feat(export_gltf): embed sharp angle in GLB extras + restore script
- Add export_extras=True to bpy.ops.export_scene.gltf() call
- Store schaeffler_sharp_angle_deg in scene custom props before export
→ value is embedded in scenes[0].extras in the GLB JSON chunk
→ survives import/export round-trip intact (verified: 30.0 restored)
- Add tools/restore_sharp_marks.py: companion Blender script that reads
the angle from scene.get("schaeffler_sharp_angle_deg") and re-applies
mark_sharp() + mark_seam() on all mesh objects after GLB import
GLB format cannot store per-edge sharp/seam flags natively; the visual
shading is correct via vertex splits. The extras + restore script give
users the ability to reconstruct Edit Mode markers without a second format.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -281,7 +281,14 @@ def main() -> None:
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except Exception:
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pass # non-critical; export proceeds regardless
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# Export production GLB with full PBR material data
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# Store the sharp angle in the scene so it is embedded in the GLB extras.
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# After importing the production GLB in Blender, running restore_sharp_marks.py
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# reads this value and re-applies mark_sharp()+mark_seam() on all mesh objects.
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bpy.context.scene["schaeffler_sharp_angle_deg"] = args.smooth_angle
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# Export production GLB with full PBR material data.
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# export_extras=True embeds scene custom properties (incl. schaeffler_sharp_angle_deg)
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# in the glTF scenes[0].extras JSON field, surviving the round-trip intact.
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try:
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bpy.ops.export_scene.gltf(
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filepath=args.output_path,
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@@ -290,6 +297,7 @@ def main() -> None:
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use_selection=False,
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export_materials="EXPORT",
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export_image_format="AUTO",
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export_extras=True,
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)
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except Exception as exc:
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print(f"GLB export failed: {exc}", file=sys.stderr)
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@@ -0,0 +1,46 @@
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"""Blender companion script: restore sharp + seam edge marks after importing a production GLB.
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After importing a Schaeffler production GLB in Blender, run this script once via
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the Scripting workspace (Text Editor → Run Script). It reads the sharp angle that
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was baked into the GLB at export time and re-applies mark_sharp() + mark_seam() on
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every mesh object.
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The GLB visual shading already encodes the sharp edges via vertex splits (normals).
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This script restores the blue sharp-crease and red seam markers in Edit Mode for
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further editing in Blender.
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Usage:
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1. File → Import → glTF 2.0 (.glb) — open your production GLB
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2. Open the Scripting workspace
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3. Open this file (Text Editor → Open → restore_sharp_marks.py)
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4. Click Run Script
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"""
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import bpy
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import math
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angle_deg = bpy.context.scene.get("schaeffler_sharp_angle_deg", 30.0)
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smooth_rad = math.radians(float(angle_deg))
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mesh_objects = [o for o in bpy.data.objects if o.type == "MESH"]
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if not mesh_objects:
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print("No mesh objects found in scene.")
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else:
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total_sharp = 0
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bpy.ops.object.select_all(action="DESELECT")
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for obj in mesh_objects:
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bpy.context.view_layer.objects.active = obj
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obj.select_set(True)
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bpy.ops.object.mode_set(mode="OBJECT")
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for poly in obj.data.polygons:
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poly.use_smooth = True
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.select_all(action="DESELECT")
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bpy.ops.mesh.edges_select_sharp(sharpness=smooth_rad)
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bpy.ops.mesh.mark_sharp()
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bpy.ops.mesh.mark_seam()
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bpy.ops.object.mode_set(mode="OBJECT")
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total_sharp += sum(1 for e in obj.data.edges if e.use_edge_sharp)
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obj.select_set(False)
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print(f"Restored sharp/seam marks at {angle_deg}°: "
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f"{total_sharp} edges across {len(mesh_objects)} objects.")
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