diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-08-01 04:47:09 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2011-08-01 04:47:09 +0400 |
commit | 4281300d70f0e064af60d0ab3f3a24051ae7adc9 (patch) | |
tree | 93fde2bd977559afafa916ed317b64434554ae24 /io_scene_fbx | |
parent | 6a4dc849d2e681bb17d511f6e3e599260188fd08 (diff) |
patch [#28118] Add XNA requirements to the official FBX exporter
from John Brown (jcbdigger)
The patch has been modified, some of the changes I rather see applied as separate patches.
This commit adds/changes:
- Option to export XNA compatible armature rotations.
- Option not to export mesh edges.
- Always export armatures as 'Limb' type.
- dont write default cameras or camera switch when cameras are disabled.
- fix for (harmless) error where armature connections were written out twice.
Diffstat (limited to 'io_scene_fbx')
-rw-r--r-- | io_scene_fbx/__init__.py | 62 | ||||
-rw-r--r-- | io_scene_fbx/export_fbx.py | 146 |
2 files changed, 145 insertions, 63 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py index 856696c2..8e3c6a23 100644 --- a/io_scene_fbx/__init__.py +++ b/io_scene_fbx/__init__.py @@ -21,10 +21,10 @@ bl_info = { "name": "Autodesk FBX format", "author": "Campbell Barton", - "blender": (2, 5, 7), - "api": 35622, + "blender": (2, 5, 8), + "api": 38691, "location": "File > Import-Export", - "description": "Import-Export FBX meshes, UV's, vertex colors, materials, textures, cameras and lamps", + "description": "Export FBX meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ "Scripts/Import-Export/Autodesk_FBX", @@ -62,8 +62,8 @@ class ExportFBX(bpy.types.Operator, ExportHelper): # 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) + # XNA does not support scaled armatures (JCB) + global_scale = FloatProperty(name="Scale", description="Scale all data. Some importers do not 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", @@ -71,7 +71,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper): ('Y', "Y Forward", ""), ('Z', "Z Forward", ""), ('-X', "-X Forward", ""), - ('-Y', "-Y Forward", ""), + ('-Y', "-Y Forward (Blender)", ""), ('-Z', "-Z Forward", ""), ), default='-Z', @@ -81,7 +81,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper): name="Up", items=(('X', "X Up", ""), ('Y', "Y Up", ""), - ('Z', "Z Up", ""), + ('Z', "Z Up (Blender)", ""), ('-X', "-X Up", ""), ('-Y', "-Y Up", ""), ('-Z', "-Z Up", ""), @@ -112,13 +112,21 @@ class ExportFBX(bpy.types.Operator, ExportHelper): default='FACE', ) + # XNA does not use the edge information (JCB) + use_edges = BoolProperty(name="Include Edges", description="Edges may not be necessary and can cause errors with some importers!", default=False) # 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_ENABLE = BoolProperty(name="Include Animation", description="Export keyframe animation", default=True) + ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Export all actions for armatures or just the currently selected action", 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) + # XNA needs different names for each take having the first one always called Default_Take is unhelpful (JCB) + # XNA usually errors if the textures are not in the same folder as the FBX file (JCB) + # XNA - validation to avoid incompatible settings. I will understand if this is not kept in the generic version. (JCB) + # It would be nice to have this for XNA, UDK, Unity and Sunburn if others could provide the details. (JCB) + xna_validate = BoolProperty(name="XNA Strict Options", description="Make sure options are compatible with Microsoft XNA", default=False) + # The armature rotation does not work for XNA and setting the global matrix to identity is not sufficient on its own (JCB) + use_rotate_workaround = BoolProperty(name="XNA Rotate Fix", description="Disable global rotation, for XNA compatibility", default=False) batch_mode = EnumProperty( name="Batch Mode", @@ -133,23 +141,51 @@ class ExportFBX(bpy.types.Operator, ExportHelper): path_mode = path_reference_mode + # Validate that the options are compatible with XNA (JCB) + def _validate_xna_options(self): + if not self.xna_validate: + return False + changed = False + if not self.use_rotate_workaround: + changed = True + self.use_rotate_workaround = True + if self.global_scale != 1.0 or self.mesh_smooth_type != 'OFF': + changed = True + self.global_scale = 1.0 + self.mesh_smooth_type = 'OFF' + if self.ANIM_OPTIMIZE or self.use_edges: + changed = True + self.ANIM_OPTIMIZE = False + self.use_edges = False + if self.object_types & {'CAMERA', 'LAMP', 'EMPTY'}: + changed = True + self.object_types -= {'CAMERA', 'LAMP', 'EMPTY'} + return changed + @property def check_extension(self): return self.batch_mode == 'OFF' def check(self, context): - return axis_conversion_ensure(self, "axis_forward", "axis_up") + is_xna_change = self._validate_xna_options() + is_axis_change = axis_conversion_ensure(self, "axis_forward", "axis_up") + if is_xna_change or is_axis_change: + return True + else: + return False def execute(self, context): from mathutils import Matrix if not self.filepath: raise Exception("filepath not set") + # Armature rotation causes a mess in XNA there are also other changes in the main script to avoid rotation (JCB) 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() + if not self.use_rotate_workaround: + 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 = self.as_keywords(ignore=("axis_forward", "axis_up", "global_scale", "check_existing", "filter_glob", "xna_validate")) keywords["global_matrix"] = global_matrix from . import export_fbx diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py index 61c27059..ce64ebee 100644 --- a/io_scene_fbx/export_fbx.py +++ b/io_scene_fbx/export_fbx.py @@ -202,12 +202,20 @@ def save_single(operator, scene, filepath="", ANIM_ACTION_ALL=False, use_metadata=True, path_mode='AUTO', + use_edges=True, + use_rotate_workaround=False, ): import bpy_extras.io_utils + # Only used for camera and lamp rotations mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X') + # Used for mesh and armature rotations mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z') + # Rotation does not work for XNA animations. I do not know why but they end up a mess! (JCB) + if use_rotate_workaround: + # Set rotation to Matrix Identity for XNA (JCB) + mtx4_z90.identity() if global_matrix is None: global_matrix = Matrix() @@ -449,6 +457,11 @@ def save_single(operator, scene, filepath="", loc = tuple(loc) rot = tuple(rot.to_euler()) # quat -> euler scale = tuple(scale) + + # Essential for XNA to use the original matrix not rotated nor scaled (JCB) + if use_rotate_workaround: + matrix = ob.matrix_local + 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 @@ -1010,12 +1023,12 @@ def save_single(operator, scene, filepath="", ) # matrixOnly is not used at the moment - def write_null(my_null=None, fbxName=None): + def write_null(my_null=None, fbxName=None, fbxType="Null", fbxTypeFlags="Null"): # ob can be null if not fbxName: fbxName = my_null.fbxName - file.write('\n\tModel: "Model::%s", "Null" {' % fbxName) + file.write('\n\tModel: "Model::%s", "%s" {' % (fbxName, fbxType)) file.write('\n\t\tVersion: 232') if my_null: @@ -1024,15 +1037,16 @@ def save_single(operator, scene, filepath="", poseMatrix = write_object_props()[3] pose_items.append((fbxName, poseMatrix)) + + file.write('\n\t\t}' + '\n\t\tMultiLayer: 0' + '\n\t\tMultiTake: 1' + '\n\t\tShading: Y' + '\n\t\tCulling: "CullingOff"' + ) - file.write(''' - } - MultiLayer: 0 - MultiTake: 1 - Shading: Y - Culling: "CullingOff" - TypeFlags: "Null" - }''') + file.write('\n\t\tTypeFlags: "%s"' % fbxTypeFlags) + file.write('\n\t}') # Material Settings if world: @@ -1312,7 +1326,7 @@ def save_single(operator, scene, filepath="", # convert into lists once. me_vertices = me.vertices[:] - me_edges = me.edges[:] + me_edges = me.edges[:] if use_edges else () me_faces = me.faces[:] poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3] @@ -2059,13 +2073,31 @@ def save_single(operator, scene, filepath="", del tmp_obmapping # Finished finding groups we use + + # == WRITE OBJECTS TO THE FILE == + # == From now on we are building the FBX file from the information collected above (JCB) materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.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 + camera_count = 8 if 'CAMERA' in object_types else 0 + + # sanity checks + try: + assert(not (ob_meshes and ('MESH' not in object_types))) + assert(not (materials and ('MESH' not in object_types))) + assert(not (textures and ('MESH' not in object_types))) + assert(not (textures and ('MESH' not in object_types))) + + assert(not (ob_lights and ('LAMP' not in object_types))) + + assert(not (ob_cameras and ('CAMERA' not in object_types))) + except AssertionError: + import traceback + traceback.print_exc() + file.write(''' ; Object definitions @@ -2137,8 +2169,7 @@ Definitions: { }''' % tmp) del tmp - # we could avoid writing this possibly but for now just write it - + # Bind pose is essential for XNA if the 'MESH' is included (JCB) file.write(''' ObjectType: "Pose" { Count: 1 @@ -2163,14 +2194,17 @@ Definitions: { Objects: {''') - # To comply with other FBX FILES - write_camera_switch() + if 'CAMERA' in object_types: + # To comply with other FBX FILES + write_camera_switch() for my_null in ob_null: write_null(my_null) + # XNA requires the armature to be a Limb (JCB) + # Note, 2.58 and previous wrote these as normal empties and it worked mostly (except for XNA) for my_arm in ob_arms: - write_null(my_arm) + write_null(my_arm, fbxType="Limb", fbxTypeFlags="Skeleton") for my_cam in ob_cameras: write_camera(my_cam) @@ -2185,7 +2219,8 @@ Objects: {''') for my_bone in ob_bones: write_bone(my_bone) - write_camera_default() + if 'CAMERA' in object_types: + write_camera_default() for matname, (mat, tex) in materials: write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard) @@ -2220,9 +2255,10 @@ Objects: {''') 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 + # Write pose is really weird, only needed when an armature and mesh are used together + # each by themselves do not need pose data. For now only pose meshes and bones + # Bind pose is essential for XNA if the 'MESH' is included (JCB) file.write(''' Pose: "Pose::BIND_POSES", "BindPose" { Type: "BindPose" @@ -2265,11 +2301,15 @@ Objects: {''') Relations: {''') + # Nulls are likely to cause problems for XNA + for my_null in ob_null: file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName) + # Armature must be a Limb for XNA + # Note, 2.58 and previous wrote these as normal empties and it worked mostly (except for XNA) for my_arm in ob_arms: - file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName) + file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_arm.fbxName) for my_mesh in ob_meshes: file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName) @@ -2337,7 +2377,7 @@ Relations: {''') Connections: {''') - # NOTE - The FBX SDK dosnt care about the order but some importers DO! + # NOTE - The FBX SDK does not care about the order but some importers DO! # for instance, defining the material->mesh connection # before the mesh->parent crashes cinema4d @@ -2369,20 +2409,19 @@ Connections: {''') 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)) + if 'MESH' in object_types: + 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)) + 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)) + # limbs -> deformers + 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: @@ -2400,8 +2439,10 @@ Connections: {''') 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) + + # I think the following always duplicates the armature connection because it is also in ob_all_typegroups above! (JCB) + # for my_arm in ob_arms: + # file.write('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_arm.fbxName) file.write('\n}') @@ -2864,24 +2905,29 @@ def save(operator, context, return {'FINISHED'} # so the script wont run after we have batch exported. - - - +# APPLICATION REQUIREMENTS +# Please update the lists for UDK, Unity, XNA etc. on the following web page: +# http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Import-Export/UnifiedFBX + +# XNA FBX Requirements (JCB 29 July 2011) +# - Armature must be parented to the scene +# - Armature must be a 'Limb' never a 'null'. This is in several places. +# - First bone must be parented to the armature. +# - Rotation must be completely disabled including +# always returning the original matrix in In object_tx(). +# It is the animation that gets distorted during rotation! +# - Lone edges cause intermittent errors in the XNA content pipeline! +# I have added a warning message and excluded them. +# - Bind pose must be included with the 'MESH' +# Typical settings for XNA export +# No Cameras, No Lamps, No Edges, No face smoothing, No Default_Take, Armature as bone, Disable rotation + +# NOTE TO Campbell - +# Can any or all of the following notes be removed because some have been here for a long time? (JCB 27 July 2011) # NOTES (all line numbers correspond to original export_fbx.py (under release/scripts) -# - 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 |