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Diffstat (limited to 'io_scene_fbx/__init__.py')
-rw-r--r--io_scene_fbx/__init__.py147
1 files changed, 79 insertions, 68 deletions
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index fddeda6c..d415305d 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,8 +21,8 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
- "version": (3, 10, 0),
- "blender": (2, 79, 1),
+ "version": (4, 13, 1),
+ "blender": (2, 80, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
"warning": "",
@@ -52,27 +52,25 @@ from bpy.props import (
from bpy_extras.io_utils import (
ImportHelper,
ExportHelper,
- orientation_helper_factory,
+ orientation_helper,
path_reference_mode,
axis_conversion,
)
-IOFBXOrientationHelper = orientation_helper_factory("IOFBXOrientationHelper", axis_forward='-Z', axis_up='Y')
-
-
-class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
+@orientation_helper(axis_forward='-Z', axis_up='Y')
+class ImportFBX(bpy.types.Operator, ImportHelper):
"""Load a FBX file"""
bl_idname = "import_scene.fbx"
bl_label = "Import FBX"
bl_options = {'UNDO', 'PRESET'}
- directory = StringProperty()
+ directory: StringProperty()
filename_ext = ".fbx"
- filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'})
+ filter_glob: StringProperty(default="*.fbx", options={'HIDDEN'})
- ui_tab = EnumProperty(
+ ui_tab: EnumProperty(
items=(('MAIN', "Main", "Main basic settings"),
('ARMATURE', "Armatures", "Armature-related settings"),
),
@@ -80,17 +78,17 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
description="Import options categories",
)
- use_manual_orientation = BoolProperty(
+ use_manual_orientation: BoolProperty(
name="Manual Orientation",
description="Specify orientation and scale, instead of using embedded data in FBX file",
default=False,
)
- global_scale = FloatProperty(
+ global_scale: FloatProperty(
name="Scale",
min=0.001, max=1000.0,
default=1.0,
)
- bake_space_transform = BoolProperty(
+ bake_space_transform: BoolProperty(
name="!EXPERIMENTAL! Apply Transform",
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
"target space is not aligned with Blender's space "
@@ -98,69 +96,69 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
default=False,
)
- use_custom_normals = BoolProperty(
+ use_custom_normals: BoolProperty(
name="Import Normals",
description="Import custom normals, if available (otherwise Blender will recompute them)",
default=True,
)
- use_image_search = BoolProperty(
+ use_image_search: BoolProperty(
name="Image Search",
description="Search subdirs for any associated images (WARNING: may be slow)",
default=True,
)
- use_alpha_decals = BoolProperty(
+ use_alpha_decals: BoolProperty(
name="Alpha Decals",
description="Treat materials with alpha as decals (no shadow casting)",
default=False,
)
- decal_offset = FloatProperty(
+ decal_offset: FloatProperty(
name="Decal Offset",
description="Displace geometry of alpha meshes",
min=0.0, max=1.0,
default=0.0,
)
- use_anim = BoolProperty(
+ use_anim: BoolProperty(
name="Import Animation",
description="Import FBX animation",
default=True,
)
- anim_offset = FloatProperty(
+ anim_offset: FloatProperty(
name="Animation Offset",
description="Offset to apply to animation during import, in frames",
default=1.0,
)
- use_custom_props = BoolProperty(
+ use_custom_props: BoolProperty(
name="Import User Properties",
description="Import user properties as custom properties",
default=True,
)
- use_custom_props_enum_as_string = BoolProperty(
+ use_custom_props_enum_as_string: BoolProperty(
name="Import Enums As Strings",
description="Store enumeration values as strings",
default=True,
)
- ignore_leaf_bones = BoolProperty(
+ ignore_leaf_bones: BoolProperty(
name="Ignore Leaf Bones",
description="Ignore the last bone at the end of each chain (used to mark the length of the previous bone)",
default=False,
)
- force_connect_children = BoolProperty(
+ force_connect_children: BoolProperty(
name="Force Connect Children",
description="Force connection of children bones to their parent, even if their computed head/tail "
"positions do not match (can be useful with pure-joints-type armatures)",
default=False,
)
- automatic_bone_orientation = BoolProperty(
+ automatic_bone_orientation: BoolProperty(
name="Automatic Bone Orientation",
description="Try to align the major bone axis with the bone children",
default=False,
)
- primary_bone_axis = EnumProperty(
+ primary_bone_axis: EnumProperty(
name="Primary Bone Axis",
items=(('X', "X Axis", ""),
('Y', "Y Axis", ""),
@@ -171,7 +169,7 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
),
default='Y',
)
- secondary_bone_axis = EnumProperty(
+ secondary_bone_axis: EnumProperty(
name="Secondary Bone Axis",
items=(('X', "X Axis", ""),
('Y', "Y Axis", ""),
@@ -183,7 +181,7 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
default='X',
)
- use_prepost_rot = BoolProperty(
+ use_prepost_rot: BoolProperty(
name="Use Pre/Post Rotation",
description="Use pre/post rotation from FBX transform (you may have to disable that in some cases)",
default=True,
@@ -228,25 +226,25 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
def execute(self, context):
keywords = self.as_keywords(ignore=("filter_glob", "directory", "ui_tab"))
- keywords["use_cycles"] = (context.scene.render.engine == 'CYCLES')
from . import import_fbx
return import_fbx.load(self, context, **keywords)
-class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
+@orientation_helper(axis_forward='-Z', axis_up='Y')
+class ExportFBX(bpy.types.Operator, ExportHelper):
"""Write a FBX file"""
bl_idname = "export_scene.fbx"
bl_label = "Export FBX"
bl_options = {'UNDO', 'PRESET'}
filename_ext = ".fbx"
- filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'})
+ 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.
- ui_tab = EnumProperty(
+ ui_tab: EnumProperty(
items=(('MAIN', "Main", "Main basic settings"),
('GEOMETRY', "Geometries", "Geometry-related settings"),
('ARMATURE', "Armatures", "Armature-related settings"),
@@ -256,24 +254,29 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
description="Export options categories",
)
- use_selection = BoolProperty(
+ use_selection: BoolProperty(
name="Selected Objects",
- description="Export selected objects on visible layers",
+ description="Export selected and visible objects only",
+ default=False,
+ )
+ use_active_collection: BoolProperty(
+ name="Active Collection",
+ description="Export only objects from the active collection (and its children)",
default=False,
)
- global_scale = FloatProperty(
+ global_scale: FloatProperty(
name="Scale",
description="Scale all data (Some importers do not support scaled armatures!)",
min=0.001, max=1000.0,
soft_min=0.01, soft_max=1000.0,
default=1.0,
)
- apply_unit_scale = BoolProperty(
+ apply_unit_scale: BoolProperty(
name="Apply Unit",
description="Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)",
default=True,
)
- apply_scale_options = EnumProperty(
+ apply_scale_options: EnumProperty(
items=(('FBX_SCALE_NONE', "All Local",
"Apply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0"),
('FBX_SCALE_UNITS', "FBX Units Scale",
@@ -288,7 +291,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
"(Blender uses FBX scale to detect units on import, "
"but many other applications do not handle the same way)",
)
- bake_space_transform = BoolProperty(
+ bake_space_transform: BoolProperty(
name="!EXPERIMENTAL! Apply Transform",
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
"target space is not aligned with Blender's space "
@@ -296,32 +299,32 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
default=False,
)
- object_types = EnumProperty(
+ object_types: EnumProperty(
name="Object Types",
options={'ENUM_FLAG'},
items=(('EMPTY', "Empty", ""),
('CAMERA', "Camera", ""),
- ('LAMP', "Lamp", ""),
+ ('LIGHT', "Lamp", ""),
('ARMATURE', "Armature", "WARNING: not supported in dupli/group instances"),
('MESH', "Mesh", ""),
('OTHER', "Other", "Other geometry types, like curve, metaball, etc. (converted to meshes)"),
),
description="Which kind of object to export",
- default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'},
+ default={'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'},
)
- use_mesh_modifiers = BoolProperty(
+ use_mesh_modifiers: BoolProperty(
name="Apply Modifiers",
description="Apply modifiers to mesh objects (except Armature ones) - "
"WARNING: prevents exporting shape keys",
default=True,
)
- use_mesh_modifiers_render = BoolProperty(
+ use_mesh_modifiers_render: BoolProperty(
name="Use Modifiers Render Setting",
description="Use render settings when applying modifiers to mesh objects",
default=True,
)
- mesh_smooth_type = EnumProperty(
+ mesh_smooth_type: EnumProperty(
name="Smoothing",
items=(('OFF', "Normals Only", "Export only normals instead of writing edge or face smoothing data"),
('FACE', "Face", "Write face smoothing"),
@@ -331,29 +334,29 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
"(prefer 'Normals Only' option if your target importer understand split normals)",
default='OFF',
)
- use_mesh_edges = BoolProperty(
+ use_mesh_edges: BoolProperty(
name="Loose Edges",
description="Export loose edges (as two-vertices polygons)",
default=False,
)
- use_tspace = BoolProperty(
+ use_tspace: BoolProperty(
name="Tangent Space",
description="Add binormal and tangent vectors, together with normal they form the tangent space "
"(will only work correctly with tris/quads only meshes!)",
default=False,
)
- use_custom_props = BoolProperty(
+ use_custom_props: BoolProperty(
name="Custom Properties",
description="Export custom properties",
default=False,
)
- add_leaf_bones = BoolProperty(
+ add_leaf_bones: BoolProperty(
name="Add Leaf Bones",
description="Append a final bone to the end of each chain to specify last bone length "
"(use this when you intend to edit the armature from exported data)",
default=True # False for commit!
)
- primary_bone_axis = EnumProperty(
+ primary_bone_axis: EnumProperty(
name="Primary Bone Axis",
items=(('X', "X Axis", ""),
('Y', "Y Axis", ""),
@@ -364,7 +367,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
),
default='Y',
)
- secondary_bone_axis = EnumProperty(
+ secondary_bone_axis: EnumProperty(
name="Secondary Bone Axis",
items=(('X', "X Axis", ""),
('Y', "Y Axis", ""),
@@ -375,12 +378,12 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
),
default='X',
)
- use_armature_deform_only = BoolProperty(
+ use_armature_deform_only: BoolProperty(
name="Only Deform Bones",
description="Only write deforming bones (and non-deforming ones when they have deforming children)",
default=False,
)
- armature_nodetype = EnumProperty(
+ armature_nodetype: EnumProperty(
name="Armature FBXNode Type",
items=(('NULL', "Null", "'Null' FBX node, similar to Blender's Empty (default)"),
('ROOT', "Root", "'Root' FBX node, supposed to be the root of chains of bones..."),
@@ -391,68 +394,75 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
"perfectly in Blender...)",
default='NULL',
)
- bake_anim = BoolProperty(
+ bake_anim: BoolProperty(
name="Baked Animation",
description="Export baked keyframe animation",
default=True,
)
- bake_anim_use_all_bones = BoolProperty(
+ bake_anim_use_all_bones: BoolProperty(
name="Key All Bones",
description="Force exporting at least one key of animation for all bones "
"(needed with some target applications, like UE4)",
default=True,
)
- bake_anim_use_nla_strips = BoolProperty(
+ bake_anim_use_nla_strips: BoolProperty(
name="NLA Strips",
description="Export each non-muted NLA strip as a separated FBX's AnimStack, if any, "
"instead of global scene animation",
default=True,
)
- bake_anim_use_all_actions = BoolProperty(
+ bake_anim_use_all_actions: BoolProperty(
name="All Actions",
description="Export each action as a separated FBX's AnimStack, instead of global scene animation "
"(note that animated objects will get all actions compatible with them, "
"others will get no animation at all)",
default=True,
)
- bake_anim_force_startend_keying = BoolProperty(
+ bake_anim_force_startend_keying: BoolProperty(
name="Force Start/End Keying",
description="Always add a keyframe at start and end of actions for animated channels",
default=True,
)
- bake_anim_step = FloatProperty(
+ bake_anim_step: FloatProperty(
name="Sampling Rate",
description="How often to evaluate animated values (in frames)",
min=0.01, max=100.0,
soft_min=0.1, soft_max=10.0,
default=1.0,
)
- bake_anim_simplify_factor = FloatProperty(
+ bake_anim_simplify_factor: FloatProperty(
name="Simplify",
description="How much to simplify baked values (0.0 to disable, the higher the more simplified)",
min=0.0, max=100.0, # No simplification to up to 10% of current magnitude tolerance.
soft_min=0.0, soft_max=10.0,
default=1.0, # default: min slope: 0.005, max frame step: 10.
)
- path_mode = path_reference_mode
- embed_textures = BoolProperty(
+ path_mode: path_reference_mode
+ embed_textures: BoolProperty(
name="Embed Textures",
description="Embed textures in FBX binary file (only for \"Copy\" path mode!)",
default=False,
)
- batch_mode = EnumProperty(
+ 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"),
+ ('COLLECTION', "Collection",
+ "Each collection (data-block ones) as a file, does not include content of children collections"),
+ ('SCENE_COLLECTION', "Scene Collections",
+ "Each collection (including master, non-data-block ones) of each scene as a file, "
+ "including content from children collections"),
+ ('ACTIVE_SCENE_COLLECTION', "Active Scene Collections",
+ "Each collection (including master, non-data-block one) of the active scene as a file, "
+ "including content from children collections"),
),
)
- use_batch_own_dir = BoolProperty(
+ use_batch_own_dir: BoolProperty(
name="Batch Own Dir",
description="Create a dir for each exported file",
default=True,
)
- use_metadata = BoolProperty(
+ use_metadata: BoolProperty(
name="Use Metadata",
default=True,
options={'HIDDEN'},
@@ -464,6 +474,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
layout.prop(self, "ui_tab", expand=True)
if self.ui_tab == 'MAIN':
layout.prop(self, "use_selection")
+ layout.prop(self, "use_active_collection")
col = layout.column(align=True)
row = col.row(align=True)
@@ -559,13 +570,13 @@ def register():
for cls in classes:
bpy.utils.register_class(cls)
- bpy.types.INFO_MT_file_import.append(menu_func_import)
- bpy.types.INFO_MT_file_export.append(menu_func_export)
+ bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
+ bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
def unregister():
- bpy.types.INFO_MT_file_import.remove(menu_func_import)
- bpy.types.INFO_MT_file_export.remove(menu_func_export)
+ bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
+ bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
for cls in classes:
bpy.utils.unregister_class(cls)