#!/bin/sh # The whole Mako pipeline, headless, one Blender at a time: build (in place, or a new file), checks, surfaces (UVs, bakes, # materials), export (FBX + Mako_layout.json), Cycles previews. A geometry rebuild always needs the surfaces pass again. # sh build/run_all.sh [TAG] (TAG names the preview set, default v02) B="/e/Steam/steamapps/common/Blender/blender.exe" P="/e/Tools/Programs/Python/python.exe" cd "$(dirname "$0")/.." TAG=${1:-v02} if [ -f Tender_Mako.blend ]; then "$B" -b Tender_Mako.blend --python build/run_build_headless.py 2>&1 | grep -E "SAVED|FAILED|Traceback|Error" ; true else "$B" -b --factory-startup --python build/run_build_headless.py 2>&1 | grep -E "SAVED|FAILED|Traceback|Error" ; true fi sh build/run_checks.sh "$P" build/make_surfaces.py "$B" -b Tender_Mako.blend --python build/surfaces_mako.py 2>&1 | grep -E "SURFACES OK|Traceback|Error" | cut -c1-300 ; true "$B" -b Tender_Mako.blend --python build/export_mako.py 2>&1 | grep -E "EXPORT OK|Traceback|Error" ; true MAKO_TAG=$TAG "$B" -b Tender_Mako.blend --python build/run_renders.py -- 2>&1 | grep -E "RENDERS OK|Traceback|Error" ; true echo "ALL DONE $TAG"