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https://gitlab.com/ProcyonLotor/vrchat-template.git
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Brand new export script with filtering
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Assets/avatar-example/mesh/blend~/fbx_export.py
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Assets/avatar-example/mesh/blend~/fbx_export.py
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import os
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from datetime import datetime
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import bpy
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from bpy.props import StringProperty, BoolProperty, PointerProperty, IntProperty
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from bpy.types import UIList, Operator, Panel, PropertyGroup, Context
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from io_scene_fbx import ExportFBX
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def message_box(message: str, title: str = "Message", icon: str = 'INFO') -> None:
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"""Shows modal window with a message
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:param message: Message text
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:param title: Window title
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:param icon: Window icon
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"""
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def draw(self, context):
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col = self.layout.column(align=True)
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for line in message.strip().split("\n"):
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col.label(line)
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bpy.context.window_manager.popup_menu(draw, title=title, icon=icon)
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def name_as_path(name: str) -> str:
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"""Converts and sanitizes an arbitrary string to a canonical path with OS-specific separator
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:param name: Some name
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:returns: Canonical path
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"""
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return os.path.join(*[bpy.path.clean_name(n) for n in name.replace("\\", "/").split("/") if n]) + ".fbx"
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def fbx_export(context: Context) -> None:
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"""
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Export all objects Groups to ASCII FBX
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"""
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print("[%s] Batch FBX export begin" % datetime.now())
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rootpath = os.path.normpath(bpy.path.abspath(context.scene.fbx_export.export_dir))
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for group in [g for g in bpy.data.groups if g.fbx_export.exportable]:
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filepath = os.path.join(rootpath, name_as_path(group.name))
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basepath = os.path.dirname(filepath)
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if not os.path.exists(basepath):
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os.makedirs(basepath)
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override = context.copy()
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override.update(
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{
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"selected_objects": [o for o in group.objects if o.fbx_exportable]
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}
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)
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bpy.ops.export_scene.fbx(
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override,
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version='ASCII6100',
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use_selection=True,
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global_scale=1.0,
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axis_forward='-Z',
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axis_up='Y',
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object_types=context.scene.fbx_export.object_types,
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use_mesh_modifiers=context.scene.fbx_export.use_mesh_modifiers,
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mesh_smooth_type='OFF',
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use_mesh_edges=False,
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use_tspace=False,
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use_armature_deform_only=False,
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add_leaf_bones=False,
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primary_bone_axis='Y',
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secondary_bone_axis='X',
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armature_nodetype='NULL',
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use_anim=False,
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path_mode='RELATIVE',
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batch_mode='OFF',
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use_batch_own_dir=False,
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filepath=filepath,
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)
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print("[%s] Batch FBX export end." % datetime.now())
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def on_save(*args, **kwargs) -> None:
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"""
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Runs when Blender file is being saved
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"""
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if not bpy.context.scene.fbx_export.on_save:
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return
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try:
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fbx_export(bpy.context)
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except Exception as e:
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message_box(str(e), "Export error", 'ERROR')
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class FBX_OT_ForceExport(Operator):
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bl_idname = "fbx.force_export"
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bl_label = "Force Export"
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bl_description = "Force export FBX"
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def execute(self, context):
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try:
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fbx_export(context)
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except Exception as e:
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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return {'FINISHED'}
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class AutoexportProps(PropertyGroup):
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object_types = ExportFBX.object_types
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use_mesh_modifiers = ExportFBX.use_mesh_modifiers
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export_dir = StringProperty(
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name="FBX Export Dir",
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description="FBX Export Directory",
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subtype="DIR_PATH",
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default="//../fbx/",
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)
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on_save = BoolProperty(
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name="Export on save",
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description="Export FBX on Blender file save",
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default=True
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)
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group_index = IntProperty(default=0)
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class GroupExportProps(PropertyGroup):
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exportable = BoolProperty(
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name="Export Group",
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description="Mark group as FBX exportable",
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default=False
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)
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obj_index = IntProperty(default=0)
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show_obj_list = BoolProperty(default=False)
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class FBX_UL_ExportObjects(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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col = layout.column()
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row = col.row(align=True)
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row.prop(item, "fbx_exportable", icon='CHECKBOX_HLT' if item.fbx_exportable else 'CHECKBOX_DEHLT', text="", emboss=False)
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row.prop(item, "name", text="", emboss=False, icon='OBJECT_DATA' if item.dupli_type == "NONE" else 'OUTLINER_OB_GROUP_INSTANCE')
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class FBX_UL_ExportItems(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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col = layout.box().column()
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row = col.split()
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sub = row.row(align=True)
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# sub.alignment = 'LEFT'
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sub.prop(item.fbx_export, "exportable", icon='CHECKBOX_HLT' if item.fbx_export.exportable else 'CHECKBOX_DEHLT', text="", emboss=False)
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sub.prop(item, "name", text="", emboss=False, icon='GROUP')
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sub = row.row()
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sub.alignment = 'RIGHT'
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sub.label(text=str(len(item.objects)), icon='OBJECT_DATA')
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sub.prop(item.fbx_export, "show_obj_list", icon='TRIA_DOWN' if item.fbx_export.show_obj_list else 'TRIA_LEFT', text="", emboss=False)
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if item.fbx_export.show_obj_list:
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col.template_list("FBX_UL_ExportObjects", str(index), item, "objects", item.fbx_export, "obj_index", rows=2)
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class SCENE_PT_fbx_autoexport(Panel):
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"""Creates a Panel in the scene context of the properties editor"""
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bl_label = "FBX Auto-Export"
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bl_idname = "SCENE_PT_fbx_autoexport"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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col = layout.column()
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col.prop(scene.fbx_export, "use_mesh_modifiers")
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sub = col.row()
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sub.prop(scene.fbx_export, "object_types")
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col.template_list("FBX_UL_ExportItems", "", bpy.data, "groups", scene.fbx_export, "group_index", rows=3)
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col.separator()
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col.prop(scene.fbx_export, "export_dir")
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row = col.row(align=True)
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row.prop(scene.fbx_export, "on_save", icon='LOAD_FACTORY')
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row.operator(FBX_OT_ForceExport.bl_idname, icon="PASTEDOWN")
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bpy.types.Object.fbx_exportable = BoolProperty(
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name="Export Object",
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description="Mark object as FBX exportable",
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default=True
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)
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bpy.utils.register_class(FBX_OT_ForceExport)
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bpy.utils.register_class(FBX_UL_ExportObjects)
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bpy.utils.register_class(FBX_UL_ExportItems)
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bpy.utils.register_class(AutoexportProps)
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bpy.utils.register_class(GroupExportProps)
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bpy.types.Scene.fbx_export = PointerProperty(type=AutoexportProps)
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bpy.types.Group.fbx_export = PointerProperty(type=GroupExportProps)
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bpy.utils.register_class(SCENE_PT_fbx_autoexport)
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bpy.app.handlers.save_pre.append(on_save)
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