diff options
author | Nathan Letwory <nathan@letworyinteractive.com> | 2011-07-09 20:32:38 +0400 |
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committer | Nathan Letwory <nathan@letworyinteractive.com> | 2011-07-09 20:32:38 +0400 |
commit | d9275e4abffc6060dc07bb87382995cc27f68598 (patch) | |
tree | a0eb4d62558593929d40e91a1c0d2df21ddb89d2 /io_scene_fbx |
Tag for 2.58av2.58a
Diffstat (limited to 'io_scene_fbx')
-rw-r--r-- | io_scene_fbx/__init__.py | 168 | ||||
-rw-r--r-- | io_scene_fbx/export_fbx.py | 2865 |
2 files changed, 3033 insertions, 0 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py new file mode 100644 index 00000000..5da1956e --- /dev/null +++ b/io_scene_fbx/__init__.py @@ -0,0 +1,168 @@ +# ##### BEGIN GPL LICENSE BLOCK ##### +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# <pep8 compliant> + +bl_info = { + "name": "Autodesk FBX format", + "author": "Campbell Barton", + "blender": (2, 5, 7), + "api": 35622, + "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 + if "export_fbx" in locals(): + imp.reload(export_fbx) + + +import bpy +from bpy.props import StringProperty, BoolProperty, FloatProperty, EnumProperty +from bpy_extras.io_utils import ExportHelper, path_reference_mode, axis_conversion + + +class ExportFBX(bpy.types.Operator, ExportHelper): + '''Selection to an ASCII Autodesk FBX''' + bl_idname = "export_scene.fbx" + bl_label = "Export FBX" + bl_options = {'PRESET'} + + filename_ext = ".fbx" + filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'}) + + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + + use_selection = BoolProperty(name="Selected Objects", description="Export selected objects on visible layers", default=False) +# EXP_OBS_SCENE = BoolProperty(name="Scene Objects", description="Export all objects in this scene", default=True) + global_scale = FloatProperty(name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0) + + axis_forward = EnumProperty( + name="Forward", + items=(('X', "X Forward", ""), + ('Y', "Y Forward", ""), + ('Z', "Z Forward", ""), + ('-X', "-X Forward", ""), + ('-Y', "-Y Forward", ""), + ('-Z', "-Z Forward", ""), + ), + default='-Z', + ) + + axis_up = EnumProperty( + name="Up", + items=(('X', "X Up", ""), + ('Y', "Y Up", ""), + ('Z', "Z Up", ""), + ('-X', "-X Up", ""), + ('-Y', "-Y Up", ""), + ('-Z', "-Z Up", ""), + ), + default='Y', + ) + + object_types = EnumProperty( + name="Object Types", + options={'ENUM_FLAG'}, + items=(('EMPTY', "Empty", ""), + ('CAMERA', "Camera", ""), + ('LAMP', "Lamp", ""), + ('ARMATURE', "Armature", ""), + ('MESH', "Mesh", ""), + ), + default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'}, + ) + + mesh_apply_modifiers = BoolProperty(name="Apply Modifiers", description="Apply modifiers to mesh objects", default=True) + + mesh_smooth_type = EnumProperty( + name="Smoothing", + items=(('OFF', "Off", "Don't write smoothing"), + ('FACE', "Face", "Write face smoothing"), + ('EDGE', "Edge", "Write edge smoothing"), + ), + default='FACE', + ) + +# EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True) + # armature animation + ANIM_ENABLE = BoolProperty(name="Enable Animation", description="Export keyframe animation", default=True) + ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True) + ANIM_OPTIMIZE_PRECISSION = FloatProperty(name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0) +# ANIM_ACTION_ALL = BoolProperty(name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True) + ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Use all actions for armatures, if false, use current action", default=False) + + batch_mode = EnumProperty( + name="Batch Mode", + items=(('OFF', "Off", "Active scene to file"), + ('SCENE', "Scene", "Each scene as a file"), + ('GROUP', "Group", "Each group as a file"), + ), + ) + + BATCH_OWN_DIR = BoolProperty(name="Own Dir", description="Create a dir for each exported file", default=True) + use_metadata = BoolProperty(name="Use Metadata", default=True, options={'HIDDEN'}) + + path_mode = path_reference_mode + + @property + def check_extension(self): + return self.batch_mode == 'OFF' + + def execute(self, context): + import math + from mathutils import Matrix + if not self.filepath: + raise Exception("filepath not set") + + global_matrix = Matrix() + global_matrix[0][0] = global_matrix[1][1] = global_matrix[2][2] = self.global_scale + global_matrix = global_matrix * axis_conversion(to_forward=self.axis_forward, to_up=self.axis_up).to_4x4() + + keywords = self.as_keywords(ignore=("axis_forward", "axis_up", "global_scale", "check_existing", "filter_glob")) + keywords["global_matrix"] = global_matrix + + from . import export_fbx + return export_fbx.save(self, context, **keywords) + + +def menu_func(self, context): + self.layout.operator(ExportFBX.bl_idname, text="Autodesk FBX (.fbx)") + + +def register(): + bpy.utils.register_module(__name__) + + bpy.types.INFO_MT_file_export.append(menu_func) + + +def unregister(): + bpy.utils.unregister_module(__name__) + + bpy.types.INFO_MT_file_export.remove(menu_func) + +if __name__ == "__main__": + register() diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py new file mode 100644 index 00000000..965941d9 --- /dev/null +++ b/io_scene_fbx/export_fbx.py @@ -0,0 +1,2865 @@ +# ##### BEGIN GPL LICENSE BLOCK ##### +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ##### END GPL LICENSE BLOCK ##### + +# <pep8 compliant> + +# Script copyright (C) Campbell Barton + +""" +This script is an exporter to the FBX file format. + +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 bpy +from mathutils import Vector, Matrix + + +# I guess FBX uses degrees instead of radians (Arystan). +# Call this function just before writing to FBX. +# 180 / math.pi == 57.295779513 +def tuple_rad_to_deg(eul): + return eul[0] * 57.295779513, eul[1] * 57.295779513, eul[2] * 57.295779513 + +# def strip_path(p): +# return p.split('\\')[-1].split('/')[-1] + +# Used to add the scene name into the filepath without using odd chars +sane_name_mapping_ob = {} +sane_name_mapping_mat = {} +sane_name_mapping_tex = {} +sane_name_mapping_take = {} +sane_name_mapping_group = {} + +# Make sure reserved names are not used +sane_name_mapping_ob['Scene'] = 'Scene_' + + +def increment_string(t): + name = t + num = '' + while name and name[-1].isdigit(): + num = name[-1] + num + name = name[:-1] + if num: + return '%s%d' % (name, int(num) + 1) + else: + return name + '_0' + + +# todo - Disallow the name 'Scene' - it will bugger things up. +def sane_name(data, dct): + #if not data: return None + + if type(data) == tuple: # materials are paired up with images + data, other = data + use_other = True + else: + other = None + use_other = False + + name = data.name if data else None + orig_name = name + + if other: + orig_name_other = other.name + name = '%s #%s' % (name, orig_name_other) + else: + orig_name_other = None + + # dont cache, only ever call once for each data type now, + # so as to avoid namespace collision between types - like with objects <-> bones + #try: return dct[name] + #except: pass + + if not name: + name = 'unnamed' # blank string, ASKING FOR TROUBLE! + else: + + name = bpy.path.clean_name(name) # use our own + + 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 + 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 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]) + + +# XXX not used +# duplicated in OBJ exporter +def getVertsFromGroup(me, group_index): + ret = [] + + for i, v in enumerate(me.vertices): + for g in v.groups: + if g.group == group_index: + ret.append((i, g.weight)) + + 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. + aligning the each vert list with the group names, each list contains float value for the weight. + These 2 lists can be modified and then used with list2MeshWeight to apply the changes. + ''' + + # Clear the vert group. + groupNames = [g.name for g in ob.vertex_groups] + len_groupNames = len(groupNames) + + if not len_groupNames: + # no verts? return a vert aligned empty list + return [[] for i in range(len(me.vertices))], [] + else: + vWeightList = [[0.0] * len_groupNames for i in range(len(me.vertices))] + + for i, v in enumerate(me.vertices): + for g in v.groups: + vWeightList[i][g.group] = g.weight + + return groupNames, vWeightList + + +def meshNormalizedWeights(ob, me): + try: # account for old bad BPyMesh + groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me) + except: + return [], [] + + if not groupNames: + return [], [] + + for i, vWeights in enumerate(vWeightList): + tot = 0.0 + for w in vWeights: + tot += w + + if tot: + for j, w in enumerate(vWeights): + vWeights[j] = w / tot + + return groupNames, vWeightList + +header_comment = \ +'''; FBX 6.1.0 project file +; Created by Blender FBX Exporter +; for support mail: ideasman42@gmail.com +; ---------------------------------------------------- + +''' + + +# This func can be called with just the filepath +def save_single(operator, scene, filepath="", + global_matrix=None, + context_objects=None, + object_types={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'}, + mesh_apply_modifiers=True, + mesh_smooth_type='FACE', + ANIM_ENABLE=True, + ANIM_OPTIMIZE=True, + ANIM_OPTIMIZE_PRECISSION=6, + ANIM_ACTION_ALL=False, + use_metadata=True, + path_mode='AUTO', + ): + + import bpy_extras.io_utils + + mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X') + mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z') + + if global_matrix is None: + global_matrix = Matrix() + + # Use this for working out paths relative to the export location + base_src = os.path.dirname(bpy.data.filepath) + base_dst = os.path.dirname(filepath) + + # collect images to copy + copy_set = set() + + # ---------------------------------------------- + # storage classes + class my_bone_class(object): + __slots__ = ("blenName", + "blenBone", + "blenMeshes", + "restMatrix", + "parent", + "blenName", + "fbxName", + "fbxArm", + "__pose_bone", + "__anim_poselist") + + def __init__(self, blenBone, fbxArm): + + # This is so 2 armatures dont have naming conflicts since FBX bones use object namespace + self.fbxName = sane_obname(blenBone) + + self.blenName = blenBone.name + self.blenBone = blenBone + self.blenMeshes = {} # fbxMeshObName : mesh + self.fbxArm = fbxArm + self.restMatrix = blenBone.matrix_local +# self.restMatrix = blenBone.matrix['ARMATURESPACE'] + + # not used yet + # self.restMatrixInv = self.restMatrix.inverted() + # self.restMatrixLocal = None # set later, need parent matrix + + self.parent = None + + # not public + pose = fbxArm.blenObject.pose + self.__pose_bone = pose.bones[self.blenName] + + # store a list if matricies here, (poseMatrix, head, tail) + # {frame:posematrix, frame:posematrix, ...} + self.__anim_poselist = {} + + ''' + def calcRestMatrixLocal(self): + if self.parent: + self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.inverted() + else: + self.restMatrixLocal = self.restMatrix.copy() + ''' + def setPoseFrame(self, f): + # cache pose info here, frame must be set beforehand + + # Didnt end up needing head or tail, if we do - here it is. + ''' + self.__anim_poselist[f] = (\ + self.__pose_bone.poseMatrix.copy(),\ + self.__pose_bone.head.copy(),\ + self.__pose_bone.tail.copy() ) + ''' + + self.__anim_poselist[f] = self.__pose_bone.matrix.copy() + + def getPoseBone(self): + return self.__pose_bone + + # get pose from frame. + def getPoseMatrix(self, f): # ---------------------------------------------- + return self.__anim_poselist[f] + ''' + def getPoseHead(self, f): + #return self.__pose_bone.head.copy() + return self.__anim_poselist[f][1].copy() + def getPoseTail(self, f): + #return self.__pose_bone.tail.copy() + return self.__anim_poselist[f][2].copy() + ''' + # end + + def getAnimParRelMatrix(self, frame): + #arm_mat = self.fbxArm.matrixWorld + #arm_mat = self.fbxArm.parRelMatrix() + if not self.parent: + #return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore + return self.getPoseMatrix(frame) * mtx4_z90 + else: + #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).inverted() + return (self.parent.getPoseMatrix(frame) * mtx4_z90).inverted() * ((self.getPoseMatrix(frame)) * mtx4_z90) + + # we need thes because cameras and lights modified rotations + def getAnimParRelMatrixRot(self, frame): + return self.getAnimParRelMatrix(frame) + + def flushAnimData(self): + self.__anim_poselist.clear() + + class my_object_generic(object): + __slots__ = ("fbxName", + "blenObject", + "blenData", + "origData", + "blenTextures", + "blenMaterials", + "blenMaterialList", + "blenAction", + "blenActionList", + "fbxGroupNames", + "fbxParent", + "fbxBoneParent", + "fbxBones", + "fbxArm", + "matrixWorld", + "__anim_poselist", + ) + + # Other settings can be applied for each type - mesh, armature etc. + def __init__(self, ob, matrixWorld=None): + self.fbxName = sane_obname(ob) + self.blenObject = ob + self.fbxGroupNames = [] + self.fbxParent = None # set later on IF the parent is in the selection. + self.fbxArm = None + if matrixWorld: + self.matrixWorld = global_matrix * matrixWorld + else: + self.matrixWorld = global_matrix * ob.matrix_world + + self.__anim_poselist = {} # we should only access this + + def parRelMatrix(self): + if self.fbxParent: + return self.fbxParent.matrixWorld.inverted() * self.matrixWorld + else: + return self.matrixWorld + + def setPoseFrame(self, f, fake=False): + if fake: + self.__anim_poselist[f] = self.matrixWorld * global_matrix.inverted() + else: + self.__anim_poselist[f] = self.blenObject.matrix_world.copy() + + def getAnimParRelMatrix(self, frame): + if self.fbxParent: + #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].inverted() ) * global_matrix + return (global_matrix * self.fbxParent.__anim_poselist[frame]).inverted() * (global_matrix * self.__anim_poselist[frame]) + else: + return global_matrix * self.__anim_poselist[frame] + + def getAnimParRelMatrixRot(self, frame): + obj_type = self.blenObject.type + if self.fbxParent: + matrix_rot = ((global_matrix * self.fbxParent.__anim_poselist[frame]).inverted() * (global_matrix * self.__anim_poselist[frame])).to_3x3() + else: + matrix_rot = (global_matrix * self.__anim_poselist[frame]).to_3x3() + + # Lamps need to be rotated + if obj_type == 'LAMP': + matrix_rot = matrix_rot * mtx_x90 + elif obj_type == 'CAMERA': + y = Vector((0.0, 1.0, 0.0)) * 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: + file = open(filepath, "w", encoding="utf8", newline="\n") + except: + import traceback + traceback.print_exc() + operator.report({'ERROR'}, "Could'nt open file %r" % filepath) + return {'CANCELLED'} + + # scene = context.scene # now passed as an arg instead of context + world = scene.world + + # ---------------------------- Write the header first + file.write(header_comment) + if use_metadata: + curtime = time.localtime()[0:6] + else: + curtime = (0, 0, 0, 0, 0, 0) + # + file.write(\ +'''FBXHeaderExtension: { + FBXHeaderVersion: 1003 + FBXVersion: 6100 + CreationTimeStamp: { + Version: 1000 + Year: %.4i + Month: %.2i + Day: %.2i + Hour: %.2i + Minute: %.2i + Second: %.2i + Millisecond: 0 + } + Creator: "FBX SDK/FBX Plugins build 20070228" + OtherFlags: { + FlagPLE: 0 + } +}''' % (curtime)) + + 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 + + # --------------- funcs for exporting + def object_tx(ob, loc, matrix, matrix_mod=None): + ''' + Matrix mod is so armature objects can modify their bone matricies + ''' + if isinstance(ob, bpy.types.Bone): +# if isinstance(ob, Blender.Types.BoneType): + + # 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 = 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 = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore + matrix = par_matrix.inverted() * matrix + + loc, rot, scale = matrix.decompose() + matrix_rot = rot.to_matrix() + + loc = tuple(loc) + rot = tuple(rot.to_euler()) # quat -> euler + scale = tuple(scale) + else: + # This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore + #if ob and not matrix: matrix = ob.matrix_world * global_matrix + if ob and not matrix: + raise Exception("error: this should never happen!") + + matrix_rot = matrix + #if matrix: + # matrix = matrix_scale * matrix + + if matrix: + loc, rot, scale = matrix.decompose() + matrix_rot = rot.to_matrix() + + # Lamps need to be rotated + if ob and ob.type == 'LAMP': + matrix_rot = matrix_rot * mtx_x90 + elif ob and ob.type == 'CAMERA': + y = Vector((0.0, 1.0, 0.0)) * matrix_rot + matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot + # else do nothing. + + loc = tuple(loc) + rot = tuple(matrix_rot.to_euler()) + scale = tuple(scale) + else: + if not loc: + loc = 0.0, 0.0, 0.0 + scale = 1.0, 1.0, 1.0 + rot = 0.0, 0.0, 0.0 + + return loc, rot, scale, matrix, matrix_rot + + def write_object_tx(ob, loc, matrix, matrix_mod=None): + ''' + We have loc to set the location if non blender objects that have a location + + matrix_mod is only used for bones at the moment + ''' + loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod) + + file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc) + file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple_rad_to_deg(rot)) +# file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot) + file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale) + return loc, rot, scale, matrix, matrix_rot + + def get_constraints(ob=None): + # Set variables to their defaults. + constraint_values = {"loc_min": (0.0, 0.0, 0.0), + "loc_max": (0.0, 0.0, 0.0), + "loc_limit": (0.0, 0.0, 0.0, 0.0, 0.0, 0.0), + "rot_min": (0.0, 0.0, 0.0), + "rot_max": (0.0, 0.0, 0.0), + "rot_limit": (0.0, 0.0, 0.0), + "sca_min": (1.0, 1.0, 1.0), + "sca_max": (1.0, 1.0, 1.0), + "sca_limit": (0.0, 0.0, 0.0, 0.0, 0.0, 0.0), + } + + # Iterate through the list of constraints for this object to get the information in a format which is compatible with the FBX format. + if ob is not None: + for constraint in ob.constraints: + if constraint.type == 'LIMIT_LOCATION': + constraint_values["loc_min"] = constraint.min_x, constraint.min_y, constraint.min_z + constraint_values["loc_max"] = constraint.max_x, constraint.max_y, constraint.max_z + constraint_values["loc_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z + elif constraint.type == 'LIMIT_ROTATION': + constraint_values["rot_min"] = math.degrees(constraint.min_x), math.degrees(constraint.min_y), math.degrees(constraint.min_z) + constraint_values["rot_max"] = math.degrees(constraint.max_x), math.degrees(constraint.max_y), math.degrees(constraint.max_z) + constraint_values["rot_limit"] = constraint.use_limit_x, constraint.use_limit_y, constraint.use_limit_z + elif constraint.type == 'LIMIT_SCALE': + constraint_values["sca_min"] = constraint.min_x, constraint.min_y, constraint.min_z + constraint_values["sca_max"] = constraint.max_x, constraint.max_y, constraint.max_z + constraint_values["sca_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z + + # incase bad values are assigned. + assert(len(constraint_values) == 9) + + return constraint_values + + def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None, pose_bone=None): + # Check if a pose exists for this object and set the constraint soruce accordingly. (Poses only exsit if the object is a bone.) + if pose_bone: + constraints = get_constraints(pose_bone) + else: + constraints = get_constraints(ob) + + # if the type is 0 its an empty otherwise its a mesh + # only difference at the moment is one has a color + file.write(''' + Properties60: { + Property: "QuaternionInterpolate", "bool", "",0 + Property: "Visibility", "Visibility", "A+",1''') + + loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod) + + # Rotation order, note, for FBX files Iv loaded normal order is 1 + # setting to zero. + # eEULER_XYZ = 0 + # eEULER_XZY + # eEULER_YZX + # eEULER_YXZ + # eEULER_ZXY + # eEULER_ZYX + + 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", "",%.15g,%.15g,%.15g' % constraints["loc_min"]) + file.write('\n\t\t\tProperty: "TranslationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_max"]) + file.write('\n\t\t\tProperty: "TranslationMinX", "bool", "",%d' % constraints["loc_limit"][0]) + file.write('\n\t\t\tProperty: "TranslationMinY", "bool", "",%d' % constraints["loc_limit"][1]) + file.write('\n\t\t\tProperty: "TranslationMinZ", "bool", "",%d' % constraints["loc_limit"][2]) + file.write('\n\t\t\tProperty: "TranslationMaxX", "bool", "",%d' % constraints["loc_limit"][3]) + file.write('\n\t\t\tProperty: "TranslationMaxY", "bool", "",%d' % constraints["loc_limit"][4]) + file.write('\n\t\t\tProperty: "TranslationMaxZ", "bool", "",%d' % constraints["loc_limit"][5]) + 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", "",%.15g,%.15g,%.15g' % constraints["rot_min"]) + file.write('\n\t\t\tProperty: "RotationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_max"]) + file.write('\n\t\t\tProperty: "RotationMinX", "bool", "",%d' % constraints["rot_limit"][0]) + file.write('\n\t\t\tProperty: "RotationMinY", "bool", "",%d' % constraints["rot_limit"][1]) + file.write('\n\t\t\tProperty: "RotationMinZ", "bool", "",%d' % constraints["rot_limit"][2]) + file.write('\n\t\t\tProperty: "RotationMaxX", "bool", "",%d' % constraints["rot_limit"][0]) + file.write('\n\t\t\tProperty: "RotationMaxY", "bool", "",%d' % constraints["rot_limit"][1]) + file.write('\n\t\t\tProperty: "RotationMaxZ", "bool", "",%d' % constraints["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", "",%.15g,%.15g,%.15g' % constraints["sca_min"]) + file.write('\n\t\t\tProperty: "ScalingMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_max"]) + file.write('\n\t\t\tProperty: "ScalingMinX", "bool", "",%d' % constraints["sca_limit"][0]) + file.write('\n\t\t\tProperty: "ScalingMinY", "bool", "",%d' % constraints["sca_limit"][1]) + file.write('\n\t\t\tProperty: "ScalingMinZ", "bool", "",%d' % constraints["sca_limit"][2]) + file.write('\n\t\t\tProperty: "ScalingMaxX", "bool", "",%d' % constraints["sca_limit"][3]) + file.write('\n\t\t\tProperty: "ScalingMaxY", "bool", "",%d' % constraints["sca_limit"][4]) + file.write('\n\t\t\tProperty: "ScalingMaxZ", "bool", "",%d' % constraints["sca_limit"][5]) + 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') + file.write('\n\t\t\tProperty: "Size", "double", "",100') + file.write('\n\t\t\tProperty: "Look", "enum", "",1') + + return loc, rot, scale, matrix, matrix_rot + + # -------------------------------------------- Armatures + #def write_bone(bone, name, matrix_mod): + def write_bone(my_bone): + file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName) + 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, pose_bone=my_bone.getPoseBone())[3] # dont apply bone matricies anymore + 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') + + #((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length) + + """ + file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\ + ((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) + """ + + file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' % + (my_bone.blenBone.head_local - my_bone.blenBone.tail_local).length) +# (my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length) + + #file.write('\n\t\t\tProperty: "LimbLength", "double", "",1') + file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8') + file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 1') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Skeleton"') + file.write('\n\t}') + + def write_camera_switch(): + file.write(''' + Model: "Model::Camera Switcher", "CameraSwitcher" { + Version: 232''') + + write_object_props() + file.write(''' + Property: "Color", "Color", "A",0.8,0.8,0.8 + Property: "Camera Index", "Integer", "A+",100 + } + MultiLayer: 0 + MultiTake: 1 + Hidden: "True" + Shading: W + Culling: "CullingOff" + Version: 101 + Name: "Model::Camera Switcher" + CameraId: 0 + CameraName: 100 + CameraIndexName: + }''') + + def write_camera_dummy(name, loc, near, far, proj_type, up): + file.write('\n\tModel: "Model::%s", "Camera" {' % name) + file.write('\n\t\tVersion: 232') + write_object_props(None, loc) + + file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') + file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') + file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40') + 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: "OpticalCenterX", "Real", "A+",0') + file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0') + file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63') + file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0') + file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1') + file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') + file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') + file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') + file.write('\n\t\t\tProperty: "GateFit", "enum", "",0') + file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486') + file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') + file.write('\n\t\t\tProperty: "AspectW", "double", "",320') + file.write('\n\t\t\tProperty: "AspectH", "double", "",200') + file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1') + file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') + file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') + file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') + file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near) + file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far) + file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816') + file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612') + file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333') + file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1') + file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4') + file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1') + file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0') + file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2') + file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100') + file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1') + file.write('\n\t\t\tProperty: "LockMode", "bool", "",0') + file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0') + file.write('\n\t\t\tProperty: "FitImage", "bool", "",0') + file.write('\n\t\t\tProperty: "Crop", "bool", "",0') + file.write('\n\t\t\tProperty: "Center", "bool", "",1') + file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1') + file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0') + file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5') + file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1') + file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0') + file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1') + file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333') + file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0') + file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100') + file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50') + file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50') + file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type) + file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0') + file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0') + file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0') + file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5') + file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200') + file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0') + file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777') + file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tHidden: "True"') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Camera"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) + file.write('\n\t\tUp: %i,%i,%i' % up) + file.write('\n\t\tLookAt: 0,0,0') + file.write('\n\t\tShowInfoOnMoving: 1') + file.write('\n\t\tShowAudio: 0') + file.write('\n\t\tAudioColor: 0,1,0') + file.write('\n\t\tCameraOrthoZoom: 1') + file.write('\n\t}') + + def write_camera_default(): + # This sucks but to match FBX converter its easier to + # write the cameras though they are not needed. + write_camera_dummy('Producer Perspective', (0, 71.3, 287.5), 10, 4000, 0, (0, 1, 0)) + write_camera_dummy('Producer Top', (0, 4000, 0), 1, 30000, 1, (0, 0, -1)) + write_camera_dummy('Producer Bottom', (0, -4000, 0), 1, 30000, 1, (0, 0, -1)) + write_camera_dummy('Producer Front', (0, 0, 4000), 1, 30000, 1, (0, 1, 0)) + write_camera_dummy('Producer Back', (0, 0, -4000), 1, 30000, 1, (0, 1, 0)) + write_camera_dummy('Producer Right', (4000, 0, 0), 1, 30000, 1, (0, 1, 0)) + write_camera_dummy('Producer Left', (-4000, 0, 0), 1, 30000, 1, (0, 1, 0)) + + def write_camera(my_cam): + ''' + Write a blender camera + ''' + render = scene.render + width = render.resolution_x + height = render.resolution_y + aspect = width / height + + data = my_cam.blenObject.data + + 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()) + + file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') + file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % math.degrees(data.angle)) + 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: "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') + file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') + file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') + file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') + file.write('\n\t\t\tProperty: "GateFit", "enum", "",2') + file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') + file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width) + file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height) + + '''Camera aspect ratio modes. + 0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant. + 1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value. + 2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels. + 3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value. + 4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value. + + Definition at line 234 of file kfbxcamera.h. ''' + + file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2') + + file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') + file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') + file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') + file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clip_start) + file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end) + file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0') + file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0') + file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect) + file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1') + file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1') + file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0') + file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2') + file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100') + file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1') + file.write('\n\t\t\tProperty: "LockMode", "bool", "",0') + file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0') + file.write('\n\t\t\tProperty: "FitImage", "bool", "",0') + file.write('\n\t\t\tProperty: "Crop", "bool", "",0') + file.write('\n\t\t\tProperty: "Center", "bool", "",1') + file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1') + file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0') + file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5') + file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1') + file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0') + file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1') + file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect) + file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0') + file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100') + file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50') + file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50') + file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0') + file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0') + file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0') + file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5') + file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200') + file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0') + file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777') + file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7') + + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Camera"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) + file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector((0.0, 1.0, 0.0)) * matrix_rot)) + file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector((0.0, 0.0, -1.0)) * matrix_rot)) + + #file.write('\n\t\tUp: 0,0,0' ) + #file.write('\n\t\tLookAt: 0,0,0' ) + + file.write('\n\t\tShowInfoOnMoving: 1') + file.write('\n\t\tShowAudio: 0') + file.write('\n\t\tAudioColor: 0,1,0') + file.write('\n\t\tCameraOrthoZoom: 1') + file.write('\n\t}') + + def write_light(my_light): + light = my_light.blenObject.data + file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName) + file.write('\n\t\tVersion: 232') + + write_object_props(my_light.blenObject, None, my_light.parRelMatrix()) + + # Why are these values here twice?????? - oh well, follow the holy sdk's output + + # Blender light types match FBX's, funny coincidence, we just need to + # be sure that all unsupported types are made into a point light + #ePOINT, + #eDIRECTIONAL + #eSPOT + light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4} + light_type = light_type_items[light.type] + + if light_type > 2: + light_type = 1 # hemi and area lights become directional + + if light.type in ('HEMI', ): + do_light = not (light.use_diffuse or light.use_specular) + do_shadow = False + else: + do_light = not (light.use_only_shadow or (not light.use_diffuse and not light.use_specular)) + do_shadow = (light.shadow_method in ('RAY_SHADOW', 'BUFFER_SHADOW')) + + scale = abs(global_matrix.to_scale()[0]) # scale is always uniform in this case + + file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) + file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') + 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 + 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: "Fog", "Fog", "A+",50') + file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) + file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light) + file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') + file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') + file.write('\n\t\t\tProperty: "GoboProperty", "object", ""') + file.write('\n\t\t\tProperty: "DecayType", "enum", "",0') + file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance) + file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0') + file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0') + file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0') + file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0') + file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0') + file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0') + file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow) + file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Light"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t}') + + # matrixOnly is not used at the moment + def write_null(my_null=None, fbxName=None): + # ob can be null + if not fbxName: + fbxName = my_null.fbxName + + file.write('\n\tModel: "Model::%s", "Null" {' % fbxName) + file.write('\n\t\tVersion: 232') + + if my_null: + poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3] + else: + poseMatrix = write_object_props()[3] + + pose_items.append((fbxName, poseMatrix)) + + file.write(''' + } + MultiLayer: 0 + MultiTake: 1 + Shading: Y + Culling: "CullingOff" + TypeFlags: "Null" + }''') + + # Material Settings + if world: + world_amb = world.ambient_color[:] + else: + world_amb = 0.0, 0.0, 0.0 # default value + + def write_material(matname, mat): + file.write('\n\tMaterial: "Material::%s", "" {' % matname) + + # Todo, add more material Properties. + if mat: + mat_cold = tuple(mat.diffuse_color) + mat_cols = tuple(mat.specular_color) + #mat_colm = tuple(mat.mirCol) # we wont use the mirror color + mat_colamb = world_amb + + 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_alpha = mat.alpha + mat_emit = mat.emit + mat_shadeless = mat.use_shadeless + if mat_shadeless: + mat_shader = 'Lambert' + else: + if mat.diffuse_shader == 'LAMBERT': + mat_shader = 'Lambert' + else: + mat_shader = 'Phong' + else: + mat_cols = mat_cold = 0.8, 0.8, 0.8 + mat_colamb = 0.0, 0.0, 0.0 + # mat_colm + mat_dif = 1.0 + mat_amb = 0.5 + mat_hard = 20.0 + mat_spec = 0.2 + mat_alpha = 1.0 + mat_emit = 0.0 + mat_shadeless = False + mat_shader = 'Phong' + + file.write('\n\t\tVersion: 102') + file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower()) + file.write('\n\t\tMultiLayer: 0') + + 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: "EmissiveFactor", "double", "",%.4f' % mat_emit) + + file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb) + file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb) + file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) + file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif) + file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0') + file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1') + file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha)) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols) + file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec) + file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0') + file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0') + file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1') + file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0') + file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb) + file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols) + file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard) + file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0') + + file.write('\n\t\t}') + file.write('\n\t}') + + # tex is an Image (Arystan) + def write_video(texname, tex): + # Same as texture really! + file.write('\n\tVideo: "Video::%s", "Clip" {' % texname) + + file.write(''' + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0''') + if tex: + fname_rel = bpy_extras.io_utils.path_reference(tex.filepath, base_src, base_dst, path_mode, "", copy_set) + fname_strip = os.path.basename(fname_rel) + else: + fname_strip = fname_rel = "" + + file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip) + + file.write(''' + Property: "StartFrame", "int", "",0 + Property: "StopFrame", "int", "",0 + Property: "PlaySpeed", "double", "",1 + Property: "Offset", "KTime", "",0 + Property: "InterlaceMode", "enum", "",0 + Property: "FreeRunning", "bool", "",0 + Property: "Loop", "bool", "",0 + Property: "AccessMode", "enum", "",0 + } + UseMipMap: 0''') + + file.write('\n\t\tFilename: "%s"' % 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) + file.write('\n\t\tType: "TextureVideoClip"') + file.write('\n\t\tVersion: 202') + # TODO, rare case _empty_ exists as a name. + file.write('\n\t\tTextureName: "Texture::%s"' % texname) + + file.write(''' + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + 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 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0''') + + file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.use_clamp_x) + file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y) + + file.write(''' + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + }''') + + file.write('\n\t\tMedia: "Video::%s"' % texname) + + if tex: + fname_rel = bpy_extras.io_utils.path_reference(tex.filepath, base_src, base_dst, path_mode, "", copy_set) + fname_strip = os.path.basename(fname_rel) + else: + 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(''' + ModelUVTranslation: 0,0 + ModelUVScaling: 1,1 + Texture_Alpha_Source: "None" + Cropping: 0,0,0,0 + }''') + + def write_deformer_skin(obname): + ''' + Each mesh has its own deformer + ''' + file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname) + file.write(''' + Version: 100 + MultiLayer: 0 + Type: "Skin" + Properties60: { + } + Link_DeformAcuracy: 50 + }''') + + # in the example was 'Bip01 L Thigh_2' + def write_sub_deformer_skin(my_mesh, my_bone, weights): + + ''' + Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers + So the SubDeformer needs the mesh-object name as a prefix to make it unique + + Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer, + a but silly but dosnt really matter + ''' + file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName)) + + file.write(''' + Version: 100 + MultiLayer: 0 + Type: "Cluster" + Properties60: { + Property: "SrcModel", "object", "" + Property: "SrcModelReference", "object", "" + } + UserData: "", ""''') + + # Support for bone parents + if my_mesh.fbxBoneParent: + if my_mesh.fbxBoneParent == my_bone: + # TODO - this is a bit lazy, we could have a simple write loop + # for this case because all weights are 1.0 but for now this is ok + # Parent Bones arent used all that much anyway. + vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.vertices))] + else: + # This bone is not a parent of this mesh object, no weights + vgroup_data = [] + + else: + # Normal weight painted mesh + if my_bone.blenName in weights[0]: + # Before we used normalized wright list + #vgroup_data = me.getVertsFromGroup(bone.name, 1) + group_index = weights[0].index(my_bone.blenName) + vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]] + else: + vgroup_data = [] + + file.write('\n\t\tIndexes: ') + + i = -1 + for vg in vgroup_data: + if i == -1: + file.write('%i' % vg[0]) + i = 0 + else: + if i == 23: + file.write('\n\t\t') + i = 0 + file.write(',%i' % vg[0]) + i += 1 + + file.write('\n\t\tWeights: ') + i = -1 + for vg in vgroup_data: + if i == -1: + file.write('%.8f' % vg[1]) + i = 0 + else: + if i == 38: + file.write('\n\t\t') + i = 0 + file.write(',%.8f' % vg[1]) + i += 1 + + if my_mesh.fbxParent: + # TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible! + m = (my_mesh.matrixWorld.inverted() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90 + else: + # Yes! this is it... - but dosnt work when the mesh is a. + m = (my_mesh.matrixWorld.inverted() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90 + + #m = mtx4_z90 * my_bone.restMatrix + matstr = mat4x4str(m) + matstr_i = mat4x4str(m.inverted()) + + 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}') + + def write_mesh(my_mesh): + + me = my_mesh.blenData + + # if there are non NULL materials on this mesh + do_materials = bool(my_mesh.blenMaterials) + do_textures = bool(my_mesh.blenTextures) + 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 + + # convert into lists once. + me_vertices = me.vertices[:] + me_edges = me.edges[:] + me_faces = me.faces[:] + + poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3] + pose_items.append((my_mesh.fbxName, poseMatrix)) + + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 1') + 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 + + for v in me_vertices: + if i == -1: + file.write('%.6f,%.6f,%.6f' % v.co[:]) + i = 0 + else: + if i == 7: + file.write('\n\t\t') + i = 0 + file.write(',%.6f,%.6f,%.6f' % v.co[:]) + i += 1 + + file.write('\n\t\tPolygonVertexIndex: ') + i = -1 + for f in me_faces: + fi = f.vertices[:] + + # last index XORd w. -1 indicates end of face + if i == -1: + if len(fi) == 3: + file.write('%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1)) + else: + file.write('%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1)) + i = 0 + else: + if i == 13: + file.write('\n\t\t') + i = 0 + if len(fi) == 3: + file.write(',%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1)) + else: + file.write(',%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1)) + i += 1 + + # write loose edges as faces. + for ed in me_edges: + if ed.is_loose: + ed_val = ed.vertices[:] + ed_val = ed_val[0], ed_val[-1] ^ -1 + + if i == -1: + file.write('%i,%i' % ed_val) + i = 0 + else: + if i == 13: + file.write('\n\t\t') + i = 0 + file.write(',%i,%i' % ed_val) + i += 1 + + file.write('\n\t\tEdges: ') + i = -1 + for ed in me_edges: + if i == -1: + file.write('%i,%i' % (ed.vertices[0], ed.vertices[1])) + i = 0 + else: + if i == 13: + file.write('\n\t\t') + i = 0 + file.write(',%i,%i' % (ed.vertices[0], ed.vertices[1])) + i += 1 + + file.write('\n\t\tGeometryVersion: 124') + + file.write(''' + LayerElementNormal: 0 { + Version: 101 + Name: "" + MappingInformationType: "ByVertice" + ReferenceInformationType: "Direct" + Normals: ''') + + i = -1 + for v in me_vertices: + if i == -1: + file.write('%.15f,%.15f,%.15f' % v.normal[:]) + i = 0 + else: + if i == 2: + file.write('\n\t\t\t ') + i = 0 + file.write(',%.15f,%.15f,%.15f' % v.normal[:]) + i += 1 + file.write('\n\t\t}') + + # Write Face Smoothing + if mesh_smooth_type == 'FACE': + file.write(''' + LayerElementSmoothing: 0 { + Version: 102 + Name: "" + MappingInformationType: "ByPolygon" + ReferenceInformationType: "Direct" + Smoothing: ''') + + i = -1 + for f in me_faces: + if i == -1: + file.write('%i' % f.use_smooth) + i = 0 + else: + if i == 54: + file.write('\n\t\t\t ') + i = 0 + file.write(',%i' % f.use_smooth) + i += 1 + + file.write('\n\t\t}') + + elif mesh_smooth_type == 'EDGE': + # Write Edge Smoothing + file.write(''' + LayerElementSmoothing: 0 { + Version: 101 + Name: "" + MappingInformationType: "ByEdge" + ReferenceInformationType: "Direct" + Smoothing: ''') + + i = -1 + for ed in me_edges: + if i == -1: + file.write('%i' % (ed.use_edge_sharp)) + i = 0 + else: + if i == 54: + file.write('\n\t\t\t ') + i = 0 + file.write(',%i' % (ed.use_edge_sharp)) + i += 1 + + file.write('\n\t\t}') + elif mesh_smooth_type == 'OFF': + pass + else: + raise Exception("invalid mesh_smooth_type: %r" % mesh_smooth_type) + + # Write VertexColor Layers + # note, no programs seem to use this info :/ + collayers = [] + if len(me.vertex_colors): + collayers = me.vertex_colors + for colindex, collayer in enumerate(collayers): + file.write('\n\t\tLayerElementColor: %i {' % colindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % collayer.name) + + file.write(''' + MappingInformationType: "ByPolygonVertex" + ReferenceInformationType: "IndexToDirect" + Colors: ''') + + i = -1 + ii = 0 # Count how many Colors we write + + for fi, cf in enumerate(collayer.data): + if len(me_faces[fi].vertices) == 4: + colors = cf.color1[:], cf.color2[:], cf.color3[:], cf.color4[:] + else: + colors = cf.color1[:], cf.color2[:], cf.color3[:] + + for col in colors: + if i == -1: + file.write('%.4f,%.4f,%.4f,1' % col) + i = 0 + else: + if i == 7: + file.write('\n\t\t\t\t') + i = 0 + file.write(',%.4f,%.4f,%.4f,1' % col) + 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 + else: + if i == 55: + file.write('\n\t\t\t\t') + i = 0 + file.write(',%i' % j) + i += 1 + + file.write('\n\t\t}') + + # Write UV and texture layers. + uvlayers = [] + if do_uvs: + uvlayers = me.uv_textures + uvlayer_orig = me.uv_textures.active + for uvindex, uvlayer in enumerate(me.uv_textures): + file.write('\n\t\tLayerElementUV: %i {' % uvindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % uvlayer.name) + + file.write(''' + MappingInformationType: "ByPolygonVertex" + ReferenceInformationType: "IndexToDirect" + UV: ''') + + i = -1 + 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: + file.write('%.6f,%.6f' % uv[:]) + i = 0 + else: + if i == 7: + file.write('\n\t\t\t ') + i = 0 + file.write(',%.6f,%.6f' % 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 + else: + if i == 55: + file.write('\n\t\t\t\t') + i = 0 + file.write(',%i' % j) + i += 1 + + file.write('\n\t\t}') + + if do_textures: + file.write('\n\t\tLayerElementTexture: %i {' % uvindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % uvlayer.name) + + if len(my_mesh.blenTextures) == 1: + file.write('\n\t\t\tMappingInformationType: "AllSame"') + else: + file.write('\n\t\t\tMappingInformationType: "ByPolygon"') + + file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"') + file.write('\n\t\t\tBlendMode: "Translucent"') + file.write('\n\t\t\tTextureAlpha: 1') + file.write('\n\t\t\tTextureId: ') + + if len(my_mesh.blenTextures) == 1: + file.write('0') + else: + texture_mapping_local = {None: -1} + + i = 0 # 1 for dummy + for tex in my_mesh.blenTextures: + if tex: # None is set above + texture_mapping_local[tex] = i + 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]) + else: + if i == 55: + file.write('\n ') + i = 0 + + file.write(',%s' % texture_mapping_local[img_key]) + i += 1 + + else: + file.write(''' + LayerElementTexture: 0 { + Version: 101 + Name: "" + MappingInformationType: "NoMappingInformation" + ReferenceInformationType: "IndexToDirect" + BlendMode: "Translucent" + TextureAlpha: 1 + 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') + file.write('\n\t\t\tName: ""') + + if len(my_mesh.blenMaterials) == 1: + file.write('\n\t\t\tMappingInformationType: "AllSame"') + else: + file.write('\n\t\t\tMappingInformationType: "ByPolygon"') + + file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"') + file.write('\n\t\t\tMaterials: ') + + if len(my_mesh.blenMaterials) == 1: + file.write('0') + else: + # Build a material mapping for this + 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 + + len_material_mapping_local = len(material_mapping_local) + + mats = my_mesh.blenMaterialList + + if me.uv_textures.active: + uv_faces = me.uv_textures.active.data + else: + uv_faces = [None] * len(me_faces) + + 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 + + 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 + else: + if i == 55: + file.write('\n\t\t\t\t') + i = 0 + + file.write(',%s' % (material_mapping_local[mat, tex])) + i += 1 + + file.write('\n\t\t}') + + file.write(''' + Layer: 0 { + Version: 100 + LayerElement: { + Type: "LayerElementNormal" + TypedIndex: 0 + }''') + + if do_materials: + file.write(''' + LayerElement: { + Type: "LayerElementMaterial" + TypedIndex: 0 + }''') + + # Smoothing info + if mesh_smooth_type != 'OFF': + file.write(''' + LayerElement: { + Type: "LayerElementSmoothing" + TypedIndex: 0 + }''') + + # Always write this + if do_textures: + file.write(''' + LayerElement: { + Type: "LayerElementTexture" + TypedIndex: 0 + }''') + + if me.vertex_colors: + file.write(''' + LayerElement: { + Type: "LayerElementColor" + TypedIndex: 0 + }''') + + if do_uvs: # same as me.faceUV + file.write(''' + LayerElement: { + Type: "LayerElementUV" + TypedIndex: 0 + }''') + + file.write('\n\t\t}') + + if len(uvlayers) > 1: + for i in range(1, len(uvlayers)): + + file.write('\n\t\tLayer: %i {' % i) + file.write('\n\t\t\tVersion: 100') + + file.write(''' + LayerElement: { + Type: "LayerElementUV"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + + if do_textures: + + file.write(''' + LayerElement: { + Type: "LayerElementTexture"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + + file.write('\n\t\t}') + + if len(collayers) > 1: + # Take into account any UV layers + layer_offset = 0 + if uvlayers: + layer_offset = len(uvlayers) - 1 + + for i in range(layer_offset, len(collayers) + layer_offset): + file.write('\n\t\tLayer: %i {' % i) + file.write('\n\t\t\tVersion: 100') + + file.write(''' + LayerElement: { + Type: "LayerElementColor"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + file.write('\n\t\t}') + file.write('\n\t}') + + def write_group(name): + file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name) + + file.write(''' + Properties60: { + Property: "MultiLayer", "bool", "",0 + Property: "Pickable", "bool", "",1 + Property: "Transformable", "bool", "",1 + Property: "Show", "bool", "",1 + } + MultiLayer: 0 + }''') + + # add meshes here to clear because they are not used anywhere. + meshes_to_clear = [] + + ob_meshes = [] + ob_lights = [] + ob_cameras = [] + # in fbx we export bones as children of the mesh + # armatures not a part of a mesh, will be added to ob_arms + ob_bones = [] + ob_arms = [] + ob_null = [] # emptys + + # List of types that have blender objects (not bones) + ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null] + + groups = [] # blender groups, only add ones that have objects in the selections + materials = {} # (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 + +## XXX + + if 'ARMATURE' in object_types: + # This is needed so applying modifiers dosnt apply the armature deformation, its also needed + # ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes. + # set every armature to its rest, backup the original values so we done mess up the scene + ob_arms_orig_rest = [arm.pose_position for arm in bpy.data.armatures] + + for arm in bpy.data.armatures: + arm.pose_position = 'REST' + + if ob_arms_orig_rest: + for ob_base in bpy.data.objects: + if ob_base.type == 'ARMATURE': + ob_base.update_tag() + + # This causes the makeDisplayList command to effect the mesh + scene.frame_set(scene.frame_current) + + for ob_base in context_objects: + + # ignore dupli children + if ob_base.parent and ob_base.parent.dupli_type in {'VERTS', 'FACES'}: + continue + + obs = [(ob_base, ob_base.matrix_world.copy())] + if ob_base.dupli_type != 'NONE': + ob_base.dupli_list_create(scene) + obs = [(dob.object, dob.matrix.copy()) for dob in ob_base.dupli_list] + + for ob, mtx in obs: +# for ob, mtx in BPyObject.getDerivedObjects(ob_base): + tmp_ob_type = ob.type + if tmp_ob_type == 'CAMERA': + if 'CAMERA' in object_types: + ob_cameras.append(my_object_generic(ob, mtx)) + elif tmp_ob_type == 'LAMP': + if 'LAMP' in object_types: + ob_lights.append(my_object_generic(ob, mtx)) + elif tmp_ob_type == 'ARMATURE': + if 'ARMATURE' in object_types: + # TODO - armatures dont work in dupligroups! + if ob not in ob_arms: + ob_arms.append(ob) + # ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)" + elif tmp_ob_type == 'EMPTY': + if 'EMPTY' in object_types: + ob_null.append(my_object_generic(ob, mtx)) + elif 'MESH' in object_types: + origData = True + if tmp_ob_type != 'MESH': + try: + me = ob.to_mesh(scene, True, 'PREVIEW') + except: + me = None + + if me: + meshes_to_clear.append(me) + mats = me.materials + origData = False + else: + # Mesh Type! + if mesh_apply_modifiers: + me = ob.to_mesh(scene, True, 'PREVIEW') + + # print ob, me, me.getVertGroupNames() + meshes_to_clear.append(me) + origData = False + mats = me.materials + else: + me = ob.data + mats = me.materials + +# # Support object colors +# tmp_colbits = ob.colbits +# if tmp_colbits: +# tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too. +# for i in xrange(16): +# if tmp_colbits & (1<<i): +# mats[i] = tmp_ob_mats[i] +# del tmp_ob_mats +# del tmp_colbits + + if me: +# # This WILL modify meshes in blender if mesh_apply_modifiers is disabled. +# # so strictly this is bad. but only in rare cases would it have negative results +# # say with dupliverts the objects would rotate a bit differently +# if EXP_MESH_HQ_NORMALS: +# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines. + + texture_mapping_local = {} + material_mapping_local = {} + if me.uv_textures: + for uvlayer in me.uv_textures: + for f, uf in zip(me.faces, uvlayer.data): + tex = uf.image + textures[tex] = texture_mapping_local[tex] = 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 + + else: + for mat in mats: + # 2.44 use mat.lib too for uniqueness + materials[mat, None] = material_mapping_local[mat, None] = None + else: + materials[None, None] = None + + if 'ARMATURE' in object_types: + armob = ob.find_armature() + blenParentBoneName = None + + # parent bone - special case + if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \ + ob.parent_type == 'BONE': + armob = ob.parent + blenParentBoneName = ob.parent_bone + + if armob and armob not in ob_arms: + ob_arms.append(armob) + + # Warning for scaled, mesh objects with armatures + if abs(ob.scale[0] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05: + operator.report('WARNING', "Object '%s' has a scale of (%.3f, %.3f, %.3f), Armature deformation will not work as expected!, Apply Scale to fix." % ((ob.name,) + tuple(ob.scale))) + + else: + blenParentBoneName = armob = None + + my_mesh = my_object_generic(ob, mtx) + my_mesh.blenData = me + my_mesh.origData = origData + my_mesh.blenMaterials = list(material_mapping_local.keys()) + my_mesh.blenMaterialList = mats + my_mesh.blenTextures = list(texture_mapping_local.keys()) + + # sort the name so we get predictable output, some items may be NULL + my_mesh.blenMaterials.sort(key=lambda m: (getattr(m[0], "name", ""), getattr(m[1], "name", ""))) + my_mesh.blenTextures.sort(key=lambda m: getattr(m, "name", "")) + + # if only 1 null texture then empty the list + if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] is None: + my_mesh.blenTextures = [] + + my_mesh.fbxArm = armob # replace with my_object_generic armature instance later + my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later + + ob_meshes.append(my_mesh) + + # not forgetting to free dupli_list + if ob_base.dupli_list: + ob_base.dupli_list_clear() + + if 'ARMATURE' in object_types: + # now we have the meshes, restore the rest arm position + for i, arm in enumerate(bpy.data.armatures): + arm.pose_position = ob_arms_orig_rest[i] + + if ob_arms_orig_rest: + for ob_base in bpy.data.objects: + if ob_base.type == 'ARMATURE': + ob_base.update_tag() + # This causes the makeDisplayList command to effect the mesh + scene.frame_set(scene.frame_current) + + del tmp_ob_type, context_objects + + # now we have collected all armatures, add bones + for i, ob in enumerate(ob_arms): + + ob_arms[i] = my_arm = my_object_generic(ob) + + my_arm.fbxBones = [] + my_arm.blenData = ob.data + if ob.animation_data: + my_arm.blenAction = ob.animation_data.action + else: + my_arm.blenAction = None +# my_arm.blenAction = ob.action + 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) + + # add the meshes to the bones and replace the meshes armature with own armature class + #for obname, ob, mtx, me, mats, arm, armname in ob_meshes: + for my_mesh in ob_meshes: + # Replace + # ...this could be sped up with dictionary mapping but its unlikely for + # it ever to be a bottleneck - (would need 100+ meshes using armatures) + if my_mesh.fbxArm: + for my_arm in ob_arms: + if my_arm.blenObject == my_mesh.fbxArm: + my_mesh.fbxArm = my_arm + break + + for my_bone in ob_bones: + + # The mesh uses this bones armature! + if my_bone.fbxArm == my_mesh.fbxArm: + if my_bone.blenBone.use_deform: + my_bone.blenMeshes[my_mesh.fbxName] = me + + # parent bone: replace bone names with our class instances + # my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match. + if my_mesh.fbxBoneParent == my_bone.blenName: + my_mesh.fbxBoneParent = my_bone + + bone_deformer_count = 0 # count how many bones deform a mesh + my_bone_blenParent = None + for my_bone in ob_bones: + my_bone_blenParent = my_bone.blenBone.parent + if my_bone_blenParent: + for my_bone_parent in ob_bones: + # Note 2.45rc2 you can compare bones normally + if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm: + my_bone.parent = my_bone_parent + break + + # Not used at the moment + # my_bone.calcRestMatrixLocal() + bone_deformer_count += len(my_bone.blenMeshes) + + del my_bone_blenParent + + # Build blenObject -> fbxObject mapping + # this is needed for groups as well as fbxParenting + bpy.data.objects.tag(False) + + # using a list of object names for tagging (Arystan) + + tmp_obmapping = {} + for ob_generic in ob_all_typegroups: + for ob_base in ob_generic: + ob_base.blenObject.tag = True + tmp_obmapping[ob_base.blenObject] = ob_base + + # Build Groups from objects we export + for blenGroup in bpy.data.groups: + fbxGroupName = None + for ob in blenGroup.objects: + if ob.tag: + if fbxGroupName is None: + fbxGroupName = sane_groupname(blenGroup) + groups.append((fbxGroupName, blenGroup)) + + tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames + + groups.sort() # not really needed + + # Assign parents using this mapping + for ob_generic in ob_all_typegroups: + for my_ob in ob_generic: + parent = my_ob.blenObject.parent + if parent and parent.tag: # does it exist and is it in the mapping + my_ob.fbxParent = tmp_obmapping[parent] + + del tmp_obmapping + # Finished finding groups we use + + 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(key=lambda m: m[0]) # sort by name + textures.sort(key=lambda m: m[0]) + + camera_count = 8 + file.write(''' + +; Object definitions +;------------------------------------------------------------------ + +Definitions: { + Version: 100 + Count: %i''' % (\ + 1 + camera_count + \ + len(ob_meshes) + \ + len(ob_lights) + \ + len(ob_cameras) + \ + len(ob_arms) + \ + len(ob_null) + \ + len(ob_bones) + \ + bone_deformer_count + \ + len(materials) + \ + (len(textures) * 2))) # add 1 for global settings + + del bone_deformer_count + + file.write(''' + ObjectType: "Model" { + Count: %i + }''' % (\ + camera_count + \ + len(ob_meshes) + \ + len(ob_lights) + \ + len(ob_cameras) + \ + len(ob_arms) + \ + len(ob_null) + \ + len(ob_bones))) + + file.write(''' + ObjectType: "Geometry" { + Count: %i + }''' % len(ob_meshes)) + + if materials: + file.write(''' + ObjectType: "Material" { + Count: %i + }''' % len(materials)) + + if textures: + file.write(''' + ObjectType: "Texture" { + Count: %i + }''' % len(textures)) # add 1 for an empty tex + file.write(''' + ObjectType: "Video" { + Count: %i + }''' % len(textures)) # add 1 for an empty tex + + tmp = 0 + # Add deformer nodes + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + tmp += 1 + + # Add subdeformers + for my_bone in ob_bones: + tmp += len(my_bone.blenMeshes) + + if tmp: + file.write(''' + ObjectType: "Deformer" { + Count: %i + }''' % tmp) + del tmp + + # we could avoid writing this possibly but for now just write it + + file.write(''' + ObjectType: "Pose" { + Count: 1 + }''') + + if groups: + file.write(''' + ObjectType: "GroupSelection" { + Count: %i + }''' % len(groups)) + + file.write(''' + ObjectType: "GlobalSettings" { + Count: 1 + } +}''') + + file.write(''' + +; Object properties +;------------------------------------------------------------------ + +Objects: {''') + + # To comply with other FBX FILES + write_camera_switch() + + for my_null in ob_null: + write_null(my_null) + + for my_arm in ob_arms: + write_null(my_arm) + + for my_cam in ob_cameras: + write_camera(my_cam) + + for my_light in ob_lights: + write_light(my_light) + + for my_mesh in ob_meshes: + write_mesh(my_mesh) + + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + write_bone(my_bone) + + write_camera_default() + + for matname, (mat, tex) in materials: + write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard) + + # each texture uses a video, odd + for texname, tex in textures: + write_video(texname, tex) + i = 0 + for texname, tex in textures: + write_texture(texname, tex, i) + i += 1 + + for groupname, group in groups: + write_group(groupname) + + # NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do. + + # Write armature modifiers + # TODO - add another MODEL? - because of this skin definition. + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + write_deformer_skin(my_mesh.fbxName) + + # Get normalized weights for temorary use + if my_mesh.fbxBoneParent: + weights = None + else: + weights = meshNormalizedWeights(my_mesh.blenObject, my_mesh.blenData) + + #for bonename, bone, obname, bone_mesh, armob in ob_bones: + for my_bone in ob_bones: + if me in iter(my_bone.blenMeshes.values()): + write_sub_deformer_skin(my_mesh, my_bone, weights) + + # Write pose's really weird, only needed when an armature and mesh are used together + # each by themselves dont need pose data. for now only pose meshes and bones + + file.write(''' + Pose: "Pose::BIND_POSES", "BindPose" { + Type: "BindPose" + Version: 100 + Properties60: { + } + 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\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(''' + GlobalSettings: { + Version: 1000 + Properties60: { + Property: "UpAxis", "int", "",1 + Property: "UpAxisSign", "int", "",1 + Property: "FrontAxis", "int", "",2 + Property: "FrontAxisSign", "int", "",1 + Property: "CoordAxis", "int", "",0 + Property: "CoordAxisSign", "int", "",1 + Property: "UnitScaleFactor", "double", "",1 + } + } +''') + file.write('}') + + file.write(''' + +; Object relations +;------------------------------------------------------------------ + +Relations: {''') + + for my_null in ob_null: + file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName) + + for my_arm in ob_arms: + file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName) + + for my_mesh in ob_meshes: + file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName) + + # TODO - limbs can have the same name for multiple armatures, should prefix. + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName) + + for my_cam in ob_cameras: + file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName) + + for my_light in ob_lights: + file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName) + + file.write(''' + Model: "Model::Producer Perspective", "Camera" { + } + Model: "Model::Producer Top", "Camera" { + } + Model: "Model::Producer Bottom", "Camera" { + } + Model: "Model::Producer Front", "Camera" { + } + Model: "Model::Producer Back", "Camera" { + } + Model: "Model::Producer Right", "Camera" { + } + Model: "Model::Producer Left", "Camera" { + } + Model: "Model::Camera Switcher", "CameraSwitcher" { + }''') + + for matname, (mat, tex) in materials: + file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname) + + if textures: + for texname, tex in textures: + file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname) + for texname, tex in textures: + file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname) + + # deformers - modifiers + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName) + + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName + # is this bone effecting a mesh? + file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName)) + + # This should be at the end + # file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}') + + for groupname, group in groups: + file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname) + + file.write('\n}') + file.write(''' + +; Object connections +;------------------------------------------------------------------ + +Connections: {''') + + # NOTE - The FBX SDK dosnt care about the order but some importers DO! + # for instance, defining the material->mesh connection + # before the mesh->parent crashes cinema4d + + for ob_generic in ob_all_typegroups: # all blender 'Object's we support + for my_ob in ob_generic: + # for deformed meshes, don't have any parents or they can get twice transformed. + if my_ob.fbxParent and (not my_ob.fbxArm): + file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName)) + else: + file.write('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_ob.fbxName) + + if materials: + for my_mesh in ob_meshes: + # Connect all materials to all objects, not good form but ok for now. + for mat, tex in my_mesh.blenMaterials: + mat_name = mat.name if mat else None + tex_name = tex.name if tex else None + + file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName)) + + if textures: + for my_mesh in ob_meshes: + if my_mesh.blenTextures: + # file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName) + for tex in my_mesh.blenTextures: + if tex: + file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName)) + + for texname, tex in textures: + file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname)) + + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName)) + + #for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + for fbxMeshObName in my_bone.blenMeshes: # .keys() + 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() + 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)) + 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)) + + # groups + if groups: + for ob_generic in ob_all_typegroups: + for ob_base in ob_generic: + for fbxGroupName in ob_base.fbxGroupNames: + file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName)) + + for my_arm in ob_arms: + file.write('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_arm.fbxName) + + file.write('\n}') + + # Needed for scene footer as well as animation + render = scene.render + + # from the FBX sdk + #define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000)) + def fbx_time(t): + # 0.5 + val is the same as rounding. + return int(0.5 + ((t / fps) * 46186158000)) + + fps = float(render.fps) + start = scene.frame_start + end = scene.frame_end + if end < start: + start, end = end, st + + # comment the following line, otherwise we dont get the pose + # if start==end: ANIM_ENABLE = False + + # animations for these object types + ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms + + if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]: + + frame_orig = scene.frame_current + + if ANIM_OPTIMIZE: + ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION + + # default action, when no actions are avaioable + tmp_actions = [] + blenActionDefault = None + action_lastcompat = None + + # instead of tagging + tagged_actions = [] + + if ANIM_ACTION_ALL: +# 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 + for my_arm in ob_arms: + + # get the default name + if not blenActionDefault: + blenActionDefault = my_arm.blenAction + + arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones]) + + 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(action.getChannelNames()) ) + + if action_chan_names: # at least one channel matches. + my_arm.blenActionList.append(action) + tagged_actions.append(action.name) +# action.tag = True + tmp_act_count += 1 + + # incase there is no actions applied to armatures + action_lastcompat = action + + if tmp_act_count: + # unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature. + if not blenActionDefault: + blenActionDefault = action_lastcompat + + del action_lastcompat + + tmp_actions.insert(0, None) # None is the default action + + file.write(''' +;Takes and animation section +;---------------------------------------------------- + +Takes: {''') + + if blenActionDefault: + file.write('\n\tCurrent: "%s"' % sane_takename(blenActionDefault)) + else: + file.write('\n\tCurrent: "Default Take"') + + for blenAction in tmp_actions: + # we have tagged all actious that are used be selected armatures + if blenAction: + if blenAction.name in tagged_actions: +# if blenAction.tag: + print('\taction: "%s" exporting...' % blenAction.name) + else: + print('\taction: "%s" has no armature using it, skipping' % blenAction.name) + continue + + if blenAction is None: + # Warning, this only accounts for tmp_actions being [None] + file.write('\n\tTake: "Default Take" {') + act_start = start + act_end = end + else: + # use existing 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)) + + act_start, act_end = blenAction.frame_range + act_start = int(act_start) + act_end = int(act_end) + + # Set the action active + for my_arm in ob_arms: + if my_arm.blenObject.animation_data and blenAction in my_arm.blenActionList: + my_arm.blenObject.animation_data.action = blenAction + # 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(''' + + ;Models animation + ;----------------------------------------------------''') + + # set pose data for all bones + # do this here incase the action changes + ''' + for my_bone in ob_bones: + my_bone.flushAnimData() + ''' + i = act_start + while i <= act_end: + scene.frame_set(i) + for ob_generic in ob_anim_lists: + for my_ob in ob_generic: + #Blender.Window.RedrawAll() + if ob_generic == ob_meshes and my_ob.fbxArm: + # We cant animate armature meshes! + my_ob.setPoseFrame(i, fake=True) + else: + my_ob.setPoseFrame(i) + + i += 1 + + #for bonename, bone, obname, me, armob in ob_bones: + for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms): + + for my_ob in ob_generic: + + if ob_generic == ob_meshes and my_ob.fbxArm: + # do nothing, + pass + else: + + 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)] + + # ---------------- + # ---------------- + for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale + + if TX_CHAN == 'T': + context_bone_anim_vecs = [mtx[0].to_translation() for mtx in context_bone_anim_mats] + elif TX_CHAN == 'S': + context_bone_anim_vecs = [mtx[0].to_scale() for mtx in context_bone_anim_mats] + elif TX_CHAN == 'R': + # Was.... + # elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() for mtx in context_bone_anim_mats] + # + # ...but we need to use the previous euler for compatible conversion. + context_bone_anim_vecs = [] + prev_eul = None + for mtx in context_bone_anim_mats: + if prev_eul: + prev_eul = mtx[1].to_euler('XYZ', prev_eul) + else: + prev_eul = mtx[1].to_euler() + context_bone_anim_vecs.append(tuple_rad_to_deg(prev_eul)) + + 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\t\tKeyVer: 4005') + + if not ANIM_OPTIMIZE: + # Just write all frames, simple but in-eficient + file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start)) + file.write('\n\t\t\t\t\t\tKey: ') + frame = act_start + while frame <= act_end: + 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 + else: + # remove unneeded keys, j is the frame, needed when some frames are removed. + context_bone_anim_keys = [(vec[i], j) for j, vec in enumerate(context_bone_anim_vecs)] + + # last frame to fisrt frame, missing 1 frame on either side. + # removeing in a backwards loop is faster + #for j in xrange( (act_end-act_start)-1, 0, -1 ): + # j = (act_end-act_start)-1 + j = len(context_bone_anim_keys) - 2 + while j > 0 and len(context_bone_anim_keys) > 2: + # print j, len(context_bone_anim_keys) + # Is this key the same as the ones next to it? + + # co-linear horizontal... + if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j - 1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and \ + abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j + 1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT: + + del context_bone_anim_keys[j] + + else: + frame_range = float(context_bone_anim_keys[j + 1][1] - context_bone_anim_keys[j - 1][1]) + frame_range_fac1 = (context_bone_anim_keys[j + 1][1] - context_bone_anim_keys[j][1]) / frame_range + frame_range_fac2 = 1.0 - frame_range_fac1 + + if abs(((context_bone_anim_keys[j - 1][0] * frame_range_fac1 + context_bone_anim_keys[j + 1][0] * frame_range_fac2)) - context_bone_anim_keys[j][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT: + del context_bone_anim_keys[j] + else: + j -= 1 + + # keep the index below the list length + if j > len(context_bone_anim_keys) - 2: + j = len(context_bone_anim_keys) - 2 + + if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]: + + # This axis has no moton, its okay to skip KeyCount and Keys in this case + # pass + + # better write one, otherwise we loose poses with no animation + 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])) + 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 + 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)) + + 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}') + + # --------------- + + file.write('\n\t\t\t}') + file.write('\n\t\t}') + + # end the take + file.write('\n\t}') + + # end action loop. set original actions + # do this after every loop incase actions effect eachother. + for my_arm in ob_arms: + if my_arm.blenObject.animation_data: + my_arm.blenObject.animation_data.action = my_arm.blenAction + + file.write('\n}') + + scene.frame_set(frame_orig) + + else: + # no animation + file.write('\n;Takes and animation section') + file.write('\n;----------------------------------------------------') + file.write('\n') + file.write('\nTakes: {') + 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) + + # --------------------------- Footer + if world: + m = world.mist_settings + has_mist = m.use_mist + mist_intense = m.intensity + mist_start = m.start + mist_end = m.depth + mist_height = m.height + world_hor = world.horizon_color + else: + has_mist = mist_intense = mist_start = mist_end = mist_height = 0 + world_hor = 0, 0, 0 + + file.write('\n;Version 5 settings') + file.write('\n;------------------------------------------------------------------') + file.write('\n') + file.write('\nVersion5: {') + file.write('\n\tAmbientRenderSettings: {') + file.write('\n\t\tVersion: 101') + file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb)) + file.write('\n\t}') + file.write('\n\tFogOptions: {') + file.write('\n\t\tFlogEnable: %i' % has_mist) + file.write('\n\t\tFogMode: 0') + file.write('\n\t\tFogDensity: %.3f' % mist_intense) + file.write('\n\t\tFogStart: %.3f' % mist_start) + file.write('\n\t\tFogEnd: %.3f' % mist_end) + file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor)) + file.write('\n\t}') + file.write('\n\tSettings: {') + file.write('\n\t\tFrameRate: "%i"' % int(fps)) + 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}') + file.write('\n\tRendererSetting: {') + file.write('\n\t\tDefaultCamera: "Producer Perspective"') + file.write('\n\t\tDefaultViewingMode: 0') + file.write('\n\t}') + file.write('\n}') + file.write('\n') + + # XXX, shouldnt be global! + sane_name_mapping_ob.clear() + sane_name_mapping_mat.clear() + sane_name_mapping_tex.clear() + sane_name_mapping_take.clear() + sane_name_mapping_group.clear() + + ob_arms[:] = [] + ob_bones[:] = [] + ob_cameras[:] = [] + ob_lights[:] = [] + ob_meshes[:] = [] + ob_null[:] = [] + + file.close() + + # copy all collected files. + bpy_extras.io_utils.path_reference_copy(copy_set) + + print('export finished in %.4f sec.' % (time.clock() - start_time)) + return {'FINISHED'} + + +def save(operator, context, + filepath="", + use_selection=True, + batch_mode='OFF', + BATCH_OWN_DIR=False, + **kwargs + ): + + if bpy.ops.object.mode_set.poll(): + bpy.ops.object.mode_set(mode='OBJECT') + + if batch_mode == 'OFF': + kwargs_mod = kwargs.copy() + if use_selection: + kwargs_mod["context_objects"] = context.selected_objects + else: + kwargs_mod["context_objects"] = context.scene.objects + + return save_single(operator, context.scene, filepath, **kwargs_mod) + else: + fbxpath = filepath + + prefix = os.path.basename(fbxpath) + if prefix: + fbxpath = os.path.dirname(fbxpath) + + if not fbxpath.endswith(os.sep): + fbxpath += os.sep + + if batch_mode == 'GROUP': + data_seq = bpy.data.groups + else: + data_seq = bpy.data.scenes + + # call this function within a loop with BATCH_ENABLE == False + # no scene switching done at the moment. + # orig_sce = context.scene + + new_fbxpath = fbxpath # own dir option modifies, we need to keep an original + for data in data_seq: # scene or group + newname = prefix + bpy.path.clean_name(data.name) + + if BATCH_OWN_DIR: + new_fbxpath = fbxpath + newname + os.sep + # path may already exist + # TODO - might exist but be a file. unlikely but should probably account for it. + + if not os.path.exists(new_fbxpath): + os.makedirs(new_fbxpath) + + filepath = new_fbxpath + newname + '.fbx' + + print('\nBatch exporting %s as...\n\t%r' % (data, filepath)) + + # XXX don't know what to do with this, probably do the same? (Arystan) + if batch_mode == 'GROUP': # group + # group, so objects update properly, add a dummy scene. + scene = bpy.data.scenes.new(name="FBX_Temp") + scene.layers = [True] * 20 + # bpy.data.scenes.active = scene # XXX, cant switch + for ob_base in data.objects: + scene.objects.link(ob_base) + + scene.update() + else: + scene = data + + # TODO - BUMMER! Armatures not in the group wont animate the mesh + + # else: # scene + # data_seq.active = data + + # Call self with modified args + # Dont pass batch options since we already usedt them + kwargs_batch = kwargs.copy() + + kwargs_batch["context_objects"] = data.objects + + save_single(operator, scene, filepath, **kwargs_batch) + + if batch_mode == 'GROUP': + # remove temp group scene + bpy.data.scenes.remove(scene) + + # no active scene changing! + # bpy.data.scenes.active = orig_sce + + return {'FINISHED'} # so the script wont run after we have batch exported. + + + + +# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts) +# - Draw.PupMenu alternative in 2.5?, temporarily replaced PupMenu with print +# - get rid of bpy.path.clean_name somehow +# + fixed: isinstance(inst, bpy.types.*) doesn't work on RNA objects: line 565 +# + get rid of BPyObject_getObjectArmature, move it in RNA? +# - BATCH_ENABLE and BATCH_GROUP options: line 327 +# - implement all BPyMesh_* used here with RNA +# - getDerivedObjects is not fully replicated with .dupli* funcs +# - talk to Campbell, this code won't work? lines 1867-1875 +# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893 +# - no hq normals: 1900-1901 + +# TODO + +# - bpy.data.remove_scene: line 366 +# - bpy.sys.time move to bpy.sys.util? +# - new scene creation, activation: lines 327-342, 368 +# - uses bpy.path.abspath, *.relpath - replace at least relpath |