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9 Commits
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@@ -1,5 +1,5 @@
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# SpeckleBlender 2.0
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Speckle add-on for Blender 2.92
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Speckle add-on for Blender 2.92 & 2.93
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[](https://twitter.com/SpeckleSystems) [](https://discourse.speckle.works) [](https://speckle.systems) [](https://speckle.guide/dev/)
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@@ -45,7 +45,7 @@ This code is WIP and as such should be used with extreme caution on non-sensitiv
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## Custom properties
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- **SpeckleBlender** will look for a `texture_coordinates` property and use that to create a UV layer for the imported object. These texture coordinates are a space-separated list of floats (`[u v u v u v etc...]`) that is encoded as a base64 blob. This is subject to change as **SpeckleBlender** develops.
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- If a `material` property is found, **SpeckleBlender** will create a material named using the sub-property `material.name`. If a material with that name already exists in Blender, **SpeckleBlender** will just assign that existing material to the object. This allows geometry to be updated without having to re-assign and re-create materials.
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- If a `renderMaterial` property is found, **SpeckleBlender** will create a material named using the sub-property `renderMaterial.name`. If a material with that name already exists in Blender, **SpeckleBlender** will just assign that existing material to the object. This allows geometry to be updated without having to re-assign and re-create materials.
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- Vertex colors are supported. The `colors` list from Speckle meshes is translated to a vertex color layer.
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- Speckle properties will be imported as custom properties on Blender objects. Nested dictionaries are expanded to individual properties by flattening their key hierarchy. I.e. `propA:{'propB': {'propC':10, 'propD':'foobar'}}` is flattened to `propA.propB.propC = 10` and `propA.propB.propD = "foobar"`.
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@@ -9,6 +9,7 @@ from bpy_speckle.functions import _report, get_scale_length
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from specklepy.objects.geometry import *
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from specklepy.objects.other import RenderMaterial
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FROM_SPECKLE_SCHEMAS = {
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Mesh: import_mesh,
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Brep: import_brep,
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@@ -48,13 +49,14 @@ def add_blender_material(smesh, blender_object) -> None:
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if blender_object.data is None:
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return
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if not hasattr(smesh, "renderMaterial"):
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if not hasattr(smesh, "renderMaterial") and not hasattr(smesh, "@renderMaterial"):
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return
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speckle_mat = smesh.renderMaterial
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mat_name = getattr(speckle_mat, "name", None)
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speckle_mat = getattr(smesh, "renderMaterial", None) or smesh["@renderMaterial"]
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mat_name = getattr(speckle_mat, "name", None) or speckle_mat.__dict__.get("@name")
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if not mat_name:
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mat_name = speckle_mat.applicationId or speckle_mat.id
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blender_mat = bpy.data.materials.get(mat_name)
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if not blender_mat:
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blender_mat = bpy.data.materials.new(mat_name)
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@@ -196,6 +198,7 @@ def from_speckle_object(speckle_object, scale, name=None):
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if speckle_name in bpy.data.objects.keys():
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blender_object = bpy.data.objects[speckle_name]
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blender_object.data = obdata
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blender_object.matrix_world = Matrix()
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if hasattr(obdata, "materials"):
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blender_object.data.materials.clear()
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else:
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@@ -157,7 +157,7 @@ def import_mesh(speckle_mesh, scale=1.0, name=None):
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if not name:
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name = speckle_mesh.geometryHash or speckle_mesh.id
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if name in bpy.data.meshes.keys() and False:
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if name in bpy.data.meshes.keys():
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mesh = bpy.data.meshes[name]
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else:
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mesh = bpy.data.meshes.new(name=name)
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@@ -286,8 +286,10 @@ class ReceiveStreamObjects(bpy.types.Operator):
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bpy.context.scene.collection.children.link(col)
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for child_col in collections.keys():
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col.children.link(bpy.data.collections[child_col])
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try:
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col.children.link(bpy.data.collections[child_col])
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except:
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pass
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"""
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Set conversion scale from stream units
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"""
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@@ -55,6 +55,8 @@ class LoadUsers(bpy.types.Operator):
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except Exception as ex:
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_report(ex)
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users.remove(len(users) - 1)
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if profile.isDefault:
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context.scene.speckle.active_user = str(len(users) - 1)
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context.scene.speckle.active_user_index = int(context.scene.speckle.active_user)
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bpy.ops.speckle.load_user_streams()
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