advanced example
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"""Podstawy: wlasny model z Blendera i kamera robiaca pelne 360 stopni.
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Uruchom w UE: File > Execute Python Script. Zapisz model w Blenderze przed uruchomieniem.
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"""
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import math
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from ue_workshop import Scene, Sequence, Renderer, camera, lighting, materials
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from ue_workshop.paths import PROJECT
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REIMPORT = False # True po zmianie modelu w Blenderze; False uzywa assetu z UE
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# 1. SCENA. Zmien model, kolor podlogi i swiatla.
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scene = Scene("Basics")
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character = scene.model(
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PROJECT / "source_assets/character/character_custom.blend",
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name="CustomCharacter", height=200, reimport=REIMPORT,
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)
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floor = materials.color("Floor", (0.07, 0.08, 0.11))
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scene.primitive("Cube", name="Floor", location=(0, 0, -10), scale=(20, 20, 0.2), material=floor)
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lighting.studio(scene)
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# 2. KAMERA. Jednostki: centymetry; FOV w stopniach.
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radius = 550
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height = 260
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target = (0, 0, 100)
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cam = camera.create(scene, location=(radius, 0, height), target=target, fov=45)
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# 3. ANIMACJA. 192 klatki przy 24 FPS = 8 sekund.
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shot = Sequence(scene, fps=24, frames=192)
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shot.camera(cam)
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pitch = -math.degrees(math.atan2(height - target[2], radius))
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for frame in range(shot.frames):
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angle = 360 * frame / (shot.frames - 1)
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x = radius * math.cos(math.radians(angle))
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y = radius * math.sin(math.radians(angle))
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# Rotacja: roll, pitch, yaw. Ciagly yaw zapobiega obrotowi wstecz przy 180 stopniach.
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shot.transform_key(cam, frame, location=(x, y, height), rotation=(0, pitch, angle + 180))
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shot.save()
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# 4. RENDER. Najpierw obejrzyj scene w Sequencerze.
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renderer = Renderer(width=1280, height=720, samples=4, warmup=16, mp4=True)
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# renderer.render(shot)
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# Zamiast filmu: renderer.render(shot, single_frame=96)
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