2010-11-25 26 views

Respuesta

9

Acabo de escribir otra secuencia de comandos python para Cinema4D para esto.

Puede encontrar los detalles en disturb media blog y wiki.

DeltaInc Bot

Dodecahedrons

Como referencia, estoy lista la fuente aquí también:

''' 
author : "George Profenza" 
url : ("disturb", "disturbmedia.com/blog","My blog, http://tomaterial.blogspot.com") 

Export meshes the three.js 3D Engine by mr.doob's et al. 

More details on the engine here: 
https://github.com/mrdoob/three.js 

Currently supports UVs. If the model doesn't display correctly 
you might need to reverse some normals/do some cleanup. 
Also, if you use Selection Tags and basic ColorMaterials, 
the colours will be picked up as face colors. Call autoColor() on the 
model you use for this. 
The mesh transformations(position, rotation, scale) are saved 
and you can get them using: getPosition(), getRotation() and getScale() 
each returning a THREE.Vector3 

In short 
var myGeom = new myC4DGeom(); 
var myModel = new THREE.Mesh(myGeom, new THREE.MeshFaceMaterial()); 
//set transforms 
model.position = myGeom.getPosition() 
model.rotation = myGeom.getRotation() 
model.scale = myGeom.getScale() 
//set selection tags colours 
myGeom.autoColor() 

More details on this exporter and more js examples here: 
https://github.com/orgicus/three.js 

Have fun! 

This script requires Cinema 4D R11.5 minimum and the Py4D Plugin: 
http://www.py4d.com/get-py4d/ 
''' 

import c4d 
from c4d import documents,UVWTag,storage 
from c4d.utils import * 
from c4d import symbols as sy, plugins, utils, bitmaps, gui 
import math 
import re 

# utils 
clean = lambda varStr: re.sub('\W|^(?=\d)','_', varStr) 
# from Active State's Python recipies: http://code.activestate.com/recipes/266466-html-colors-tofrom-rgb-tuples/ 
def RGBToHTMLColor(rgb_tuple): 
    return '0x%02x%02x%02x' % rgb_tuple 
def Export(): 
    if not op: return 
    if op.GetType() != 5100: 
      print 'Selected Object is not an editable mesh' 
      return 
    unit = 0.001#for scale 
    fps = doc.GetFps() 
    bd = doc.GetRenderBaseDraw() 
    scr = bd.GetFrameScreen() 
    rd = doc.GetActiveRenderData() 
    name = op.GetName() 
    classname = clean(name) 

    c4dPath = c4d.storage.GeGetC4DPath(sy.C4D_PATH_LIBRARY) 
    jsFile = open(c4dPath+'/scripts/Three.js','r') 
    js = jsFile.read() 
    htmlFile = open(c4dPath+'/scripts/template.html','r') 
    html = htmlFile.read() 
    html = html.replace('%s',classname) 
    code = 'var %s = function() {\n\n\tvar scope = this;\n\n\tTHREE.Geometry.call(this);\n\n' % classname 

    def GetMesh(code): 
     # goto 0 
     doc.SetTime(c4d.BaseTime(0, fps)) 
     c4d.DrawViews(c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_REDUCTION|c4d.DA_STATICBREAK) 
     c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED) 
     doc.SetTime(doc.GetTime()) 
     c4d.EventAdd(c4d.EVENT_ANIMATE) 
     SendModelingCommand(command = MCOMMAND_REVERSENORMALS, list = [op], mode = MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc) 

     verts = op.GetPointAll() 
     for v in verts: 
      code += '\tv(%.6f, %.6f, %.6f);\n' % (v.x, -v.y, v.z) 
     code += '\n' 
     ncount = 0 
     uvcount = 0 
     faces = op.GetAllPolygons() 
     normals = op.CreatePhongNormals() 
     ndirection = 1 
     hasUV = False 
     for tag in op.GetTags(): 
      if tag.GetName() == "UVW": 
       uvw = tag 
       hasUV = True 
     for f in faces: 
      if(f.d == f.c): 
       if(normals): 
        code += '\tf3(%d, %d, %d, %.6f, %.6f, %.6f);\n' % (f.a, f.b, f.c, normals[ncount].x*ndirection, normals[ncount].y*ndirection, normals[ncount].z*ndirection) 
       else: 
        code += '\tf3(%d, %d, %d);\n' % (f.a, f.b, f.c) 
      else: 
       if(normals): 
        code += '\tf4(%d, %d, %d, %d, %.6f, %.6f, %.6f);\n' % (f.a, f.b, f.c, f.d, normals[ncount].x*ndirection, normals[ncount].y*ndirection, normals[ncount].z*ndirection) 
       else: 
        code += '\tf4(%d, %d, %d, %d);\n' % (f.a, f.b, f.c, f.d) 
      if hasUV: 
       uv = uvw.Get(uvcount); 
       # uvs += '[Vector('+str(uv[0].x)+','+str(1.0-uv[0].y)+'),Vector('+str(uv[1].x)+','+str(1.0-uv[1].y)+'),Vector('+str(uv[2].x)+','+str(1.0-uv[2].y)+')],' 
       if len(uv) == 4: 
        code += '\tuv(%.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (uv[0].x, uv[0].y, uv[1].x, uv[1].y, uv[2].x, uv[2].y, uv[3].x, uv[3].y) 
       else: 
        code += '\tuv(%.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (uv[0].x, uv[0].y, uv[1].x, uv[1].y, uv[2].x, uv[2].y) 
       ncount += 1 
       uvcount += 1 

     #selection color 
     code +='\n\tscope.colors = {};\n' 
     code +='\tscope.selections = {};\n' 
     selName = '' 
     for tag in op.GetTags(): 
      if(tag.GetType() == 5616): #texture tag 
       material = tag.GetMaterial() 
       color = material[sy.MATERIAL_COLOR_COLOR] 
       tag.SetBit(c4d.BIT_ACTIVE) 
       selName = clean(tag[sy.TEXTURETAG_RESTRICTION]) 
       if len(selName) == 0: print "*** WARNING! *** Missing selection name for material: " + material.GetName() 
       code += '\tscope.colors["'+selName+'"] = '+str(RGBToHTMLColor((color.x*255,color.y*255,color.z*255)))+';\n' 
      if tag.GetType() == 5673: #selection tag 
       # print 'selection: ' + tag.GetName() 
       sel = tag.GetSelection() 
       selName = clean(tag.GetName()) 
       ids = sel.GetAll(op.GetPointCount()) 
       indices = [i for i, e in enumerate(ids) if e != 0] 
       code += '\tscope.selections["'+selName+'"] = '+str(indices)+';\n' 

     code += '\n\tscope.autoColor = function(){\n' 
     code += '\t\tfor(var s in this.selections){\n' 
     code += '\t\t\tfor(var i = 0 ; i < this.selections[s].length; i++) this.faces[this.selections[s][i]].material = [ new THREE.MeshColorFillMaterial(this.colors[s],1) ];\n' 
     code += '\t\t}\n\t}\n' 

     # model position, rotation, scale    rotation x,y,z = H,P,B => three.js x,y,z is P,H,B => y,x,z 
     p = op.GetPos() 
     r = op.GetRot() 
     s = op.GetScale() 
     code += '\n\tscope.getPosition = function(){\treturn new THREE.Vector3'+str((p.x,p.y,p.z))+';\t}\n' 
     code += '\n\tscope.getRotation = function(){\treturn new THREE.Vector3'+str((r.y,r.x,r.z))+';\t}\n' 
     code += '\n\tscope.getScale = function(){\treturn new THREE.Vector3'+str((s.x,s.y,s.z))+';\t}\n' 

     code += '\n' 
     code += '\tfunction v(x, y, z) {\n\n' 
     code += '\t\tscope.vertices.push(new THREE.Vertex(new THREE.Vector3(x, y, z)));\n\n' 
     code += '\t}\n\n' 
     code += '\tfunction f3(a, b, c, nx, ny, nz) {\n\n' 
     code += '\t\tscope.faces.push(new THREE.Face3(a, b, c, nx && ny && nz ? new THREE.Vector3(nx, ny, nz) : null));\n\n' 
     code += '\t}\n\n' 
     code += '\tfunction f4(a, b, c, d, nx, ny, nz) {\n\n' 
     code += '\t\tscope.faces.push(new THREE.Face4(a, b, c, d, nx && ny && nz ? new THREE.Vector3(nx, ny, nz) : null));\n\n' 
     code += '\t}\n\n' 
     code += '\tfunction uv(u1, v1, u2, v2, u3, v3, u4, v4) {\n\n' 
     code += '\t\tvar uv = [];\n' 
     code += '\t\tuv.push(new THREE.UV(u1, v1));\n' 
     code += '\t\tuv.push(new THREE.UV(u2, v2));\n' 
     code += '\t\tuv.push(new THREE.UV(u3, v3));\n' 
     code += '\t\tif (u4 && v4) uv.push(new THREE.UV(u4, v4));\n' 
     code += '\t\tscope.uvs.push(uv);\n' 
     code += '\t}\n\n' 
     code += '}\n\n' 
     code += '%s.prototype = new THREE.Geometry();\n' % classname 
     code += '%s.prototype.constructor = %s;' % (classname, classname) 

     SendModelingCommand(command = MCOMMAND_REVERSENORMALS, list = [op], mode = MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc) 

     return code 

    code = GetMesh(code) 
    docPath = doc.GetDocumentPath() 
    jspath = docPath+'/'+classname+'.js' 
    htmlpath = docPath+'/'+classname+'.html' 
    file = open(jspath,'w') 
    file.write(code) 
    file.close() 
    file = open(htmlpath,'w') 
    file.write(html) 
    file.close() 
    file = open(docPath+'/Three.js','w') 
    file.write(js) 
    file.close() 
    print 'Export Complete!' 

Export() 

Además, añade exportadores tan flacas a la repository que debe producir más pequeños archivos .js para los modelos

+0

¿puedo tener un tutorial para Cinema 4D R13 + exportar el modelo 3D a Three.js? No puedo ver Py4D para esta versión. ¿Alguna ayuda? Gracias. – vnpnlz

2

Alirght, yendo a Probarlo aquí:

Este complemento no funciona con C4D R12. Como Maxon absorbió Py4D, tomaron la decisión de absorber el objeto de símbolos en el objeto c4d. Bifurqué su code y busqué un poco para tratar de solucionar las diferencias de minutos entre Py4D y R12 de 11.5.

De todos modos, aquí está el plugin cafe post que hizo donde comenté un poco más sobre los problemas. Gracias de nuevo por allanar el camino para la genialidad!

+0

Hola, eso es bastante bueno! Lamentablemente, no tuve tiempo de actualizar mi código desde el invierno. three.js se mueve increíblemente rápido. Voy a encontrar algo de tiempo para actualizar mi sucursal y los exportadores (ya que no están en sintonía con la última revisión del repo principal de three.js) ¡Gracias! –

1

Si obtiene un error de atributo de objeto, debe intercambiar la llamada GetPos con GetAbsPos en el script del exportador three.js (c4d13 +).

Cuestiones relacionadas