ORDER
+ EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT,
EXPORT_KEEP_VERT_ORDER,\
+ EXPORT_POLYGROUPS
EXPORT_APPLY_MODIFIERS = Draw.Create(0)
EXPORT_ROTX90 = Draw.Create(1)
@@ -557,7 +603,9 @@
EXPORT_GROUP_BY_OB = Draw.Create(0)
EXPORT_GROUP_BY_MAT = Draw.Create(0)
EXPORT_KEEP_VERT_ORDER = Draw.Create(1)
+ EXPORT_POLYGROUPS = Draw.Create(0)
+
# Old UI
'''
# removed too many options are bad!
@@ -607,7 +655,7 @@
GLOBALS['EVENT'] = e
def do_split(e,v):
- global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB,
EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER
+ global EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB,
EXPORT_GROUP_BY_MAT, EXPORT_APPLY_MODIFIERS, KEEP_VERT_ORDER, EXPORT_POLYGROUPS
if EXPORT_BLEN_OBS.val or EXPORT_GROUP_BY_OB.val or
EXPORT_GROUP_BY_MAT.val or EXPORT_APPLY_MODIFIERS.val:
EXPORT_KEEP_VERT_ORDER.val = 0
else:
@@ -621,6 +669,7 @@
if not (EXPORT_BLEN_OBS.val or
EXPORT_GROUP_BY_OB.val or EXPORT_GROUP_BY_MAT.val or
EXPORT_APPLY_MODIFIERS.val):
EXPORT_KEEP_VERT_ORDER.val = 1
+
def do_help(e,v):
url = __url__[0]
print 'Trying to open web browser with documentation at
this address...'
@@ -637,43 +686,45 @@
# Center based on overall pup size
ui_x -= 165
- ui_y -= 110
+ ui_y -= 140
global EXPORT_APPLY_MODIFIERS, EXPORT_ROTX90,
EXPORT_TRI, EXPORT_EDGES,\
EXPORT_NORMALS, EXPORT_NORMALS_HQ, EXPORT_UV,\
EXPORT_MTL, EXPORT_SEL_ONLY, EXPORT_ALL_SCENES,\
EXPORT_ANIMATION, EXPORT_COPY_IMAGES,
EXPORT_BLEN_OBS,\
- EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT,
EXPORT_KEEP_VERT_ORDER
+ EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT,
EXPORT_KEEP_VERT_ORDER,\
+ EXPORT_POLYGROUPS
- Draw.Label('Context...', ui_x+9, ui_y+209, 220, 20)
+ Draw.Label('Context...', ui_x+9, ui_y+239, 220, 20)
Draw.BeginAlign()
- EXPORT_SEL_ONLY = Draw.Toggle('Selection Only',
EVENT_NONE, ui_x+9, ui_y+189, 110, 20, EXPORT_SEL_ONLY.val, 'Only export
objects in visible selection. Else export whole scene.')
- EXPORT_ALL_SCENES = Draw.Toggle('All Scenes',
EVENT_NONE, ui_x+119, ui_y+189, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as
a separate OBJ file.')
- EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE,
ui_x+229, ui_y+189, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered
OBJ file.')
+ EXPORT_SEL_ONLY = Draw.Toggle('Selection Only',
EVENT_NONE, ui_x+9, ui_y+219, 110, 20, EXPORT_SEL_ONLY.val, 'Only export
objects in visible selection. Else export whole scene.')
+ EXPORT_ALL_SCENES = Draw.Toggle('All Scenes',
EVENT_NONE, ui_x+119, ui_y+219, 110, 20, EXPORT_ALL_SCENES.val, 'Each scene as
a separate OBJ file.')
+ EXPORT_ANIMATION = Draw.Toggle('Animation', EVENT_NONE,
ui_x+229, ui_y+219, 110, 20, EXPORT_ANIMATION.val, 'Each frame as a numbered
OBJ file.')
Draw.EndAlign()
- Draw.Label('Output Options...', ui_x+9, ui_y+159, 220,
20)
+ Draw.Label('Output Options...', ui_x+9, ui_y+189, 220,
20)
Draw.BeginAlign()
- EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers',
EVENT_REDRAW, ui_x+9, ui_y+140, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use
transformed mesh data from each object. May break vert order for morph
targets.', do_split)
- EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE,
ui_x+119, ui_y+140, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders
UP is translated into OBJs UP')
- EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images',
EVENT_NONE, ui_x+229, ui_y+140, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image
files to the export directory, never overwrite.')
+ EXPORT_APPLY_MODIFIERS = Draw.Toggle('Apply Modifiers',
EVENT_REDRAW, ui_x+9, ui_y+170, 110, 20, EXPORT_APPLY_MODIFIERS.val, 'Use
transformed mesh data from each object. May break vert order for morph
targets.', do_split)
+ EXPORT_ROTX90 = Draw.Toggle('Rotate X90', EVENT_NONE,
ui_x+119, ui_y+170, 110, 20, EXPORT_ROTX90.val, 'Rotate on export so Blenders
UP is translated into OBJs UP')
+ EXPORT_COPY_IMAGES = Draw.Toggle('Copy Images',
EVENT_NONE, ui_x+229, ui_y+170, 110, 20, EXPORT_COPY_IMAGES.val, 'Copy image
files to the export directory, never overwrite.')
Draw.EndAlign()
- Draw.Label('Export...', ui_x+9, ui_y+109, 220, 20)
+ Draw.Label('Export...', ui_x+9, ui_y+139, 220, 20)
Draw.BeginAlign()
- EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9,
ui_y+90, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
- EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE,
ui_x+59, ui_y+90, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
+ EXPORT_EDGES = Draw.Toggle('Edges', EVENT_NONE, ui_x+9,
ui_y+120, 50, 20, EXPORT_EDGES.val, 'Edges not connected to faces.')
+ EXPORT_TRI = Draw.Toggle('Triangulate', EVENT_NONE,
ui_x+59, ui_y+120, 70, 20, EXPORT_TRI.val, 'Triangulate quads.')
Draw.EndAlign()
Draw.BeginAlign()
- EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE,
ui_x+139, ui_y+90, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the
OBJ.')
- EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209,
ui_y+90, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
+ EXPORT_MTL = Draw.Toggle('Materials', EVENT_NONE,
ui_x+139, ui_y+120, 70, 20, EXPORT_MTL.val, 'Write a separate MTL file with the
OBJ.')
+ EXPORT_UV = Draw.Toggle('UVs', EVENT_NONE, ui_x+209,
ui_y+120, 31, 20, EXPORT_UV.val, 'Export texface UV coords.')
Draw.EndAlign()
Draw.BeginAlign()
- EXPORT_NORMALS = Draw.Toggle('Normals', EVENT_NONE,
ui_x+250, ui_y+90, 59, 20, EXPORT_NORMALS.val, 'Export vertex normal data
(Ignored on import).')
- EXPORT_NORMALS_HQ = Draw.Toggle('HQ', EVENT_NONE,
ui_x+309, ui_y+90, 31, 20, EXPORT_NORMALS_HQ.val, 'Calculate high quality
normals for rendering.')
@@ Diff output truncated at 10240 characters. @@
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