185 lines
6.5 KiB
Python
185 lines
6.5 KiB
Python
import bpy
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import os
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from bpy.props import (StringProperty, PointerProperty, EnumProperty, BoolProperty)
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from bpy.types import (Panel, Operator, AddonPreferences, PropertyGroup)
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bl_info = \
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{
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"name": "Unreal Exporter",
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"author": "Bozarre",
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"version": (1, 0, 0),
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"blender": (4, 2, 0),
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"location": "View 3D > Object Mode > Unreal Exporter",
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"description":
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"Bartch exporter for Unreal Engine",
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"warning": "",
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"wiki_url": "",
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"tracker_url": "",
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"category": "Exporter",
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}
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class UEExporterSettings(PropertyGroup):
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path : StringProperty(
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#name="",
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description="Path to Directory (empty means same as curren file)",
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default="//",
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maxlen=1024,
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subtype='FILE_PATH')
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source_collection : StringProperty(
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description="Collection name (collisions don't have to be in the same collection",
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default="Export",
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maxlen=1024)
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collisions: BoolProperty(
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name="Export Collisions",
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description="Whether to export the collision shapes",
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default = True
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)
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local_origin: BoolProperty(
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name="Export Origin",
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description="Whether to use the objects origin as the export origin",
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default = False
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)
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class VIEW3D_PT_PanelExportAll(bpy.types.Panel):
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bl_label = "Export Selected"
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bl_space_type = "VIEW_3D"
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bl_region_type = "UI"
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bl_category = "UE Exporter"
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bl_context = "objectmode"
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def draw(self, context):
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layout = self.layout
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scn = context.scene
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layout.label(text="Export Path Location:")
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layout.prop(scn.ue_exporter, "path", text="")
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layout.label(text="Collection to export")
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layout.prop(scn.ue_exporter, "source_collection", text="")
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layout.prop(scn.ue_exporter, "local_origin", text=" Export Origin")
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layout.prop(scn.ue_exporter, "collisions", text=" Export Collisions")
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layout.operator("ue_exporter_obs.separate_export", text='Export Seperate', icon='TRIA_RIGHT')
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layout.operator("ue_exporter_obs.combine_export", text='Export Combined', icon='TRIA_RIGHT')
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class OBJECT_OT_SeparateExport(bpy.types.Operator):
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bl_idname = "ue_exporter_obs.separate_export"
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bl_label = "Export Selected"
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bl_options = {"UNDO"}
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def execute(self, context):
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return {'FINISHED'}
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def invoke(self, context, event):
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SeparateExport(context.scene.ue_exporter.path)
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self.report({'INFO'}, 'Exported')
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return {'FINISHED'}
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class OBJECT_OT_CombineExport(bpy.types.Operator):
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bl_idname = "ue_exporter_obs.combine_export"
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bl_label = "Export Selected"
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bl_options = {"UNDO"}
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def execute(self, context):
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return {'FINISHED'}
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def invoke(self, context, event):
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CombineExport(context.scene.ue_exporter.path)
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self.report({'INFO'}, 'Exported')
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return {'FINISHED'}
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def SeparateExport(exportFolder):
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#collection_collision_export = bpy.ops.collection.create("Collision.Export")
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collection_collision_export = bpy.data.collections.new("Collision.Export")
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bpy.context.scene.collection.children.link(collection_collision_export)
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objects = bpy.data.collections[bpy.context.scene.ue_exporter.source_collection].all_objects
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#for some absurd logic it works only if objects comes from the selection, no time to explain...
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#for object in objects:
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# object.select_set(True)
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#objects = bpy.context.selected_objects
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bpy.ops.object.select_all(action='DESELECT')
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for object in list(objects):
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if object.type not in ['MESH']:
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continue
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collision = bpy.data.objects['UCX_' + object.name]
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export_collision = collision.copy()
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export_collision.data = collision.data.copy()
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export_collision.animation_data_clear()
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bpy.context.collection.objects.link(export_collision)
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#bpy.data.collections['Collision.Export'].objects.link(export_collision)
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collection_collision_export.objects.link(export_collision)
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export_collision.select_set(True)
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bpy.context.view_layer.objects.active = export_collision
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bpy.ops.object.modifier_apply(modifier='GeometryNodes')
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bpy.ops.mesh.separate(type='LOOSE')
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object.select_set(True)
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exportName = bpy.path.abspath(exportFolder) + object.name + '.fbx'
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bpy.ops.export_scene.fbx(filepath=exportName, use_selection=True, mesh_smooth_type='FACE')
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bpy.ops.object.select_all(action='DESELECT')
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objects = collection_collision_export.all_objects
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for object in objects:
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object.select_set(True)
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bpy.ops.object.delete()
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bpy.data.collections.remove(collection_collision_export)
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def CombineExport(exportFolder):
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objects = bpy.data.collections[bpy.context.scene.ue_exporter.source_collection].all_objects
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#for some absurd logic it works only if objects comes from the selection, no time to explain...
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for object in objects:
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object.select_set(True)
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bpy.ops.object.select_all(action='DESELECT')
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isOrigin = bpy.context.scene.ue_exporter.local_origin
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origLocs = []
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for object in objects:
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object.select_set(True)
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if isOrigin:
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origLocs.append(object.location.copy())
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object.location = (0.0,0.0,0.0)
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object.name = object.name
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exportName = exportFolder + bpy.context.active_object.name + '.fbx'
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bpy.ops.export_scene.fbx(filepath=exportName, use_selection=True, mesh_smooth_type='FACE')
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for object in objects:
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if isOrigin:
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object.location = origLocs.pop(0)
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classes = (
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VIEW3D_PT_PanelExportAll,
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OBJECT_OT_SeparateExport,
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OBJECT_OT_CombineExport,
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UEExporterSettings
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)
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def apply_modifiers(obj):
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ctx = bpy.context.copy()
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ctx['object'] = obj
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for _, m in enumerate(obj.modifiers):
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try:
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ctx['modifier'] = m
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bpy.ops.object.modifier_apply(ctx, modifier=m.name)
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except RuntimeError:
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print(f"Error applying {m.name} to {obj.name}, removing it instead.")
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obj.modifiers.remove(m)
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for m in obj.modifiers:
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obj.modifiers.remove(m)
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def register():
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for c in classes:
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bpy.utils.register_class(c)
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bpy.types.Scene.ue_exporter = bpy.props.PointerProperty(type=UEExporterSettings)
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def unregister():
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for c in reversed(classes):
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bpy.utils.unregister_class(c)
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del bpy.types.Scene.ue_exporter
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if __name__ == "__main__":
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register()
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