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lol-blender

Blender plugin for League of Legends asset import/export, using league-toolkit.

NOTE: This plugin is extremely early in development, see io_scene_lol for a more developed importer/exporter.

Features

⚠️ 🛠️
Supported Partial support Planned

Scene I/O

Import Export
Skinned Mesh (.skn) 🛠️ ⚠️
Skeleton (.skl) 🛠️ ⚠️
Animation (.anm) 🛠️ 🛠️
Static mesh (.sco/.scb) 🛠️ 🛠️
Map geometry (.mapgeo) 🛠️ 🛠️

Contributing

Prerequisites

  • Python 3
  • Rust
    • Maturin (see their install guide here)

Clone the project with --recurse-submodules or sync the league-toolkit submodule manually:

git submodule init # initialize your local configuration file
git submodule update # fetch submodules

Create and source a python virtual env:

python -m venv venv
source venv/bin/activate

Development

Build the league-toolkit bindings:

cd bindings
maturin develop

Run Blender with addon live updating:

# Path to your blender executable file.
export BLENDER_PATH="/path/to/your/blender/executable"
# Optional, needed if the version can't be detected from BLENDER_PATH
export BLENDER_VERSION="4.1"

# Where to put (dev) addon builds 
# Optional, useful for funky setups (e.g. nix)
export __BLENDER_ADDON_PATH="/path/to/blender/addons"

# Path to the wheel for the league-toolkit bindings
# `maturin develop` puts the wheel in target/wheels/*.whl
export __LOL_WHEEL_PATH="/path/to/project/bindings/target/wheels/league_toolkit-x.x.x-etc-etc.whl"
python test.py

Build Release

After completing the prerequisites, you can build a release .zip of the addon with:

python release.py

Build the league-toolkit bindings, to be distributed separately (for now):

cd bindings
maturin develop