diff options
Diffstat (limited to 'io_export_directx_x.py')
-rw-r--r-- | io_export_directx_x.py | 68 |
1 files changed, 32 insertions, 36 deletions
diff --git a/io_export_directx_x.py b/io_export_directx_x.py index 40c1c931..874e39b8 100644 --- a/io_export_directx_x.py +++ b/io_export_directx_x.py @@ -15,27 +15,13 @@ # All rights reserved. # ***** GPL LICENSE BLOCK ***** -""" - -Export: DirectX Model Format (.x) - -NOTE: ======================================================== -I've begun work on a Full Animation feature to more accurately export -FCurve data. It's going pretty well, but I'm having some trouble with -axis flipping. To "enable" the feature, uncomment line #988 -The problem is in the WriteFullAnimationSet function at line #948 - - Chris (2010-7-11) - -""" - bl_addon_info = { 'name': 'Export: DirectX Model Format (.x)', 'author': 'Chris Foster (Kira Vakaan)', - 'version': '1.1', + 'version': '1.2', 'blender': (2, 5, 3), 'location': 'File > Export', - 'description': 'Export to the DirectX Model Format (.x)', - 'warning': '', # used for warning icon and text in addons panel + 'description': 'Export to the DirectX Model Format', 'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \ 'Scripts/File_I-O/DirectX_Exporter', 'tracker_url': 'https://projects.blender.org/tracker/index.php?'\ @@ -253,14 +239,26 @@ def WriteObjects(Config, ObjectList): if Object.type == "MESH": if Config.Verbose: print(" Generating Mesh...", end=" ") - Mesh = Object.create_mesh(bpy.context.scene, (Config.ApplyModifiers | Config.ExportArmatures), "PREVIEW") + if Config.ApplyModifiers: + if Config.ExportArmatures: + #Create a copy of the object and remove all armature modifiers so an unshaped + #mesh can be created from it. + Object2 = Object.copy() + for Modifier in [Modifier for Modifier in Object2.modifiers if Modifier.type == "ARMATURE"]: + Object2.modifiers.remove(Modifier) + Mesh = Object2.create_mesh(bpy.context.scene, True, "PREVIEW") + else: + Mesh = Object.create_mesh(bpy.context.scene, True, "PREVIEW") + else: + Mesh = Object.create_mesh(bpy.context.scene, False, "PREVIEW") if Config.Verbose: print("Done") - if Config.Verbose: print(" Writing Mesh...") WriteMesh(Config, Object, Mesh) if Config.Verbose: print(" Done") + if Config.ApplyModifiers and Config.ExportArmatures: + bpy.data.objects.remove(Object2) bpy.data.meshes.remove(Mesh) Config.Whitespace -= 1 @@ -270,12 +268,7 @@ def WriteObjects(Config, ObjectList): def WriteLocalMatrix(Config, Object): - if Object.parent: - LocalMatrix = Object.parent.matrix_world.copy().invert() - else: - LocalMatrix = Matrix() - LocalMatrix *= Object.matrix_world - LocalMatrix = Config.SystemMatrix * LocalMatrix * Config.InverseSystemMatrix + LocalMatrix = Config.SystemMatrix * Object.matrix_local * Config.InverseSystemMatrix Config.File.write("{}FrameTransformMatrix {{\n".format(" " * Config.Whitespace)) Config.Whitespace += 1 @@ -528,7 +521,7 @@ def WriteMeshSkinWeights(Config, Object, Mesh): ArmatureList = [Modifier for Modifier in Object.modifiers if Modifier.type == "ARMATURE"] if ArmatureList: ArmatureObject = ArmatureList[0].object - Armature = ArmatureObject.data + ArmatureBones = ArmatureObject.data.bones PoseBones = ArmatureObject.pose.bones @@ -603,15 +596,18 @@ def WriteMeshSkinWeights(Config, Object, Mesh): Config.File.write(";\n") else: Config.File.write(",\n") - - PoseBone = PoseBones[Bone.name] - - BoneMatrix = (PoseBone.matrix * RotationMatrix(radians(-90), 4, "X")).invert() + + RestBone = ArmatureBones[Bone.name] + + #BoneMatrix transforms mesh vertices into the space of the bone. + #Here are the final transformations in order: + # - Object Space to World Space + # - World Space to Armature Space + # - Armature Space to Bone Space (The bone matrix needs to be rotated 90 degrees to align with Blender's world axes) + #This way, when BoneMatrix is transformed by the bone's Frame matrix, the vertices will be in their final world position. + + BoneMatrix = (RestBone.matrix_local * RotationMatrix(radians(-90), 4, "X")).invert() BoneMatrix *= ArmatureObject.matrix_world.copy().invert() - - if Object.parent and Object.parent != ArmatureObject: - BoneMatrix *= Object.parent.matrix_world.copy().invert() - BoneMatrix *= Object.matrix_world BoneMatrix = Config.SystemMatrix * BoneMatrix * Config.InverseSystemMatrix @@ -999,10 +995,10 @@ class DirectXExporter(bpy.types.Operator): #General Options RotateX = BoolProperty(name="Rotate X 90 Degrees", description="Rotate the entire scene 90 degrees around the X axis so Y is up", default=True) FlipNormals = BoolProperty(name="Flip Normals", description="", default=False) - ApplyModifiers = BoolProperty(name="Apply Modifiers", description="Apply all object modifiers before export.", default=False) + ApplyModifiers = BoolProperty(name="Apply Modifiers", description="Apply object modifiers before export.", default=False) IncludeFrameRate = BoolProperty(name="Include Frame Rate", description="Include the AnimTicksPerSecond template which is used by some engines to control animation speed.", default=False) ExportTextures = BoolProperty(name="Export Textures", description="Reference external image files to be used by the model", default=True) - ExportArmatures = BoolProperty(name="Export Armatures", description="Export the bones of any armatures to deform meshes. Warning: This option also applies all modifiers.", default=False) + ExportArmatures = BoolProperty(name="Export Armatures", description="Export the bones of any armatures to deform meshes.", default=False) ExportAnimation = EnumProperty(name="Animations", description="Select the type of animations to export. Only object and armature bone animations can be exported.", items=AnimationModes, default="0") #Export Mode @@ -1053,4 +1049,4 @@ def unregister(): if __name__ == "__main__": - register() + register()
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