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Add support for meshes with multiple UV maps.
One common use for a mesh having multiple UV maps is when combining several mesh objects into one: the base UV map is the result of joining the meshes (and will be a right mess of overlapping UV islands), but an additional UV map is then setup as a copy of the first but with the islands re-packed so nothing overlaps. The export script now searches for the active UV map and uses that for both UV coordinates and the skin texture (when none is specified).
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1 changed files with 11 additions and 4 deletions
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@ -84,13 +84,19 @@ def null_skin(size):
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skin.pixels = bytearray(size[0] * size[1]) # black skin
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return skin
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def active_uv(mesh):
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for uvt in mesh.uv_textures:
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if uvt.active:
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return uvt
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return None
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def make_skin(mdl, mesh):
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if (not mesh.uv_textures or not mesh.uv_textures[0].data
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or not mesh.uv_textures[0].data[0].image):
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uvt = active_uv(mesh)
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if (not uvt or not uvt.data or not uvt.data[0].image):
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mdl.skinwidth, mdl.skinheight = (4, 4)
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skin = null_skin((mdl.skinwidth, mdl.skinheight))
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else:
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image = mesh.uv_textures[0].data[0].image
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image = uvt.data[0].image
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mdl.skinwidth, mdl.skinheight = image.size
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skin = convert_image(image)
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mdl.skins.append(skin)
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@ -105,7 +111,8 @@ def build_tris(mesh):
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# the layout. However, there seems to be nothing in the mdl format
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# preventing the use of duplicate 3d vertices to allow complete freedom
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# of the UV layout.
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uvfaces = mesh.uv_layers[0].data
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uvtex = active_uv(mesh)
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uvfaces = mesh.uv_layers[uvtex.name].data
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stverts = []
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tris = []
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vertmap = [] # map mdl vert num to blender vert num (for 3d verts)
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