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2.17.0-alpha4
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2.17.1
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@@ -41,42 +41,58 @@ Give Speckle a try in no time by:
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- [](https://speckle.guide/user/blender.html) reference on almost any end-user and developer functionality
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# Repo structure
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# Blender Connector
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The Speckle UI can be found in the 3d viewport toolbar (N), under the Speckle tab.
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Head to the [**📚 documentation**](https://speckle.guide/user/blender.html) for more information.
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## Disclaimer
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This code is WIP and as such should be used with extreme caution on non-sensitive projects.
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## Installation
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1. Place `bpy_speckle` folder in your `addons` folder. On Windows this is typically `%APPDATA%/Blender Foundation/Blender/2.80/scripts/addons`.
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2. Go to `Edit->Preferences` (Ctrl + Alt + U)
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3. Go to the `Add-ons` tab
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4. Find and enable `SpeckleBlender 2.0` in the `Scene` category. <!-- **If enabling for the first time, expect the UI to freeze for bit while it silently installs all the dependencies.** -->
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5. The Speckle UI can be found in the 3d viewport toolbar (N), under the `Speckle` tab.
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Currently, we are supporting all Blender 3.X versions on Windows and Mac.
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We have experimental support for Blender 4.0 and greater.
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Please follow our installation instructions on our [connector docs](https://speckle.guide/user/blender.html#installation)
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## Usage
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Once enabled in `Preferences -> Addons`,
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The Speckle connector UI can be found in the 3d viewport toolbar (N), under the `Speckle` tab.
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- Available user accounts are automatically detected and made available. To add user accounts use **Speckle Manager**.
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- Select the user from the dropdown list in the `Users` panel. This will populate the `Streams` list with available streams for the selected user.
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- Select a branch and commit from the dropdown menus.
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- Click on `Receive` to download the objects from the selected stream, branch, and commit. The stream objects will be loaded into a Blender Collection, named `<STREAM_NAME> [ <STREAM_BRANCH> @ <BRANCH_COMMIT> ]`. <!-- You can filter the stream by entering a query into the `Filter` field (i.e. `properties.weight>10` or `type="Mesh"`). -->
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- Click on `Open Stream in Web` to view the stream in your web browser.
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## Caveats
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## Supported Elements
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- Mesh objects are supported. Breps are imported as meshes using their `displayValue` data.
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- Curves have limited support: `Polylines` are supported; `NurbsCurves` are supported, though they are not guaranteed to look the same; `Lines` are supported; `Arcs` are not supported, though they are very roughly approximated; `PolyCurves` are supported for linear / polyline segments and very approximate arc segments. These conversions are a point of focus for further development.
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The Blender Connector is still a work in progress and, as such, data sent from the Blender connector is a highly lossy exchange. Our connectors are ever evolving to facilitate more and more Speckle usecases. We welcome feedback, requests, edge cases, and contributions!
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## Custom properties
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The full matrix of supported Blender and Speckle types [can be found here](https://speckle.guide/user/support-tables.html#blender)
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## Additional Features
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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 `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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- 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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- Receiving vertex colors are supported. The `colors` list from Speckle meshes is translated to a vertex color layer.
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- Receive/Send scripts. Allow injecting a custom python function to the receive/send process to automate any blender operations
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## Dependency Installation and Compatibility with Other Blender Addons
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Upon first launch of the addon, the Speckle connector installs its SpecklePy dependencies in `%appdata%/Speckle/connector_installations` on Windows and `~/.config/Speckle/connector_installations` on Mac.
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This is done through our [`installer.py`](https://github.com/specklesystems/speckle-blender/blob/main/bpy_speckle/installer.py). Through pip, we install the correct version of each dependency for your blender python version, host OS, and system architecture.
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As such, an internet connection is required for first launch of the connector.
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Other blender addons may require dependencies that conflict with specklepy. In these cases, one or both addons may fail to load.
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If you suspect you're seeing a conflict, Please uninstall other third party addons one at a time to identify which addon is conflicting.
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If you find an addon that conflicts, please try using a different version of that addon (newer or older).
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If you can't find a version of an addon that works, please let us know on [our forums](https://speckle.community/) the name of the addon, the versions you've tried, the version of the Speckle connector you've tried, and your OS (win/mac/linux).
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## Contributing
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@@ -34,7 +34,7 @@ from bpy_speckle.functions import _report
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Units: str = "m" # The desired final units to send
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UnitsScale: float = 1 # The scale factor conversions need to apply to position data to get to the desired units
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CAN_CONVERT_TO_SPECKLE = ("MESH", "CURVE", "EMPTY", "CAMERA")
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CAN_CONVERT_TO_SPECKLE = ("MESH", "CURVE", "EMPTY", "CAMERA", "FONT", "SURFACE", "META")
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def convert_to_speckle(raw_blender_object: Object, units_scale: float, units: str, depsgraph: Optional[Depsgraph]) -> Base:
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@@ -69,6 +69,8 @@ def convert_to_speckle(raw_blender_object: Object, units_scale: float, units: st
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converted = empty_to_speckle(blender_object)
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elif blender_type == "CAMERA":
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converted = camera_to_speckle_view(blender_object, cast(NCamera, blender_object.data))
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elif blender_type == "FONT" or "SURFACE" or "META":
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converted = anything_to_speckle_mesh(blender_object)
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if not converted:
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raise Exception("Conversion returned None")
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@@ -370,6 +372,12 @@ def curve_to_speckle_geometry(blender_object: Object, data: bpy.types.Curve) ->
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return (meshes, curves)
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def anything_to_speckle_mesh(blender_object: Object) -> Base:
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mesh = mesh_to_speckle(blender_object, blender_object.to_mesh())
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blender_object.to_mesh_clear()
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return mesh
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@deprecated
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def ngons_to_speckle_polylines(blender_object: Object, data: bpy.types.Mesh) -> Optional[List[Polyline]]:
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UNITS = "m" if bpy.context.scene.unit_settings.system == "METRIC" else "ft"
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@@ -171,7 +171,7 @@ class LoadUserStreams(bpy.types.Operator):
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bl_description = "(Re)load all available user streams"
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stream_limit: int = 20
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branch_limit: int = 20
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branch_limit: int = 100
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def execute(self, context):
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try:
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@@ -7,7 +7,7 @@ license = "Apache-2.0"
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[tool.poetry.dependencies]
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python = ">=3.8, <4.0.0"
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specklepy = "^2.17.11"
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specklepy = "^2.17.17"
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attrs = "^23.1.0"
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# [tool.poetry.group.local_specklepy.dependencies]
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