Files
wtd-libreflow-addon/dev/make_test_assets.py
T
NDemaerschalkandClaude Opus 5.5 bac7a6f5da Scene Manager: LOD switching; Shot Viewer renamed Shot Manager
LODs are child collections of the asset collection (COL_{asset}_LOD{n}).
Overrides hide the other LOD collections (viewport and render), keeping
the rig, pose and animation; collection instances instance the LOD
collection. Each instance has its own LOD, set per instance or for the
selection in the Loaded panel, kept through save, reload and updates.
Loading shows SCENE_MANAGER_DEFAULT_LOD (0).

The Shot Viewer panel is now "Shot Manager" and starts closed. Code
names and SHOT_VIEWER_* config keys are unchanged.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-27 16:42:24 +01:00

71 lines
3.2 KiB
Python

"""Write the asset files used by fake_libreflow.py into <workdir>/lib.
blender -b --factory-startup --python dev/make_test_assets.py -- <workdir>
bob: a rig (COL_bob: armature + meshes), v001 has 1 mesh, v002 has 2.
tree: COL_tree holding only LOD collections (COL_tree_LOD0, COL_tree_LOD1), plus an
unrelated top-level collection. v002 adds a mesh outside the LODs, v003 has no LOD.
car: a rig, COL_car: armature + COL_car_LOD0..2.
rock: a single top-level collection not named after the asset (fallback case), its mesh
using a node group linked from Blender's essentials (an indirect library).
"""
import os
import sys
import bpy
WORKDIR = sys.argv[sys.argv.index("--") + 1]
def mesh_object(name):
mesh = bpy.data.meshes.new(name)
mesh.from_pydata([(0, 0, 0), (1, 0, 0), (0, 1, 0)], [], [(0, 1, 2)])
return bpy.data.objects.new(name, mesh)
def write(path, collection_name, meshes=1, rig=False, extra=False, node_group=False, lods=0):
bpy.ops.wm.read_homefile(use_empty=True)
scene = bpy.context.scene
collection = bpy.data.collections.new(collection_name)
scene.collection.children.link(collection)
parent = None
if rig:
parent = bpy.data.objects.new("RIG_" + collection_name, bpy.data.armatures.new("RIG_" + collection_name))
collection.objects.link(parent)
bpy.context.view_layer.objects.active = parent
bpy.ops.object.mode_set(mode="EDIT")
bone = parent.data.edit_bones.new("root")
bone.tail = (0, 0, 1)
bpy.ops.object.mode_set(mode="OBJECT")
for index in range(meshes):
ob = mesh_object(f"GEO_{collection_name}_{index}")
ob.parent = parent
collection.objects.link(ob)
for lod in range(lods):
lod_collection = bpy.data.collections.new(f"{collection_name}_LOD{lod}")
collection.children.link(lod_collection)
ob = mesh_object(f"GEO_{collection_name}_LOD{lod}")
ob.parent = parent
lod_collection.objects.link(ob)
if node_group:
essentials = os.path.join(bpy.utils.system_resource("DATAFILES"), "assets", "nodes", "geometry_nodes_essentials.blend")
with bpy.data.libraries.load(essentials, link=True) as (_data_from, data_to):
data_to.node_groups = ["Smooth by Angle"]
ob.modifiers.new("Smooth", "NODES").node_group = data_to.node_groups[0]
if extra:
scene.collection.children.link(bpy.data.collections.new("WIP_other"))
os.makedirs(os.path.dirname(path), exist_ok=True)
bpy.ops.wm.save_as_mainfile(filepath=path)
lib = os.path.join(WORKDIR, "lib")
write(os.path.join(lib, "bob", "v001", "rig.blend"), "COL_bob", meshes=1, rig=True, extra=True)
write(os.path.join(lib, "bob", "v002", "rig.blend"), "COL_bob", meshes=2, rig=True, extra=True)
write(os.path.join(lib, "tree", "v001", "model.blend"), "COL_tree", meshes=0, extra=True, lods=2)
write(os.path.join(lib, "tree", "v002", "model.blend"), "COL_tree", meshes=1, extra=True, lods=2)
write(os.path.join(lib, "tree", "v003", "model.blend"), "COL_tree", meshes=1, extra=True)
write(os.path.join(lib, "rock", "v001", "rock.blend"), "rock_geo", node_group=True)
write(os.path.join(lib, "car", "v001", "car.blend"), "COL_car", meshes=0, rig=True, lods=3)
print("Test assets written in", lib)