bnp.scene.io¶
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import_geom(filepath, obj, keep_vertex_order=True, **kwargs)¶ Import obj from filepath
Parameters: - filepath (str) – absolute filepath (extension should be .obj, .fbx, .glb, x3d, ply or stl)
- keep_vertex_order (bool) – whether to keep topology
- kwargs – read https://docs.blender.org/api/current/bpy.ops.import_scene.html and https://docs.blender.org/api/current/bpy.ops.import_mesh.html
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export_geom(filepath, obj, keep_vertex_order=True, use_selection=True, **kwargs)¶ Export obj to filepath (Note: this function exports all objects in glb mode)
Parameters: - filepath (str) – absolute filepath (extension should be .obj, .fbx, .glb, x3d, ply or stl)
- obj (bpy.types.Object) – obj to export
- keep_vertex_order (bool) – whether to keep topology
- use_selection (bool) – whether to output only the selected object
- kwargs – read https://docs.blender.org/api/current/bpy.ops.export_scene.html and https://docs.blender.org/api/current/bpy.ops.export_mesh.html
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render(dirpath, ext="exr", camera=bpy.context.scene.camera, animation=False, frame_start=bpy.context.scene.frame_current, frame_end=bpy.context.scene.frame_current + 1, fps=30.0, render=bpy.context.scene.render, render_mode="all", engine="BLENDER_EEVEE", device="GPU")¶ Render an image or movie from camera
Parameters: - dirpath (str) – absolute dirpath to save the image or movie
- ext (str) – file’s extension. “png”, “bmp”, “jpg”, “jpeg”, “exr”, “hdr” or “mp4”.
- camera (bpy.types.Object) – camera which has bpy.types.Camera at camera.data
- animation (bool) – image (False) or movie (True)
- frame_start (int) – initial frame. this parameter is only used when animation==True
- frame_end (int) – final frame. this parameter is only used when animation==True
- fps (float) – frame rate. this parameter is only used when animation==True
- render (bpy.types.RenderSettings) – render setting in the scene
- render_mode (str) – type of gbuffers. “all”: output all gbuffers. “Image” (rendered image), “Depth”, “Mist” (Stencil), “Normal”, “Shadow” (Roughness), “AO” (Ambient Occlusion), “DiffCol” (Diffuse), “GlossCol” (Metallic) or “Emit” (Emission).
- engine (str) – “BLENDER_EEVEE” (GL-based) or “CYCLES” (Path Tracing)
- device (str) – “CPU” or “GPU”