Blender 2.46 box packer script. Allows to unwrap objects individually, and
to pack them onto one square texture. Read instructions in the file.
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utils/Modeller/uv_pack.py
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143
utils/Modeller/uv_pack.py
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#!BPY
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# """
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# Name: 'Pack selected objects on a square'
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# Blender: 245
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# Group: 'UV'
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# Tooltip: 'Pack UV maps of all selected objects onto an empty square texture'
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# """
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__author__ = "Melchior FRANZ < mfranz # aon : at >"
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__url__ = "http://members.aon.at/mfranz/flightgear/"
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__version__ = "0.1"
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__bpydoc__ = """\
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Script for mapping multiple objects onto one square texture.
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Usage:
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(1) create new square texture in the UV editor
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(2) map all objects individually, choosing the most appropriate technique
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(3) scale each of the mappings to the appropriate size, relative to the
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other object mappings
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(4) select all objects and switch to edit mode (consider to use
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Select->Linked->Material or similar methods)
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(5) start this script with UVs->Scripts->Pack objects on a square
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[now the texture image will first be erased, then colored rectangles
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will appear for each object]
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(6) rescale and/or remap objects that you aren't happy with (the
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relative size of a mapping will be kept)
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[continue with (5) until you like the result]
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(7) export UV layout to SVG (UVs->Scripts->Save UV Face Layout)
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"""
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MARGIN = 10 # px
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GAP = 10 # px
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import Blender, math, random
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class Abort(Exception):
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def __init__(self, msg):
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self.msg = msg
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def pack():
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image = Blender.Image.GetCurrent()
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if not image:
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raise Abort('No texture image selected')
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imagesize = image.getSize()
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if imagesize[0] != imagesize[1]:
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Blender.Draw.PupMenu("Warning%t|Image isn't a square!")
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gap = (float(GAP) / imagesize[0], float(GAP) / imagesize[1])
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margin = (float(MARGIN) / imagesize[0] - gap[0] * 0.5, float(MARGIN) / imagesize[1] - gap[1] * 0.5)
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def drawrect(x0, y0, x1, y1, color = (255, 255, 255, 255)):
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x0 *= imagesize[0]
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y0 *= imagesize[1]
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x1 *= imagesize[0]
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y1 *= imagesize[1]
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for u in range(int(x0 + 0.5), int(x1 - 0.5)):
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for v in range(int(y0 + 0.5), int(y1 - 0.5)):
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image.setPixelI(u, v, color)
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boxes = []
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meshes = {}
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Blender.Window.DrawProgressBar(0.0, "packing")
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for o in Blender.Scene.GetCurrent().objects.selected:
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if o.type != "Mesh":
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continue
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mesh = o.getData(mesh = 1)
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if not mesh.faceUV:
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continue
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if mesh.name in meshes:
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#print "dropping duplicate mesh", mesh.name, "of object", o.name
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continue
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meshes[mesh.name] = True
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print "\tobject '%s'" % o.name
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xmin = ymin = 1000.0
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xmax = ymax = -1000.0
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for f in mesh.faces:
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for p in f.uv:
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xmin = min(xmin, p[0])
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xmax = max(xmax, p[0])
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ymin = min(ymin, p[1])
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ymax = max(ymax, p[1])
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width = xmax - xmin
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height = ymax - ymin
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boxes.append([0, 0, width + gap[0], height + gap[1], xmin, ymin, mesh, o.name])
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if not boxes:
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raise Abort('No mesh objects selected')
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boxsize = Blender.Geometry.BoxPack2D(boxes)
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xscale = (1.0 - 2.0 * margin[0]) / max(boxsize[0], boxsize[1])
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yscale = (1.0 - 2.0 * margin[1]) / max(boxsize[0], boxsize[1])
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Blender.Window.DrawProgressBar(0.2, "Erasing texture")
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drawrect(0, 0, 1, 1) # erase texture
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for box in boxes:
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xmin = ymin = 1000.0
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xmax = ymax = -1000.0
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for f in box[6].faces:
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for p in f.uv:
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p[0] = (p[0] - box[4] + box[0] + gap[0] * 0.5 + margin[0]) * xscale
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p[1] = (p[1] - box[5] + box[1] + gap[1] * 0.5 + margin[1]) * yscale
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xmin = min(xmin, p[0])
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xmax = max(xmax, p[0])
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ymin = min(ymin, p[1])
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ymax = max(ymax, p[1])
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drawrect(xmin, ymin, xmax, ymax, (random.randint(128, 255), random.randint(128, 255),
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random.randint(128, 255), 255))
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Blender.Window.DrawProgressBar(1.0, "Finished")
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editmode = Blender.Window.EditMode()
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if editmode:
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Blender.Window.EditMode(0)
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try:
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print "box packing ..."
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pack()
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print "done\n"
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except Abort, e:
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Blender.Draw.PupMenu("Error%t|" + e.msg)
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print "Error:", e.msg, " -> aborting ...\n"
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if editmode:
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Blender.Window.EditMode(1)
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