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fix(Blenvy:Blender): fixes & tweaks to materials export
* fixed missing internals * fixed/changed logic of finding existing material files * minor related fixes * likely last set of fixes with current materials system before switching to one material file per material
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TODO.md
2
TODO.md
@ -222,7 +222,9 @@ Blender side:
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- [ ] materials fixes & upgrades
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- [x] materials do not get exported again if the files are missing, until you change a material
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- [x] materials do not get exported when a material is added ?
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- [ ] if material library is toggled, then changes to materials should not change the blueprints that are using them ?
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- [ ] material assets seem to be added to list regardless of whether material exports are enabled or not
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- [ ] review & upgrade overall logic of material libraries, their names & output path
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- [ ] persist exported materials path in blueprints so that it can be read from library file users
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- [ ] just like "export_path" write it into each blueprint's collection
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- [ ] scan for used materials per blueprint !
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@ -12,11 +12,9 @@ def get_materials_to_export(changes_per_material, changed_export_parameters, blu
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all_materials = bpy.data.materials
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local_materials = [material for material in all_materials if material.library is None]
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#and (changed_export_parameters or len(changes_per_material.keys()) > 0 )
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materials_to_export = []
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if change_detection and not changed_export_parameters:
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changed_materials = []
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changed_materials = [bpy.data.materials[material_name] for material_name in list(changes_per_material.keys())]
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# first check if all materials have already been exported before (if this is the first time the exporter is run
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# in your current Blender session for example)
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@ -27,5 +25,4 @@ def get_materials_to_export(changes_per_material, changed_export_parameters, blu
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materials_always_export = []
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materials_to_export = list(set(changed_materials + materials_not_on_disk + materials_always_export))
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return materials_to_export
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@ -4,14 +4,24 @@ import bpy
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from pathlib import Path
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from ..core.helpers_collections import (traverse_tree)
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def find_materials_not_on_disk(materials, folder_path, extension):
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def find_materials_not_on_disk(materials, materials_path_full, extension):
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not_found_materials = []
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current_project_name = Path(bpy.context.blend_data.filepath).stem
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materials_library_name = f"{current_project_name}_materials"
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materials_exported_path = os.path.join(materials_path_full, f"{materials_library_name}{extension}")
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found = os.path.exists(materials_exported_path) and os.path.isfile(materials_exported_path)
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for material in materials:
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gltf_output_path = os.path.join(folder_path, material.name + extension)
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if not found:
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not_found_materials.append(material)
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"""for material in materials:
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gltf_output_path = os.path.join(materials_path_full, material.name + extension)
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# print("gltf_output_path", gltf_output_path)
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found = os.path.exists(gltf_output_path) and os.path.isfile(gltf_output_path)
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if not found:
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not_found_materials.append(material)
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not_found_materials.append(material)"""
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return not_found_materials
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def check_if_material_on_disk(scene_name, folder_path, extension):
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