Why am I still building slides?
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*.blend*
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.env
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venv
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.vscode
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#!/usr/bin/env bash
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if [[ -d venv ]]; then
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source ./venv/bin/activate
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return
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exit 0
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fi
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if ! [[ -f .env ]]; then
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echo "Add a .env file with PYTHON_PATH containing an absolute path path to"
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echo "blender's python build with bpy. "
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echo "E.g PYTHON_PATH=~/blender-git/lib/linux_centos7_x86_64/python/bin/python3.9"
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echo "PYTHON_PATH=~/blender-git/lib/linux_centos7_x86_64/python/bin/python3.9" > .env
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echo "VIRTUAL_ENV_DISABLE_PROMPT=YESPLEASE" >> .env
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echo "Created the file. Now go edit it"
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exit 1;
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fi
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source .env
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if [[ -d venv ]]; then
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source ./venv/bin/activate
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return
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exit 0
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fi
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if [[ -z "$PYTHON_PATH" ]]; then
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echo Missing variable PYTHON_PATH in .env
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exit 1
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Binary file not shown.
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import bpy
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from bpy.types import (
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Curve,
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LayerCollection,
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MaterialSlot,
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ViewLayer,
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Object,
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Mesh,
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)
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from pathlib import Path
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from typing import Collection, Generic, TypeVar
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from mathutils import Color
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SCENE = bpy.data.scenes[0]
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# Tiny helper to make autocompletion more precise for objects
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T = TypeVar("T")
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class ObjectData(Generic[T], Object):
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data: T
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# Default names
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PARTS = ("controller", "curve", "fin", "maker", "screw", "spool")
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class Slide:
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collection: LayerCollection
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controller: ObjectData[None]
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curve: ObjectData[Curve]
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fin: ObjectData[Curve]
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maker: ObjectData[Mesh]
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screw: ObjectData[Mesh]
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spool: ObjectData[Mesh]
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def __init__(self, blend_file_path: str):
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self.__dict__.update(load_slide(blend_file_path))
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self.__localize()
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def __localize(self):
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"Make sure node inputs are linked to themselves"
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self.maker.modifiers["MakeTunnel"]["Input_5"] = self.curve
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self.maker.modifiers["AddSpool"]["Input_6"] = self.curve
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self.maker.modifiers["AddSpool"]["Input_3"] = self.spool
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slide_body_material = self.maker.material_slots[0].material
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self.maker.modifiers["AddSpool"]["Input_7"] = slide_body_material
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self.fin.modifiers["AddFin"]["Input_2"] = self.curve
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self.fin.modifiers["AddFin"]["Input_3"] = self.spool.material_slots[0].material
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self.screw.hide_viewport = True
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self.screw.hide_render = True
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self.spool.hide_viewport = True
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self.spool.hide_render = True
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for part in PARTS[1:]:
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getattr(self, part).parent = self.controller
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@property
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def radius(self) -> float:
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return self.maker.modifiers["MakeTunnel"]["Input_2"]
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@radius.setter
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def radius(self, v: float):
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self.maker.modifiers["MakeTunnel"]["Input_2"] = v
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self.maker.modifiers["AddSpool"]["Input_8"] = v
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self.fin.modifiers["AddFin"]["Input_4"] = v
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@property
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def thickness(self) -> float:
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return self.maker.modifiers["Solidify"].thickness
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@thickness.setter
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def thickness(self, v: float):
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self.maker.modifiers["Solidify"].thickness = v
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self.maker.modifiers["AddSpool"]["Input_9"] = v
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self.fin.modifiers["AddFin"]["Input_5"] = v
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@property
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def spool_spacing(self) -> float:
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return self.maker.modifiers["AddSpool"]["Input_5"]
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@spool_spacing.setter
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def spool_spacing(self, v: float):
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self.maker.modifiers["AddSpool"]["Input_5"] = v
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@property
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def body_color(self) -> Color:
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c = tuple(
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self.maker.material_slots[0]
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.material.node_tree.nodes["Principled BSDF.001"]
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.inputs[0]
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.default_value
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)
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return Color(c[:3])
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@body_color.setter
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def body_color(self, c: Color):
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c = (*c, 1.0)
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self.maker.material_slots[0].material.node_tree.nodes[
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"Principled BSDF.001"
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].inputs[0].default_value = c
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@property
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def secondary_color(self) -> Color:
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c = tuple(
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self.spool.material_slots[0]
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.material.node_tree.nodes["Principled BSDF.001"]
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.inputs[0]
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.default_value
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)
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return Color(c[:3])
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@secondary_color.setter
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def secondary_color(self, c: Color):
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c = (*c, 1.0)
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self.spool.material_slots[0].material.node_tree.nodes[
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"Principled BSDF.001"
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].inputs[0].default_value = c
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def get_parts(c: Collection):
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return {
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part: next(obj for obj in c.all_objects if part in obj.name.lower())
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for part in PARTS
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}
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def toplevel_collection_to_layer_collection(
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c: Collection, view_layer: ViewLayer
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) -> LayerCollection:
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return next(cv for cv in view_layer.layer_collection.children if cv.collection == c)
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def duplicate_collection_objects(c: Collection, name: str):
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c2 = bpy.data.collections.new(name)
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for obj in c.all_objects:
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c2.objects.link(obj.copy())
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return c2
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def dup_obj_materials_inplace(obj: Object):
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for slot in obj.material_slots:
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slot: MaterialSlot
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slot.material = slot.material.copy()
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def load_slide(file_path: str):
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bpy.ops.wm.append(
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filepath=f"{file_path}/Scene/SlideTemplate",
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directory=f"{file_path}/Scene/",
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filename="SlideTemplate",
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)
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scene = bpy.data.scenes["SlideTemplate"]
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template = scene.collection.children[0]
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c = duplicate_collection_objects(template, "Slide")
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SCENE.collection.children.link(c)
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bpy.data.scenes.remove(scene)
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c = toplevel_collection_to_layer_collection(c, SCENE.view_layers[0])
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parts = get_parts(c.collection)
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for part_obj in parts.values():
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dup_obj_materials_inplace(part_obj)
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return {"collection": c, **parts}
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if __name__ == "__main__":
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file_name = "playground.blend"
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blend_file_path = str((Path(__file__) / ".." / file_name).resolve())
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slide = Slide(blend_file_path)
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