import streamlit as st import tempfile import subprocess import os import requests import base64 import sys import shutil import re import logging import platform from streamlit_ace import st_ace # Set up logging logging.basicConfig(level=logging.INFO, format='%(asctime)s - %(levelname)s - %(message)s') logger = logging.getLogger('blender_app') st.set_page_config(page_title="Blender 3D Viewer", layout="wide") st.title("🌍 Blender Script → 3D Viewer") # Detect environment IS_HUGGINGFACE = os.environ.get('SPACE_ID') is not None if IS_HUGGINGFACE: st.info("Running in Hugging Face Spaces environment") # Find Blender executable with enhanced detection for Hugging Face def find_blender(): # Common paths to check, expanded for Hugging Face environment paths_to_check = [ "blender", # default PATH "/usr/bin/blender", "/opt/blender/blender", "/app/bin/blender", # Common in Docker containers "/usr/local/bin/blender", os.path.join(os.path.expanduser("~"), "blender/blender") ] # On HF, Blender might be installed in a custom location if IS_HUGGINGFACE: # Check if Blender was installed via apt.txt hf_paths = [ "/opt/conda/bin/blender", "/home/user/blender/blender" ] paths_to_check = hf_paths + paths_to_check # On Windows systems if platform.system() == "Windows": program_files = os.environ.get("ProgramFiles", "C:\\Program Files") paths_to_check.append(os.path.join(program_files, "Blender Foundation", "Blender", "blender.exe")) for path in paths_to_check: try: logger.info(f"Checking Blender at: {path}") result = subprocess.run([path, "--version"], capture_output=True, text=True, timeout=10) if result.returncode == 0: st.success(f"Found Blender: {result.stdout.strip()}") logger.info(f"Blender found at {path}: {result.stdout.strip()}") return path except Exception as e: logger.debug(f"Failed to find Blender at {path}: {str(e)}") continue # If not found, try using the 'which' command on Unix-like systems if platform.system() != "Windows": try: result = subprocess.run(["which", "blender"], capture_output=True, text=True, timeout=5) if result.returncode == 0 and result.stdout.strip(): path = result.stdout.strip() st.success(f"Found Blender using 'which': {path}") logger.info(f"Blender found using 'which': {path}") return path except Exception as e: logger.debug(f"Failed to use 'which' to find Blender: {str(e)}") return None # Enhanced script preprocessor to ensure reliable .blend file saving def preprocess_script(script_text, tmp_dir): logger.info("Preprocessing script...") # Check if necessary imports exist in the script required_imports = { 'import bpy': 'import bpy', 'import os': 'import os', 'import math': 'import math' if 'math.' in script_text else None, 'import sys': 'import sys' } for import_check, import_statement in required_imports.items(): if import_statement and import_check not in script_text: script_text = import_statement + '\n' + script_text logger.info(f"Added {import_statement} to script") # Ensure absolute paths for file operations in Hugging Face environment absolute_tmp_dir = os.path.abspath(tmp_dir) logger.info(f"Using absolute temp directory: {absolute_tmp_dir}") # More robust file saving code with error handling if 'bpy.ops.wm.save_as_mainfile' not in script_text: # Add enhanced file saving code at the end with detailed error handling script_text += f''' # Save the .blend file with error handling try: # Ensure the output directory exists output_dir = os.environ.get('BLENDER_OUTPUT_DIR', '{absolute_tmp_dir}') os.makedirs(output_dir, exist_ok=True) # Use absolute path for the blend file blend_file_path = os.path.abspath(os.path.join(output_dir, "scene.blend")) # Print debug info for troubleshooting print(f"Attempting to save blend file to: {{blend_file_path}}") print(f"Current working directory: {{os.getcwd()}}") # Save the file with absolute path - using both filepath and check_existing parameters bpy.ops.wm.save_as_mainfile(filepath=blend_file_path, check_existing=False) # Verify the file was saved if os.path.exists(blend_file_path): print(f"Successfully saved blend file to: {{blend_file_path}}") else: print(f"ERROR: Failed to save blend file - file does not exist after save operation") except Exception as e: print(f"ERROR saving .blend file: {{str(e)}}") import traceback traceback.print_exc() ''' logger.info("Added enhanced file saving code to script") else: # Make sure existing save code uses absolute paths correctly and has error handling save_pattern = r'bpy\.ops\.wm\.save_as_mainfile\s*\(\s*filepath\s*=\s*["\']([^"\']+)["\']' if re.search(save_pattern, script_text): script_text = re.sub( save_pattern, f'bpy.ops.wm.save_as_mainfile(filepath=os.path.abspath(os.path.join(os.environ.get("BLENDER_OUTPUT_DIR", "{absolute_tmp_dir}"), "scene.blend")), check_existing=False', script_text ) logger.info("Modified existing save code to use absolute paths") return script_text # Check if Blender is available at startup blender_path = find_blender() if not blender_path: st.error("❌ Blender not found! The app requires Blender to be installed.") if IS_HUGGINGFACE: st.info("For Hugging Face Spaces, make sure to include 'blender' in your apt.txt file to install Blender.") st.code("blender", language="text") else: st.info("Please install Blender and make sure it's in your PATH.") # Continue anyway to show the interface # Hardcoded default texture URLs (with fallbacks) DEFAULT_TEXTURE_URLS = [ "https://eoimages.gsfc.nasa.gov/images/imagerecords/57000/57730/land_ocean_ice_2048.jpg", "https://svs.gsfc.nasa.gov/vis/a000000/a002900/a002915/bluemarble-2048.png", # Additional fallbacks "https://upload.wikimedia.org/wikipedia/commons/thumb/c/cd/Blue_Marble_2007_East.jpg/600px-Blue_Marble_2007_East.jpg", "https://www.solarsystemscope.com/textures/download/2k_earth_daymap.jpg" ] # Sidebar: Blender script editor with example script default_script = """import bpy import math # Clear the scene bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() # Create a UV Sphere for Earth bpy.ops.mesh.primitive_uv_sphere_add(radius=1, location=(0, 0, 0)) earth = bpy.context.active_object earth.name = 'Earth' # Apply material to Earth mat = bpy.data.materials.new(name="EarthMaterial") mat.use_nodes = True nodes = mat.node_tree.nodes links = mat.node_tree.links # Clear default nodes for node in nodes: nodes.remove(node) # Create texture node texture_node = nodes.new(type='ShaderNodeTexImage') # Get texture path from environment variable if available texture_paths = os.environ.get('TEXTURE_PATHS', '').split(',') if texture_paths and texture_paths[0]: texture_node.image = bpy.data.images.load(texture_paths[0]) # Add Principled BSDF node principled = nodes.new(type='ShaderNodeBsdfPrincipled') principled.inputs['Specular'].default_value = 0.1 principled.inputs['Roughness'].default_value = 0.8 # Add Output node output = nodes.new(type='ShaderNodeOutputMaterial') # Link nodes links.new(texture_node.outputs['Color'], principled.inputs['Base Color']) links.new(principled.outputs['BSDF'], output.inputs['Surface']) # Assign material to Earth if earth.data.materials: earth.data.materials[0] = mat else: earth.data.materials.append(mat) # Add a simple animation - rotation earth.rotation_euler = (0, 0, 0) earth.keyframe_insert(data_path="rotation_euler", frame=1) # Rotate 360 degrees on Z axis earth.rotation_euler = (0, 0, math.radians(360)) earth.keyframe_insert(data_path="rotation_euler", frame=250) # Set animation interpolation to linear for fc in earth.animation_data.action.fcurves: for kf in fc.keyframe_points: kf.interpolation = 'LINEAR' # Setup camera bpy.ops.object.camera_add(location=(0, -3, 0)) camera = bpy.context.active_object camera.rotation_euler = (math.radians(90), 0, 0) bpy.context.scene.camera = camera # Setup lighting bpy.ops.object.light_add(type='SUN', location=(5, -5, 5)) light = bpy.context.active_object light.data.energy = 2.0 # Set render settings bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.cycles.device = 'CPU' bpy.context.scene.render.film_transparent = True # Set frame range for animation bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 250 """ # Sidebar: Blender script examples script_examples = { "Earth with Texture": default_script, "Solar System": """import bpy import math # Clear existing objects bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Function to create a sphere (planet or sun) def create_celestial_body(name, radius, location, color): # Create mesh sphere bpy.ops.mesh.primitive_uv_sphere_add(radius=radius, location=location) obj = bpy.context.active_object obj.name = name # Create material mat = bpy.data.materials.new(name + "_Material") mat.use_nodes = True bsdf = mat.node_tree.nodes.get('Principled BSDF') bsdf.inputs['Base Color'].default_value = (*color, 1) bsdf.inputs['Roughness'].default_value = 0.5 # Assign material if obj.data.materials: obj.data.materials[0] = mat else: obj.data.materials.append(mat) return obj # Create the Sun (yellow) sun = create_celestial_body('Sun', radius=2, location=(0,0,0), color=(1.0, 1.0, 0.0)) # Create an empty at origin to parent planets for orbiting def create_orbit_empty(name): bpy.ops.object.empty_add(type='PLAIN_AXES', location=(0,0,0)) empty = bpy.context.active_object empty.name = name return empty # Planet definitions: name, radius, distance from sun, color, orbital period in frames planets = [ ('Mercury', 0.3, 4, (0.8, 0.5, 0.2), 88), ('Venus', 0.5, 6, (1.0, 0.8, 0.0), 224), ('Earth', 0.5, 8, (0.2, 0.4, 1.0), 365), ('Mars', 0.4, 10,(1.0, 0.3, 0.2), 687) ] for name, radius, distance, color, period in planets: # Create orbit controller orbit_empty = create_orbit_empty(name + '_Orbit') # Create planet as child of orbit empty planet = create_celestial_body(name, radius, location=(distance, 0, 0), color=color) planet.parent = orbit_empty # Animate the orbit: rotate empty around Z orbit_empty.rotation_euler = (0, 0, 0) orbit_empty.keyframe_insert(data_path='rotation_euler', frame=1, index=2) orbit_empty.rotation_euler = (0, 0, math.radians(360)) orbit_empty.keyframe_insert(data_path='rotation_euler', frame=period, index=2) # Set linear interpolation for smooth constant motion action = orbit_empty.animation_data.action fcurve = action.fcurves.find('rotation_euler', index=2) if fcurve: for kp in fcurve.keyframe_points: kp.interpolation = 'LINEAR' # Set scene frames bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 687 # Use Mars' period as the end frame # Add simple starfield as world background world = bpy.context.scene.world world.use_nodes = True bg = world.node_tree.nodes['Background'] bg.inputs['Color'].default_value = (0, 0, 0, 1) # Set up a better camera view bpy.ops.object.camera_add(location=(0, -20, 15)) camera = bpy.context.active_object camera.rotation_euler = (math.radians(55), 0, 0) bpy.context.scene.camera = camera # Add a sun light bpy.ops.object.light_add(type='SUN', location=(10, -10, 10)) sun_light = bpy.context.active_object sun_light.data.energy = 5.0 # Set render settings bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.cycles.device = 'CPU' print('Solar system animation setup complete.')""", "Simple Cube (Test)": """import bpy import math # Clear the scene bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() # Create a cube bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0)) cube = bpy.context.active_object cube.name = 'TestCube' # Add animation cube.rotation_euler = (0, 0, 0) cube.keyframe_insert(data_path="rotation_euler", frame=1) cube.rotation_euler = (0, math.radians(360), 0) cube.keyframe_insert(data_path="rotation_euler", frame=100) # Setup camera bpy.ops.object.camera_add(location=(0, -3, 0)) camera = bpy.context.active_object camera.rotation_euler = (math.radians(90), 0, 0) bpy.context.scene.camera = camera # Setup lighting bpy.ops.object.light_add(type='SUN', location=(5, -5, 5)) # Set frame range bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 100 """ } # Add a more animation-focused example script_examples["Animated Character"] = """import bpy import math # Clear existing objects bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) # Create simple character with basic armature def create_simple_character(): # Create a body (cylinder) bpy.ops.mesh.primitive_cylinder_add(radius=0.5, depth=2, location=(0, 0, 1)) body = bpy.context.active_object body.name = "Body" # Create a head (sphere) bpy.ops.mesh.primitive_uv_sphere_add(radius=0.5, location=(0, 0, 2.5)) head = bpy.context.active_object head.name = "Head" # Create arms (cylinders) bpy.ops.mesh.primitive_cylinder_add(radius=0.2, depth=1.5, location=(0.8, 0, 1.5)) arm_right = bpy.context.active_object arm_right.name = "ArmRight" arm_right.rotation_euler = (0, math.radians(90), 0) bpy.ops.mesh.primitive_cylinder_add(radius=0.2, depth=1.5, location=(-0.8, 0, 1.5)) arm_left = bpy.context.active_object arm_left.name = "ArmLeft" arm_left.rotation_euler = (0, math.radians(90), 0) # Create legs (cylinders) bpy.ops.mesh.primitive_cylinder_add(radius=0.25, depth=1, location=(0.3, 0, 0)) leg_right = bpy.context.active_object leg_right.name = "LegRight" bpy.ops.mesh.primitive_cylinder_add(radius=0.25, depth=1, location=(-0.3, 0, 0)) leg_left = bpy.context.active_object leg_left.name = "LegLeft" return { "body": body, "head": head, "arm_right": arm_right, "arm_left": arm_left, "leg_right": leg_right, "leg_left": leg_left } # Create character character = create_simple_character() # Create dance animation def create_dance_animation(): # Set frame range bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 60 # Arm waving # Frame 1 bpy.context.scene.frame_set(1) character["arm_right"].rotation_euler = (0, math.radians(90), 0) character["arm_left"].rotation_euler = (0, math.radians(90), 0) character["arm_right"].keyframe_insert(data_path="rotation_euler") character["arm_left"].keyframe_insert(data_path="rotation_euler") # Frame 15 bpy.context.scene.frame_set(15) character["arm_right"].rotation_euler = (0, math.radians(90), math.radians(45)) character["arm_left"].rotation_euler = (0, math.radians(90), math.radians(-45)) character["arm_right"].keyframe_insert(data_path="rotation_euler") character["arm_left"].keyframe_insert(data_path="rotation_euler") # Frame 30 bpy.context.scene.frame_set(30) character["arm_right"].rotation_euler = (0, math.radians(90), math.radians(-45)) character["arm_left"].rotation_euler = (0, math.radians(90), math.radians(45)) character["arm_right"].keyframe_insert(data_path="rotation_euler") character["arm_left"].keyframe_insert(data_path="rotation_euler") # Frame 45 bpy.context.scene.frame_set(45) character["arm_right"].rotation_euler = (0, math.radians(90), math.radians(45)) character["arm_left"].rotation_euler = (0, math.radians(90), math.radians(-45)) character["arm_right"].keyframe_insert(data_path="rotation_euler") character["arm_left"].keyframe_insert(data_path="rotation_euler") # Frame 60 bpy.context.scene.frame_set(60) character["arm_right"].rotation_euler = (0, math.radians(90), 0) character["arm_left"].rotation_euler = (0, math.radians(90), 0) character["arm_right"].keyframe_insert(data_path="rotation_euler") character["arm_left"].keyframe_insert(data_path="rotation_euler") # Body bounce # Frame 1 bpy.context.scene.frame_set(1) character["body"].location = (0, 0, 1) character["body"].keyframe_insert(data_path="location") character["head"].location = (0, 0, 2.5) character["head"].keyframe_insert(data_path="location") # Frame 15 bpy.context.scene.frame_set(15) character["body"].location = (0, 0, 1.2) character["body"].keyframe_insert(data_path="location") character["head"].location = (0, 0, 2.7) character["head"].keyframe_insert(data_path="location") # Frame 30 bpy.context.scene.frame_set(30) character["body"].location = (0, 0, 1) character["body"].keyframe_insert(data_path="location") character["head"].location = (0, 0, 2.5) character["head"].keyframe_insert(data_path="location") # Frame 45 bpy.context.scene.frame_set(45) character["body"].location = (0, 0, 1.2) character["body"].keyframe_insert(data_path="location") character["head"].location = (0, 0, 2.7) character["head"].keyframe_insert(data_path="location") # Frame 60 bpy.context.scene.frame_set(60) character["body"].location = (0, 0, 1) character["body"].keyframe_insert(data_path="location") character["head"].location = (0, 0, 2.5) character["head"].keyframe_insert(data_path="location") # Set interpolation for obj in character.values(): if obj.animation_data and obj.animation_data.action: for fc in obj.animation_data.action.fcurves: for kp in fc.keyframe_points: kp.interpolation = 'BEZIER' # Create the animation create_dance_animation() # Set up camera and lighting bpy.ops.object.camera_add(location=(0, -5, 2)) camera = bpy.context.active_object camera.rotation_euler = (math.radians(80), 0, 0) bpy.context.scene.camera = camera # Add light bpy.ops.object.light_add(type='SUN', location=(2, -3, 5)) sun = bpy.context.active_object sun.data.energy = 3.0 # Set render settings bpy.context.scene.render.engine = 'CYCLES' bpy.context.scene.cycles.device = 'CPU' print('Character animation setup complete') """ # Add example selector selected_example = st.sidebar.selectbox( "Load example script:", options=list(script_examples.keys()) ) # Sidebar: Blender script editor st.sidebar.header("Blender Python Script") script_text = st_ace( value=script_examples[selected_example], placeholder="Paste your Blender Python script here...", language="python", theme="monokai", key="ace", min_lines=20, max_lines=100, ) # Sidebar: texture uploads st.sidebar.header("Texture Uploads (JPG/PNG)") uploaded_textures = st.sidebar.file_uploader( "Upload one or more textures", type=["jpg", "jpeg", "png"], accept_multiple_files=True ) # Sidebar: custom Python libraries st.sidebar.header("Custom Python Libraries") custom_packages = st.sidebar.text_area( "List pip packages (one per line)", height=100 ) # Add options specific to troubleshooting in Hugging Face if IS_HUGGINGFACE: st.sidebar.header("Hugging Face Options") debug_mode = st.sidebar.checkbox("Enable Debug Mode", value=False) if debug_mode: log_level = st.sidebar.selectbox( "Log Level", options=["INFO", "DEBUG"], index=0 ) if log_level == "DEBUG": logger.setLevel(logging.DEBUG) # Main action if st.sidebar.button("Run & Export GLB"): if not blender_path: st.error("Cannot proceed: Blender is not available") st.stop() if not script_text or not script_text.strip(): st.error("Please provide a valid Blender Python script.") st.stop() with st.spinner("Processing your 3D scene..."): # Use a more robust temporary directory approach tmp_dir = tempfile.mkdtemp(prefix="blender_app_") logger.info(f"Created temporary directory: {tmp_dir}") try: # 1) Preprocess and save user script processed_script = preprocess_script(script_text, tmp_dir) script_path = os.path.join(tmp_dir, "user_script.py") with open(script_path, "w") as f: f.write(processed_script) logger.info(f"Saved processed script to: {script_path}") # 2) Collect textures texture_paths = [] if uploaded_textures: for idx, upload in enumerate(uploaded_textures): ext = os.path.splitext(upload.name)[1] path = os.path.join(tmp_dir, f"texture_{idx}{ext}") with open(path, "wb") as tf: tf.write(upload.read()) texture_paths.append(path) logger.info(f"Saved {len(texture_paths)} uploaded textures") else: # Try multiple default textures if some fail for url in DEFAULT_TEXTURE_URLS: try: r = requests.get(url, timeout=15) r.raise_for_status() ext = os.path.splitext(url)[-1] or ".jpg" path = os.path.join(tmp_dir, f"default{ext}") with open(path, "wb") as tf: tf.write(r.content) texture_paths.append(path) logger.info(f"Downloaded texture from {url}") # If we got one texture successfully, that's enough break except Exception as e: logger.warning(f"Could not download texture {url}: {str(e)}") st.warning(f"Could not download texture {url}: {str(e)}") # Display texture file information if texture_paths: st.subheader("Texture Files") for tp in texture_paths: st.code(os.path.basename(tp)) logger.info(f"Using texture: {tp}") else: st.warning("No textures were loaded. Your 3D model may appear without textures.") logger.warning("No textures were loaded") # 3) Install custom Python libraries if specified if custom_packages and custom_packages.strip(): pkgs = [l.strip() for l in custom_packages.splitlines() if l.strip()] if pkgs: st.info(f"Installing: {', '.join(pkgs)}") logger.info(f"Installing packages: {', '.join(pkgs)}") try: # Use Python executable from current environment for pip pip_cmd = [sys.executable, "-m", "pip", "install", "--user"] + pkgs pip_res = subprocess.run( pip_cmd, check=True, capture_output=True, text=True, timeout=180 # 3 minute timeout ) st.text_area("pip install output", pip_res.stdout + pip_res.stderr, height=100) logger.info(f"Pip install result: {pip_res.returncode}") except Exception as e: st.warning(f"pip install failed: {str(e)}") logger.error(f"pip install failed: {str(e)}") # 4) Prepare environment with necessary variables env = os.environ.copy() env["TEXTURE_PATHS"] = ",".join(texture_paths) env["BLENDER_OUTPUT_DIR"] = tmp_dir # Pass the tmp_dir to the Blender script logger.info(f"Set environment variable BLENDER_OUTPUT_DIR={tmp_dir}") # 5) Run Blender to build .blend file with enhanced error handling and retry blend_path = os.path.join(tmp_dir, "scene.blend") max_retries = 3 for attempt in range(1, max_retries + 1): with st.status(f"Running Blender to create scene (attempt {attempt}/{max_retries})...") as status: cmd1 = [blender_path, "--background", "--python", script_path] logger.info(f"Running Blender command: {' '.join(cmd1)}") try: r1 = subprocess.run( cmd1, cwd=tmp_dir, env=env, check=True, capture_output=True, text=True, timeout=300 # 5 minute timeout ) status.update(label=f"Blender scene created successfully (attempt {attempt})", state="complete") st.text_area("Blender output", r1.stdout + r1.stderr, height=150) logger.info("Blender script execution completed successfully") break except subprocess.TimeoutExpired: st.error(f"Blender process timed out after 5 minutes (attempt {attempt}/{max_retries}).") logger.error(f"Blender timeout on attempt {attempt}") if attempt == max_retries: st.stop() except subprocess.CalledProcessError as e: st.error(f"Blender build failed with error code {e.returncode} (attempt {attempt}/{max_retries})") st.text_area("Error details", e.stdout + e.stderr, height=150) logger.error(f"Blender error on attempt {attempt}: {e.returncode}") logger.debug(f"Blender stderr: {e.stderr}") # If it's the last attempt, stop execution if attempt == max_retries: st.stop() except Exception as e: st.error(f"Blender build failed: {str(e)} (attempt {attempt}/{max_retries})") logger.error(f"Unexpected error on attempt {attempt}: {str(e)}") if attempt == max_retries: st.stop() # Check if blend file was created with better diagnostics if not os.path.exists(blend_path): st.error("Blender did not create the expected scene.blend file.") logger.error(f"Blend file not found at {blend_path}") # Check directory contents for troubleshooting dir_contents = os.listdir(tmp_dir) logger.info(f"Temporary directory contents: {dir_contents}") st.info(f"Temporary directory contents: {', '.join(dir_contents)}") # Try an alternative approach by writing a minimal script just to save a file st.warning("Attempting alternative approach to create .blend file...") logger.info("Trying alternative approach with minimal script") minimal_script_path = os.path.join(tmp_dir, "minimal_save.py") with open(minimal_script_path, "w") as f: f.write(f""" import bpy import os # Make sure the directory exists os.makedirs(r'{tmp_dir}', exist_ok=True) # Create a simple cube bpy.ops.mesh.primitive_cube_add(size=1, location=(0, 0, 0)) # Save the file blend_path = r'{blend_path}' print(f"Saving to {{blend_path}}") bpy.ops.wm.save_as_mainfile(filepath=blend_path, check_existing=False) print(f"Save operation completed, checking if file exists: {{os.path.exists(blend_path)}}") """) try: cmd_min = [blender_path, "--background", "--python", minimal_script_path] r_min = subprocess.run( cmd_min, cwd=tmp_dir, env=env, check=True, capture_output=True, text=True, timeout=120 ) st.text_area("Minimal script output", r_min.stdout + r_min.stderr, height=150) logger.info("Minimal script execution completed") if os.path.exists(blend_path): st.success("Alternative approach created a .blend file successfully!") logger.info("Alternative approach succeeded") else: st.error("Alternative approach also failed to create .blend file.") logger.error("Alternative approach failed") st.stop() except Exception as e: st.error(f"Alternative approach failed: {str(e)}") logger.error(f"Alternative approach error: {str(e)}") st.stop() # 6) Export GLB with animation - enhanced error handling and animation support glb_path = os.path.join(tmp_dir, "animation.glb") with st.status("Exporting to GLB format with animations...") as status: # Create a separate Python script for enhanced GLB export with better animation support export_script = os.path.join(tmp_dir, "export_glb.py") with open(export_script, "w") as f: f.write(f""" import bpy import os import sys # Print debug info print(f"Python version: {{sys.version}}") print(f"Blender version: {{bpy.app.version_string}}") print(f"Attempting to load blend file: {blend_path}") print(f"Current working directory: {{os.getcwd()}}") print(f"File exists check: {{os.path.exists(r'{blend_path}')}}") try: # Load the blend file bpy.ops.wm.open_mainfile(filepath=r'{blend_path}') print("Blend file loaded successfully") # Get animation info scene = bpy.context.scene frame_start = scene.frame_start frame_end = scene.frame_end fps = scene.render.fps print(f"Animation frames: {{frame_start}}-{{frame_end}} at {{fps}} fps") # Export to GLB with enhanced animation options glb_path = r'{glb_path}' print(f"Exporting to GLB: {{glb_path}}") # Check if glTF export is available if hasattr(bpy.ops.export_scene, 'gltf'): bpy.ops.export_scene.gltf( filepath=glb_path, export_format='GLB', export_animations=True, export_frame_range=True, export_frame_step=1, export_anim_single_armature=False, # Export all animations export_current_frame=False, export_apply=False # Keep animations intact ) print(f"GLB export completed, file exists: {{os.path.exists(glb_path)}}") else: print("ERROR: glTF export operator not available. Check if the add-on is enabled.") # Try to enable the addon bpy.ops.preferences.addon_enable(module='io_scene_gltf2') print("Attempted to enable glTF add-on") # Try export again if hasattr(bpy.ops.export_scene, 'gltf'): bpy.ops.export_scene.gltf( filepath=glb_path, export_format='GLB', export_animations=True, export_frame_range=True, export_frame_step=1, export_anim_single_armature=False, export_current_frame=False, export_apply=False ) print(f"GLB export completed after enabling add-on") else: print("ERROR: Could not enable glTF export add-on") except Exception as e: print(f"ERROR during export: {{str(e)}}") import traceback traceback.print_exc() """) cmd2 = [blender_path, "--background", "--python", export_script] logger.info(f"Running GLB export command: {' '.join(cmd2)}") try: r2 = subprocess.run( cmd2, cwd=tmp_dir, env=env, check=True, capture_output=True, text=True, timeout=180 # 3 minute timeout ) status.update(label="GLB export with animations completed successfully", state="complete") st.text_area("Export output", r2.stdout + r2.stderr, height=100) logger.info("GLB export completed successfully") except Exception as e: st.error(f"GLB export failed: {str(e)}") logger.error(f"GLB export error: {str(e)}") st.stop() # 7) Embed GLB inline with enhanced animation viewer if os.path.exists(glb_path): with open(glb_path, 'rb') as f: data = f.read() file_size = len(data) / (1024 * 1024) # Size in MB st.success(f"Successfully created GLB file with animations ({file_size:.1f} MB)") logger.info(f"Created GLB file, size: {file_size:.1f} MB") # Check if file isn't too large for embedding if file_size > 50: st.warning("The GLB file is quite large. The viewer might be slow to load.") logger.warning(f"Large GLB file: {file_size:.1f} MB") b64 = base64.b64encode(data).decode() # Display the 3D model viewer with animation controls st.subheader("3D Model Viewer with Animation Controls") html = f"""
No animation playing
""" st.components.v1.html(html, height=600) # Add download button st.download_button( "⬇️ Download GLB File with Animation", data, file_name="animation.glb", mime="model/gltf-binary" ) else: st.error("GLB file was not generated successfully.") logger.error(f"GLB file not found at {glb_path}") if os.path.exists(blend_path): st.info("The Blender file was created, but the GLB export failed.") logger.info("Blend file exists but GLB export failed") finally: # Clean up - remove temporary directory if not in debug mode if IS_HUGGINGFACE and debug_mode: st.info(f"Debug mode: Temporary files kept at {tmp_dir}") logger.info(f"Keeping temp files for debugging: {tmp_dir}") else: try: shutil.rmtree(tmp_dir, ignore_errors=True) logger.info(f"Cleaned up temporary directory: {tmp_dir}") except Exception as e: st.warning(f"Failed to clean up temporary files: {str(e)}") logger.error(f"Cleanup error: {str(e)}") # Add helpful information at the bottom st.divider() with st.expander("About this app"): st.markdown(""" **Blender 3D Viewer App** lets you: - Write Blender Python scripts directly in your browser - Upload custom textures for your 3D models - Generate and visualize 3D models with animations - Download the results as GLB files for use in other applications The app automatically adds necessary imports and file saving code to your scripts, so you can focus on creating 3D content without worrying about environment details. Running on Hugging Face Spaces: This app requires Blender to be installed. Make sure your Space includes 'blender' in the apt.txt file. """) with st.expander("Script Tips"): st.markdown(""" ### Tips for writing Blender scripts 1. **Accessing textures**: Use the environment variable `TEXTURE_PATHS` to get the paths to uploaded textures ```python # Example code to load the first uploaded texture texture_paths = os.environ.get('TEXTURE_PATHS', '').split(',') if texture_paths and texture_paths[0]: image = bpy.data.images.load(texture_paths[0]) ``` 2. **You don't need to add file saving code** - the app automatically adds it 3. **Animations**: Make sure to set keyframes if you want your model to animate: ```python # Example animation (rotate object 360 degrees over 250 frames) obj.rotation_euler = (0, 0, 0) obj.keyframe_insert(data_path="rotation_euler", frame=1) obj.rotation_euler = (0, 0, math.radians(360)) obj.keyframe_insert(data_path="rotation_euler", frame=250) ``` 4. **Troubleshooting in Hugging Face**: If you're having issues with the app in Hugging Face Spaces: - Enable Debug Mode in the sidebar - Check the error messages in the app output - Make sure your apt.txt file includes 'blender' - Try the "Simple Cube (Test)" example first to verify Blender is working """) with st.expander("Animation Tips"): st.markdown(""" ### Tips for creating animations that show properly in GLB 1. **Set frame range properly**: Always define your animation frame range ```python bpy.context.scene.frame_start = 1 bpy.context.scene.frame_end = 60 # End frame of your animation ``` 2. **Use keyframes properly**: Add keyframes at specific frames ```python # Set current frame bpy.context.scene.frame_set(1) # Set object properties obj.location = (0, 0, 0) # Insert keyframe for that property obj.keyframe_insert(data_path="location") ``` 3. **Animation export settings**: The app automatically handles GLB export with proper animation settings 4. **Animation playback**: Use the animation controls below the 3D viewer to play/pause/stop your animation 5. **Multiple animations**: If your GLB has multiple animations, they will be detected and can be selected in the viewer 6. **Looping animations**: By default, animations will loop in the viewer """) # Add a section at the bottom for Hugging Face Spaces setup with st.expander("Hugging Face Spaces Setup"): st.markdown(""" ### Setting up this app on Hugging Face Spaces To ensure this app works correctly on Hugging Face: 1. **Create an apt.txt file** in your repository with: ``` blender ``` 2. **Create a requirements.txt file** with: ``` streamlit streamlit-ace requests ``` 3. **Set the Space SDK** to "Streamlit" in the Space settings 4. **Set resource allocation** to at least 2 CPU + 4GB RAM for better performance Troubleshooting: If you encounter "Blender not found" errors, check your apt.txt file and make sure Blender is being installed correctly. """)