#!BPY
"""
Name: 'VRM'
-Blender: 241
+Blender: 242
Group: 'Render'
Tooltip: 'Vector Rendering Method script'
"""
# - Implement clipping of primitives and do handle object intersections.
# (for now only clipping for whole objects is supported).
# - Implement Edge Styles (silhouettes, contours, etc.) (partially done).
-# - Implement Edge coloring
# - Use multiple lighting sources in color calculation
# - Implement Shading Styles? (for now we use Flat Shading).
# - Use a data structure other than Mesh to represent the 2D image?
# Think to a way to merge adjacent polygons that have the same color.
# Or a way to use paths for silhouettes and contours.
# - Add Vector Writers other that SVG.
-# - Consider SMIL for animation handling instead of ECMA Script?
+# - Consider SMIL for animation handling instead of ECMA Script? (Firefox do
+# not support SMIL for animations)
+# - FIX the issue with negative scales in object tranformations!
#
# ---------------------------------------------------------------------
#
# Some global settings
-PRINT_POLYGONS = True
+class config:
+ polygons = dict()
+ polygons['SHOW'] = True
+ polygons['SHADING'] = 'TOON'
+ # Hidden to the user for now
+ polygons['EXPANSION_TRICK'] = True
-POLYGON_EXPANSION_TRICK = True # Hidden to the user for now
+ edges = dict()
+ edges['SHOW'] = True
+ edges['SHOW_HIDDEN'] = False
+ edges['STYLE'] = 'SILHOUETTE'
+ edges['WIDTH'] = 2
+ edges['COLOR'] = [0, 0, 0]
-PRINT_EDGES = False
-SHOW_HIDDEN_EDGES = False
-EDGE_STYLE = 'silhouette'
-EDGES_WIDTH = 0.5
-
-RENDER_ANIMATION = False
-
-OPTIMIZE_FOR_SPACE = True
-
-OUTPUT_FORMAT = 'SVG'
+ output = dict()
+ output['FORMAT'] = 'SVG'
+ output['ANIMATION'] = False
+ output['JOIN_OBJECTS'] = True
return adjface_list
- def isVisibleEdge(e, mesh):
- """Normal edge selection rule.
+ def isMeshEdge(e, mesh):
+ """Mesh edge rule.
- An edge is visible if _any_ of its adjacent faces is selected.
+ A mesh edge is visible if _any_ of its adjacent faces is selected.
Note: if the edge has no adjacent faces we want to show it as well,
useful for "edge only" portion of objects.
"""
else:
return False
+ def toonShading(u):
+
+ levels = 2
+ texels = 2*levels - 1
+ map = [0.0] + [(i)/float(texels-1) for i in range(1, texels-1) ] + [1.0]
+
+ v = 1.0
+ for i in range(0, len(map)-1):
+ pivot = (map[i]+map[i+1])/2.0
+ j = int(u>pivot)
+
+ v = map[i+j]
+
+ if v<map[i+1]:
+ return v
+
+ return v
+
+
getEdgeAdjacentFaces = staticmethod(getEdgeAdjacentFaces)
- isVisibleEdge = staticmethod(isVisibleEdge)
+ isMeshEdge = staticmethod(isMeshEdge)
isSilhouetteEdge = staticmethod(isSilhouetteEdge)
+ toonShading = staticmethod(toonShading)
self.file.write("<g id=\"frame%d\" style=\"%s\">\n" %
(framenumber, framestyle) )
+
for obj in Objects:
if(obj.getType() != 'Mesh'):
self.file.write("\n</svg>\n")
- def _printPolygons(self, mesh):
+ def _printPolygons(self, mesh):
"""Print the selected (visible) polygons.
"""
else:
color = [255, 255, 255, 255]
+ # Convert the color to the #RRGGBB form
+ str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
+
# use the stroke property to alleviate the "adjacent edges" problem,
# we simulate polygon expansion using borders,
# see http://www.antigrain.com/svg/index.html for more info
- stroke_col = color
stroke_width = 0.5
- # Convert the color to the #RRGGBB form
- str_col = "#%02X%02X%02X" % (color[0], color[1], color[2])
-
# Handle transparent polygons
opacity_string = ""
if color[3] != 255:
self.file.write("\tstyle=\"fill:" + str_col + ";")
self.file.write(opacity_string)
- if POLYGON_EXPANSION_TRICK:
+ if config.polygons['EXPANSION_TRICK']:
self.file.write(" stroke:" + str_col + ";")
self.file.write(" stroke-width:" + str(stroke_width) + ";\n")
self.file.write(" stroke-linecap:round;stroke-linejoin:round")
"""Print the wireframe using mesh edges.
"""
- stroke_width=EDGES_WIDTH
- stroke_col = [0, 0, 0]
+ stroke_width = config.edges['WIDTH']
+ stroke_col = config.edges['COLOR']
self.file.write("<g>\n")
hidden_stroke_style = ""
- # We consider an edge visible if _both_ its vertices are selected,
- # hence an edge is hidden if _any_ of its vertices is deselected.
if e.sel == 0:
if showHiddenEdges == False:
continue
#
# ---------------------------------------------------------------------
-# A dictionary to collect all the different edge styles and their edge
-# selection criteria
-edgeSelectionStyles = {
- 'normal': MeshUtils.isVisibleEdge,
- 'silhouette': MeshUtils.isSilhouetteEdge
- }
+# A dictionary to collect different shading style methods
+shadingStyles = dict()
+shadingStyles['FLAT'] = None
+shadingStyles['TOON'] = None
+
+# A dictionary to collect different edge style methods
+edgeStyles = dict()
+edgeStyles['MESH'] = MeshUtils.isMeshEdge
+edgeStyles['SILHOUETTE'] = MeshUtils.isSilhouetteEdge
# A dictionary to collect the supported output formats
-outputWriters = {
- 'SVG': SVGVectorWriter,
- }
+outputWriters = dict()
+outputWriters['SVG'] = SVGVectorWriter
class Renderer:
# Render from the currently active camera
self.cameraObj = self._SCENE.getCurrentCamera()
+ # Get a projector for this camera.
+ # NOTE: the projector wants object in world coordinates,
+ # so we should remember to apply modelview transformations
+ # _before_ we do projection transformations.
+ self.proj = Projector(self.cameraObj, self.canvasRatio)
+
# Get the list of lighting sources
obj_lst = self._SCENE.getChildren()
self.lights = [ o for o in obj_lst if o.getType() == 'Lamp']
"""
context = self._SCENE.getRenderingContext()
- currentFrame = context.currentFrame()
+ origCurrentFrame = context.currentFrame()
# Handle the animation case
if not animation:
- startFrame = currentFrame
+ startFrame = origCurrentFrame
endFrame = startFrame
outputWriter.open()
else:
for f in range(startFrame, endFrame+1):
context.currentFrame(f)
- renderedScene = self.doRenderScene(self._SCENE)
+ # Use some temporary workspace, a full copy of the scene
+ inputScene = self._SCENE.copy(2)
+
+ try:
+ renderedScene = self.doRenderScene(inputScene)
+ except :
+ print "There was an error! Aborting."
+ import traceback
+ print traceback.print_exc()
+
+ self._SCENE.makeCurrent()
+ Scene.unlink(inputScene)
+ del inputScene
+ return
+
outputWriter.printCanvas(renderedScene,
- doPrintPolygons = PRINT_POLYGONS,
- doPrintEdges = PRINT_EDGES,
- showHiddenEdges = SHOW_HIDDEN_EDGES)
+ doPrintPolygons = config.polygons['SHOW'],
+ doPrintEdges = config.edges['SHOW'],
+ showHiddenEdges = config.edges['SHOW_HIDDEN'])
# clear the rendered scene
self._SCENE.makeCurrent()
outputWriter.close()
print "Done!"
- context.currentFrame(currentFrame)
+ context.currentFrame(origCurrentFrame)
- def doRenderScene(self, inputScene):
+ def doRenderScene(self, workScene):
"""Control the rendering process.
Here we control the entire rendering process invoking the operation
needed to transform and project the 3D scene in two dimensions.
"""
- # Use some temporary workspace, a full copy of the scene
- workScene = inputScene.copy(2)
-
- # Get a projector for this scene.
- # NOTE: the projector wants object in world coordinates,
- # so we should apply modelview transformations _before_
- # projection transformations
- proj = Projector(self.cameraObj, self.canvasRatio)
-
# global processing of the scene
self._doConvertGeometricObjToMesh(workScene)
self._doSceneClipping(workScene)
-
- # XXX: Joining objects does not work in batch mode!!
- # Do not touch the following if, please :)
-
- global OPTIMIZE_FOR_SPACE
- if Blender.mode == 'background':
- print "\nWARNING! Joining objects not supported in background mode!\n"
- OPTIMIZE_FOR_SPACE = False
-
- if OPTIMIZE_FOR_SPACE:
+ if config.output['JOIN_OBJECTS']:
self._joinMeshObjectsInScene(workScene)
-
self._doSceneDepthSorting(workScene)
# Per object activities
print "Rendering: ", obj.getName()
- mesh = obj.getData()
+ mesh = obj.getData(mesh=1)
self._doModelToWorldCoordinates(mesh, obj.matrix)
self._doObjectDepthSorting(mesh)
- # We use both Mesh and NMesh because for depth sorting we change
- # face order and Mesh class don't let us to do that.
- mesh.update()
- mesh = obj.getData(mesh=1)
-
self._doBackFaceCulling(mesh)
self._doColorAndLighting(mesh)
- self._doEdgesStyle(mesh, edgeSelectionStyles[EDGE_STYLE])
+ self._doEdgesStyle(mesh, edgeStyles[config.edges['STYLE']])
- self._doProjection(mesh, proj)
+ self._doProjection(mesh, self.proj)
# Update the object data, important! :)
mesh.update()
me.recalcNormals()
me.update()
-
def _doSceneClipping(self, scene):
"""Clip objects against the View Frustum.
def _joinMeshObjectsInScene(self, scene):
"""Merge all the Mesh Objects in a scene into a single Mesh Object.
"""
- mesh = Mesh.New()
+
+ if Blender.mode == 'background':
+ print "\nWARNING! Joining objects not supported in background mode!\n"
+ return
+
+ oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
+
+ # FIXME: Object.join() do not work if the list contains 1 object
+ if len(oList) == 1:
+ return
+
+ mesh = Mesh.New('BigOne')
bigObj = Object.New('Mesh', 'BigOne')
bigObj.link(mesh)
- oList = [o for o in scene.getChildren() if o.getType()=='Mesh']
- bigObj.join(oList)
scene.link(bigObj)
+
+ try:
+ bigObj.join(oList)
+ except RuntimeError:
+ print "Can't Join Objects"
+ scene.unlink(bigObj)
+ return
+ except TypeError:
+ print "Objects Type error?"
+
for o in oList:
scene.unlink(o)
This step is done simply applying to the object its tranformation
matrix and recalculating its normals.
"""
+ # XXX FIXME: blender do not transform normals in the right way when
+ # there are negative scale values
+ if matrix[0][0] < 0 or matrix[1][1] < 0 or matrix[2][2] < 0:
+ print "WARNING: Negative scales, expect incorrect results!"
+
mesh.transform(matrix, True)
def _doObjectDepthSorting(self, mesh):
The faces in the object are sorted following the distance of the
vertices from the camera position.
"""
+ if len(mesh.faces) == 0:
+ return
+
c = self._getObjPosition(self.cameraObj)
# hackish sorting of faces
cmp(sum([(Vector(v.co)-Vector(c)).length for v in f1])/len(f1),
sum([(Vector(v.co)-Vector(c)).length for v in f2])/len(f2)))
- mesh.faces.sort(by_max_vert_dist)
- mesh.faces.reverse()
+
+ # FIXME: using NMesh to sort faces. We should avoid that!
+ nmesh = NMesh.GetRaw(mesh.name)
+ nmesh.faces.sort(by_max_vert_dist)
+ nmesh.faces.reverse()
+
+ mesh.faces.delete(1, range(0, len(mesh.faces)))
+
+ for i,f in enumerate(nmesh.faces):
+ fv = [v.index for v in f.v]
+ mesh.faces.extend(fv)
+ mesh.faces[i].mat = f.mat
+
def _doBackFaceCulling(self, mesh):
"""Simple Backface Culling routine.
if self._isFaceVisible(f):
f.sel = 1
- # Is this the correct way to propagate the face selection info to the
- # vertices belonging to a face ??
- # TODO: Using the Mesh module this should come for free. Right?
- #Mesh.Mode(Mesh.SelectModes['VERTEX'])
- #for f in mesh.faces:
- # if not f.sel:
- # for v in f: v.sel = 0;
-
- #for f in mesh.faces:
- # if f.sel:
- # for v in f: v.sel = 1;
-
def _doColorAndLighting(self, mesh):
- """Apply an Illumination model to the object.
+ """Apply an Illumination ans shading model to the object.
- The Illumination model used is the Phong one, it may be inefficient,
+ The model used is the Phong one, it may be inefficient,
but I'm just learning about rendering and starting from Phong seemed
the most natural way.
"""
L = Vector(light_pos).normalize()
- V = (Vector(camPos) - Vector(f.v[0].co)).normalize()
+ V = (Vector(camPos) - Vector(f.cent)).normalize()
N = Vector(f.no).normalize()
R = 2 * (N*L) * N - L
# TODO: Attenuation factor (not used for now)
- a0 = 1; a1 = 0.0; a2 = 0.0
+ a0 = 1.0; a1 = 0.0; a2 = 1.0
d = (Vector(f.v[0].co) - Vector(light_pos)).length
- fd = min(1, 1.0/(a0 + a1*d + a2*d*d))
+ fd = min(1, 1.0/(a0 + a1*d + a2*(d*d)))
# Ambient component
Ia = 1.0
# Diffuse component (add light.col for kd)
kd = mat.getRef() * Vector(mat.getRGBCol())
Ip = light.getEnergy()
- Idiff = Ip * kd * (N*L)
+ if config.polygons['SHADING'] == 'FLAT':
+ Idiff = Ip * kd * (N*L)
+ elif config.polygons['SHADING'] == 'TOON':
+ Idiff = Ip * kd * MeshUtils.toonShading(N*L)
+
# Specular component
ks = mat.getSpec() * Vector(mat.getSpecCol())
ns = mat.getHardness()
- Ispec = Ip * ks * pow((V * R), ns)
+ Ispec = Ip * ks * pow((V*R), ns)
# Emissive component
ki = Vector([mat.getEmit()]*3)
- I = ki + Iamb + Idiff + Ispec
+ I = ki + Iamb + (Idiff + Ispec)
+
# Set Alpha component
I = list(I)
# Clamp I values between 0 and 1
I = [ min(c, 1) for c in I]
I = [ max(0, c) for c in I]
+
+ # Convert to a value between 0 and 255
tmp_col = [ int(c * 255.0) for c in I]
for c in f.col:
for e in mesh.edges:
+ e.sel = 0
if edgestyleSelect(e, mesh):
e.sel = 1
- else:
- e.sel = 0
def _doProjection(self, mesh, projector):
"""Calculate the Projection for the object.
def _init():
# Output Format menu
- default_value = outputWriters.keys().index(OUTPUT_FORMAT)+1
+ output_format = config.output['FORMAT']
+ default_value = outputWriters.keys().index(output_format)+1
GUI.outFormatMenu = Draw.Create(default_value)
GUI.evtOutFormatMenu = 0
# Animation toggle button
- GUI.animToggle = Draw.Create(RENDER_ANIMATION)
+ GUI.animToggle = Draw.Create(config.output['ANIMATION'])
GUI.evtAnimToggle = 1
# Join Objects toggle button
- GUI.joinObjsToggle = Draw.Create(OPTIMIZE_FOR_SPACE)
+ GUI.joinObjsToggle = Draw.Create(config.output['JOIN_OBJECTS'])
GUI.evtJoinObjsToggle = 2
# Render filled polygons
- GUI.polygonsToggle = Draw.Create(PRINT_POLYGONS)
+ GUI.polygonsToggle = Draw.Create(config.polygons['SHOW'])
+
+ # Shading Style menu
+ shading_style = config.polygons['SHADING']
+ default_value = shadingStyles.keys().index(shading_style)+1
+ GUI.shadingStyleMenu = Draw.Create(default_value)
+ GUI.evtShadingStyleMenu = 21
+
GUI.evtPolygonsToggle = 3
- # We hide the POLYGON_EXPANSION_TRICK, for now
+ # We hide the config.polygons['EXPANSION_TRICK'], for now
# Render polygon edges
- GUI.showEdgesToggle = Draw.Create(PRINT_EDGES)
+ GUI.showEdgesToggle = Draw.Create(config.edges['SHOW'])
GUI.evtShowEdgesToggle = 4
# Render hidden edges
- GUI.showHiddenEdgesToggle = Draw.Create(SHOW_HIDDEN_EDGES)
+ GUI.showHiddenEdgesToggle = Draw.Create(config.edges['SHOW_HIDDEN'])
GUI.evtShowHiddenEdgesToggle = 5
# Edge Style menu
- default_value = edgeSelectionStyles.keys().index(EDGE_STYLE)+1
+ edge_style = config.edges['STYLE']
+ default_value = edgeStyles.keys().index(edge_style)+1
GUI.edgeStyleMenu = Draw.Create(default_value)
GUI.evtEdgeStyleMenu = 6
# Edge Width slider
- GUI.edgeWidthSlider = Draw.Create(EDGES_WIDTH)
+ GUI.edgeWidthSlider = Draw.Create(config.edges['WIDTH'])
GUI.evtEdgeWidthSlider = 7
+ # Edge Color Picker
+ c = config.edges['COLOR']
+ GUI.edgeColorPicker = Draw.Create(c[0]/255.0, c[1]/255.0, c[2]/255.0)
+ GUI.evtEdgeColorPicker = 71
+
# Render Button
GUI.evtRenderButton = 8
200, 285, 160, 18, GUI.polygonsToggle.val,
"Render filled polygons")
+ if GUI.polygonsToggle.val == 1:
+
+ # Polygon Shading Style
+ shadingStyleMenuStruct = "Shading Style %t"
+ for t in shadingStyles.keys():
+ shadingStyleMenuStruct = shadingStyleMenuStruct + "|%s" % t.lower()
+ GUI.shadingStyleMenu = Draw.Menu(shadingStyleMenuStruct, GUI.evtShadingStyleMenu,
+ 200, 260, 160, 18, GUI.shadingStyleMenu.val,
+ "Choose the shading style")
+
+
# Render Edges
GUI.showEdgesToggle = Draw.Toggle("Show Edges", GUI.evtShowEdgesToggle,
- 200, 260, 160, 18, GUI.showEdgesToggle.val,
+ 200, 235, 160, 18, GUI.showEdgesToggle.val,
"Render polygon edges")
if GUI.showEdgesToggle.val == 1:
# Edge Style
edgeStyleMenuStruct = "Edge Style %t"
- for t in edgeSelectionStyles.keys():
- edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t
+ for t in edgeStyles.keys():
+ edgeStyleMenuStruct = edgeStyleMenuStruct + "|%s" % t.lower()
GUI.edgeStyleMenu = Draw.Menu(edgeStyleMenuStruct, GUI.evtEdgeStyleMenu,
- 200, 235, 160, 18, GUI.edgeStyleMenu.val,
+ 200, 210, 160, 18, GUI.edgeStyleMenu.val,
"Choose the edge style")
# Edge size
GUI.edgeWidthSlider = Draw.Slider("Width: ", GUI.evtEdgeWidthSlider,
- 200, 210, 160, 18, GUI.edgeWidthSlider.val,
+ 200, 185, 140, 18, GUI.edgeWidthSlider.val,
0.0, 10.0, 0, "Change Edge Width")
+ # Edge Color
+ GUI.edgeColorPicker = Draw.ColorPicker(GUI.evtEdgeColorPicker,
+ 342, 185, 18, 18, GUI.edgeColorPicker.val, "Choose Edge Color")
+
# Show Hidden Edges
GUI.showHiddenEdgesToggle = Draw.Toggle("Show Hidden Edges",
GUI.evtShowHiddenEdgesToggle,
- 200, 185, 160, 18, GUI.showHiddenEdgesToggle.val,
+ 200, 160, 160, 18, GUI.showHiddenEdgesToggle.val,
"Render hidden edges as dashed lines")
glRasterPos2i(10, 160)
Draw.Redraw(1)
def button_event(evt):
- global PRINT_POLYGONS
- global POLYGON_EXPANSION_TRICK
- global PRINT_EDGES
- global SHOW_HIDDEN_EDGES
- global EDGE_STYLE
- global EDGES_WIDTH
- global RENDER_ANIMATION
- global OPTIMIZE_FOR_SPACE
- global OUTPUT_FORMAT
if evt == GUI.evtExitButton:
Draw.Exit()
+
elif evt == GUI.evtOutFormatMenu:
i = GUI.outFormatMenu.val - 1
- OUTPUT_FORMAT = outputWriters.keys()[i]
+ config.output['FORMAT']= outputWriters.keys()[i]
+
elif evt == GUI.evtAnimToggle:
- RENDER_ANIMATION = bool(GUI.animToggle.val)
+ config.outpur['ANIMATION'] = bool(GUI.animToggle.val)
+
elif evt == GUI.evtJoinObjsToggle:
- OPTIMIZE_FOR_SPACE = bool(GUI.joinObjsToggle.val)
+ config.output['JOIN_OBJECTS'] = bool(GUI.joinObjsToggle.val)
+
elif evt == GUI.evtPolygonsToggle:
- PRINT_POLYGONS = bool(GUI.polygonsToggle.val)
+ config.polygons['SHOW'] = bool(GUI.polygonsToggle.val)
+
+ elif evt == GUI.evtShadingStyleMenu:
+ i = GUI.shadingStyleMenu.val - 1
+ config.polygons['SHADING'] = shadingStyles.keys()[i]
+
elif evt == GUI.evtShowEdgesToggle:
- PRINT_EDGES = bool(GUI.showEdgesToggle.val)
+ config.edges['SHOW'] = bool(GUI.showEdgesToggle.val)
+
elif evt == GUI.evtShowHiddenEdgesToggle:
- SHOW_HIDDEN_EDGES = bool(GUI.showHiddenEdgesToggle.val)
+ config.edges['SHOW_HIDDEN'] = bool(GUI.showHiddenEdgesToggle.val)
+
elif evt == GUI.evtEdgeStyleMenu:
i = GUI.edgeStyleMenu.val - 1
- EDGE_STYLE = edgeSelectionStyles.keys()[i]
+ config.edges['STYLE'] = edgeStyles.keys()[i]
+
elif evt == GUI.evtEdgeWidthSlider:
- EDGES_WIDTH = float(GUI.edgeWidthSlider.val)
+ config.edges['WIDTH'] = float(GUI.edgeWidthSlider.val)
+
+ elif evt == GUI.evtEdgeColorPicker:
+ config.edges['COLOR'] = [int(c*255.0) for c in GUI.edgeColorPicker.val]
+
elif evt == GUI.evtRenderButton:
- label = "Save %s" % OUTPUT_FORMAT
+ label = "Save %s" % config.output['FORMAT']
# Show the File Selector
global outputfile
Blender.Window.FileSelector(vectorize, label, outputfile)
if evt:
Draw.Redraw(1)
- #GUI.conf_debug()
+ GUI.conf_debug()
def conf_debug():
- print
- print "PRINT_POLYGONS:", PRINT_POLYGONS
- print "POLYGON_EXPANSION_TRICK:", POLYGON_EXPANSION_TRICK
- print "PRINT_EDGES:", PRINT_EDGES
- print "SHOW_HIDDEN_EDGES:", SHOW_HIDDEN_EDGES
- print "EDGE_STYLE:", EDGE_STYLE
- print "EDGES_WIDTH:", EDGES_WIDTH
- print "RENDER_ANIMATION:", RENDER_ANIMATION
- print "OPTIMIZE_FOR_SPACE:", OPTIMIZE_FOR_SPACE
- print "OUTPUT_FORMAT:", OUTPUT_FORMAT
+ from pprint import pprint
+ print "\nConfig"
+ pprint(config.output)
+ pprint(config.polygons)
+ pprint(config.edges)
_init = staticmethod(_init)
draw = staticmethod(draw)
editmode = Window.EditMode()
if editmode: Window.EditMode(0)
- actualWriter = outputWriters[OUTPUT_FORMAT]
+ actualWriter = outputWriters[config.output['FORMAT']]
writer = actualWriter(filename)
renderer = Renderer()
- renderer.doRendering(writer, RENDER_ANIMATION)
+ renderer.doRendering(writer, config.output['ANIMATION'])
if editmode: Window.EditMode(1)
outputfile = ""
basename = Blender.sys.basename(Blender.Get('filename'))
if basename != "":
- outputfile = Blender.sys.splitext(basename)[0] + "." + str(OUTPUT_FORMAT).lower()
+ outputfile = Blender.sys.splitext(basename)[0] + "." + str(config.output['FORMAT']).lower()
if Blender.mode == 'background':
vectorize(outputfile)