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authorCampbell Barton <ideasman42@gmail.com>2011-01-18 04:58:49 +0300
committerCampbell Barton <ideasman42@gmail.com>2011-01-18 04:58:49 +0300
commit84c40946e4197841c6345af32bab15524742fb6b (patch)
treeea7de2a1c3acd166d8f9acbfd347eb7fd68cabce
parentee29d3dcc6e025c4627ed9edfb4c32413a4f0702 (diff)
correct bad spelling; 'indicies' --> 'indices'
-rw-r--r--curve_simplify.py12
-rw-r--r--io_anim_bvh/import_bvh.py2
-rw-r--r--io_scene_3ds/export_3ds.py2
-rw-r--r--io_scene_fbx/__init__.py12
-rw-r--r--io_scene_fbx/export_fbx.py1027
-rw-r--r--io_scene_obj/export_obj.py4
-rw-r--r--io_scene_obj/import_obj.py112
-rw-r--r--io_scene_x3d/import_x3d.py4
-rw-r--r--render_povray/render.py24
9 files changed, 605 insertions, 594 deletions
diff --git a/curve_simplify.py b/curve_simplify.py
index 69ace753..43a9c4b7 100644
--- a/curve_simplify.py
+++ b/curve_simplify.py
@@ -44,7 +44,7 @@ import math
##############################
#### simplipoly algorithm ####
##############################
-# get SplineVertIndicies to keep
+# get SplineVertIndices to keep
def simplypoly(splineVerts, options):
# main vars
newVerts = [] # list of vertindices to keep
@@ -79,7 +79,7 @@ def simplypoly(splineVerts, options):
distances.append(dist)
distances.append(0.0) # last vert is always kept
- # generate list of vertindicies to keep
+ # generate list of vertindices to keep
# tested against averaged curvatures and distances of neighbour verts
newVerts.append(0) # first vert is always kept
for i, curv in enumerate(curvatures):
@@ -172,7 +172,7 @@ def iterate(points, newVerts, error):
return False
return new
-#### get SplineVertIndicies to keep
+#### get SplineVertIndices to keep
def simplify_RDP(splineVerts, options):
#main vars
error = options[4]
@@ -264,7 +264,7 @@ def main(context, obj, options):
if mode == 'curvature':
newVerts = simplypoly(splineVerts, options)
- # convert indicies into vectors3D
+ # convert indices into vectors3D
newPoints = vertsToPoints(newVerts, splineVerts, splineType)
# create new spline
@@ -324,7 +324,7 @@ def fcurves_simplify(context, obj, options, fcurves):
scene = context.scene
fcurves_obj = obj.animation_data.action.fcurves
- #get indicies of selected fcurves
+ #get indices of selected fcurves
fcurve_sel = selectedfcurves(obj)
# go through fcurves
@@ -339,7 +339,7 @@ def fcurves_simplify(context, obj, options, fcurves):
if mode == 'curvature':
newVerts = simplypoly(fcurve, options)
- # convert indicies into vectors3D
+ # convert indices into vectors3D
newPoints = []
#this is different from the main() function for normal curves, different api...
diff --git a/io_anim_bvh/import_bvh.py b/io_anim_bvh/import_bvh.py
index 5a0c0fcf..464b76bf 100644
--- a/io_anim_bvh/import_bvh.py
+++ b/io_anim_bvh/import_bvh.py
@@ -38,7 +38,7 @@ class bvh_node_class(object):
'rest_tail_world', # worldspace rest location for the tail of this node
'rest_tail_local', # worldspace rest location for the tail of this node
'channels', # list of 6 ints, -1 for an unused channel, otherwise an index for the BVH motion data lines, lock triple then rot triple
- 'rot_order', # a triple of indicies as to the order rotation is applied. [0,1,2] is x/y/z - [None, None, None] if no rotation.
+ 'rot_order', # a triple of indices as to the order rotation is applied. [0,1,2] is x/y/z - [None, None, None] if no rotation.
'rot_order_str', # same as above but a string 'XYZ' format.
'anim_data', # a list one tuple's one for each frame. (locx, locy, locz, rotx, roty, rotz), euler rotation ALWAYS stored xyz order, even when native used.
'has_loc', # Conveinience function, bool, same as (channels[0]!=-1 or channels[1]!=-1 channels[2]!=-1)
diff --git a/io_scene_3ds/export_3ds.py b/io_scene_3ds/export_3ds.py
index 65ed8fbc..b4fb7deb 100644
--- a/io_scene_3ds/export_3ds.py
+++ b/io_scene_3ds/export_3ds.py
@@ -485,7 +485,7 @@ class tri_wrapper(object):
self.mat= mat
self.image= image
self.faceuvs= faceuvs
- self.offset= [0, 0, 0] # offset indicies
+ self.offset= [0, 0, 0] # offset indices
def extract_triangles(mesh):
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index a0544e44..6a76cf0d 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -18,18 +18,6 @@
# <pep8 compliant>
-bl_info = {
- "name": "Autodesk FBX format",
- "author": "Campbell Barton",
- "location": "File > Import-Export",
- "description": "Import-Export FBX meshes, UV's, vertex colors, materials, textures, cameras and lamps",
- "warning": "",
- "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
- "Scripts/Import-Export/Autodesk_FBX",
- "tracker_url": "",
- "support": 'OFFICIAL',
- "category": "Import-Export"}
-
# To support reload properly, try to access a package var, if it's there, reload everything
if "bpy" in locals():
import imp
diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py
index 40cac6dd..2a1d70c3 100644
--- a/io_scene_fbx/export_fbx.py
+++ b/io_scene_fbx/export_fbx.py
@@ -20,6 +20,9 @@
# Script copyright (C) Campbell Barton
+# Modified by Steven Batchelor on 01/16/2011 to include these features:
+# 1. Bone and object rotation constraints.
+
"""
This script is an exporter to the FBX file format.
@@ -28,17 +31,16 @@ http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
import os
import time
-import math # math.pi
-import shutil # for file copying
+import math # math.pi
+import shutil # for file copying
import bpy
from mathutils import Vector, Euler, Matrix
-
# XXX not used anymore, images are copied one at a time
def copy_images(dest_dir, textures):
import shutil
-
+
if not dest_dir.endswith(os.sep):
dest_dir += os.sep
@@ -52,17 +54,16 @@ def copy_images(dest_dir, textures):
if Blender.sys.exists(image_path):
# Make a name for the target path.
dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
- if not Blender.sys.exists(dest_image_path): # Image isnt already there
+ if not Blender.sys.exists(dest_image_path): # Image isnt already there
print("\tCopying %r > %r" % (image_path, dest_image_path))
try:
shutil.copy(image_path, dest_image_path)
- copyCount += 1
+ copyCount+=1
except:
print("\t\tWarning, file failed to copy, skipping.")
print('\tCopied %d images' % copyCount)
-
# I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX.
# 180 / math.pi == 57.295779513
@@ -83,31 +84,30 @@ sane_name_mapping_group = {}
sane_name_mapping_ob['Scene'] = 'Scene_'
sane_name_mapping_ob['blend_root'] = 'blend_root_'
-
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'
+ if num: return '%s%d' % (name, int(num)+1)
+ else: return name + '_0'
+
# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
def sane_name(data, dct):
#if not data: return None
- if type(data) == tuple: # materials are paired up with images
+ 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
+ if data: name = data.name
+ else: name = None
orig_name = name
if other:
@@ -122,40 +122,25 @@ def sane_name(data, dct):
#except: pass
if not name:
- name = 'unnamed' # blank string, ASKING FOR TROUBLE!
+ name = 'unnamed' # blank string, ASKING FOR TROUBLE!
else:
- name = bpy.path.clean_name(name) # use our own
+ name = bpy.path.clean_name(name) # use our own
- while name in iter(dct.values()):
- name = increment_string(name)
+ while name in iter(dct.values()): name = increment_string(name)
- if use_other: # even if other is None - orig_name_other will be a string or None
+ 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
return name
-
-def sane_obname(data):
- return sane_name(data, sane_name_mapping_ob)
-
-
-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 sane_obname(data): return sane_name(data, sane_name_mapping_ob)
+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 derived_paths(fname_orig, basepath, FORCE_CWD=False):
# '''
@@ -178,8 +163,7 @@ def sane_groupname(data):
def mat4x4str(mat):
- return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([f for v in mat for f in v])
-
+ return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ])
# XXX not used
# duplicated in OBJ exporter
@@ -193,7 +177,6 @@ def getVertsFromGroup(me, group_index):
return ret
-
# 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.
@@ -202,14 +185,14 @@ def BPyMesh_meshWeight2List(ob, me):
'''
# Clear the vert group.
- groupNames = [g.name for g in ob.vertex_groups]
- len_groupNames = len(groupNames)
+ 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))]
+ vWeightList= [[0.0]*len_groupNames for i in range(len(me.vertices))]
for i, v in enumerate(me.vertices):
for g in v.groups:
@@ -217,24 +200,24 @@ def BPyMesh_meshWeight2List(ob, me):
return groupNames, vWeightList
-
def meshNormalizedWeights(ob, me):
- try: # account for old bad BPyMesh
+ try: # account for old bad BPyMesh
groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me)
+# groupNames, vWeightList = BPyMesh.meshWeight2List(me)
except:
- return [], []
+ return [],[]
if not groupNames:
- return [], []
+ return [],[]
for i, vWeights in enumerate(vWeightList):
tot = 0.0
for w in vWeights:
- tot += w
+ tot+=w
if tot:
for j, w in enumerate(vWeights):
- vWeights[j] = w / tot
+ vWeights[j] = w/tot
return groupNames, vWeightList
@@ -246,34 +229,33 @@ header_comment = \
'''
-
# This func can be called with just the filepath
def save(operator, context, filepath="",
- GLOBAL_MATRIX=None,
- EXP_OBS_SELECTED=True,
- EXP_MESH=True,
- EXP_MESH_APPLY_MOD=True,
- EXP_ARMATURE=True,
- EXP_LAMP=True,
- EXP_CAMERA=True,
- EXP_EMPTY=True,
- EXP_IMAGE_COPY=False,
- ANIM_ENABLE=True,
- ANIM_OPTIMIZE=True,
- ANIM_OPTIMIZE_PRECISSION=6,
- ANIM_ACTION_ALL=False,
- BATCH_ENABLE=False,
- BATCH_GROUP=True,
- BATCH_FILE_PREFIX='',
- BATCH_OWN_DIR=False
+ GLOBAL_MATRIX = None,
+ EXP_OBS_SELECTED = True,
+ EXP_MESH = True,
+ EXP_MESH_APPLY_MOD = True,
+ EXP_ARMATURE = True,
+ EXP_LAMP = True,
+ EXP_CAMERA = True,
+ EXP_EMPTY = True,
+ EXP_IMAGE_COPY = False,
+ ANIM_ENABLE = True,
+ ANIM_OPTIMIZE = True,
+ ANIM_OPTIMIZE_PRECISSION = 6,
+ ANIM_ACTION_ALL = False,
+ BATCH_ENABLE = False,
+ BATCH_GROUP = True,
+ BATCH_FILE_PREFIX = '',
+ BATCH_OWN_DIR = False
):
- #XXX, missing arg
+ #XXX, missing arg
batch_objects = None
# testing
- mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X') # used
- mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z')
+ mtx_x90 = Matrix.Rotation( math.pi/2.0, 3, 'X') # used
+ mtx4_z90 = Matrix.Rotation( math.pi/2.0, 4, 'Z')
if GLOBAL_MATRIX is None:
GLOBAL_MATRIX = Matrix()
@@ -287,18 +269,21 @@ def save(operator, context, filepath="",
# get the path component of filepath
tmp_exists = bpy.utils.exists(fbxpath)
+# tmp_exists = Blender.sys.exists(fbxpath)
- if tmp_exists != 2: # a file, we want a path
+ if tmp_exists != 2: # a file, we want a path
fbxpath = os.path.dirname(fbxpath)
# while fbxpath and fbxpath[-1] not in ('/', '\\'):
# fbxpath = fbxpath[:-1]
if not fbxpath:
+# if not filepath:
# XXX
print('Error%t|Directory does not exist!')
# Draw.PupMenu('Error%t|Directory does not exist!')
return
tmp_exists = bpy.utils.exists(fbxpath)
+# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2:
# XXX
@@ -310,6 +295,7 @@ def save(operator, context, filepath="",
fbxpath += os.sep
del tmp_exists
+
if BATCH_GROUP:
data_seq = bpy.data.groups
else:
@@ -317,11 +303,13 @@ def save(operator, context, filepath="",
# call this function within a loop with BATCH_ENABLE == False
orig_sce = context.scene
+# orig_sce = bpy.data.scenes.active
- new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
- for data in data_seq: # scene or group
+ new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
+ for data in data_seq: # scene or group
newname = BATCH_FILE_PREFIX + bpy.path.clean_name(data.name)
+
if BATCH_OWN_DIR:
new_fbxpath = fbxpath + newname + os.sep
# path may already exist
@@ -331,15 +319,16 @@ def save(operator, context, filepath="",
# if Blender.sys.exists(new_fbxpath) == 0:
os.mkdir(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_GROUP: # group
+ if BATCH_GROUP: #group
# group, so objects update properly, add a dummy scene.
scene = bpy.data.scenes.new()
- scene.Layers = (1 << 20) - 1
+ scene.Layers = (1<<20) -1
bpy.data.scenes.active = scene
for ob_base in data.objects:
scene.objects.link(ob_base)
@@ -348,9 +337,12 @@ def save(operator, context, filepath="",
# TODO - BUMMER! Armatures not in the group wont animate the mesh
- else: # scene
+ else:# scene
+
+
data_seq.active = data
+
# Call self with modified args
# Dont pass batch options since we already usedt them
write(filepath, data.objects,
@@ -376,7 +368,7 @@ def save(operator, context, filepath="",
bpy.data.scenes.active = orig_sce
- return # so the script wont run after we have batch exported.
+ return # so the script wont run after we have batch exported.
# end batch support
@@ -388,38 +380,40 @@ def save(operator, context, filepath="",
# ----------------------------------------------
# storage classes
class my_bone_class(object):
- __slots__ = ("blenName",
- "blenBone",
- "blenMeshes",
- "restMatrix",
- "parent",
- "blenName",
- "fbxName",
- "fbxArm",
- "__pose_bone",
- "__anim_poselist")
+ __slots__ =("blenName",
+ "blenBone",
+ "blenMeshes",
+ "restMatrix",
+ "parent",
+ "blenName",
+ "fbxName",
+ "fbxArm",
+ "poseBone",
+ "__anim_poselist")
def __init__(self, blenBone, fbxArm):
-
+ pose = fbxArm.blenObject.pose
+
# 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
+ self.blenName = blenBone.name
+ self.blenBone = blenBone
+ self.blenMeshes = {} # fbxMeshObName : mesh
+ self.fbxArm = fbxArm
+ self.restMatrix = blenBone.matrix_local
+ self.poseBone = pose.bones[self.blenName]
# self.restMatrix = blenBone.matrix['ARMATURESPACE']
# not used yet
# self.restMatrixInv = self.restMatrix.copy().invert()
# self.restMatrixLocal = None # set later, need parent matrix
- self.parent = None
+ self.parent = None
# not public
- pose = fbxArm.blenObject.pose
- self.__pose_bone = pose.bones[self.blenName]
+# pose = fbxArm.blenObject.getPose()
+ #self.__pose_bone = pose.bones[self.blenName]
# store a list if matricies here, (poseMatrix, head, tail)
# {frame:posematrix, frame:posematrix, ...}
@@ -438,22 +432,23 @@ def save(operator, context, filepath="",
# 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.poseBone.poseMatrix.copy(),\
+ self.poseBone.head.copy(),\
+ self.poseBone.tail.copy() )
'''
- self.__anim_poselist[f] = self.__pose_bone.matrix.copy()
+ self.__anim_poselist[f] = self.poseBone.matrix.copy()
+# self.__anim_poselist[f] = self.poseBone.poseMatrix.copy()
# get pose from frame.
- def getPoseMatrix(self, f): # ----------------------------------------------
+ def getPoseMatrix(self, f):# ----------------------------------------------
return self.__anim_poselist[f]
'''
def getPoseHead(self, f):
- #return self.__pose_bone.head.copy()
+ #return self.poseBone.head.copy()
return self.__anim_poselist[f][1].copy()
def getPoseTail(self, f):
- #return self.__pose_bone.tail.copy()
+ #return self.poseBone.tail.copy()
return self.__anim_poselist[f][2].copy()
'''
# end
@@ -475,37 +470,36 @@ def save(operator, context, filepath="",
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",
- )
+ __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):
+ 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.
- if matrixWorld:
- self.matrixWorld = GLOBAL_MATRIX * matrixWorld
- else:
- self.matrixWorld = GLOBAL_MATRIX * ob.matrix_world
-
- self.__anim_poselist = {} # we should only access this
+ self.fbxParent = None # set later on IF the parent is in the selection.
+ if matrixWorld: self.matrixWorld = GLOBAL_MATRIX * matrixWorld
+ else: self.matrixWorld = GLOBAL_MATRIX * ob.matrix_world
+# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
+ self.__anim_poselist = {} # we should only access this
def parRelMatrix(self):
if self.fbxParent:
@@ -516,9 +510,9 @@ def save(operator, context, filepath="",
def setPoseFrame(self, f, fake=False):
if fake:
# annoying, have to clear GLOBAL_MATRIX
- self.__anim_poselist[f] = self.matrixWorld * GLOBAL_MATRIX.copy().invert()
+ self.__anim_poselist[f] = self.matrixWorld * GLOBAL_MATRIX.copy().invert()
else:
- self.__anim_poselist[f] = self.blenObject.matrix_world.copy()
+ self.__anim_poselist[f] = self.blenObject.matrix_world.copy()
def getAnimParRelMatrix(self, frame):
if self.fbxParent:
@@ -535,16 +529,20 @@ def save(operator, context, filepath="",
matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()
# Lamps need to be rotated
- if obj_type == 'LAMP':
+ if obj_type =='LAMP':
matrix_rot = matrix_rot * mtx_x90
- elif obj_type == 'CAMERA':
+ elif obj_type =='CAMERA':
y = Vector((0.0, 1.0, 0.0)) * matrix_rot
- matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
+ matrix_rot = Matrix.Rotation(math.pi/2.0, 3, y) * matrix_rot
return matrix_rot
# ----------------------------------------------
+
+
+
+
print('\nFBX export starting... %r' % filepath)
start_time = time.clock()
try:
@@ -555,12 +553,13 @@ def save(operator, context, filepath="",
scene = context.scene
world = scene.world
+
# ---------------------------- Write the header first
file.write(header_comment)
if time:
curtime = time.localtime()[0:6]
else:
- curtime = (0, 0, 0, 0, 0, 0)
+ curtime = (0,0,0,0,0,0)
#
file.write(\
'''FBXHeaderExtension: {
@@ -585,10 +584,11 @@ def save(operator, context, filepath="",
file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
file.write('\nCreator: "Blender version %s"' % bpy.app.version_string)
- pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
+
+ pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
# --------------- funcs for exporting
- def object_tx(ob, loc, matrix, matrix_mod=None):
+ def object_tx(ob, loc, matrix, matrix_mod = None):
'''
Matrix mod is so armature objects can modify their bone matricies
'''
@@ -597,27 +597,26 @@ def save(operator, context, filepath="",
# 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
+ matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # 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
+ par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = par_matrix.copy().invert() * matrix
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
-
+
loc = tuple(loc)
- rot = tuple(rot.to_euler()) # quat -> euler
+ 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!")
+ if ob and not matrix: raise Exception("error: this should never happen!")
matrix_rot = matrix
#if matrix:
@@ -628,11 +627,11 @@ def save(operator, context, filepath="",
matrix_rot = rot.to_matrix()
# Lamps need to be rotated
- if ob and ob.type == 'LAMP':
+ if ob and ob.type =='LAMP':
matrix_rot = matrix_rot * mtx_x90
- elif ob and ob.type == 'CAMERA':
+ elif ob and ob.type =='CAMERA':
y = Vector((0.0, 1.0, 0.0)) * matrix_rot
- matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
+ matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot
# else do nothing.
loc = tuple(loc)
@@ -640,13 +639,13 @@ def save(operator, context, filepath="",
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
+ loc = 0,0,0
+ scale = 1,1,1
+ rot = 0,0,0
return loc, rot, scale, matrix, matrix_rot
- def write_object_tx(ob, loc, matrix, matrix_mod=None):
+ 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
@@ -660,7 +659,24 @@ def save(operator, context, filepath="",
file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
return loc, rot, scale, matrix, matrix_rot
- def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None):
+ def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None, pose=None):
+ # Set variables to their default zero.
+ rot_min = [0, 0, 0]
+ rot_max = [0, 0, 0]
+ rot_limit = [0, 0, 0]
+ # 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 == None:
+ const_src = ob;
+ else:
+ const_src = pose;
+ # 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 != None:
+ for constraint in const_src.constraints:
+ if constraint.type == 'LIMIT_ROTATION':
+ rot_min = [int(round(180 / math.pi * constraint.min_x)), int(round(180 / math.pi * constraint.min_y)), int(round(180 / math.pi * constraint.min_z))]
+ rot_max = [int(round(180 / math.pi * constraint.max_x)), int(round(180 / math.pi * constraint.max_y)), int(round(180 / math.pi * constraint.max_z))]
+ rot_limit = [int(constraint.use_limit_x), int(constraint.use_limit_y), int(constraint.use_limit_z)]
+
# if the type is 0 its an empty otherwise its a mesh
# only difference at the moment is one has a color
file.write('''
@@ -678,71 +694,70 @@ def save(operator, context, filepath="",
# eEULER_YXZ
# eEULER_ZXY
# eEULER_ZYX
-
- file.write('''
- Property: "RotationOffset", "Vector3D", "",0,0,0
- Property: "RotationPivot", "Vector3D", "",0,0,0
- Property: "ScalingOffset", "Vector3D", "",0,0,0
- Property: "ScalingPivot", "Vector3D", "",0,0,0
- Property: "TranslationActive", "bool", "",0
- Property: "TranslationMin", "Vector3D", "",0,0,0
- Property: "TranslationMax", "Vector3D", "",0,0,0
- Property: "TranslationMinX", "bool", "",0
- Property: "TranslationMinY", "bool", "",0
- Property: "TranslationMinZ", "bool", "",0
- Property: "TranslationMaxX", "bool", "",0
- Property: "TranslationMaxY", "bool", "",0
- Property: "TranslationMaxZ", "bool", "",0
- Property: "RotationOrder", "enum", "",0
- Property: "RotationSpaceForLimitOnly", "bool", "",0
- Property: "AxisLen", "double", "",10
- Property: "PreRotation", "Vector3D", "",0,0,0
- Property: "PostRotation", "Vector3D", "",0,0,0
- Property: "RotationActive", "bool", "",0
- Property: "RotationMin", "Vector3D", "",0,0,0
- Property: "RotationMax", "Vector3D", "",0,0,0
- Property: "RotationMinX", "bool", "",0
- Property: "RotationMinY", "bool", "",0
- Property: "RotationMinZ", "bool", "",0
- Property: "RotationMaxX", "bool", "",0
- Property: "RotationMaxY", "bool", "",0
- Property: "RotationMaxZ", "bool", "",0
- Property: "RotationStiffnessX", "double", "",0
- Property: "RotationStiffnessY", "double", "",0
- Property: "RotationStiffnessZ", "double", "",0
- Property: "MinDampRangeX", "double", "",0
- Property: "MinDampRangeY", "double", "",0
- Property: "MinDampRangeZ", "double", "",0
- Property: "MaxDampRangeX", "double", "",0
- Property: "MaxDampRangeY", "double", "",0
- Property: "MaxDampRangeZ", "double", "",0
- Property: "MinDampStrengthX", "double", "",0
- Property: "MinDampStrengthY", "double", "",0
- Property: "MinDampStrengthZ", "double", "",0
- Property: "MaxDampStrengthX", "double", "",0
- Property: "MaxDampStrengthY", "double", "",0
- Property: "MaxDampStrengthZ", "double", "",0
- Property: "PreferedAngleX", "double", "",0
- Property: "PreferedAngleY", "double", "",0
- Property: "PreferedAngleZ", "double", "",0
- Property: "InheritType", "enum", "",0
- Property: "ScalingActive", "bool", "",0
- Property: "ScalingMin", "Vector3D", "",1,1,1
- Property: "ScalingMax", "Vector3D", "",1,1,1
- Property: "ScalingMinX", "bool", "",0
- Property: "ScalingMinY", "bool", "",0
- Property: "ScalingMinZ", "bool", "",0
- Property: "ScalingMaxX", "bool", "",0
- Property: "ScalingMaxY", "bool", "",0
- Property: "ScalingMaxZ", "bool", "",0
- Property: "GeometricTranslation", "Vector3D", "",0,0,0
- Property: "GeometricRotation", "Vector3D", "",0,0,0
- Property: "GeometricScaling", "Vector3D", "",1,1,1
- Property: "LookAtProperty", "object", ""
- Property: "UpVectorProperty", "object", ""
- Property: "Show", "bool", "",1
- Property: "NegativePercentShapeSupport", "bool", "",1
- Property: "DefaultAttributeIndex", "int", "",0''')
+
+ file.write('\n\t\t\tProperty: "RotationOffset", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "RotationPivot", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "ScalingOffset", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "ScalingPivot", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "TranslationActive", "bool", "",0')
+ file.write('\n\t\t\tProperty: "TranslationMin", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "TranslationMax", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "TranslationMinX", "bool", "",0')
+ file.write('\n\t\t\tProperty: "TranslationMinY", "bool", "",0')
+ file.write('\n\t\t\tProperty: "TranslationMinZ", "bool", "",0')
+ file.write('\n\t\t\tProperty: "TranslationMaxX", "bool", "",0')
+ file.write('\n\t\t\tProperty: "TranslationMaxY", "bool", "",0')
+ file.write('\n\t\t\tProperty: "TranslationMaxZ", "bool", "",0')
+ file.write('\n\t\t\tProperty: "RotationOrder", "enum", "",0')
+ file.write('\n\t\t\tProperty: "RotationSpaceForLimitOnly", "bool", "",0')
+ file.write('\n\t\t\tProperty: "AxisLen", "double", "",10')
+ file.write('\n\t\t\tProperty: "PreRotation", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "PostRotation", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "RotationActive", "bool", "",0')
+ file.write('\n\t\t\tProperty: "RotationMin", "Vector3D", "",' + str(rot_min[0]) + ',' + str(rot_min[1]) + ',' + str(rot_min[2]))
+ file.write('\n\t\t\tProperty: "RotationMax", "Vector3D", "",' + str(rot_max[0]) + ',' + str(rot_max[1]) + ',' + str(rot_max[2]))
+ file.write('\n\t\t\tProperty: "RotationMinX", "bool", "",' + str(rot_limit[0]))
+ file.write('\n\t\t\tProperty: "RotationMinY", "bool", "",' + str(rot_limit[1]))
+ file.write('\n\t\t\tProperty: "RotationMinZ", "bool", "",' + str(rot_limit[2]))
+ file.write('\n\t\t\tProperty: "RotationMaxX", "bool", "",' + str(rot_limit[0]))
+ file.write('\n\t\t\tProperty: "RotationMaxY", "bool", "",' + str(rot_limit[1]))
+ file.write('\n\t\t\tProperty: "RotationMaxZ", "bool", "",' + str(rot_limit[2]))
+ file.write('\n\t\t\tProperty: "RotationStiffnessX", "double", "",0')
+ file.write('\n\t\t\tProperty: "RotationStiffnessY", "double", "",0')
+ file.write('\n\t\t\tProperty: "RotationStiffnessZ", "double", "",0')
+ file.write('\n\t\t\tProperty: "MinDampRangeX", "double", "",0')
+ file.write('\n\t\t\tProperty: "MinDampRangeY", "double", "",0')
+ file.write('\n\t\t\tProperty: "MinDampRangeZ", "double", "",0')
+ file.write('\n\t\t\tProperty: "MaxDampRangeX", "double", "",0')
+ file.write('\n\t\t\tProperty: "MaxDampRangeY", "double", "",0')
+ file.write('\n\t\t\tProperty: "MaxDampRangeZ", "double", "",0')
+ file.write('\n\t\t\tProperty: "MinDampStrengthX", "double", "",0')
+ file.write('\n\t\t\tProperty: "MinDampStrengthY", "double", "",0')
+ file.write('\n\t\t\tProperty: "MinDampStrengthZ", "double", "",0')
+ file.write('\n\t\t\tProperty: "MaxDampStrengthX", "double", "",0')
+ file.write('\n\t\t\tProperty: "MaxDampStrengthY", "double", "",0')
+ file.write('\n\t\t\tProperty: "MaxDampStrengthZ", "double", "",0')
+ file.write('\n\t\t\tProperty: "PreferedAngleX", "double", "",0')
+ file.write('\n\t\t\tProperty: "PreferedAngleY", "double", "",0')
+ file.write('\n\t\t\tProperty: "PreferedAngleZ", "double", "",0')
+ file.write('\n\t\t\tProperty: "InheritType", "enum", "",0')
+ file.write('\n\t\t\tProperty: "ScalingActive", "bool", "",0')
+ file.write('\n\t\t\tProperty: "ScalingMin", "Vector3D", "",1,1,1')
+ file.write('\n\t\t\tProperty: "ScalingMax", "Vector3D", "",1,1,1')
+ file.write('\n\t\t\tProperty: "ScalingMinX", "bool", "",0')
+ file.write('\n\t\t\tProperty: "ScalingMinY", "bool", "",0')
+ file.write('\n\t\t\tProperty: "ScalingMinZ", "bool", "",0')
+ file.write('\n\t\t\tProperty: "ScalingMaxX", "bool", "",0')
+ file.write('\n\t\t\tProperty: "ScalingMaxY", "bool", "",0')
+ file.write('\n\t\t\tProperty: "ScalingMaxZ", "bool", "",0')
+ file.write('\n\t\t\tProperty: "GeometricTranslation", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "GeometricRotation", "Vector3D", "",0,0,0')
+ file.write('\n\t\t\tProperty: "GeometricScaling", "Vector3D", "",1,1,1')
+ file.write('\n\t\t\tProperty: "LookAtProperty", "object", ""')
+ file.write('\n\t\t\tProperty: "UpVectorProperty", "object", ""')
+ file.write('\n\t\t\tProperty: "Show", "bool", "",1')
+ file.write('\n\t\t\tProperty: "NegativePercentShapeSupport", "bool", "",1')
+ file.write('\n\t\t\tProperty: "DefaultAttributeIndex", "int", "",0')
if ob and not isinstance(ob, bpy.types.Bone):
# Only mesh objects have color
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
@@ -751,6 +766,7 @@ def save(operator, context, filepath="",
return loc, rot, scale, matrix, matrix_rot
+
# -------------------------------------------- Armatures
#def write_bone(bone, name, matrix_mod):
def write_bone(my_bone):
@@ -758,8 +774,9 @@ def save(operator, context, filepath="",
file.write('\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)[3] # dont apply bone matricies anymore
- pose_items.append((my_bone.fbxName, poseMatrix))
+ poseMatrix = write_object_props(my_bone.blenBone, None, None, None, my_bone.poseBone)[3] # dont apply bone matricies anymore. Now we also need to export the pose for this bone.
+ pose_items.append( (my_bone.fbxName, poseMatrix) )
+
# file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
file.write('\n\t\t\tProperty: "Size", "double", "",1')
@@ -809,7 +826,7 @@ def save(operator, context, filepath="",
}''')
def write_camera_dummy(name, loc, near, far, proj_type, up):
- file.write('\n\tModel: "Model::%s", "Camera" {' % name)
+ file.write('\n\tModel: "Model::%s", "Camera" {' % name )
file.write('\n\t\tVersion: 232')
write_object_props(None, loc)
@@ -900,26 +917,26 @@ def save(operator, context, filepath="",
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))
+ 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
+ width = render.resolution_x
+ height = render.resolution_y
+ aspect = width / height
data = my_cam.blenObject.data
- file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName)
+ file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName )
file.write('\n\t\tVersion: 232')
loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
@@ -928,8 +945,8 @@ def save(operator, context, filepath="",
file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
# file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026')
- file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shift_x) # not sure if this is in the correct units?
- file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto
+ file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shift_x) # not sure if this is in the correct units?
+ file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0')
file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
@@ -1038,8 +1055,7 @@ def save(operator, context, filepath="",
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 > 2: light_type = 1 # hemi and area lights become directional
# mode = light.mode
if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW':
@@ -1054,7 +1070,7 @@ def save(operator, context, filepath="",
else:
do_light = 1
- scale = abs(GLOBAL_MATRIX.scale_part()[0]) # scale is always uniform in this case
+ scale = abs(GLOBAL_MATRIX.scale_part()[0]) # scale is always uniform in this case
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
@@ -1063,13 +1079,13 @@ def save(operator, context, filepath="",
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
- file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
+ file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
if light.type == 'SPOT':
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
- file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
+ file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
@@ -1098,10 +1114,9 @@ def save(operator, context, filepath="",
file.write('\n\t}')
# matrixOnly is not used at the moment
- def write_null(my_null=None, fbxName=None, matrixOnly=None):
+ def write_null(my_null = None, fbxName = None, matrixOnly = None):
# ob can be null
- if not fbxName:
- fbxName = my_null.fbxName
+ if not fbxName: fbxName = my_null.fbxName
file.write('\n\tModel: "Model::%s", "Null" {' % fbxName)
file.write('\n\t\tVersion: 232')
@@ -1110,11 +1125,9 @@ def save(operator, context, filepath="",
if matrixOnly:
poseMatrix = write_object_props(None, None, matrixOnly)[3]
- else: # all other Null's
- if my_null:
- poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
- else:
- poseMatrix = write_object_props()[3]
+ else: # all other Null's
+ 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))
@@ -1128,10 +1141,9 @@ def save(operator, context, filepath="",
}''')
# Material Settings
- if world:
- world_amb = world.ambient_color[:]
- else:
- world_amb = 0.0, 0.0, 0.0 # default value
+ if world: world_amb = tuple(world.ambient_color)
+# if world: world_amb = world.getAmb()
+ else: world_amb = (0,0,0) # Default value
def write_material(matname, mat):
file.write('\n\tMaterial: "Material::%s", "" {' % matname)
@@ -1145,8 +1157,8 @@ def save(operator, context, filepath="",
mat_dif = mat.diffuse_intensity
mat_amb = mat.ambient
- mat_hard = (float(mat.specular_hardness) - 1.0) / 5.10
- mat_spec = mat.specular_intensity / 2.0
+ mat_hard = (float(mat.specular_hardness)-1)/5.10
+ mat_spec = mat.specular_intensity/2.0
mat_alpha = mat.alpha
mat_emit = mat.emit
mat_shadeless = mat.use_shadeless
@@ -1159,7 +1171,7 @@ def save(operator, context, filepath="",
mat_shader = 'Phong'
else:
mat_cols = mat_cold = 0.8, 0.8, 0.8
- mat_colamb = 0.0, 0.0, 0.0
+ mat_colamb = 0.0,0.0,0.0
# mat_colm
mat_dif = 1.0
mat_amb = 0.5
@@ -1177,7 +1189,7 @@ def save(operator, context, filepath="",
file.write('\n\t\tProperties60: {')
file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
- file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
+ file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)
file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
@@ -1242,6 +1254,7 @@ def save(operator, context, filepath="",
file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
+
file.write('''
Property: "StartFrame", "int", "",0
Property: "StopFrame", "int", "",0
@@ -1255,11 +1268,11 @@ def save(operator, context, filepath="",
UseMipMap: 0''')
file.write('\n\t\tFilename: "%s"' % fname_strip)
- if fname_strip:
- fname_strip = '/' + fname_strip
- file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
+ if fname_strip: fname_strip = '/' + fname_strip
+ file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
file.write('\n\t}')
+
def write_texture(texname, tex, num):
# if tex is None then this is a dummy tex
file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
@@ -1275,6 +1288,7 @@ def save(operator, context, filepath="",
Property: "Scaling", "Vector", "A+",1,1,1''')
file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
+
# WrapModeU/V 0==rep, 1==clamp, TODO add support
file.write('''
Property: "TextureTypeUse", "enum", "",0
@@ -1302,7 +1316,7 @@ def save(operator, context, filepath="",
fname = fname_strip = fname_rel = ''
file.write('\n\t\tFileName: "%s"' % fname_strip)
- file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command
+ file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command
file.write('''
ModelUVTranslation: 0,0
@@ -1373,27 +1387,27 @@ def save(operator, context, filepath="",
i = -1
for vg in vgroup_data:
if i == -1:
- file.write('%i' % vg[0])
- i = 0
+ file.write('%i' % vg[0])
+ i=0
else:
- if i == 23:
+ if i==23:
file.write('\n\t\t')
- i = 0
+ i=0
file.write(',%i' % vg[0])
- i += 1
+ i+=1
file.write('\n\t\tWeights: ')
i = -1
for vg in vgroup_data:
if i == -1:
- file.write('%.8f' % vg[1])
- i = 0
+ file.write('%.8f' % vg[1])
+ i=0
else:
- if i == 38:
+ if i==38:
file.write('\n\t\t')
- i = 0
+ i=0
file.write(',%.8f' % vg[1])
- i += 1
+ i+=1
if my_mesh.fbxParent:
# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
@@ -1406,7 +1420,7 @@ def save(operator, context, filepath="",
matstr = mat4x4str(m)
matstr_i = mat4x4str(m.invert())
- file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
+ file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
file.write('\n\t\tTransformLink: %s' % matstr)
file.write('\n\t}')
@@ -1420,7 +1434,7 @@ def save(operator, context, filepath="",
do_uvs = bool(me.uv_textures)
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
- file.write('\n\t\tVersion: 232') # newline is added in write_object_props
+ file.write('\n\t\tVersion: 232') # newline is added in write_object_props
# convert into lists once.
me_vertices = me.vertices[:]
@@ -1436,9 +1450,10 @@ def save(operator, context, filepath="",
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
+
# Write the Real Mesh data here
file.write('\n\t\tVertices: ')
- i = -1
+ i=-1
for v in me_vertices:
if i == -1:
@@ -1448,11 +1463,11 @@ def save(operator, context, filepath="",
if i == 7:
file.write('\n\t\t')
i = 0
- file.write(',%.6f,%.6f,%.6f' % v.co[:])
- i += 1
+ file.write(',%.6f,%.6f,%.6f'% v.co[:])
+ i+=1
file.write('\n\t\tPolygonVertexIndex: ')
- i = -1
+ i=-1
for f in me_faces:
fi = f.vertices[:]
@@ -1479,28 +1494,29 @@ def save(operator, context, filepath="",
ed_val = ed.vertices[:]
ed_val = ed_val[0], ed_val[-1] ^ -1
- if i == -1:
+ if i==-1:
file.write('%i,%i' % ed_val)
- i = 0
+ i=0
else:
- if i == 13:
+ if i==13:
file.write('\n\t\t')
- i = 0
+ i=0
file.write(',%i,%i' % ed_val)
- i += 1
+ i+=1
+
file.write('\n\t\tEdges: ')
- i = -1
+ i=-1
for ed in me_edges:
- if i == -1:
+ if i==-1:
file.write('%i,%i' % (ed.vertices[0], ed.vertices[1]))
- i = 0
+ i=0
else:
- if i == 13:
+ if i==13:
file.write('\n\t\t')
- i = 0
+ i=0
file.write(',%i,%i' % (ed.vertices[0], ed.vertices[1]))
- i += 1
+ i+=1
file.write('\n\t\tGeometryVersion: 124')
@@ -1512,17 +1528,15 @@ def save(operator, context, filepath="",
ReferenceInformationType: "Direct"
Normals: ''')
- i = -1
+ i=-1
for v in me_vertices:
- if i == -1:
- file.write('%.15f,%.15f,%.15f' % v.normal[:])
- i = 0
+ if i==-1:
+ file.write('%.15f,%.15f,%.15f' % v.normal[:]); i=0
else:
- if i == 2:
- file.write('\n\t\t\t ')
- i = 0
+ if i==2:
+ file.write('\n '); i=0
file.write(',%.15f,%.15f,%.15f' % v.normal[:])
- i += 1
+ i+=1
file.write('\n\t\t}')
# Write Face Smoothing
@@ -1534,17 +1548,15 @@ def save(operator, context, filepath="",
ReferenceInformationType: "Direct"
Smoothing: ''')
- i = -1
+ i=-1
for f in me_faces:
- if i == -1:
- file.write('%i' % f.use_smooth)
- i = 0
+ if i==-1:
+ file.write('%i' % f.use_smooth); i=0
else:
- if i == 54:
- file.write('\n\t\t\t ')
- i = 0
+ if i==54:
+ file.write('\n '); i=0
file.write(',%i' % f.use_smooth)
- i += 1
+ i+=1
file.write('\n\t\t}')
@@ -1557,20 +1569,19 @@ def save(operator, context, filepath="",
ReferenceInformationType: "Direct"
Smoothing: ''')
- i = -1
+ i=-1
for ed in me_edges:
- if i == -1:
- file.write('%i' % (ed.use_edge_sharp))
- i = 0
+ if i==-1:
+ file.write('%i' % (ed.use_edge_sharp)); i=0
else:
- if i == 54:
- file.write('\n\t\t\t ')
- i = 0
+ if i==54:
+ file.write('\n '); i=0
file.write(',%i' % (ed.use_edge_sharp))
- i += 1
+ i+=1
file.write('\n\t\t}')
+
# Write VertexColor Layers
# note, no programs seem to use this info :/
collayers = []
@@ -1587,7 +1598,7 @@ def save(operator, context, filepath="",
Colors: ''')
i = -1
- ii = 0 # Count how many Colors we write
+ ii = 0 # Count how many Colors we write
for fi, cf in enumerate(collayer.data):
if len(me_faces[fi].vertices) == 4:
@@ -1596,32 +1607,34 @@ def save(operator, context, filepath="",
colors = cf.color1[:], cf.color2[:], cf.color3[:]
for col in colors:
- if i == -1:
+ if i==-1:
file.write('%.4f,%.4f,%.4f,1' % col)
- i = 0
+ i=0
else:
- if i == 7:
+ if i==7:
file.write('\n\t\t\t\t')
- i = 0
+ i=0
file.write(',%.4f,%.4f,%.4f,1' % col)
- i += 1
- ii += 1 # One more Color
+ i+=1
+ ii+=1 # One more Color
file.write('\n\t\t\tColorIndex: ')
i = -1
for j in range(ii):
if i == -1:
file.write('%i' % j)
- i = 0
+ i=0
else:
- if i == 55:
+ if i==55:
file.write('\n\t\t\t\t')
- i = 0
+ i=0
file.write(',%i' % j)
- i += 1
+ i+=1
file.write('\n\t\t}')
+
+
# Write UV and texture layers.
uvlayers = []
if do_uvs:
@@ -1638,34 +1651,34 @@ def save(operator, context, filepath="",
UV: ''')
i = -1
- ii = 0 # Count how many UVs we write
+ ii = 0 # Count how many UVs we write
for uf in uvlayer.data:
# workaround, since uf.uv iteration is wrong atm
for uv in uf.uv:
- if i == -1:
+ if i==-1:
file.write('%.6f,%.6f' % uv[:])
- i = 0
+ i=0
else:
- if i == 7:
+ if i==7:
file.write('\n\t\t\t ')
- i = 0
+ i=0
file.write(',%.6f,%.6f' % uv[:])
- i += 1
- ii += 1 # One more UV
+ i+=1
+ ii+=1 # One more UV
file.write('\n\t\t\tUVIndex: ')
i = -1
for j in range(ii):
if i == -1:
- file.write('%i' % j)
- i = 0
+ file.write('%i' % j)
+ i=0
else:
- if i == 55:
+ if i==55:
file.write('\n\t\t\t\t')
- i = 0
+ i=0
file.write(',%i' % j)
- i += 1
+ i+=1
file.write('\n\t\t}')
@@ -1687,28 +1700,28 @@ def save(operator, context, filepath="",
if len(my_mesh.blenTextures) == 1:
file.write('0')
else:
- texture_mapping_local = {None: -1}
+ texture_mapping_local = {None:-1}
- i = 0 # 1 for dummy
+ i = 0 # 1 for dummy
for tex in my_mesh.blenTextures:
- if tex: # None is set above
+ if tex: # None is set above
texture_mapping_local[tex] = i
- i += 1
+ i+=1
- i = -1
+ i=-1
for f in uvlayer.data:
img_key = f.image
- if i == -1:
- i = 0
- file.write('%s' % texture_mapping_local[img_key])
+ if i==-1:
+ i=0
+ file.write( '%s' % texture_mapping_local[img_key])
else:
- if i == 55:
+ if i==55:
file.write('\n ')
- i = 0
+ i=0
file.write(',%s' % texture_mapping_local[img_key])
- i += 1
+ i+=1
else:
file.write('''
@@ -1722,7 +1735,9 @@ def save(operator, context, filepath="",
TextureId: ''')
file.write('\n\t\t}')
+
# Done with UV/textures.
+
if do_materials:
file.write('\n\t\tLayerElementMaterial: 0 {')
file.write('\n\t\t\tVersion: 101')
@@ -1740,7 +1755,7 @@ def save(operator, context, filepath="",
file.write('0')
else:
# Build a material mapping for this
- material_mapping_local = {} # local-mat & tex : global index.
+ material_mapping_local = {} # local-mat & tex : global index.
for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
material_mapping_local[mat_tex_pair] = j
@@ -1754,29 +1769,25 @@ def save(operator, context, filepath="",
else:
uv_faces = [None] * len(me_faces)
- i = -1
+ i=-1
for f, uf in zip(me_faces, uv_faces):
# for f in me_faces:
- try:
- mat = mats[f.material_index]
- except:
- mat = None
+ try: mat = mats[f.material_index]
+ except:mat = None
- if do_uvs:
- tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
- else:
- tex = None
+ if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
+ else: tex = None
- if i == -1:
- i = 0
- file.write('%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
+ if i==-1:
+ i=0
+ file.write( '%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
else:
- if i == 55:
+ if i==55:
file.write('\n\t\t\t\t')
- i = 0
+ i=0
file.write(',%s' % (material_mapping_local[mat, tex]))
- i += 1
+ i+=1
file.write('\n\t\t}')
@@ -1810,13 +1821,14 @@ def save(operator, context, filepath="",
TypedIndex: 0
}''')
- if do_uvs: # same as me.faceUV
+ if do_uvs: # same as me.faceUV
file.write('''
LayerElement: {
Type: "LayerElementUV"
TypedIndex: 0
}''')
+
file.write('\n\t\t}')
if len(uvlayers) > 1:
@@ -1846,10 +1858,9 @@ def save(operator, context, filepath="",
if len(collayers) > 1:
# Take into account any UV layers
layer_offset = 0
- if uvlayers:
- layer_offset = len(uvlayers) - 1
+ if uvlayers: layer_offset = len(uvlayers)-1
- for i in range(layer_offset, len(collayers) + layer_offset):
+ for i in range(layer_offset, len(collayers)+layer_offset):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
@@ -1875,6 +1886,7 @@ def save(operator, context, filepath="",
MultiLayer: 0
}''')
+
# add meshes here to clear because they are not used anywhere.
meshes_to_clear = []
@@ -1885,23 +1897,21 @@ def save(operator, context, filepath="",
# armatures not a part of a mesh, will be added to ob_arms
ob_bones = []
ob_arms = []
- ob_null = [] # emptys
+ 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 = {} # (mat, image) keys, should be a set()
- textures = {} # should be a set()
+ groups = [] # blender groups, only add ones that have objects in the selections
+ materials = {} # (mat, image) keys, should be a set()
+ textures = {} # should be a set()
- tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
+ tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
# if EXP_OBS_SELECTED is false, use sceens objects
if not batch_objects:
- if EXP_OBS_SELECTED:
- tmp_objects = context.selected_objects
- else:
- tmp_objects = scene.objects
+ if EXP_OBS_SELECTED: tmp_objects = context.selected_objects
+ else: tmp_objects = scene.objects
else:
tmp_objects = batch_objects
@@ -1922,6 +1932,7 @@ def save(operator, context, filepath="",
# This causes the makeDisplayList command to effect the mesh
scene.frame_set(scene.frame_current)
+
for ob_base in tmp_objects:
# ignore dupli children
@@ -1945,8 +1956,7 @@ def save(operator, context, filepath="",
elif tmp_ob_type == 'ARMATURE':
if EXP_ARMATURE:
# TODO - armatures dont work in dupligroups!
- if ob not in ob_arms:
- ob_arms.append(ob)
+ 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 EXP_EMPTY:
@@ -1954,26 +1964,28 @@ def save(operator, context, filepath="",
elif EXP_MESH:
origData = True
if tmp_ob_type != 'MESH':
- try:
- me = ob.create_mesh(scene, True, 'PREVIEW')
- except:
- me = None
-
+# me = bpy.data.meshes.new()
+ try: me = ob.create_mesh(scene, True, 'PREVIEW')
+# try: me.getFromObject(ob)
+ except: me = None
if me:
- meshes_to_clear.append(me)
+ meshes_to_clear.append( me )
mats = me.materials
origData = False
else:
# Mesh Type!
if EXP_MESH_APPLY_MOD:
+# me = bpy.data.meshes.new()
me = ob.create_mesh(scene, True, 'PREVIEW')
+# me.getFromObject(ob)
# print ob, me, me.getVertGroupNames()
- meshes_to_clear.append(me)
+ meshes_to_clear.append( me )
origData = False
mats = me.materials
else:
me = ob.data
+# me = ob.getData(mesh=1)
mats = me.materials
# # Support object colors
@@ -1986,6 +1998,7 @@ def save(operator, context, filepath="",
# del tmp_ob_mats
# del tmp_colbits
+
if me:
# # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# # so strictly this is bad. but only in rare cases would it have negative results
@@ -2001,12 +2014,10 @@ def save(operator, context, filepath="",
tex = uf.image
textures[tex] = texture_mapping_local[tex] = None
- try:
- mat = mats[f.material_index]
- except:
- mat = None
+ try: mat = mats[f.material_index]
+ except: mat = None
- materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
+ materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
else:
for mat in mats:
@@ -2025,9 +2036,10 @@ def save(operator, context, filepath="",
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)))
@@ -2036,24 +2048,24 @@ def save(operator, context, filepath="",
blenParentBoneName = armob = None
my_mesh = my_object_generic(ob, mtx)
- my_mesh.blenData = me
- my_mesh.origData = origData
- my_mesh.blenMaterials = list(material_mapping_local.keys())
+ my_mesh.blenData = me
+ my_mesh.origData = origData
+ my_mesh.blenMaterials = list(material_mapping_local.keys())
my_mesh.blenMaterialList = mats
- my_mesh.blenTextures = list(texture_mapping_local.keys())
+ my_mesh.blenTextures = list(texture_mapping_local.keys())
# 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
+ 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)
+ ob_meshes.append( my_mesh )
# not forgetting to free dupli_list
- if ob_base.dupli_list:
- ob_base.free_dupli_list()
+ if ob_base.dupli_list: ob_base.free_dupli_list()
+
if EXP_ARMATURE:
# now we have the meshes, restore the rest arm position
@@ -2074,22 +2086,22 @@ def save(operator, context, filepath="",
ob_arms[i] = my_arm = my_object_generic(ob)
- my_arm.fbxBones = []
- my_arm.blenData = ob.data
+ my_arm.fbxBones = []
+ my_arm.blenData = ob.data
if ob.animation_data:
- my_arm.blenAction = ob.animation_data.action
+ my_arm.blenAction = ob.animation_data.action
else:
my_arm.blenAction = None
# my_arm.blenAction = ob.action
- my_arm.blenActionList = []
+ my_arm.blenActionList = []
# fbxName, blenderObject, my_bones, blenderActions
#ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
for bone in my_arm.blenData.bones:
my_bone = my_bone_class(bone, my_arm)
- my_arm.fbxBones.append(my_bone)
- ob_bones.append(my_bone)
+ my_arm.fbxBones.append( my_bone )
+ ob_bones.append( my_bone )
# 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:
@@ -2110,12 +2122,13 @@ def save(operator, context, filepath="",
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
+ 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
@@ -2132,9 +2145,10 @@ def save(operator, context, filepath="",
del my_bone_blenParent
+
# Build blenObject -> fbxObject mapping
# this is needed for groups as well as fbxParenting
- bpy.data.objects.tag(False)
+ for ob in bpy.data.objects: ob.tag = False
# using a list of object names for tagging (Arystan)
@@ -2153,23 +2167,25 @@ def save(operator, context, filepath="",
fbxGroupName = sane_groupname(blenGroup)
groups.append((fbxGroupName, blenGroup))
- tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames
+ tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames
- groups.sort() # not really needed
+ 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
+ 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
- materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
- textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex]
- materials.sort() # sort by name
+
+ materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
+ textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex]
+ materials.sort() # sort by name
textures.sort()
camera_count = 8
@@ -2181,16 +2197,16 @@ def save(operator, context, filepath="",
Definitions: {
Version: 100
Count: %i''' % (\
- 1 + 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 the root model 1 for global settings
+ 1+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 the root model 1 for global settings
del bone_deformer_count
@@ -2198,13 +2214,13 @@ Definitions: {
ObjectType: "Model" {
Count: %i
}''' % (\
- 1 + camera_count + \
- len(ob_meshes) + \
- len(ob_lights) + \
- len(ob_cameras) + \
- len(ob_arms) + \
- len(ob_null) + \
- len(ob_bones))) # add 1 for the root model
+ 1+camera_count+\
+ len(ob_meshes)+\
+ len(ob_lights)+\
+ len(ob_cameras)+\
+ len(ob_arms)+\
+ len(ob_null)+\
+ len(ob_bones))) # add 1 for the root model
file.write('''
ObjectType: "Geometry" {
@@ -2221,17 +2237,17 @@ Definitions: {
file.write('''
ObjectType: "Texture" {
Count: %i
- }''' % len(textures)) # add 1 for an empty tex
+ }''' % len(textures)) # add 1 for an empty tex
file.write('''
ObjectType: "Video" {
Count: %i
- }''' % len(textures)) # add 1 for an empty tex
+ }''' % 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
+ tmp+=1
# Add subdeformers
for my_bone in ob_bones:
@@ -2274,7 +2290,7 @@ Objects: {''')
write_camera_switch()
# Write the null object
- write_null(None, 'blend_root') # , GLOBAL_MATRIX)
+ write_null(None, 'blend_root')# , GLOBAL_MATRIX)
for my_null in ob_null:
write_null(my_null)
@@ -2298,7 +2314,7 @@ Objects: {''')
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)
+ 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:
@@ -2306,7 +2322,7 @@ Objects: {''')
i = 0
for texname, tex in textures:
write_texture(texname, tex, i)
- i += 1
+ i+=1
for groupname, group in groups:
write_group(groupname)
@@ -2342,14 +2358,16 @@ Objects: {''')
NbPoseNodes: ''')
file.write(str(len(pose_items)))
+
for fbxName, matrix in pose_items:
file.write('\n\t\tPoseNode: {')
- file.write('\n\t\t\tNode: "Model::%s"' % fbxName)
+ file.write('\n\t\t\tNode: "Model::%s"' % fbxName )
file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix if matrix else Matrix()))
file.write('\n\t\t}')
file.write('\n\t}')
+
# Finish Writing Objects
# Write global settings
file.write('''
@@ -2431,7 +2449,7 @@ Relations: {''')
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
- for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName
+ for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName
# is this bone effecting a mesh?
file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName))
@@ -2453,10 +2471,11 @@ Connections: {''')
# for instance, defining the material->mesh connection
# before the mesh->blend_root crashes cinema4d
+
# write the fake root node
file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"')
- for ob_generic in ob_all_typegroups: # all blender 'Object's we support
+ for ob_generic in ob_all_typegroups: # all blender 'Object's we support
for my_ob in ob_generic:
if my_ob.fbxParent:
file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName))
@@ -2467,8 +2486,11 @@ Connections: {''')
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
+ if mat: mat_name = mat.name
+ else: mat_name = None
+
+ if tex: tex_name = tex.name
+ else: tex_name = None
file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName))
@@ -2489,23 +2511,24 @@ Connections: {''')
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
- for fbxMeshObName in my_bone.blenMeshes: # .keys()
+ for fbxMeshObName in my_bone.blenMeshes: # .keys()
file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName))
# limbs -> deformers
# for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
- for fbxMeshObName in my_bone.blenMeshes: # .keys()
+ for fbxMeshObName in my_bone.blenMeshes: # .keys()
file.write('\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:
- file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName))
+ file.write('\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
- file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName))
+ file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName) )
# groups
if groups:
@@ -2519,6 +2542,7 @@ Connections: {''')
file.write('\n}')
+
# Needed for scene footer as well as animation
render = scene.render
@@ -2526,13 +2550,12 @@ Connections: {''')
#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))
+ 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, st
+ start = scene.frame_start
+ end = scene.frame_end
+ if end < start: start, end = end, st
# comment the following line, otherwise we dont get the pose
# if start==end: ANIM_ENABLE = False
@@ -2559,6 +2582,7 @@ Connections: {''')
# bpy.data.actions.tag = False
tmp_actions = bpy.data.actions[:]
+
# find which actions are compatible with the armatures
# blenActions is not yet initialized so do it now.
tmp_act_count = 0
@@ -2572,10 +2596,10 @@ Connections: {''')
for action in tmp_actions:
- action_chan_names = arm_bone_names.intersection(set([g.name for g in action.groups]))
+ action_chan_names = arm_bone_names.intersection( set([g.name for g in action.groups]) )
# action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
- if action_chan_names: # at least one channel matches.
+ if action_chan_names: # at least one channel matches.
my_arm.blenActionList.append(action)
tagged_actions.append(action.name)
# action.tag = True
@@ -2591,7 +2615,7 @@ Connections: {''')
del action_lastcompat
- tmp_actions.insert(0, None) # None is the default action
+ tmp_actions.insert(0, None) # None is the default action
file.write('''
;Takes and animation section
@@ -2617,11 +2641,11 @@ Takes: {''')
if blenAction is None:
# Warning, this only accounts for tmp_actions being [None]
file.write('\n\tTake: "Default Take" {')
- act_start = start
- act_end = end
+ act_start = start
+ act_end = end
else:
# use existing name
- if blenAction == blenActionDefault: # have we already got the name
+ if blenAction == blenActionDefault: # have we already got the name
file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name])
else:
file.write('\n\tTake: "%s" {' % sane_takename(blenAction))
@@ -2637,15 +2661,16 @@ Takes: {''')
# print('\t\tSetting Action!', blenAction)
# scene.update(1)
- file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed
- file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed
- file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed
+ file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed
+ file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
+ file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
file.write('''
;Models animation
;----------------------------------------------------''')
+
# set pose data for all bones
# do this here incase the action changes
'''
@@ -2664,7 +2689,8 @@ Takes: {''')
else:
my_ob.setPoseFrame(i)
- i += 1
+ 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):
@@ -2676,21 +2702,19 @@ Takes: {''')
pass
else:
- file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
+ file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
file.write('\n\t\t\tVersion: 1.1')
file.write('\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)]
+ 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
+ for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
- if TX_CHAN == 'T':
- context_bone_anim_vecs = [mtx[0].translation_part() for mtx in context_bone_anim_mats]
- elif TX_CHAN == 'S':
- context_bone_anim_vecs = [mtx[0].scale_part() for mtx in context_bone_anim_mats]
- elif TX_CHAN == 'R':
+ if TX_CHAN=='T': context_bone_anim_vecs = [mtx[0].translation_part() for mtx in context_bone_anim_mats]
+ elif TX_CHAN=='S': context_bone_anim_vecs = [mtx[0].scale_part() 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]
#
@@ -2698,18 +2722,16 @@ Takes: {''')
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()
+ 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))
- file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
+ file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
for i in range(3):
# Loop on each axis of the bone
- file.write('\n\t\t\t\t\tChannel: "%s" {' % ('XYZ'[i])) # translation
- file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i])
+ file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
+ file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
file.write('\n\t\t\t\t\t\tKeyVer: 4005')
if not ANIM_OPTIMIZE:
@@ -2718,45 +2740,45 @@ Takes: {''')
file.write('\n\t\t\t\t\t\tKey: ')
frame = act_start
while frame <= act_end:
- if frame != act_start:
+ if frame!=act_start:
file.write(',')
# 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
- file.write('\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
+ file.write('\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)]
+ 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
+ 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:
+ 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 = 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:
+ 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
+ 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 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]:
@@ -2766,26 +2788,23 @@ Takes: {''')
# better write one, otherwise we loose poses with no animation
file.write('\n\t\t\t\t\t\tKeyCount: 1')
file.write('\n\t\t\t\t\t\tKey: ')
- file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(start), context_bone_anim_keys[0][0]))
+ file.write('\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
file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
file.write('\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
+ if frame != context_bone_anim_keys[0][1]: # not the first
file.write(',')
# frame is already one less then blenders frame
- file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val))
+ file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val ))
- if i == 0:
- file.write('\n\t\t\t\t\t\tColor: 1,0,0')
- elif i == 1:
- file.write('\n\t\t\t\t\t\tColor: 0,1,0')
- elif i == 2:
- file.write('\n\t\t\t\t\t\tColor: 0,0,1')
+ if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0')
+ elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0')
+ elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1')
file.write('\n\t\t\t\t\t}')
- file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER + 1))
+ file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) )
file.write('\n\t\t\t\t}')
# ---------------
@@ -2815,9 +2834,11 @@ Takes: {''')
file.write('\n\tCurrent: ""')
file.write('\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)
@@ -2856,8 +2877,8 @@ Takes: {''')
file.write('\n\t\tTimeFormat: 1')
file.write('\n\t\tSnapOnFrames: 0')
file.write('\n\t\tReferenceTimeIndex: -1')
- file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start - 1))
- file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end - 1))
+ file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start-1))
+ file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1))
file.write('\n\t}')
file.write('\n\tRendererSetting: {')
file.write('\n\t\tDefaultCamera: "Producer Perspective"')
@@ -2873,17 +2894,19 @@ Takes: {''')
sane_name_mapping_take.clear()
sane_name_mapping_group.clear()
- ob_arms[:] = []
- ob_bones[:] = []
- ob_cameras[:] = []
- ob_lights[:] = []
- ob_meshes[:] = []
- ob_null[:] = []
+ ob_arms[:] = []
+ ob_bones[:] = []
+ ob_cameras[:] = []
+ ob_lights[:] = []
+ ob_meshes[:] = []
+ ob_null[:] = []
+
# copy images if enabled
# if EXP_IMAGE_COPY:
# # copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ])
# bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath)
+
file.close()
print('export finished in %.4f sec.' % (time.clock() - start_time))
diff --git a/io_scene_obj/export_obj.py b/io_scene_obj/export_obj.py
index 0b80b52f..bc66deec 100644
--- a/io_scene_obj/export_obj.py
+++ b/io_scene_obj/export_obj.py
@@ -435,7 +435,7 @@ def write_file(filepath, objects, scene,
# Cant use LC because some materials are None.
# materialNames = map(lambda mat: mat.name, materials) # Bug Blender, dosent account for null materials, still broken.
- # Possible there null materials, will mess up indicies
+ # Possible there null materials, will mess up indices
# but at least it will export, wait until Blender gets fixed.
materialNames.extend((16-len(materialNames)) * [None])
materialItems.extend((16-len(materialItems)) * [None])
@@ -659,7 +659,7 @@ def write_file(filepath, objects, scene,
if ed.is_loose:
file.write('f %d %d\n' % (ed.vertices[0] + totverts, ed.vertices[1] + totverts))
- # Make the indicies global rather then per mesh
+ # Make the indices global rather then per mesh
totverts += len(me_verts)
if faceuv:
totuvco += uv_unique_count
diff --git a/io_scene_obj/import_obj.py b/io_scene_obj/import_obj.py
index 3d2b5e6d..6ed7aa79 100644
--- a/io_scene_obj/import_obj.py
+++ b/io_scene_obj/import_obj.py
@@ -46,7 +46,7 @@ def BPyMesh_ngon(from_data, indices, PREF_FIX_LOOPS= True):
Designed to be used for importers that need indices for an fgon to create from existing verts.
from_data: either a mesh, or a list/tuple of vectors.
- indices: a list of indicies to use this list is the ordered closed polyline to fill, and can be a subset of the data given.
+ indices: a list of indices to use this list is the ordered closed polyline to fill, and can be a subset of the data given.
PREF_FIX_LOOPS: If this is enabled polylines that use loops to make multiple polylines are delt with correctly.
'''
@@ -195,7 +195,7 @@ def BPyMesh_ngon(from_data, indices, PREF_FIX_LOOPS= True):
fill= tesselate_polygon([ [v[0] for v in loop] for loop in loop_list ])
#draw_loops(loop_list)
#raise 'done loop'
- # map to original indicies
+ # map to original indices
fill= [[vert_map[i] for i in reversed(f)] for f in fill]
@@ -474,17 +474,17 @@ def split_mesh(verts_loc, faces, unique_materials, filepath, SPLIT_OB_OR_GROUP):
oldkey= key
- face_vert_loc_indicies= face[0]
+ face_vert_loc_indices= face[0]
# Remap verts to new vert list and add where needed
- for enum, i in enumerate(face_vert_loc_indicies):
+ for enum, i in enumerate(face_vert_loc_indices):
if vert_remap[i] == -1:
new_index= len(verts_split)
vert_remap[i]= new_index # set the new remapped index so we only add once and can reference next time.
- face_vert_loc_indicies[enum] = new_index # remap to the local index
+ face_vert_loc_indices[enum] = new_index # remap to the local index
verts_split.append( verts_loc[i] ) # add the vert to the local verts
else:
- face_vert_loc_indicies[enum] = vert_remap[i] # remap to the local index
+ face_vert_loc_indices[enum] = vert_remap[i] # remap to the local index
matname= face[2]
if matname and matname not in unique_materials_split:
@@ -516,25 +516,25 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
context_object= None
- # reverse loop through face indicies
+ # reverse loop through face indices
for f_idx in range(len(faces)-1, -1, -1):
- face_vert_loc_indicies,\
- face_vert_tex_indicies,\
+ face_vert_loc_indices,\
+ face_vert_tex_indices,\
context_material,\
context_smooth_group,\
context_object= faces[f_idx]
- len_face_vert_loc_indicies = len(face_vert_loc_indicies)
+ len_face_vert_loc_indices = len(face_vert_loc_indices)
- if len_face_vert_loc_indicies==1:
+ if len_face_vert_loc_indices==1:
faces.pop(f_idx)# cant add single vert faces
- elif not face_vert_tex_indicies or len_face_vert_loc_indicies == 2: # faces that have no texture coords are lines
+ elif not face_vert_tex_indices or len_face_vert_loc_indices == 2: # faces that have no texture coords are lines
if CREATE_EDGES:
# generators are better in python 2.4+ but can't be used in 2.3
- # edges.extend( (face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in xrange(len_face_vert_loc_indicies-1) )
- edges.extend( [(face_vert_loc_indicies[i], face_vert_loc_indicies[i+1]) for i in range(len_face_vert_loc_indicies-1)] )
+ # edges.extend( (face_vert_loc_indices[i], face_vert_loc_indices[i+1]) for i in xrange(len_face_vert_loc_indices-1) )
+ edges.extend( [(face_vert_loc_indices[i], face_vert_loc_indices[i+1]) for i in range(len_face_vert_loc_indices-1)] )
faces.pop(f_idx)
else:
@@ -546,9 +546,9 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
edge_dict= smooth_group_users[context_smooth_group]
context_smooth_group_old= context_smooth_group
- for i in range(len_face_vert_loc_indicies):
- i1= face_vert_loc_indicies[i]
- i2= face_vert_loc_indicies[i-1]
+ for i in range(len_face_vert_loc_indices):
+ i1= face_vert_loc_indices[i]
+ i2= face_vert_loc_indices[i-1]
if i1>i2: i1,i2= i2,i1
try:
@@ -557,13 +557,13 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
edge_dict[i1,i2]= 1
# FGons into triangles
- if has_ngons and len_face_vert_loc_indicies > 4:
+ if has_ngons and len_face_vert_loc_indices > 4:
- ngon_face_indices= BPyMesh_ngon(verts_loc, face_vert_loc_indicies)
+ ngon_face_indices= BPyMesh_ngon(verts_loc, face_vert_loc_indices)
faces.extend(
[(
- [face_vert_loc_indicies[ngon[0]], face_vert_loc_indicies[ngon[1]], face_vert_loc_indicies[ngon[2]] ],
- [face_vert_tex_indicies[ngon[0]], face_vert_tex_indicies[ngon[1]], face_vert_tex_indicies[ngon[2]] ],
+ [face_vert_loc_indices[ngon[0]], face_vert_loc_indices[ngon[1]], face_vert_loc_indices[ngon[2]] ],
+ [face_vert_tex_indices[ngon[0]], face_vert_tex_indices[ngon[1]], face_vert_tex_indices[ngon[2]] ],
context_material,
context_smooth_group,
context_object)
@@ -575,8 +575,8 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
edge_users= {}
for ngon in ngon_face_indices:
for i in (0,1,2):
- i1= face_vert_loc_indicies[ngon[i ]]
- i2= face_vert_loc_indicies[ngon[i-1]]
+ i1= face_vert_loc_indices[ngon[i ]]
+ i2= face_vert_loc_indices[ngon[i-1]]
if i1>i2: i1,i2= i2,i1
try:
@@ -642,8 +642,8 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
blender_face = me.faces[i]
- face_vert_loc_indicies,\
- face_vert_tex_indicies,\
+ face_vert_loc_indices,\
+ face_vert_tex_indices,\
context_material,\
context_smooth_group,\
context_object= face
@@ -675,24 +675,24 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
blender_tface.blend_type = 'ALPHA'
# BUG - Evil eekadoodle problem where faces that have vert index 0 location at 3 or 4 are shuffled.
- if len(face_vert_loc_indicies)==4:
- if face_vert_loc_indicies[2]==0 or face_vert_loc_indicies[3]==0:
- face_vert_tex_indicies= face_vert_tex_indicies[2], face_vert_tex_indicies[3], face_vert_tex_indicies[0], face_vert_tex_indicies[1]
+ if len(face_vert_loc_indices)==4:
+ if face_vert_loc_indices[2]==0 or face_vert_loc_indices[3]==0:
+ face_vert_tex_indices= face_vert_tex_indices[2], face_vert_tex_indices[3], face_vert_tex_indices[0], face_vert_tex_indices[1]
else: # length of 3
- if face_vert_loc_indicies[2]==0:
- face_vert_tex_indicies= face_vert_tex_indicies[1], face_vert_tex_indicies[2], face_vert_tex_indicies[0]
+ if face_vert_loc_indices[2]==0:
+ face_vert_tex_indices= face_vert_tex_indices[1], face_vert_tex_indices[2], face_vert_tex_indices[0]
# END EEEKADOODLE FIX
# assign material, uv's and image
- blender_tface.uv1= verts_tex[face_vert_tex_indicies[0]]
- blender_tface.uv2= verts_tex[face_vert_tex_indicies[1]]
- blender_tface.uv3= verts_tex[face_vert_tex_indicies[2]]
+ blender_tface.uv1= verts_tex[face_vert_tex_indices[0]]
+ blender_tface.uv2= verts_tex[face_vert_tex_indices[1]]
+ blender_tface.uv3= verts_tex[face_vert_tex_indices[2]]
- if len(face_vert_loc_indicies)==4:
- blender_tface.uv4= verts_tex[face_vert_tex_indicies[3]]
+ if len(face_vert_loc_indices)==4:
+ blender_tface.uv4= verts_tex[face_vert_tex_indices[3]]
# for ii, uv in enumerate(blender_face.uv):
-# uv.x, uv.y= verts_tex[face_vert_tex_indicies[ii]]
+# uv.x, uv.y= verts_tex[face_vert_tex_indices[ii]]
del me_faces
# del ALPHA
@@ -751,9 +751,9 @@ def create_mesh(new_objects, has_ngons, CREATE_FGONS, CREATE_EDGES, verts_loc, v
# Create the vertex groups. No need to have the flag passed here since we test for the
# content of the vertex_groups. If the user selects to NOT have vertex groups saved then
# the following test will never run
- for group_name, group_indicies in vertex_groups.items():
+ for group_name, group_indices in vertex_groups.items():
group = ob.vertex_groups.new(group_name)
- group.add(group_indicies, 1.0, 'REPLACE')
+ group.add(group_indices, 1.0, 'REPLACE')
def create_nurbs(context_nurbs, vert_loc, new_objects):
@@ -942,18 +942,18 @@ def load(operator, context, filepath,
elif line.startswith('f') or context_multi_line == 'f':
if context_multi_line:
- # use face_vert_loc_indicies and face_vert_tex_indicies previously defined and used the obj_face
+ # use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face
line_split= line.split()
else:
line_split= line[2:].split()
- face_vert_loc_indicies= []
- face_vert_tex_indicies= []
+ face_vert_loc_indices= []
+ face_vert_tex_indices= []
# Instance a face
faces.append((\
- face_vert_loc_indicies,\
- face_vert_tex_indicies,\
+ face_vert_loc_indices,\
+ face_vert_tex_indices,\
context_material,\
context_smooth_group,\
context_object\
@@ -973,45 +973,45 @@ def load(operator, context, filepath,
if POLYGROUPS and context_vgroup:
vertex_groups[context_vgroup].append(vert_loc_index)
- # Make relative negative vert indicies absolute
+ # Make relative negative vert indices absolute
if vert_loc_index < 0:
vert_loc_index= len(verts_loc) + vert_loc_index + 1
- face_vert_loc_indicies.append(vert_loc_index)
+ face_vert_loc_indices.append(vert_loc_index)
if len(obj_vert)>1 and obj_vert[1]:
# formatting for faces with normals and textures us
# loc_index/tex_index/nor_index
vert_tex_index= int(obj_vert[1])-1
- # Make relative negative vert indicies absolute
+ # Make relative negative vert indices absolute
if vert_tex_index < 0:
vert_tex_index= len(verts_tex) + vert_tex_index + 1
- face_vert_tex_indicies.append(vert_tex_index)
+ face_vert_tex_indices.append(vert_tex_index)
else:
# dummy
- face_vert_tex_indicies.append(0)
+ face_vert_tex_indices.append(0)
- if len(face_vert_loc_indicies) > 4:
+ if len(face_vert_loc_indices) > 4:
has_ngons= True
elif CREATE_EDGES and (line.startswith('l ') or context_multi_line == 'l'):
# very similar to the face load function above with some parts removed
if context_multi_line:
- # use face_vert_loc_indicies and face_vert_tex_indicies previously defined and used the obj_face
+ # use face_vert_loc_indices and face_vert_tex_indices previously defined and used the obj_face
line_split= line.split()
else:
line_split= line[2:].split()
- face_vert_loc_indicies= []
- face_vert_tex_indicies= []
+ face_vert_loc_indices= []
+ face_vert_tex_indices= []
# Instance a face
faces.append((\
- face_vert_loc_indicies,\
- face_vert_tex_indicies,\
+ face_vert_loc_indices,\
+ face_vert_tex_indices,\
context_material,\
context_smooth_group,\
context_object\
@@ -1027,11 +1027,11 @@ def load(operator, context, filepath,
for v in line_split:
vert_loc_index= int(v)-1
- # Make relative negative vert indicies absolute
+ # Make relative negative vert indices absolute
if vert_loc_index < 0:
vert_loc_index= len(verts_loc) + vert_loc_index + 1
- face_vert_loc_indicies.append(vert_loc_index)
+ face_vert_loc_indices.append(vert_loc_index)
elif line.startswith('s'):
if CREATE_SMOOTH_GROUPS:
diff --git a/io_scene_x3d/import_x3d.py b/io_scene_x3d/import_x3d.py
index f2885943..7fdb98c2 100644
--- a/io_scene_x3d/import_x3d.py
+++ b/io_scene_x3d/import_x3d.py
@@ -1695,7 +1695,7 @@ def importMesh_IndexedFaceSet(geom, bpyima, ancestry):
bpymesh.faces.add(len(faces))
bpymesh.faces.foreach_set("vertices_raw", [a for f in faces for a in (f + [0] if len(f) == 3 else f)]) # XXX25 speed
except KeyError:
- print("one or more vert indicies out of range. corrupt file?")
+ print("one or more vert indices out of range. corrupt file?")
#for f in faces:
# bpymesh.faces.extend(faces, smooth=True)
@@ -1716,7 +1716,7 @@ def importMesh_IndexedFaceSet(geom, bpyima, ancestry):
for i, f in enumerate(uvlay.data):
f.image = bpyima
- fuv = faces_uv[i] # uv indicies
+ fuv = faces_uv[i] # uv indices
for j, uv in enumerate(f.uv):
# print(fuv, j, len(ifs_texpoints))
try:
diff --git a/render_povray/render.py b/render_povray/render.py
index c4590e43..33ca98ad 100644
--- a/render_povray/render.py
+++ b/render_povray/render.py
@@ -1054,16 +1054,16 @@ def write_pov(filename, scene=None, info_callback=None):
file.write('\n')
tabWrite('}\n')
- # Face indicies
+ # Face indices
tabWrite('face_indices {\n')
tabWrite('%d' % (len(me.faces) + quadCount)) # faces count
for fi, f in enumerate(me.faces):
fv = faces_verts[fi]
material_index = f.material_index
if len(fv) == 4:
- indicies = (0, 1, 2), (0, 2, 3)
+ indices = (0, 1, 2), (0, 2, 3)
else:
- indicies = ((0, 1, 2),)
+ indices = ((0, 1, 2),)
if vcol_layer:
col = vcol_layer[fi]
@@ -1075,12 +1075,12 @@ def write_pov(filename, scene=None, info_callback=None):
if not me_materials or me_materials[material_index] is None: # No materials
- for i1, i2, i3 in indicies:
+ for i1, i2, i3 in indices:
file.write(',\n')
tabWrite('<%d,%d,%d>' % (fv[i1], fv[i2], fv[i3])) # vert count
else:
material = me_materials[material_index]
- for i1, i2, i3 in indicies:
+ for i1, i2, i3 in indices:
if me.vertex_colors and material.use_vertex_color_paint:
# Colour per vertex - vertex colour
@@ -1103,17 +1103,17 @@ def write_pov(filename, scene=None, info_callback=None):
file.write('\n')
tabWrite('}\n')
- # normal_indices indicies
+ # normal_indices indices
tabWrite('normal_indices {\n')
tabWrite('%d' % (len(me.faces) + quadCount)) # faces count
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
- indicies = (0, 1, 2), (0, 2, 3)
+ indices = (0, 1, 2), (0, 2, 3)
else:
- indicies = ((0, 1, 2),)
+ indices = ((0, 1, 2),)
- for i1, i2, i3 in indicies:
+ for i1, i2, i3 in indices:
if f.use_smooth:
file.write(',\n')
tabWrite('<%d,%d,%d>' %\
@@ -1134,9 +1134,9 @@ def write_pov(filename, scene=None, info_callback=None):
for fi, fv in enumerate(faces_verts):
if len(fv) == 4:
- indicies = (0, 1, 2), (0, 2, 3)
+ indices = (0, 1, 2), (0, 2, 3)
else:
- indicies = ((0, 1, 2),)
+ indices = ((0, 1, 2),)
uv = uv_layer[fi]
if len(faces_verts[fi]) == 4:
@@ -1144,7 +1144,7 @@ def write_pov(filename, scene=None, info_callback=None):
else:
uvs = tuple(uv.uv1), tuple(uv.uv2), tuple(uv.uv3)
- for i1, i2, i3 in indicies:
+ for i1, i2, i3 in indices:
file.write(',\n')
tabWrite('<%d,%d,%d>' %\
(uniqueUVs[uvs[i1]][0],\