#!/usr/bin/env python3 import pathlib import sys import bpy def main(output): bpy.ops.wm.read_factory_settings(use_empty=True) scene = bpy.context.scene scene.name = "WBV2P3004GLBRoundTripScene" scene.frame_start = 1 scene.frame_end = 20 scene.render.fps = 24 mesh = bpy.data.meshes.new("WBV2P3004RoundTripMesh") mesh.from_pydata( [(-1, -1, 0), (1, -1, 0), (1, 1, 0), (-1, 1, 0), (-1, -1, 2), (1, -1, 2), (1, 1, 2), (-1, 1, 2)], [], [(0, 1, 2), (0, 2, 3), (4, 6, 5), (4, 7, 6), (0, 4, 5), (0, 5, 1), (1, 5, 6), (1, 6, 2), (2, 6, 7), (2, 7, 3), (4, 0, 3), (4, 3, 7)], ) mesh.update() uv = mesh.uv_layers.new(name="WBV2P3004UV") for loop_index, loop in enumerate(mesh.loops): uv.data[loop_index].uv = ((0.0, 0.0), (1.0, 0.0), (1.0, 1.0), (0.0, 1.0))[loop.vertex_index % 4] mesh_object = bpy.data.objects.new("WBV2P3004RoundTripMeshObject", mesh) bpy.context.collection.objects.link(mesh_object) mesh_object.shape_key_add(name="Basis") morph = mesh_object.shape_key_add(name="WBV2P3004Morph") morph.data[2].co.z += 0.3 morph.data[6].co.z += 0.3 morph.value = 0.5 material = bpy.data.materials.new("WBV2P3004PBRMaterial") material.use_nodes = True material.diffuse_color = (0.22, 0.48, 0.82, 1.0) principled = material.node_tree.nodes.get("Principled BSDF") principled.inputs["Base Color"].default_value = (0.22, 0.48, 0.82, 1.0) principled.inputs["Metallic"].default_value = 0.35 principled.inputs["Roughness"].default_value = 0.42 principled.inputs["Emission Color"].default_value = (0.0, 0.0, 0.0, 1.0) principled.inputs["Emission Strength"].default_value = 1.0 image = bpy.data.images.load(str(pathlib.Path("tests/files/web/resources/udim_1001.png").resolve()), check_existing=False) image.name = "WBV2P3004PackedTexture" image.pack() texture = material.node_tree.nodes.new("ShaderNodeTexImage") texture.name = "WBV2P3004PackedTextureNode" texture.image = image material.node_tree.links.new(texture.outputs["Color"], principled.inputs["Base Color"]) mesh.materials.append(material) armature_data = bpy.data.armatures.new("WBV2P3004Armature") armature_object = bpy.data.objects.new("WBV2P3004ArmatureObject", armature_data) bpy.context.collection.objects.link(armature_object) bpy.context.view_layer.objects.active = armature_object armature_object.select_set(True) bpy.ops.object.mode_set(mode="EDIT") root = armature_data.edit_bones.new("WBV2P3004Root") root.head = (0, 0, 0) root.tail = (0, 0, 1) tip = armature_data.edit_bones.new("WBV2P3004Tip") tip.head = (0, 0, 1) tip.tail = (0, 0, 2) tip.parent = root tip.use_connect = True bpy.ops.object.mode_set(mode="OBJECT") root_group = mesh_object.vertex_groups.new(name="WBV2P3004Root") tip_group = mesh_object.vertex_groups.new(name="WBV2P3004Tip") root_group.add([0, 1, 2, 3], 1.0, "REPLACE") root_group.add([4, 5, 6, 7], 0.25, "REPLACE") tip_group.add([4, 5, 6, 7], 0.75, "REPLACE") modifier = mesh_object.modifiers.new(name="WBV2P3004ArmatureDeform", type="ARMATURE") modifier.object = armature_object scene.frame_set(1) mesh_object.location = (0, 0, 0) mesh_object.keyframe_insert(data_path="location", frame=1) mesh_object.location = (1.25, -0.5, 0.25) mesh_object.keyframe_insert(data_path="location", frame=10) mesh_object.location = (2.0, 0.0, 0.5) mesh_object.keyframe_insert(data_path="location", frame=20) if mesh_object.animation_data and mesh_object.animation_data.action: mesh_object.animation_data.action.name = "WBV2P3004RoundTripAction" scene.frame_set(1) scene.world = bpy.data.worlds.new("WBV2P3004GLBWorld") scene.world.color = (0.02, 0.03, 0.05) bpy.ops.wm.save_as_mainfile(filepath=str(pathlib.Path(output).resolve()), check_existing=False, compress=True) if __name__ == "__main__": arguments = sys.argv[sys.argv.index("--") + 1:] if len(arguments) != 1: raise SystemExit("usage: blender -b --factory-startup --python WBV2-P3-004.py -- OUTPUT") main(arguments[0])