feat: implement Blender export script with logging and material creation
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130
tools/blender_export_simple.py
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130
tools/blender_export_simple.py
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import bpy
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import os
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# Output directory
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output_dir = os.path.expanduser("~/.cache/starworld/primitives")
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os.makedirs(output_dir, exist_ok=True)
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# Log file
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log_path = os.path.join(output_dir, "export_log.txt")
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log = open(log_path, 'w')
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def log_print(msg):
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print(msg)
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log.write(msg + "\n")
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log.flush()
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log_print("="*60)
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log_print("BLENDER EXPORT SCRIPT STARTING")
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log_print("="*60)
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# Clear scene
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete(use_global=False)
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log_print("Cleared scene")
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def create_colored_material(name, color):
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mat = bpy.data.materials.new(name=name)
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mat.use_nodes = True
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# Find or create Principled BSDF
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bsdf = None
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for node in mat.node_tree.nodes:
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if node.type == 'BSDF_PRINCIPLED':
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bsdf = node
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break
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if not bsdf:
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bsdf = mat.node_tree.nodes.new(type='ShaderNodeBsdfPrincipled')
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bsdf.inputs['Base Color'].default_value = color
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bsdf.inputs['Roughness'].default_value = 0.5
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bsdf.inputs['Metallic'].default_value = 0.1
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return mat
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# SPHERE (GREEN)
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log_print("\n1. Creating GREEN sphere...")
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bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.5)
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sphere = bpy.context.active_object
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sphere.name = "Sphere"
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bpy.ops.object.shade_smooth()
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log_print(" Created and smoothed")
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mat = create_colored_material("GreenMat", (0.2, 1.0, 0.2, 1.0))
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sphere.data.materials.append(mat)
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log_print(" Applied green material")
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bpy.ops.object.select_all(action='DESELECT')
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sphere.select_set(True)
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sphere_file = os.path.join(output_dir, "sphere.glb")
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log_print(f" Exporting to: {sphere_file}")
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try:
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bpy.ops.export_scene.gltf(filepath=sphere_file, use_selection=True)
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log_print(" ✓ SUCCESS!")
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except Exception as e:
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log_print(f" ✗ FAILED: {e}")
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bpy.ops.object.delete(use_global=False)
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# CUBE (RED)
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log_print("\n2. Creating RED cube...")
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bpy.ops.mesh.primitive_cube_add(size=1.0)
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cube = bpy.context.active_object
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cube.name = "Cube"
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bpy.ops.object.shade_smooth()
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log_print(" Created and smoothed")
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mat = create_colored_material("RedMat", (1.0, 0.2, 0.2, 1.0))
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cube.data.materials.append(mat)
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log_print(" Applied red material")
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bpy.ops.object.select_all(action='DESELECT')
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cube.select_set(True)
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cube_file = os.path.join(output_dir, "cube.glb")
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log_print(f" Exporting to: {cube_file}")
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try:
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bpy.ops.export_scene.gltf(filepath=cube_file, use_selection=True)
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log_print(" ✓ SUCCESS!")
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except Exception as e:
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log_print(f" ✗ FAILED: {e}")
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bpy.ops.object.delete(use_global=False)
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# ICOSPHERE (BLUE)
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log_print("\n3. Creating BLUE icosphere...")
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bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=0.5)
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ico = bpy.context.active_object
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ico.name = "IcoSphere"
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bpy.ops.object.shade_smooth()
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log_print(" Created and smoothed")
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mat = create_colored_material("BlueMat", (0.2, 0.2, 1.0, 1.0))
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ico.data.materials.append(mat)
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log_print(" Applied blue material")
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bpy.ops.object.select_all(action='DESELECT')
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ico.select_set(True)
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ico_file = os.path.join(output_dir, "model.glb")
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log_print(f" Exporting to: {ico_file}")
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try:
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bpy.ops.export_scene.gltf(filepath=ico_file, use_selection=True)
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log_print(" ✓ SUCCESS!")
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except Exception as e:
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log_print(f" ✗ FAILED: {e}")
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log_print("\n" + "="*60)
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log_print("EXPORT COMPLETE!")
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log_print("="*60)
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log_print(f"Check files in: {output_dir}")
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log_print(f"Log saved to: {log_path}")
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log.close()
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print(f"\n\n*** CHECK LOG FILE: {log_path} ***\n")
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