3ds_import - made it support image maps without a file chunk. unlikely but possible.
		
			
				
	
	
		
			918 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			918 lines
		
	
	
		
			30 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| #!BPY
 | |
| """ 
 | |
| Name: '3D Studio (.3ds)...'
 | |
| Blender: 241
 | |
| Group: 'Import'
 | |
| Tooltip: 'Import from 3DS file format (.3ds)'
 | |
| """
 | |
| 
 | |
| __author__= ['Bob Holcomb', 'Richard L?rk?ng', 'Damien McGinnes', 'Campbell Barton']
 | |
| __url__ = ("blenderartists.org", "www.blender.org", "www.gametutorials.com", "lib3ds.sourceforge.net/")
 | |
| __version__= '0.995'
 | |
| __bpydoc__= '''\
 | |
| 
 | |
| 3ds Importer
 | |
| 
 | |
| This script imports a 3ds file and the materials into Blender for editing.
 | |
| 
 | |
| Loader is based on 3ds loader from www.gametutorials.com (Thanks DigiBen).
 | |
| 
 | |
| 
 | |
| 0.995 by Campbell Barton<br>
 | |
| - workaround for buggy mesh vert delete
 | |
| - minor tweaks
 | |
| 
 | |
| 0.99 by Bob Holcomb<br>
 | |
| - added support for floating point color values that previously broke on import.
 | |
| 
 | |
| 0.98 by Campbell Barton<br>
 | |
| - import faces and verts to lists instead of a mesh, convert to a mesh later
 | |
| - use new index mapping feature of mesh to re-map faces that were not added.
 | |
| 
 | |
| 0.97 by Campbell Barton<br>
 | |
| - Strip material names of spaces
 | |
| - Added import as instance to import the 3ds into its own
 | |
|   scene and add a group instance to the current scene
 | |
| - New option to scale down imported objects so they are within a limited bounding area.
 | |
| 
 | |
| 0.96 by Campbell Barton<br>
 | |
| - Added workaround for bug in setting UV's for Zero vert index UV faces.
 | |
| - Removed unique name function, let blender make the names unique.
 | |
| 
 | |
| 0.95 by Campbell Barton<br>
 | |
| - Removed workarounds for Blender 2.41
 | |
| - Mesh objects split by material- many 3ds objects used more then 16 per mesh.
 | |
| - Removed a lot of unneeded variable creation.
 | |
| 
 | |
| 0.94 by Campbell Barton<br> 
 | |
| - Face import tested to be about overall 16x speedup over 0.93.
 | |
| - Material importing speedup.
 | |
| - Tested with more models.
 | |
| - Support some corrupt models.
 | |
| 
 | |
| 0.93 by Campbell Barton<br> 
 | |
| - Tested with 400 3ds files from turbosquid and samples.
 | |
| - Tactfully ignore faces that used the same verts twice.
 | |
| - Rollback to 0.83 sloppy un-reorganized code, this broke UV coord loading.
 | |
| - Converted from NMesh to Mesh.
 | |
| - Faster and cleaner new names.
 | |
| - Use external comprehensive image loader.
 | |
| - Re intergrated 0.92 and 0.9 changes
 | |
| - Fixes for 2.41 compat.
 | |
| - Non textured faces do not use a texture flag.
 | |
| 
 | |
| 0.92<br>
 | |
| - Added support for diffuse, alpha, spec, bump maps in a single material
 | |
| 
 | |
| 0.9<br>
 | |
| - Reorganized code into object/material block functions<br>
 | |
| - Use of Matrix() to copy matrix data<br>
 | |
| - added support for material transparency<br>
 | |
| 
 | |
| 0.83 2005-08-07: Campell Barton
 | |
| -  Aggressive image finding and case insensitivy for posisx systems.
 | |
| 
 | |
| 0.82a 2005-07-22
 | |
| - image texture loading (both for face uv and renderer)
 | |
| 
 | |
| 0.82 - image texture loading (for face uv)
 | |
| 
 | |
| 0.81a (fork- not 0.9) Campbell Barton 2005-06-08
 | |
| - Simplified import code
 | |
| - Never overwrite data
 | |
| - Faster list handling
 | |
| - Leaves import selected
 | |
| 
 | |
| 0.81 Damien McGinnes 2005-01-09
 | |
| - handle missing images better
 | |
|     
 | |
| 0.8 Damien McGinnes 2005-01-08
 | |
| - copies sticky UV coords to face ones
 | |
| - handles images better
 | |
| - Recommend that you run 'RemoveDoubles' on each imported mesh after using this script
 | |
| 
 | |
| '''
 | |
| 
 | |
| # ***** BEGIN GPL LICENSE BLOCK *****
 | |
| #
 | |
| # Script copyright (C) Bob Holcomb 
 | |
| #
 | |
| # 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 *****
 | |
| # --------------------------------------------------------------------------
 | |
| 
 | |
| # Importing modules
 | |
| 
 | |
| import Blender
 | |
| from Blender import Mesh, Scene, Object, Material, Image, Texture, Lamp, Mathutils
 | |
| from Blender.Mathutils import Vector
 | |
| import BPyImage
 | |
| 
 | |
| import BPyMessages
 | |
| 
 | |
| import struct
 | |
| from struct import calcsize, unpack
 | |
| 
 | |
| import os
 | |
| 
 | |
| # If python version is less than 2.4, try to get set stuff from module
 | |
| try:
 | |
| 	set
 | |
| except:
 | |
| 	from sets import Set as set
 | |
| 
 | |
| BOUNDS_3DS= []
 | |
| 
 | |
| 
 | |
| #this script imports uvcoords as sticky vertex coords
 | |
| #this parameter enables copying these to face uv coords
 | |
| #which shold be more useful.
 | |
| 
 | |
| def createBlenderTexture(material, name, image):
 | |
| 	texture= Texture.New(name)
 | |
| 	texture.setType('Image')
 | |
| 	texture.image= image
 | |
| 	material.setTexture(0, texture, Texture.TexCo.UV, Texture.MapTo.COL)
 | |
| 
 | |
| 
 | |
| 
 | |
| ######################################################
 | |
| # Data Structures
 | |
| ######################################################
 | |
| 
 | |
| #Some of the chunks that we will see
 | |
| #----- Primary Chunk, at the beginning of each file
 | |
| PRIMARY= long('0x4D4D',16)
 | |
| 
 | |
| #------ Main Chunks
 | |
| OBJECTINFO   =      long('0x3D3D',16);      #This gives the version of the mesh and is found right before the material and object information
 | |
| VERSION      =      long('0x0002',16);      #This gives the version of the .3ds file
 | |
| EDITKEYFRAME=      long('0xB000',16);      #This is the header for all of the key frame info
 | |
| 
 | |
| #------ sub defines of OBJECTINFO
 | |
| MATERIAL=45055		#0xAFFF				// This stored the texture info
 | |
| OBJECT=16384		#0x4000				// This stores the faces, vertices, etc...
 | |
| 
 | |
| #>------ sub defines of MATERIAL
 | |
| #------ sub defines of MATERIAL_BLOCK
 | |
| MAT_NAME		=	long('0xA000',16)	# This holds the material name
 | |
| MAT_AMBIENT		=	long('0xA010',16)	# Ambient color of the object/material
 | |
| MAT_DIFFUSE		=	long('0xA020',16)	# This holds the color of the object/material
 | |
| MAT_SPECULAR	=	long('0xA030',16)	# SPecular color of the object/material
 | |
| MAT_SHINESS		=	long('0xA040',16)	# ??
 | |
| MAT_TRANSPARENCY=	long('0xA050',16)	# Transparency value of material
 | |
| MAT_SELF_ILLUM	=	long('0xA080',16)	# Self Illumination value of material
 | |
| MAT_WIRE		=	long('0xA085',16)	# Only render's wireframe
 | |
| 
 | |
| MAT_TEXTURE_MAP	=	long('0xA200',16)	# This is a header for a new texture map
 | |
| MAT_SPECULAR_MAP=	long('0xA204',16)	# This is a header for a new specular map
 | |
| MAT_OPACITY_MAP	=	long('0xA210',16)	# This is a header for a new opacity map
 | |
| MAT_REFLECTION_MAP=	long('0xA220',16)	# This is a header for a new reflection map
 | |
| MAT_BUMP_MAP	=	long('0xA230',16)	# This is a header for a new bump map
 | |
| MAT_MAP_FILENAME =      long('0xA300',16)      # This holds the file name of the texture
 | |
| 
 | |
| MAT_FLOAT_COLOR = long ('0x0010', 16) #color defined as 3 floats
 | |
| MAT_24BIT_COLOR	= long ('0x0011', 16) #color defined as 3 bytes
 | |
| 
 | |
| #>------ sub defines of OBJECT
 | |
| OBJECT_MESH  =      long('0x4100',16);      # This lets us know that we are reading a new object
 | |
| OBJECT_LAMP =      long('0x4600',16);      # This lets un know we are reading a light object
 | |
| OBJECT_LAMP_SPOT = long('0x4610',16);		# The light is a spotloght.
 | |
| OBJECT_LAMP_OFF = long('0x4620',16);		# The light off.
 | |
| OBJECT_LAMP_ATTENUATE = long('0x4625',16);	
 | |
| OBJECT_LAMP_RAYSHADE = long('0x4627',16);	
 | |
| OBJECT_LAMP_SHADOWED = long('0x4630',16);	
 | |
| OBJECT_LAMP_LOCAL_SHADOW = long('0x4640',16);	
 | |
| OBJECT_LAMP_LOCAL_SHADOW2 = long('0x4641',16);	
 | |
| OBJECT_LAMP_SEE_CONE = long('0x4650',16);	
 | |
| OBJECT_LAMP_SPOT_RECTANGULAR= long('0x4651',16);
 | |
| OBJECT_LAMP_SPOT_OVERSHOOT= long('0x4652',16);
 | |
| OBJECT_LAMP_SPOT_PROJECTOR= long('0x4653',16);
 | |
| OBJECT_LAMP_EXCLUDE= long('0x4654',16);
 | |
| OBJECT_LAMP_RANGE= long('0x4655',16);
 | |
| OBJECT_LAMP_ROLL= long('0x4656',16);
 | |
| OBJECT_LAMP_SPOT_ASPECT= long('0x4657',16);
 | |
| OBJECT_LAMP_RAY_BIAS= long('0x4658',16);
 | |
| OBJECT_LAMP_INNER_RANGE= long('0x4659',16);
 | |
| OBJECT_LAMP_OUTER_RANGE= long('0x465A',16);
 | |
| OBJECT_LAMP_MULTIPLIER = long('0x465B',16);
 | |
| OBJECT_LAMP_AMBIENT_LIGHT = long('0x4680',16);
 | |
| 
 | |
| 
 | |
| 
 | |
| OBJECT_CAMERA=      long('0x4700',16);      # This lets un know we are reading a camera object
 | |
| 
 | |
| #>------ sub defines of CAMERA
 | |
| OBJECT_CAM_RANGES=   long('0x4720',16);      # The camera range values
 | |
| 
 | |
| #>------ sub defines of OBJECT_MESH
 | |
| OBJECT_VERTICES =   long('0x4110',16);      # The objects vertices
 | |
| OBJECT_FACES    =   long('0x4120',16);      # The objects faces
 | |
| OBJECT_MATERIAL =   long('0x4130',16);      # This is found if the object has a material, either texture map or color
 | |
| OBJECT_UV       =   long('0x4140',16);      # The UV texture coordinates
 | |
| OBJECT_TRANS_MATRIX  =   long('0x4160',16); # The Object Matrix
 | |
| 
 | |
| global scn
 | |
| scn= None
 | |
| 
 | |
| #the chunk class
 | |
| class chunk:
 | |
| 	ID=0
 | |
| 	length=0
 | |
| 	bytes_read=0
 | |
| 
 | |
| 	#we don't read in the bytes_read, we compute that
 | |
| 	binary_format='<HI'
 | |
| 
 | |
| 	def __init__(self):
 | |
| 		self.ID=0
 | |
| 		self.length=0
 | |
| 		self.bytes_read=0
 | |
| 
 | |
| 	def dump(self):
 | |
| 		print 'ID: ', self.ID
 | |
| 		print 'ID in hex: ', hex(self.ID)
 | |
| 		print 'length: ', self.length
 | |
| 		print 'bytes_read: ', self.bytes_read
 | |
| 
 | |
| def read_chunk(file, chunk):
 | |
| 	temp_data=file.read(calcsize(chunk.binary_format))
 | |
| 	data=unpack(chunk.binary_format, temp_data)
 | |
| 	chunk.ID=data[0]
 | |
| 	chunk.length=data[1]
 | |
| 	#update the bytes read function
 | |
| 	chunk.bytes_read=6
 | |
| 
 | |
| 	#if debugging
 | |
| 	#chunk.dump()
 | |
| 
 | |
| def read_string(file):
 | |
| 	#read in the characters till we get a null character
 | |
| 	s=''
 | |
| 	while not s.endswith('\x00'):
 | |
| 		s+=unpack( '<c', file.read(1) )[0]
 | |
| 		#print 'string: ',s
 | |
| 	
 | |
| 	#remove the null character from the string
 | |
| 	return s[:-1]
 | |
| 
 | |
| ######################################################
 | |
| # IMPORT
 | |
| ######################################################
 | |
| def process_next_object_chunk(file, previous_chunk):
 | |
| 	new_chunk=chunk()
 | |
| 	temp_chunk=chunk()
 | |
| 
 | |
| 	while (previous_chunk.bytes_read<previous_chunk.length):
 | |
| 		#read the next chunk
 | |
| 		read_chunk(file, new_chunk)
 | |
| 
 | |
| def skip_to_end(file, skip_chunk):
 | |
| 	buffer_size=skip_chunk.length-skip_chunk.bytes_read
 | |
| 	binary_format='%ic' % buffer_size
 | |
| 	temp_data=file.read(calcsize(binary_format))
 | |
| 	skip_chunk.bytes_read+=buffer_size
 | |
| 
 | |
| 
 | |
| def add_texture_to_material(image, texture, material, mapto):
 | |
| 	if mapto=='DIFFUSE':
 | |
| 		map=Texture.MapTo.COL
 | |
| 	elif mapto=='SPECULAR':
 | |
| 		map=Texture.MapTo.SPEC
 | |
| 	elif mapto=='OPACITY':
 | |
| 		map=Texture.MapTo.ALPHA
 | |
| 	elif mapto=='BUMP':
 | |
| 		map=Texture.MapTo.NOR
 | |
| 	else:
 | |
| 		print '/tError:  Cannot map to "%s"\n\tassuming diffuse color. modify material "%s" later.' % (mapto, material.name)
 | |
| 		map=Texture.MapTo.COL
 | |
| 
 | |
| 	if image: texture.setImage(image) # double check its an image.
 | |
| 	free_tex_slots= [i for i, tex in enumerate( material.getTextures() ) if tex==None]
 | |
| 	if not free_tex_slots:
 | |
| 		print '/tError: Cannot add "%s" map. 10 Texture slots alredy used.' % mapto
 | |
| 	else:
 | |
| 		material.setTexture(free_tex_slots[0],texture,Texture.TexCo.UV,map)
 | |
| 
 | |
| 
 | |
| def process_next_chunk(file, previous_chunk, importedObjects):
 | |
| 	#print previous_chunk.bytes_read, 'BYTES READ'
 | |
| 	contextObName= None
 | |
| 	contextLamp= [None, None] # object, Data
 | |
| 	contextMaterial= None
 | |
| 	# contextMatrix= Blender.Mathutils.Matrix(); contextMatrix.identity()
 | |
| 	contextMesh_vertls= None
 | |
| 	contextMesh_facels= None
 | |
| 	contextMeshMaterials= {} # matname:[face_idxs]
 | |
| 	
 | |
| 	TEXTURE_DICT={}
 | |
| 	MATDICT={}
 | |
| 	TEXMODE= Mesh.FaceModes['TEX']
 | |
| 	
 | |
| 	# Localspace variable names, faster.
 | |
| 	STRUCT_SIZE_1CHAR= calcsize('c')
 | |
| 	STRUCT_SIZE_2FLOAT= calcsize('2f')
 | |
| 	STRUCT_SIZE_3FLOAT= calcsize('3f')
 | |
| 	STRUCT_SIZE_UNSIGNED_SHORT= calcsize('H')
 | |
| 	STRUCT_SIZE_4UNSIGNED_SHORT= calcsize('4H')
 | |
| 	STRUCT_SIZE_4x3MAT= calcsize('ffffffffffff')
 | |
| 	
 | |
| 	
 | |
| 	def putContextMesh(myContextMesh_vertls, myContextMesh_facels, myContextMeshMaterials):
 | |
| 		####contextMesh.transform(contextMatrix.copy().invert())
 | |
| 		
 | |
| 		materialFaces= set() # faces that have a material. Can optimize?
 | |
| 		
 | |
| 		# Now make copies with assigned materils.
 | |
| 		
 | |
| 		def makeMeshMaterialCopy(matName, faces):			
 | |
| 			'''
 | |
| 			Make a new mesh with only face the faces that use this material.
 | |
| 			faces can be any iterable object - containing ints.
 | |
| 			'''
 | |
| 			
 | |
| 			faceVertUsers = [False] * len(myContextMesh_vertls)
 | |
| 			ok=0
 | |
| 			for fIdx in faces:
 | |
| 				for vindex in myContextMesh_facels[fIdx]:
 | |
| 					faceVertUsers[vindex] = True
 | |
| 					if matName != None: # if matName is none then this is a set(), meaning we are using the untextured faces and do not need to store textured faces.
 | |
| 						materialFaces.add(fIdx)
 | |
| 					ok=1
 | |
| 			
 | |
| 			if not ok:
 | |
| 				return
 | |
| 					
 | |
| 			myVertMapping = {}
 | |
| 			vertMappingIndex = 0
 | |
| 			
 | |
| 			vertsToUse = [i for i in xrange(len(myContextMesh_vertls)) if faceVertUsers[i]]
 | |
| 			myVertMapping = dict( [ (ii, i) for i, ii in enumerate(vertsToUse) ] )
 | |
| 			
 | |
| 			##bmesh = Mesh.New(contextMesh.name)
 | |
| 			bmesh = Mesh.New()
 | |
| 			
 | |
| 			if matName == None:
 | |
| 				img= None
 | |
| 			else:
 | |
| 				bmat = MATDICT[matName][1]
 | |
| 				bmesh.materials= [bmat]
 | |
| 				try:	img= TEXTURE_DICT[bmat.name]
 | |
| 				except:	img= None
 | |
| 				
 | |
| 			bmesh_verts = bmesh.verts
 | |
| 			bmesh_verts.extend( [Vector()] )
 | |
| 			bmesh_verts.extend( [myContextMesh_vertls[i] for i in vertsToUse] )
 | |
| 			# +1 because of DUMMYVERT
 | |
| 			face_mapping= bmesh.faces.extend( [ [ bmesh_verts[ myVertMapping[vindex]+1] for vindex in myContextMesh_facels[fIdx]] for fIdx in faces ], indexList=True )
 | |
| 			
 | |
| 			if contextMeshUV or img:
 | |
| 				bmesh.faceUV= 1
 | |
| 				for ii, i in enumerate(faces):
 | |
| 					
 | |
| 					# Mapped index- faces may have not been added- if so, then map to the correct index
 | |
| 					# BUGGY API - face_mapping is not always the right length
 | |
| 					map_index= face_mapping[ii]
 | |
| 					
 | |
| 					if map_index != None:	
 | |
| 						targetFace= bmesh.faces[map_index]
 | |
| 						if contextMeshUV:
 | |
| 							# v.index-1 because of the DUMMYVERT
 | |
| 							targetFace.uv= [contextMeshUV[vindex] for vindex in myContextMesh_facels[i]]
 | |
| 						if img:
 | |
| 							targetFace.image= img
 | |
| 			
 | |
| 			tempName= '%s_%s' % (contextObName, matName) # matName may be None.
 | |
| 			bmesh.name= tempName
 | |
| 			# ob = Object.New('Mesh', tempName)
 | |
| 			# ob.link(bmesh)
 | |
| 			ob = SCN_OBJECTS.new(bmesh, tempName)
 | |
| 			
 | |
| 			####ob.setMatrix(contextMatrix)
 | |
| 			importedObjects.append(ob)
 | |
| 			
 | |
| 		
 | |
| 		for matName, faces in myContextMeshMaterials.iteritems():
 | |
| 			makeMeshMaterialCopy(matName, faces)
 | |
| 			
 | |
| 		if len(materialFaces)!=len(myContextMesh_facels):
 | |
| 			# Invert material faces.
 | |
| 			makeMeshMaterialCopy(None, set(range(len( myContextMesh_facels ))) - materialFaces)
 | |
| 			#raise 'Some UnMaterialed faces', len(contextMesh.faces)
 | |
| 	
 | |
| 	#a spare chunk
 | |
| 	new_chunk= chunk()
 | |
| 	temp_chunk= chunk()
 | |
| 
 | |
| 	#loop through all the data for this chunk (previous chunk) and see what it is
 | |
| 	while (previous_chunk.bytes_read<previous_chunk.length):
 | |
| 		#print '\t', previous_chunk.bytes_read, 'keep going'
 | |
| 		#read the next chunk
 | |
| 		#print 'reading a chunk'
 | |
| 		read_chunk(file, new_chunk)
 | |
| 
 | |
| 		#is it a Version chunk?
 | |
| 		if (new_chunk.ID==VERSION):
 | |
| 			#print 'if (new_chunk.ID==VERSION):'
 | |
| 			#print 'found a VERSION chunk'
 | |
| 			#read in the version of the file
 | |
| 			#it's an unsigned short (H)
 | |
| 			temp_data= file.read(calcsize('I'))
 | |
| 			version = unpack('<I', temp_data)[0]
 | |
| 			new_chunk.bytes_read+= 4 #read the 4 bytes for the version number
 | |
| 			#this loader works with version 3 and below, but may not with 4 and above
 | |
| 			if (version>3):
 | |
| 				print '\tNon-Fatal Error:  Version greater than 3, may not load correctly: ', version
 | |
| 
 | |
| 		#is it an object info chunk?
 | |
| 		elif (new_chunk.ID==OBJECTINFO):
 | |
| 			#print 'elif (new_chunk.ID==OBJECTINFO):'
 | |
| 			# print 'found an OBJECTINFO chunk'
 | |
| 			process_next_chunk(file, new_chunk, importedObjects)
 | |
| 			
 | |
| 			#keep track of how much we read in the main chunk
 | |
| 			new_chunk.bytes_read+=temp_chunk.bytes_read
 | |
| 
 | |
| 		#is it an object chunk?
 | |
| 		elif (new_chunk.ID==OBJECT):
 | |
| 			tempName= read_string(file)
 | |
| 			contextObName= tempName
 | |
| 			new_chunk.bytes_read += len(tempName)+1
 | |
| 		
 | |
| 		#is it a material chunk?
 | |
| 		elif (new_chunk.ID==MATERIAL):
 | |
| 			#print 'elif (new_chunk.ID==MATERIAL):'
 | |
| 			contextMaterial= Material.New()
 | |
| 		
 | |
| 		elif (new_chunk.ID==MAT_NAME):
 | |
| 			#print 'elif (new_chunk.ID==MAT_NAME):'
 | |
| 			material_name= read_string(file)
 | |
| 			
 | |
| 			#plus one for the null character that ended the string
 | |
| 			new_chunk.bytes_read+= len(material_name)+1
 | |
| 			
 | |
| 			contextMaterial.name= material_name.rstrip() # remove trailing  whitespace
 | |
| 			MATDICT[material_name]= (contextMaterial.name, contextMaterial)
 | |
| 		
 | |
| 		elif (new_chunk.ID==MAT_AMBIENT):
 | |
| 			#print 'elif (new_chunk.ID==MAT_AMBIENT):'
 | |
| 			read_chunk(file, temp_chunk)
 | |
| 			if (temp_chunk.ID==MAT_FLOAT_COLOR):
 | |
| 				temp_data=file.read(calcsize('3f'))
 | |
| 				temp_chunk.bytes_read+=12
 | |
| 				contextMaterial.mirCol=[float(col) for col in unpack('<3f', temp_data)]
 | |
| 			elif (temp_chunk.ID==MAT_24BIT_COLOR):
 | |
| 				temp_data=file.read(calcsize('3B'))
 | |
| 				temp_chunk.bytes_read+= 3
 | |
| 				contextMaterial.mirCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
 | |
| 			else:
 | |
| 				skip_to_end(file, temp_chunk)
 | |
| 			new_chunk.bytes_read+= temp_chunk.bytes_read
 | |
| 
 | |
| 		elif (new_chunk.ID==MAT_DIFFUSE):
 | |
| 			#print 'elif (new_chunk.ID==MAT_DIFFUSE):'
 | |
| 			read_chunk(file, temp_chunk)
 | |
| 			if (temp_chunk.ID==MAT_FLOAT_COLOR):
 | |
| 				temp_data=file.read(calcsize('3f'))
 | |
| 				temp_chunk.bytes_read+=12
 | |
| 				contextMaterial.rgbCol=[float(col) for col in unpack('<3f', temp_data)]
 | |
| 			elif (temp_chunk.ID==MAT_24BIT_COLOR):
 | |
| 				temp_data=file.read(calcsize('3B'))
 | |
| 				temp_chunk.bytes_read+= 3
 | |
| 				contextMaterial.rgbCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
 | |
| 			else:
 | |
| 				skip_to_end(file, temp_chunk)
 | |
| 			new_chunk.bytes_read+= temp_chunk.bytes_read
 | |
| 
 | |
| 		elif (new_chunk.ID==MAT_SPECULAR):
 | |
| 			#print 'elif (new_chunk.ID==MAT_SPECULAR):'
 | |
| 			read_chunk(file, temp_chunk)
 | |
| 			if (temp_chunk.ID==MAT_FLOAT_COLOR):
 | |
| 				temp_data=file.read(calcsize('3f'))
 | |
| 				temp_chunk.bytes_read+=12
 | |
| 				contextMaterial.mirCol=[float(col) for col in unpack('<3f', temp_data)]
 | |
| 			elif (temp_chunk.ID==MAT_24BIT_COLOR):
 | |
| 				temp_data=file.read(calcsize('3B'))
 | |
| 				temp_chunk.bytes_read+= 3
 | |
| 				contextMaterial.mirCol= [float(col)/255 for col in unpack('<3B', temp_data)] # data [0,1,2] == rgb
 | |
| 			else:
 | |
| 				skip_to_end(file, temp_chunk)
 | |
| 			new_chunk.bytes_read+= temp_chunk.bytes_read
 | |
| 			
 | |
| 		elif (new_chunk.ID==MAT_TEXTURE_MAP):
 | |
| 			#print 'elif (new_chunk.ID==MAT_TEXTURE_MAP):'
 | |
| 			new_texture= Blender.Texture.New('Diffuse')
 | |
| 			new_texture.setType('Image')
 | |
| 			img = None
 | |
| 			while (new_chunk.bytes_read<new_chunk.length):
 | |
| 				#print 'MAT_TEXTURE_MAP..while', new_chunk.bytes_read, new_chunk.length
 | |
| 				read_chunk(file, temp_chunk)
 | |
| 				
 | |
| 				if (temp_chunk.ID==MAT_MAP_FILENAME):
 | |
| 					texture_name=read_string(file)
 | |
| 					img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | |
| 					new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
 | |
| 					
 | |
| 				else:
 | |
| 					skip_to_end(file, temp_chunk)
 | |
| 				
 | |
| 				new_chunk.bytes_read+= temp_chunk.bytes_read
 | |
| 			
 | |
| 			#add the map to the material in the right channel
 | |
| 			if img:
 | |
| 				add_texture_to_material(img, new_texture, contextMaterial, 'DIFFUSE')
 | |
| 			
 | |
| 		elif (new_chunk.ID==MAT_SPECULAR_MAP):
 | |
| 			#print 'elif (new_chunk.ID==MAT_SPECULAR_MAP):'
 | |
| 			new_texture= Blender.Texture.New('Specular')
 | |
| 			new_texture.setType('Image')
 | |
| 			img = None
 | |
| 			while (new_chunk.bytes_read<new_chunk.length):
 | |
| 				read_chunk(file, temp_chunk)
 | |
| 				
 | |
| 				if (temp_chunk.ID==MAT_MAP_FILENAME):
 | |
| 					texture_name= read_string(file)
 | |
| 					img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | |
| 					new_chunk.bytes_read+= (len(texture_name)+1) #plus one for the null character that gets removed
 | |
| 				else:
 | |
| 					skip_to_end(file, temp_chunk)
 | |
| 				
 | |
| 				new_chunk.bytes_read+= temp_chunk.bytes_read
 | |
| 				
 | |
| 			#add the map to the material in the right channel
 | |
| 			if img:
 | |
| 				add_texture_to_material(img, new_texture, contextMaterial, 'SPECULAR')
 | |
| 	
 | |
| 		elif (new_chunk.ID==MAT_OPACITY_MAP):
 | |
| 			#print 'new_texture=Blender.Texture.New('Opacity')'
 | |
| 			new_texture= Blender.Texture.New('Opacity')
 | |
| 			new_texture.setType('Image')
 | |
| 			img = None
 | |
| 			while (new_chunk.bytes_read<new_chunk.length):
 | |
| 				read_chunk(file, temp_chunk)
 | |
| 				
 | |
| 				if (temp_chunk.ID==MAT_MAP_FILENAME):
 | |
| 					texture_name= read_string(file)
 | |
| 					img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | |
| 					new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
 | |
| 				else:
 | |
| 					skip_to_end(file, temp_chunk)
 | |
| 				
 | |
| 				new_chunk.bytes_read+= temp_chunk.bytes_read
 | |
| 			#add the map to the material in the right channel
 | |
| 			if img:
 | |
| 				add_texture_to_material(img, new_texture, contextMaterial, 'OPACITY')
 | |
| 
 | |
| 		elif (new_chunk.ID==MAT_BUMP_MAP):
 | |
| 			#print 'elif (new_chunk.ID==MAT_BUMP_MAP):'
 | |
| 			new_texture= Blender.Texture.New('Bump')
 | |
| 			new_texture.setType('Image')
 | |
| 			img = None
 | |
| 			while (new_chunk.bytes_read<new_chunk.length):
 | |
| 				read_chunk(file, temp_chunk)
 | |
| 				
 | |
| 				if (temp_chunk.ID==MAT_MAP_FILENAME):
 | |
| 					texture_name= read_string(file)
 | |
| 					img= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | |
| 					new_chunk.bytes_read += (len(texture_name)+1) #plus one for the null character that gets removed
 | |
| 				else:
 | |
| 					skip_to_end(file, temp_chunk)
 | |
| 				
 | |
| 				new_chunk.bytes_read+=temp_chunk.bytes_read
 | |
| 				
 | |
| 			#add the map to the material in the right channel
 | |
| 			if img:
 | |
| 				add_texture_to_material(img, new_texture, contextMaterial, 'BUMP')
 | |
| 			
 | |
| 		elif (new_chunk.ID==MAT_TRANSPARENCY):
 | |
| 			#print 'elif (new_chunk.ID==MAT_TRANSPARENCY):'
 | |
| 			read_chunk(file, temp_chunk)
 | |
| 			temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | |
| 			
 | |
| 			temp_chunk.bytes_read+=2
 | |
| 			contextMaterial.alpha= 1-(float(unpack('<H', temp_data)[0])/100)
 | |
| 			new_chunk.bytes_read+=temp_chunk.bytes_read
 | |
| 
 | |
| 
 | |
| 		elif (new_chunk.ID==OBJECT_LAMP): # Basic lamp support.
 | |
| 			
 | |
| 			#print 'LAMP!!!!!!!!!'
 | |
| 			temp_data=file.read(STRUCT_SIZE_3FLOAT)
 | |
| 			
 | |
| 			x,y,z=unpack('<3f', temp_data)
 | |
| 			new_chunk.bytes_read+=STRUCT_SIZE_3FLOAT
 | |
| 			
 | |
| 			contextLamp[0]= Object.New('Lamp')
 | |
| 			contextLamp[1]= Lamp.New()
 | |
| 			contextLamp[0].link(contextLamp[1])
 | |
| 			##scn.link(contextLamp[0])
 | |
| 			importedObjects.append(contextLamp[0])
 | |
| 			
 | |
| 			
 | |
| 			
 | |
| 			#print 'number of faces: ', num_faces
 | |
| 			#print x,y,z
 | |
| 			contextLamp[0].setLocation(x,y,z)
 | |
| 			
 | |
| 			# Reset matrix
 | |
| 			####contextMatrix= Mathutils.Matrix(); contextMatrix.identity()	
 | |
| 			#print contextLamp.name, 
 | |
| 			
 | |
| 			
 | |
| 		elif (new_chunk.ID==OBJECT_MESH):
 | |
| 			# print 'Found an OBJECT_MESH chunk'
 | |
| 			if contextMesh_facels != None: # Write context mesh if we have one.
 | |
| 				putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
 | |
| 			
 | |
| 			contextMesh_vertls= []; contextMesh_facels= []
 | |
| 			
 | |
| 			contextMeshMaterials= {} # matname:[face_idxs]
 | |
| 			contextMeshUV= None
 | |
| 			#contextMesh.vertexUV= 1 # Make sticky coords.
 | |
| 			# Reset matrix
 | |
| 			####contextMatrix= Blender.Mathutils.Matrix(); contextMatrix.identity()
 | |
| 		
 | |
| 		elif (new_chunk.ID==OBJECT_VERTICES):
 | |
| 			'''
 | |
| 			Worldspace vertex locations
 | |
| 			'''
 | |
| 			# print 'elif (new_chunk.ID==OBJECT_VERTICES):'
 | |
| 			temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | |
| 			num_verts=unpack('<H', temp_data)[0]
 | |
| 			new_chunk.bytes_read+=2
 | |
| 			
 | |
| 			# print 'number of verts: ', num_verts
 | |
| 			def getvert():
 | |
| 				temp_data= unpack('<3f', file.read(STRUCT_SIZE_3FLOAT))
 | |
| 				new_chunk.bytes_read += STRUCT_SIZE_3FLOAT #12: 3 floats x 4 bytes each
 | |
| 				return temp_data
 | |
| 			
 | |
| 			#contextMesh.verts.extend( [Vector(),] ) # DUMMYVERT! - remove when blenders internals are fixed.
 | |
| 			contextMesh_vertls= [getvert() for i in xrange(num_verts)]
 | |
| 			
 | |
| 			#print 'object verts: bytes read: ', new_chunk.bytes_read
 | |
| 
 | |
| 		elif (new_chunk.ID==OBJECT_FACES):
 | |
| 			# print 'elif (new_chunk.ID==OBJECT_FACES):'
 | |
| 			temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | |
| 			num_faces= unpack('<H', temp_data)[0]
 | |
| 			new_chunk.bytes_read+= 2
 | |
| 			#print 'number of faces: ', num_faces
 | |
| 			
 | |
| 			def getface():
 | |
| 				# print '\ngetting a face'
 | |
| 				temp_data= file.read(STRUCT_SIZE_4UNSIGNED_SHORT)
 | |
| 				new_chunk.bytes_read+= STRUCT_SIZE_4UNSIGNED_SHORT #4 short ints x 2 bytes each
 | |
| 				v1,v2,v3,dummy= unpack('<4H', temp_data)
 | |
| 				return v1, v2, v3
 | |
| 			
 | |
| 			contextMesh_facels= [ getface() for i in xrange(num_faces) ]
 | |
| 
 | |
| 
 | |
| 		elif (new_chunk.ID==OBJECT_MATERIAL):
 | |
| 			# print 'elif (new_chunk.ID==OBJECT_MATERIAL):'
 | |
| 			material_name= read_string(file)
 | |
| 			new_chunk.bytes_read += len(material_name)+1 # remove 1 null character.
 | |
| 			
 | |
| 			temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | |
| 			num_faces_using_mat = unpack('<H', temp_data)[0]
 | |
| 			new_chunk.bytes_read += STRUCT_SIZE_UNSIGNED_SHORT
 | |
| 			
 | |
| 			def getmat():
 | |
| 				temp_data= file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | |
| 				new_chunk.bytes_read+= STRUCT_SIZE_UNSIGNED_SHORT
 | |
| 				return unpack('<H', temp_data)[0]
 | |
| 			
 | |
| 			contextMeshMaterials[material_name]= [ getmat() for i in xrange(num_faces_using_mat) ]
 | |
| 			
 | |
| 			#look up the material in all the materials
 | |
| 
 | |
| 		elif (new_chunk.ID==OBJECT_UV):
 | |
| 			temp_data=file.read(STRUCT_SIZE_UNSIGNED_SHORT)
 | |
| 			num_uv=unpack('<H', temp_data)[0]
 | |
| 			new_chunk.bytes_read+= 2
 | |
| 			
 | |
| 			def getuv():
 | |
| 				temp_data=file.read(STRUCT_SIZE_2FLOAT)
 | |
| 				new_chunk.bytes_read += STRUCT_SIZE_2FLOAT #2 float x 4 bytes each
 | |
| 				return Vector( unpack('<2f', temp_data) )
 | |
| 				
 | |
| 			contextMeshUV= [ getuv() for i in xrange(num_uv) ]
 | |
| 		
 | |
| 		elif (new_chunk.ID== OBJECT_TRANS_MATRIX):
 | |
| 			temp_data=file.read(STRUCT_SIZE_4x3MAT)
 | |
| 			data= list( unpack('<ffffffffffff', temp_data) )
 | |
| 			new_chunk.bytes_read += STRUCT_SIZE_4x3MAT 
 | |
| 			
 | |
| 			"""contextMatrix= Blender.Mathutils.Matrix(\
 | |
| 			 data[:3] + [0],\
 | |
| 			 data[3:6] + [0],\
 | |
| 			 data[6:9] + [0],\
 | |
| 			 data[9:] + [1])
 | |
| 			"""
 | |
| 		
 | |
| 		elif  (new_chunk.ID==MAT_MAP_FILENAME):
 | |
| 			texture_name=read_string(file)
 | |
| 			try:
 | |
| 				TEXTURE_DICT[contextMaterial.name]
 | |
| 			except:
 | |
| 				img= TEXTURE_DICT[contextMaterial.name]= BPyImage.comprehensiveImageLoad(texture_name, FILENAME)
 | |
| 			
 | |
| 			new_chunk.bytes_read+= len(texture_name)+1 #plus one for the null character that gets removed
 | |
| 		
 | |
| 		else: #(new_chunk.ID!=VERSION or new_chunk.ID!=OBJECTINFO or new_chunk.ID!=OBJECT or new_chunk.ID!=MATERIAL):
 | |
| 			# print 'skipping to end of this chunk'
 | |
| 			buffer_size=new_chunk.length-new_chunk.bytes_read
 | |
| 			binary_format='%ic' % buffer_size
 | |
| 			temp_data=file.read(calcsize(binary_format))
 | |
| 			new_chunk.bytes_read+=buffer_size
 | |
| 
 | |
| 
 | |
| 		#update the previous chunk bytes read
 | |
| 		# print 'previous_chunk.bytes_read += new_chunk.bytes_read'
 | |
| 		# print previous_chunk.bytes_read, new_chunk.bytes_read
 | |
| 		previous_chunk.bytes_read += new_chunk.bytes_read
 | |
| 		## print 'Bytes left in this chunk: ', previous_chunk.length-previous_chunk.bytes_read
 | |
| 	
 | |
| 	# FINISHED LOOP
 | |
| 	# There will be a number of objects still not added
 | |
| 	if contextMesh_facels != None:
 | |
| 		putContextMesh(contextMesh_vertls, contextMesh_facels, contextMeshMaterials)
 | |
| 
 | |
| def load_3ds(filename, PREF_UI= True):
 | |
| 	global FILENAME, SCN_OBJECTS
 | |
| 	
 | |
| 	if BPyMessages.Error_NoFile(filename):
 | |
| 		return
 | |
| 	
 | |
| 	print '\n\nImporting 3DS: "%s"' % (Blender.sys.expandpath(filename))
 | |
| 	
 | |
| 	time1= Blender.sys.time()
 | |
| 	
 | |
| 	FILENAME=filename
 | |
| 	current_chunk=chunk()
 | |
| 	
 | |
| 	file=open(filename,'rb')
 | |
| 	
 | |
| 	#here we go!
 | |
| 	# print 'reading the first chunk'
 | |
| 	read_chunk(file, current_chunk)
 | |
| 	if (current_chunk.ID!=PRIMARY):
 | |
| 		print '\tFatal Error:  Not a valid 3ds file: ', filename
 | |
| 		file.close()
 | |
| 		return
 | |
| 	
 | |
| 	
 | |
| 	IMPORT_AS_INSTANCE= Blender.Draw.Create(0)
 | |
| 	IMPORT_CONSTRAIN_BOUNDS= Blender.Draw.Create(10.0)
 | |
| 	
 | |
| 	# Get USER Options
 | |
| 	pup_block= [\
 | |
| 	('Size Constraint:', IMPORT_CONSTRAIN_BOUNDS, 0.0, 1000.0, 'Scale the model by 10 until it reacehs the size constraint. Zero Disables.'),\
 | |
| 	#('Group Instance', IMPORT_AS_INSTANCE, 'Import objects into a new scene and group, creating an instance in the current scene.'),\
 | |
| 	]
 | |
| 	
 | |
| 	if PREF_UI:
 | |
| 		if not Blender.Draw.PupBlock('Import 3DS...', pup_block):
 | |
| 			return
 | |
| 	
 | |
| 	Blender.Window.WaitCursor(1)
 | |
| 	
 | |
| 	IMPORT_CONSTRAIN_BOUNDS= IMPORT_CONSTRAIN_BOUNDS.val
 | |
| 	IMPORT_AS_INSTANCE= IMPORT_AS_INSTANCE.val
 | |
| 	
 | |
| 	if IMPORT_CONSTRAIN_BOUNDS:
 | |
| 		BOUNDS_3DS[:]= [1<<30, 1<<30, 1<<30, -1<<30, -1<<30, -1<<30]
 | |
| 	else:
 | |
| 		BOUNDS_3DS[:]= []
 | |
| 	
 | |
| 	scn= Scene.GetCurrent()
 | |
| 	SCN_OBJECTS = scn.objects
 | |
| 	SCN_OBJECTS.selected = [] # de select all
 | |
| 	
 | |
| 	importedObjects= [] # Fill this list with objects
 | |
| 	process_next_chunk(file, current_chunk, importedObjects)
 | |
| 	
 | |
| 	
 | |
| 	# Link the objects into this scene.
 | |
| 	# Layers= scn.Layers
 | |
| 	
 | |
| 	# REMOVE DUMMYVERT, - remove this in the next release when blenders internal are fixed.
 | |
| 	
 | |
| 	'''
 | |
| 	for ob in importedObjects:
 | |
| 		if ob.type=='Mesh':
 | |
| 			me= ob.getData(mesh=1)
 | |
| 			me.verts.delete([me.verts[0],])
 | |
| 	'''
 | |
| 	# Done DUMMYVERT
 | |
| 	"""
 | |
| 	if IMPORT_AS_INSTANCE:
 | |
| 		name= filename.split('\\')[-1].split('/')[-1]
 | |
| 		# Create a group for this import.
 | |
| 		group_scn= Scene.New(name)
 | |
| 		for ob in importedObjects:
 | |
| 			group_scn.link(ob) # dont worry about the layers
 | |
| 		
 | |
| 		grp= Blender.Group.New(name)
 | |
| 		grp.objects= importedObjects
 | |
| 		
 | |
| 		grp_ob= Object.New('Empty', name)
 | |
| 		grp_ob.enableDupGroup= True
 | |
| 		grp_ob.DupGroup= grp
 | |
| 		scn.link(grp_ob)
 | |
| 		grp_ob.Layers= Layers
 | |
| 		grp_ob.sel= 1
 | |
| 	else:
 | |
| 		# Select all imported objects.
 | |
| 		for ob in importedObjects:
 | |
| 			scn.link(ob)
 | |
| 			ob.Layers= Layers
 | |
| 			ob.sel= 1
 | |
| 	"""
 | |
| 	
 | |
| 	if IMPORT_CONSTRAIN_BOUNDS!=0.0:
 | |
| 		# Set bounds from objecyt bounding box
 | |
| 		for ob in importedObjects:
 | |
| 			if ob.type=='Mesh':
 | |
| 				ob.makeDisplayList() # Why dosnt this update the bounds?
 | |
| 				for v in ob.getBoundBox():
 | |
| 					for i in (0,1,2):
 | |
| 						if v[i] < BOUNDS_3DS[i]:
 | |
| 							BOUNDS_3DS[i]= v[i] # min
 | |
| 						
 | |
| 						if v[i] > BOUNDS_3DS[i+3]:
 | |
| 							BOUNDS_3DS[i+3]= v[i] # min
 | |
| 		
 | |
| 		# Get the max axis x/y/z
 | |
| 		max_axis= max(BOUNDS_3DS[3]-BOUNDS_3DS[0], BOUNDS_3DS[4]-BOUNDS_3DS[1], BOUNDS_3DS[5]-BOUNDS_3DS[2])
 | |
| 		# print max_axis
 | |
| 		if max_axis < 1<<30: # Should never be false but just make sure.
 | |
| 			
 | |
| 			# Get a new scale factor if set as an option
 | |
| 			SCALE=1.0
 | |
| 			while (max_axis*SCALE) > IMPORT_CONSTRAIN_BOUNDS:
 | |
| 				SCALE/=10
 | |
| 			
 | |
| 			# SCALE Matrix
 | |
| 			SCALE_MAT= Blender.Mathutils.Matrix([SCALE,0,0,0],[0,SCALE,0,0],[0,0,SCALE,0],[0,0,0,1])
 | |
| 			
 | |
| 			for ob in importedObjects:
 | |
| 				ob.setMatrix(ob.matrixWorld*SCALE_MAT)
 | |
| 				
 | |
| 		# Done constraining to bounds.
 | |
| 	
 | |
| 	# Select all new objects.
 | |
| 	print 'finished importing: "%s" in %.4f sec.' % (filename, (Blender.sys.time()-time1))
 | |
| 	file.close()
 | |
| 	Blender.Window.WaitCursor(0)
 | |
| 	
 | |
| 
 | |
| DEBUG= False
 | |
| 
 | |
| if __name__=='__main__' and not DEBUG:
 | |
| 	Blender.Window.FileSelector(load_3ds, 'Import 3DS', '*.3ds')
 | |
| 
 | |
| # For testing compatibility
 | |
| '''
 | |
| else:
 | |
| 	# DEBUG ONLY
 | |
| 	TIME= Blender.sys.time()
 | |
| 	import os
 | |
| 	print 'Searching for files'
 | |
| 	os.system('find /metavr/ -iname "*.3ds" > /tmp/temp3ds_list')
 | |
| 	# os.system('find /storage/ -iname "*.3ds" > /tmp/temp3ds_list')
 | |
| 	print '...Done'
 | |
| 	file= open('/tmp/temp3ds_list', 'r')
 | |
| 	lines= file.readlines()
 | |
| 	file.close()
 | |
| 
 | |
| 	def between(v,a,b):
 | |
| 		if v <= max(a,b) and v >= min(a,b):
 | |
| 			return True		
 | |
| 		return False
 | |
| 		
 | |
| 	for i, _3ds in enumerate(lines):
 | |
| 		if between(i, 1,200):
 | |
| 			_3ds= _3ds[:-1]
 | |
| 			print 'Importing', _3ds, '\nNUMBER', i, 'of', len(lines)
 | |
| 			_3ds_file= _3ds.split('/')[-1].split('\\')[-1]
 | |
| 			newScn= Scene.New(_3ds_file)
 | |
| 			newScn.makeCurrent()
 | |
| 			load_3ds(_3ds, False)
 | |
| 
 | |
| 	print 'TOTAL TIME: %.6f' % (Blender.sys.time() - TIME)
 | |
| ''' |