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Ensure all objects are deleted after export + use env var for user directory
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@ -4,9 +4,9 @@ import bpy
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import bmesh
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import os
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dongpath = r'C:\Users\gents\AppData\LocalLow\Unity\Web Player\Cache\Fusionfall'
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dongpath = (os.path.expandvars('%userprofile%') + "/AppData/LocalLow/Unity/Web Player/Cache/FusionFall")
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env = UnityEnvironment(base_path=dongpath)
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outpath = r'C:\Users\gents\3D Objects\FFTerrainMeshes'
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outpath = (os.path.expandvars('%userprofile%') + "/3D Objects/FFTerrainMeshes")
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def uvs_from_vert(uv_layer, v):
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uvs = []
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@ -15,6 +15,12 @@ def uvs_from_vert(uv_layer, v):
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uvs.append(uv_data.uv)
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return uvs
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def delete_all_objects():
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for i in bpy.context.scene.objects:
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i.select_set(True)
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bpy.ops.object.delete()
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def rip_terrain_mesh(f, outpath, clear=False):
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dong = Asset.from_file(f, environment=env)
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@ -132,9 +138,7 @@ def rip_terrain_mesh(f, outpath, clear=False):
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bpy.ops.export_scene.fbx(filepath=os.path.join(outpath, outfile))
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if(clear):
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action='SELECT')
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bpy.ops.object.delete()
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delete_all_objects()
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dongs = os.listdir(dongpath)
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for dongname in dongs:
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@ -147,4 +151,4 @@ for dongname in dongs:
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with open(os.path.join(dongpath, dongname, assetname), "rb") as f:
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outdir = os.path.join(outpath, dongname, assetname)
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os.makedirs(outdir, exist_ok=True)
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rip_terrain_mesh(f, outdir)
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rip_terrain_mesh(f, outdir, True)
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