Files
gig-line/Tools/export_north_buildings.py
T
zwitschi 286d9f6479 refactor(tools): one FBX export preset instead of six copies
The bpy.ops.export_scene.fbx argument block was duplicated in six scripts (hero,
block frontage, north buildings, site, scale test, MPFB character) and all six
carried mesh_smooth_type="OFF", which drops smoothing groups and made every
Unreal import warn and every round part faceted.

Tools/fbx_export_preset.py now owns the presets:
- preset_kwargs(preset, selection, **overrides) is bpy-free and unit-tested;
- export_static()/export_character() are thin wrappers that import bpy lazily;
- ue_metric_v1 and ue_character_v1 keep the recorded scale contract
  (FBX_SCALE_NONE, apply_unit_scale, -Y forward / Z up) and use FACE smoothing.

Callers switched: hero_facade_build, export_block_frontage, export_north_buildings,
scale_test_export, mpfb_character_export, Art/blender/site/export_site_fbx.

Verified by re-exporting every asset through the preset and re-importing all of
them: 0 smoothing warnings on site, frontage and north buildings; packaging and
-qaselftest all PASS (walk, transect 0 holes, wall probe 0/35, facade probe 0/9).
49 tool tests pass (9 new for the preset contract).
2026-11-08 18:00:59 +01:00

66 lines
2.5 KiB
Python

# Export the two in-scope north-side background buildings from the OSM blockout.
#
# blender -b --factory-startup Art/blender/blockout/blockout-2026-11-06.blend \
# --python Tools/export_north_buildings.py -- --out /tmp/gigline/north
#
# The blockout is already in the shared project frame (metres, X east / Y north /
# Z up, origin Hollywood x Highland), so exporting each object at its own world
# position preserves the offset from the hero facade. The site export preset
# (`ue_metric_v1`) is reused verbatim so the metre->centimetre mapping matches.
import argparse
import os
import sys
import bpy
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
import fbx_export_preset as fbx_preset # noqa: E402
BUILDINGS = ("TCL Chinese Theatre", "Madame Tussaud's")
def main():
argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
ap = argparse.ArgumentParser()
ap.add_argument("--out", default="/tmp/gigline/north")
args = ap.parse_args(argv)
os.makedirs(args.out, exist_ok=True)
print(f"[north] scene objects: {len(bpy.data.objects)}")
for name in BUILDINGS:
obj = bpy.data.objects.get(name)
if obj is None or obj.type != "MESH":
print(f"[north] MISSING {name}")
continue
bpy.ops.object.select_all(action="DESELECT")
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
mesh = obj.data
if not mesh.materials:
mat = bpy.data.materials.new(f"M_{name.replace(' ', '_')}")
mat.diffuse_color = (0.75, 0.72, 0.68, 1.0)
mat.use_nodes = False
mesh.materials.append(mat)
# No copy and no Y mirror: the FBX preset already lands Blender +Y
# (north) on Unreal -Y, and UE north is -Y here (north sidewalk
# Y -1912..-1053). The old mirror put both buildings on the south side.
new_obj = obj
new_mesh = mesh
bpy.ops.object.select_all(action="DESELECT")
new_obj.select_set(True)
bpy.context.view_layer.objects.active = new_obj
path = os.path.join(args.out, name.replace(" ", "_").replace("'", "") + ".fbx")
fbx_preset.export_static(path, selection=True)
world = new_obj.matrix_world
zs = [(world @ v.co).z for v in new_mesh.vertices]
print(f"[north] {name:22} verts {len(new_mesh.vertices):5} z {min(zs):+.2f}..{max(zs):+.2f} m "
f"-> {path}")
bpy.data.objects.remove(new_obj, do_unlink=True)
print(f"[north] done")
main()