renamed texture baker to "Bake Image from UVs"
Added options to use material colors (can be multiplied with vcol) Added wire option for UV Export type functionality. (implys no bleeding) Added Option to render with no oversampling changed alpha blending
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@@ -1009,19 +1009,23 @@ def main():
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mostUniqueIndex = 0 # fake
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fIdx = len(tempFaceListProps)
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while fIdx:
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fIdx-=1
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angleDifference = -1.0 # 180d difference.
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# Get the closest vec angle we are to.
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for p in projectVecs:
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angleDifference = max(angleDifference, DotVecs(p, tempFaceListProps[fIdx][2]))
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temp_angle_diff= DotVecs(p, tempFaceListProps[fIdx][2])
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if angleDifference < temp_angle_diff:
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angleDifference= temp_angle_diff
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if angleDifference < mostUniqueAngle:
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# We have a new most different angle
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mostUniqueIndex = fIdx
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mostUniqueAngle = angleDifference
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if mostUniqueAngle < USER_PROJECTION_LIMIT_CONVERTED:
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#print 'adding', mostUniqueAngle, USER_PROJECTION_LIMIT, len(newProjectFacePropList)
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@@ -1133,6 +1137,7 @@ def main():
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# We want to pack all in 1 go, so pack now
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if USER_SHARE_SPACE:
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Window.DrawProgressBar(0.9, "Box Packing for all objects...")
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packIslands(collected_islandList, collected_islandListArea)
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Window.DrawProgressBar(1.0, "")
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@@ -1140,11 +1145,12 @@ def main():
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Window.RedrawAll()
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if __name__ == '__main__':
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try:
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main()
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#try:
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main()
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'''
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except KeyboardInterrupt:
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print '\nUser Canceled.'
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Draw.PupMenu('user canceled execution, unwrap aborted.')
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Window.DrawProgressBar(1.0, "")
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Window.WaitCursor(0)
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Window.WaitCursor(0)
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'''
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