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authorIsaac <isaclien9752@gmail.com>2024-08-14 22:48:16 -0400
committerIsaac <isaclien9752@gmail.com>2024-08-14 22:48:16 -0400
commit17fd2304270b2ef619cceb980b9f49cb656a6d13 (patch)
treedecd5572cf766c781c2bb6a604aa66155041cdb4 /blenxy_settings_stuff.py
parentb907bcc414eb742f45e2a0c2ea0232256c226a92 (diff)
downloadblenxy-17fd2304270b2ef619cceb980b9f49cb656a6d13.tar.gz
blenxy-17fd2304270b2ef619cceb980b9f49cb656a6d13.zip
updated Collada importer/exporter for SuperBMD
Diffstat (limited to 'blenxy_settings_stuff.py')
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diff --git a/blenxy_settings_stuff.py b/blenxy_settings_stuff.py
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-import bpy
-
-# SMG1/2 was made with Autodesk Maya
-# and Maya uses centimeters as default unit
-# so supposedly SMG1/2 original units are in centimeters
-
-# however...
-
-# SuperBMD assumes everything is in meters so
-# using the Mario.dae obtained from the Mario.bdl file
-# in the template I will set 1 Galaxy Unit as 100 Meters
-# this can be easily modified in the future in case
-# I get how this unit thing works fully
-# might open an issue on the SuperBMD repo to ask about it
-
-scene = bpy.context.scene
-
-print("Setting Galaxy Unit...")
-
-scene.unit_settings.scale_length = 100
-scene.unit_settings.system = 'METRIC'
-bpy.ops.scene.units_length_preset_add(name="Galaxy Unit")
-scene.unit_settings.system_rotation = 'DEGREES'
-scene.unit_settings.use_separate = False
-
-
-# scale grid to fit new length unit
-# Reference used:
-# https://blender.stackexchange.com/a/210749
-
-print("\nScaling 3D View grid...")
-
-for area in bpy.context.screen.areas:
- if (area.type == 'VIEW_3D'):
- view_3d_area = area.spaces.active # declare to use later
- area.spaces.active.grid_scale = 100
- area.spaces.active.grid_lines = 300
- area.spaces.active.show_axis_x = False
- area.spaces.active.show_axis_y = False
- area.spaces.active.show_axis_z = False
- area.spaces.active.clip_start = 0.1
- area.spaces.active.clip_end = 10000
- break
-
-
-# import Mario's model from DAE file included in the template
-# get blenxy template location for that and select it
-# but first delete all objects in scene so it is clean
-
-bpy.ops.object.select_all(action='SELECT')
-bpy.ops.object.delete()
-
-print("\nImporting Mario's Model...")
-
-blenxy_path = bpy.utils.user_resource('SCRIPTS', "startup/bl_app_templates_user/blenxy/")
-bpy.ops.wm.collada_import(filepath = blenxy_path + "Mario.dae")
-Mario = bpy.data.objects.get("Mario")
-Mario.select = True
-
-
-# set a SMG axis for reference when doing models
-# it is just a visual queue to get how the model will appear on game
-# select a model --> create transform orientation --> modify its matrix
-
-# References used:
-# https://blenderartists.org/t/how-to-set-transform-orientation-in-code/542536/4
-# for context incorrect bypass:
-# https://blender.stackexchange.com/a/6105
-
-print("\nSetting SMG Axis Reference...")
-
-Mario.select = True
-override = bpy.context.copy()
-override['area'] = area
-bpy.ops.transform.create_orientation(override, name = "SMG Axis", use = True)
-bpy.context.scene.orientations[-1].matrix = [ [1.0, 0.0, 0.0], [0.0, 0.0, 1.0], [0.0, -1.0, 0.0] ]
-
-
-# set initial 3d viewport camera location
-# just a rotation and a camera view distance change
-
-print("\nAdjusting 3D Viewport camera location...")
-
-# set rotation (quaternions)
-view_3d_area.region_3d.view_rotation = (0.8001, 0.4619, 0.1913, 0.3314)
-# set camera distance to origin
-view_3d_area.region_3d.view_distance = 4
-
-
-# extra stuff to set >:]
-
-print("\nExtra stuff to set...")
-
-# set environment lightnning (material display suggestion)
-bpy.context.scene.world.light_settings.use_environment_light = True
-
-# set framerate (SMG runs at 59.94 fps in THP videos)
-# BTP animations do run (or at least ideally run) at an aproximate of 60fps
-bpy.context.scene.render.fps = 60
-bpy.context.scene.render.fps_base = 1.001
-
-# set start frame at 0
-bpy.data.scenes["Scene"].frame_start = 0
-bpy.data.scenes["Scene"].frame_current = 0
-
-print("\nDone with the main settings!\n")