Collada Exporter for Second Life - Blender Addon
This python script is a replacement for the Blender's native Collada exporter made in C++. The main goal was to fix issues related to exporting static mesh objects including textures to the Second Life grid. Also, thanks to the python, this exporter can be easily modified/maintained without the need to go into Blender's source code and recompiling Blender.
Motivation
Recently, I've noticed that the default Collada exporter in Blender (2.78) has some problems to export textured objects for usage in Second Life. Particularly, I've reported these two issues:
- Collada exporter assigns the same texture to all objects
- Collada exporter does not assign any texture when object has multiple UV maps
These issues prevent to quickly upload larger scenes (like a whole house) including all baked textures to SL and you need to apply textures by hand after upload, which is time wasting especially when you do many uploads to test your builds.
I wanted to try to fix these issues. But alas the default Collada exporter is made in C++ and I didn't want to recompile whole Blender. So, I decided to write my own Python based exporter that would work as an addon.
Features
- Export static mesh objects to Collada (.dae), including images assigned to the active UV layer.
- Export normals according the Auto-Smooth mesh option. Works also with face weighted normals.
- Tested with Firestorm Viewer for Second Life.
- Requires python collada module https://github.com/pycollada/pycollada. Pycollada is not a part of official Blender, so must be installed into Blender's folder (e.g. Blender/2.78/scripts/modules)
ChangeLog
- Version 0.3 (30.11.2017)
- Remove model tags (PHY, LOD1, LOD2, etc) from material id names
- Export normals according the Auto-Smooth mesh option
- Added more shading options
- Version 0.2 (17.05.2017)
- Objects (geometry nodes) are sorted by name now
- Version 0.1 (12.05.2017)
- Initial release
Download
blender-addons/collada-exporter-sl/0.3/ColladaExporterSL.py (Source)
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#------------------------------------------------------------------------------- # Collada Exporter for Second Life - Blender Addon # # - Export static mesh objects to Collada (.dae), including textures assigned to # the active UV layer. Tested with Firestorm Viewer for Second Life. # # - Requires python collada module https://github.com/pycollada/pycollada # - Pycollada is not part of official Blender, so must be installed into # Blender's folder (eg. Blender/2.78/scripts/modules) # # Version: 0.3 # Revised: 30.11.2017 # Author: Miki (meshlogic) #------------------------------------------------------------------------------- # v0.3 # - Remove model tags (PHY, LOD1, LOD2, etc) from material id names # - Export normals according the Auto-Smooth mesh option # - Added more shading options # v0.2 # - Objects (geometry nodes) are sorted by name now #------------------------------------------------------------------------------- bl_info = { "name": "Collada Exporter SL", "author": "Miki (meshlogic)", "category": "Import-Export", "description": "Export static mesh objects to Collada (.dae), incl. textures assigned to the active UV layer.", "location": "File > Export", "version": (0, 3), "blender": (2, 79, 0) } import bpy import bpy_extras.io_utils as io_utils import bmesh import os import re import time import numpy as np import xml.etree.ElementTree as ET from bpy.props import * from bpy.types import Menu, Operator, Panel, UIList # Import pycollada module from collada import * #------------------------------------------------------------------------------- # ColladaExporter OPERATOR #------------------------------------------------------------------------------- class ColladaExporter_OT(Operator, io_utils.ExportHelper): bl_idname = "export_mesh.collada_sl" bl_label = "Export Collada for SL" bl_description = "Export the selected static mesh objects to Collada" bl_options = {'PRESET'} #--- Collada file extension filename_ext = ".dae" #--- Mesh props apply_modifiers = BoolProperty( name = "Apply Modifiers (View)", description = "Apply modifiers (view mode)", default = True) triangulate = BoolProperty( name = "Triangulate", description = "Triangulate the mesh faces for export", default = False) round_values = BoolProperty( name = "Round", description = "Round values (vertex and normal coords) to the given decimal places", default = True) round_decimals = IntProperty( name = "Decimals", description = "Round values (vertex and normal coords) to the given decimal places", min = 3, max = 9, default = 6) #--- Material props diffuse_material = EnumProperty( name = "Diffuse Material", description = "Diffuse material options", items = [ ('UV_IMAGE', "UV Textures", "", 0), ('MAT_COLOR', "Material Colors", "", 1), ('CUSTOM_COLOR', "Custom Color", "", 2), ('WHITE_COLOR', "White", "", 3)], default = 'UV_IMAGE') copy_images = BoolProperty( name = "Copy Textures", description = "Copy textures to the export subfolder", default = True) use_relative_path = BoolProperty( name = "Relative Path", description = "Use relative or absolute path for UV textures", default = True) #--- Shading props ambient = FloatProperty( name = "Ambient", description = "The amount of ambient light emitted from the surface of the object", subtype = 'NONE', min = 0.0, max = 1.0, precision = 2, step = 5, default = 0.25) specular = FloatProperty( name = "Specular", description = "The light specularly reflected from the surface of the object", subtype = 'NONE', min = 0.0, max = 1.0, precision = 2, step = 5, default = 0.25) shininess = FloatProperty( name = "Shininess", description = "The specularity or roughness of the specular reflection lobe", min = 0, max = 128, precision = 0, step = 500, default = 25) #--- Draw properties in export dialog def draw(self, context): layout = self.layout # Diffuse Material options box = layout.box() row = box.row() row.label("Diffuse Material:", icon='TEXTURE') col = box.column() col.prop(self, "diffuse_material", expand=True) row = box.row() row.prop(self, "copy_images") row.enabled = True if self.diffuse_material == 'UV_IMAGE' else False # Mesh options box = layout.box() row = box.row() row.label("Mesh Options:", icon='MESH_DATA') row = box.row() row.prop(self, "apply_modifiers") row = box.row() row.prop(self, "triangulate") row = box.row(True) row.prop(self, "round_values") row.prop(self, "round_decimals") # Shading options box = layout.box() row = box.row() row.label("Shading Options:", icon='MATSPHERE') col = box.column(True) col.prop(self, "ambient") col.prop(self, "specular") col.prop(self, "shininess") #--- Execute file export def execute(self, context): # Properties as a dictionary (incl. selected filepath from file dialog) kwargs = self.as_keywords() # Init ColladaExporter object and execute export collada_ex = ColladaExporter(context, **kwargs) info = collada_ex.export() self.report({'INFO'}, info) return {'FINISHED'} #------------------------------------------------------------------------------- # Misc Functions #------------------------------------------------------------------------------- # Convert list/tuple items to string separated by sep def list2str(items, sep): return sep.join(map(str, items)) #------------------------------------------------------------------------------- # COLLADA EXPORTER CLASS #------------------------------------------------------------------------------- class ColladaExporter: def __init__(self, context, **kwargs): # Collada file export path self.export_path = kwargs["filepath"] self.export_dir = os.path.dirname(self.export_path) # Directory of this blend file self.source_dir = os.path.dirname(bpy.data.filepath) # Export options self.apply_modifiers = kwargs["apply_modifiers"] self.triangulate = kwargs["triangulate"] self.round_values = kwargs["round_values"] self.round_decimals = kwargs["round_decimals"] self.diffuse_material = kwargs["diffuse_material"] self.copy_images = kwargs["copy_images"] self.use_relative_path = kwargs["use_relative_path"] self.ambient = (kwargs["ambient"],)*3 + (1.0,) # RGBA tuple self.specular = (kwargs["specular"],)*3 + (1.0,) # RGBA tuple self.shininess = kwargs["shininess"] self.custom_color = (0.65, 0.60, 0.55, 1.0) # Init Collada object for export self.collada = Collada(validate_output=True) self.scene_nodes = [] # Collada Asset Info self.collada.assetInfo.upaxis = 'Z_UP' self.collada.assetInfo.unitname = "meter" self.collada.assetInfo.unitmeter = 1.0 cont = asset.Contributor( "Blender %s" % list2str(bpy.app.version, "."), "Addon: %s %s" % (bl_info["name"], list2str(bl_info["version"], ".")), "Applly Modifiers: %s, Triangulate: %s" % (self.apply_modifiers, self.triangulate), ) self.collada.assetInfo.contributors.append(cont) #--------------------------------------------------------------------------- # EXPORT #--------------------------------------------------------------------------- def export(self): #--- Exit edit mode before exporting if bpy.ops.object.mode_set.poll(): bpy.ops.object.mode_set(mode='OBJECT') #--- Measure script execution time start_time = time.time() #--- Export all selected objects (sorted by name) obj_list = bpy.context.selected_objects obj_list.sort(key = lambda obj : obj.name) for obj in obj_list: self.export_object(obj) #--- Finish scene nodes c_scene = scene.Scene("Scene", self.scene_nodes) self.collada.scenes.append(c_scene) self.collada.scene = c_scene #--- Write Collada to file self.collada.write(self.export_path) #--- Sort XML to fix upload to SL self.sortxml() #--- Print and return info text info = "%d objects saved to '%s' (%.3fsec)" %\ (len(bpy.context.selected_objects), self.export_path, time.time()-start_time) print(info) return info #--------------------------------------------------------------------------- # IDNAME - Format strings for Collada ids (for material names, etc) #--------------------------------------------------------------------------- def idname(self, str): # Removes any PHY, -LOD1, .Lod2, _lod3 etc str = re.sub("[\-\.\_\s](lod|phy)\d*", "", str, flags=re.IGNORECASE) # Replace any dot in the string by "_" str = re.sub("\.", "_", str) return str #--------------------------------------------------------------------------- # ADD COLLADA IMAGE # - Add image to collada.images and return the CImage object # - Copy image to a subdir in the export dir if desired #--------------------------------------------------------------------------- def add_collada_image(self, img): #--- Add image to collada.images if img.name not in self.collada.images: #--- Copy image to a subdir in the export dir if self.copy_images: # Image source path and basename img_sourcepath = bpy.path.abspath(img.filepath) img_basename = bpy.path.basename(img_sourcepath) # Copy image to subdir in export dir export_filename = bpy.path.display_name_from_filepath(self.export_path) #subdir = export_filename + "_textures" subdir = "textures" img_destpath = os.path.join(self.export_dir, subdir, img_basename) copy_set = {(img_sourcepath, img_destpath)} io_utils.path_reference_copy(copy_set) # Relative path to the copied image path = io_utils.path_reference(img_destpath, self.source_dir, self.export_dir, 'RELATIVE') #--- Reference image where it is else: if self.use_relative_path: path_mode = 'RELATIVE' else: path_mode = 'ABSOLUTE' path = io_utils.path_reference(img.filepath, self.source_dir, self.export_dir, path_mode) #--- Create and add CImage object c_img = material.CImage(img.name, path) self.collada.images.append(c_img) #--- Image already added to collada.images else: c_img = self.collada.images[img.name] return c_img #--------------------------------------------------------------------------- # ADD COLLADA VOIDMAT # - Add this material in case of empty or no material slot #--------------------------------------------------------------------------- def add_collada_voidmat(self, name): # Collada material effect c_effect = material.Effect(name +"-effect", [], 'phong', diffuse = (0.5, 0.5, 0.5, 1.0), ambient = self.ambient, specular = self.specular, shininess = self.shininess) self.collada.effects.append(c_effect) # Collada material c_mat = material.Material(name +"-material", name, c_effect) self.collada.materials.append(c_mat) return scene.MaterialNode(name +"-material", c_mat, inputs=[]) #--------------------------------------------------------------------------- # ADD COLLADA MATERIALS # - Add object materials to collada.materials and collada.effects #--------------------------------------------------------------------------- def add_collada_materials(self, obj, me): material_nodes = [] #--- Get active uv map layer and texture uvlayer = me.uv_layers.active if uvlayer: uvtex = me.uv_textures[uvlayer.name] # [1] No material slot - Add void material if len(me.materials) == 0: c_matnode = self.add_collada_voidmat(self.idname(obj.name) +"_voidmat_0") material_nodes.append(c_matnode) return material_nodes # [2] Go trough all slots in object materials for i, mat in enumerate(me.materials): #--- Empty material slot - Add void material if mat == None: c_matnode = self.add_collada_voidmat(self.idname(obj.name) +"_voidmat_"+ str(i)) material_nodes.append(c_matnode) continue #--- Look for uv image assigned to the given material and uv face img = None if self.diffuse_material == 'UV_IMAGE' and uvlayer: for f in me.polygons: if f.material_index == i: img = uvtex.data[f.index].image # Get image assigned to the uv face c_img = self.add_collada_image(img) # Add image to collada images break #--- Include image map in the material effect if img: c_surface = material.Surface(img.name +"-surface", c_img, format=None) c_sampler = material.Sampler2D(img.name +"-sampler", c_surface) params_list = [c_sampler, c_surface] inputs_list = [(uvlayer.name, 'TEXCOORD', '0')] diffuse_map = material.Map(c_sampler, uvlayer.name) #--- No image map for the material effect - Use solid color instead!! else: params_list = [] inputs_list = [] if self.diffuse_material == 'MAT_COLOR': clr = mat.diffuse_color[:] + (1.0,) diffuse_map = np.round(clr, 6) elif self.diffuse_material == 'CUSTOM_COLOR': diffuse_map = self.custom_color else: diffuse_map = (1.0, 1.0, 1.0, 1.0) # WHITE_COLOR #--- Add material effect to collada.effects c_name = self.idname(obj.name) +"_"+ self.idname(mat.name) c_effect = material.Effect(c_name +"-effect", params_list, 'phong', diffuse = diffuse_map, ambient = np.round(self.ambient, 6), specular = np.round(self.specular, 6), shininess = self.shininess) self.collada.effects.append(c_effect) #--- Add material to collada.materials c_mat = material.Material(c_name +"-material", c_name, c_effect) c_matnode = scene.MaterialNode(c_name +"-material", c_mat, inputs=inputs_list) self.collada.materials.append(c_mat) material_nodes.append(c_matnode) #--- Return scene.MaterialNode for each material return material_nodes #--------------------------------------------------------------------------- # EXPORT OBJECT #--------------------------------------------------------------------------- def export_object(self, obj): cs = bpy.context.scene #----------------------------------------------------------------------- # Prepare object's mesh data (me) #----------------------------------------------------------------------- # Create mesh for export & apply modifiers if desired me = obj.to_mesh(cs, self.apply_modifiers, 'PREVIEW') # Triangulate mesh if desired if self.triangulate: bm = bmesh.new() bm.from_mesh(me) bmesh.ops.triangulate(bm, faces=bm.faces) bm.to_mesh(me) bm.free() # Calculate normals, necessary if auto-smooth option enabled me.calc_normals() me.calc_normals_split() #----------------------------------------------------------------------- # Material & effect nodes for each object's material #----------------------------------------------------------------------- material_nodes = self.add_collada_materials(obj, me) #----------------------------------------------------------------------- # Source list for vertex coords #----------------------------------------------------------------------- verts_srcid = self.idname(obj.name) + "-verts" verts_co = np.array([co for v in me.vertices for co in v.co]) if self.round_values: verts_co = np.round(verts_co, self.round_decimals) verts_src = source.FloatSource(verts_srcid, verts_co, ('X', 'Y', 'Z')) #----------------------------------------------------------------------- # Source list for normals #----------------------------------------------------------------------- normals_srcid = self.idname(obj.name) + "-normals" normals = [] # - Good method to get normals, but it ignores Auto-Smooth option #for f in me.polygons: # # Smooth shaded face - use vertex normals # if f.use_smooth: # for v_id in f.vertices: # v = me.vertices[v_id] # normals.extend(v.normal) # # Flat shaded face - use face normal for each polygon vert # else: # for v_id in f.vertices: # normals.extend(f.normal) # - Get normals from Loops - Loops define the boundary loop of a face & store per-face-vertex data for f in me.polygons: for loop_id in f.loop_indices: normals.extend(me.loops[loop_id].normal) normals = np.array(normals) if self.round_values: normals = np.round(normals, self.round_decimals) normals_src = source.FloatSource(normals_srcid, normals, ('X', 'Y', 'Z')) sources = [verts_src, normals_src] #----------------------------------------------------------------------- # Source list for the active UV map texture coords #----------------------------------------------------------------------- uvlayer = me.uv_layers.active if uvlayer: tex_srcid = self.idname(obj.name) + "-tex-" + uvlayer.name tex_uv = [] for f in me.polygons: #for loop_id in range(f.loop_start, f.loop_start + f.loop_total): for loop_id in f.loop_indices: tex_uv.extend([x for x in uvlayer.data[loop_id].uv]) tex_uv = np.array(tex_uv) if self.round_values: tex_uv = np.round(tex_uv, self.round_decimals) tex_src = source.FloatSource(tex_srcid, tex_uv, ('S', 'T')) sources.append(tex_src) #----------------------------------------------------------------------- # Geometry node for this object incl. source lists #----------------------------------------------------------------------- c_geom = geometry.Geometry(self.collada, self.idname(obj.name)+"-geom", self.idname(obj.name), sources) #----------------------------------------------------------------------- # Create Polylist for each material #----------------------------------------------------------------------- for i, matnode in enumerate(material_nodes): #--- Input list to define data binding to the source lists inlist = source.InputList() inlist.addInput(0, 'VERTEX', '#'+verts_srcid) inlist.addInput(1, 'NORMAL', '#'+normals_srcid) if uvlayer: inlist.addInput(1, 'TEXCOORD', '#'+tex_srcid, set=0) #--- List of indicies to the source lists for each face f, for each vert v indices = [] vcounts = [] n_id = 0 for f in me.polygons: if f.material_index == i: vcounts.extend([len(f.vertices)]) for v_id in f.vertices: indices.extend([v_id, n_id]) n_id += 1 else: for v_id in f.vertices: n_id += 1 #--- Bind polylist with existing material node material_id = matnode.symbol #--- Append polylist to geometry c_poly = c_geom.createPolylist(np.array(indices), np.array(vcounts), inlist, material_id) c_geom.primitives.append(c_poly) #----------------------------------------------------------------------- # Create scene node for this object #----------------------------------------------------------------------- self.collada.geometries.append(c_geom) c_geom_node = scene.GeometryNode(c_geom, material_nodes) #--- Object transformation matrix matrix = np.array(obj.matrix_world).flatten() if self.round_values: matrix = np.round(matrix, self.round_decimals) c_matrix = scene.MatrixTransform(matrix) #--- Scene node c_node = scene.Node(self.idname(obj.name), children=[c_matrix, c_geom_node]) self.scene_nodes.append(c_node) #--- Clean up mesh used for export bpy.data.meshes.remove(me) #--------------------------------------------------------------------------- # Sort XML nodes to fix Second Life upload # - With the default sorting, SL fails to upload textures # - newparam/surface node must be before newparam/sampler2D for each effect #--------------------------------------------------------------------------- def sortxml(self): #--- Load Collada XML file tree = ET.parse(self.export_path) root = tree.getroot() # Collada namespace ns = {'ns':'http://www.collada.org/2005/11/COLLADASchema'} # Get node tag without namespace gettag = lambda node : re.sub("{.*}", "", node.tag) #----------------------------------------------------------------------- # Re-order root nodes #----------------------------------------------------------------------- root_order = [ 'asset', 'library_images', 'library_effects', 'library_materials', 'library_geometries', 'library_visual_scenes', 'scene'] root[:] = sorted(root, key = lambda root : root_order.index(gettag(root))) #----------------------------------------------------------------------- # Reverse sort of effect nodes newparam/surface and newparam/sampler2D #----------------------------------------------------------------------- for effect in root.findall('.//ns:effect/ns:profile_COMMON', ns): # Find and remove newparam nodes from the tree newparam = effect.findall("ns:newparam", ns) for item in newparam: effect.remove(item) # Insert sorted newparam nodes # <surface> node must be before <sampler2D>, thus reverse order newparam = sorted(newparam, key = lambda newparam : newparam.get('sid'), reverse=True) for i, item in enumerate(newparam): effect.insert(i, newparam[i]) #--- Write XML to file spath = os.path.splitext(self.export_path) #tree.write(spath[0] +"_sortxml"+ spath[1]) tree.write(self.export_path) #------------------------------------------------------------------------------- # MENU #------------------------------------------------------------------------------- def menu_export(self, context): self.layout.operator(ColladaExporter_OT.bl_idname, text="Collada for SL (.dae)") #------------------------------------------------------------------------------- # REGISTER/UNREGISTER ADDON CLASSES #------------------------------------------------------------------------------- def register(): bpy.utils.register_module(__name__) bpy.types.INFO_MT_file_export.prepend(menu_export) def unregister(): bpy.utils.unregister_module(__name__) bpy.types.INFO_MT_file_export.remove(menu_export) if __name__ == "__main__": register() |
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