Exporter script is fully automated
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# Automation
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# Automation
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## Setup
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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 you have Blender 3.6 installed (hopefully at the location: `C:\Program Files\Blender Foundation\Blender 3.6`)
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- Ensure Python is installed on your machine
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- Run the script located at `pipeline/export_all_anims.cmd`
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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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## Editing
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- Ensure Python is installed on your machine
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- Ensure you have Visual Studio Code installed
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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 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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- Open terminal, `cd` into `pipeline`, and run the following command: `$ git clone https://github.com/Korchy/blender_autocomplete.git`
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- Your workspace is now set up!
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## Resources
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## Resources
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- [Blender as a Python Module](https://pypi.org/project/bpy/)
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- [Blender as a Python Module](https://pypi.org/project/bpy/)
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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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@ -1 +1,3 @@
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blender ..\animations\infantry\anims-alan.blend --background --python export_anims.py
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set PATH=%PATH%;"C:\Program Files\Blender Foundation\Blender 3.6"
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blender ..\animations\infantry\anims-alan.blend --background --python export_anims.py
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blender ..\animations\insurrectionist\anims-alan.blend --background --python export_anims.py
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@ -1,5 +1,5 @@
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import bpy
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import bpy
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from bpy.types import Collection, LayerCollection, Object, Armature
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from bpy.types import LayerCollection, Object, NlaTrack
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# Enter object mode
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# Enter object mode
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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@ -19,21 +19,40 @@ def toggle_collection(coll: LayerCollection):
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bpy.context.view_layer.active_layer_collection = c
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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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toggle_collection(bpy.context.view_layer.layer_collection)
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# Find rig to make it active
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# Find rig to make it active, and select all objects
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armatureObj: Object = None
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for objBase in bpy.context.scene.objects:
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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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obj: Object = objBase
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# print(obj.data)
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if obj.type == 'ARMATURE':
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if obj.type == 'ARMATURE':
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print("FOUND AN ARMATURE")
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bpy.context.view_layer.objects.active = obj
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armatureObj = obj
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if obj.visible_get():
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obj.select_set(True)
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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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# EXTREMELY UGLY HACK TO EXIT TWEAK MODE
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# see: https://blender.stackexchange.com/questions/316547/how-to-override-context-area-using-script-when-running-blender-using-command-lin
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# and https://blender.stackexchange.com/questions/6101/poll-failed-context-incorrect-example-bpy-ops-view3d-background-image-add
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def get_view_nla(): # Get any window
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for window_manager in bpy.data.window_managers:
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for window in window_manager.windows:
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for area in window.screen.areas:
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area.type = 'NLA_EDITOR'
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for region in area.regions:
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if region.type == 'WINDOW':
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return dict(window=window, workspace=window.workspace, screen=window.screen, area=area, region=region)
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raise Exception('NLA context not found.')
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# Forcibly override context to a window so we can access NLA editor
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with bpy.context.temp_override(**get_view_nla()):
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if bpy.context.scene.is_nla_tweakmode:
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bpy.ops.nla.tweakmode_exit() # Exit tweakmode
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# Go through all NLA tracks, unstar them and mute them
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bpy.context.active_object.animation_data.nla_tracks.active = None # Make track inactive
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for trackBase in bpy.context.active_object.animation_data.nla_tracks:
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track: NlaTrack = trackBase
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track.mute = True # Mute all tracks
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track.is_solo = False # Disable solo view for all tracks
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# Get export directory
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# Get export directory
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path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '')
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path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '')
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@ -109,22 +128,4 @@ bpy.ops.pose.transforms_clear() # Clear all transforms
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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## FOR DEBUGGING, see https://blender.stackexchange.com/questions/93728/blender-script-run-print-to-console
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## FOR DEBUGGING, see https://blender.stackexchange.com/questions/93728/blender-script-run-print-to-console
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# from bpy import context
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# exit()
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# import builtins as __builtin__
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# def console_print(*args, **kwargs):
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# for a in context.screen.areas:
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# if a.type == 'CONSOLE':
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# c = {}
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# c['area'] = a
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# c['space_data'] = a.spaces.active
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# c['region'] = a.regions[-1]
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# c['window'] = context.window
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# c['screen'] = context.screen
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# s = " ".join([str(arg) for arg in args])
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# for line in s.split("\n"):
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# bpy.ops.console.scrollback_append(c, text=line)
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# def print(*args, **kwargs):
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# """Console print() function."""
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# console_print(*args, **kwargs) # to py consoles
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# __builtin__.print(*args, **kwargs) # to system console
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