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Blender - glTF Variants -> individual USDZs
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# exports each selected object into its own file | |
import bpy | |
import os | |
# export to blend file location | |
basedir = os.path.dirname(bpy.data.filepath) | |
if not basedir: | |
raise Exception("Blend file is not saved") | |
view_layer = bpy.context.view_layer | |
obj_active = view_layer.objects.active | |
selection = bpy.context.selected_objects | |
bpy.ops.object.select_all(action='DESELECT') | |
for obj in selection: | |
obj.select_set(True) | |
# some exporters only use the active object | |
view_layer.objects.active = obj | |
name = bpy.path.clean_name(obj.name) | |
fn = os.path.join(basedir, name) | |
# loop through variants | |
gltf2_active_variant = bpy.data.scenes[0].gltf2_active_variant | |
# loop on all mesh | |
if obj.type == "MESH": | |
mesh = obj.data | |
if bpy.data.scenes[0].get('gltf2_KHR_materials_variants_variants') and len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants) > 0: | |
i = 0 | |
for v in bpy.data.scenes[0].gltf2_KHR_materials_variants_variants: | |
name = v.name | |
idx = i | |
# seems to be a bug? | |
# v.variant_idx | |
print("Exporting " + name +":"+ str(idx)) | |
bpy.context.scene.gltf2_active_variant = idx | |
bpy.ops.scene.gltf2_display_variant() | |
bpy.ops.wm.usd_export(filepath=fn + "_variant_" + name +".usdz", selected_objects_only=True) | |
i = i + 1 | |
else: | |
print("no variants found") | |
else: | |
# debugging stuff | |
print(len(bpy.data.scenes[0].gltf2_KHR_materials_variants_variants)) | |
print(bpy.data.scenes[0].get('gltf2_KHR_materials_variants_variants')) | |
else: | |
print("Not a mesh?") | |
obj.select_set(False) | |
print("written:", fn) | |
view_layer.objects.active = obj_active | |
for obj in selection: | |
obj.select_set(True) |
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