Files
Starworld/tools/blender_export_simple.py

131 lines
3.4 KiB
Python

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