New addon: Import_max #19
@ -2,10 +2,10 @@
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# Copyright 2005 Bob Holcomb
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# Copyright 2005 Bob Holcomb
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import os
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import os
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import time
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import struct
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import bpy
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import bpy
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import time
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import math
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import math
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import struct
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import mathutils
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import mathutils
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from bpy_extras.image_utils import load_image
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from bpy_extras.image_utils import load_image
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from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
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from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
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@ -293,16 +293,12 @@ def add_texture_to_material(image, contextWrapper, pct, extend, alpha, scale, of
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img_wrap.rotation[2] = angle
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img_wrap.rotation[2] = angle
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if extend == 'mirror':
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if extend == 'mirror':
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# 3DS mirror flag can be emulated by these settings (at least so it seems)
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img_wrap.extension = 'MIRROR'
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# TODO: bring back mirror
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pass
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# texture.repeat_x = texture.repeat_y = 2
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# texture.use_mirror_x = texture.use_mirror_y = True
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elif extend == 'decal':
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elif extend == 'decal':
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# 3DS' decal mode maps best to Blenders EXTEND
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img_wrap.extension = 'EXTEND'
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img_wrap.extension = 'EXTEND'
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elif extend == 'noWrap':
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elif extend == 'noWrap':
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img_wrap.extension = 'CLIP'
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img_wrap.extension = 'CLIP'
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if alpha == 'alpha':
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if alpha == 'alpha':
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for link in links:
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for link in links:
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if link.from_node.type == 'TEX_IMAGE' and link.to_node.type == 'MIX_RGB':
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if link.from_node.type == 'TEX_IMAGE' and link.to_node.type == 'MIX_RGB':
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@ -386,6 +382,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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for v1, v2, v3 in myContextMesh_facels:
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for v1, v2, v3 in myContextMesh_facels:
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eekadoodle_faces.extend((v3, v1, v2) if v3 == 0 else (v1, v2, v3))
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eekadoodle_faces.extend((v3, v1, v2) if v3 == 0 else (v1, v2, v3))
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bmesh.polygons.foreach_set("loop_start", range(0, nbr_faces * 3, 3))
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bmesh.polygons.foreach_set("loop_start", range(0, nbr_faces * 3, 3))
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bmesh.polygons.foreach_set("loop_total", (3,) * nbr_faces)
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bmesh.loops.foreach_set("vertex_index", eekadoodle_faces)
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bmesh.loops.foreach_set("vertex_index", eekadoodle_faces)
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if bmesh.polygons and contextMeshUV:
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if bmesh.polygons and contextMeshUV:
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