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authorBastien Montagne <montagne29@wanadoo.fr>2018-09-10 17:07:22 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2018-09-10 17:07:22 +0300
commit7f50cbf2b6bf0675e4a178cbb19aca90f39bd374 (patch)
tree4e73a7324c3490ef86564cf946c0e6b1cec52c1d
parent5d9c8f2b871f3a02b0348c564039772d9938137a (diff)
FBX: remove ASCII6.1 export support.
That old piece of code was deprecated-and-not-maintained-anymore-since-ages. Plus, increases consistency, since we never implemented import of ASCII FBX variants anyway... So now we only support binary 7.x versions.
-rw-r--r--io_scene_fbx/__init__.py170
-rw-r--r--io_scene_fbx/export_fbx.py2933
2 files changed, 44 insertions, 3059 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 11668fee..fddeda6c 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,7 +21,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
- "version": (3, 9, 3),
+ "version": (3, 10, 0),
"blender": (2, 79, 1),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
@@ -246,16 +246,6 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
- version = EnumProperty(
- items=(('BIN7400', "FBX 7.4 binary", "Modern 7.4 binary version"),
- ('ASCII6100', "FBX 6.1 ASCII",
- "Legacy 6.1 ascii version - WARNING: Deprecated and no more maintained"),
- ),
- name="Version",
- description="Choose which version of the exporter to use",
- )
-
- # 7.4 only
ui_tab = EnumProperty(
items=(('MAIN', "Main", "Main basic settings"),
('GEOMETRY', "Geometries", "Geometry-related settings"),
@@ -278,13 +268,11 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
soft_min=0.01, soft_max=1000.0,
default=1.0,
)
- # 7.4 only
apply_unit_scale = BoolProperty(
name="Apply Unit",
description="Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)",
default=True,
)
- # 7.4 only
apply_scale_options = EnumProperty(
items=(('FBX_SCALE_NONE', "All Local",
"Apply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0"),
@@ -300,7 +288,6 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
"(Blender uses FBX scale to detect units on import, "
"but many other applications do not handle the same way)",
)
- # 7.4 only
bake_space_transform = BoolProperty(
name="!EXPERIMENTAL! Apply Transform",
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
@@ -349,14 +336,12 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
description="Export loose edges (as two-vertices polygons)",
default=False,
)
- # 7.4 only
use_tspace = BoolProperty(
name="Tangent Space",
description="Add binormal and tangent vectors, together with normal they form the tangent space "
"(will only work correctly with tris/quads only meshes!)",
default=False,
)
- # 7.4 only
use_custom_props = BoolProperty(
name="Custom Properties",
description="Export custom properties",
@@ -406,7 +391,6 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
"perfectly in Blender...)",
default='NULL',
)
- # Anim - 7.4
bake_anim = BoolProperty(
name="Baked Animation",
description="Export baked keyframe animation",
@@ -450,38 +434,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
soft_min=0.0, soft_max=10.0,
default=1.0, # default: min slope: 0.005, max frame step: 10.
)
- # Anim - 6.1
- use_anim = BoolProperty(
- name="Animation",
- description="Export keyframe animation",
- default=True,
- )
- use_anim_action_all = BoolProperty(
- name="All Actions",
- description=("Export all actions for armatures or just the currently selected action"),
- default=True,
- )
- use_default_take = BoolProperty(
- name="Default Take",
- description="Export currently assigned object and armature animations into a default take from the scene "
- "start/end frames",
- default=True
- )
- use_anim_optimize = BoolProperty(
- name="Optimize Keyframes",
- description="Remove double keyframes",
- default=True,
- )
- anim_optimize_precision = FloatProperty(
- name="Precision",
- description="Tolerance for comparing double keyframes (higher for greater accuracy)",
- min=0.0, max=20.0, # from 10^2 to 10^-18 frames precision.
- soft_min=1.0, soft_max=16.0,
- default=6.0, # default: 10^-4 frames.
- )
- # End anim
path_mode = path_reference_mode
- # 7.4 only
embed_textures = BoolProperty(
name="Embed Textures",
description="Embed textures in FBX binary file (only for \"Copy\" path mode!)",
@@ -508,92 +461,61 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
def draw(self, context):
layout = self.layout
- layout.prop(self, "version")
-
- if self.version == 'BIN7400':
- layout.prop(self, "ui_tab", expand=True)
- if self.ui_tab == 'MAIN':
- layout.prop(self, "use_selection")
-
- col = layout.column(align=True)
- row = col.row(align=True)
- row.prop(self, "global_scale")
- sub = row.row(align=True)
- sub.prop(self, "apply_unit_scale", text="", icon='NDOF_TRANS')
- col.prop(self, "apply_scale_options")
-
- layout.prop(self, "axis_forward")
- layout.prop(self, "axis_up")
-
- layout.separator()
- layout.prop(self, "object_types")
- layout.prop(self, "bake_space_transform")
- layout.prop(self, "use_custom_props")
-
- layout.separator()
- row = layout.row(align=True)
- row.prop(self, "path_mode")
- sub = row.row(align=True)
- sub.enabled = (self.path_mode == 'COPY')
- sub.prop(self, "embed_textures", text="", icon='PACKAGE' if self.embed_textures else 'UGLYPACKAGE')
- row = layout.row(align=True)
- row.prop(self, "batch_mode")
- sub = row.row(align=True)
- sub.prop(self, "use_batch_own_dir", text="", icon='NEWFOLDER')
- elif self.ui_tab == 'GEOMETRY':
- layout.prop(self, "use_mesh_modifiers")
- sub = layout.row()
- sub.enabled = self.use_mesh_modifiers
- sub.prop(self, "use_mesh_modifiers_render")
- layout.prop(self, "mesh_smooth_type")
- layout.prop(self, "use_mesh_edges")
- sub = layout.row()
- #~ sub.enabled = self.mesh_smooth_type in {'OFF'}
- sub.prop(self, "use_tspace")
- elif self.ui_tab == 'ARMATURE':
- layout.prop(self, "use_armature_deform_only")
- layout.prop(self, "add_leaf_bones")
- layout.prop(self, "primary_bone_axis")
- layout.prop(self, "secondary_bone_axis")
- layout.prop(self, "armature_nodetype")
- elif self.ui_tab == 'ANIMATION':
- layout.prop(self, "bake_anim")
- col = layout.column()
- col.enabled = self.bake_anim
- col.prop(self, "bake_anim_use_all_bones")
- col.prop(self, "bake_anim_use_nla_strips")
- col.prop(self, "bake_anim_use_all_actions")
- col.prop(self, "bake_anim_force_startend_keying")
- col.prop(self, "bake_anim_step")
- col.prop(self, "bake_anim_simplify_factor")
- else:
+ layout.prop(self, "ui_tab", expand=True)
+ if self.ui_tab == 'MAIN':
layout.prop(self, "use_selection")
- layout.prop(self, "global_scale")
+
+ col = layout.column(align=True)
+ row = col.row(align=True)
+ row.prop(self, "global_scale")
+ sub = row.row(align=True)
+ sub.prop(self, "apply_unit_scale", text="", icon='NDOF_TRANS')
+ col.prop(self, "apply_scale_options")
+
layout.prop(self, "axis_forward")
layout.prop(self, "axis_up")
layout.separator()
layout.prop(self, "object_types")
+ layout.prop(self, "bake_space_transform")
+ layout.prop(self, "use_custom_props")
+
+ layout.separator()
+ row = layout.row(align=True)
+ row.prop(self, "path_mode")
+ sub = row.row(align=True)
+ sub.enabled = (self.path_mode == 'COPY')
+ sub.prop(self, "embed_textures", text="", icon='PACKAGE' if self.embed_textures else 'UGLYPACKAGE')
+ row = layout.row(align=True)
+ row.prop(self, "batch_mode")
+ sub = row.row(align=True)
+ sub.prop(self, "use_batch_own_dir", text="", icon='NEWFOLDER')
+ elif self.ui_tab == 'GEOMETRY':
layout.prop(self, "use_mesh_modifiers")
+ sub = layout.row()
+ sub.enabled = self.use_mesh_modifiers
+ sub.prop(self, "use_mesh_modifiers_render")
layout.prop(self, "mesh_smooth_type")
layout.prop(self, "use_mesh_edges")
sub = layout.row()
#~ sub.enabled = self.mesh_smooth_type in {'OFF'}
sub.prop(self, "use_tspace")
+ elif self.ui_tab == 'ARMATURE':
layout.prop(self, "use_armature_deform_only")
- layout.prop(self, "use_anim")
+ layout.prop(self, "add_leaf_bones")
+ layout.prop(self, "primary_bone_axis")
+ layout.prop(self, "secondary_bone_axis")
+ layout.prop(self, "armature_nodetype")
+ elif self.ui_tab == 'ANIMATION':
+ layout.prop(self, "bake_anim")
col = layout.column()
- col.enabled = self.use_anim
- col.prop(self, "use_anim_action_all")
- col.prop(self, "use_default_take")
- col.prop(self, "use_anim_optimize")
- col.prop(self, "anim_optimize_precision")
-
- layout.separator()
- layout.prop(self, "path_mode")
-
- layout.prop(self, "batch_mode")
- layout.prop(self, "use_batch_own_dir")
+ col.enabled = self.bake_anim
+ col.prop(self, "bake_anim_use_all_bones")
+ col.prop(self, "bake_anim_use_nla_strips")
+ col.prop(self, "bake_anim_use_all_actions")
+ col.prop(self, "bake_anim_force_startend_keying")
+ col.prop(self, "bake_anim_step")
+ col.prop(self, "bake_anim_simplify_factor")
@property
def check_extension(self):
@@ -615,12 +537,8 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
keywords["global_matrix"] = global_matrix
- if self.version == 'BIN7400':
- from . import export_fbx_bin
- return export_fbx_bin.save(self, context, **keywords)
- else:
- from . import export_fbx
- return export_fbx.save(self, context, **keywords)
+ from . import export_fbx_bin
+ return export_fbx_bin.save(self, context, **keywords)
def menu_func_import(self, context):
diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py
deleted file mode 100644
index e62d512d..00000000
--- a/io_scene_fbx/export_fbx.py
+++ /dev/null
@@ -1,2933 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-# <pep8 compliant>
-
-# Script copyright (C) Campbell Barton
-
-
-import os
-import time
-import math # math.pi
-
-import bpy
-from mathutils import Vector, Matrix
-
-def grouper_exact(it, chunk_size):
- """
- Grouper-like func, but returns exactly all elements from it:
-
- >>> for chunk in grouper_exact(range(10), 3): print(e)
- (0,1,2)
- (3,4,5)
- (6,7,8)
- (9,)
-
- About 2 times slower than simple zip(*[it] * 3), but does not need to convert iterator to sequence to be sure to
- get exactly all elements in it (i.e. get a last chunk that may be smaller than chunk_size).
- """
- import itertools
- i = itertools.zip_longest(*[iter(it)] * chunk_size, fillvalue=...)
- curr = next(i)
- for nxt in i:
- yield curr
- curr = nxt
- if ... in curr:
- yield curr[:curr.index(...)]
- else:
- yield curr
-
-# I guess FBX uses degrees instead of radians (Arystan).
-# Call this function just before writing to FBX.
-# 180 / math.pi == 57.295779513
-def tuple_rad_to_deg(eul):
- return eul[0] * 57.295779513, eul[1] * 57.295779513, eul[2] * 57.295779513
-
-# Used to add the scene name into the filepath without using odd chars
-sane_name_mapping_ob = {}
-sane_name_mapping_ob_unique = set()
-sane_name_mapping_mat = {}
-sane_name_mapping_tex = {}
-sane_name_mapping_take = {}
-sane_name_mapping_group = {}
-
-# Make sure reserved names are not used
-sane_name_mapping_ob['Scene'] = 'Scene_'
-sane_name_mapping_ob_unique.add('Scene_')
-
-
-def increment_string(t):
- name = t
- num = ''
- while name and name[-1].isdigit():
- num = name[-1] + num
- name = name[:-1]
- if num:
- return '%s%d' % (name, int(num) + 1)
- else:
- return name + '_0'
-
-
-# todo - Disallow the name 'Scene' - it will bugger things up.
-def sane_name(data, dct, unique_set=None):
- #if not data: return None
-
- if type(data) == tuple: # materials are paired up with images
- data, other = data
- use_other = True
- else:
- other = None
- use_other = False
-
- name = data.name if data else None
- orig_name = name
-
- if other:
- orig_name_other = other.name
- name = '%s #%s' % (name, orig_name_other)
- else:
- orig_name_other = None
-
- # dont cache, only ever call once for each data type now,
- # so as to avoid namespace collision between types - like with objects <-> bones
- #try: return dct[name]
- #except: pass
-
- if not name:
- name = 'unnamed' # blank string, ASKING FOR TROUBLE!
- else:
-
- name = bpy.path.clean_name(name) # use our own
-
- name_unique = dct.values() if unique_set is None else unique_set
-
- while name in name_unique:
- name = increment_string(name)
-
- if use_other: # even if other is None - orig_name_other will be a string or None
- dct[orig_name, orig_name_other] = name
- else:
- dct[orig_name] = name
-
- if unique_set is not None:
- unique_set.add(name)
-
- return name
-
-
-def sane_obname(data):
- return sane_name(data, sane_name_mapping_ob, sane_name_mapping_ob_unique)
-
-
-def sane_matname(data):
- return sane_name(data, sane_name_mapping_mat)
-
-
-def sane_texname(data):
- return sane_name(data, sane_name_mapping_tex)
-
-
-def sane_takename(data):
- return sane_name(data, sane_name_mapping_take)
-
-
-def sane_groupname(data):
- return sane_name(data, sane_name_mapping_group)
-
-
-def mat4x4str(mat):
- # blender matrix is row major, fbx is col major so transpose on write
- return ("%.15f,%.15f,%.15f,%.15f,"
- "%.15f,%.15f,%.15f,%.15f,"
- "%.15f,%.15f,%.15f,%.15f,"
- "%.15f,%.15f,%.15f,%.15f" %
- tuple([f for v in mat.transposed() for f in v]))
-
-
-def action_bone_names(obj, action):
- from bpy.types import PoseBone
-
- names = set()
- path_resolve = obj.path_resolve
-
- for fcu in action.fcurves:
- try:
- prop = path_resolve(fcu.data_path, False)
- except:
- prop = None
-
- if prop is not None:
- data = prop.data
- if isinstance(data, PoseBone):
- names.add(data.name)
-
- return names
-
-
-# ob must be OB_MESH
-def BPyMesh_meshWeight2List(ob, me):
- """ Takes a mesh and return its group names and a list of lists, one list per vertex.
- aligning the each vert list with the group names, each list contains float value for the weight.
- These 2 lists can be modified and then used with list2MeshWeight to apply the changes.
- """
-
- # Clear the vert group.
- groupNames = [g.name for g in ob.vertex_groups]
- len_groupNames = len(groupNames)
-
- if not len_groupNames:
- # no verts? return a vert aligned empty list
- return [[] for i in range(len(me.vertices))], []
- else:
- vWeightList = [[0.0] * len_groupNames for i in range(len(me.vertices))]
-
- for i, v in enumerate(me.vertices):
- for g in v.groups:
- # possible weights are out of range
- index = g.group
- if index < len_groupNames:
- vWeightList[i][index] = g.weight
-
- return groupNames, vWeightList
-
-
-def meshNormalizedWeights(ob, me):
- groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me)
-
- if not groupNames:
- return [], []
-
- for i, vWeights in enumerate(vWeightList):
- tot = 0.0
- for w in vWeights:
- tot += w
-
- if tot:
- for j, w in enumerate(vWeights):
- vWeights[j] = w / tot
-
- return groupNames, vWeightList
-
-header_comment = \
-'''; FBX 6.1.0 project file
-; Created by Blender FBX Exporter
-; for support mail: ideasman42@gmail.com
-; ----------------------------------------------------
-
-'''
-
-
-# This func can be called with just the filepath
-def save_single(operator, scene, filepath="",
- global_matrix=None,
- context_objects=None,
- object_types={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'},
- use_mesh_modifiers=True,
- mesh_smooth_type='FACE',
- use_armature_deform_only=False,
- use_anim=True,
- use_anim_optimize=True,
- anim_optimize_precision=6,
- use_anim_action_all=False,
- use_metadata=True,
- path_mode='AUTO',
- use_mesh_edges=True,
- use_default_take=True,
- **kwargs
- ):
-
- import bpy_extras.io_utils
-
- # Only used for camera and lamp rotations
- mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X')
- # Used for mesh and armature rotations
- mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z')
-
- if global_matrix is None:
- global_matrix = Matrix()
- global_scale = 1.0
- else:
- global_scale = global_matrix.median_scale
-
- # Use this for working out paths relative to the export location
- base_src = os.path.dirname(bpy.data.filepath)
- base_dst = os.path.dirname(filepath)
-
- # collect images to copy
- copy_set = set()
-
- # ----------------------------------------------
- # storage classes
- class my_bone_class(object):
- __slots__ = ("blenName",
- "blenBone",
- "blenMeshes",
- "restMatrix",
- "parent",
- "blenName",
- "fbxName",
- "fbxArm",
- "__pose_bone",
- "__anim_poselist")
-
- def __init__(self, blenBone, fbxArm):
-
- # This is so 2 armatures dont have naming conflicts since FBX bones use object namespace
- self.fbxName = sane_obname(blenBone)
-
- self.blenName = blenBone.name
- self.blenBone = blenBone
- self.blenMeshes = {} # fbxMeshObName : mesh
- self.fbxArm = fbxArm
- self.restMatrix = blenBone.matrix_local
-
- # not used yet
- #~ self.restMatrixInv = self.restMatrix.inverted()
- #~ self.restMatrixLocal = None # set later, need parent matrix
-
- self.parent = None
-
- # not public
- pose = fbxArm.blenObject.pose
- self.__pose_bone = pose.bones[self.blenName]
-
- # store a list if matrices here, (poseMatrix, head, tail)
- # {frame:posematrix, frame:posematrix, ...}
- self.__anim_poselist = {}
-
- '''
- def calcRestMatrixLocal(self):
- if self.parent:
- self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.inverted()
- else:
- self.restMatrixLocal = self.restMatrix.copy()
- '''
- def setPoseFrame(self, f):
- # cache pose info here, frame must be set beforehand
-
- # Didnt end up needing head or tail, if we do - here it is.
- '''
- self.__anim_poselist[f] = (\
- self.__pose_bone.poseMatrix.copy(),\
- self.__pose_bone.head.copy(),\
- self.__pose_bone.tail.copy() )
- '''
-
- self.__anim_poselist[f] = self.__pose_bone.matrix.copy()
-
- def getPoseBone(self):
- return self.__pose_bone
-
- # get pose from frame.
- def getPoseMatrix(self, f): # ----------------------------------------------
- return self.__anim_poselist[f]
- '''
- def getPoseHead(self, f):
- #return self.__pose_bone.head.copy()
- return self.__anim_poselist[f][1].copy()
- def getPoseTail(self, f):
- #return self.__pose_bone.tail.copy()
- return self.__anim_poselist[f][2].copy()
- '''
- # end
-
- def getAnimParRelMatrix(self, frame):
- #arm_mat = self.fbxArm.matrixWorld
- #arm_mat = self.fbxArm.parRelMatrix()
- if not self.parent:
- #return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
- return self.getPoseMatrix(frame) * mtx4_z90
- else:
- #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).inverted()
- return (self.parent.getPoseMatrix(frame) * mtx4_z90).inverted() * ((self.getPoseMatrix(frame)) * mtx4_z90)
-
- # we need thes because cameras and lights modified rotations
- def getAnimParRelMatrixRot(self, frame):
- return self.getAnimParRelMatrix(frame)
-
- def flushAnimData(self):
- self.__anim_poselist.clear()
-
- class my_object_generic(object):
- __slots__ = ("fbxName",
- "blenObject",
- "blenData",
- "origData",
- "blenTextures",
- "blenMaterials",
- "blenMaterialList",
- "blenAction",
- "blenActionList",
- "fbxGroupNames",
- "fbxParent",
- "fbxBoneParent",
- "fbxBones",
- "fbxArm",
- "matrixWorld",
- "__anim_poselist",
- )
-
- # Other settings can be applied for each type - mesh, armature etc.
- def __init__(self, ob, matrixWorld=None):
- self.fbxName = sane_obname(ob)
- self.blenObject = ob
- self.fbxGroupNames = []
- self.fbxParent = None # set later on IF the parent is in the selection.
- self.fbxArm = None
- if matrixWorld:
- self.matrixWorld = global_matrix * matrixWorld
- else:
- self.matrixWorld = global_matrix * ob.matrix_world
-
- self.__anim_poselist = {} # we should only access this
-
- def parRelMatrix(self):
- if self.fbxParent:
- return self.fbxParent.matrixWorld.inverted() * self.matrixWorld
- else:
- return self.matrixWorld
-
- def setPoseFrame(self, f, fake=False):
- if fake:
- self.__anim_poselist[f] = self.matrixWorld * global_matrix.inverted()
- else:
- self.__anim_poselist[f] = self.blenObject.matrix_world.copy()
-
- def getAnimParRelMatrix(self, frame):
- if self.fbxParent:
- #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].inverted() ) * global_matrix
- return (global_matrix * self.fbxParent.__anim_poselist[frame]).inverted() * (global_matrix * self.__anim_poselist[frame])
- else:
- return global_matrix * self.__anim_poselist[frame]
-
- def getAnimParRelMatrixRot(self, frame):
- obj_type = self.blenObject.type
- if self.fbxParent:
- matrix_rot = ((global_matrix * self.fbxParent.__anim_poselist[frame]).inverted() * (global_matrix * self.__anim_poselist[frame])).to_3x3()
- else:
- matrix_rot = (global_matrix * self.__anim_poselist[frame]).to_3x3()
-
- # Lamps need to be rotated
- if obj_type == 'LAMP':
- matrix_rot = matrix_rot * mtx_x90
- elif obj_type == 'CAMERA':
- y = matrix_rot * Vector((0.0, 1.0, 0.0))
- matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
-
- return matrix_rot
-
- # ----------------------------------------------
-
- print('\nFBX export starting... %r' % filepath)
- start_time = time.process_time()
- try:
- file = open(filepath, "w", encoding="utf8", newline="\n")
- except:
- import traceback
- traceback.print_exc()
- operator.report({'ERROR'}, "Couldn't open file %r" % filepath)
- return {'CANCELLED'}
-
- # convenience
- fw = file.write
-
- # scene = context.scene # now passed as an arg instead of context
- world = scene.world
-
- # ---------------------------- Write the header first
- fw(header_comment)
- if use_metadata:
- curtime = time.localtime()[0:6]
- else:
- curtime = (0, 0, 0, 0, 0, 0)
- #
- fw(
-'''FBXHeaderExtension: {
- FBXHeaderVersion: 1003
- FBXVersion: 6100
- CreationTimeStamp: {
- Version: 1000
- Year: %.4i
- Month: %.2i
- Day: %.2i
- Hour: %.2i
- Minute: %.2i
- Second: %.2i
- Millisecond: 0
- }
- Creator: "FBX SDK/FBX Plugins build 20070228"
- OtherFlags: {
- FlagPLE: 0
- }
-}''' % (curtime))
-
- fw('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
- fw('\nCreator: "Blender version %s"' % bpy.app.version_string)
-
- pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect along the way
-
- # --------------- funcs for exporting
- def object_tx(ob, loc, matrix, matrix_mod=None):
- """
- Matrix mod is so armature objects can modify their bone matrices
- """
- if isinstance(ob, bpy.types.Bone):
-
- # we know we have a matrix
- # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
- matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
-
- parent = ob.parent
- if parent:
- #par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
- par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
- matrix = par_matrix.inverted() * matrix
-
- loc, rot, scale = matrix.decompose()
- matrix_rot = rot.to_matrix()
-
- loc = tuple(loc)
- rot = tuple(rot.to_euler()) # quat -> euler
- scale = tuple(scale)
-
- else:
- # This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
- #if ob and not matrix: matrix = ob.matrix_world * global_matrix
- if ob and not matrix:
- raise Exception("error: this should never happen!")
-
- matrix_rot = matrix
- #if matrix:
- # matrix = matrix_scale * matrix
-
- if matrix:
- loc, rot, scale = matrix.decompose()
- matrix_rot = rot.to_matrix()
-
- # Lamps need to be rotated
- if ob and ob.type == 'LAMP':
- matrix_rot = matrix_rot * mtx_x90
- elif ob and ob.type == 'CAMERA':
- y = matrix_rot * Vector((0.0, 1.0, 0.0))
- matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
- # else do nothing.
-
- loc = tuple(loc)
- rot = tuple(matrix_rot.to_euler())
- scale = tuple(scale)
- else:
- if not loc:
- loc = 0.0, 0.0, 0.0
- scale = 1.0, 1.0, 1.0
- rot = 0.0, 0.0, 0.0
-
- return loc, rot, scale, matrix, matrix_rot
-
- def write_object_tx(ob, loc, matrix, matrix_mod=None):
- """
- We have loc to set the location if non blender objects that have a location
-
- matrix_mod is only used for bones at the moment
- """
- loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
-
- fw('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
- fw('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple_rad_to_deg(rot))
- fw('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
- return loc, rot, scale, matrix, matrix_rot
-
- def get_constraints(ob=None):
- # Set variables to their defaults.
- constraint_values = {"loc_min": (0.0, 0.0, 0.0),
- "loc_max": (0.0, 0.0, 0.0),
- "loc_limit": (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
- "rot_min": (0.0, 0.0, 0.0),
- "rot_max": (0.0, 0.0, 0.0),
- "rot_limit": (0.0, 0.0, 0.0),
- "sca_min": (1.0, 1.0, 1.0),
- "sca_max": (1.0, 1.0, 1.0),
- "sca_limit": (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
- }
-
- # Iterate through the list of constraints for this object to get the information in a format which is compatible with the FBX format.
- if ob is not None:
- for constraint in ob.constraints:
- if constraint.type == 'LIMIT_LOCATION':
- constraint_values["loc_min"] = constraint.min_x, constraint.min_y, constraint.min_z
- constraint_values["loc_max"] = constraint.max_x, constraint.max_y, constraint.max_z
- constraint_values["loc_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z
- elif constraint.type == 'LIMIT_ROTATION':
- constraint_values["rot_min"] = math.degrees(constraint.min_x), math.degrees(constraint.min_y), math.degrees(constraint.min_z)
- constraint_values["rot_max"] = math.degrees(constraint.max_x), math.degrees(constraint.max_y), math.degrees(constraint.max_z)
- constraint_values["rot_limit"] = constraint.use_limit_x, constraint.use_limit_y, constraint.use_limit_z
- elif constraint.type == 'LIMIT_SCALE':
- constraint_values["sca_min"] = constraint.min_x, constraint.min_y, constraint.min_z
- constraint_values["sca_max"] = constraint.max_x, constraint.max_y, constraint.max_z
- constraint_values["sca_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z
-
- # in case bad values are assigned.
- assert(len(constraint_values) == 9)
-
- return constraint_values
-
- def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None, pose_bone=None):
- # Check if a pose exists for this object and set the constraint soruce accordingly. (Poses only exsit if the object is a bone.)
- if pose_bone:
- constraints = get_constraints(pose_bone)
- else:
- constraints = get_constraints(ob)
-
- # if the type is 0 its an empty otherwise its a mesh
- # only difference at the moment is one has a color
- fw('''
- Properties60: {
- Property: "QuaternionInterpolate", "bool", "",0
- Property: "Visibility", "Visibility", "A+",1''')
-
- loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod)
-
- # Rotation order, note, for FBX files Iv loaded normal order is 1
- # setting to zero.
- # eEULER_XYZ = 0
- # eEULER_XZY
- # eEULER_YZX
- # eEULER_YXZ
- # eEULER_ZXY
- # eEULER_ZYX
-
- fw('\n\t\t\tProperty: "RotationOffset", "Vector3D", "",0,0,0'
- '\n\t\t\tProperty: "RotationPivot", "Vector3D", "",0,0,0'
- '\n\t\t\tProperty: "ScalingOffset", "Vector3D", "",0,0,0'
- '\n\t\t\tProperty: "ScalingPivot", "Vector3D", "",0,0,0'
- '\n\t\t\tProperty: "TranslationActive", "bool", "",0'
- )
-
- fw('\n\t\t\tProperty: "TranslationMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_min"])
- fw('\n\t\t\tProperty: "TranslationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_max"])
- fw('\n\t\t\tProperty: "TranslationMinX", "bool", "",%d' % constraints["loc_limit"][0])
- fw('\n\t\t\tProperty: "TranslationMinY", "bool", "",%d' % constraints["loc_limit"][1])
- fw('\n\t\t\tProperty: "TranslationMinZ", "bool", "",%d' % constraints["loc_limit"][2])
- fw('\n\t\t\tProperty: "TranslationMaxX", "bool", "",%d' % constraints["loc_limit"][3])
- fw('\n\t\t\tProperty: "TranslationMaxY", "bool", "",%d' % constraints["loc_limit"][4])
- fw('\n\t\t\tProperty: "TranslationMaxZ", "bool", "",%d' % constraints["loc_limit"][5])
-
- fw('\n\t\t\tProperty: "RotationOrder", "enum", "",0'
- '\n\t\t\tProperty: "RotationSpaceForLimitOnly", "bool", "",0'
- '\n\t\t\tProperty: "AxisLen", "double", "",10'
- '\n\t\t\tProperty: "PreRotation", "Vector3D", "",0,0,0'
- '\n\t\t\tProperty: "PostRotation", "Vector3D", "",0,0,0'
- '\n\t\t\tProperty: "RotationActive", "bool", "",0'
- )
-
- fw('\n\t\t\tProperty: "RotationMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_min"])
- fw('\n\t\t\tProperty: "RotationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_max"])
- fw('\n\t\t\tProperty: "RotationMinX", "bool", "",%d' % constraints["rot_limit"][0])
- fw('\n\t\t\tProperty: "RotationMinY", "bool", "",%d' % constraints["rot_limit"][1])
- fw('\n\t\t\tProperty: "RotationMinZ", "bool", "",%d' % constraints["rot_limit"][2])
- fw('\n\t\t\tProperty: "RotationMaxX", "bool", "",%d' % constraints["rot_limit"][0])
- fw('\n\t\t\tProperty: "RotationMaxY", "bool", "",%d' % constraints["rot_limit"][1])
- fw('\n\t\t\tProperty: "RotationMaxZ", "bool", "",%d' % constraints["rot_limit"][2])
-
- fw('\n\t\t\tProperty: "RotationStiffnessX", "double", "",0'
- '\n\t\t\tProperty: "RotationStiffnessY", "double", "",0'
- '\n\t\t\tProperty: "RotationStiffnessZ", "double", "",0'
- '\n\t\t\tProperty: "MinDampRangeX", "double", "",0'
- '\n\t\t\tProperty: "MinDampRangeY", "double", "",0'
- '\n\t\t\tProperty: "MinDampRangeZ", "double", "",0'
- '\n\t\t\tProperty: "MaxDampRangeX", "double", "",0'
- '\n\t\t\tProperty: "MaxDampRangeY", "double", "",0'
- '\n\t\t\tProperty: "MaxDampRangeZ", "double", "",0'
- '\n\t\t\tProperty: "MinDampStrengthX", "double", "",0'
- '\n\t\t\tProperty: "MinDampStrengthY", "double", "",0'
- '\n\t\t\tProperty: "MinDampStrengthZ", "double", "",0'
- '\n\t\t\tProperty: "MaxDampStrengthX", "double", "",0'
- '\n\t\t\tProperty: "MaxDampStrengthY", "double", "",0'
- '\n\t\t\tProperty: "MaxDampStrengthZ", "double", "",0'
- '\n\t\t\tProperty: "PreferedAngleX", "double", "",0'
- '\n\t\t\tProperty: "PreferedAngleY", "double", "",0'
- '\n\t\t\tProperty: "PreferedAngleZ", "double", "",0'
- '\n\t\t\tProperty: "InheritType", "enum", "",0'
- '\n\t\t\tProperty: "ScalingActive", "bool", "",0'
- )
-
- fw('\n\t\t\tProperty: "ScalingMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_min"])
- fw('\n\t\t\tProperty: "ScalingMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_max"])
- fw('\n\t\t\tProperty: "ScalingMinX", "bool", "",%d' % constraints["sca_limit"][0])
- fw('\n\t\t\tProperty: "ScalingMinY", "bool", "",%d' % constraints["sca_limit"][1])
- fw('\n\t\t\tProperty: "ScalingMinZ", "bool", "",%d' % constraints["sca_limit"][2])
- fw('\n\t\t\tProperty: "ScalingMaxX", "bool", "",%d' % constraints["sca_limit"][3])
- fw('\n\t\t\tProperty: "ScalingMaxY", "bool", "",%d' % constraints["sca_limit"][4])
- fw('\n\t\t\tProperty: "ScalingMaxZ", "bool", "",%d' % constraints["sca_limit"][5])
-
- fw('\n\t\t\tProperty: "GeometricTranslation", "Vector3D", "",0,0,0'
- '\n\t\t\tProperty: "GeometricRotation", "Vector3D", "",0,0,0'
- '\n\t\t\tProperty: "GeometricScaling", "Vector3D", "",1,1,1'
- '\n\t\t\tProperty: "LookAtProperty", "object", ""'
- '\n\t\t\tProperty: "UpVectorProperty", "object", ""'
- '\n\t\t\tProperty: "Show", "bool", "",1'
- '\n\t\t\tProperty: "NegativePercentShapeSupport", "bool", "",1'
- '\n\t\t\tProperty: "DefaultAttributeIndex", "int", "",0'
- )
-
- if ob and not isinstance(ob, bpy.types.Bone):
- # Only mesh objects have color
- fw('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
- '\n\t\t\tProperty: "Size", "double", "",100'
- '\n\t\t\tProperty: "Look", "enum", "",1'
- )
-
- return loc, rot, scale, matrix, matrix_rot
-
- # -------------------------------------------- Armatures
- #def write_bone(bone, name, matrix_mod):
- def write_bone(my_bone):
- fw('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
- fw('\n\t\tVersion: 232')
-
- #~ poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
- poseMatrix = write_object_props(my_bone.blenBone, pose_bone=my_bone.getPoseBone())[3] # dont apply bone matrices anymore
-
- # Use the same calculation as in write_sub_deformer_skin to compute the global
- # transform of the bone for the bind pose.
- global_matrix_bone = (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90
- pose_items.append((my_bone.fbxName, global_matrix_bone))
-
- # fw('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
- fw('\n\t\t\tProperty: "Size", "double", "",1')
-
- #((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length)
-
- """
- fw('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
- ((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
- """
-
- fw('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %
- (my_bone.blenBone.head_local - my_bone.blenBone.tail_local).length)
-
- #fw('\n\t\t\tProperty: "LimbLength", "double", "",1')
- fw('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8'
- '\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
- '\n\t\t}'
- '\n\t\tMultiLayer: 0'
- '\n\t\tMultiTake: 1'
- '\n\t\tShading: Y'
- '\n\t\tCulling: "CullingOff"'
- '\n\t\tTypeFlags: "Skeleton"'
- '\n\t}'
- )
-
- def write_camera_switch():
- fw('''
- Model: "Model::Camera Switcher", "CameraSwitcher" {
- Version: 232''')
-
- write_object_props()
- fw('''
- Property: "Color", "Color", "A",0.8,0.8,0.8
- Property: "Camera Index", "Integer", "A+",100
- }
- MultiLayer: 0
- MultiTake: 1
- Hidden: "True"
- Shading: W
- Culling: "CullingOff"
- Version: 101
- Name: "Model::Camera Switcher"
- CameraId: 0
- CameraName: 100
- CameraIndexName:
- }''')
-
- def write_camera_dummy(name, loc, near, far, proj_type, up):
- fw('\n\tModel: "Model::%s", "Camera" {' % name)
- fw('\n\t\tVersion: 232')
- write_object_props(None, loc)
-
- fw('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
- '\n\t\t\tProperty: "Roll", "Roll", "A+",0'
- '\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40'
- '\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1'
- '\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1'
- '\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0'
- '\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0'
- '\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63'
- '\n\t\t\tProperty: "TurnTable", "Real", "A+",0'
- '\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1'
- '\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1'
- '\n\t\t\tProperty: "UseMotionBlur", "bool", "",0'
- '\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1'
- '\n\t\t\tProperty: "ResolutionMode", "enum", "",0'
- '\n\t\t\tProperty: "ApertureMode", "enum", "",2'
- '\n\t\t\tProperty: "GateFit", "enum", "",0'
- '\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486'
- '\n\t\t\tProperty: "CameraFormat", "enum", "",0'
- '\n\t\t\tProperty: "AspectW", "double", "",320'
- '\n\t\t\tProperty: "AspectH", "double", "",200'
- '\n\t\t\tProperty: "PixelAspectRatio", "double", "",1'
- '\n\t\t\tProperty: "UseFrameColor", "bool", "",0'
- '\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3'
- '\n\t\t\tProperty: "ShowName", "bool", "",1'
- '\n\t\t\tProperty: "ShowGrid", "bool", "",1'
- '\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0'
- '\n\t\t\tProperty: "ShowAzimut", "bool", "",1'
- '\n\t\t\tProperty: "ShowTimeCode", "bool", "",0'
- )
-
- fw('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near)
- fw('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far)
-
- fw('\n\t\t\tProperty: "FilmWidth", "double", "",0.816'
- '\n\t\t\tProperty: "FilmHeight", "double", "",0.612'
- '\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333'
- '\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1'
- '\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4'
- '\n\t\t\tProperty: "ViewFrustum", "bool", "",1'
- '\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0'
- '\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2'
- '\n\t\t\tProperty: "BackPlaneDistance", "double", "",100'
- '\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0'
- '\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1'
- '\n\t\t\tProperty: "LockMode", "bool", "",0'
- '\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0'
- '\n\t\t\tProperty: "FitImage", "bool", "",0'
- '\n\t\t\tProperty: "Crop", "bool", "",0'
- '\n\t\t\tProperty: "Center", "bool", "",1'
- '\n\t\t\tProperty: "KeepRatio", "bool", "",1'
- '\n\t\t\tProperty: "BackgroundMode", "enum", "",0'
- '\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5'
- '\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1'
- '\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0'
- '\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1'
- '\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333'
- '\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0'
- '\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100'
- '\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50'
- '\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50'
- )
-
- fw('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type)
-
- fw('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0'
- '\n\t\t\tProperty: "UseDepthOfField", "bool", "",0'
- '\n\t\t\tProperty: "FocusSource", "enum", "",0'
- '\n\t\t\tProperty: "FocusAngle", "double", "",3.5'
- '\n\t\t\tProperty: "FocusDistance", "double", "",200'
- '\n\t\t\tProperty: "UseAntialiasing", "bool", "",0'
- '\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777'
- '\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0'
- '\n\t\t\tProperty: "FrameSamplingCount", "int", "",7'
- '\n\t\t}'
- '\n\t\tMultiLayer: 0'
- '\n\t\tMultiTake: 0'
- '\n\t\tHidden: "True"'
- '\n\t\tShading: Y'
- '\n\t\tCulling: "CullingOff"'
- '\n\t\tTypeFlags: "Camera"'
- '\n\t\tGeometryVersion: 124'
- )
-
- fw('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
- fw('\n\t\tUp: %i,%i,%i' % up)
-
- fw('\n\t\tLookAt: 0,0,0'
- '\n\t\tShowInfoOnMoving: 1'
- '\n\t\tShowAudio: 0'
- '\n\t\tAudioColor: 0,1,0'
- '\n\t\tCameraOrthoZoom: 1'
- '\n\t}'
- )
-
- def write_camera_default():
- # This sucks but to match FBX converter its easier to
- # write the cameras though they are not needed.
- write_camera_dummy('Producer Perspective', (0, 71.3, 287.5), 10, 4000, 0, (0, 1, 0))
- write_camera_dummy('Producer Top', (0, 4000, 0), 1, 30000, 1, (0, 0, -1))
- write_camera_dummy('Producer Bottom', (0, -4000, 0), 1, 30000, 1, (0, 0, -1))
- write_camera_dummy('Producer Front', (0, 0, 4000), 1, 30000, 1, (0, 1, 0))
- write_camera_dummy('Producer Back', (0, 0, -4000), 1, 30000, 1, (0, 1, 0))
- write_camera_dummy('Producer Right', (4000, 0, 0), 1, 30000, 1, (0, 1, 0))
- write_camera_dummy('Producer Left', (-4000, 0, 0), 1, 30000, 1, (0, 1, 0))
-
- def write_camera(my_cam):
- """
- Write a blender camera
- """
- render = scene.render
- width = render.resolution_x
- height = render.resolution_y
- aspect = width / height
-
- data = my_cam.blenObject.data
- # film width & height from mm to inches
- filmwidth = data.sensor_width * 0.0393700787
- filmheight = data.sensor_height * 0.0393700787
- filmaspect = filmwidth / filmheight
- # film offset
- offsetx = filmwidth * data.shift_x
- offsety = filmaspect * filmheight * data.shift_y
-
- fw('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName)
- fw('\n\t\tVersion: 232')
- loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
-
- fw('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
- fw('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % math.degrees(data.angle_x))
- fw('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",%.6f' % math.degrees(data.angle_x))
- fw('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",%.6f' % math.degrees(data.angle_y))
-
- fw('\n\t\t\tProperty: "FocalLength", "Number", "A+",%.6f' % data.lens)
- fw('\n\t\t\tProperty: "FilmOffsetX", "Number", "A+",%.6f' % offsetx)
- fw('\n\t\t\tProperty: "FilmOffsetY", "Number", "A+",%.6f' % offsety)
-
- fw('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0'
- '\n\t\t\tProperty: "TurnTable", "Real", "A+",0'
- '\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1'
- '\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1'
- '\n\t\t\tProperty: "UseMotionBlur", "bool", "",0'
- '\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1'
- '\n\t\t\tProperty: "ResolutionMode", "enum", "",0'
- # note that aperture mode 3 is focal length and not horizontal
- '\n\t\t\tProperty: "ApertureMode", "enum", "",3' # horizontal - Houdini compatible
- '\n\t\t\tProperty: "GateFit", "enum", "",2'
- '\n\t\t\tProperty: "CameraFormat", "enum", "",0'
- )
-
- fw('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
- fw('\n\t\t\tProperty: "AspectH", "double", "",%i' % height)
-
- """Camera aspect ratio modes.
- 0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant.
- 1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value.
- 2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels.
- 3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value.
- 4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value.
-
- Definition at line 234 of file kfbxcamera.h. """
-
- fw('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1'
- '\n\t\t\tProperty: "UseFrameColor", "bool", "",0'
- '\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3'
- '\n\t\t\tProperty: "ShowName", "bool", "",1'
- '\n\t\t\tProperty: "ShowGrid", "bool", "",1'
- '\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0'
- '\n\t\t\tProperty: "ShowAzimut", "bool", "",1'
- '\n\t\t\tProperty: "ShowTimeCode", "bool", "",0'
- )
-
- fw('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % (data.clip_start * global_scale))
- fw('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % (data.clip_end * global_scale))
-
- fw('\n\t\t\tProperty: "FilmWidth", "double", "",%.6f' % filmwidth)
- fw('\n\t\t\tProperty: "FilmHeight", "double", "",%.6f' % filmheight)
- fw('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % filmaspect)
-
- fw('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1'
- '\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0'
- '\n\t\t\tProperty: "ViewFrustum", "bool", "",1'
- '\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0'
- '\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2'
- '\n\t\t\tProperty: "BackPlaneDistance", "double", "",100'
- '\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0'
- '\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1'
- '\n\t\t\tProperty: "LockMode", "bool", "",0'
- '\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0'
- '\n\t\t\tProperty: "FitImage", "bool", "",0'
- '\n\t\t\tProperty: "Crop", "bool", "",0'
- '\n\t\t\tProperty: "Center", "bool", "",1'
- '\n\t\t\tProperty: "KeepRatio", "bool", "",1'
- '\n\t\t\tProperty: "BackgroundMode", "enum", "",0'
- '\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5'
- '\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1'
- '\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0'
- '\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1'
- )
-
- fw('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect)
-
- fw('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0'
- '\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100'
- '\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50'
- '\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50'
- '\n\t\t\tProperty: "CameraProjectionType", "enum", "",0'
- '\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0'
- '\n\t\t\tProperty: "UseDepthOfField", "bool", "",0'
- '\n\t\t\tProperty: "FocusSource", "enum", "",0'
- '\n\t\t\tProperty: "FocusAngle", "double", "",3.5'
- '\n\t\t\tProperty: "FocusDistance", "double", "",200'
- '\n\t\t\tProperty: "UseAntialiasing", "bool", "",0'
- '\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777'
- '\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0'
- '\n\t\t\tProperty: "FrameSamplingCount", "int", "",7'
- )
-
- fw('\n\t\t}')
-
- fw('\n\t\tMultiLayer: 0'
- '\n\t\tMultiTake: 0'
- '\n\t\tShading: Y'
- '\n\t\tCulling: "CullingOff"'
- '\n\t\tTypeFlags: "Camera"'
- '\n\t\tGeometryVersion: 124'
- )
-
- fw('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
- fw('\n\t\tUp: %.6f,%.6f,%.6f' % (matrix_rot * Vector((0.0, 1.0, 0.0)))[:])
- fw('\n\t\tLookAt: %.6f,%.6f,%.6f' % (matrix_rot * Vector((0.0, 0.0, -1.0)))[:])
-
- #fw('\n\t\tUp: 0,0,0' )
- #fw('\n\t\tLookAt: 0,0,0' )
-
- fw('\n\t\tShowInfoOnMoving: 1')
- fw('\n\t\tShowAudio: 0')
- fw('\n\t\tAudioColor: 0,1,0')
- fw('\n\t\tCameraOrthoZoom: 1')
- fw('\n\t}')
-
- def write_light(my_light):
- light = my_light.blenObject.data
- fw('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
- fw('\n\t\tVersion: 232')
-
- write_object_props(my_light.blenObject, None, my_light.parRelMatrix())
-
- # Why are these values here twice?????? - oh well, follow the holy sdk's output
-
- # Blender light types match FBX's, funny coincidence, we just need to
- # be sure that all unsupported types are made into a point light
- #ePOINT,
- #eDIRECTIONAL
- #eSPOT
- light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
- light_type = light_type_items[light.type]
-
- if light_type > 2:
- light_type = 1 # hemi and area lights become directional
-
- if light.type == 'HEMI':
- do_light = not (light.use_diffuse or light.use_specular)
- do_shadow = False
- else:
- do_light = not (light.use_only_shadow or (not light.use_diffuse and not light.use_specular))
- do_shadow = (light.shadow_method in {'RAY_SHADOW', 'BUFFER_SHADOW'})
-
- # scale = abs(global_matrix.to_scale()[0]) # scale is always uniform in this case # UNUSED
-
- fw('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
- fw('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
- fw('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
- fw('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
- fw('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
- fw('\n\t\t\tProperty: "GoboProperty", "object", ""')
- fw('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
- if light.type == 'SPOT':
- fw('\n\t\t\tProperty: "OuterAngle", "Number", "A+",%.2f' %
- math.degrees(light.spot_size))
- fw('\n\t\t\tProperty: "InnerAngle", "Number", "A+",%.2f' %
- (math.degrees(light.spot_size) - math.degrees(light.spot_size) * light.spot_blend))
-
- fw('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
- fw('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
- fw('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (light.energy * 100.0))
-
- fw('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
- fw('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
- fw('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
- fw('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
- fw('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
- fw('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
- fw('\n\t\t\tProperty: "GoboProperty", "object", ""')
- if light.type in {'SPOT', 'POINT'}:
- if light.falloff_type == 'CONSTANT':
- fw('\n\t\t\tProperty: "DecayType", "enum", "",0')
- if light.falloff_type == 'INVERSE_LINEAR':
- fw('\n\t\t\tProperty: "DecayType", "enum", "",1')
- fw('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",1')
- fw('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",%.2f' % (light.distance * 2.0))
- if light.falloff_type == 'INVERSE_SQUARE':
- fw('\n\t\t\tProperty: "DecayType", "enum", "",2')
- fw('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",1')
- fw('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",%.2f' % (light.distance * 2.0))
-
- fw('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow)
- fw('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
- fw('\n\t\t}')
-
- fw('\n\t\tMultiLayer: 0'
- '\n\t\tMultiTake: 0'
- '\n\t\tShading: Y'
- '\n\t\tCulling: "CullingOff"'
- '\n\t\tTypeFlags: "Light"'
- '\n\t\tGeometryVersion: 124'
- '\n\t}'
- )
-
- # matrixOnly is not used at the moment
- def write_null(my_null=None, fbxName=None, fbxType="Null", fbxTypeFlags="Null"):
- # ob can be null
- if not fbxName:
- fbxName = my_null.fbxName
-
- fw('\n\tModel: "Model::%s", "%s" {' % (fbxName, fbxType))
- fw('\n\t\tVersion: 232')
-
- if my_null:
- poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
- else:
- poseMatrix = write_object_props()[3]
-
- pose_items.append((fbxName, poseMatrix))
-
- fw('\n\t\t}'
- '\n\t\tMultiLayer: 0'
- '\n\t\tMultiTake: 1'
- '\n\t\tShading: Y'
- '\n\t\tCulling: "CullingOff"'
- )
-
- fw('\n\t\tTypeFlags: "%s"' % fbxTypeFlags)
- fw('\n\t}')
-
- # Material Settings
- if world:
- world_amb = world.ambient_color[:]
- else:
- world_amb = 0.0, 0.0, 0.0 # default value
-
- def write_material(matname, mat):
- fw('\n\tMaterial: "Material::%s", "" {' % matname)
-
- # Todo, add more material Properties.
- if mat:
- mat_cold = tuple(mat.diffuse_color)
- mat_cols = tuple(mat.specular_color)
- #mat_colm = tuple(mat.mirCol) # we wont use the mirror color
- mat_colamb = 1.0, 1.0, 1.0
-
- mat_dif = mat.diffuse_intensity
- mat_amb = mat.ambient
- mat_hard = ((float(mat.specular_hardness) - 1.0) / 510.0) * 128.0
- mat_spec = mat.specular_intensity
- mat_alpha = mat.alpha
- mat_emit = mat.emit
- mat_shadeless = mat.use_shadeless
- if mat_shadeless:
- mat_shader = 'Lambert'
- else:
- if mat.diffuse_shader == 'LAMBERT':
- mat_shader = 'Lambert'
- else:
- mat_shader = 'Phong'
- else:
- mat_cold = 0.8, 0.8, 0.8
- mat_cols = 1.0, 1.0, 1.0
- mat_colamb = 1.0, 1.0, 1.0
- # mat_colm
- mat_dif = 0.8
- mat_amb = 1.0
- mat_hard = 12.3
- mat_spec = 0.5
- mat_alpha = 1.0
- mat_emit = 0.0
- mat_shadeless = False
- mat_shader = 'Phong'
-
- fw('\n\t\tVersion: 102')
- fw('\n\t\tShadingModel: "%s"' % mat_shader.lower())
- fw('\n\t\tMultiLayer: 0')
-
- fw('\n\t\tProperties60: {')
- fw('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
- fw('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
- fw('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
- fw('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)
-
- fw('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
- fw('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
- fw('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
- fw('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif)
- fw('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
- fw('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
- fw('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha))
- if not mat_shadeless:
- fw('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
- fw('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec)
- fw('\n\t\t\tProperty: "ShininessExponent", "double", "",%.1f' % mat_hard)
- fw('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
- fw('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
- fw('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0')
- fw('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
- fw('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
- if not mat_shadeless:
- fw('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
- fw('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
- fw('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
- if not mat_shadeless:
- fw('\n\t\t\tProperty: "Reflectivity", "double", "",0')
-
- fw('\n\t\t}')
- fw('\n\t}')
-
- # tex is an Image (Arystan)
- def write_video(texname, tex):
- # Same as texture really!
- fw('\n\tVideo: "Video::%s", "Clip" {' % texname)
-
- fw('''
- Type: "Clip"
- Properties60: {
- Property: "FrameRate", "double", "",0
- Property: "LastFrame", "int", "",0
- Property: "Width", "int", "",0
- Property: "Height", "int", "",0''')
- if tex:
- fname_rel = bpy_extras.io_utils.path_reference(tex.filepath, base_src, base_dst, path_mode, "", copy_set, tex.library)
- fname_strip = bpy.path.basename(fname_rel)
- else:
- fname_strip = fname_rel = ""
-
- fw('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
-
- fw('''
- Property: "StartFrame", "int", "",0
- Property: "StopFrame", "int", "",0
- Property: "PlaySpeed", "double", "",1
- Property: "Offset", "KTime", "",0
- Property: "InterlaceMode", "enum", "",0
- Property: "FreeRunning", "bool", "",0
- Property: "Loop", "bool", "",0
- Property: "AccessMode", "enum", "",0
- }
- UseMipMap: 0''')
-
- fw('\n\t\tFilename: "%s"' % fname_strip)
- fw('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
- fw('\n\t}')
-
- def write_texture(texname, tex, num):
- # if tex is None then this is a dummy tex
- fw('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
- fw('\n\t\tType: "TextureVideoClip"')
- fw('\n\t\tVersion: 202')
- # TODO, rare case _empty_ exists as a name.
- fw('\n\t\tTextureName: "Texture::%s"' % texname)
-
- fw('''
- Properties60: {
- Property: "Translation", "Vector", "A+",0,0,0
- Property: "Rotation", "Vector", "A+",0,0,0
- Property: "Scaling", "Vector", "A+",1,1,1''')
- fw('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
-
- # WrapModeU/V 0==rep, 1==clamp, TODO add support
- fw('''
- Property: "TextureTypeUse", "enum", "",0
- Property: "CurrentTextureBlendMode", "enum", "",1
- Property: "UseMaterial", "bool", "",0
- Property: "UseMipMap", "bool", "",0
- Property: "CurrentMappingType", "enum", "",0
- Property: "UVSwap", "bool", "",0''')
-
- fw('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.use_clamp_x)
- fw('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y)
-
- fw('''
- Property: "TextureRotationPivot", "Vector3D", "",0,0,0
- Property: "TextureScalingPivot", "Vector3D", "",0,0,0
- Property: "VideoProperty", "object", ""
- }''')
-
- fw('\n\t\tMedia: "Video::%s"' % texname)
-
- if tex:
- fname_rel = bpy_extras.io_utils.path_reference(tex.filepath, base_src, base_dst, path_mode, "", copy_set, tex.library)
- fname_strip = bpy.path.basename(fname_rel)
- else:
- fname_strip = fname_rel = ""
-
- fw('\n\t\tFileName: "%s"' % fname_strip)
- fw('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command
-
- fw('''
- ModelUVTranslation: 0,0
- ModelUVScaling: 1,1
- Texture_Alpha_Source: "None"
- Cropping: 0,0,0,0
- }''')
-
- def write_deformer_skin(obname):
- """
- Each mesh has its own deformer
- """
- fw('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
- fw('''
- Version: 100
- MultiLayer: 0
- Type: "Skin"
- Properties60: {
- }
- Link_DeformAcuracy: 50
- }''')
-
- # in the example was 'Bip01 L Thigh_2'
- def write_sub_deformer_skin(my_mesh, my_bone, weights):
-
- """
- Each subdeformer is specific to a mesh, but the bone it links to can be used by many sub-deformers
- So the SubDeformer needs the mesh-object name as a prefix to make it unique
-
- Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
- a but silly but dosnt really matter
- """
- fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
-
- fw('''
- Version: 100
- MultiLayer: 0
- Type: "Cluster"
- Properties60: {
- Property: "SrcModel", "object", ""
- Property: "SrcModelReference", "object", ""
- }
- UserData: "", ""''')
-
- # Support for bone parents
- if my_mesh.fbxBoneParent:
- if my_mesh.fbxBoneParent == my_bone:
- # TODO - this is a bit lazy, we could have a simple write loop
- # for this case because all weights are 1.0 but for now this is ok
- # Parent Bones arent used all that much anyway.
- vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.vertices))]
- else:
- # This bone is not a parent of this mesh object, no weights
- vgroup_data = []
-
- else:
- # Normal weight painted mesh
- if my_bone.blenName in weights[0]:
- # Before we used normalized weight list
- group_index = weights[0].index(my_bone.blenName)
- vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]]
- else:
- vgroup_data = []
-
- fw('\n\t\tIndexes: ')
-
- i = -1
- for vg in vgroup_data:
- if i == -1:
- fw('%i' % vg[0])
- i = 0
- else:
- if i == 23:
- fw('\n\t\t')
- i = 0
- fw(',%i' % vg[0])
- i += 1
-
- fw('\n\t\tWeights: ')
- i = -1
- for vg in vgroup_data:
- if i == -1:
- fw('%.8f' % vg[1])
- i = 0
- else:
- if i == 38:
- fw('\n\t\t')
- i = 0
- fw(',%.8f' % vg[1])
- i += 1
-
- # Set TransformLink to the global transform of the bone and Transform
- # equal to the mesh's transform in bone space.
- # http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
-
- global_bone_matrix = (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90
- global_mesh_matrix = my_mesh.matrixWorld
- transform_matrix = (global_bone_matrix.inverted() * global_mesh_matrix)
-
- global_bone_matrix_string = mat4x4str(global_bone_matrix )
- transform_matrix_string = mat4x4str(transform_matrix )
-
- fw('\n\t\tTransform: %s' % transform_matrix_string)
- fw('\n\t\tTransformLink: %s' % global_bone_matrix_string)
- fw('\n\t}')
-
- def write_mesh(my_mesh):
- me = my_mesh.blenData
-
- # if there are non None materials on this mesh
- do_materials = bool([m for m in my_mesh.blenMaterials if m is not None])
- do_textures = bool([t for t in my_mesh.blenTextures if t is not None])
- do_uvs = bool(me.uv_layers)
- do_shapekeys = (my_mesh.blenObject.type == 'MESH' and
- my_mesh.blenObject.data.shape_keys and
- len(my_mesh.blenObject.data.vertices) == len(me.vertices))
- # print(len(my_mesh.blenObject.data.vertices), len(me.vertices)) # XXX does not work when org obj is no mesh!
-
- fw('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
- fw('\n\t\tVersion: 232') # newline is added in write_object_props
-
- # convert into lists once.
-
- poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
-
- # Calculate the global transform for the mesh in the bind pose the same way we do
- # in write_sub_deformer_skin
- globalMeshBindPose = my_mesh.matrixWorld * mtx4_z90
- pose_items.append((my_mesh.fbxName, globalMeshBindPose))
-
- if do_shapekeys:
- for kb in my_mesh.blenObject.data.shape_keys.key_blocks[1:]:
- fw('\n\t\t\tProperty: "%s", "Number", "AN",0' % kb.name)
-
- fw('\n\t\t}')
-
- fw('\n\t\tMultiLayer: 0'
- '\n\t\tMultiTake: 1'
- '\n\t\tShading: Y'
- '\n\t\tCulling: "CullingOff"'
- )
-
-
-
-
-
-
- # Write the Real Mesh data here
- fw('\n\t\tVertices: ')
- _nchunk = 12 # Number of coordinates per line.
- t_co = [None] * len(me.vertices) * 3
- me.vertices.foreach_get("co", t_co)
- fw(',\n\t\t '.join(','.join('%.6f' % co for co in chunk) for chunk in grouper_exact(t_co, _nchunk)))
- del t_co
-
- fw('\n\t\tPolygonVertexIndex: ')
- _nchunk = 32 # Number of indices per line.
- # A bit more complicated, as we have to ^-1 last index of each loop.
- # NOTE: Here we assume that loops order matches polygons order!
- t_vi = [None] * len(me.loops)
- me.loops.foreach_get("vertex_index", t_vi)
- t_ls = [None] * len(me.polygons)
- me.polygons.foreach_get("loop_start", t_ls)
- if t_ls != sorted(t_ls):
- print("Error: polygons and loops orders do not match!")
- for ls in t_ls:
- t_vi[ls - 1] ^= -1
- prep = ',\n\t\t '
- fw(prep.join(','.join('%i' % vi for vi in chunk) for chunk in grouper_exact(t_vi, _nchunk)))
- del t_vi
- del t_ls
-
- if use_mesh_edges:
- t_vi = [None] * len(me.edges) * 2
- me.edges.foreach_get("vertices", t_vi)
-
- # write loose edges as faces.
- t_el = [None] * len(me.edges)
- me.edges.foreach_get("is_loose", t_el)
- num_lose = sum(t_el)
- if num_lose != 0:
- it_el = ((vi ^ -1) if (idx % 2) else vi for idx, vi in enumerate(t_vi) if t_el[idx // 2])
- if (len(me.loops)):
- fw(prep)
- fw(prep.join(','.join('%i' % vi for vi in chunk) for chunk in grouper_exact(it_el, _nchunk)))
-
- fw('\n\t\tEdges: ')
- fw(',\n\t\t '.join(','.join('%i' % vi for vi in chunk) for chunk in grouper_exact(t_vi, _nchunk)))
- del t_vi
- del t_el
-
- fw('\n\t\tGeometryVersion: 124')
-
- _nchunk = 12 # Number of coordinates per line.
- t_vn = [None] * len(me.loops) * 3
- me.calc_normals_split()
- # NOTE: Here we assume that loops order matches polygons order!
- me.loops.foreach_get("normal", t_vn)
- fw('\n\t\tLayerElementNormal: 0 {'
- '\n\t\t\tVersion: 101'
- '\n\t\t\tName: ""'
- '\n\t\t\tMappingInformationType: "ByPolygonVertex"'
- '\n\t\t\tReferenceInformationType: "Direct"' # We could save some space with IndexToDirect here too...
- '\n\t\t\tNormals: ')
- fw(',\n\t\t\t '.join(','.join('%.6f' % n for n in chunk) for chunk in grouper_exact(t_vn, _nchunk)))
- fw('\n\t\t}')
- del t_vn
- me.free_normals_split()
-
- # Write Face Smoothing
- _nchunk = 64 # Number of bool per line.
- if mesh_smooth_type == 'FACE':
- t_ps = [None] * len(me.polygons)
- me.polygons.foreach_get("use_smooth", t_ps)
- fw('\n\t\tLayerElementSmoothing: 0 {'
- '\n\t\t\tVersion: 102'
- '\n\t\t\tName: ""'
- '\n\t\t\tMappingInformationType: "ByPolygon"'
- '\n\t\t\tReferenceInformationType: "Direct"'
- '\n\t\t\tSmoothing: ')
- fw(',\n\t\t\t '.join(','.join('%d' % b for b in chunk) for chunk in grouper_exact(t_ps, _nchunk)))
- fw('\n\t\t}')
- del t_ps
- elif mesh_smooth_type == 'EDGE':
- # Write Edge Smoothing
- t_es = [None] * len(me.edges)
- me.edges.foreach_get("use_edge_sharp", t_es)
- fw('\n\t\tLayerElementSmoothing: 0 {'
- '\n\t\t\tVersion: 101'
- '\n\t\t\tName: ""'
- '\n\t\t\tMappingInformationType: "ByEdge"'
- '\n\t\t\tReferenceInformationType: "Direct"'
- '\n\t\t\tSmoothing: ')
- fw(',\n\t\t\t '
- ''.join(','.join('%d' % (not b) for b in chunk) for chunk in grouper_exact(t_es, _nchunk)))
- fw('\n\t\t}')
- del t_es
- elif mesh_smooth_type == 'OFF':
- pass
- else:
- raise Exception("invalid mesh_smooth_type: %r" % mesh_smooth_type)
-
- # Write VertexColor Layers
- collayers = []
- if len(me.vertex_colors):
- collayers = me.vertex_colors
- t_lc = [None] * len(me.loops) * 4
- col2idx = None
- _nchunk = 4 # Number of colors per line
- _nchunk_idx = 64 # Number of color indices per line
- for colindex, collayer in enumerate(collayers):
- collayer.data.foreach_get("color", t_lc)
- lc = tuple(zip(*[iter(t_lc)] * 4))
- fw('\n\t\tLayerElementColor: %i {'
- '\n\t\t\tVersion: 101'
- '\n\t\t\tName: "%s"'
- '\n\t\t\tMappingInformationType: "ByPolygonVertex"'
- '\n\t\t\tReferenceInformationType: "IndexToDirect"'
- '\n\t\t\tColors: ' % (colindex, collayer.name))
-
- col2idx = tuple(set(lc))
- fw(',\n\t\t\t '.join(','.join('%.6f,%.6f,%.6f,%.06f' % c for c in chunk)
- for chunk in grouper_exact(col2idx, _nchunk)))
-
- fw('\n\t\t\tColorIndex: ')
- col2idx = {col: idx for idx, col in enumerate(col2idx)}
- fw(',\n\t\t\t '
- ''.join(','.join('%d' % col2idx[c] for c in chunk) for chunk in grouper_exact(lc, _nchunk_idx)))
- fw('\n\t\t}')
- del t_lc
-
- # Write UV and texture layers.
- uvlayers = []
- uvtextures = []
- if do_uvs:
- uvlayers = me.uv_layers
- uvtextures = me.uv_textures
- t_uv = [None] * len(me.loops) * 2
- t_pi = None
- uv2idx = None
- tex2idx = None
- _nchunk = 6 # Number of UVs per line
- _nchunk_idx = 64 # Number of UV indices per line
- if do_textures:
- is_tex_unique = len(my_mesh.blenTextures) == 1
- tex2idx = {None: -1}
- tex2idx.update({tex: i for i, tex in enumerate(my_mesh.blenTextures)})
-
- for uvindex, (uvlayer, uvtexture) in enumerate(zip(uvlayers, uvtextures)):
- uvlayer.data.foreach_get("uv", t_uv)
- uvco = tuple(zip(*[iter(t_uv)] * 2))
- fw('\n\t\tLayerElementUV: %d {'
- '\n\t\t\tVersion: 101'
- '\n\t\t\tName: "%s"'
- '\n\t\t\tMappingInformationType: "ByPolygonVertex"'
- '\n\t\t\tReferenceInformationType: "IndexToDirect"'
- '\n\t\t\tUV: ' % (uvindex, uvlayer.name))
- uv2idx = tuple(set(uvco))
- fw(',\n\t\t\t '
- ''.join(','.join('%.6f,%.6f' % uv for uv in chunk) for chunk in grouper_exact(uv2idx, _nchunk)))
- fw('\n\t\t\tUVIndex: ')
- uv2idx = {uv: idx for idx, uv in enumerate(uv2idx)}
- fw(',\n\t\t\t '
- ''.join(','.join('%d' % uv2idx[uv] for uv in chunk) for chunk in grouper_exact(uvco, _nchunk_idx)))
- fw('\n\t\t}')
-
- if do_textures:
- fw('\n\t\tLayerElementTexture: %d {'
- '\n\t\t\tVersion: 101'
- '\n\t\t\tName: "%s"'
- '\n\t\t\tMappingInformationType: "%s"'
- '\n\t\t\tReferenceInformationType: "IndexToDirect"'
- '\n\t\t\tBlendMode: "Translucent"'
- '\n\t\t\tTextureAlpha: 1'
- '\n\t\t\tTextureId: '
- % (uvindex, uvlayer.name, ('AllSame' if is_tex_unique else 'ByPolygon')))
- if is_tex_unique:
- fw('0')
- else:
- t_pi = (d.image for d in uvtexture.data) # Can't use foreach_get here :(
- fw(',\n\t\t\t '.join(','.join('%d' % tex2idx[i] for i in chunk)
- for chunk in grouper_exact(t_pi, _nchunk_idx)))
- fw('\n\t\t}')
- if not do_textures:
- fw('\n\t\tLayerElementTexture: 0 {'
- '\n\t\t\tVersion: 101'
- '\n\t\t\tName: ""'
- '\n\t\t\tMappingInformationType: "NoMappingInformation"'
- '\n\t\t\tReferenceInformationType: "IndexToDirect"'
- '\n\t\t\tBlendMode: "Translucent"'
- '\n\t\t\tTextureAlpha: 1'
- '\n\t\t\tTextureId: '
- '\n\t\t}')
- del t_uv
- del t_pi
-
- # Done with UV/textures.
- if do_materials:
- is_mat_unique = len(my_mesh.blenMaterials) == 1
- fw('\n\t\tLayerElementMaterial: 0 {'
- '\n\t\t\tVersion: 101'
- '\n\t\t\tName: ""'
- '\n\t\t\tMappingInformationType: "%s"'
- '\n\t\t\tReferenceInformationType: "IndexToDirect"'
- '\n\t\t\tMaterials: ' % ('AllSame' if is_mat_unique else 'ByPolygon',))
- if is_mat_unique:
- fw('0')
- else:
- _nchunk = 64 # Number of material indices per line
- # Build a material mapping for this
- mat2idx = {mt: i for i, mt in enumerate(my_mesh.blenMaterials)} # (local-mat, tex) -> global index.
- mats = my_mesh.blenMaterialList
- if me.uv_textures.active and do_uvs:
- poly_tex = me.uv_textures.active.data
- else:
- poly_tex = [None] * len(me.polygons)
- _it_mat = (mats[p.material_index] for p in me.polygons)
- _it_tex = (pt.image if pt else None for pt in poly_tex) # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED
- t_mti = (mat2idx[m, t] for m, t in zip(_it_mat, _it_tex))
- fw(',\n\t\t\t '
- ''.join(','.join('%d' % i for i in chunk) for chunk in grouper_exact(t_mti, _nchunk)))
- fw('\n\t\t}')
-
- fw('\n\t\tLayer: 0 {'
- '\n\t\t\tVersion: 100'
- '\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementNormal"'
- '\n\t\t\t\tTypedIndex: 0'
- '\n\t\t\t}')
-
- # Smoothing info
- if mesh_smooth_type != 'OFF':
- fw('\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementSmoothing"'
- '\n\t\t\t\tTypedIndex: 0'
- '\n\t\t\t}')
-
- if me.vertex_colors:
- fw('\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementColor"'
- '\n\t\t\t\tTypedIndex: 0'
- '\n\t\t\t}')
-
- if do_uvs: # same as me.faceUV
- fw('\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementUV"'
- '\n\t\t\t\tTypedIndex: 0'
- '\n\t\t\t}')
-
- # Always write this
- #if do_textures:
- if True:
- fw('\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementTexture"'
- '\n\t\t\t\tTypedIndex: 0'
- '\n\t\t\t}')
-
- if do_materials:
- fw('\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementMaterial"'
- '\n\t\t\t\tTypedIndex: 0'
- '\n\t\t\t}')
-
- fw('\n\t\t}')
-
- if len(uvlayers) > 1:
- for i in range(1, len(uvlayers)):
- fw('\n\t\tLayer: %d {'
- '\n\t\t\tVersion: 100'
- '\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementUV"'
- '\n\t\t\t\tTypedIndex: %d'
- '\n\t\t\t}' % (i, i))
- if do_textures:
- fw('\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementTexture"'
- '\n\t\t\t\tTypedIndex: %d'
- '\n\t\t\t}' % i)
- else:
- fw('\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementTexture"'
- '\n\t\t\t\tTypedIndex: 0'
- '\n\t\t\t}')
- fw('\n\t\t}')
-
- # XXX Col layers are written before UV ones above, why adding them after UV here???
- # And why this offset based on len(UV layers) - 1???
- # I have the feeling some indices are wrong here!
- # --mont29
- if len(collayers) > 1:
- # Take into account any UV layers
- layer_offset = len(uvlayers) - 1 if uvlayers else 0
- for i in range(layer_offset, len(collayers) + layer_offset):
- fw('\n\t\tLayer: %d {'
- '\n\t\t\tVersion: 100'
- '\n\t\t\tLayerElement: {'
- '\n\t\t\t\tType: "LayerElementColor"'
- '\n\t\t\t\tTypedIndex: %d'
- '\n\t\t\t}'
- '\n\t\t}' % (i, i))
-
- if do_shapekeys:
- # Not sure this works really good...
- # Aren't key's co already relative if set as such?
- # Also, does not handle custom relative option for each key...
- # --mont29
- import operator
- key_blocks = my_mesh.blenObject.data.shape_keys.key_blocks[:]
- t_sk_basis = [None] * len(me.vertices) * 3
- t_sk = [None] * len(me.vertices) * 3
- key_blocks[0].data.foreach_get("co", t_sk_basis)
- _nchunk = 4 # Number of delta coordinates per line
- _nchunk_idx = 32 # Number of vert indices per line
-
- for kb in key_blocks[1:]:
- kb.data.foreach_get("co", t_sk)
- _dcos = tuple(zip(*[map(operator.sub, t_sk, t_sk_basis)] * 3))
- verts = tuple(i for i, dco in enumerate(_dcos) if sum(map(operator.pow, dco, (2, 2, 2))) > 3e-12)
- dcos = (_dcos[i] for i in verts)
- fw('\n\t\tShape: "%s" {'
- '\n\t\t\tIndexes: ' % kb.name)
- fw(',\n\t\t\t '
- ''.join(','.join('%d' % i for i in chunk) for chunk in grouper_exact(verts, _nchunk_idx)))
-
- fw('\n\t\t\tVertices: ')
- fw(',\n\t\t\t '
- ''.join(','.join('%.6f,%.6f,%.6f' % c for c in chunk) for chunk in grouper_exact(dcos, _nchunk)))
- # all zero, why? - campbell
- # Would need to recompute them I guess... and I assume those are supposed to be delta as well?
- fw('\n\t\t\tNormals: ')
- fw(',\n\t\t\t '
- ''.join(','.join('0,0,0' for c in chunk) for chunk in grouper_exact(range(len(verts)), _nchunk)))
- fw('\n\t\t}')
- del t_sk_basis
- del t_sk
-
- fw('\n\t}')
-
- def write_group(name):
- fw('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name)
-
- fw('''
- Properties60: {
- Property: "MultiLayer", "bool", "",0
- Property: "Pickable", "bool", "",1
- Property: "Transformable", "bool", "",1
- Property: "Show", "bool", "",1
- }
- MultiLayer: 0
- }''')
-
- # add meshes here to clear because they are not used anywhere.
- meshes_to_clear = []
-
- ob_meshes = []
- ob_lights = []
- ob_cameras = []
- # in fbx we export bones as children of the mesh
- # armatures not a part of a mesh, will be added to ob_arms
- ob_bones = []
- ob_arms = []
- ob_null = [] # emptys
-
- # List of types that have blender objects (not bones)
- ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
-
- groups = [] # blender groups, only add ones that have objects in the selections
- materials = set() # (mat, image) items
- textures = set()
-
- tmp_ob_type = None # in case no objects are exported, so as not to raise an error
-
-## XXX
-
- if 'ARMATURE' in object_types:
- # This is needed so applying modifiers dosnt apply the armature deformation, its also needed
- # ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
- # set every armature to its rest, backup the original values so we done mess up the scene
- ob_arms_orig_rest = [arm.pose_position for arm in bpy.data.armatures]
-
- for arm in bpy.data.armatures:
- arm.pose_position = 'REST'
-
- if ob_arms_orig_rest:
- for ob_base in bpy.data.objects:
- if ob_base.type == 'ARMATURE':
- ob_base.update_tag()
-
- # This causes the makeDisplayList command to effect the mesh
- scene.frame_set(scene.frame_current)
-
- for ob_base in context_objects:
-
- # ignore dupli children
- if ob_base.parent and ob_base.parent.dupli_type in {'VERTS', 'FACES'}:
- continue
-
- obs = [(ob_base, ob_base.matrix_world.copy())]
- if ob_base.dupli_type != 'NONE':
- ob_base.dupli_list_create(scene)
- obs = [(dob.object, dob.matrix.copy()) for dob in ob_base.dupli_list]
-
- for ob, mtx in obs:
- tmp_ob_type = ob.type
- if tmp_ob_type == 'CAMERA':
- if 'CAMERA' in object_types:
- ob_cameras.append(my_object_generic(ob, mtx))
- elif tmp_ob_type == 'LAMP':
- if 'LAMP' in object_types:
- ob_lights.append(my_object_generic(ob, mtx))
- elif tmp_ob_type == 'ARMATURE':
- if 'ARMATURE' in object_types:
- # TODO - armatures dont work in dupligroups!
- if ob not in ob_arms:
- ob_arms.append(ob)
- # ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
- elif tmp_ob_type == 'EMPTY':
- if 'EMPTY' in object_types:
- ob_null.append(my_object_generic(ob, mtx))
- elif 'MESH' in object_types:
- origData = True
- if tmp_ob_type != 'MESH':
- try:
- me = ob.to_mesh(scene, True, 'PREVIEW')
- except:
- me = None
-
- if me:
- meshes_to_clear.append(me)
- mats = me.materials
- origData = False
- else:
- # Mesh Type!
- if use_mesh_modifiers:
- me = ob.to_mesh(scene, True, 'PREVIEW')
-
- # print ob, me, me.getVertGroupNames()
- meshes_to_clear.append(me)
- origData = False
- mats = me.materials
- else:
- me = ob.data
- me.update()
- mats = me.materials
-
-# # Support object colors
-# tmp_colbits = ob.colbits
-# if tmp_colbits:
-# tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
-# for i in xrange(16):
-# if tmp_colbits & (1<<i):
-# mats[i] = tmp_ob_mats[i]
-# del tmp_ob_mats
-# del tmp_colbits
-
- if me:
-# # This WILL modify meshes in blender if use_mesh_modifiers is disabled.
-# # so strictly this is bad. but only in rare cases would it have negative results
-# # say with dupliverts the objects would rotate a bit differently
-# if EXP_MESH_HQ_NORMALS:
-# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
-
- if not mats:
- mats = [None]
-
- texture_set_local = set()
- material_set_local = set()
- if me.uv_textures:
- for uvlayer in me.uv_textures:
- for p, p_uv in zip(me.polygons, uvlayer.data):
- tex = p_uv.image
- texture_set_local.add(tex)
- mat = mats[p.material_index]
-
- # Should not be needed anymore.
- #try:
- #mat = mats[p.material_index]
- #except:
- #mat = None
-
- material_set_local.add((mat, tex))
-
- else:
- for mat in mats:
- # 2.44 use mat.lib too for uniqueness
- material_set_local.add((mat, None))
-
- textures |= texture_set_local
- materials |= material_set_local
-
- if 'ARMATURE' in object_types:
- armob = ob.find_armature()
- blenParentBoneName = None
-
- # parent bone - special case
- if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \
- ob.parent_type == 'BONE':
- armob = ob.parent
- blenParentBoneName = ob.parent_bone
-
- if armob and armob not in ob_arms:
- ob_arms.append(armob)
-
- # Warning for scaled, mesh objects with armatures
- if abs(ob.scale[0] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05:
- operator.report(
- {'WARNING'},
- "Object '%s' has a scale of (%.3f, %.3f, %.3f), "
- "Armature deformation will not work as expected "
- "(apply Scale to fix)" % (ob.name, *ob.scale))
-
- else:
- blenParentBoneName = armob = None
-
- my_mesh = my_object_generic(ob, mtx)
- my_mesh.blenData = me
- my_mesh.origData = origData
- my_mesh.blenMaterials = list(material_set_local)
- my_mesh.blenMaterialList = mats
- my_mesh.blenTextures = list(texture_set_local)
-
- # sort the name so we get predictable output, some items may be NULL
- my_mesh.blenMaterials.sort(key=lambda m: (getattr(m[0], "name", ""), getattr(m[1], "name", "")))
- my_mesh.blenTextures.sort(key=lambda m: getattr(m, "name", ""))
-
- # if only 1 null texture then empty the list
- if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] is None:
- my_mesh.blenTextures = []
-
- my_mesh.fbxArm = armob # replace with my_object_generic armature instance later
- my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later
-
- ob_meshes.append(my_mesh)
-
- # not forgetting to free dupli_list
- if ob_base.dupli_list:
- ob_base.dupli_list_clear()
-
- if 'ARMATURE' in object_types:
- # now we have the meshes, restore the rest arm position
- for i, arm in enumerate(bpy.data.armatures):
- arm.pose_position = ob_arms_orig_rest[i]
-
- if ob_arms_orig_rest:
- for ob_base in bpy.data.objects:
- if ob_base.type == 'ARMATURE':
- ob_base.update_tag()
- # This causes the makeDisplayList command to effect the mesh
- scene.frame_set(scene.frame_current)
-
- del tmp_ob_type, context_objects
-
- # now we have collected all armatures, add bones
- for i, ob in enumerate(ob_arms):
-
- ob_arms[i] = my_arm = my_object_generic(ob)
-
- my_arm.fbxBones = []
- my_arm.blenData = ob.data
- if ob.animation_data:
- my_arm.blenAction = ob.animation_data.action
- else:
- my_arm.blenAction = None
- my_arm.blenActionList = []
-
- # fbxName, blenderObject, my_bones, blenderActions
- #ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
-
- if use_armature_deform_only:
- # tag non deforming bones that have no deforming children
- deform_map = dict.fromkeys(my_arm.blenData.bones, False)
- for bone in my_arm.blenData.bones:
- if bone.use_deform:
- deform_map[bone] = True
- # tag all parents, even ones that are not deform since their child _is_
- for parent in bone.parent_recursive:
- deform_map[parent] = True
-
- for bone in my_arm.blenData.bones:
-
- if use_armature_deform_only:
- # if this bone doesnt deform, and none of its children deform, skip it!
- if not deform_map[bone]:
- continue
-
- my_bone = my_bone_class(bone, my_arm)
- my_arm.fbxBones.append(my_bone)
- ob_bones.append(my_bone)
-
- if use_armature_deform_only:
- del deform_map
-
- # add the meshes to the bones and replace the meshes armature with own armature class
- #for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
- for my_mesh in ob_meshes:
- # Replace
- # ...this could be sped up with dictionary mapping but its unlikely for
- # it ever to be a bottleneck - (would need 100+ meshes using armatures)
- if my_mesh.fbxArm:
- for my_arm in ob_arms:
- if my_arm.blenObject == my_mesh.fbxArm:
- my_mesh.fbxArm = my_arm
- break
-
- for my_bone in ob_bones:
-
- # The mesh uses this bones armature!
- if my_bone.fbxArm == my_mesh.fbxArm:
- if my_bone.blenBone.use_deform:
- my_bone.blenMeshes[my_mesh.fbxName] = me
-
- # parent bone: replace bone names with our class instances
- # my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match.
- if my_mesh.fbxBoneParent == my_bone.blenName:
- my_mesh.fbxBoneParent = my_bone
-
- bone_deformer_count = 0 # count how many bones deform a mesh
- my_bone_blenParent = None
- for my_bone in ob_bones:
- my_bone_blenParent = my_bone.blenBone.parent
- if my_bone_blenParent:
- for my_bone_parent in ob_bones:
- # Note 2.45rc2 you can compare bones normally
- if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm:
- my_bone.parent = my_bone_parent
- break
-
- # Not used at the moment
- # my_bone.calcRestMatrixLocal()
- bone_deformer_count += len(my_bone.blenMeshes)
-
- del my_bone_blenParent
-
- # Build blenObject -> fbxObject mapping
- # this is needed for groups as well as fbxParenting
- bpy.data.objects.tag(False)
-
- # using a list of object names for tagging (Arystan)
-
- tmp_obmapping = {}
- for ob_generic in ob_all_typegroups:
- for ob_base in ob_generic:
- ob_base.blenObject.tag = True
- tmp_obmapping[ob_base.blenObject] = ob_base
-
- # Build Groups from objects we export
- for blenGroup in bpy.data.groups:
- fbxGroupName = None
- for ob in blenGroup.objects:
- if ob.tag:
- if fbxGroupName is None:
- fbxGroupName = sane_groupname(blenGroup)
- groups.append((fbxGroupName, blenGroup))
-
- tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames
-
- groups.sort() # not really needed
-
- # Assign parents using this mapping
- for ob_generic in ob_all_typegroups:
- for my_ob in ob_generic:
- parent = my_ob.blenObject.parent
- if parent and parent.tag: # does it exist and is it in the mapping
- my_ob.fbxParent = tmp_obmapping[parent]
-
- del tmp_obmapping
- # Finished finding groups we use
-
- # == WRITE OBJECTS TO THE FILE ==
- # == From now on we are building the FBX file from the information collected above (JCB)
-
- materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials]
- textures = [(sane_texname(tex), tex) for tex in textures if tex]
- materials.sort(key=lambda m: m[0]) # sort by name
- textures.sort(key=lambda m: m[0])
-
- camera_count = 8 if 'CAMERA' in object_types else 0
-
- # sanity checks
- try:
- assert(not (ob_meshes and ('MESH' not in object_types)))
- assert(not (materials and ('MESH' not in object_types)))
- assert(not (textures and ('MESH' not in object_types)))
-
- assert(not (ob_lights and ('LAMP' not in object_types)))
-
- assert(not (ob_cameras and ('CAMERA' not in object_types)))
- except AssertionError:
- import traceback
- traceback.print_exc()
-
- fw('''
-
-; Object definitions
-;------------------------------------------------------------------
-
-Definitions: {
- Version: 100
- Count: %i''' % (
- 1 + camera_count +
- len(ob_meshes) +
- len(ob_lights) +
- len(ob_cameras) +
- len(ob_arms) +
- len(ob_null) +
- len(ob_bones) +
- bone_deformer_count +
- len(materials) +
- (len(textures) * 2))) # add 1 for global settings
-
- del bone_deformer_count
-
- fw('''
- ObjectType: "Model" {
- Count: %i
- }''' % (
- camera_count +
- len(ob_meshes) +
- len(ob_lights) +
- len(ob_cameras) +
- len(ob_arms) +
- len(ob_null) +
- len(ob_bones)))
-
- fw('''
- ObjectType: "Geometry" {
- Count: %i
- }''' % len(ob_meshes))
-
- if materials:
- fw('''
- ObjectType: "Material" {
- Count: %i
- }''' % len(materials))
-
- if textures:
- fw('''
- ObjectType: "Texture" {
- Count: %i
- }''' % len(textures)) # add 1 for an empty tex
- fw('''
- ObjectType: "Video" {
- Count: %i
- }''' % len(textures)) # add 1 for an empty tex
-
- tmp = 0
- # Add deformer nodes
- for my_mesh in ob_meshes:
- if my_mesh.fbxArm:
- tmp += 1
-
- # Add subdeformers
- for my_bone in ob_bones:
- tmp += len(my_bone.blenMeshes)
-
- if tmp:
- fw('''
- ObjectType: "Deformer" {
- Count: %i
- }''' % tmp)
- del tmp
-
- # Bind pose is essential for XNA if the 'MESH' is included,
- # but could be removed now?
- fw('''
- ObjectType: "Pose" {
- Count: 1
- }''')
-
- if groups:
- fw('''
- ObjectType: "GroupSelection" {
- Count: %i
- }''' % len(groups))
-
- fw('''
- ObjectType: "GlobalSettings" {
- Count: 1
- }
-}''')
-
- fw('''
-
-; Object properties
-;------------------------------------------------------------------
-
-Objects: {''')
-
- if 'CAMERA' in object_types:
- # To comply with other FBX FILES
- write_camera_switch()
-
- for my_null in ob_null:
- write_null(my_null)
-
- # XNA requires the armature to be a Limb (JCB)
- # Note, 2.58 and previous wrote these as normal empties and it worked mostly (except for XNA)
- for my_arm in ob_arms:
- write_null(my_arm, fbxType="Limb", fbxTypeFlags="Skeleton")
-
- for my_cam in ob_cameras:
- write_camera(my_cam)
-
- for my_light in ob_lights:
- write_light(my_light)
-
- for my_mesh in ob_meshes:
- write_mesh(my_mesh)
-
- #for bonename, bone, obname, me, armob in ob_bones:
- for my_bone in ob_bones:
- write_bone(my_bone)
-
- if 'CAMERA' in object_types:
- write_camera_default()
-
- for matname, (mat, tex) in materials:
- write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard)
-
- # each texture uses a video, odd
- for texname, tex in textures:
- write_video(texname, tex)
- i = 0
- for texname, tex in textures:
- write_texture(texname, tex, i)
- i += 1
-
- for groupname, group in groups:
- write_group(groupname)
-
- # NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do.
-
- # Write armature modifiers
- # TODO - add another MODEL? - because of this skin definition.
- for my_mesh in ob_meshes:
- if my_mesh.fbxArm:
- write_deformer_skin(my_mesh.fbxName)
-
- # Get normalized weights for temorary use
- if my_mesh.fbxBoneParent:
- weights = None
- else:
- weights = meshNormalizedWeights(my_mesh.blenObject, my_mesh.blenData)
-
- #for bonename, bone, obname, bone_mesh, armob in ob_bones:
- for my_bone in ob_bones:
- if me in iter(my_bone.blenMeshes.values()):
- write_sub_deformer_skin(my_mesh, my_bone, weights)
-
- # Write pose is really weird, only needed when an armature and mesh are used together
- # each by themselves do not need pose data. For now only pose meshes and bones
-
- # Bind pose is essential for XNA if the 'MESH' is included (JCB)
- fw('''
- Pose: "Pose::BIND_POSES", "BindPose" {
- Type: "BindPose"
- Version: 100
- Properties60: {
- }
- NbPoseNodes: ''')
- fw(str(len(pose_items)))
-
- for fbxName, matrix in pose_items:
- fw('\n\t\tPoseNode: {')
- fw('\n\t\t\tNode: "Model::%s"' % fbxName)
- fw('\n\t\t\tMatrix: %s' % mat4x4str(matrix if matrix else Matrix()))
- fw('\n\t\t}')
-
- fw('\n\t}')
-
- # Finish Writing Objects
- # Write global settings
- fw('''
- GlobalSettings: {
- Version: 1000
- Properties60: {
- Property: "UpAxis", "int", "",1
- Property: "UpAxisSign", "int", "",1
- Property: "FrontAxis", "int", "",2
- Property: "FrontAxisSign", "int", "",1
- Property: "CoordAxis", "int", "",0
- Property: "CoordAxisSign", "int", "",1
- Property: "UnitScaleFactor", "double", "",1
- }
- }
-''')
- fw('}')
-
- fw('''
-
-; Object relations
-;------------------------------------------------------------------
-
-Relations: {''')
-
- # Nulls are likely to cause problems for XNA
-
- for my_null in ob_null:
- fw('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName)
-
- # Armature must be a Limb for XNA
- # Note, 2.58 and previous wrote these as normal empties and it worked mostly (except for XNA)
- for my_arm in ob_arms:
- fw('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_arm.fbxName)
-
- for my_mesh in ob_meshes:
- fw('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName)
-
- # TODO - limbs can have the same name for multiple armatures, should prefix.
- #for bonename, bone, obname, me, armob in ob_bones:
- for my_bone in ob_bones:
- fw('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName)
-
- for my_cam in ob_cameras:
- fw('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName)
-
- for my_light in ob_lights:
- fw('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName)
-
- fw('''
- Model: "Model::Producer Perspective", "Camera" {
- }
- Model: "Model::Producer Top", "Camera" {
- }
- Model: "Model::Producer Bottom", "Camera" {
- }
- Model: "Model::Producer Front", "Camera" {
- }
- Model: "Model::Producer Back", "Camera" {
- }
- Model: "Model::Producer Right", "Camera" {
- }
- Model: "Model::Producer Left", "Camera" {
- }
- Model: "Model::Camera Switcher", "CameraSwitcher" {
- }''')
-
- for matname, (mat, tex) in materials:
- fw('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
-
- if textures:
- for texname, tex in textures:
- fw('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname)
- for texname, tex in textures:
- fw('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname)
-
- # deformers - modifiers
- for my_mesh in ob_meshes:
- if my_mesh.fbxArm:
- fw('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName)
-
- #for bonename, bone, obname, me, armob in ob_bones:
- for my_bone in ob_bones:
- for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName
- # is this bone effecting a mesh?
- fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName))
-
- # This should be at the end
- # fw('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}')
-
- for groupname, group in groups:
- fw('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname)
-
- fw('\n}')
- fw('''
-
-; Object connections
-;------------------------------------------------------------------
-
-Connections: {''')
-
- # NOTE - The FBX SDK does not care about the order but some importers DO!
- # for instance, defining the material->mesh connection
- # before the mesh->parent crashes cinema4d
-
- for ob_generic in ob_all_typegroups: # all blender 'Object's we support
- for my_ob in ob_generic:
- # for deformed meshes, don't have any parents or they can get twice transformed.
- if my_ob.fbxParent and (not my_ob.fbxArm):
- fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName))
- else:
- fw('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_ob.fbxName)
-
- if materials:
- for my_mesh in ob_meshes:
- # Connect all materials to all objects, not good form but ok for now.
- for mat, tex in my_mesh.blenMaterials:
- mat_name = mat.name if mat else None
- tex_name = tex.name if tex else None
-
- fw('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName))
-
- if textures:
- for my_mesh in ob_meshes:
- if my_mesh.blenTextures:
- # fw('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName)
- for tex in my_mesh.blenTextures:
- if tex:
- fw('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName))
-
- for texname, tex in textures:
- fw('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname))
-
- if 'MESH' in object_types:
- for my_mesh in ob_meshes:
- if my_mesh.fbxArm:
- fw('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName))
-
- for my_bone in ob_bones:
- for fbxMeshObName in my_bone.blenMeshes: # .keys()
- fw('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName))
-
- # limbs -> deformers
- for my_bone in ob_bones:
- for fbxMeshObName in my_bone.blenMeshes: # .keys()
- fw('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName))
-
- #for bonename, bone, obname, me, armob in ob_bones:
- for my_bone in ob_bones:
- # Always parent to armature now
- if my_bone.parent:
- fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName))
- else:
- # the armature object is written as an empty and all root level bones connect to it
- fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName))
-
- # groups
- if groups:
- for ob_generic in ob_all_typegroups:
- for ob_base in ob_generic:
- for fbxGroupName in ob_base.fbxGroupNames:
- fw('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName))
-
- # I think the following always duplicates the armature connection because it is also in ob_all_typegroups above! (JCB)
- # for my_arm in ob_arms:
- # fw('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_arm.fbxName)
-
- fw('\n}')
-
- # Needed for scene footer as well as animation
- render = scene.render
-
- # from the FBX sdk
- #define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000))
- def fbx_time(t):
- # 0.5 + val is the same as rounding.
- return int(0.5 + ((t / fps) * 46186158000))
-
- fps = float(render.fps)
- start = scene.frame_start
- end = scene.frame_end
- if end < start:
- start, end = end, start
-
- # comment the following line, otherwise we dont get the pose
- # if start==end: use_anim = False
-
- # animations for these object types
- ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms
-
- if use_anim and [tmp for tmp in ob_anim_lists if tmp]:
-
- frame_orig = scene.frame_current
-
- if use_anim_optimize:
- # Do we really want to keep such behavior? User could enter real value directly...
- ANIM_OPTIMIZE_PRECISSION_FLOAT = 10 ** (-anim_optimize_precision + 2)
-
- # default action, when no actions are avaioable
- tmp_actions = []
- blenActionDefault = None
- action_lastcompat = None
-
- # instead of tagging
- tagged_actions = []
-
- # get the current action first so we can use it if we only export one action (JCB)
- for my_arm in ob_arms:
- blenActionDefault = my_arm.blenAction
- if blenActionDefault:
- break
-
- if use_anim_action_all:
- tmp_actions = bpy.data.actions[:]
- elif not use_default_take:
- if blenActionDefault:
- # Export the current action (JCB)
- tmp_actions.append(blenActionDefault)
-
- if tmp_actions:
- # find which actions are compatible with the armatures
- tmp_act_count = 0
- for my_arm in ob_arms:
-
- arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones])
-
- for action in tmp_actions:
-
- if arm_bone_names.intersection(action_bone_names(my_arm.blenObject, action)): # at least one channel matches.
- my_arm.blenActionList.append(action)
- tagged_actions.append(action.name)
- tmp_act_count += 1
-
- # in case there are no actions applied to armatures
- # for example, when a user deletes the current action.
- action_lastcompat = action
-
- if tmp_act_count:
- # unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature.
- if not blenActionDefault:
- blenActionDefault = action_lastcompat
-
- del action_lastcompat
-
- if use_default_take:
- tmp_actions.insert(0, None) # None is the default action
-
- fw('''
-;Takes and animation section
-;----------------------------------------------------
-
-Takes: {''')
-
- if blenActionDefault and not use_default_take:
- fw('\n\tCurrent: "%s"' % sane_takename(blenActionDefault))
- else:
- fw('\n\tCurrent: "Default Take"')
-
- for blenAction in tmp_actions:
- # we have tagged all actious that are used be selected armatures
- if blenAction:
- if blenAction.name in tagged_actions:
- print('\taction: "%s" exporting...' % blenAction.name)
- else:
- print('\taction: "%s" has no armature using it, skipping' % blenAction.name)
- continue
-
- if blenAction is None:
- # Warning, this only accounts for tmp_actions being [None]
- take_name = "Default Take"
- act_start = start
- act_end = end
- else:
- # use existing name
- take_name = sane_name_mapping_take.get(blenAction.name)
- if take_name is None:
- take_name = sane_takename(blenAction)
-
- act_start, act_end = blenAction.frame_range
- act_start = int(act_start)
- act_end = int(act_end)
-
- # Set the action active
- for my_arm in ob_arms:
- if my_arm.blenObject.animation_data and blenAction in my_arm.blenActionList:
- my_arm.blenObject.animation_data.action = blenAction
-
- # Use the action name as the take name and the take filename (JCB)
- fw('\n\tTake: "%s" {' % take_name)
- fw('\n\t\tFileName: "%s.tak"' % take_name.replace(" ", "_"))
- fw('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed
- fw('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed
-
- fw('''
-
- ;Models animation
- ;----------------------------------------------------''')
-
- # set pose data for all bones
- # do this here in case the action changes
- '''
- for my_bone in ob_bones:
- my_bone.flushAnimData()
- '''
- i = act_start
- while i <= act_end:
- scene.frame_set(i)
- for ob_generic in ob_anim_lists:
- for my_ob in ob_generic:
- #Blender.Window.RedrawAll()
- if ob_generic == ob_meshes and my_ob.fbxArm:
- # We cant animate armature meshes!
- my_ob.setPoseFrame(i, fake=True)
- else:
- my_ob.setPoseFrame(i)
-
- i += 1
-
- #for bonename, bone, obname, me, armob in ob_bones:
- for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms):
-
- for my_ob in ob_generic:
-
- if ob_generic == ob_meshes and my_ob.fbxArm:
- # do nothing,
- pass
- else:
-
- fw('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
- fw('\n\t\t\tVersion: 1.1')
- fw('\n\t\t\tChannel: "Transform" {')
-
- context_bone_anim_mats = [(my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in range(act_start, act_end + 1)]
-
- # ----------------
- # ----------------
- for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
-
- if TX_CHAN == 'T':
- context_bone_anim_vecs = [mtx[0].to_translation() for mtx in context_bone_anim_mats]
- elif TX_CHAN == 'S':
- context_bone_anim_vecs = [mtx[0].to_scale() for mtx in context_bone_anim_mats]
- elif TX_CHAN == 'R':
- # Was....
- # elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() for mtx in context_bone_anim_mats]
- #
- # ...but we need to use the previous euler for compatible conversion.
- context_bone_anim_vecs = []
- prev_eul = None
- for mtx in context_bone_anim_mats:
- if prev_eul:
- prev_eul = mtx[1].to_euler('XYZ', prev_eul)
- else:
- prev_eul = mtx[1].to_euler()
- context_bone_anim_vecs.append(tuple_rad_to_deg(prev_eul))
-
- fw('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
-
- for i in range(3):
- # Loop on each axis of the bone
- fw('\n\t\t\t\t\tChannel: "%s" {' % ('XYZ'[i])) # translation
- fw('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i])
- fw('\n\t\t\t\t\t\tKeyVer: 4005')
-
- if not use_anim_optimize:
- # Just write all frames, simple but in-eficient
- fw('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
- fw('\n\t\t\t\t\t\tKey: ')
- frame = act_start
- while frame <= act_end:
- if frame != act_start:
- fw(',')
-
- # Curve types are 'C,n' for constant, 'L' for linear
- # C,n is for bezier? - linear is best for now so we can do simple keyframe removal
- fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame - 1), context_bone_anim_vecs[frame - act_start][i]))
- frame += 1
- else:
- # remove unneeded keys, j is the frame, needed when some frames are removed.
- context_bone_anim_keys = [(vec[i], j) for j, vec in enumerate(context_bone_anim_vecs)]
-
- # last frame to fisrt frame, missing 1 frame on either side.
- # removeing in a backwards loop is faster
- #for j in xrange( (act_end-act_start)-1, 0, -1 ):
- # j = (act_end-act_start)-1
- j = len(context_bone_anim_keys) - 2
- while j > 0 and len(context_bone_anim_keys) > 2:
- # print j, len(context_bone_anim_keys)
- # Is this key the same as the ones next to it?
-
- # co-linear horizontal...
- if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j - 1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and \
- abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j + 1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
-
- del context_bone_anim_keys[j]
-
- else:
- frame_range = float(context_bone_anim_keys[j + 1][1] - context_bone_anim_keys[j - 1][1])
- frame_range_fac1 = (context_bone_anim_keys[j + 1][1] - context_bone_anim_keys[j][1]) / frame_range
- frame_range_fac2 = 1.0 - frame_range_fac1
-
- if abs(((context_bone_anim_keys[j - 1][0] * frame_range_fac1 + context_bone_anim_keys[j + 1][0] * frame_range_fac2)) - context_bone_anim_keys[j][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
- del context_bone_anim_keys[j]
- else:
- j -= 1
-
- # keep the index below the list length
- if j > len(context_bone_anim_keys) - 2:
- j = len(context_bone_anim_keys) - 2
-
- if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
-
- # This axis has no moton, its okay to skip KeyCount and Keys in this case
- # pass
-
- # better write one, otherwise we loose poses with no animation
- fw('\n\t\t\t\t\t\tKeyCount: 1')
- fw('\n\t\t\t\t\t\tKey: ')
- fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(start), context_bone_anim_keys[0][0]))
- else:
- # We only need to write these if there is at least one
- fw('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
- fw('\n\t\t\t\t\t\tKey: ')
- for val, frame in context_bone_anim_keys:
- if frame != context_bone_anim_keys[0][1]: # not the first
- fw(',')
- # frame is already one less then blenders frame
- fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val))
-
- if i == 0:
- fw('\n\t\t\t\t\t\tColor: 1,0,0')
- elif i == 1:
- fw('\n\t\t\t\t\t\tColor: 0,1,0')
- elif i == 2:
- fw('\n\t\t\t\t\t\tColor: 0,0,1')
-
- fw('\n\t\t\t\t\t}')
- fw('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER + 1))
- fw('\n\t\t\t\t}')
-
- # ---------------
-
- fw('\n\t\t\t}')
- fw('\n\t\t}')
-
- # end the take
- fw('\n\t}')
-
- # end action loop. set original actions
- # do this after every loop in case actions effect eachother.
- for my_arm in ob_arms:
- if my_arm.blenObject.animation_data:
- my_arm.blenObject.animation_data.action = my_arm.blenAction
-
- fw('\n}')
-
- scene.frame_set(frame_orig)
-
- else:
- # no animation
- fw('\n;Takes and animation section')
- fw('\n;----------------------------------------------------')
- fw('\n')
- fw('\nTakes: {')
- fw('\n\tCurrent: ""')
- fw('\n}')
-
- # write meshes animation
- #for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
-
- # Clear mesh data Only when writing with modifiers applied
- for me in meshes_to_clear:
- bpy.data.meshes.remove(me)
-
- # --------------------------- Footer
- if world:
- m = world.mist_settings
- has_mist = m.use_mist
- mist_intense = m.intensity
- mist_start = m.start
- mist_end = m.depth
- # mist_height = m.height # UNUSED
- world_hor = world.horizon_color
- else:
- has_mist = mist_intense = mist_start = mist_end = 0
- world_hor = 0, 0, 0
-
- fw('\n;Version 5 settings')
- fw('\n;------------------------------------------------------------------')
- fw('\n')
- fw('\nVersion5: {')
- fw('\n\tAmbientRenderSettings: {')
- fw('\n\t\tVersion: 101')
- fw('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb))
- fw('\n\t}')
- fw('\n\tFogOptions: {')
- fw('\n\t\tFogEnable: %i' % has_mist)
- fw('\n\t\tFogMode: 0')
- fw('\n\t\tFogDensity: %.3f' % mist_intense)
- fw('\n\t\tFogStart: %.3f' % mist_start)
- fw('\n\t\tFogEnd: %.3f' % mist_end)
- fw('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor))
- fw('\n\t}')
- fw('\n\tSettings: {')
- fw('\n\t\tFrameRate: "%i"' % int(fps))
- fw('\n\t\tTimeFormat: 1')
- fw('\n\t\tSnapOnFrames: 0')
- fw('\n\t\tReferenceTimeIndex: -1')
- fw('\n\t\tTimeLineStartTime: %i' % fbx_time(start - 1))
- fw('\n\t\tTimeLineStopTime: %i' % fbx_time(end - 1))
- fw('\n\t}')
- fw('\n\tRendererSetting: {')
- fw('\n\t\tDefaultCamera: "Producer Perspective"')
- fw('\n\t\tDefaultViewingMode: 0')
- fw('\n\t}')
- fw('\n}')
- fw('\n')
-
- # XXX, shouldnt be global!
- for mapping in (sane_name_mapping_ob,
- sane_name_mapping_ob_unique,
- sane_name_mapping_mat,
- sane_name_mapping_tex,
- sane_name_mapping_take,
- sane_name_mapping_group,
- ):
- mapping.clear()
- del mapping
-
- del ob_arms[:]
- del ob_bones[:]
- del ob_cameras[:]
- del ob_lights[:]
- del ob_meshes[:]
- del ob_null[:]
-
- file.close()
-
- # copy all collected files.
- bpy_extras.io_utils.path_reference_copy(copy_set)
-
- print('export finished in %.4f sec.' % (time.process_time() - start_time))
- return {'FINISHED'}
-
-
-# defaults for applications, currently only unity but could add others.
-def defaults_unity3d():
- return dict(global_matrix=Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
- use_selection=False,
- object_types={'ARMATURE', 'EMPTY', 'MESH'},
- use_mesh_modifiers=True,
- use_armature_deform_only=True,
- use_anim=True,
- use_anim_optimize=False,
- use_anim_action_all=True,
- batch_mode='OFF',
- use_default_take=True,
- )
-
-
-def save(operator, context,
- filepath="",
- use_selection=False,
- batch_mode='OFF',
- use_batch_own_dir=False,
- **kwargs
- ):
-
- if bpy.ops.object.mode_set.poll():
- bpy.ops.object.mode_set(mode='OBJECT')
-
- if batch_mode == 'OFF':
- kwargs_mod = kwargs.copy()
- if use_selection:
- kwargs_mod["context_objects"] = context.selected_objects
- else:
- kwargs_mod["context_objects"] = context.scene.objects
-
- return save_single(operator, context.scene, filepath, **kwargs_mod)
- else:
- fbxpath = filepath
-
- prefix = os.path.basename(fbxpath)
- if prefix:
- fbxpath = os.path.dirname(fbxpath)
-
- if not fbxpath.endswith(os.sep):
- fbxpath += os.sep
-
- if batch_mode == 'GROUP':
- data_seq = tuple(grp for grp in bpy.data.groups if grp.objects)
- else:
- data_seq = bpy.data.scenes
-
- # call this function within a loop with BATCH_ENABLE == False
- # no scene switching done at the moment.
- # orig_sce = context.scene
-
- new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
- for data in data_seq: # scene or group
- newname = prefix + bpy.path.clean_name(data.name)
-
- if use_batch_own_dir:
- new_fbxpath = fbxpath + newname + os.sep
- # path may already exist
- # TODO - might exist but be a file. unlikely but should probably account for it.
-
- if not os.path.exists(new_fbxpath):
- os.makedirs(new_fbxpath)
-
- filepath = new_fbxpath + newname + '.fbx'
-
- print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
-
- # XXX don't know what to do with this, probably do the same? (Arystan)
- if batch_mode == 'GROUP': # group
- # group, so objects update properly, add a dummy scene.
- scene = bpy.data.scenes.new(name="FBX_Temp")
- scene.layers = [True] * 20
- # bpy.data.scenes.active = scene # XXX, cant switch
- for ob_base in data.objects:
- scene.objects.link(ob_base)
-
- scene.update()
- else:
- scene = data
-
- # TODO - BUMMER! Armatures not in the group wont animate the mesh
-
- # else: # scene
- # data_seq.active = data
-
- # Call self with modified args
- # Dont pass batch options since we already usedt them
- kwargs_batch = kwargs.copy()
-
- kwargs_batch["context_objects"] = data.objects
-
- save_single(operator, scene, filepath, **kwargs_batch)
-
- if batch_mode == 'GROUP':
- # remove temp group scene
- bpy.data.scenes.remove(scene)
-
- # no active scene changing!
- # bpy.data.scenes.active = orig_sce
-
- return {'FINISHED'} # so the script wont run after we have batch exported.
-
-
-# NOTE TO Campbell -
-# Can any or all of the following notes be removed because some have been here for a long time? (JCB 27 July 2011)
-# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts)
-# - get rid of bpy.path.clean_name somehow
-# + get rid of BPyObject_getObjectArmature, move it in RNA?
-# - implement all BPyMesh_* used here with RNA
-# - getDerivedObjects is not fully replicated with .dupli* funcs
-# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893
-# - no hq normals: 1900-1901