├── README.md ├── generateur_rocket.blend └── textures ├── Metal Solid 5-color.jpg ├── Shwedagon Pagoda at sunset-1k.exr ├── TexturesCom_DeepDamageMetal_1024_albedo.tiff ├── TexturesCom_DeepDamageMetal_1024_roughness.tiff ├── gen_base2_bases_2_BaseColor.png ├── gen_base2_bases_2_Height.png ├── gen_base2_bases_2_Metallic.png ├── gen_base2_bases_2_Normal.png ├── gen_base2_bases_2_Roughness.png ├── gen_base_base_BaseColor.png ├── gen_base_base_Height.png ├── gen_base_base_Metallic.png ├── gen_base_base_Normal.png ├── gen_base_base_Roughness.png ├── gen_body_2_bodies_2_BaseColor.png ├── gen_body_2_bodies_2_Height.png ├── gen_body_2_bodies_2_Metallic.png ├── gen_body_2_bodies_2_Normal.png ├── gen_body_2_bodies_2_Roughness.png ├── gen_body_bodies_BaseColor.png ├── gen_body_bodies_Height.png ├── gen_body_bodies_Metallic.png ├── gen_body_bodies_Normal.png ├── gen_body_bodies_Roughness.png ├── gen_exhaust_exhaust_BaseColor.png ├── gen_exhaust_exhaust_Height.png ├── gen_exhaust_exhaust_Metallic.png ├── gen_exhaust_exhaust_Normal.png ├── gen_exhaust_exhaust_Roughness.png ├── gen_pieds_pied_BaseColor.png ├── gen_pieds_pied_Height.png ├── gen_pieds_pied_Metallic.png ├── gen_pieds_pied_Normal.png ├── gen_pieds_pied_Roughness.png ├── gen_tops_top_BaseColor.png ├── gen_tops_top_Height.png ├── gen_tops_top_Metallic.png ├── gen_tops_top_Normal.png ├── gen_tops_top_Roughness.png └── metal_bright_base_col_tileable.png-color.png /README.md: -------------------------------------------------------------------------------- 1 | # rocket-generator script 2 | 3 | ![Rocket Generator](https://i.imgur.com/IZiGvZT.jpg) 4 | 5 | A simple tool to generate vintage rockets with Blender 6 | 7 | ## General description 8 | 9 | Rocket Generator is based on very simple principles. A rocket is composed of several parts defined by the user. 10 | Each part has to modeled manually, the script will only takes care of randomly assembling the parts. 11 | 12 | Here is an example of some parts composing a rocket : 13 | 14 | ![Rocket Generator](https://i.imgur.com/nA7Qsbf.jpg) 15 | 16 | Once each part is modeled, the script will assemble them using a naming convention and adding some randomness when needed. 17 | 18 | - the script registers all variations of each parts that are currently in your current scene 19 | - it starts generating rockets, begining with selecting a random root_base_var and then recursively calling the generate function for each target it finds. 20 | 21 | ## Adding a new part 22 | 23 | When you create a new part, you can use as many objects as you want to compose it. The only condition being that all objects must be children of an empty named root_$PÄRTNAME_var. 24 | For example, if you to create a new rocket body, all the objects composing the body must be children of an empty called **root_body_var**. 25 | 26 | The idea is to have several variations of the body part, so the script will choose one randomly when it generates a new rockets. When you will be adding more variations, create new empties called **root_body_var_2**, **root_body_var_3** and so on... 27 | 28 | Here is an example of a body part in the viewport. Note how all the all the objects are children of **root_body_var** empty. 29 | 30 | ![Body variation example](https://i.imgur.com/qKKGVEE.jpg) 31 | 32 | ## Adding a target to a part 33 | 34 | The script let the user controls how each part must be assembled to form the rocket. To do so, when creating a part, the user must place empties wich will define to position, location and scale of a children part. 35 | These empties follow an other naming convention : target_$PARTNAME. 36 | 37 | For example, you have created a base part, from which you want to attach a body, and several feet parts. To do so, simply place a **target_body** and several **target_foot** empties on your model. 38 | 39 | ![Example of the base part](https://i.imgur.com/WfffK8P.jpg) 40 | 41 | ## Script parameters 42 | 43 | The script has a very basic user interface. 44 | 45 | ![Imgur](https://i.imgur.com/fx2CGvw.jpg) 46 | 47 | - **Number of rockets** : how many rockets will be generated 48 | - **Use similar Foot parts** : when enabled, this will make sure, all foot variations are the same per rocket model, making a more consistent model 49 | - **Use similar Body parts** : same as previsouly but for body variation 50 | - **Allow weird shape** : Currently this an hardcoded function that allows the choose if the rocket must have a regular shape or can have a more creative shape. 51 | -------------------------------------------------------------------------------- /generateur_rocket.blend: -------------------------------------------------------------------------------- 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