import bpy
from bpy.props import *
from math import pi
# Load a font
def load_font(font_path):
""" Load a new TTF font into Blender, and return the font object """
# get the original list of fonts (before we add a new one)
original_fonts = bpy.data.fonts.keys()
# load new font
bpy.ops.font.open(filepath=font_path)
# get the new list of fonts (after we added a new one)
for font_name in bpy.data.fonts.keys():
if font_name not in original_fonts:
return bpy.data.fonts[font_name]
# no new font was added
return None
# the stuff
#
# name: createDissolveText
# @param
# @return
#
def createDissolveText(title,extrude,bevel_depth,spacemode,textsize,width,font):
""" Create aned animate the exploding texte """
newText = title
#create text
bpy.ops.object.text_add(view_align=False, enter_editmode=False,location=(0, 0, 0), rotation=(0, 0, 0))
ActiveObjectText = bpy.context.scene.objects.active
newtext = bpy.context.scene.objects.active
#erasing previous objects
if bpy.context.scene.objects.active.name != 'Text':
bpy.ops.object.select_all(action='DESELECT')
#selecting and erasing Text
bpy.context.scene.objects.active = bpy.data.objects['Text']
bpy.context.scene.objects.active.select = True
bpy.ops.object.delete(use_global=False)
bpy.ops.object.select_all(action='DESELECT')
#need to delete other objects
bpy.ops.object.select_all(action='DESELECT')
#selecting and erasing Turbulence field
bpy.context.scene.objects.active = bpy.data.objects['TurbulenceField']
bpy.context.scene.objects.active.select = True
bpy.ops.object.delete(use_global=False)
bpy.ops.object.select_all(action='DESELECT')
#selecting and erasing Plane
bpy.context.scene.objects.active = bpy.data.objects['Plane']
bpy.context.scene.objects.active.select = True
bpy.ops.object.delete(use_global=False)
bpy.ops.object.select_all(action='DESELECT')
#selecting and erasing WindField
bpy.context.scene.objects.active = bpy.data.objects['WindField']
bpy.context.scene.objects.active.select = True
bpy.ops.object.delete(use_global=False)
#selecting newText
bpy.context.scene.objects.active = newtext
bpy.context.scene.objects.active.select = True
#naming/renaming the text
bpy.context.scene.objects.active.name = 'Text';
bpy.context.scene.objects.active = bpy.data.objects['Text']
#placing text in position
ActiveObjectText.rotation_euler[0]=pi/2 #xaxis
ActiveObjectText.rotation_euler[1]=0.0 #yaxis
ActiveObjectText.rotation_euler[2]=0.0 #zaxis
ActiveObjectText.location[0]=0
ActiveObjectText.location[1]=0
ActiveObjectText.location[2]=0
#changing text
ActiveObjectText.data.body = title
#text size
ActiveObjectText.data.size = textsize
ActiveObjectText.data.space_character = width
ActiveObjectText.data.font = font
#centering text
#ActiveObjectText.data.align='CENTER'
ActiveObjectText.data.align=spacemode
#extrude text
ActiveObjectText.data.extrude=extrude #0.04
#bevel text
ActiveObjectText.data.bevel_depth = bevel_depth #0.005
ActiveObjectText.data.bevel_resolution = 5
#adjust text position
ActiveObjectText.location.z= -ActiveObjectText.dimensions[1]/3
#convert to mesh to apply effect
bpy.ops.object.convert(target='MESH', keep_original=False)
#affect dissolve material
ActiveObjectText.data.materials.append(bpy.data.materials['DissolveMaterial'])
ActiveObjectText = bpy.context.scene.objects.active
#Don't forget to deselect before select!
bpy.ops.object.select_all(action='DESELECT')
#selecting Text
bpy.context.scene.objects.active = ActiveObjectText
bpy.context.scene.objects.active.select = True
#add remesh modifier to text
bpy.ops.object.modifier_add(type='REMESH')
#modifying parameters
ActiveObjectText.modifiers['Remesh'].octree_depth = 9 #10 best quality but vertices number too high
ActiveObjectText.modifiers['Remesh'].scale=0.99
ActiveObjectText.modifiers['Remesh'].mode='SMOOTH'
ActiveObjectText.modifiers['Remesh'].remove_disconnected_pieces=False
#apply this mofifier
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Remesh")
#Nb quads for particle system be careful of API version
if bpy.app.version[1] < 62 :
NbQuads = len(ActiveObjectText.data.faces)
if bpy.app.version[1] == 62 :
if bpy.app.version[2] >= 2 :
NbQuads = len(ActiveObjectText.data.polygons.values()) #API 2.62.2 and up
else:
NbQuads = len(ActiveObjectText.data.faces)
if bpy.app.version[1] > 62 :
NbQuads = len(ActiveObjectText.data.polygons.values()) #API 2.63 and up
#Add Particle System
bpy.ops.object.particle_system_add()
#Particle parameters
ActiveObjectText.particle_systems['ParticleSystem'].settings.count = NbQuads
ActiveObjectText.particle_systems['ParticleSystem'].settings.frame_start = 10
ActiveObjectText.particle_systems['ParticleSystem'].settings.frame_end = 60
ActiveObjectText.particle_systems['ParticleSystem'].settings.lifetime = 80
ActiveObjectText.particle_systems['ParticleSystem'].point_cache.frame_step = 1
ActiveObjectText.particle_systems['ParticleSystem'].settings.normal_factor = 0.0
#not useful
ActiveObjectText.particle_systems['ParticleSystem'].settings.use_dynamic_rotation = True
ActiveObjectText.particle_systems['ParticleSystem'].settings.render_type='NONE'
ActiveObjectText.particle_systems['ParticleSystem'].settings.draw_method='DOT'
ActiveObjectText.particle_systems['ParticleSystem'].settings.effector_weights.gravity = 0
ActiveObjectText.particle_systems['ParticleSystem'].settings.adaptive_subframes = True
ActiveObjectText.particle_systems['ParticleSystem'].settings.courant_target = 0.2
bpy.ops.object.select_all(action='DESELECT')
#Adding Wind force field on center and rotate it -90 on Y
bpy.ops.object.effector_add(type='WIND', view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, -pi/2, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
ActiveObjectWindField = bpy.context.scene.objects.active
ActiveObjectWindField.name = 'WindField'
#settings
ActiveObjectWindField.field.strength = 1.0
ActiveObjectWindField.field.flow = 1.0
ActiveObjectWindField.field.noise = 0.0
ActiveObjectWindField.field.seed = 27
ActiveObjectWindField.field.apply_to_location = True
ActiveObjectWindField.field.apply_to_rotation = True
ActiveObjectWindField.field.use_absorption = False
#Adding Turbulence Force Field
bpy.ops.object.effector_add(type='TURBULENCE', view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
ActiveObjectTurbulenceField = bpy.context.scene.objects.active
ActiveObjectTurbulenceField.name = 'TurbulenceField'
#settings
ActiveObjectTurbulenceField.field.strength = 15
ActiveObjectTurbulenceField.field.size = 0.75
ActiveObjectTurbulenceField.field.flow = 0.5
ActiveObjectTurbulenceField.field.seed = 23
ActiveObjectTurbulenceField.field.apply_to_location = True
ActiveObjectTurbulenceField.field.apply_to_rotation = True
ActiveObjectTurbulenceField.field.use_absorption = False
#Don't forget to deselect before select!
bpy.ops.object.select_all(action='DESELECT')
#selecting Text
bpy.context.scene.objects.active = ActiveObjectText
bpy.context.scene.objects.active.select = True
#adding wipe texture to text
sTex = bpy.data.textures.new('Wipe', type = 'BLEND')
sTex.use_color_ramp = True
TexSlot=ActiveObjectText.particle_systems['ParticleSystem'].settings.texture_slots.add()
TexSlot.texture = sTex
bpy.ops.object.select_all(action='DESELECT')
#Create plane for controlling action of particle system (based on time)
#if text is created on the fly 'Wipe' texture does not work! don't know really why!
# so use of an existing plane, and resize it to the text x dimension
bpy.ops.mesh.primitive_plane_add(view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(pi/2, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
ActiveObjectPlane = bpy.context.scene.objects.active
ActiveObjectPlane.name = 'Plane'
#Change dimensions
ActiveObjectPlane.dimensions = ((ActiveObjectText.dimensions[0]*1.2),(ActiveObjectText.dimensions[1]*1.2),0)
#hide plane for render
ActiveObjectPlane.hide_render = True
#show as wire in 3D
ActiveObjectPlane.draw_type = 'WIRE'
bpy.ops.object.select_all(action='DESELECT')
#selecting Text
bpy.context.scene.objects.active = ActiveObjectText
bpy.context.scene.objects.active.select = True
TexSlot.texture_coords = 'OBJECT'
TexSlot.object = ActiveObjectPlane
TexSlot.use_map_time = True
ActiveObjectText.data.update()
bpy.ops.object.modifier_add(type='EXPLODE')
bpy.ops.mesh.uv_texture_add() #name UVMap by default
ActiveObjectText.data.materials['DissolveMaterial'].texture_slots['Texture'].texture_coords = 'UV'
ActiveObjectText.data.materials['DissolveMaterial'].texture_slots['Texture'].uv_layer = 'UVMap'
ActiveObjectText.data.materials['DissolveMaterial'].texture_slots['Texture'].use_map_alpha = True
ActiveObjectText.data.materials['DissolveMaterial'].texture_slots['Texture'].alpha_factor = 1.0
ActiveObjectText.modifiers['Explode'].particle_uv = 'UVMap'
ActiveObjectText.data.update()
#Don't forget to deselect before select!
bpy.ops.object.select_all(action='DESELECT')
#selecting Text
bpy.context.scene.objects.active = ActiveObjectText
bpy.context.scene.objects.active.select = True
TexSlot.texture_coords = 'OBJECT'
TexSlot.object = ActiveObjectPlane
TexSlot.use_map_time = False
TexSlot.use_map_time = True
ActiveObjectText.data.update()
# Debug Info:
# ./blender -b test.blend -P demo.py
# -b = background mode
# -P = run a Python script within the context of the project file
# Init all of the variables needed by this script. Because Blender executes
# this script, OpenShot will inject a dictionary of the required parameters
# before this script is executed.
params = {
'title' : 'Oh Yeah! OpenShot!',
'extrude' : 0.05,
'bevel_depth' : 0.01,
'spacemode' : 'CENTER',
'text_size' : 1,
'width' : 1.0,
'fontname' : 'Bfont',
'color' : [0.8,0.8,0.8],
'alpha' : 1.0,
'output_path' : '/tmp/',
'fps' : 24,
'quality' : 90,
'file_format' : 'PNG',
'color_mode' : 'RGBA',
'horizon_color' : [0, 0, 0],
'resolution_x' : 1920,
'resolution_y' : 1080,
'resolution_percentage' : 100,
'start_frame' : 20,
'end_frame' : 25,
'animation' : True,
}
#BEGIN INJECTING PARAMS
params['specular_color'] = [1.0, 1.0, 1.0]
params['fontname'] = '/home/szenya/.fonts/AugieHU.ttf'
params['specular_intensity'] = 0.5
params['start_frame'] = 1
params['spacemode'] = 'CENTER'
params['title'] = '2014 őszén'
params['file_name'] = '2014autumn_1'
params['diffuse_color'] = [0.8045591138945669, 0.37867625092984036, 0.05637409755197975]
params['end_frame'] = 128
params['extrude'] = 0.05
params['bevel_depth'] = 0.01
params['text_size'] = 1.0
params['width'] = 1.0
params['animation_speed'] = '1'
params['resolution_y'] = 720
params['resolution_x'] = 1280
params['file_format'] = 'PNG'
params['resolution_percentage'] = 100
params['color_mode'] = 'RGBA'
params['output_path'] = '/home/szenya/.openshot/blender/17171cca-e8fe-11e3-b76c-28924a1b2703/2014autumn_1'
params['fps'] = 23
params['quality'] = 100
params['animation'] = True
#END INJECTING PARAMS
# The remainder of this script will modify the current Blender .blend project
# file, and adjust the settings. The .blend file is specified in the XML file
# that defines this template in OpenShot.
#----------------------------------------------------------------------------
# Modify Text / Curve settings
#print (bpy.data.curves.keys())
#text_object = bpy.data.curves["txtName1"]
#text_object.extrude = params["extrude"]
#text_object.bevel_depth = params["bevel_depth"]
#text_object.body = params["title"]
#text_object.align = params["spacemode"]
#text_object.size = params["text_size"]
#text_object.space_character = params["width"]
# Get font object
font = None
if params["fontname"] != "Bfont":
# Add font so it's available to Blender
font = load_font(params["fontname"])
else:
# Get default font
font = bpy.data.fonts["Bfont"]
createDissolveText(params["title"],params["extrude"],params["bevel_depth"],params["spacemode"],params["text_size"],params["width"], font)
# Change the material settings (color, alpha, etc...)
material_object = bpy.data.materials["DissolveMaterial"]
material_object.diffuse_color = params["diffuse_color"]
material_object.specular_color = params["specular_color"]
material_object.specular_intensity = params["specular_intensity"]
#don't modify alpha!!!!!
#material_object.alpha = params["alpha"]
# Set the render options. It is important that these are set
# to the same values as the current OpenShot project. These
# params are automatically set by OpenShot
bpy.context.scene.render.filepath = params["output_path"]
bpy.context.scene.render.fps = params["fps"]
#bpy.context.scene.render.quality = params["quality"]
try:
bpy.context.scene.render.file_format = params["file_format"]
bpy.context.scene.render.color_mode = params["color_mode"]
except:
bpy.context.scene.render.image_settings.file_format = params["file_format"]
bpy.context.scene.render.image_settings.color_mode = params["color_mode"]
bpy.data.worlds[0].horizon_color = params["horizon_color"]
bpy.context.scene.render.resolution_x = params["resolution_x"]
bpy.context.scene.render.resolution_y = params["resolution_y"]
bpy.context.scene.render.resolution_percentage = params["resolution_percentage"]
bpy.context.scene.frame_start = params["start_frame"]
bpy.context.scene.frame_end = params["end_frame"]
# Animation Speed (use Blender's time remapping to slow or speed up animation)
animation_speed = int(params["animation_speed"]) # time remapping multiplier
new_length = int(params["end_frame"]) * animation_speed # new length (in frames)
bpy.context.scene.frame_end = new_length
bpy.context.scene.render.frame_map_old = 1
bpy.context.scene.render.frame_map_new = animation_speed
if params["start_frame"] == params["end_frame"]:
bpy.context.scene.frame_start = params["end_frame"]
bpy.context.scene.frame_end = params["end_frame"]
# Render the current animation to the params["output_path"] folder
bpy.ops.render.render(animation=params["animation"])
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