diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2014-09-10 19:05:53 +0400 |
---|---|---|
committer | Bastien Montagne <montagne29@wanadoo.fr> | 2014-09-10 19:07:04 +0400 |
commit | f8769f35a5d6969f534bd4a9a97f81ef61fa337d (patch) | |
tree | c6956e112a49be3e3cfbfc8274b5af93d74fa39c | |
parent | cd73cfa9f2f6ee044a0a5555c2d9c4cde424fd92 (diff) |
FBX IO Experimental: Get rid of 6.1 code
No need to keep it here, this won't be developed further, and remains available
in 'stable' version of the addon.
-rw-r--r-- | io_scene_fbx_experimental/__init__.py | 94 | ||||
-rw-r--r-- | io_scene_fbx_experimental/export_fbx.py | 2931 |
2 files changed, 18 insertions, 3007 deletions
diff --git a/io_scene_fbx_experimental/__init__.py b/io_scene_fbx_experimental/__init__.py index a273e21c..de51ce14 100644 --- a/io_scene_fbx_experimental/__init__.py +++ b/io_scene_fbx_experimental/__init__.py @@ -227,14 +227,6 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): # 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", "Newer 7.4 binary version, still in development (no animation yet)"), - ('ASCII6100', "FBX 6.1 ASCII", "Legacy 6.1 ascii version"), - ), - name="Version", - description="Choose which version of the exporter to use", - ) - use_selection = BoolProperty( name="Selected Objects", description="Export selected objects on visible layers", @@ -269,7 +261,6 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): ), default='Y', ) - # 7.4 only bake_space_transform = BoolProperty( name="Apply Transform", description=("Bake space transform into object data, avoids getting unwanted rotations to objects when " @@ -312,14 +303,12 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): 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", @@ -359,7 +348,7 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): description="Only write deforming bones (and non-deforming ones when they have deforming children)", default=False, ) - # Anim - 7.4 + # Anim bake_anim = BoolProperty( name="Baked Animation", description="Export baked keyframe animation", @@ -390,38 +379,7 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): min=0.0, max=10.0, # No simplification to up to 0.05 slope/100 max_frame_step. 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!)", @@ -447,15 +405,13 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): def draw(self, context): layout = self.layout - is_74bin = (self.version == 'BIN7400') layout.prop(self, "version") layout.prop(self, "use_selection") layout.prop(self, "global_scale") layout.prop(self, "axis_forward") layout.prop(self, "axis_up") - if is_74bin: - layout.prop(self, "bake_space_transform") + layout.prop(self, "bake_space_transform") layout.separator() layout.prop(self, "object_types") @@ -466,33 +422,23 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): sub.enabled = self.mesh_smooth_type in {'OFF'} sub.prop(self, "use_tspace") layout.prop(self, "use_armature_deform_only") - if is_74bin: - layout.prop(self, "use_custom_props") - layout.prop(self, "add_leaf_bones") - layout.prop(self, "primary_bone_axis") - layout.prop(self, "secondary_bone_axis") - layout.prop(self, "bake_anim") - col = layout.column() - col.enabled = self.bake_anim - col.prop(self, "bake_anim_use_nla_strips") - col.prop(self, "bake_anim_use_all_actions") - col.prop(self, "bake_anim_step") - col.prop(self, "bake_anim_simplify_factor") - else: - layout.prop(self, "use_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.prop(self, "use_custom_props") + layout.prop(self, "add_leaf_bones") + layout.prop(self, "primary_bone_axis") + layout.prop(self, "secondary_bone_axis") + layout.prop(self, "bake_anim") + col = layout.column() + col.enabled = self.bake_anim + col.prop(self, "bake_anim_use_nla_strips") + col.prop(self, "bake_anim_use_all_actions") + col.prop(self, "bake_anim_step") + col.prop(self, "bake_anim_simplify_factor") layout.separator() layout.prop(self, "path_mode") - if is_74bin: - col = layout.column() - col.enabled = (self.path_mode == 'COPY') - col.prop(self, "embed_textures") + col = layout.column() + col.enabled = (self.path_mode == 'COPY') + col.prop(self, "embed_textures") layout.prop(self, "batch_mode") layout.prop(self, "use_batch_own_dir") @@ -502,6 +448,7 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): def execute(self, context): from mathutils import Matrix + from . import export_fbx_bin print("Using EXPERIMENTAL FBX import!") if not self.filepath: raise Exception("filepath not set") @@ -518,12 +465,7 @@ class ExportFBX_experimental(bpy.types.Operator, ExportHelper): 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) + return export_fbx_bin.save(self, context, **keywords) def menu_func_import(self, context): diff --git a/io_scene_fbx_experimental/export_fbx.py b/io_scene_fbx_experimental/export_fbx.py deleted file mode 100644 index ee980198..00000000 --- a/io_scene_fbx_experimental/export_fbx.py +++ /dev/null @@ -1,2931 +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) * 3 - 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)] * 3)) - 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,1' % 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,) + tuple(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 = bpy.data.groups - 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 |