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April 23, 2019 19:06
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# This script creates two kinds of isometric cameras. | |
#The one, TrueIsocam called camera, is the mathematical correct isometric camera with the 54.736 rotation to get the 30 degrees angles at the sides of the rhombus. | |
#The other, GameIsocam called camera, is a camera with which you can render isometric tiles for a 2d game. Here we need a 60 degrees angle instedad of the 54.736 one to get a proper stairs effect and a ratio of 2:1 | |
# Then there is the special case with a 4:3 ratio, which is button 3. You can also make 2D games with that one. The view is more topdown though as with a 2:1 ratio of the traditional game iso view. | |
# The fourth button creates a simple groundplane where you can place your stuff at. | |
#You can of course set up everything by hand. This script is a convenient solution so that you don't have to setup it again and again. | |
# The script is under Apache license | |
bl_info = { | |
"name": "Create IsoCam", | |
"description": "Creates a true isometric camera or a isometric camera for game needs", | |
"author": "Reiner 'Tiles' Prokein", | |
"version": (1, 0), | |
"blender": (2, 80, 0), | |
"location": "Toolshelf", | |
"warning": "", # used for warning icon and text in addons panel | |
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Create_IsoCam", | |
"category": "Create"} | |
import bpy | |
# ----------------------------------------- true isometric camera | |
class PR_OT_createtrueisocam(bpy.types.Operator): | |
"""Creates a camera for mathematical correct isometric view""" | |
bl_idname = "scene.create_trueisocam" | |
bl_label = "TrueIsocam" | |
bl_options = {'REGISTER', 'UNDO'} | |
def execute(self, context): | |
# ----------------------------Create Camera with correct position and rotation | |
bpy.ops.object.camera_add(location=(30.60861, -30.60861, 30.60861)) # Create Camera. I would love to set the rotation here too. Blender not. Not that there are no tutorials around which shows that it should work ... . | |
#So that's what the next two lines are good for. Setting the rotation of the camera ... | |
object = bpy.context.active_object | |
object.rotation_euler = (0.955324, 0, 0.785398) #Attention, these are radians. Euler angles are (54.736,0,45) Here we set the rotation for a mathematical correct isometric view. Not to mix with the Isoview for a 2D game! | |
# ------------------------------Here we adjust some settings --------------------------------- | |
object.data.type = 'ORTHO' # We want Iso, so set the type of the camera to orthographic | |
object.data.ortho_scale = 14.123 # Let's fit the camera to a basetile in size of 10 | |
object.name = "TrueIsoCam" # let's rename the cam so that it cannot be confused with other cameras. | |
bpy.ops.view3d.object_as_camera() # Set the current camera as the active one to look through | |
return {'FINISHED'} | |
# ----------------------------------------- Game isometric camera | |
class PR_OT_creategameisocam(bpy.types.Operator): | |
"""Creates a camera with isometric view for game needs""" | |
bl_idname = "scene.create_gameisocam" | |
bl_label = "GameIsocam" | |
bl_options = {'REGISTER', 'UNDO'} | |
def execute(self, context): | |
# ----------------------------Create Camera with correct position and rotation | |
bpy.ops.object.camera_add(location=(30.60861, -30.60861, 25.00000)) # Create Camera. I would love to set the rotation here too. Blender not. Not that there are no tutorials around which shows that it should work ... . | |
#So that's what the next two lines are good for. Setting the rotation of the camera ... | |
object = bpy.context.active_object | |
object.rotation_euler = (1.047198, 0, 0.785398)#Attention, these are radians. Euler angles are (60,0,45) Here we set the rotation for a isometric view that is used in 2D games. Not to mix with the mathematical correct Isoview! | |
# ------------------------------Here we adjust some settings --------------------------------- | |
object.data.type = 'ORTHO' # We want Iso, so set the type of the camera to orthographic | |
object.data.ortho_scale = 14.123 # Let's fit the camera to our basetile in size of 10 | |
object.name = "GameIsoCam" # let's rename the cam so that it cannot be confused with other cameras. | |
bpy.ops.view3d.object_as_camera() # Set the current camera as the active one to look through | |
return {'FINISHED'} | |
# ----------------------------------------- Game isometric camera 4 to 3 | |
# This format is not so common. But is also used here and there. It is more topdown. With a basetile of 64 to 48 pixels | |
class PR_OT_creategameisocam4to3(bpy.types.Operator): | |
"""Creates a camera with a special 4:3 iso view for game needs""" | |
bl_idname = "scene.create_gameisocam4to3" | |
bl_label = "GameIsocam4to3" | |
bl_options = {'REGISTER', 'UNDO'} | |
def execute(self, context): | |
# ----------------------------Create Camera with correct position and rotation | |
bpy.ops.object.camera_add(location=(23.42714, -23.42714, 37.4478)) # Create Camera. I would love to set the rotation here too. Blender not. Not that there are no tutorials around which shows that it should work ... . | |
#So that's what the next two lines are good for. Setting the rotation of the camera ... | |
object = bpy.context.active_object | |
object.rotation_euler = (0.724312, 0, 0.785398)#Attention, these are radians. Euler angles are (41.5,0,45) Here we set the rotation for a isometric view that is used in 2D games. Not to mix with the mathematical correct Isoview! | |
# ------------------------------Here we adjust some settings --------------------------------- | |
object.data.type = 'ORTHO' # We want Iso, so set the type of the camera to orthographic | |
object.data.ortho_scale = 14.123 # Let's fit the camera to our basetile in size of 10 | |
object.name = "GameIso4to3Cam" # let's rename the cam so that it cannot be confused with other cameras. | |
bpy.ops.view3d.object_as_camera() # Set the current camera as the active one to look through | |
return {'FINISHED'} | |
# ----------------------------------------- Create a ground plane | |
class PR_OT_creategroundplane(bpy.types.Operator): | |
"""Creates a groundplane in size of ten where you can put your things on""" | |
bl_idname = "scene.create_groundplane" | |
bl_label = "Groundplane" | |
bl_options = {'REGISTER', 'UNDO'} | |
def execute(self, context): | |
bpy.ops.mesh.primitive_plane_add(location=(0, 0, 0)) # Create Camera. I would love to set the scale here too. Blender not. So let's do it in an extra step | |
object = bpy.context.active_object | |
object.scale = (5, 5, 0)#The plane object is created with a size of 2. Scaling it to 10 means to scale it by factor 5 | |
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)# apply scale | |
return {'FINISHED'} | |
#----------------------------------------- Create panel in the toolshelf ------------------------------------------------- | |
class PR_PT_createisocampanel(bpy.types.Panel): | |
bl_label = "Create IsoCam" | |
bl_space_type = "VIEW_3D" | |
bl_region_type = "UI" | |
bl_category = "PR Isocam" | |
def draw(self, context): | |
# column buttons solution. Less space than single buttons ... | |
layout = self.layout | |
view = context.space_data | |
# Three buttons | |
col = layout.column(align=True) | |
col.operator("scene.create_trueisocam", text="TrueIsocam") | |
col.operator("scene.create_gameisocam", text="GameIsocam") | |
col.operator("scene.create_gameisocam4to3", text="GameIso4to3cam") | |
col.operator("scene.create_groundplane", text="Groundplane") | |
# ------------------------------------------------------------------------------------------- | |
# store keymaps here to access after registration | |
addon_keymaps = [] | |
classes = (PR_OT_createtrueisocam, PR_OT_creategameisocam, PR_OT_creategameisocam4to3, PR_OT_creategroundplane, PR_PT_createisocampanel) | |
register, unregister = bpy.utils.register_classes_factory(classes) | |
if __name__ == "__main__": | |
register() |
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