Created
August 4, 2020 10:44
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import bpy | |
from math import radians | |
context = bpy.context | |
scene = context.scene | |
vl = context.view_layer | |
# deselect all to make sure select one at a time | |
bpy.ops.object.select_all(action='DESELECT') | |
for obj in scene.objects: | |
if (obj.type == 'MESH'): | |
#Remove Original UV | |
uv_textures = obj.data.uv_textures | |
uv_textures.remove(uv_textures[0]) | |
#Create new UV using Smart UV Project | |
vl.objects.active = obj | |
obj.select_set(True) | |
print(obj.name) | |
lm = obj.data.uv_layers.get("LightMap") | |
if not lm: | |
lm = obj.data.uv_layers.new(name="LightMap") | |
lm.active = True | |
bpy.ops.object.editmode_toggle() | |
bpy.ops.mesh.select_all(action='SELECT') # for all faces | |
bpy.ops.uv.smart_project(angle_limit=66, island_margin = 0.03) | |
bpy.ops.object.editmode_toggle() | |
obj.select_set(False) | |
#Export FBX | |
bpy.ops.export_scene.fbx(check_existing=False, | |
filepath=scene.export_folder + "/" + obj.name + ".fbx", | |
filter_glob="*.fbx", | |
use_selection=True, | |
use_armature_deform_only=True, | |
bake_space_transform=scene.apply_transform, | |
mesh_smooth_type=scene.export_smoothing, | |
add_leaf_bones=False, | |
path_mode='ABSOLUTE') |
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