实现对MAX场景中的模型,批量检查2U和顶点色,批量修复功能(去顶点色、去除2U、统一ID、修复光滑组或法线异常、ResetXform等功能),普通材质球和多维子材质球的一键命名功能,多维子材质的命名目前只能针对自己项目的命名规则,后续考虑将目前实现不太好的自定义命名功能迭代下,使之可以能用配置文件。But,现在都还不知道怎么来写配置文件,若有好心人求指路,多谢~
目前的界面不太好,比较长,虽然设置成了单独的卷展栏可以单独收起,但还是偏长了。
--============================================
--CheckAndNaming v1.0 (2017.4.27)
--Dev support:葛丹峰(hzgedanfeng@corp.netease.com)
--============================================
try closeRolloutFloater CAN catch()
rollout batchcheck "批量检查" width:296 height:216
(
button Bcheck "批量检查" pos:[25,13] width:250 height:33
listbox list "有顶点色" pos:[26,56] width:249 height:3
--//////////////////////////
global CPVobj = #()
global CPVobj1 = #()
global UV2obj = #()
global UV2obj1 = #()
fn getCPVobj =
(
sel = getCurrentSelection()
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] != undefined and classof sel[a] != editable_mesh then
(
paste = copy sel[a].modifiers[#skin]
ConvertToMesh sel[a]
(
if getnumCPVverts sel[a] != 0 then append CPVobj sel[a].name
if getnumCPVverts sel[a] != 0 then append CPVobj1 sel[a]
print CPVobj
)
converttopoly sel[a]
addmodifier sel[a] paste
)
)
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] != undefined and classof sel[a] == editable_mesh then
(
paste = copy sel[a].modifiers[#skin]
(
if getnumCPVverts sel[a] != 0 then append CPVobj sel[a].name
if getnumCPVverts sel[a] != 0 then append CPVobj1 sel[a]
print CPVobj
)
converttopoly sel[a]
addmodifier sel[a] paste
)
)
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] == undefined and classof sel[a] != editable_mesh then
(
ConvertToMesh sel
(
if getnumCPVverts sel[a] != 0 then append CPVobj sel[a].name
if getnumCPVverts sel[a] != 0 then append CPVobj1 sel[a]
print CPVobj
ConvertTopoly sel[a]
)
)
)
for a=1 to sel.count do
(
if classof sel[a] == editable_mesh then
(
if getnumCPVverts sel[a] != 0 then append CPVobj sel[a].name
if getnumCPVverts sel[a] != 0 then append CPVobj1 sel[a]
print CPVobj
ConvertTopoly sel[a]
)
)
)
fn getUV2obj =
(
sel = getCurrentSelection()
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] != undefined and classof sel[a] != editable_poly then
(
paste = copy sel[a].modifiers[#skin]
ConvertToPoly sel[a]
(
if polyop.GetMapSupport sel[a] 2 == true then append UV2obj sel[a].name
if polyop.GetMapSupport sel[a] 2 == true then append UV2obj1 sel[a]
print UV2obj
)
addmodifier sel[a] paste
)
)
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] != undefined and classof sel[a] == editable_poly then
(
paste = copy sel[a].modifiers[#skin]
(
if polyop.GetMapSupport sel[a] 2 == true then append UV2obj sel[a].name
if polyop.GetMapSupport sel[a] 2 == true then append UV2obj1 sel[a]
print UV2obj
)
addmodifier sel[a] paste
)
)
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] == undefined and classof sel[a] != editable_poly then
(
ConvertToPoly sel[a]
(
if polyop.GetMapSupport sel[a] 2 == true then append UV2obj sel[a].name
if polyop.GetMapSupport sel[a] 2 == true then append UV2obj1 sel[a]
print UV2obj
)
)
)
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] == undefined and classof sel[a] == editable_poly then
(
(
if polyop.GetMapSupport sel[a] 2 == true then append UV2obj sel[a].name
if polyop.GetMapSupport sel[a] 2 == true then append UV2obj1 sel[a]
print UV2obj
)
)
)
)
--//////////////////////////////////////////////////
listbox has2U "存在2U" pos:[24,126] width:249 height:3
on Bcheck pressed do
(
getCPVobj()
getUV2obj()
list.items = CPVobj
has2U.items = UV2obj
)
on list selected nameIndex do
select (getNodeByName list.items[nameIndex])
--
on list doubleClicked nameIndex do
--select CPVobj
select (for o in CPVobj1 where o.name!=undefined collect o)
on has2U selected nameIndex do
select (getNodeByName has2U.items[nameIndex])
on has2U doubleClicked nameIndex do
--select UV2obj
select (for a in UV2obj1 where a.name!=undefined collect a)
)
rollout batchfix "批量修复" width:300 height:144
(
button clear2U "去除2U" pos:[157,57] width:100 height:25
button clearvc "去顶点色" pos:[157,17] width:100 height:25
button clearmat "去除材质" pos:[44,17] width:100 height:25
button setID "统一ID" pos:[44,97] width:100 height:25
button Wresetxform "ResetXform" pos:[44,57] width:100 height:25
button fixSG "修复光滑组异常" pos:[157,97] width:100 height:25
--//////////////////////////////////////////////////////
global sel = selection as array
------------------------------------
fn checkSel =
(
sel = getCurrentSelection()
sel1 = #()
if sel.count == 0 then messagebox "请先选择要操作的物体!"
for i in sel do
(
if classof i == editable_poly do join sel1 i
)
return sel1
)
on clear2U pressed do
(
checkSel()
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] != undefined then
(
channelInfo.ClearChannel sel[a] 2
paste = copy sel[a].modifiers[#UVWMappingClear]
pasteS = copy sel[a].modifiers[#skin]
modPanel.setCurrentObject sel[a].baseObject
addmodifier sel[a] paste
converttopoly sel[a]
addmodifier sel[a] pasteS
)
else
(
channelInfo.ClearChannel sel[a] 2
converttopoly sel[a]
)
)
)
on clearvc pressed do
(
checkSel()
for a =1 to sel.count do
(
if sel[a].modifiers[#skin] != undefined then
(
channelInfo.ClearChannel sel[a] 0
paste = copy sel[a].modifiers[#UVWMappingClear]
pasteS = copy sel[a].modifiers[#skin]
modPanel.setCurrentObject sel[a].baseObject
addmodifier sel[a] paste
converttopoly sel[a]
addmodifier sel[a] pasteS
)
else
(
channelInfo.ClearChannel sel[a] 0
converttopoly sel[a]
)
)
)
on clearmat pressed do
(
checkSel()
for a = 1 to sel.count do sel[a].material = undefined
)
on setID pressed do
(
checkSel()
for i=1 to sel.count do
(
if sel[i].modifiers[#skin] != undefined then
(
pasteS = copy sel[i].modifiers[#skin]
if classof sel != editable_poly do ConvertToPoly sel
modPanel.setCurrentObject sel[i].baseObject
subobjectLevel = numSubObjectLevels
numoffaces = polyop.getnumfaces sel[i]
for j=1 to numoffaces do polyop.setFaceMatID sel[i] j 1
subobjectLevel = 0
addmodifier sel[i] pasteS
)
else
(
subobjectLevel = 5
numoffaces = polyop.getnumfaces sel[i]
for j=1 to numoffaces do polyop.setFaceMatID sel[i] j 1
subobjectLevel = 0
)
)
)
on Wresetxform pressed do
(
checkSel()
for a=1 to sel.count do
(
if sel[a].modifiers[#skin] != undefined then
(
pasteS = copy sel[a].modifiers[#skin]
modPanel.setCurrentObject sel[a].baseObject
resetxform sel[a]
converttopoly sel[a]
addmodifier sel[a] pasteS
)
if sel[a].modifiers[#skin] == undefined then
(
modPanel.setCurrentObject sel[a].baseObject
resetxform sel[a]
converttopoly sel[a]
)
)
)
on fixSG pressed do
(
checkSel()
for a=1 to sel.count do
(
modPanel.setCurrentObject sel[a].baseObject
modPanel.addModToSelection (Normalmodifier ()) ui:on
sel[a].modifiers[#Normal].flip = on
modPanel.addModToSelection (Normalmodifier ()) ui:on
sel[a].modifiers[#Normal].flip = on
if sel[a].modifiers[#skin] != undefined then
(
paste = copy sel[a].modifiers[#skin]
macros.run "Modifier Stack" "Convert_to_Poly"
addmodifier sel[a] paste
)
else macros.run "Modifier Stack" "Convert_to_Poly"
/*for o in selection do
(
theObj = o.baseObject
numOfFaces = polyop.getnumfaces theObj
for i = 1 to numOfFaces do
(
polyop.setFaceSmoothGroup theObj i 1
)
)*/
)
)
)
rollout OneNaming "一键命名" width:300 height:168
(
button Naming "一键命名" pos:[73,16] width:150 height:32
checkbox checknormal "Normal Bump" pos:[90,57] width:125 height:15 enabled:true checked:true
label lbl3 "①请先确认模型命名" pos:[77,78] width:150 height:16
------------------------------------------
global sel = selection as array
--------------------------------------------
fn checkSel =
(
sel = getCurrentSelection()
sel1 = #()
if sel.count == 0 then messagebox "请先选择要操作的物体!"
for i in sel do
(
if classof i == editable_poly do join sel1 i
)
return sel1
)
----------------------------------------------
label lbl4 "②默认材质和贴图名按模型名+对应后缀组成" pos:[77,94] width:150 height:32
label lbl5 "③默认设置为“_mat,_d,_m,_o,_e,_n”" pos:[77,126] width:150 height:32
on Naming pressed do
(
checkSel()
/*for i=1 to sel.count do
(
if sel[i].material.name != sel[i].name + "_mat" then sel[i].material.name = sel[i].name + "_mat"
if sel[i].material.DiffuseMap != undefined then sel[i].material.DiffuseMap.name = sel[i].name + "_d"
if sel[i].material.SpecularLevelMap != undefined then sel[i].material.SpecularLevelMap.name = sel[i].name + "_m"
if sel[i].material.selfillumMap != undefined then sel[i].material.selfillumMap.name = sel[i].name + "_e"
if sel[i].material.opacityMap != undefined then sel[i].material.opacityMap.name = sel[i].name + "_o"
if checknormal.checked == false and sel[i].material.Bumpmap == undefined then none
if checknormal.checked == false and sel[i].material.Bumpmap != undefined then
sel[i].material.Bumpmap.name = sel[i].name + "_n"
if checknormal.checked == true then
(
sel[i].material.Bumpmap.name = sel[i].name + "_n_mat"
sel[i].material.Bumpmap.normal_map.name = sel[i].name + "_n"
)
)*/
for i in sel do
(
if i.material.name != i.name + "_mat" then i.material.name = i.name + "_mat"
if i.material.DiffuseMap != undefined then i.material.DiffuseMap.name = i.name + "_d"
if i.material.SpecularLevelMap != undefined then i.material.SpecularLevelMap.name = i.name + "_m"
if i.material.selfillumMap != undefined then i.material.selfillumMap.name = i.name + "_e"
if i.material.opacityMap != undefined then i.material.opacityMap.name = i.name + "_o"
if checknormal.checked == false and i.material.Bumpmap == undefined then none
if checknormal.checked == false and i.material.Bumpmap != undefined then
i.material.Bumpmap.name = i.name + "_n"
if checknormal.checked == true and i.material.Bumpmap.name != undefined then
(
i.material.Bumpmap.name = i.name + "_n_mat"
i.material.Bumpmap.normal_map.name = i.name + "_n"
)
)
)
)
rollout multiname "多维子材质命名" width:296 height:248
(
button yijian "一键命名" pos:[56,7] width:187 height:22
checkbox isnormalbump "Normal Bump" pos:[61,40] width:175 height:15 checked:true
label lbl2 "①基于模型命名,请先确认模型名" pos:[59,85] width:182 height:19
label lbl3 "②子材质基础名为:主材质_字母(a、b、c...)" pos:[59,105] width:182 height:32
label lbl4 "③子材质贴图名为:主材质_序列(01、02、03...)" pos:[59,136] width:182 height:32
label lbl5 "④子材质贴图后缀为:_d、_m、_n" pos:[59,168] width:182 height:18
label lbl6 "⑤目前最大支持9个子材质,不建议超过此数,不要有空材质球" pos:[59,188] width:182 height:32
---------------------------
global sel = getCurrentSelection()
global xulie = #("01","02","03","04","05","06","07","08","09")
global abc = #("a","b","c","d","e","f","g","h","i")
-------------------------
on yijian pressed do
(
for i=1 to sel.count do
(
for j=1 to sel[i].material.numsubs do
(
if sel[i].material.name != sel[i].name + "_mat"
then sel[i].material.name = sel[i].name + "_mat"
if sel[i].material.materiallist [j] != undefined
then sel[i].material.materiallist [j].name = sel[i].name + "_" + abc[i] + "_mat"
----------------
if sel[i].material.materiallist [j] != undefined and sel[i].material.materiallist [i].diffusemap != undefined
then sel[i].material.materiallist [j].diffusemap.name = sel[i].name + "_" + xulie[i] + "_d"
if sel[i].material.materiallist [j] != undefined and sel[i].material.materiallist [i].SpecularLevelMap != undefined
then sel[i].material.materiallist [j].SpecularLevelMap.name = sel[i].name + "_" + xulie[i] + "_m"
----------------------------
if isnormalbump.checked == false and sel[i].material.materiallist [j].BumpMap == notexture() then contiue
if isnormalbump.checked == false and sel[i].material.materiallist [j].BumpMap != notexture() then
sel[i].material.materiallist [i].Bump_Map.name = sel[i].name + "_" + xulie[i] + "_n"
if isnormalbump.checked == true and sel[i].material.materiallist [j].BumpMap != undefined then
(
sel[i].material.materiallist [j].BumpMap.name = sel[i].name + "_" + xulie[i] + "_n_mat"
sel[i].material.materiallist [j].BumpMap.normal_map.name = sel[i].name + "_" + xulie[i] + "_n"
)
)
)
)
)
rollout zidingyi "自定义命名" width:300 height:328
(
button batchname "批量命名" pos:[72,226] width:150 height:20
edittext prefix "前缀名" pos:[77,14] width:150 height:16
edittext matsuffix "Mat后缀" pos:[77,39] width:150 height:16
edittext diffusesuffix "Diffuse后缀" pos:[77,67] width:150 height:16
edittext mixmapsuffix "Mixmap后缀" pos:[77,95] width:150 height:16
edittext selfillumsuffix "Selfillum后缀" pos:[77,123] width:150 height:16
edittext opacitysuffix "Opacity后缀" pos:[77,151] width:150 height:16
edittext normalsuffix "Normal后缀" pos:[77,179] width:150 height:16
label lbl6 "命名仅针对材质面板,不会改变本地贴图文件名字,无前后缀可留空处理" pos:[73,256] width:150 height:48
checkbox hasnormalbump "Normal Bump" pos:[75,200] width:104 height:20 checked:true
------------------------------------------
global sel = selection as array
--------------------------------------------
fn checkSel =
(
sel = getCurrentSelection()
sel1 = #()
if sel.count == 0 then messagebox "请先选择要操作的物体!"
for i in sel do
(
if classof i == editable_poly do join sel1 i
)
return sel1
)
----------------------------------------------
on batchname pressed do
(
checkSel()
for i=1 to sel.count do
(
if sel[i].material.name != prefix.text + sel[i].name + matsuffix.text then sel[i].material.name = prefix.text + sel[i].name + matsuffix.text
if sel[i].material.DiffuseMap != undefined then sel[i].material.DiffuseMap.name = prefix.text + sel[i].name + diffusesuffix.text
if sel[i].material.SpecularLevelMap != undefined then sel[i].material.SpecularLevelMap.name = prefix.text + sel[i].name + mixmapsuffix.text
if sel[i].material.selfillumMap != undefined then sel[i].material.selfillumMap.name = prefix.text + sel[i].name + selfillumsuffix.text
if sel[i].material.opacityMap != undefined then sel[i].material.opacityMap.name = prefix.text + sel[i].name + opacitysuffix.text
)
/*for j=1 to sel.count where
(
sel[j].material.Bumpmap != undefined and sel[j].material.Bumpmap.normal_map.bitmap != undefined
)
do
(
sel[j].material.BumpMap.name = prefix.text + basename.text + normalsuffix.text + "_mat"
sel[j].material.BumpMap.Normal_map.name = prefix.text + basename.text + normalsuffix.text
)*/
for j=1 to sel.count do
(
if hasnormalbump.checked == false and sel[j].material.Bumpmap == undefined then none
if hasnormalbump.checked == false and sel[j].material.Bumpmap != undefined
then sel[j].material.BumpMap.name = prefix.text + sel[i].name + normalsuffix.text
if sel[j].material.Bumpmap != undefined and sel[j].material.Bumpmap.normal_map.bitmap != undefined
then
(
sel[j].material.BumpMap.name = prefix.text + sel[i].name + normalsuffix.text + "_mat"
sel[j].material.BumpMap.Normal_map.name = prefix.text + sel[i].name + normalsuffix.text
)
)
)
)
rollout info "About" width:296 height:112
(
label readme "脚本名:CAN (CheckAndNaming)工具集" pos:[45,20] width:210 height:20
label lbl2 "使用中若有任何问题,请联系:葛丹峰(hzgedanfeng@corp.netease.com)" pos:[45,42] width:210 height:35
label lbl4 "版本:v1.0(2017.4.27)作者:葛丹峰" pos:[45,79] width:210 height:35
)
CAN = newRolloutFloater "CheckAndNaming v1.0" 300 600
addRollout batchcheck CAN
addRollout batchfix CAN
addRollout OneNaming CAN
addRollout multiname CAN
addRollout zidingyi CAN
addRollout info CAN
对最初脚本的扩展完善版本,尝试了多卷展栏的形式来整合不同的模块。