hi all heres a head i made ive unwrapped it but i dont know how to save the uv map
heres a little update
In the UV image editor: UV > Save UV Face Layout…
on mine it says
uv/image editor-
UV’s-
and the options are
show hide faces
poportional fall of
poportional editing
tranzform stich
limmet stich
Lcm unwrap
pin
unpin
layout clipped to image sise
quads constraind rectangular
snap to pixle there is no save uv face layout
Are you using the current release, 2.36?
Heres the script, it should be in the UV menu.
Save it with a text editor, make sure the extension is .py, load it into blenders text editor, file > run python script.
# Martin Poirier 2003 #
# [email protected] #
# #
# Change the #
# default_file line #
# to point it where #
# you want #
# #
# thanks to jms #
# for the tga funcs #
# #
# --------------------------
# Version 1.1
# Clear a bug that crashed the script when UV coords overlapped in the same faces
# --------------------------
# Version 1.2
# Now with option to use the object's name as filename
# --------------------------
# Version 1.3 Updates by Zaz from Elysiun.com
# Default path is now the directory of the last saved .blend
# New options: Work on selected face only & Scale image when face wraps
# --------------------------
import os
import Blender
from math import *
from time import time
default_file = Blender.sys.dirname(Blender.Get ("filename")) + os.sep
bSize = Blender.Draw.Create(500)
bWSize = Blender.Draw.Create(1)
bFile = Blender.Draw.Create(default_file)
bObFile = Blender.Draw.Create(1)
bWrap = Blender.Draw.Create(1)
bAllFaces = Blender.Draw.Create(1)
def draw():
global bSize, bWSize, bFile, bObFile, bWrap, bAllFaces
# clearing screen
Blender.BGL.glClearColor(0.5, 0.5, 0.5, 1)
Blender.BGL.glColor3f(1.,1.,1.)
Blender.BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
#Title
Blender.BGL.glColor3f(1, 1, 1)
Blender.BGL.glRasterPos2d(8, 183)
Blender.Draw.Text("Blender UF Faces Export")
Blender.BGL.glRasterPos2d(8, 163)
Blender.Draw.Text("""(C) Feb. 2003 Martin Poirier (aka "theeth")""")
# Instructions
Blender.BGL.glRasterPos2d(8, 83)
Blender.Draw.Text("1 - Select the mesh you want to export")
Blender.BGL.glRasterPos2d(8, 63)
Blender.Draw.Text("2 - Define the Size and WireSize parameters")
Blender.BGL.glRasterPos2d(8, 43)
Blender.Draw.Text("3 - Push the EXPORT button!!!")
# Buttons
Blender.Draw.Button("EXPORT", 3, 10, 10, 100, 25)
Blender.Draw.Button("Exit", 1, 200, 177, 40, 18)
bSize = Blender.Draw.Number("Size", 4, 10, 130, 90, 18, bSize.val, 100, 10000, "Size of the exported image")
bWSize = Blender.Draw.Number("Wire Size", 4, 120, 130, 90, 18, bWSize.val, 1, 5, "Size of the wire of the faces")
bWrap = Blender.Draw.Toggle("Wrap", 5, 220, 130, 50, 20, bWrap.val, "Wrap to image size, scale otherwise")
bAllFaces = Blender.Draw.Toggle("AllFaces", 6, 280, 130, 60, 20, bAllFaces.val, "Export All or only selected faces")
bFile = Blender.Draw.String("Path: ", 4, 10, 100, 200, 20, bFile.val, 100, "Filename path")
bObFile = Blender.Draw.Toggle("Ob", 4, 212, 100, 30, 20, bObFile.val, "Use object name in filename")
def event(evt, val):
if evt == Blender.Draw.ESCKEY and not val: Blender.Draw.Exit()
def bevent(evt):
bSize, bWSize, bFile, bObFile
if evt == 1: Blender.Draw.Exit()
if evt == 3:
if bObFile.val:
UV_Export(bSize.val, bWSize.val, bFile.val + Blender.Object.GetSelected()[0].name + ".tga")
else:
UV_Export(bSize.val, bWSize.val, bFile.val)
def Buffer(height=16, width=16, profondeur=3,rvb=255 ):
"""
reserve l'espace memoire necessaire
"""
p=[rvb]
b=p*height*width*profondeur
return b
def write_tgafile(loc2,bitmap,width,height,profondeur):
f=open(loc2,'wb')
Origine_en_haut_a_gauche=32
Origine_en_bas_a_gauche=0
Data_Type_2=2
RVB=profondeur*8
RVBA=32
entete0=[]
for t in range(18):
entete0.append(chr(0))
entete0[2]=chr(Data_Type_2)
entete0[13]=chr(width/256)
entete0[12]=chr(width % 256)
entete0[15]=chr(height/256)
entete0[14]=chr(height % 256)
entete0[16]=chr(RVB)
entete0[17]=chr(Origine_en_bas_a_gauche)
#Origine_en_haut_a_gauche
for t in entete0:
f.write(t)
for t in bitmap:
f.write(chr(t))
f.close()
def UV_Export(size, wsize, file):
mesh = Blender.Object.GetSelected()[0].data
vList = []
faces = []
minx = 0
miny = 0
scale = 1.0
step = 0
start = time()
if bAllFaces.val:
faces = mesh.faces
else:
faces = mesh.getSelectedFaces ()
for f in faces:
vList.append(f.uv)
img = Buffer(size+1,size+1)
if bWrap.val:
wrapSize = size
else:
wrapSize = size
maxx = -100000
maxy = -100000
for f in vList:
for v in f:
x = int(v[0] * size)
maxx = max (x, maxx)
minx = min (x, minx)
y = int(v[1] * size)
maxy = max (y, maxy)
miny = min (y, miny)
wrapSize = max (maxx - minx + 1, maxy - miny + 1)
scale = float (size) / float (wrapSize)
fnum = 0
fcnt = len (vList)
for f in vList:
fnum = fnum + 1
if not fnum % 100:
print "Face " + str (fnum) + " of " + str (fcnt)
for index in range(len(f)):
co1 = f[index]
if index < len(f) - 1:
co2 = f[index + 1]
else:
co2 = f[0]
step = int(size*sqrt((co1[0]-co2[0])**2+(co1[1]-co2[1])**2))
if step:
for t in range(step + 1):
x = int((co1[0] + t*(co2[0]-co1[0])/step) * size)
y = int((co1[1] + t*(co2[1]-co1[1])/step) * size)
if bWrap.val:
x = x % wrapSize
y = y % wrapSize
else:
x = int ((x - minx) * scale)
y = int ((y - miny) * scale)
co = x * 3 + y * 3 * size
img[co] = 0
img[co+1] = 0
img[co+2] = 255
if wsize > 1:
for x in range(-1*wsize + 1,wsize):
for y in range(-1*wsize,wsize):
img[co + 3 * x + y * 3 * size] = 0
img[co + 3 * x + y * 3 * size +1] = 0
img[co + 3 * x + y * 3 * size +2] = 255
for v in f:
x = int(v[0] * size)
y = int(v[1] * size)
if bWrap.val:
x = x % wrapSize
y = y % wrapSize
else:
x = int ((x - minx) * scale)
y = int ((y - miny) * scale)
co = x * 3 + y * 3 * size
img[co] = 0
img[co+1] = 0
img[co+2] = 0
write_tgafile(file,img,size,size,3)
print "Exported in " + str(time() - start) + " secs!"
Blender.Draw.Register(draw,event,bevent)
yep im using 2.36 with the pic of the carrot dude on loadup
check the scripts window,…maybe it’s in there.