mirror of
https://github.com/kaosat-dev/Blender_bevy_components_workflow.git
synced 2024-11-22 11:50:53 +00:00
feat(blenvy): split up user added assets from generated assets
* added Asset propertygroup & User Assets collections to collections & scenes to store them explicitely * overhauled UI to make use of this : also means names & paths are editable after the fact * overhauled testing asset hierarchy scan accordingly * added expertimental export of bevy_asset_loader compatible asset.ron files per level * related tweaks & additions
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@ -46,6 +46,9 @@ Blueprints:
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- export path
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- [ ] blueprint selection for nested blueprints is broken
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- [ ] scan & inject on load
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- [ ] scan & inject on save
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General issues:
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- there is no safeguard for naming collisions for naming across blender files
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@ -53,7 +53,7 @@ from .gltf_auto_export.ui.operators import (OT_OpenFolderbrowser, SCENES_LIST_OT
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# asset management
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from .assets.ui import Blenvy_assets
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from .assets.assets_registry import AssetsRegistry
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from .assets.assets_registry import Asset, AssetsRegistry
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from .assets.operators import OT_Add_asset_filebrowser, OT_add_bevy_asset, OT_remove_bevy_asset, OT_test_bevy_assets
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# blueprints management
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@ -146,6 +146,7 @@ classes = [
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BlenvyManager,
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OT_switch_bevy_tooling,
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Asset,
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AssetsRegistry,
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OT_add_bevy_asset,
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OT_remove_bevy_asset,
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@ -1,10 +1,30 @@
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import json
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def get_assets(scene_or_collection):
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assets = json.loads(scene_or_collection.get('assets')) if 'assets' in scene_or_collection else []
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return assets
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def get_user_assets(scene_or_collection):
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user_assets = getattr(scene_or_collection, 'user_assets', [])
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return user_assets
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def does_asset_exist(assets, asset_path):
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in_list = [asset for asset in assets if (asset["path"] == asset_path)]
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def get_generated_assets(scene_or_collection):
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generated_assets = []
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return generated_assets
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def get_user_assets_as_list(scene_or_collection):
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raw = get_user_assets(scene_or_collection)
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result = []
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for asset in raw:
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result.append({"name": asset.name, "path": asset.path, "type": "MODEL", "internal": False, "parent": None})
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return result
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def upsert_asset(scene_or_collection, asset):
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new_asset = scene_or_collection.user_assets.add()
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new_asset.name = asset["name"]
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new_asset.path = asset["path"]
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def remove_asset(scene_or_collection, asset):
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scene_or_collection.user_assets.remove(scene_or_collection.user_assets.find(asset["path"]))
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def does_asset_exist(scene_or_collection, ref_asset):
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user_assets = getattr(scene_or_collection, 'user_assets', [])
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in_list = [asset for asset in user_assets if (asset.path == ref_asset["path"])]
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in_list = len(in_list) > 0
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return in_list
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@ -1,11 +1,12 @@
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import bpy
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import json
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import os
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import uuid
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from pathlib import Path
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from bpy_types import (PropertyGroup)
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from bpy.props import (StringProperty, BoolProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, EnumProperty, PointerProperty, CollectionProperty)
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# Asset property group
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class Asset(PropertyGroup):
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name: StringProperty(name="asset name") # type: ignore
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path: StringProperty(name="asset path") # type: ignore
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# this is where we store the information for all available assets
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#
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@ -34,14 +35,19 @@ class AssetsRegistry(PropertyGroup):
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subtype='FILE_PATH'
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) # type: ignore
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@classmethod
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def register(cls):
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bpy.types.Scene.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.Collection.user_assets = CollectionProperty(name="user assets", type=Asset)
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bpy.types.WindowManager.assets_registry = PointerProperty(type=AssetsRegistry)
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@classmethod
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def unregister(cls):
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del bpy.types.WindowManager.assets_registry
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del bpy.types.Scene.user_assets
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del bpy.types.Collection.user_assets
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def add_asset(self, name, type, path, internal): # internal means it cannot be edited by the user, aka auto generated
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in_list = [asset for asset in self.assets_list if (asset["path"] == path)]
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@ -2,7 +2,7 @@ import os
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import json
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import bpy
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from .asset_helpers import does_asset_exist, get_assets
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from .asset_helpers import does_asset_exist, get_user_assets, get_user_assets_as_list
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def scan_assets(scene, blueprints_data, addon_prefs):
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export_root_path = getattr(addon_prefs, "export_root_path")
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@ -48,6 +48,19 @@ def scan_assets(scene, blueprints_data, addon_prefs):
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print("blueprint assets", blueprint_assets_list)
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def get_userTextures():
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# TODO: limit this to the ones actually in use
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# fetch images/textures
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# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
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textures = []
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for ob in bpy.data.objects:
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if ob.type == "MESH":
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for mat_slot in ob.material_slots:
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if mat_slot.material:
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if mat_slot.material.node_tree:
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textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
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print("textures", textures)
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def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
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export_blueprints_path = getattr(addon_prefs, "export_blueprints_path")
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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@ -64,15 +77,16 @@ def get_blueprint_assets_tree(blueprint, blueprints_data, parent, addon_prefs):
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# get the injected path of the external blueprints
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blueprint_exported_path = child_blueprint.collection['export_path'] if 'export_path' in child_blueprint.collection else None
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if blueprint_exported_path is not None:
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assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": blueprint.name})
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assets_list.append({"name": child_blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True,"internal":blueprint.local, "parent": blueprint.name})
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# and add sub stuff
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sub_assets_lists = get_blueprint_assets_tree(child_blueprint, blueprints_data, parent=child_blueprint.name, addon_prefs=addon_prefs)
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assets_list += sub_assets_lists
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direct_assets = get_assets(blueprint.collection)
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direct_assets = get_user_assets_as_list(blueprint.collection)
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for asset in direct_assets:
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asset["parent"] = parent
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asset["internal"] = blueprint.local
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assets_list += direct_assets
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return assets_list
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@ -81,7 +95,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
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export_gltf_extension = getattr(addon_prefs, "export_gltf_extension")
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(main_scene.name, None)
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assets_list = get_assets(main_scene) # FIXME: problem, we already have the blueprint assets stored there
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assets_list = get_user_assets_as_list(main_scene)
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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@ -93,7 +107,7 @@ def get_main_scene_assets_tree(main_scene, blueprints_data, addon_prefs):
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# get the injected path of the external blueprints
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blueprint_exported_path = blueprint.collection['export_path'] if 'export_path' in blueprint.collection else None
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if blueprint_exported_path is not None and not does_asset_exist(assets_list, blueprint_exported_path):
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assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True, "parent": None})
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assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "generated": True, "internal":blueprint.local, "parent": None})
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assets_list += get_blueprint_assets_tree(blueprint, blueprints_data, parent=blueprint.name, addon_prefs=addon_prefs)
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@ -4,6 +4,7 @@ import bpy
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from bpy_types import (Operator)
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from bpy.props import (BoolProperty, StringProperty, EnumProperty)
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from .asset_helpers import does_asset_exist, get_user_assets, remove_asset, upsert_asset
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from .assets_scan import get_main_scene_assets_tree
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from ..core.path_helpers import absolute_path_from_blend_file
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@ -53,24 +54,26 @@ class OT_add_bevy_asset(Operator):
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def execute(self, context):
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assets = []
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blueprint_assets = self.target_type == 'BLUEPRINT'
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target = None
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if blueprint_assets:
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assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
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target = bpy.data.collections[self.target_name]
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else:
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assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
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target = bpy.data.scenes[self.target_name]
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assets = get_user_assets(target)
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asset = {"name": self.asset_name, "type": self.asset_type, "path": self.asset_path}
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if not does_asset_exist(target, asset):
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upsert_asset(target, asset)
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in_list = [asset for asset in assets if (asset["path"] == self.asset_path)]
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in_list = len(in_list) > 0
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if not in_list:
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assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
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#assets.append({"name": self.asset_name, "type": self.asset_type, "path": self.asset_path, "internal": False})
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# reset controls
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context.window_manager.assets_registry.asset_name_selector = ""
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context.window_manager.assets_registry.asset_type_selector = "MODEL"
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context.window_manager.assets_registry.asset_path_selector = ""
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if blueprint_assets:
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"""if blueprint_assets:
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bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
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else:
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bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
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bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)"""
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return {'FINISHED'}
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@ -114,16 +117,11 @@ class OT_remove_bevy_asset(Operator):
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assets = []
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blueprint_assets = self.target_type == 'BLUEPRINT'
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if blueprint_assets:
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assets = json.loads(bpy.data.collections[self.target_name].get('assets')) if 'assets' in bpy.data.collections[self.target_name] else []
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target = bpy.data.collections[self.target_name]
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else:
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assets = json.loads(bpy.data.scenes[self.target_name].get('assets')) if 'assets' in bpy.data.scenes[self.target_name] else []
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target = bpy.data.scenes[self.target_name]
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remove_asset(target, {"path": self.asset_path})
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assets = [asset for asset in assets if (asset["path"] != self.asset_path)]
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if blueprint_assets:
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bpy.data.collections[self.target_name]["assets"] = json.dumps(assets)
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else:
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bpy.data.scenes[self.target_name]["assets"] = json.dumps(assets)
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#context.window_manager.assets_registry.remove_asset(self.asset_path)
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return {'FINISHED'}
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@ -167,6 +165,33 @@ class OT_Add_asset_filebrowser(Operator, ImportHelper):
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from types import SimpleNamespace
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def write_ron_assets_file(level_name, assets_hierarchy, internal_only=False):
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# just for testing, this uses the format of bevy_asset_loader's asset files
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'''
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({
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"world":File (path: "models/StartLevel.glb"),
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"level1":File (path: "models/Level1.glb"),
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"level2":File (path: "models/Level2.glb"),
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"models": Folder (
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path: "models/library",
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),
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"materials": Folder (
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path: "materials",
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),
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})
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'''
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formated_assets = []
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for asset in assets_hierarchy:
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if asset["internal"] or not internal_only:
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bla = f'\n "{asset["name"]}": File ( path: "{asset["path"]}" ),'
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formated_assets.append(bla)
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with open(f"testing/bevy_example/assets/assets_{level_name}.assets.ron", "w") as assets_file:
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assets_file.write("({")
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assets_file.writelines(formated_assets)
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assets_file.write("\n})")
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class OT_test_bevy_assets(Operator):
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"""Test assets"""
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bl_idname = "bevyassets.test"
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@ -183,5 +208,7 @@ class OT_test_bevy_assets(Operator):
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for scene in bpy.data.scenes:
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if scene.name != "Library":
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assets_hierarchy = get_main_scene_assets_tree(scene, blueprints_data, settings)
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scene["assets_hierarchy"] = json.dumps(assets_hierarchy)
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scene["assets"] = json.dumps(assets_hierarchy)
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write_ron_assets_file(scene.name, assets_hierarchy, internal_only=False)
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return {'FINISHED'}
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@ -1,10 +1,10 @@
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from types import SimpleNamespace
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import bpy
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from .assets_scan import get_main_scene_assets_tree
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from .asset_helpers import get_assets
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from .asset_helpers import get_user_assets
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def draw_assets(layout, name, title, asset_registry, assets, target_type, target_name, editable=True):
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def draw_assets(layout, name, title, asset_registry, target_type, target_name, editable=True, user_assets= [], generated_assets = []):
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header, panel = layout.box().panel(f"assets{name}", default_closed=False)
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header.label(text=title)
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if panel:
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@ -29,20 +29,28 @@ def draw_assets(layout, name, title, asset_registry, assets, target_type, target
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add_asset.asset_name = asset_registry.asset_name_selector
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add_asset.asset_type = asset_registry.asset_type_selector
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add_asset.asset_path = asset_registry.asset_path_selector
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panel.separator()
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#assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
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for asset in assets:
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for asset in user_assets:
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row = panel.row()
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row.label(text=asset["name"])
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row.label(text=asset["type"])
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row.label(text=asset["path"])
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if not asset["internal"] and editable:
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row.prop(asset, "name", text="")
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#row.prop(asset, "path", text="")
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row.label(text=asset.path)
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asset_selector = row.operator(operator="asset.open_filebrowser", text="", icon="FILE_FOLDER")
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remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
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remove_asset.target_type = target_type
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remove_asset.target_name = target_name
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remove_asset.asset_path = asset.path
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"""if not asset["internal"] and editable:
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remove_asset = row.operator(operator="bevyassets.remove", text="", icon="TRASH")
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remove_asset.target_type = target_type
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remove_asset.target_name = target_name
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remove_asset.asset_path = asset["path"]
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else:
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row.label(text="")
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row.label(text="")"""
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for asset in generated_assets:
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pass
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return panel
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@ -78,15 +86,16 @@ class Blenvy_assets(bpy.types.Panel):
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if panel:
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for scene in bpy.data.scenes:
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if scene.name != "Library": # FIXME: hack for testing
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get_main_scene_assets_tree(scene, blueprints_data, settings)
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#get_main_scene_assets_tree(scene, blueprints_data, settings)
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direct_assets = get_assets(scene)
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user_assets = get_user_assets(scene)
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row = panel.row()
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scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, assets=direct_assets, target_type="SCENE", target_name=scene.name)
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if scene.name in blueprints_data.blueprint_instances_per_main_scene:
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scene_assets_panel = draw_assets(layout=row, name=scene.name, title=f"{scene.name} Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="SCENE", target_name=scene.name)
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"""if scene.name in blueprints_data.blueprint_instances_per_main_scene:
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for blueprint_name in blueprints_data.blueprint_instances_per_main_scene[scene.name].keys():
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blueprint = blueprints_data.blueprints_per_name[blueprint_name]
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blueprint_assets = get_assets(blueprint.collection)
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blueprint_assets = get_user_assets(blueprint.collection)
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if scene_assets_panel:
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row = scene_assets_panel.row()
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draw_assets(layout=row, name=blueprint.name, title=f"{blueprint.name} Assets", asset_registry=asset_registry, assets=blueprint_assets, target_type="BLUEPRINT", target_name=blueprint.name)
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"""
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@ -37,19 +37,6 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
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assets_list_data = {}
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blueprint_instance_names_for_scene = blueprints_data.blueprint_instances_per_main_scene.get(scene.name, None)
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# find all blueprints used in a scene
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blueprints_in_scene = []
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if blueprint_instance_names_for_scene: # what are the blueprints used in this scene, inject those into the assets list component
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children_per_blueprint = {}
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for blueprint_name in blueprint_instance_names_for_scene:
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blueprint = blueprints_data.blueprints_per_name.get(blueprint_name, None)
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if blueprint:
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children_per_blueprint[blueprint_name] = blueprint.nested_blueprints
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blueprints_in_scene += blueprint.nested_blueprints
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assets_list_data["BlueprintsList"] = f"({json.dumps(dict(children_per_blueprint))})"
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print(blueprint_instance_names_for_scene)
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# add_scene_property(scene, assets_list_name, assets_list_data)
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blueprint_assets_list = []
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if blueprint_instance_names_for_scene:
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for blueprint_name in blueprint_instance_names_for_scene:
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@ -67,25 +54,15 @@ def inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs):
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blueprint_assets_list.append({"name": blueprint.name, "path": blueprint_exported_path, "type": "MODEL", "internal": True})
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# fetch images/textures
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||||
# see https://blender.stackexchange.com/questions/139859/how-to-get-absolute-file-path-for-linked-texture-image
|
||||
textures = []
|
||||
for ob in bpy.data.objects:
|
||||
if ob.type == "MESH":
|
||||
for mat_slot in ob.material_slots:
|
||||
if mat_slot.material:
|
||||
if mat_slot.material.node_tree:
|
||||
textures.extend([x.image.filepath for x in mat_slot.material.node_tree.nodes if x.type=='TEX_IMAGE'])
|
||||
print("textures", textures)
|
||||
|
||||
|
||||
assets_list_name = f"assets_{scene.name}"
|
||||
assets_list_data = {"blueprints": json.dumps(blueprint_assets_list), "sounds":[], "images":[]}
|
||||
scene["assets"] = json.dumps(blueprint_assets_list)
|
||||
|
||||
print("blueprint assets", blueprint_assets_list)
|
||||
add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
"""add_scene_property(scene, assets_list_name, assets_list_data)
|
||||
for blueprint in blueprint_assets_list:
|
||||
bpy.context.window_manager.assets_registry.add_asset(**blueprint)
|
||||
bpy.context.window_manager.assets_registry.add_asset(**blueprint)"""
|
||||
|
||||
def remove_blueprints_list_from_main_scene(scene):
|
||||
assets_list = None
|
||||
|
@ -1,6 +1,8 @@
|
||||
import bpy
|
||||
import json
|
||||
|
||||
from ..assets.asset_helpers import get_user_assets
|
||||
|
||||
from ..assets.ui import draw_assets
|
||||
|
||||
class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
|
||||
@ -33,11 +35,10 @@ class GLTF_PT_auto_export_blueprints_list(bpy.types.Panel):
|
||||
select_blueprint.blueprint_collection_name = blueprint.collection.name
|
||||
select_blueprint.blueprint_scene_name = blueprint.scene.name
|
||||
|
||||
assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
|
||||
|
||||
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, assets=assets, target_type="BLUEPRINT", target_name=blueprint.name)
|
||||
user_assets = get_user_assets(blueprint.collection)
|
||||
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name)
|
||||
|
||||
else:
|
||||
assets = json.loads(blueprint.collection["assets"]) if "assets" in blueprint.collection else []
|
||||
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, assets=assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
|
||||
assets = get_user_assets(blueprint.collection)
|
||||
draw_assets(layout=layout, name=blueprint.name, title="Assets", asset_registry=asset_registry, user_assets=user_assets, target_type="BLUEPRINT", target_name=blueprint.name, editable=False)
|
||||
row.label(text="External")
|
||||
|
@ -29,7 +29,7 @@ def export_main_scene(scene, blend_file_path, addon_prefs, blueprints_data):
|
||||
if export_blueprints :
|
||||
gltf_output_path = os.path.join(export_levels_path_full, scene.name)
|
||||
|
||||
inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
|
||||
#inject_blueprints_list_into_main_scene(scene, blueprints_data, addon_prefs)
|
||||
return
|
||||
if export_separate_dynamic_and_static_objects:
|
||||
#print("SPLIT STATIC AND DYNAMIC")
|
||||
|
Loading…
Reference in New Issue
Block a user