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POLYGON_CityCharacters.py
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POLYGON_CityCharacters.py
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import bpy
import os
def import_characters():
# Deselect all
bpy.ops.object.select_all(action='DESELECT')
# Highlight the 'Characters' collection - https://blender.stackexchange.com/a/248563
bpy.context.view_layer.active_layer_collection = \
bpy.context.view_layer.layer_collection.children['Characters']
# Import characters
bpy.ops.import_scene.fbx(
filepath=bpy.path.abspath("//Source_Files/FBX/Character.fbx"),
use_anim=False,
ignore_leaf_bones=True,
force_connect_children=True,
automatic_bone_orientation=True,
)
def fix_materials():
# Textures pointing to the wrong directory. Fix that
# https://blender.stackexchange.com/a/280804
for image in bpy.data.images.values():
if image.source == "FILE":
# Make absolute
image.filepath = bpy.path.abspath(
"//Source_Files/Textures/" + os.path.basename(image.filepath)
)
for material in bpy.data.materials:
if material.name == 'lambert2':
material.name = 'POLYGONCityCharacters_Base'
# https://blender.stackexchange.com/a/129014
bsdf = material.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Specular"].default_value = 0.5
bsdf.inputs["Roughness"].default_value = 0.6
def cleanup():
# Apply rotation, scale
for obj in bpy.data.objects:
obj.select_set(True)
bpy.ops.object.transform_apply(scale=True, rotation=True)
# Removed orphaned data
for block in bpy.data.meshes:
if block.users == 0:
bpy.data.meshes.remove(block)
for block in bpy.data.materials:
if block.users == 0:
bpy.data.materials.remove(block)
for block in bpy.data.textures:
if block.users == 0:
bpy.data.textures.remove(block)
for block in bpy.data.images:
if block.users == 0:
bpy.data.images.remove(block)
import_characters()
fix_materials()
cleanup()