WIP automate animation export
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.gitignore
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.gitignore
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@ -15,3 +15,6 @@ exports/
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# Ignore Krita and Blender backups
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*.*~
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# Ignore development files
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pipeline/blender_autocomplete/
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.vscode/extensions.json
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.vscode/extensions.json
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{
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"recommendations": [
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"jacqueslucke.blender-development",
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"blenderfreetimeprojects.blender-python-code-templates",
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"ms-python.vscode-pylance",
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"ms-python.python"
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]
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}
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.vscode/settings.json
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.vscode/settings.json
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{
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"python.autoComplete.extraPaths": [
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"pipeline/blender_autocomplete/3.6"
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],
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"python.linting.pylintArgs": [
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"--init-hook",
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"import sys; sys.path.append('pipeline/blender_autocomplete/3.6')"
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],
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"python.analysis.extraPaths": [
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"pipeline/blender_autocomplete/3.6"
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],
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"blender.addon.moduleName": "BoneJuice",
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"blender.addon.loadDirectory": "pipeline",
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"blender.addon.reloadOnSave": true,
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"blender.addon.sourceDirectory": "pipeline",
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"python.analysis.diagnosticSeverityOverrides": {
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"reportInvalidTypeForm": "none"
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}
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}
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@ -63,5 +63,7 @@ If you need results from an automated process, see the `pipeline` directory. Eac
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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).
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See [automation docs](docs/automation.md)
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## Questions
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If there are any questions or feedback on these guidelines and conventions, please poke Alan with a sharp, pointy stick.
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BIN
animations/infantry/anims-alan.blend
(Stored with Git LFS)
BIN
animations/infantry/anims-alan.blend
(Stored with Git LFS)
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docs/automation.md
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docs/automation.md
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# Automation
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## Setup
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- Add Blender 3.6 to your PATH so it can be run from command-line (putting `blender` in cmd should open Blender 3.6)
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- Ensure Python is installed on your machine
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- Install Blender as a Python module (you might have to do this as administrator): `pip install bpy==3.6.0`
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## Editing
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- Ensure you have Visual Studio Code installed
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- Open this directory in VS Code and install the recommended plugins
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- Open terminal, `cd` into `pipeline`, and run the following command: `$ git clone https://github.com/Korchy/blender_autocomplete.git`
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## Resources
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- [Blender as a Python Module](https://pypi.org/project/bpy/)
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pipeline/batch.py
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pipeline/batch.py
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import bpy
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from bpy.app.handlers import persistent
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import shutil
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blender_bin = shutil.which("blender")
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if blender_bin:
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print("Found:", blender_bin)
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bpy.app.binary_path = blender_bin
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else:
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print("Unable to find blender!")
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@persistent
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def load_handler(dummy):
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print("Load Handler", bpy.data.filepath)
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bpy.app.handlers.load_post(load_handler)
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pipeline/export_all_anims.cmd
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pipeline/export_all_anims.cmd
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blender ..\animations\infantry\anims-alan.blend --background --python export_anims.py
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@ -1,4 +1,39 @@
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import bpy
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from bpy.types import Collection, LayerCollection, Object, Armature
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# Enter object mode
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bpy.ops.object.mode_set(mode='OBJECT')
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# FIRST, toggle collections
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collections_exportable = [
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"insurrectionist", "infantry", "rigging", "geometry", "grapple", "baton", "helmet", "gun", "jetpack"
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]
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def toggle_collection(coll: LayerCollection):
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# Iterate over all child LayerCollections
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for child in coll.children.values():
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c: LayerCollection = child
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# Force include/exclude character-related collections so they're included/excluded from export
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c.exclude = not (c.name in collections_exportable)
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if c.name == "insurrectionist" or c.name == "infantry":
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bpy.context.view_layer.active_layer_collection = c
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toggle_collection(bpy.context.view_layer.layer_collection)
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# Find rig to make it active
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armatureObj: Object = None
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for objBase in bpy.context.scene.objects:
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# print(objBase)
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obj: Object = objBase
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# print(obj.data)
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if obj.type == 'ARMATURE':
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print("FOUND AN ARMATURE")
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armatureObj = obj
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obj.select_set(True)
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bpy.context.active_object
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print(bpy.context.active_object)
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#bpy.context.active_object.animation_data.nla_tracks
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exit()
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# Get export directory
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path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '')
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