diff options
Diffstat (limited to 'io_scene_fbx/__init__.py')
-rw-r--r-- | io_scene_fbx/__init__.py | 147 |
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) |