[Bf-python] UV import into Blender 2.62.3
Paul Coones
paulcoones at comcast.net
Fri Apr 20 09:05:41 CEST 2012
Here is some of my code which I'm now working with.
Take a look and perhaps you can give me some advise.
uvFace = []
uname = objname + 'UVs'
smfUVLayer = mesh.uv_textures.new(uname)
for i in range (len(faces)):
for j in range (len(faces[i])):
uvFace = smfUVLayer.data[i],
uvFace += ((uvs[faces[i][0]])),
uvFace += ((uvs[faces[i][1]])),
uvFace += ((uvs[faces[i][2]]))
print('\n181 - face UV loaded', uvFace)
print('184 - Importing materials...')
material = bpy.data.materials.new(objname + 'Mat')
mesh.materials.append(material)
tex_map = [('use_map_color_diffuse', 0)]
for map, i in tex_map:
mapName = os.path.basename(str(mapname))
tex = bpy.data.textures.new(objname + 'Tex', type='IMAGE')
import bpy_extras.image_utils
tex.image = bpy_extras.image_utils.load_image(mapName, '/Users/paulcoones/UNPODDED/art')
if tex.image != None:
print("smf_import: !INFO! Loaded %s" % (mapName))
else:
print("smf_import: !WARNING! Cannot find texture \"%s\"" % (mapName))
mtex = material.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'UV'
if i == 9:
mtex.normal_factor = 0.1 # Just a guess, seems to look nice
mtex.use_map_color_diffuse = (i == 0)
setattr(mtex, map, True)
bpy.ops.object.editmode_toggle()
bpy.ops.uv.unwrap()
bpy.ops.object.editmode_toggle()
mesh.update(calc_edges=True)
print('208 - this part unwrapped')
181 - face UV loaded (bpy.data.meshes['axleRMesh.009'].uv_textures["axleRUVs"].data[581], (0.8149, 0.33006500000000005), (0.8149, 0.322731), 0.840416, 0.322731)
181 - face UV loaded (bpy.data.meshes['axleRMesh.009'].uv_textures["axleRUVs"].data[582], (0.840416, 0.315396), (0.840416, 0.315396), 0.8149, 0.315396)
181 - face UV loaded (bpy.data.meshes['axleRMesh.009'].uv_textures["axleRUVs"].data[583], (0.8149, 0.315396), (0.8149, 0.315396), 0.840416, 0.315396)
Paul Coones
paulcoones at comcast.net
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