boterham
is a custom pre-and-post processor for blend2bam
, which is a CLI tool to convert Blender blend files to Panda3D BAM files.
Since a lot of my projects often end up with some bam parser I decided to make a more definitive one. Pre-processing revolves around automatically setting up custom properties to nodes in blend files based on certain characteristics applying destructive modifiers. Post-processing will then read all the custom properties as tags in panda3d and alter the nodes. Property names could mirror function names. I might add a generic pre-loader for setting up things on game load that can not be saved as a BAM file.
This place could also serve as a testbed for new blend2bam features.
This project started by ripping everything out of blend2bam. For this reason it should carry blend2bam's license for ever and ever. Any level of professionality in this project is thanks to Moguri.
It works just like blend2bam. After installing do boterham myblendfile.blend newbamfile.bam
Adding a custom property in blender whose name starts with the symbol $
will run it as a function on the NodePath. For example adding $reparent_to
or $flatten_strong
. You can pass arguments to this function using a dict as property value as followed: "extra_args":[some_value]
. This is evaluated as JSON.
A property starting with $node().
will run the function on the first attached PandaNode. For example on a DirectionalLight one could do $node().set_color
with value "extra_args":[[1,0,0,1]]
to make it shine red.
This is especially useful in combination with node replacement, by starting a property name with the symbol +
. For example on an empty, one could add the property +SequenceNode
to turn it into a sequence node. Add another property $node().loop
to make it start playing in an endless loop.
An argument that starts with the symbol @
will be replaced with the first nodepath found through render.find().
For example property $reparent_to
with value "extra_args":["@**/Camera"]
will reparent the nodepath to whatever node in the scene is called Camera.
Using the property +CollisionNode
now iterates over all children and looks for any of the +CollisionShape
s (+CollisionSphere
, +CollisionBox
, etc.) and will try to make sense of them based on their transforms.
Setting these on sphere-, box- or arrow empties in blender make for nice representations. Sadly blender does not have a capsule empty but one can imagine it being sliced out of a sphere like a cookie-cutter.
+CollisionPolygon
only works partially/experimentally. It's better to use the following implemented technique:
NOTE: Contrary to panda3d's defaults, boterham sets each CollisionNode's CollideMask to 0 meaning they don't do anything without first setting a CollideMask. You could set this manualy with the $set_collide_mask
property if you wanted to.
Adding the property geom_to_collision_polygon
will recursively copy all children's GeomNodes as CollisionPolygons. Tip: Use $flatten_strong
to combine shapes.
Add a Decimate modifier an name it LOD_N
, where N is the number of LOD levels you want.
Set the modifiers ratio to be the furthest LOD.
Manual LODNodes was already possible by placing the property +LODNode
(turning its children into switches)
Note: at the moment subdivision surface modifiers are applied AFTER LOD processing, so apply them manually for now.
Instances created with a Geometry Node modifier (Blender>3.00) are made real and exported.
When you check the "wireframe" option in the viewport display menu in the object tab, boterham duplicates the object and removes all the faces, leaving behind the edges. These edges will be colored by the object color, as set in the same menu.
Some features require you to use the boterham model loader so it can set up parts of the scenegraph that don't get stored into a bam. It should be a drop-in replacement for loader.load_model like so:
from boterham.loader import boterham_load_model
from direct.showbase.ShowBase import Showbase
base = ShowBase()
boterham_load_model('my_model.bam').reparent_to(render)
render.ls()
This would enable you to use the following features:
Adding a Z-up Displacement
modifier to a subdivided plane called ShaderTerrainMesh
will create a Panda3D ShaderTerrainMesh
with corresponding BulletHeightfieldShape
on load.
I suggest you use a strength of 128 on a plane scaled 1024x1024 untill this system is further fleshed out.
IMPORTANT: In blender, set the displacement map texture's color space
to Linear
.
Now you can texture paint the heightmap in blender using greyscale brushes. Fun!
Externally linked collections are turned into empties tagged with their original filename and collection. Then load the bam like so, it will look for the linked nodes in relative bams:
Note: At the moment the linked collection should begin with one root node (like an empty) with the same name as the collection. This is because blender links collections which are not exported to gltf. Also this behavior should be optional but isn't at the moment. All linked instances will turn to tagged empties when using boterham. Sorry!
- store vertex groups as list of vertex indices
- apply mirror and array modifiers as separated and recentered meshes
- bake procedural textures as pbr material
- handle modifiers with regards to shapekeys (convert each shapekey to model, apply modifiers, parent back as shapekey)
- expose objects to bones
- convert object animation to armature animation
- mesh to waypoint
- boterhamview, pview but it hot-reloads updated .blend files (through pman?)
- who knows what else!
Some assumptions are being made and not all legacy blend2bam functionality works. It supports version >3.0 of blender.