wenn ich im programm " import blender" eingebe. kommt die fehlermeldung , das dieses modul "blender" nicht vorganden ist.
ich kann auch mit google dieses modul für python nicht finden.
habe zwar blender geladen, aber dieses modul gehört zum programmablauf für den import der blenderdateien für soya3d.
vielleicht weiss einer wo das zu finden ist?
ich habe python 2.5.2
mfg
suche das modul "blender"
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Du musst das skript innerhalb von blender in einen neuen Texteditor laden und ausführen.
Gruß Fred
Gruß Fred
ich habe mich wohl falsch ausgedrückt.
es hat nichts mit dem programm blender zu schaffen.
es ist ein programm welches mit python 2.5 gestartet wird und darin kommt import blender vor.
das programm blender3d hat nichts damit zu tun. dieser import musste auch vorhanden sein ohne dieses modellprogramm.
es hat nichts mit dem programm blender zu schaffen.
es ist ein programm welches mit python 2.5 gestartet wird und darin kommt import blender vor.
das programm blender3d hat nichts damit zu tun. dieser import musste auch vorhanden sein ohne dieses modellprogramm.
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Was ist das denn für ein Programm? ``import blender`` steht wirklich mit hoher Warscheinlichkeit für Blender3D.sechsrad hat geschrieben:es hat nichts mit dem programm blender zu schaffen.
es ist ein programm welches mit python 2.5 gestartet wird und darin kommt import blender vor.
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hier ist das programm mit "import blender".
das modul kann ich nicht finden.
das modul kann ich nicht finden.
Code: Alles auswählen
# -*- indent-tabs-mode: t -*-
# Copyright (C) 2003-2006 Jean-Baptiste LAMY -- jibalamy@free.fr
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
# export blender model to soya
# this file is understood to be executed directly by Soya,
# NOT manually (see blender2soya.py for that)
import sys, os, os.path, string
import Blender
# Default values :
PATH = os.path.join(os.path.dirname(Blender.Get("filename")), "..")
FILENAME = os.path.splitext(os.path.basename(Blender.Get("filename")))[0]
KEEP_POINTS_AND_LINES = 0
# Make current the animation of the given name, at the given time / key.
# Usefull for batch mode.
ANIMATION = ""
ANIMATION_TIME = 0.0
# Use this dictionary if you want to change some materials
MATERIALS_MAP = {
# "old_material_name" : "new_material_name",
}
# Set to 1 for enabling shadows
SHADOW = 0
CELLSHADING = 0
CELLSHADING_SHADER = ""
CELLSHADING_OUTLINE_COLOR = (0.0, 0.0, 0.0, 1.0)
CELLSHADING_OUTLINE_WIDTH = 4.0
CELLSHADING_OUTLINE_ATTENUATION = 0.3
# Scale the whole model
SCALE = 1.0
# The maximum angle between two smooth-lit faces.
MAX_FACE_ANGLE = 80.0
TMP_FILE = ""
PARAMS_NAMES = [attr for attr in globals().keys() if (attr[0] in string.uppercase) and (attr[1] in string.uppercase)]
def pointbymatrix(p, m):
return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0] + m[3][0],
p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1] + m[3][1],
p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2] + m[3][2]]
class Blender2Soya:
def __init__(self, args):
self.parse_global_args()
try: self.parse_args(Blender.Text.get("soya_params").asLines())
except: pass
self.parse_args(args)
self.f = open(self.tmp_file, "w")
def parse_global_args(self):
for param in PARAMS_NAMES:
setattr(self, param.lower(), globals()[param])
def parse_args(self, args):
for arg in args:
if "=" in arg:
attr, val = arg.split("=")
attr = attr.lower()
try: val = int(val)
except:
try: val = float(val)
except: pass
print attr, val
if attr.startswith("material_"): # A material map
self.materials_map[attr[9:]] = val
elif attr == "config_text": # Config text
print >> sys.stderr, "(reading config text %s)" % val
self.parse_args(Blender.Text.get(val).asLines())
elif attr == "config_file": # Config file
print >> sys.stderr, "(reading config file %s)" % val
self.parse_args(open(var).read().split("\n"))
else: setattr(self, attr, val)
def export(self):
Blender.Redraw() # Needed for GetRawFromObject
print >> self.f, """import soya, soya.facecutter"""
print >> self.f
objs = Blender.Object.Get()
if self.animation:
for obj in objs:
data = obj.getData()
if (type(data) is Blender.Types.ArmatureType):
scene = Blender.Scene.getCurrent()
armature = obj
animation = Blender.Armature.NLA.GetActions()[self.animation]
animation.setActive(armature)
scene.getRenderingContext().currentFrame(int(self.animation_time))
scene.makeCurrent()
materials = []
already_warned = []
nb_points_and_lines = 0
#print >> self.f, """soya.path.insert(0, '%s') # insert at index 0 => save in this path.""" % os.path.abspath(self.path)
print >> self.f, """root_world = soya.World()"""
print >> self.f, """root_world.filename = '%s'""" % self.filename
print >> self.f
for obj in objs:
data = obj.getData()
if (type(data) is Blender.Types.NMeshType) and data.faces:
nmesh = Blender.NMesh.GetRawFromObject(obj.getName())
matrix = [[obj.mat[0][0], obj.mat[0][1], obj.mat[0][2], obj.mat[0][3]],
[obj.mat[1][0], obj.mat[1][1], obj.mat[1][2], obj.mat[1][3]],
[obj.mat[2][0], obj.mat[2][1], obj.mat[2][2], obj.mat[2][3]],
[obj.mat[3][0], obj.mat[3][1], obj.mat[3][2], obj.mat[3][3]]]
for face in nmesh.faces:
if (not self.keep_points_and_lines) and (len(face.v) <= 2):
nb_points_and_lines += 1
continue
print >> self.f, """f = soya.Face(root_world)"""
# face option
if(face.smooth != 0): print >> self.f, """f.smooth_lit = 1"""
if(face.mode & Blender.NMesh.FaceModes.TWOSIDE): print >> self.f, """f.double_sided = 1"""
# vertices
index = 0
for vertex in face.v:
# vertex coordinates
co = pointbymatrix(vertex.co, matrix)
print >> self.f, """v = soya.Vertex(root_world, %s, %s, %s)""" % (co[0], co[1], co[2])
# vertex color
if (face.col != None) and (len(face.col) > 0):
color = face.col[index]
print >> self.f, """v.color = (%s, %s, %s, %s)""" % (color.r / 255.0, color.g / 255.0, color.b / 255.0, color.a / 255.0)
# vertex texture coordinates
if len(face.uv) > 0:
uv = face.uv[index]
print >> self.f, """v.tex_x, v.tex_y = %s, %s""" % (uv[0], 1.0 - uv[1])
print >> self.f, """f.append(v)"""
index = index + 1
# material
if(face.image != None):
image_filename = face.image.name
if "." in image_filename:
material_filename = image_filename[:image_filename.rfind(".")]
material_filename = self.materials_map.get(material_filename, material_filename)
print >> self.f, """f.material = soya.Material.get('%s')""" % material_filename
print >> self.f
if nb_points_and_lines:
print >> sys.stderr, "blender2soya.py: removing %s points and lines..." % nb_points_and_lines
# Soya has different axis conventions
print >> self.f, """root_world.rotate_x(-90.0)"""
# Ensure quad's vertices are coplanar, and split any bugous quads
print >> self.f, """facecutter.check_quads(root_world)"""
if self.scale != 1.0:
print >> self.f, """root_world.scale(%s, %s, %s)""" % (self.scale, self.scale, self.scale)
if self.cellshading:
print >> self.f, """root_world.model_builder = soya.CellShadingModelBuilder(
shader = ('%s' and get_material('%s')) or None,
outline_color = %s,
outline_width = %s,
outline_attenuation = %s,
)""" % (self.cellshading_shader, self.cellshading_shader, self.cellshading_outline_color, self.cellshading_outline_width, self.cellshading_outline_attenuation)
if self.shadow:
print >> self.f, """if not root_world.model_builder: root_world.model_builder = soya.SimpleModelBuilder()"""
print >> self.f, """root_world.model_builder.shadow = 1"""
if self.max_face_angle != 80.0:
print >> self.f, """if not root_world.model_builder: root_world.model_builder = soya.SimpleModelBuilder()"""
print >> self.f, """root_world.model_builder.max_face_angle = %s""" % self.max_face_angle
print >> self.f
print >> self.f, """root_world.save()"""
self.f.flush()
self.f.close()
args = sys.argv[sys.argv.index("-P") + 2:]
exporter = Blender2Soya(args)
exporter.export()
Blender.Quit()
Hat also nichts mit Blender zu tun? Der Rest von dem, was dort steht, ist auch ganz interessant.sechsrad hat geschrieben:Code: Alles auswählen
# export blender model to soya # this file is understood to be executed directly by Soya, # NOT manually (see blender2soya.py for that) import sys, os, os.path, string import Blender