I'm trying to write a simple JSON exporter for Blender 2.6x because the only one I could find ( http://code.google.com/p/blender-machete/ ) doesn't work with 2.6. I didn't have any trouble getting the vertices, normals, and indices from blender, but try as I might, I just can't seem to figure out why the texture coordinates are coming out wrong. The textures seem tilted diagonally across the face of a simple cube, and stretched... really ugly and wrong. I've been looking online and through the source for some of the official exporters, but I still can't figure it out, so I was hoping someone could give me some hints or solutions.
The piece of code I'm using to access the texture coordinates is this:
# add texture coordinates to scene_data structure
m = bpy.context.active_object.to_mesh(bpy.context.scene, True, 'PREVIEW')
for j in range(len(m.tessfaces)):
if len(m.tessface_uv_textures) > 0:
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv1.x )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv1.y )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv2.x )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv2.y )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv3.x )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv3.y )
This is giving me a list of texture coordinates, but somehow I'm doing it wrong, because of the incorrect appearance of the texture as I explained above.
I don't know what else to do but show the code, since I've tried changing it around in every way I can think of, so here's the function where the above snippet of code is:
def get_json(objects, scene):
""" Currently only supports one scene.
Exports with -Z forward, Y up. """
scene_data = []
mesh_number = -1
# iterate over each mesh
for i in range(len(bpy.data.objects)):
if bpy.data.objects[i].type == 'MESH':
mesh_number += 1
bpy.ops.object.mode_set(mode='OBJECT')
# convert all the mesh's faces to triangles
bpy.data.objects[i].select = True
bpy.context.scene.objects.active = bpy.data.objects[i]
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.quads_convert_to_tris()
bpy.context.scene.update()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.data.objects[i].select = False
# add data to scene_data structure
scene_data.append({
"name" : bpy.data.objects[i].name,
"vertices" : [],
"indices" : [],
"normals" : [],
"tex_coords" : []
})
# iterate over all the vertices in the mesh
for j in range(len(bpy.data.objects[i].data.vertices)):
# add vertex to scene_data structure
scene_data[mesh_number]["vertices"].append( bpy.data.objects[i].data.vertices[j].co.x + bpy.data.objects[i].location.x )
scene_data[mesh_number]["vertices"].append( bpy.data.objects[i].data.vertices[j].co.z + bpy.data.objects[i].location.z )
scene_data[mesh_number]["vertices"].append( -(bpy.data.objects[i].data.vertices[j].co.y + bpy.data.objects[i].location.y) )
# add vertex normal to scene_data structure
scene_data[mesh_number]["normals"].append( bpy.data.objects[i].data.vertices[j].normal.x )
scene_data[mesh_number]["normals"].append( bpy.data.objects[i].data.vertices[j].normal.z )
scene_data[mesh_number]["normals"].append( -(bpy.data.objects[i].data.vertices[j].normal.y) )
# iterate over each face in the mesh
for j in range(len(bpy.data.objects[i].data.polygons)):
verts_in_face = bpy.data.objects[i].data.polygons[j].vertices[:]
# iterate over each vertex in the face
for k in range(len(verts_in_face)):
# twiddle index for -Z forward, Y up
index = k
if index == 1: index = 2
elif index == 2: index = 1
# twiddle index so we draw triangles counter-clockwise
if index == 0: index = 2
elif index == 2: index = 0
# add index to scene_data structure
scene_data[mesh_number]["indices"].append( verts_in_face[index] )
# add texture coordinates to scene_data structure
m = bpy.context.active_object.to_mesh(bpy.context.scene, True, 'PREVIEW')
for j in range(len(m.tessfaces)):
if len(m.tessface_uv_textures) > 0:
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv1.x )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv1.y )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv2.x )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv2.y )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv3.x )
scene_data[mesh_number]["tex_coords"].append( m.tessface_uv_textures.active.data[j].uv3.y )
return json.dumps(scene_data, indent=4)
Will someone please tell me what I'm doing wrong? I've been at this for a few days now with no progress.