Import_3ds: Remove None from object list #104783
@ -18,7 +18,7 @@ import bpy
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bl_info = {
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bl_info = {
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"name": "Autodesk 3DS format",
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"name": "Autodesk 3DS format",
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"author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
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"author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
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"version": (2, 4, 4),
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"version": (2, 4, 5),
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"blender": (3, 6, 0),
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"blender": (3, 6, 0),
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"location": "File > Import-Export",
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"location": "File > Import-Export",
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"description": "3DS Import/Export meshes, UVs, materials, textures, "
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"description": "3DS Import/Export meshes, UVs, materials, textures, "
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@ -170,14 +170,14 @@ class Export3DS(bpy.types.Operator, ExportHelper):
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)
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)
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scale_factor: FloatProperty(
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scale_factor: FloatProperty(
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name="Scale",
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name="Scale Factor",
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description="Scale factor for all objects",
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description="Master scale factor for all objects",
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min=0.0, max=100000.0,
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min=0.0, max=100000.0,
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soft_min=0.0, soft_max=100000.0,
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soft_min=0.0, soft_max=100000.0,
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default=1.0,
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default=1.0,
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)
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)
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apply_unit: BoolProperty(
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apply_unit: BoolProperty(
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name="Apply Units",
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name="Scene Units",
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description="Take the scene unit length settings into account",
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description="Take the scene unit length settings into account",
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default=False,
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default=False,
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)
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)
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@ -186,13 +186,23 @@ class Export3DS(bpy.types.Operator, ExportHelper):
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description="Export selected objects only",
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description="Export selected objects only",
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default=False,
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default=False,
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)
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)
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object_filter: bpy.props.EnumProperty(
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name="Object Filter", options={'ENUM_FLAG'},
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items=(('MESH',"Mesh".rjust(11),"",'MESH_DATA',0x1),
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('LIGHT',"Light".rjust(12),"",'LIGHT_DATA',0x2),
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('CAMERA',"Camera".rjust(11),"",'CAMERA_DATA',0x4),
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('EMPTY',"Empty".rjust(11),"",'EMPTY_DATA',0x8),
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),
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description="Object types to export",
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default={'MESH', 'LIGHT', 'CAMERA', 'EMPTY'},
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)
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use_hierarchy: BoolProperty(
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use_hierarchy: BoolProperty(
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name="Export Hierarchy",
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name="Export Hierarchy",
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description="Export hierarchy chunks",
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description="Export hierarchy chunks",
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default=False,
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default=False,
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)
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)
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write_keyframe: BoolProperty(
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write_keyframe: BoolProperty(
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name="Write Keyframe",
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name="Export Keyframes",
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description="Write the keyframe data",
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description="Write the keyframe data",
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default=False,
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default=False,
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)
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)
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@ -238,7 +248,10 @@ class MAX3DS_PT_export_include(bpy.types.Panel):
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operator = sfile.active_operator
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operator = sfile.active_operator
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layout.prop(operator, "use_selection")
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layout.prop(operator, "use_selection")
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layout.prop(operator, "use_hierarchy")
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laysub = layout.column(align=True)
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laysub.enabled = (not operator.use_selection)
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laysub.prop(operator, "object_filter")
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layout.column().prop(operator, "use_hierarchy")
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layout.prop(operator, "write_keyframe")
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layout.prop(operator, "write_keyframe")
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@ -1489,8 +1489,8 @@ def make_ambient_node(world):
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# EXPORT #
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# EXPORT #
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##########
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##########
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def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False,
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def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False, use_selection=False,
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use_selection=False, use_hierarchy=False, write_keyframe=False, global_matrix=None):
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object_filter=None, use_hierarchy=False, write_keyframe=False, global_matrix=None):
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"""Save the Blender scene to a 3ds file."""
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"""Save the Blender scene to a 3ds file."""
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# Time the export
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# Time the export
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@ -1504,7 +1504,7 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False,
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unit_measure = 1.0
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unit_measure = 1.0
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if apply_unit:
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if apply_unit:
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unit_length = sce.unit_settings.length_unit
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unit_length = scene.unit_settings.length_unit
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if unit_length == 'KILOMETERS':
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if unit_length == 'KILOMETERS':
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unit_measure = 0.001
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unit_measure = 0.001
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elif unit_length == 'CENTIMETERS':
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elif unit_length == 'CENTIMETERS':
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@ -1566,7 +1566,7 @@ def save(operator, context, filepath="", scale_factor=1.0, apply_unit=False,
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if use_selection:
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if use_selection:
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objects = [ob for ob in scene.objects if ob.visible_get(view_layer=layer) and ob.select_get(view_layer=layer)]
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objects = [ob for ob in scene.objects if ob.visible_get(view_layer=layer) and ob.select_get(view_layer=layer)]
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else:
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else:
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objects = [ob for ob in scene.objects if ob.visible_get(view_layer=layer)]
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objects = [ob for ob in scene.objects if ob.type in object_filter and ob.visible_get(view_layer=layer)]
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empty_objects = [ob for ob in objects if ob.type == 'EMPTY']
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empty_objects = [ob for ob in objects if ob.type == 'EMPTY']
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light_objects = [ob for ob in objects if ob.type == 'LIGHT']
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light_objects = [ob for ob in objects if ob.type == 'LIGHT']
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