def createMqoMaterial(m):\r
material = Blender.Material.New(\r
m.getName().encode(bl.INTERNAL_ENCODING))\r
- material.mode |= Blender.Material.Modes.SHADELESS\r
+ #material.mode |= Blender.Material.Modes.SHADELESS\r
+ # diffuse\r
material.rgbCol = [m.color.r, m.color.g, m.color.b]\r
material.alpha = m.color.a\r
- material.amb = m.ambient\r
- material.spec = m.specular\r
- material.hard = int(255 * m.power)\r
+ # other\r
+ material.amb=m.ambient\r
+ material.spec=m.specular\r
+ material.hard=int(255 * m.power)\r
+ material.emit=m.emmit\r
return material\r
\r
else:\r
\r
def createMqoMaterial(m):\r
material = bpy.data.materials.new(m.getName())\r
+ # shader\r
+ if m.shader==1:\r
+ material.diffuse_shader='FRESNEL'\r
+ else:\r
+ material.diffuse_shader='LAMBERT'\r
+ # diffuse\r
material.diffuse_color=[m.color.r, m.color.g, m.color.b]\r
- material.alpha=m.color.a\r
material.diffuse_intensity=m.diffuse\r
+ material.alpha=m.color.a\r
+ # other\r
+ material.ambient = m.ambient\r
+ #material.specular = m.specular\r
+ material.emit=m.emit\r
return material\r
\r
\r
if o.getName().startswith('sdef'):\r
objects.append(mesh_object)\r
elif o.getName().startswith('anchor'):\r
- bl.object.layerMask(mesh_object, [0, 1])\r
+ bl.object.setLayerMask(mesh_object, [0, 1])\r
elif o.getName().startswith('bone'):\r
- bl.object.layerMask(mesh_object, [0, 1])\r
+ bl.object.setLayerMask(mesh_object, [0, 1])\r
\r
# geometry\r
vertices=[(v.x * scale, -v.z * scale, v.y * scale) for v in o.vertices]\r
bl.mesh.addUV(mesh)\r
for i, (f, face) in enumerate(zip(o.faces, mesh.faces)):\r
uv_array=[]\r
+ # ToDo FIX\r
# flip face\r
for j in reversed(range(f.index_count)):\r
uv_array.append((f.getUV(j).x, 1.0-f.getUV(j).y))\r
\r
# mirror modifier\r
if o.mirror:\r
- bl.object.addMirrorModifier(mesh_object)\r
+ bl.modifier.addMirror(mesh_object)\r
\r
# set smoothing\r
bl.mesh.setSmooth(mesh, o.smoothing)\r