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#!BPY
"""
Name: 'Wavefront (.obj)...'
Blender: 232
Group: 'Export'
Tooltip: 'Save a Wavefront OBJ File'
"""
__author__ = "Campbell Barton, Jiri Hnidek"
__url__ = ["blender", "elysiun"]
__version__ = "1.0"
__bpydoc__ = """\
This script is an exporter to OBJ file format.
Usage:
Run this script from "File->Export" menu to export all meshes.
"""
# --------------------------------------------------------------------------
# OBJ Export v1.0 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
from Blender import Mesh, Scene, Window, sys, Image, Draw
import BPyMesh
# Returns a tuple - path,extension.
# 'hello.obj' > ('hello', '.obj')
def splitExt(path):
dotidx = path.rfind('.')
if dotidx == -1:
return path, ''
else:
return path[:dotidx], path[dotidx:]
def fixName(name):
if name == None:
return 'None'
else:
return name.replace(' ', '_')
# Used to add the scene name into the filename without using odd chars
def saneFilechars(name):
for ch in ' /\\~!@#$%^&*()+=[];\':",./<>?\t\r\n':
name = name.replace(ch, '_')
return name
def sortPair(a,b):
return min(a,b), max(a,b)
global MTL_DICT
# A Dict of Materials
# (material.name, image.name):matname_imagename # matname_imagename has gaps removed.
MTL_DICT = {}
def write_mtl(filename):
global MTL_DICT
world = Blender.World.GetCurrent()
if world:
worldAmb = world.getAmb()
else:
worldAmb = (0,0,0) # Default value
file = open(filename, "w")
file.write('# Blender3D MTL File: %s\n' % Blender.Get('filename').split('\\')[-1].split('/')[-1])
file.write('# Material Count: %i\n' % len(MTL_DICT))
# Write material/image combinations we have used.
for key, mtl_mat_name in MTL_DICT.iteritems():
# Get the Blender data for the material and the image.
# Having an image named None will make a bug, dont do it :)
file.write('newmtl %s\n' % mtl_mat_name) # Define a new material: matname_imgname
if key[0] == None:
#write a dummy material here?
file.write('Ns 0\n')
file.write('Ka %.6f %.6f %.6f\n' % tuple([c for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Kd 0.8 0.8 0.8\n')
file.write('Ks 0.8 0.8 0.8\n')
file.write('d 1\n') # No alpha
file.write('illum 2\n') # light normaly
else:
mat = Blender.Material.Get(key[0])
file.write('Ns %.6f\n' % ((mat.getHardness()-1) * 1.9607843137254901) ) # Hardness, convert blenders 1-511 to MTL's
file.write('Ka %.6f %.6f %.6f\n' % tuple([c*mat.getAmb() for c in worldAmb]) ) # Ambient, uses mirror colour,
file.write('Kd %.6f %.6f %.6f\n' % tuple([c*mat.getRef() for c in mat.getRGBCol()]) ) # Diffuse
file.write('Ks %.6f %.6f %.6f\n' % tuple([c*mat.getSpec() for c in mat.getSpecCol()]) ) # Specular
file.write('Ni %.6f\n' % mat.getIOR()) # Refraction index
file.write('d %.6f\n' % mat.getAlpha()) # Alpha (obj uses 'd' for dissolve)
# 0 to disable lighting, 1 for ambient & diffuse only (specular color set to black), 2 for full lighting.
if mat.getMode() & Blender.Material.Modes['SHADELESS']:
file.write('illum 0\n') # ignore lighting
elif mat.getSpec() == 0:
file.write('illum 1\n') # no specular.
else:
file.write('illum 2\n') # light normaly
# Write images!
if key[1] != None: # We have an image on the face!
img = Image.Get(key[1])
file.write('map_Kd %s\n' % img.filename.split('\\')[-1].split('/')[-1]) # Diffuse mapping image
elif key[0] != None: # No face image. if we havea material search for MTex image.
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
try:
filename = mtex.tex.image.filename.split('\\')[-1].split('/')[-1]
file.write('map_Kd %s\n' % filename) # Diffuse mapping image
break
except:
# Texture has no image though its an image type, best ignore.
pass
file.write('\n\n')
file.close()
def copy_file(source, dest):
file = open(source, 'rb')
data = file.read()
file.close()
file = open(dest, 'wb')
file.write(data)
file.close()
def copy_images(dest_dir):
if dest_dir[-1] != sys.sep:
dest_dir += sys.sep
# Get unique image names
uniqueImages = {}
for matname, imagename in MTL_DICT.iterkeys(): # Only use image name
# Get Texface images
if imagename != None:
uniqueImages[imagename] = None # Should use sets here. wait until Python 2.4 is default.
# Get MTex images
if matname != None:
mat= Material.Get(matname)
for mtex in mat.getTextures():
if mtex and mtex.tex.type == Blender.Texture.Types.IMAGE:
try:
uniqueImages[mtex.tex.image.name] = None
except:
pass
# Now copy images
copyCount = 0
for imageName in uniqueImages.iterkeys():
print imageName
bImage = Image.Get(imageName)
image_path = sys.expandpath(bImage.filename)
if sys.exists(image_path):
# Make a name for the target path.
dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
if not sys.exists(dest_image_path): # Image isnt alredy there
print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
copy_file(image_path, dest_image_path)
copyCount+=1
print '\tCopied %d images' % copyCount
def veckey3d(v):
return round(v.x, 6), round(v.y, 6), round(v.z, 6)
def veckey2d(v):
return round(v.x, 6), round(v.y, 6)
def write(filename, objects,\
EXPORT_TRI=False, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_NORMALS_HQ=False,\
EXPORT_UV=True, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False,\
EXPORT_APPLY_MODIFIERS=True, EXPORT_BLEN_OBS=True,\
EXPORT_GROUP_BY_OB=False, EXPORT_GROUP_BY_MAT=False):
'''
Basic write function. The context and options must be alredy set
This can be accessed externaly
eg.
write( 'c:\\test\\foobar.obj', Blender.Object.GetSelected() ) # Using default options.
'''
print 'OBJ Export path: "%s"' % filename
global MTL_DICT
temp_mesh_name = '~tmp-mesh'
time1 = sys.time()
scn = Scene.GetCurrent()
file = open(filename, "w")
# Write Header
file.write('# Blender v%s OBJ File: %s\n' % (Blender.Get('version'), Blender.Get('filename').split('/')[-1].split('\\')[-1] ))
file.write('# www.blender3d.org\n')
# Tell the obj file what material file to use.
mtlfilename = '%s.mtl' % '.'.join(filename.split('.')[:-1])
file.write('mtllib %s\n' % ( mtlfilename.split('\\')[-1].split('/')[-1] ))
# Get the container mesh. - used for applying modifiers and non mesh objects.
containerMesh = meshName = tempMesh = None
for meshName in Blender.NMesh.GetNames():
if meshName.startswith(temp_mesh_name):
tempMesh = Mesh.Get(meshName)
if not tempMesh.users:
containerMesh = tempMesh
if not containerMesh:
containerMesh = Mesh.New(temp_mesh_name)
del meshName
del tempMesh
# Initialize totals, these are updated each object
totverts = totuvco = totno = 1
globalUVCoords = {}
globalNormals = {}
# Get all meshs
for ob in objects:
# Will work for non meshes now! :)
# getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None)
m= BPyMesh.getMeshFromObject(ob, containerMesh, True, False, scn)
if not m:
continue
# We have a valid mesh
if EXPORT_TRI:
# Add a dummy object to it.
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['FACE'])
quadcount = 0
for f in m.faces:
if len(f) == 4:
f.sel = True
quadcount +=1
if quadcount:
tempob = Blender.Object.New('Mesh')
tempob.link(m)
scn.link(tempob)
m.quadToTriangle(0) # more=0 shortest length
oldmode = Mesh.Mode(oldmode)
scn.unlink(tempob)
Mesh.Mode(oldmode)
faces = [ f for f in m.faces ]
if EXPORT_EDGES:
edges = [ ed for ed in m.edges ]
else:
edges = []
if not (len(faces)+len(edges)): # Make sure there is somthing to write
continue # dont bother with this mesh.
m.transform(ob.matrix)
# High Quality Normals
if EXPORT_NORMALS and EXPORT_NORMALS_HQ:
BPyMesh.meshCalcNormals(m)
# # Crash Blender
#materials = m.getMaterials(1) # 1 == will return None in the list.
materials = m.materials
materialNames = []
if materials:
for mat in materials:
if mat: # !=None
materialNames.append(mat.name)
else:
materialNames.append(None)
# Cant use LC because some materials are None.
# materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.
# Possible there null materials, will mess up indicies
# but at least it will export, wait until Blender gets fixed.
materialNames.extend((16-len(materialNames)) * [None])
# Sort by Material, then images
# so we dont over context switch in the obj file.
if m.faceUV and EXPORT_UV:
faces.sort(lambda a,b: cmp((a.mat, a.image, a.smooth), (b.mat, b.image, b.smooth)))
else:
faces.sort(lambda a,b: cmp((a.mat, a.smooth), (b.mat, b.smooth)))
# Set the default mat to no material and no image.
contextMat = (0, 0) # Can never be this, so we will label a new material teh first chance we get.
contextSmooth = None # Will either be true or false, set bad to force initialization switch.
if EXPORT_BLEN_OBS or EXPORT_GROUP_BY_OB:
obnamestring = '%s_%s' % (fixName(ob.name), fixName(ob.getData(1)))
if EXPORT_BLEN_OBS:
file.write('o %s\n' % obnamestring) # Write Object name
else: # if EXPORT_GROUP_BY_OB:
file.write('g %s\n' % obnamestring)
# Vert
for v in m.verts:
file.write('v %.6f %.6f %.6f\n' % tuple(v.co))
# UV
if m.faceUV and EXPORT_UV:
for f in faces:
for uvKey in f.uv:
uvKey = veckey2d(uvKey)
if not globalUVCoords.has_key(uvKey):
globalUVCoords[uvKey] = totuvco
totuvco +=1
file.write('vt %.6f %.6f 0.0\n' % uvKey)
# NORMAL, Smooth/Non smoothed.
if EXPORT_NORMALS:
for f in faces:
if f.smooth:
for v in f.v:
noKey = veckey3d(v.no)
if not globalNormals.has_key( noKey ):
globalNormals[noKey] = totno
totno +=1
file.write('vn %.6f %.6f %.6f\n' % noKey)
else:
# Hard, 1 normal from the face.
noKey = veckey3d(f.no)
if not globalNormals.has_key( noKey ):
globalNormals[noKey] = totno
totno +=1
file.write('vn %.6f %.6f %.6f\n' % noKey)
uvIdx = 0
for f in faces:
f_v= f.v
# MAKE KEY
if EXPORT_UV and m.faceUV and f.image: # Object is always true.
key = materialNames[min(f.mat,len(materialNames)-1)], f.image.name
#key = materialNames[f.mat], f.image.name
else:
key = materialNames[min(f.mat,len(materialNames)-1)], None # No image, use None instead.
#key = materialNames[f.mat], None # No image, use None instead.
# CHECK FOR CONTEXT SWITCH
if key == contextMat:
pass # Context alredy switched, dont do anythoing
else:
if key[0] == None and key[1] == None:
# Write a null material, since we know the context has changed.
matstring = '(null)'
file.write('usemtl (null)\n') # mat, image
else:
try: # Faster to try then 2x dict lookups.
# We have the material, just need to write the context switch,
matstring = MTL_DICT[key]
except KeyError:
# First add to global dict so we can export to mtl
# Then write mtl
# Make a new names from the mat and image name,
# converting any spaces to underscores with fixName.
# If none image dont bother adding it to the name
if key[1] == None:
matstring = MTL_DICT[key] ='%s' % fixName(key[0])
else:
matstring = MTL_DICT[key] = '%s_%s' % (fixName(key[0]), fixName(key[1]))
if EXPORT_GROUP_BY_MAT:
file.write('g %s_%s_%s\n' % (fixName(ob.name), fixName(ob.getData(1)), matstring) ) # can be mat_image or (null)
file.write('usemtl %s\n' % matstring) # can be mat_image or (null)
contextMat = key
if f.smooth != contextSmooth:
if f.smooth:
file.write('s 1\n')
else:
file.write('s off\n')
contextSmooth = f.smooth
file.write('f')
if m.faceUV and EXPORT_UV:
if EXPORT_NORMALS:
if f.smooth: # Smoothed, use vertex normals
for vi, v in enumerate(f_v):
file.write( ' %d/%d/%d' % (\
v.index+totverts,\
globalUVCoords[ veckey2d(f.uv[vi]) ],\
globalNormals[ veckey3d(v.no) ])) # vert, uv, normal
else: # No smoothing, face normals
no = globalNormals[ veckey3d(f.no) ]
for vi, v in enumerate(f_v):
file.write( ' %d/%d/%d' % (\
v.index+totverts,\
globalUVCoords[ veckey2d(f.uv[vi]) ],\
no)) # vert, uv, normal
else: # No Normals
for vi, v in enumerate(f_v):
file.write( ' %d/%d' % (\
v.index+totverts,\
globalUVCoords[ veckey2d(f.uv[vi])])) # vert, uv
else: # No UV's
if EXPORT_NORMALS:
if f.smooth: # Smoothed, use vertex normals
for v in f_v:
file.write( ' %d//%d' % (\
v.index+totverts,\
globalNormals[ veckey3d(v.no) ]))
else: # No smoothing, face normals
no = globalNormals[ veckey3d(f.no) ]
for v in f_v:
file.write( ' %d//%d' % (\
v.index+totverts,\
no))
else: # No Normals
for v in f_v:
file.write( ' %d' % (\
v.index+totverts))
file.write('\n')
# Write edges.
if EXPORT_EDGES:
edgeUsers = {}
for f in faces:
for i in xrange(len(f_v)):
faceEdgeVKey = sortPair(f_v[i].index, f_v[i-1].index)
# We dont realy need to keep count. Just that a face uses it
# so dont export.
edgeUsers[faceEdgeVKey] = 1
for ed in edges:
edgeVKey = sortPair(ed.v1.index, ed.v2.index)
if not edgeUsers.has_key(edgeVKey): # No users? Write the edge.
file.write('f %d %d\n' % (edgeVKey[0]+totverts, edgeVKey[1]+totverts))
# Make the indicies global rather then per mesh
totverts += len(m.verts)
m.verts= None
file.close()
# Now we have all our materials, save them
if EXPORT_MTL:
write_mtl(mtlfilename)
if EXPORT_COPY_IMAGES:
dest_dir = filename
# Remove chars until we are just the path.
while dest_dir and dest_dir[-1] not in '\\/':
dest_dir = dest_dir[:-1]
if dest_dir:
copy_images(dest_dir)
else:
print '\tError: "%s" could not be used as a base for an image path.' % filename
print "OBJ Export time: %.2f" % (sys.time() - time1)
def write_ui(filename):
for s in Window.GetScreenInfo():
Window.QHandle(s['id'])
EXPORT_APPLY_MODIFIERS = Draw.Create(1)
EXPORT_TRI = Draw.Create(0)
EXPORT_EDGES = Draw.Create(0)
EXPORT_NORMALS = Draw.Create(0)
EXPORT_NORMALS_HQ = Draw.Create(0)
EXPORT_UV = Draw.Create(1)
EXPORT_MTL = Draw.Create(1)
EXPORT_SEL_ONLY = Draw.Create(1)
EXPORT_ALL_SCENES = Draw.Create(0)
EXPORT_ANIMATION = Draw.Create(0)
EXPORT_COPY_IMAGES = Draw.Create(0)
EXPORT_BLEN_OBS = Draw.Create(1)
EXPORT_GROUP_BY_OB = Draw.Create(0)
EXPORT_GROUP_BY_MAT = Draw.Create(0)
# Get USER Options
pup_block = [\
('Mesh Options...'),\
('Apply Modifiers', EXPORT_APPLY_MODIFIERS, 'Use transformed mesh data from each object. May break vert order for morph targets.'),\
('Triangulate', EXPORT_TRI, 'Triangulate quadsModifiers.'),\
('Edges', EXPORT_EDGES, 'Edges not connected to faces.'),\
('Normals', EXPORT_NORMALS, 'Export vertex normal data (Ignored on import).'),\
('High Quality Normals', EXPORT_NORMALS_HQ, 'Calculate high quality normals for rendering.'),\
('UVs', EXPORT_UV, 'Export texface UV coords.'),\
('Materials', EXPORT_MTL, 'Write a separate MTL file with the OBJ.'),\
('Context...'),\
('Selection Only', EXPORT_SEL_ONLY, 'Only export objects in visible selection. Else export whole scene.'),\
('All Scenes', EXPORT_ALL_SCENES, 'Each scene as a seperate OBJ file.'),\
('Animation', EXPORT_ANIMATION, 'Each frame as a numbered OBJ file.'),\
('Copy Images', EXPORT_COPY_IMAGES, 'Copy image files to the export directory, never overwrite.'),\
('Grouping...'),\
('Objects', EXPORT_BLEN_OBS, 'Export blender objects as "OBJ objects".'),\
('Object Groups', EXPORT_GROUP_BY_OB, 'Export blender objects as "OBJ Groups".'),\
('Material Groups', EXPORT_GROUP_BY_MAT, 'Group by materials.'),\
]
if not Draw.PupBlock('Export...', pup_block):
return
Window.WaitCursor(1)
EXPORT_APPLY_MODIFIERS = EXPORT_APPLY_MODIFIERS.val
EXPORT_TRI = EXPORT_TRI.val
EXPORT_EDGES = EXPORT_EDGES.val
EXPORT_NORMALS = EXPORT_NORMALS.val
EXPORT_NORMALS_HQ = EXPORT_NORMALS_HQ.val
EXPORT_UV = EXPORT_UV.val
EXPORT_MTL = EXPORT_MTL.val
EXPORT_SEL_ONLY = EXPORT_SEL_ONLY.val
EXPORT_ALL_SCENES = EXPORT_ALL_SCENES.val
EXPORT_ANIMATION = EXPORT_ANIMATION.val
EXPORT_COPY_IMAGES = EXPORT_COPY_IMAGES.val
EXPORT_BLEN_OBS = EXPORT_BLEN_OBS.val
EXPORT_GROUP_BY_OB = EXPORT_GROUP_BY_OB.val
EXPORT_GROUP_BY_MAT = EXPORT_GROUP_BY_MAT.val
base_name, ext = splitExt(filename)
context_name = [base_name, '', '', ext] # basename, scene_name, framenumber, extension
# Use the options to export the data using write()
# def write(filename, objects, EXPORT_EDGES=False, EXPORT_NORMALS=False, EXPORT_MTL=True, EXPORT_COPY_IMAGES=False, EXPORT_APPLY_MODIFIERS=True):
orig_scene = Scene.GetCurrent()
if EXPORT_ALL_SCENES:
export_scenes = Scene.Get()
else:
export_scenes = [orig_scene]
# Export all scenes.
for scn in export_scenes:
scn.makeCurrent() # If alredy current, this is not slow.
context = scn.getRenderingContext()
orig_frame = Blender.Get('curframe')
if EXPORT_ALL_SCENES: # Add scene name into the context_name
context_name[1] = '_%s' % saneFilechars(scn.name) # WARNING, its possible that this could cause a collision. we could fix if were feeling parranoied.
# Export an animation?
if EXPORT_ANIMATION:
scene_frames = range(context.startFrame(), context.endFrame()+1) # up to and including the end frame.
else:
scene_frames = [orig_frame] # Dont export an animation.
# Loop through all frames in the scene and export.
for frame in scene_frames:
if EXPORT_ANIMATION: # Add frame to the filename.
context_name[2] = '_%.6d' % frame
Blender.Set('curframe', frame)
if EXPORT_SEL_ONLY:
export_objects = Blender.Object.GetSelected() # Export Context
else:
export_objects = scn.getChildren()
# EXPORT THE FILE.
write(''.join(context_name), export_objects,\
EXPORT_TRI, EXPORT_EDGES, EXPORT_NORMALS,\
EXPORT_NORMALS_HQ, EXPORT_UV, EXPORT_MTL,\
EXPORT_COPY_IMAGES, EXPORT_APPLY_MODIFIERS,\
EXPORT_BLEN_OBS, EXPORT_GROUP_BY_OB, EXPORT_GROUP_BY_MAT)
Blender.Set('curframe', orig_frame)
# Restore old active scene.
orig_scene.makeCurrent()
Window.WaitCursor(0)
if __name__ == '__main__':
Window.FileSelector(write_ui, 'Export Wavefront OBJ', sys.makename(ext='.obj'))
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