This commit is contained in:
Shelby Hockaday 2024-04-16 19:25:28 -04:00
commit 15ad88204e
14 changed files with 124 additions and 23 deletions

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@ -15,3 +15,6 @@ exports/
# Ignore Krita and Blender backups
*.*~
# Ignore development files
pipeline/blender_autocomplete/

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@ -0,0 +1,8 @@
{
"recommendations": [
"jacqueslucke.blender-development",
"blenderfreetimeprojects.blender-python-code-templates",
"ms-python.vscode-pylance",
"ms-python.python"
]
}

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{
"python.autoComplete.extraPaths": [
"pipeline/blender_autocomplete/3.6"
],
"python.linting.pylintArgs": [
"--init-hook",
"import sys; sys.path.append('pipeline/blender_autocomplete/3.6')"
],
"python.analysis.extraPaths": [
"pipeline/blender_autocomplete/3.6"
],
"blender.addon.moduleName": "BoneJuice",
"blender.addon.loadDirectory": "pipeline",
"blender.addon.reloadOnSave": true,
"blender.addon.sourceDirectory": "pipeline",
"python.analysis.diagnosticSeverityOverrides": {
"reportInvalidTypeForm": "none"
}
}

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@ -63,5 +63,7 @@ If you need results from an automated process, see the `pipeline` directory. Eac
For animations, please include the `pipeline/export_anims.py` script in your Blender file. This allows one-click exporting of FBX animations (may be fully automated with a script later).
See [automation docs](docs/automation.md)
## Questions
If there are any questions or feedback on these guidelines and conventions, please poke Alan with a sharp, pointy stick.

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# Automation
## Setup
- Ensure you have Blender 3.6 installed (hopefully at the location: `C:\Program Files\Blender Foundation\Blender 3.6`)
- Run the script located at `pipeline/export_all_anims.cmd`
## Editing
- Ensure Python is installed on your machine
- Ensure you have Visual Studio Code installed
- 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`
- Your workspace is now set up!
## Resources
- [Blender as a Python Module](https://pypi.org/project/bpy/)

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@ -0,0 +1,3 @@
set PATH=%PATH%;"C:\Program Files\Blender Foundation\Blender 3.6"
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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@ -1,4 +1,58 @@
import bpy
from bpy.types import LayerCollection, Object, NlaTrack
# Enter object mode
bpy.ops.object.mode_set(mode='OBJECT')
# FIRST, toggle collections
collections_exportable = [
"insurrectionist", "infantry", "rigging", "geometry", "grapple", "baton", "helmet", "gun", "jetpack"
]
def toggle_collection(coll: LayerCollection):
# Iterate over all child LayerCollections
for child in coll.children.values():
c: LayerCollection = child
# Force include/exclude character-related collections so they're included/excluded from export
c.exclude = not (c.name in collections_exportable)
if c.name == "insurrectionist" or c.name == "infantry":
bpy.context.view_layer.active_layer_collection = c
toggle_collection(bpy.context.view_layer.layer_collection)
# Find rig to make it active, and select all objects
for objBase in bpy.context.scene.objects:
obj: Object = objBase
if obj.type == 'ARMATURE':
bpy.context.view_layer.objects.active = obj
if obj.visible_get():
obj.select_set(True)
# 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
path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '')
@ -74,22 +128,4 @@ bpy.ops.pose.transforms_clear() # Clear all transforms
bpy.ops.object.mode_set(mode='OBJECT')
## FOR DEBUGGING, see https://blender.stackexchange.com/questions/93728/blender-script-run-print-to-console
# from bpy import context
# 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
# exit()

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