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height = "400"
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## About
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A Blender add-on to create add-ons! This script will take your Geometry Node group and convert it into a legible Python script.
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A Blender add-on to create add-ons! This script will take your Geometry Node group and convert it into a legible Python script.
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It automatically handles node layout, default values, sub-node groups, naming, and more!
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I think Geometry Nodes is a powerful tool that's fairly accessible to people, and I wanted to create a lightweight, faster way of distributing them than just passing around blend files. It also makes scripting Geometry Nodes easier for add-on creators in cases when Python is needed, as you don't need to recreate the whole node tree from scratch just to add in functionality like a `for` loop or interfacing with other parts of the software.
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## Installation and Usage
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Simply download `node_to_python.py`, and install it to Blender like other add-ons. Then, go to `Object > Node to Python`, and type in the name of your node group. It will then save an add-on to the folder your blend file is stored in.
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Download `node_to_python.py`, and install it to Blender like other add-ons. Then, go to `Object > Node to Python`, and type in the name of your node group. It will then save an add-on to where your blend file is stored.
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## Future
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* Expansion to Shader and Compositing nodes
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* Copy over referenced assets in the scene (Collections, Objects, Materials, Textures, etc.)
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* Automatically format code to be PEP8 compliant
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## Potential Issues
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* This should work on Unix-like systems (macOS, Linux), but I haven't tested it on Windows yet. If you use Windows, please let me know if you encounter any issues.
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* This should work on Unix-like systems (macOS, Linux), but I haven't tested it on Windows yet. If you use Windows, please let me know or create an issue.
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* Make sure all your group inputs and outputs have different names, or it won't be able to find the appropriate sockets (this is best practice anyways!)
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* As of version 1.0.0, the add-on will not set default values for
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* Collections
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* Objects
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* Textures
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These are somewhat messier to deal with, though this may be possible in future versions.
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as they won't exist in every blend file. In the future, I may have the script automatically recreate these assets, espcially with materials.
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