#!BPY """ Name: 'Wavefront (.obj)...' Blender: 237 Group: 'Import' Tooltip: 'Load a Wavefront OBJ File, Shift: batch import all dir.' """ __author__ = "Campbell Barton" __url__ = ["blender", "elysiun"] __version__ = "1.0" __bpydoc__ = """\ This script imports OBJ files to Blender. Usage: Run this script from "File->Import" menu and then load the desired OBJ file. """ # $Id$ # # -------------------------------------------------------------------------- # OBJ Import v1.0 by Campbell Barton (AKA Ideasman) # -------------------------------------------------------------------------- # ***** BEGIN GPL LICENSE BLOCK ***** # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- #==============================================# # Return directory, where the file is # #==============================================# def stripFile(path): lastSlash = max(path.rfind('\\'), path.rfind('/')) if lastSlash != -1: path = path[:lastSlash] return '%s%s' % (path, sys.sep) #==============================================# # Strips the slashes from the back of a string # #==============================================# def stripPath(path): return path.split('/')[-1].split('\\')[-1] #====================================================# # Strips the prefix off the name before writing # #====================================================# def stripExt(name): # name is a string index = name.rfind('.') if index != -1: return name[ : index ] else: return name from Blender import * import BPyImage try: import os except: # So we know if os exists. print 'Module "os" not found, install python to enable comprehensive image finding and batch loading.' os = None #==================================================================================# # This function sets textures defined in .mtl file # #==================================================================================# # ___ Replaced by comprehensive imahge get #==================================================================================# # This function sets textures defined in .mtl file # #==================================================================================# def loadMaterialImage(mat, img_fileName, type, meshDict, dir): TEX_ON_FLAG = NMesh.FaceModes['TEX'] texture = Texture.New(type) texture.setType('Image') # Absolute path - c:\.. etc would work here image = BPyImage.comprehansiveImageLoad(img_fileName, dir) if image: texture.image = image # adds textures to faces (Textured/Alt-Z mode) # Only apply the diffuse texture to the face if the image has not been set with the inline usemat func. if image and type == 'Kd': for meshPair in meshDict.itervalues(): for f in meshPair[0].faces: #print meshPair[0].materials[f.mat].name, mat.name if meshPair[0].materials[f.mat].name == mat.name: # the inline usemat command overides the material Image if not f.image: f.mode |= TEX_ON_FLAG f.image = image # adds textures for materials (rendering) elif type == 'Ka': mat.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.CMIR) # TODO- Add AMB to BPY API elif type == 'Kd': mat.setTexture(1, texture, Texture.TexCo.UV, Texture.MapTo.COL) elif type == 'Ks': mat.setTexture(2, texture, Texture.TexCo.UV, Texture.MapTo.SPEC) elif type == 'Bump': # New Additions mat.setTexture(3, texture, Texture.TexCo.UV, Texture.MapTo.NOR) elif type == 'D': mat.setTexture(4, texture, Texture.TexCo.UV, Texture.MapTo.ALPHA) elif type == 'refl': mat.setTexture(5, texture, Texture.TexCo.UV, Texture.MapTo.REF) #==================================================================================# # This function loads materials from .mtl file (have to be defined in obj file) # #==================================================================================# def load_mtl(dir, mtl_file, meshDict, materialDict): #===============================================================================# # This gets a mat or creates one of the requested name if none exist. # #===============================================================================# def getMat(matName, materialDict): # Make a new mat try: return materialDict[matName] #except NameError or KeyError: except: # Better do any exception # Do we realy need to keep the dict up to date?, not realy but keeps consuistant. materialDict[matName] = Material.New(matName) return materialDict[matName] mtl_file = stripPath(mtl_file) mtl_fileName = dir + mtl_file try: fileLines= open(mtl_fileName, 'r').readlines() except IOError: print '\tunable to open referenced material file: "%s"' % mtl_fileName return try: lIdx=0 while lIdx < len(fileLines): l = fileLines[lIdx].split() # Detect a line that will be ignored if len(l) == 0 or l[0].startswith('#'): pass elif l[0] == 'newmtl': currentMat = getMat('_'.join(l[1:]), materialDict) # Material should alredy exist. elif l[0] == 'Ka': currentMat.setMirCol((float(l[1]), float(l[2]), float(l[3]))) elif l[0] == 'Kd': currentMat.setRGBCol((float(l[1]), float(l[2]), float(l[3]))) elif l[0] == 'Ks': currentMat.setSpecCol((float(l[1]), float(l[2]), float(l[3]))) elif l[0] == 'Ns': currentMat.setHardness( int((float(l[1])*0.51)) ) elif l[0] == 'Ni': # Refraction index currentMat.setIOR( max(1, min(float(l[1]), 3))) # Between 1 and 3 elif l[0] == 'd': currentMat.setAlpha(float(l[1])) elif l[0] == 'Tr': currentMat.setAlpha(float(l[1])) elif l[0] == 'map_Ka': img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Ka', meshDict, dir) elif l[0] == 'map_Ks': img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Ks', meshDict, dir) elif l[0] == 'map_Kd': img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Kd', meshDict, dir) # new additions elif l[0] == 'map_Bump': # Bumpmap img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'Bump', meshDict, dir) elif l[0] == 'map_D': # Alpha map - Dissolve img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'D', meshDict, dir) elif l[0] == 'refl': # Reflectionmap img_fileName = ' '.join(l[1:]) loadMaterialImage(currentMat, img_fileName, 'refl', meshDict, dir) lIdx+=1 except: print '\tERROR: Unable to parse MTL file: "%s"' % mtl_file return print '\tUsing MTL: "%s"' % mtl_file #===========================================================================# # Returns unique name of object/mesh (preserve overwriting existing meshes) # #===========================================================================# def getUniqueName(name): newName = name[:19] # 19 chars is the longest name. uniqueInt = 0 while newName in getUniqueName.uniqueNames: newName = '%s.%.3i' % (name[:15], uniqueInt) uniqueInt +=1 getUniqueName.uniqueNames.append(newName) return newName getUniqueName.uniqueNames = [] #==================================================================================# # This loads data from .obj file # #==================================================================================# def load_obj(file, IMPORT_MTL=1, IMPORT_EDGES=1, IMPORT_SMOOTH_ALL=0): print '\nImporting OBJ file: "%s"' % file time1 = sys.time() getUniqueName.uniqueNames.extend( [ob.name for ob in Object.Get()] ) getUniqueName.uniqueNames.extend( NMesh.GetNames() ) # Deselect all objects in the scene. # do this first so we dont have to bother, with objects we import for ob in Scene.GetCurrent().getChildren(): ob.sel = 0 TEX_OFF_FLAG = ~NMesh.FaceModes['TEX'] # Get the file name with no path or .obj fileName = stripExt( stripPath(file) ) mtl_fileName = [] # Support multiple mtl files if needed. DIR = stripFile(file) tempFile = open(file, 'r') fileLines = tempFile.readlines() tempFile.close() del tempFile uvMapList = [] # store tuple uv pairs here # This dummy vert makes life a whole lot easier- # pythons index system then aligns with objs, remove later vertList = [] # Could havea vert but since this is a placeholder theres no Point # Store all imported images in a dict, names are key imageDict = {} # This stores the index that the current mesh has for the current material. # if the mesh does not have the material then set -1 contextMeshMatIdx = -1 # Keep this out of the dict for easy accsess. nullMat = Material.New('(null)') currentMat = nullMat # Use this mat. currentImg = None # Null image is a string, otherwise this should be set to an image object.\ if IMPORT_SMOOTH_ALL: currentSmooth = True else: currentSmooth = False # Store a list of unnamed names currentUnnamedGroupIdx = 1 currentUnnamedObjectIdx = 1 quadList = (0, 1, 2, 3) faceQuadVList = [None, None, None, None] faceTriVList = [None, None, None] #==================================================================================# # Load all verts first (texture verts too) # #==================================================================================# print '\tfile length: %d' % len(fileLines) # Ignore normals and comments. fileLines = [lsplit for l in fileLines if not l.startswith('vn') if not l.startswith('#') for lsplit in (l.split(),) if lsplit] Vert = NMesh.Vert vertList = [Vert(float(l[1]), float(l[2]), float(l[3]) ) for l in fileLines if l[0] == 'v'] uvMapList = [(float(l[1]), float(l[2])) for l in fileLines if l[0] == 'vt'] smoothingGroups = dict([('_'.join(l[1:]), None) for l in fileLines if l[0] == 's' ]) materialDict = dict([('_'.join(l[1:]), None) for l in fileLines if l[0] == 'usemtl']) # Store all imported materials as unique dict, names are key print '\tvert:%i texverts:%i smoothgroups:%i materials:%s' % (len(vertList), len(uvMapList), len(smoothingGroups), len(materialDict)) # Replace filelines, Excluding v excludes "v ", "vn " and "vt " # Remove any variables we may have created. try: del _dummy except: pass try: del _x except: pass try: del _y except: pass try: del _z except: pass try: del lsplit except: pass del Vert # With negative values this is used a lot. make faster access. len_uvMapList = len(uvMapList) len_vertList = len(vertList) # Only want unique keys anyway smoothingGroups['(null)'] = None # Make sure we have at least 1. smoothingGroups = smoothingGroups.keys() print '\tfound %d smoothing groups.' % (len(smoothingGroups) -1) # Add materials to Blender for later is in teh OBJ for k in materialDict.iterkeys(): materialDict[k] = Material.New(k) # Make a list of all unused vert indicies that we can copy from VERT_USED_LIST = [-1]*len_vertList # Here we store a boolean list of which verts are used or not # no we know weather to add them to the current mesh # This is an issue with global vertex indicies being translated to per mesh indicies # like blenders, we start with a dummy just like the vert. # -1 means unused, any other value refers to the local mesh index of the vert. # currentObjectName has a char in front of it that determins weather its a group or object. # We ignore it when naming the object. currentObjectName = 'unnamed_obj_0' # If we cant get one, use this #meshDict = {} # The 3 variables below are stored in a tuple within this dict for each mesh currentMesh = NMesh.GetRaw() # The NMesh representation of the OBJ group/Object #currentUsedVertList = {} # A Dict of smooth groups, each smooth group has a list of used verts and they are generated on demand so as to save memory. currentMaterialMeshMapping = {} # Used to store material indicies so we dont have to search the mesh for materials every time. # Every mesh has a null smooth group, this is used if there are no smooth groups in the OBJ file. # and when for faces where no smooth group is used. currentSmoothGroup = '(null)' # The Name of the current smooth group # For direct accsess to the Current Meshes, Current Smooth Groups- Used verts. # This is of course context based and changes on the fly. # Set the initial '(null)' Smooth group, every mesh has one. currentUsedVertListSmoothGroup = VERT_USED_LIST[:] currentUsedVertList= {currentSmoothGroup: currentUsedVertListSmoothGroup } # 0:NMesh, 1:SmoothGroups[UsedVerts[0,0,0,0]], 2:materialMapping['matname':matIndexForThisNMesh] meshDict = {currentObjectName: (currentMesh, currentUsedVertList, currentMaterialMeshMapping) } # Only show the bad uv error once badObjUvs = 0 badObjFaceVerts = 0 badObjFaceTexCo = 0 #currentMesh.verts.append(vertList[0]) # So we can sync with OBJ indicies where 1 is the first item. if len_uvMapList > 1: currentMesh.hasFaceUV(1) # Turn UV's on if we have ANY texture coords in this obj file. #==================================================================================# # Load all faces into objects, main loop # #==================================================================================# lIdx = 0 while lIdx < len(fileLines): l = fileLines[lIdx] #for l in fileLines: if len(l) == 0: continue # FACE elif l[0] == 'f': # Make a face with the correct material. # Add material to mesh if contextMeshMatIdx == -1: tmpMatLs = currentMesh.materials if len(tmpMatLs) == 16: contextMeshMatIdx = 0 # Use first material print 'material overflow, attempting to use > 16 materials. defaulting to first.' else: contextMeshMatIdx = len(tmpMatLs) currentMaterialMeshMapping[currentMat.name] = contextMeshMatIdx currentMesh.addMaterial(currentMat) # Set up vIdxLs : Verts # Set up vtIdxLs : UV # Start with a dummy objects so python accepts OBJs 1 is the first index. vIdxLs = [] vtIdxLs = [] fHasUV = len_uvMapList # Assume the face has a UV until it sho it dosent, if there are no UV coords then this will start as 0. # Support stupid multiline faces # not an obj spec but some objs exist that do this. # f 1 2 3 \ # 4 5 6 \ # ..... instead of the more common and sane. # f 1 2 3 4 5 6 # # later lines are not modified, just skepped by advancing "lIdx" while l[-1] == '\\': l.pop() lIdx+=1 l.extend(fileLines[lIdx]) # Done supporting crappy obj faces over multiple lines. for v in l: if v is not 'f': # Only the first v will be f, any better ways to skip it? # OBJ files can have // or / to seperate vert/texVert/normal # this is a bit of a pain but we must deal with it. objVert = v.split('/') # Vert Index - OBJ supports negative index assignment (like python) index = int(objVert[0])-1 # Account for negative indicies. if index < 0: index = len_vertList+index+1 vIdxLs.append(index) if fHasUV: # UV index = 0 # Dummy var if len(objVert) == 1: index = vIdxLs[-1] elif objVert[1]: # != '' # Its possible that theres no texture vert just he vert and normal eg 1//2 index = int(objVert[1])-1 if index < 0: index = len_uvMapList+index+1 if len_uvMapList > index: vtIdxLs.append(index) # Seperate UV coords else: # BAD FILE, I have found this so I account for it. # INVALID UV COORD # Could ignore this- only happens with 1 in 1000 files. badObjFaceTexCo +=1 vtIdxLs.append(1) fHasUV = 0 # Dont add a UV to the face if its larger then the UV coord list # The OBJ file would have to be corrupt or badly written for thi to happen # but account for it anyway. if len(vtIdxLs) > 0: if vtIdxLs[-1] > len_uvMapList: fHasUV = 0 badObjUvs +=1 # ERROR, Cont # Quads only, we could import quads using the method below but it polite to import a quad as a quad. #print lIdx, len(vIdxLs), len(currentUsedVertListSmoothGroup) #print fileLines[lIdx] if len(vIdxLs) == 2: if IMPORT_EDGES: # Edge for i in (0,1): if currentUsedVertListSmoothGroup[vIdxLs[i]] == -1: faceQuadVList[i] = vertList[vIdxLs[i]] currentMesh.verts.append(faceQuadVList[i]) currentUsedVertListSmoothGroup[vIdxLs[i]] = len(currentMesh.verts)-1 else: faceQuadVList[i] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]] currentMesh.addEdge(faceQuadVList[0], faceQuadVList[1]) elif len(vIdxLs) == 4: # Have found some files where wach face references the same vert # - This causes a bug and stopts the import so lets check here if vIdxLs[0] == vIdxLs[1] or\ vIdxLs[0] == vIdxLs[2] or\ vIdxLs[0] == vIdxLs[3] or\ vIdxLs[1] == vIdxLs[2] or\ vIdxLs[1] == vIdxLs[3] or\ vIdxLs[2] == vIdxLs[3]: badObjFaceVerts+=1 else: for i in quadList: # quadList == [0,1,2,3] if currentUsedVertListSmoothGroup[vIdxLs[i]] == -1: faceQuadVList[i] = vertList[vIdxLs[i]] currentMesh.verts.append(faceQuadVList[i]) currentUsedVertListSmoothGroup[vIdxLs[i]] = len(currentMesh.verts)-1 else: faceQuadVList[i] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[i]]] f = NMesh.Face(faceQuadVList) # UV MAPPING if fHasUV: f.uv = [uvMapList[ vtIdxLs[0] ],uvMapList[ vtIdxLs[1] ],uvMapList[ vtIdxLs[2] ],uvMapList[ vtIdxLs[3] ]] if currentImg: f.image = currentImg else: f.mode &= TEX_OFF_FLAG f.mat = contextMeshMatIdx f.smooth = currentSmooth currentMesh.faces.append(f) # move the face onto the mesh elif len(vIdxLs) >= 3: # This handles tri's and fans for i in range(len(vIdxLs)-2): if vIdxLs[0] == vIdxLs[i+1] or\ vIdxLs[0] == vIdxLs[i+2] or\ vIdxLs[i+1] == vIdxLs[i+2]: badObjFaceVerts+=1 else: for k, j in [(0,0), (1,i+1), (2,i+2)]: if currentUsedVertListSmoothGroup[vIdxLs[j]] == -1: faceTriVList[k] = vertList[vIdxLs[j]] currentMesh.verts.append(faceTriVList[k]) currentUsedVertListSmoothGroup[vIdxLs[j]] = len(currentMesh.verts)-1 else: faceTriVList[k] = currentMesh.verts[currentUsedVertListSmoothGroup[vIdxLs[j]]] f = NMesh.Face(faceTriVList) # UV MAPPING if fHasUV: f.uv = [uvMapList[vtIdxLs[0]], uvMapList[vtIdxLs[i+1]], uvMapList[vtIdxLs[i+2]]] if currentImg: f.image = currentImg else: f.mode &= TEX_OFF_FLAG f.mat = contextMeshMatIdx f.smooth = currentSmooth currentMesh.faces.append(f) # move the face onto the mesh # FACE SMOOTHING elif l[0] == 's': # No value? then turn on. if len(l) == 1: currentSmooth = True currentSmoothGroup = '(null)' else: if l[1] == 'off': # We all have a null group so dont need to try, will try anyway to avoid code duplication. if not IMPORT_SMOOTH_ALL: currentSmooth = False currentSmoothGroup = '(null)' else: currentSmooth = True currentSmoothGroup = '_'.join(l[1:]) try: currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup] except KeyError: currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup = VERT_USED_LIST[:] # OBJECT / GROUP elif l[0] == 'o' or l[0] == 'g': # Forget about the current image currentImg = None # This makes sure that if an object and a group have the same name then # they are not put into the same object. # Only make a new group.object name if the verts in the existing object have been used, this is obscure # but some files face groups seperating verts and faces which results in silly things. (no groups have names.) if len(l) > 1: currentObjectName = '_'.join(l[1:]) else: # No name given # Make a new empty name if l[0] == 'g': # Make a blank group name currentObjectName = 'unnamed_grp_%.4d' % currentUnnamedGroupIdx currentUnnamedGroupIdx +=1 else: # is an object. currentObjectName = 'unnamed_ob_%.4d' % currentUnnamedObjectIdx currentUnnamedObjectIdx +=1 # If we havnt written to this mesh before then do so. # if we have then we'll just keep appending to it, this is required for soem files. # If we are new, or we are not yet in the list of added meshes # then make us new mesh. if len(l) == 1 or (not meshDict.has_key(currentObjectName)): currentMesh = NMesh.GetRaw() currentUsedVertList = {} # Sg is a string ########currentSmoothGroup = '(null)' # From examplesm changing the g/o shouldent change the smooth group. currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup = VERT_USED_LIST[:] currentMaterialMeshMapping = {} meshDict[currentObjectName] = (currentMesh, currentUsedVertList, currentMaterialMeshMapping) currentMesh.hasFaceUV(1) contextMeshMatIdx = -1 else: # Since we have this in Blender then we will check if the current Mesh has the material. # set the contextMeshMatIdx to the meshs index but only if we have it. currentMesh, currentUsedVertList, currentMaterialMeshMapping = meshDict[currentObjectName] #getMeshMaterialIndex(currentMesh, currentMat) try: contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name] #getMeshMaterialIndex(currentMesh, currentMat) except KeyError: contextMeshMatIdx -1 # For new meshes switch smoothing groups to null ########currentSmoothGroup = '(null)' # From examplesm changing the g/o shouldent change the smooth group. try: currentUsedVertListSmoothGroup = currentUsedVertList[currentSmoothGroup] except: currentUsedVertList[currentSmoothGroup] = currentUsedVertListSmoothGroup = VERT_USED_LIST[:] # MATERIAL elif l[0] == 'usemtl': if len(l) == 1 or l[1] == '(null)': currentMat = nullMat # We know we have a null mat. else: currentMat = materialDict['_'.join(l[1:])] try: contextMeshMatIdx = currentMaterialMeshMapping[currentMat.name] except KeyError: contextMeshMatIdx = -1 #getMeshMaterialIndex(currentMesh, currentMat) # IMAGE elif l[0] == 'usemat' or l[0] == 'usemap': if len(l) == 1 or l[1] == '(null)' or l[1] == 'off': currentImg = None else: # Load an image. newImgName = stripPath(' '.join(l[1:])) # Use space since its a file name. try: # Assume its alredy set in the dict (may or maynot be loaded) currentImg = imageDict[newImgName] except KeyError: # Not in dict, add for first time. # Image has not been added, Try and load the image currentImg = BPyImage.comprehansiveImageLoad(newImgName, DIR) # Use join in case of spaces imageDict[newImgName] = currentImg # These may be None, thats okay. # MATERIAL FILE elif l[0] == 'mtllib': mtl_fileName.append(' '.join(l[1:]) ) # SHOULD SUPPORT MULTIPLE MTL? lIdx+=1 # Applies material properties to materials alredy on the mesh as well as Textures. if IMPORT_MTL: for mtl in mtl_fileName: load_mtl(DIR, mtl, meshDict, materialDict) importedObjects = [] for mk, me in meshDict.iteritems(): nme = me[0] # Ignore no vert meshes. if not nme.verts: # == [] continue name = getUniqueName(mk) ob = NMesh.PutRaw(nme, name) ob.name = name importedObjects.append(ob) # Select all imported objects. for ob in importedObjects: ob.sel = 1 if badObjUvs > 0: print '\tERROR: found %d faces with badly formatted UV coords. everything else went okay.' % badObjUvs if badObjFaceVerts > 0: print '\tERROR: found %d faces reusing the same vertex. everything else went okay.' % badObjFaceVerts if badObjFaceTexCo > 0: print '\tERROR: found %d faces with invalit texture coords. everything else went okay.' % badObjFaceTexCo print "obj import time: ", sys.time() - time1 def load_obj_ui(file): IMPORT_MTL = Draw.Create(1) IMPORT_DIR = Draw.Create(0) IMPORT_NEW_SCENE = Draw.Create(0) IMPORT_EDGES = Draw.Create(1) IMPORT_SMOOTH_ALL = Draw.Create(0) # Get USER Options pup_block = [\ ('Material (*.mtl)', IMPORT_MTL, 'Imports material settings and images from the obj\'s .mtl file'),\ ('All *.obj\'s in dir', IMPORT_DIR, 'Import all obj files in this dir (avoid overlapping data with "Create scene")'),\ ('Create scene', IMPORT_NEW_SCENE, 'Imports each obj into its own scene, named from the file'),\ 'Geometry...',\ ('Edges', IMPORT_EDGES, 'Import faces with 2 verts as in edge'),\ ('Smooths all faces', IMPORT_SMOOTH_ALL, 'Smooth all faces even if they are not in a smoothing group'),\ ] if not os: pup_block.pop(1) # Make sure this is the IMPORT_DIR option that requires OS if not Draw.PupBlock('Import...', pup_block): return Window.WaitCursor(1) Window.DrawProgressBar(0, '') time = sys.time() IMPORT_MTL = IMPORT_MTL.val IMPORT_DIR = IMPORT_DIR.val IMPORT_NEW_SCENE = IMPORT_NEW_SCENE.val IMPORT_EDGES = IMPORT_EDGES.val IMPORT_SMOOTH_ALL = IMPORT_SMOOTH_ALL.val #orig_scene = Scene.GetCurrent() obj_dir = stripFile(file) if IMPORT_DIR: obj_files = [(obj_dir,f) for f in os.listdir(obj_dir) if f.lower().endswith('obj')] else: obj_files = [(obj_dir,stripPath(file))] obj_len = len(obj_files) count = 0 for d, f in obj_files: count+= 1 if not sys.exists(d+f): print 'Error: "%s%s" does not exist' % (d,f) else: if IMPORT_NEW_SCENE: scn = Scene.New('.'.join(f.split('.')[0:-1])) scn.makeCurrent() Window.DrawProgressBar((float(count)/obj_len) - 0.01, '%s: %i of %i' % (f, count, obj_len)) load_obj(d+f, IMPORT_MTL, IMPORT_EDGES, IMPORT_SMOOTH_ALL) #orig_scene.makeCurrent() # We can leave them in there new scene. Window.DrawProgressBar(1, '') Window.WaitCursor(0) if count > 1: print 'Total obj import "%s" dir: %.2f' % (obj_dir, sys.time() - time) def main(): Window.FileSelector(load_obj_ui, 'Import a Wavefront OBJ') if __name__ == '__main__': main() #load_obj('/cube.obj')