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authorBastien Montagne <montagne29@wanadoo.fr>2015-04-14 16:33:52 +0300
committerBastien Montagne <montagne29@wanadoo.fr>2015-04-14 16:33:52 +0300
commit8366db568607ec20a5f087d3a156d2d4dd4f8f89 (patch)
tree29f84df8adfcdd37365e0e52b8885744cb9081bd /io_scene_fbx/export_fbx_bin.py
parent83ca4a3f61aeb88f9d739227d9bf9bd9222c82fe (diff)
FBX IO: fix related to T44386: do not add again and again same material to a mesh on import.
Issue here is that FBX assigns materials by objects, while in Blender it is by default assigned to meshes (obdata). This becomes critical with tons of objects using the same mesh (as generated e.g. by exporting from Blender's dupliobjects). We may add an option later to assign materials to objects too, but meh... We already have tons of options in FBX. :| Also, added some timing/steps reporting in console, helps seeing io process going on, and spotting stupid issues like this one!
Diffstat (limited to 'io_scene_fbx/export_fbx_bin.py')
-rw-r--r--io_scene_fbx/export_fbx_bin.py47
1 files changed, 46 insertions, 1 deletions
diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py
index 00d1f3c3..95aebbd8 100644
--- a/io_scene_fbx/export_fbx_bin.py
+++ b/io_scene_fbx/export_fbx_bin.py
@@ -61,7 +61,7 @@ from .fbx_utils import (
FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES,
RIGHT_HAND_AXES, FBX_FRAMERATES,
# Miscellaneous utils.
- units_convertor, units_convertor_iter, matrix4_to_array, similar_values, similar_values_iter,
+ PerfMon, units_convertor, units_convertor_iter, matrix4_to_array, similar_values, similar_values_iter,
# Mesh transform helpers.
vcos_transformed_gen, nors_transformed_gen,
# UUID from key.
@@ -2064,9 +2064,13 @@ def fbx_data_from_scene(scene, settings):
Do some pre-processing over scene's data...
"""
objtypes = settings.object_types
+ perfmon = PerfMon()
+ perfmon.level_up()
# ##### Gathering data...
+ perfmon.step("FBX export prepare: Wrapping Objects...")
+
# This is rather simple for now, maybe we could end generating templates with most-used values
# instead of default ones?
objects = OrderedDict() # Because we do not have any ordered set...
@@ -2081,6 +2085,8 @@ def fbx_data_from_scene(scene, settings):
objects[dp_obj] = None
ob_obj.dupli_list_clear()
+ perfmon.step("FBX export prepare: Wrapping Data (lamps, cameras, empties)...")
+
data_lamps = OrderedDict((ob_obj.bdata.data, get_blenderID_key(ob_obj.bdata.data))
for ob_obj in objects if ob_obj.type == 'LAMP')
# Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
@@ -2090,6 +2096,8 @@ def fbx_data_from_scene(scene, settings):
data_empties = OrderedDict((ob_obj, get_blender_empty_key(ob_obj.bdata))
for ob_obj in objects if ob_obj.type == 'EMPTY')
+ perfmon.step("FBX export prepare: Wrapping Meshes...")
+
data_meshes = OrderedDict()
for ob_obj in objects:
if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
@@ -2120,6 +2128,8 @@ def fbx_data_from_scene(scene, settings):
if use_org_data:
data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)
+ perfmon.step("FBX export prepare: Wrapping ShapeKeys...")
+
# ShapeKeys.
data_deformers_shape = OrderedDict()
geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
@@ -2152,6 +2162,8 @@ def fbx_data_from_scene(scene, settings):
data = (channel_key, geom_key, shape_verts_co, shape_verts_idx)
data_deformers_shape.setdefault(me, (me_key, shapes_key, OrderedDict()))[2][shape] = data
+ perfmon.step("FBX export prepare: Wrapping Armatures...")
+
# Armatures!
data_deformers_skin = OrderedDict()
data_bones = OrderedDict()
@@ -2167,12 +2179,16 @@ def fbx_data_from_scene(scene, settings):
if settings.add_leaf_bones:
data_leaf_bones = fbx_generate_leaf_bones(settings, data_bones)
+ perfmon.step("FBX export prepare: Wrapping World...")
+
# Some world settings are embedded in FBX materials...
if scene.world:
data_world = OrderedDict(((scene.world, get_blenderID_key(scene.world)),))
else:
data_world = OrderedDict()
+ perfmon.step("FBX export prepare: Wrapping Materials...")
+
# TODO: Check all the mat stuff works even when mats are linked to Objects
# (we can then have the same mesh used with different materials...).
# *Should* work, as FBX always links its materials to Models (i.e. objects).
@@ -2194,6 +2210,8 @@ def fbx_data_from_scene(scene, settings):
else:
data_materials[mat] = (get_blenderID_key(mat), [ob_obj])
+ perfmon.step("FBX export prepare: Wrapping Textures...")
+
# Note FBX textures also hold their mapping info.
# TODO: Support layers?
data_textures = OrderedDict()
@@ -2231,6 +2249,8 @@ def fbx_data_from_scene(scene, settings):
else:
data_videos[img] = (get_blenderID_key(img), [tex])
+ perfmon.step("FBX export prepare: Wrapping Animations...")
+
# Animation...
animations = ()
frame_start = scene.frame_start
@@ -2249,6 +2269,8 @@ def fbx_data_from_scene(scene, settings):
# ##### Creation of templates...
+ perfmon.step("FBX export prepare: Generating templates...")
+
templates = OrderedDict()
templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
@@ -2326,6 +2348,8 @@ def fbx_data_from_scene(scene, settings):
# ##### Creation of connections...
+ perfmon.step("FBX export prepare: Generating Connections...")
+
connections = []
# Objects (with classical parenting).
@@ -2448,6 +2472,8 @@ def fbx_data_from_scene(scene, settings):
# Animcurve -> Animcurvenode.
connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
+ perfmon.level_down()
+
# ##### And pack all this!
return FBXExportData(
@@ -2636,22 +2662,34 @@ def fbx_objects_elements(root, scene_data):
"""
Data (objects, geometry, material, textures, armatures, etc.).
"""
+ perfmon = PerfMon()
+ perfmon.level_up()
objects = elem_empty(root, b"Objects")
+ perfmon.step("FBX export fetch empties (%d)..." % len(scene_data.data_empties))
+
for empty in scene_data.data_empties:
fbx_data_empty_elements(objects, empty, scene_data)
+ perfmon.step("FBX export fetch lamps (%d)..." % len(scene_data.data_lamps))
+
for lamp in scene_data.data_lamps:
fbx_data_lamp_elements(objects, lamp, scene_data)
+ perfmon.step("FBX export fetch cameras (%d)..." % len(scene_data.data_cameras))
+
for cam in scene_data.data_cameras:
fbx_data_camera_elements(objects, cam, scene_data)
+ perfmon.step("FBX export fetch meshes (%d)..." % len(scene_data.data_meshes))
+
done_meshes = set()
for me_obj in scene_data.data_meshes:
fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
del done_meshes
+ perfmon.step("FBX export fetch objects (%d)..." % len(scene_data.objects))
+
for ob_obj in scene_data.objects:
if ob_obj.is_dupli:
continue
@@ -2663,6 +2701,8 @@ def fbx_objects_elements(root, scene_data):
fbx_data_object_elements(objects, dp_obj, scene_data)
ob_obj.dupli_list_clear()
+ perfmon.step("FBX export fetch remaining...")
+
for ob_obj in scene_data.objects:
if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'):
continue
@@ -2680,8 +2720,13 @@ def fbx_objects_elements(root, scene_data):
for vid in scene_data.data_videos:
fbx_data_video_elements(objects, vid, scene_data)
+ perfmon.step("FBX export fetch animations...")
+ start_time = time.process_time()
+
fbx_data_animation_elements(objects, scene_data)
+ perfmon.level_down()
+
def fbx_connections_elements(root, scene_data):
"""