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Diffstat (limited to 'io_scene_fbx/export_fbx.py')
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diff --git a/io_scene_fbx/export_fbx.py b/io_scene_fbx/export_fbx.py
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+# ##### 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 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
+
+# Used to add the scene name into the filepath without using odd chars
+sane_name_mapping_ob = {}
+sane_name_mapping_ob_unique = set()
+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_'
+sane_name_mapping_ob_unique.add('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, unique_set=None):
+ #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
+
+ name_unique = dct.values() if unique_set is None else unique_set
+
+ while name in name_unique:
+ 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
+
+ if unique_set is not None:
+ unique_set.add(name)
+
+ return name
+
+
+def sane_obname(data):
+ return sane_name(data, sane_name_mapping_ob, sane_name_mapping_ob_unique)
+
+
+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])
+
+
+# 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:
+ # possible weights are out of range
+ index = g.group
+ if index < len_groupNames:
+ vWeightList[i][index] = g.weight
+
+ return groupNames, vWeightList
+
+
+def meshNormalizedWeights(ob, me):
+ groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me)
+
+ 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'},
+ use_mesh_modifiers=True,
+ mesh_smooth_type='FACE',
+ use_anim=True,
+ use_anim_optimize=True,
+ anim_optimize_precision=6,
+ use_anim_action_all=False,
+ use_metadata=True,
+ path_mode='AUTO',
+ use_mesh_edges=True,
+ use_rotate_workaround=False,
+ use_default_take=True,
+ ):
+
+ 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()
+
+ # 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
+
+ # 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 = matrix_rot * Vector((0.0, 1.0, 0.0))
+ 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'}
+
+ # convenience
+ fw = file.write
+
+ # scene = context.scene # now passed as an arg instead of context
+ world = scene.world
+
+ # ---------------------------- Write the header first
+ fw(header_comment)
+ if use_metadata:
+ curtime = time.localtime()[0:6]
+ else:
+ curtime = (0, 0, 0, 0, 0, 0)
+ #
+ fw(
+'''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))
+
+ fw('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
+ fw('\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):
+
+ # 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
+
+ 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
+ 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)
+
+ # 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
+ 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 = matrix_rot * Vector((0.0, 1.0, 0.0))
+ 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)
+
+ fw('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
+ fw('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple_rad_to_deg(rot))
+ fw('\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
+ fw('''
+ 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
+
+ fw('\n\t\t\tProperty: "RotationOffset", "Vector3D", "",0,0,0'
+ '\n\t\t\tProperty: "RotationPivot", "Vector3D", "",0,0,0'
+ '\n\t\t\tProperty: "ScalingOffset", "Vector3D", "",0,0,0'
+ '\n\t\t\tProperty: "ScalingPivot", "Vector3D", "",0,0,0'
+ '\n\t\t\tProperty: "TranslationActive", "bool", "",0'
+ )
+
+ fw('\n\t\t\tProperty: "TranslationMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_min"])
+ fw('\n\t\t\tProperty: "TranslationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_max"])
+ fw('\n\t\t\tProperty: "TranslationMinX", "bool", "",%d' % constraints["loc_limit"][0])
+ fw('\n\t\t\tProperty: "TranslationMinY", "bool", "",%d' % constraints["loc_limit"][1])
+ fw('\n\t\t\tProperty: "TranslationMinZ", "bool", "",%d' % constraints["loc_limit"][2])
+ fw('\n\t\t\tProperty: "TranslationMaxX", "bool", "",%d' % constraints["loc_limit"][3])
+ fw('\n\t\t\tProperty: "TranslationMaxY", "bool", "",%d' % constraints["loc_limit"][4])
+ fw('\n\t\t\tProperty: "TranslationMaxZ", "bool", "",%d' % constraints["loc_limit"][5])
+
+ fw('\n\t\t\tProperty: "RotationOrder", "enum", "",0'
+ '\n\t\t\tProperty: "RotationSpaceForLimitOnly", "bool", "",0'
+ '\n\t\t\tProperty: "AxisLen", "double", "",10'
+ '\n\t\t\tProperty: "PreRotation", "Vector3D", "",0,0,0'
+ '\n\t\t\tProperty: "PostRotation", "Vector3D", "",0,0,0'
+ '\n\t\t\tProperty: "RotationActive", "bool", "",0'
+ )
+
+ fw('\n\t\t\tProperty: "RotationMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_min"])
+ fw('\n\t\t\tProperty: "RotationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_max"])
+ fw('\n\t\t\tProperty: "RotationMinX", "bool", "",%d' % constraints["rot_limit"][0])
+ fw('\n\t\t\tProperty: "RotationMinY", "bool", "",%d' % constraints["rot_limit"][1])
+ fw('\n\t\t\tProperty: "RotationMinZ", "bool", "",%d' % constraints["rot_limit"][2])
+ fw('\n\t\t\tProperty: "RotationMaxX", "bool", "",%d' % constraints["rot_limit"][0])
+ fw('\n\t\t\tProperty: "RotationMaxY", "bool", "",%d' % constraints["rot_limit"][1])
+ fw('\n\t\t\tProperty: "RotationMaxZ", "bool", "",%d' % constraints["rot_limit"][2])
+
+ fw('\n\t\t\tProperty: "RotationStiffnessX", "double", "",0'
+ '\n\t\t\tProperty: "RotationStiffnessY", "double", "",0'
+ '\n\t\t\tProperty: "RotationStiffnessZ", "double", "",0'
+ '\n\t\t\tProperty: "MinDampRangeX", "double", "",0'
+ '\n\t\t\tProperty: "MinDampRangeY", "double", "",0'
+ '\n\t\t\tProperty: "MinDampRangeZ", "double", "",0'
+ '\n\t\t\tProperty: "MaxDampRangeX", "double", "",0'
+ '\n\t\t\tProperty: "MaxDampRangeY", "double", "",0'
+ '\n\t\t\tProperty: "MaxDampRangeZ", "double", "",0'
+ '\n\t\t\tProperty: "MinDampStrengthX", "double", "",0'
+ '\n\t\t\tProperty: "MinDampStrengthY", "double", "",0'
+ '\n\t\t\tProperty: "MinDampStrengthZ", "double", "",0'
+ '\n\t\t\tProperty: "MaxDampStrengthX", "double", "",0'
+ '\n\t\t\tProperty: "MaxDampStrengthY", "double", "",0'
+ '\n\t\t\tProperty: "MaxDampStrengthZ", "double", "",0'
+ '\n\t\t\tProperty: "PreferedAngleX", "double", "",0'
+ '\n\t\t\tProperty: "PreferedAngleY", "double", "",0'
+ '\n\t\t\tProperty: "PreferedAngleZ", "double", "",0'
+ '\n\t\t\tProperty: "InheritType", "enum", "",0'
+ '\n\t\t\tProperty: "ScalingActive", "bool", "",0'
+ )
+
+ fw('\n\t\t\tProperty: "ScalingMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_min"])
+ fw('\n\t\t\tProperty: "ScalingMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_max"])
+ fw('\n\t\t\tProperty: "ScalingMinX", "bool", "",%d' % constraints["sca_limit"][0])
+ fw('\n\t\t\tProperty: "ScalingMinY", "bool", "",%d' % constraints["sca_limit"][1])
+ fw('\n\t\t\tProperty: "ScalingMinZ", "bool", "",%d' % constraints["sca_limit"][2])
+ fw('\n\t\t\tProperty: "ScalingMaxX", "bool", "",%d' % constraints["sca_limit"][3])
+ fw('\n\t\t\tProperty: "ScalingMaxY", "bool", "",%d' % constraints["sca_limit"][4])
+ fw('\n\t\t\tProperty: "ScalingMaxZ", "bool", "",%d' % constraints["sca_limit"][5])
+
+ fw('\n\t\t\tProperty: "GeometricTranslation", "Vector3D", "",0,0,0'
+ '\n\t\t\tProperty: "GeometricRotation", "Vector3D", "",0,0,0'
+ '\n\t\t\tProperty: "GeometricScaling", "Vector3D", "",1,1,1'
+ '\n\t\t\tProperty: "LookAtProperty", "object", ""'
+ '\n\t\t\tProperty: "UpVectorProperty", "object", ""'
+ '\n\t\t\tProperty: "Show", "bool", "",1'
+ '\n\t\t\tProperty: "NegativePercentShapeSupport", "bool", "",1'
+ '\n\t\t\tProperty: "DefaultAttributeIndex", "int", "",0'
+ )
+
+ if ob and not isinstance(ob, bpy.types.Bone):
+ # Only mesh objects have color
+ fw('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
+ '\n\t\t\tProperty: "Size", "double", "",100'
+ '\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):
+ fw('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
+ fw('\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))
+
+ # fw('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
+ fw('\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)
+
+ """
+ fw('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
+ ((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
+ """
+
+ fw('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %
+ (my_bone.blenBone.head_local - my_bone.blenBone.tail_local).length)
+
+ #fw('\n\t\t\tProperty: "LimbLength", "double", "",1')
+ fw('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8'
+ '\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
+ '\n\t\t}'
+ '\n\t\tMultiLayer: 0'
+ '\n\t\tMultiTake: 1'
+ '\n\t\tShading: Y'
+ '\n\t\tCulling: "CullingOff"'
+ '\n\t\tTypeFlags: "Skeleton"'
+ '\n\t}'
+ )
+
+ def write_camera_switch():
+ fw('''
+ Model: "Model::Camera Switcher", "CameraSwitcher" {
+ Version: 232''')
+
+ write_object_props()
+ fw('''
+ 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):
+ fw('\n\tModel: "Model::%s", "Camera" {' % name)
+ fw('\n\t\tVersion: 232')
+ write_object_props(None, loc)
+
+ fw('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
+ '\n\t\t\tProperty: "Roll", "Roll", "A+",0'
+ '\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40'
+ '\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1'
+ '\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1'
+ '\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0'
+ '\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0'
+ '\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63'
+ '\n\t\t\tProperty: "TurnTable", "Real", "A+",0'
+ '\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1'
+ '\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1'
+ '\n\t\t\tProperty: "UseMotionBlur", "bool", "",0'
+ '\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1'
+ '\n\t\t\tProperty: "ResolutionMode", "enum", "",0'
+ '\n\t\t\tProperty: "ApertureMode", "enum", "",2'
+ '\n\t\t\tProperty: "GateFit", "enum", "",0'
+ '\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486'
+ '\n\t\t\tProperty: "CameraFormat", "enum", "",0'
+ '\n\t\t\tProperty: "AspectW", "double", "",320'
+ '\n\t\t\tProperty: "AspectH", "double", "",200'
+ '\n\t\t\tProperty: "PixelAspectRatio", "double", "",1'
+ '\n\t\t\tProperty: "UseFrameColor", "bool", "",0'
+ '\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3'
+ '\n\t\t\tProperty: "ShowName", "bool", "",1'
+ '\n\t\t\tProperty: "ShowGrid", "bool", "",1'
+ '\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0'
+ '\n\t\t\tProperty: "ShowAzimut", "bool", "",1'
+ '\n\t\t\tProperty: "ShowTimeCode", "bool", "",0'
+ )
+
+ fw('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near)
+ fw('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far)
+
+ fw('\n\t\t\tProperty: "FilmWidth", "double", "",0.816'
+ '\n\t\t\tProperty: "FilmHeight", "double", "",0.612'
+ '\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333'
+ '\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1'
+ '\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4'
+ '\n\t\t\tProperty: "ViewFrustum", "bool", "",1'
+ '\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0'
+ '\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2'
+ '\n\t\t\tProperty: "BackPlaneDistance", "double", "",100'
+ '\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0'
+ '\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1'
+ '\n\t\t\tProperty: "LockMode", "bool", "",0'
+ '\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0'
+ '\n\t\t\tProperty: "FitImage", "bool", "",0'
+ '\n\t\t\tProperty: "Crop", "bool", "",0'
+ '\n\t\t\tProperty: "Center", "bool", "",1'
+ '\n\t\t\tProperty: "KeepRatio", "bool", "",1'
+ '\n\t\t\tProperty: "BackgroundMode", "enum", "",0'
+ '\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5'
+ '\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1'
+ '\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0'
+ '\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1'
+ '\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333'
+ '\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0'
+ '\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100'
+ '\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50'
+ '\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50'
+ )
+
+ fw('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type)
+
+ fw('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0'
+ '\n\t\t\tProperty: "UseDepthOfField", "bool", "",0'
+ '\n\t\t\tProperty: "FocusSource", "enum", "",0'
+ '\n\t\t\tProperty: "FocusAngle", "double", "",3.5'
+ '\n\t\t\tProperty: "FocusDistance", "double", "",200'
+ '\n\t\t\tProperty: "UseAntialiasing", "bool", "",0'
+ '\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777'
+ '\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0'
+ '\n\t\t\tProperty: "FrameSamplingCount", "int", "",7'
+ '\n\t\t}'
+ '\n\t\tMultiLayer: 0'
+ '\n\t\tMultiTake: 0'
+ '\n\t\tHidden: "True"'
+ '\n\t\tShading: Y'
+ '\n\t\tCulling: "CullingOff"'
+ '\n\t\tTypeFlags: "Camera"'
+ '\n\t\tGeometryVersion: 124'
+ )
+
+ fw('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
+ fw('\n\t\tUp: %i,%i,%i' % up)
+
+ fw('\n\t\tLookAt: 0,0,0'
+ '\n\t\tShowInfoOnMoving: 1'
+ '\n\t\tShowAudio: 0'
+ '\n\t\tAudioColor: 0,1,0'
+ '\n\t\tCameraOrthoZoom: 1'
+ '\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
+
+ fw('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName)
+ fw('\n\t\tVersion: 232')
+ loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
+
+ fw('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
+ fw('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % math.degrees(data.angle))
+
+ fw('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1'
+ '\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1'
+ )
+
+ # fw('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026')
+ fw('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shift_x) # not sure if this is in the correct units?
+ fw('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto
+
+ fw('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0'
+ '\n\t\t\tProperty: "TurnTable", "Real", "A+",0'
+ '\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1'
+ '\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1'
+ '\n\t\t\tProperty: "UseMotionBlur", "bool", "",0'
+ '\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1'
+ '\n\t\t\tProperty: "ResolutionMode", "enum", "",0'
+ '\n\t\t\tProperty: "ApertureMode", "enum", "",2'
+ '\n\t\t\tProperty: "GateFit", "enum", "",2'
+ '\n\t\t\tProperty: "CameraFormat", "enum", "",0'
+ )
+
+ fw('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
+ fw('\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. '''
+
+ fw('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2'
+ '\n\t\t\tProperty: "UseFrameColor", "bool", "",0'
+ '\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3'
+ '\n\t\t\tProperty: "ShowName", "bool", "",1'
+ '\n\t\t\tProperty: "ShowGrid", "bool", "",1'
+ '\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0'
+ '\n\t\t\tProperty: "ShowAzimut", "bool", "",1'
+ '\n\t\t\tProperty: "ShowTimeCode", "bool", "",0'
+ )
+
+ fw('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clip_start)
+ fw('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end)
+
+ fw('\n\t\t\tProperty: "FilmWidth", "double", "",1.0'
+ '\n\t\t\tProperty: "FilmHeight", "double", "",1.0'
+ )
+
+ fw('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect)
+
+ fw('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1'
+ '\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0'
+ '\n\t\t\tProperty: "ViewFrustum", "bool", "",1'
+ '\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0'
+ '\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2'
+ '\n\t\t\tProperty: "BackPlaneDistance", "double", "",100'
+ '\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0'
+ '\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1'
+ '\n\t\t\tProperty: "LockMode", "bool", "",0'
+ '\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0'
+ '\n\t\t\tProperty: "FitImage", "bool", "",0'
+ '\n\t\t\tProperty: "Crop", "bool", "",0'
+ '\n\t\t\tProperty: "Center", "bool", "",1'
+ '\n\t\t\tProperty: "KeepRatio", "bool", "",1'
+ '\n\t\t\tProperty: "BackgroundMode", "enum", "",0'
+ '\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5'
+ '\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1'
+ '\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0'
+ '\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1'
+ )
+
+ fw('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect)
+
+ fw('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0'
+ '\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100'
+ '\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50'
+ '\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50'
+ '\n\t\t\tProperty: "CameraProjectionType", "enum", "",0'
+ '\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0'
+ '\n\t\t\tProperty: "UseDepthOfField", "bool", "",0'
+ '\n\t\t\tProperty: "FocusSource", "enum", "",0'
+ '\n\t\t\tProperty: "FocusAngle", "double", "",3.5'
+ '\n\t\t\tProperty: "FocusDistance", "double", "",200'
+ '\n\t\t\tProperty: "UseAntialiasing", "bool", "",0'
+ '\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777'
+ '\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0'
+ '\n\t\t\tProperty: "FrameSamplingCount", "int", "",7'
+ )
+
+ fw('\n\t\t}')
+
+ fw('\n\t\tMultiLayer: 0'
+ '\n\t\tMultiTake: 0'
+ '\n\t\tShading: Y'
+ '\n\t\tCulling: "CullingOff"'
+ '\n\t\tTypeFlags: "Camera"'
+ '\n\t\tGeometryVersion: 124'
+ )
+
+ fw('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
+ fw('\n\t\tUp: %.6f,%.6f,%.6f' % (matrix_rot * Vector((0.0, 1.0, 0.0)))[:])
+ fw('\n\t\tLookAt: %.6f,%.6f,%.6f' % (matrix_rot * Vector((0.0, 0.0, -1.0)))[:])
+
+ #fw('\n\t\tUp: 0,0,0' )
+ #fw('\n\t\tLookAt: 0,0,0' )
+
+ fw('\n\t\tShowInfoOnMoving: 1')
+ fw('\n\t\tShowAudio: 0')
+ fw('\n\t\tAudioColor: 0,1,0')
+ fw('\n\t\tCameraOrthoZoom: 1')
+ fw('\n\t}')
+
+ def write_light(my_light):
+ light = my_light.blenObject.data
+ fw('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
+ fw('\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 == '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 # UNUSED
+
+ fw('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
+ fw('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
+ fw('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
+ fw('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
+ fw('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
+ fw('\n\t\t\tProperty: "GoboProperty", "object", ""')
+ fw('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
+ fw('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
+ if light.type == 'SPOT':
+ fw('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
+ fw('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
+ fw('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
+
+ fw('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
+
+ fw('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
+ fw('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
+ fw('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
+ fw('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
+ fw('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
+ fw('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
+ fw('\n\t\t\tProperty: "GoboProperty", "object", ""')
+ fw('\n\t\t\tProperty: "DecayType", "enum", "",0')
+ fw('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance)
+
+ fw('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0'
+ '\n\t\t\tProperty: "NearAttenuationStart", "double", "",0'
+ '\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0'
+ '\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0'
+ '\n\t\t\tProperty: "FarAttenuationStart", "double", "",0'
+ '\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0'
+ )
+
+ fw('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow)
+ fw('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
+ fw('\n\t\t}')
+
+ fw('\n\t\tMultiLayer: 0'
+ '\n\t\tMultiTake: 0'
+ '\n\t\tShading: Y'
+ '\n\t\tCulling: "CullingOff"'
+ '\n\t\tTypeFlags: "Light"'
+ '\n\t\tGeometryVersion: 124'
+ '\n\t}'
+ )
+
+ # matrixOnly is not used at the moment
+ def write_null(my_null=None, fbxName=None, fbxType="Null", fbxTypeFlags="Null"):
+ # ob can be null
+ if not fbxName:
+ fbxName = my_null.fbxName
+
+ fw('\n\tModel: "Model::%s", "%s" {' % (fbxName, fbxType))
+ fw('\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))
+
+ fw('\n\t\t}'
+ '\n\t\tMultiLayer: 0'
+ '\n\t\tMultiTake: 1'
+ '\n\t\tShading: Y'
+ '\n\t\tCulling: "CullingOff"'
+ )
+
+ fw('\n\t\tTypeFlags: "%s"' % fbxTypeFlags)
+ fw('\n\t}')
+
+ # 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):
+ fw('\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'
+
+ fw('\n\t\tVersion: 102')
+ fw('\n\t\tShadingModel: "%s"' % mat_shader.lower())
+ fw('\n\t\tMultiLayer: 0')
+
+ fw('\n\t\tProperties60: {')
+ fw('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
+ fw('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
+ fw('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
+ fw('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)
+
+ fw('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
+ fw('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
+ fw('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
+ fw('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif)
+ fw('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
+ fw('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
+ fw('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha))
+ if not mat_shadeless:
+ fw('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
+ fw('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec)
+ fw('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0')
+ fw('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
+ fw('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
+ fw('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0')
+ fw('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
+ fw('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
+ if not mat_shadeless:
+ fw('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
+ fw('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
+ fw('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
+ if not mat_shadeless:
+ fw('\n\t\t\tProperty: "Reflectivity", "double", "",0')
+
+ fw('\n\t\t}')
+ fw('\n\t}')
+
+ # tex is an Image (Arystan)
+ def write_video(texname, tex):
+ # Same as texture really!
+ fw('\n\tVideo: "Video::%s", "Clip" {' % texname)
+
+ fw('''
+ 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 = bpy.path.basename(fname_rel)
+ else:
+ fname_strip = fname_rel = ""
+
+ fw('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
+
+ fw('''
+ 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''')
+
+ fw('\n\t\tFilename: "%s"' % fname_strip)
+ fw('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
+ fw('\n\t}')
+
+ def write_texture(texname, tex, num):
+ # if tex is None then this is a dummy tex
+ fw('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
+ fw('\n\t\tType: "TextureVideoClip"')
+ fw('\n\t\tVersion: 202')
+ # TODO, rare case _empty_ exists as a name.
+ fw('\n\t\tTextureName: "Texture::%s"' % texname)
+
+ fw('''
+ Properties60: {
+ Property: "Translation", "Vector", "A+",0,0,0
+ Property: "Rotation", "Vector", "A+",0,0,0
+ Property: "Scaling", "Vector", "A+",1,1,1''')
+ fw('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
+
+ # WrapModeU/V 0==rep, 1==clamp, TODO add support
+ fw('''
+ Property: "TextureTypeUse", "enum", "",0
+ Property: "CurrentTextureBlendMode", "enum", "",1
+ Property: "UseMaterial", "bool", "",0
+ Property: "UseMipMap", "bool", "",0
+ Property: "CurrentMappingType", "enum", "",0
+ Property: "UVSwap", "bool", "",0''')
+
+ fw('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.use_clamp_x)
+ fw('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y)
+
+ fw('''
+ Property: "TextureRotationPivot", "Vector3D", "",0,0,0
+ Property: "TextureScalingPivot", "Vector3D", "",0,0,0
+ Property: "VideoProperty", "object", ""
+ }''')
+
+ fw('\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 = bpy.path.basename(bpy.path.abspath(fname_rel))
+ else:
+ fname_strip = fname_rel = ""
+
+ fw('\n\t\tFileName: "%s"' % fname_strip)
+ fw('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command
+
+ fw('''
+ 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
+ '''
+ fw('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
+ fw('''
+ 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
+ '''
+ fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
+
+ fw('''
+ 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 weight list
+ 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 = []
+
+ fw('\n\t\tIndexes: ')
+
+ i = -1
+ for vg in vgroup_data:
+ if i == -1:
+ fw('%i' % vg[0])
+ i = 0
+ else:
+ if i == 23:
+ fw('\n\t\t')
+ i = 0
+ fw(',%i' % vg[0])
+ i += 1
+
+ fw('\n\t\tWeights: ')
+ i = -1
+ for vg in vgroup_data:
+ if i == -1:
+ fw('%.8f' % vg[1])
+ i = 0
+ else:
+ if i == 38:
+ fw('\n\t\t')
+ i = 0
+ fw(',%.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())
+
+ fw('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
+ fw('\n\t\tTransformLink: %s' % matstr)
+ fw('\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)
+
+ fw('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
+ fw('\n\t\tVersion: 232') # newline is added in write_object_props
+
+ # convert into lists once.
+ me_vertices = me.vertices[:]
+ me_edges = me.edges[:] if use_mesh_edges else ()
+ me_faces = me.faces[:]
+
+ poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
+ pose_items.append((my_mesh.fbxName, poseMatrix))
+
+ fw('\n\t\t}')
+
+ fw('\n\t\tMultiLayer: 0'
+ '\n\t\tMultiTake: 1'
+ '\n\t\tShading: Y'
+ '\n\t\tCulling: "CullingOff"'
+ )
+
+ # Write the Real Mesh data here
+ fw('\n\t\tVertices: ')
+ i = -1
+
+ for v in me_vertices:
+ if i == -1:
+ fw('%.6f,%.6f,%.6f' % v.co[:])
+ i = 0
+ else:
+ if i == 7:
+ fw('\n\t\t')
+ i = 0
+ fw(',%.6f,%.6f,%.6f' % v.co[:])
+ i += 1
+
+ fw('\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:
+ fw('%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1))
+ else:
+ fw('%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
+ i = 0
+ else:
+ if i == 13:
+ fw('\n\t\t')
+ i = 0
+ if len(fi) == 3:
+ fw(',%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1))
+ else:
+ fw(',%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:
+ fw('%i,%i' % ed_val)
+ i = 0
+ else:
+ if i == 13:
+ fw('\n\t\t')
+ i = 0
+ fw(',%i,%i' % ed_val)
+ i += 1
+
+ fw('\n\t\tEdges: ')
+ i = -1
+ for ed in me_edges:
+ if i == -1:
+ fw('%i,%i' % (ed.vertices[0], ed.vertices[1]))
+ i = 0
+ else:
+ if i == 13:
+ fw('\n\t\t')
+ i = 0
+ fw(',%i,%i' % (ed.vertices[0], ed.vertices[1]))
+ i += 1
+
+ fw('\n\t\tGeometryVersion: 124')
+
+ fw('''
+ LayerElementNormal: 0 {
+ Version: 101
+ Name: ""
+ MappingInformationType: "ByVertice"
+ ReferenceInformationType: "Direct"
+ Normals: ''')
+
+ i = -1
+ for v in me_vertices:
+ if i == -1:
+ fw('%.15f,%.15f,%.15f' % v.normal[:])
+ i = 0
+ else:
+ if i == 2:
+ fw('\n\t\t\t ')
+ i = 0
+ fw(',%.15f,%.15f,%.15f' % v.normal[:])
+ i += 1
+ fw('\n\t\t}')
+
+ # Write Face Smoothing
+ if mesh_smooth_type == 'FACE':
+ fw('''
+ LayerElementSmoothing: 0 {
+ Version: 102
+ Name: ""
+ MappingInformationType: "ByPolygon"
+ ReferenceInformationType: "Direct"
+ Smoothing: ''')
+
+ i = -1
+ for f in me_faces:
+ if i == -1:
+ fw('%i' % f.use_smooth)
+ i = 0
+ else:
+ if i == 54:
+ fw('\n\t\t\t ')
+ i = 0
+ fw(',%i' % f.use_smooth)
+ i += 1
+
+ fw('\n\t\t}')
+
+ elif mesh_smooth_type == 'EDGE':
+ # Write Edge Smoothing
+ fw('''
+ LayerElementSmoothing: 0 {
+ Version: 101
+ Name: ""
+ MappingInformationType: "ByEdge"
+ ReferenceInformationType: "Direct"
+ Smoothing: ''')
+
+ i = -1
+ for ed in me_edges:
+ if i == -1:
+ fw('%i' % (ed.use_edge_sharp))
+ i = 0
+ else:
+ if i == 54:
+ fw('\n\t\t\t ')
+ i = 0
+ fw(',%i' % ed.use_edge_sharp)
+ i += 1
+
+ fw('\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):
+ fw('\n\t\tLayerElementColor: %i {' % colindex)
+ fw('\n\t\t\tVersion: 101')
+ fw('\n\t\t\tName: "%s"' % collayer.name)
+
+ fw('''
+ 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:
+ fw('%.4f,%.4f,%.4f,1' % col)
+ i = 0
+ else:
+ if i == 7:
+ fw('\n\t\t\t\t')
+ i = 0
+ fw(',%.4f,%.4f,%.4f,1' % col)
+ i += 1
+ ii += 1 # One more Color
+
+ fw('\n\t\t\tColorIndex: ')
+ i = -1
+ for j in range(ii):
+ if i == -1:
+ fw('%i' % j)
+ i = 0
+ else:
+ if i == 55:
+ fw('\n\t\t\t\t')
+ i = 0
+ fw(',%i' % j)
+ i += 1
+
+ fw('\n\t\t}')
+
+ # Write UV and texture layers.
+ uvlayers = []
+ if do_uvs:
+ uvlayers = me.uv_textures
+ for uvindex, uvlayer in enumerate(me.uv_textures):
+ fw('\n\t\tLayerElementUV: %i {' % uvindex)
+ fw('\n\t\t\tVersion: 101')
+ fw('\n\t\t\tName: "%s"' % uvlayer.name)
+
+ fw('''
+ 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:
+ fw('%.6f,%.6f' % uv[:])
+ i = 0
+ else:
+ if i == 7:
+ fw('\n\t\t\t ')
+ i = 0
+ fw(',%.6f,%.6f' % uv[:])
+ i += 1
+ ii += 1 # One more UV
+
+ fw('\n\t\t\tUVIndex: ')
+ i = -1
+ for j in range(ii):
+ if i == -1:
+ fw('%i' % j)
+ i = 0
+ else:
+ if i == 55:
+ fw('\n\t\t\t\t')
+ i = 0
+ fw(',%i' % j)
+ i += 1
+
+ fw('\n\t\t}')
+
+ if do_textures:
+ fw('\n\t\tLayerElementTexture: %i {' % uvindex)
+ fw('\n\t\t\tVersion: 101')
+ fw('\n\t\t\tName: "%s"' % uvlayer.name)
+
+ if len(my_mesh.blenTextures) == 1:
+ fw('\n\t\t\tMappingInformationType: "AllSame"')
+ else:
+ fw('\n\t\t\tMappingInformationType: "ByPolygon"')
+
+ fw('\n\t\t\tReferenceInformationType: "IndexToDirect"')
+ fw('\n\t\t\tBlendMode: "Translucent"')
+ fw('\n\t\t\tTextureAlpha: 1')
+ fw('\n\t\t\tTextureId: ')
+
+ if len(my_mesh.blenTextures) == 1:
+ fw('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
+ fw('%s' % texture_mapping_local[img_key])
+ else:
+ if i == 55:
+ fw('\n ')
+ i = 0
+
+ fw(',%s' % texture_mapping_local[img_key])
+ i += 1
+
+ else:
+ fw('''
+ LayerElementTexture: 0 {
+ Version: 101
+ Name: ""
+ MappingInformationType: "NoMappingInformation"
+ ReferenceInformationType: "IndexToDirect"
+ BlendMode: "Translucent"
+ TextureAlpha: 1
+ TextureId: ''')
+ fw('\n\t\t}')
+
+ # Done with UV/textures.
+ if do_materials:
+ fw('\n\t\tLayerElementMaterial: 0 {')
+ fw('\n\t\t\tVersion: 101')
+ fw('\n\t\t\tName: ""')
+
+ if len(my_mesh.blenMaterials) == 1:
+ fw('\n\t\t\tMappingInformationType: "AllSame"')
+ else:
+ fw('\n\t\t\tMappingInformationType: "ByPolygon"')
+
+ fw('\n\t\t\tReferenceInformationType: "IndexToDirect"')
+ fw('\n\t\t\tMaterials: ')
+
+ if len(my_mesh.blenMaterials) == 1:
+ fw('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
+
+ 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):
+ 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
+ fw('%s' % material_mapping_local[mat, tex]) # None for mat or tex is ok
+ else:
+ if i == 55:
+ fw('\n\t\t\t\t')
+ i = 0
+
+ fw(',%s' % material_mapping_local[mat, tex])
+ i += 1
+
+ fw('\n\t\t}')
+
+ fw('''
+ Layer: 0 {
+ Version: 100
+ LayerElement: {
+ Type: "LayerElementNormal"
+ TypedIndex: 0
+ }''')
+
+ if do_materials:
+ fw('''
+ LayerElement: {
+ Type: "LayerElementMaterial"
+ TypedIndex: 0
+ }''')
+
+ # Smoothing info
+ if mesh_smooth_type != 'OFF':
+ fw('''
+ LayerElement: {
+ Type: "LayerElementSmoothing"
+ TypedIndex: 0
+ }''')
+
+ # Always write this
+ if do_textures:
+ fw('''
+ LayerElement: {
+ Type: "LayerElementTexture"
+ TypedIndex: 0
+ }''')
+
+ if me.vertex_colors:
+ fw('''
+ LayerElement: {
+ Type: "LayerElementColor"
+ TypedIndex: 0
+ }''')
+
+ if do_uvs: # same as me.faceUV
+ fw('''
+ LayerElement: {
+ Type: "LayerElementUV"
+ TypedIndex: 0
+ }''')
+
+ fw('\n\t\t}')
+
+ if len(uvlayers) > 1:
+ for i in range(1, len(uvlayers)):
+
+ fw('\n\t\tLayer: %i {' % i)
+ fw('\n\t\t\tVersion: 100')
+
+ fw('''
+ LayerElement: {
+ Type: "LayerElementUV"''')
+
+ fw('\n\t\t\t\tTypedIndex: %i' % i)
+ fw('\n\t\t\t}')
+
+ if do_textures:
+
+ fw('''
+ LayerElement: {
+ Type: "LayerElementTexture"''')
+
+ fw('\n\t\t\t\tTypedIndex: %i' % i)
+ fw('\n\t\t\t}')
+
+ fw('\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):
+ fw('\n\t\tLayer: %i {' % i)
+ fw('\n\t\t\tVersion: 100')
+
+ fw('''
+ LayerElement: {
+ Type: "LayerElementColor"''')
+
+ fw('\n\t\t\t\tTypedIndex: %i' % i)
+ fw('\n\t\t\t}')
+ fw('\n\t\t}')
+ fw('\n\t}')
+
+ def write_group(name):
+ fw('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name)
+
+ fw('''
+ 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 = 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:
+ 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 use_mesh_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 use_mesh_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.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
+
+ # == 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 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()
+
+ fw('''
+
+; 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
+
+ fw('''
+ ObjectType: "Model" {
+ Count: %i
+ }''' % (
+ camera_count +
+ len(ob_meshes) +
+ len(ob_lights) +
+ len(ob_cameras) +
+ len(ob_arms) +
+ len(ob_null) +
+ len(ob_bones)))
+
+ fw('''
+ ObjectType: "Geometry" {
+ Count: %i
+ }''' % len(ob_meshes))
+
+ if materials:
+ fw('''
+ ObjectType: "Material" {
+ Count: %i
+ }''' % len(materials))
+
+ if textures:
+ fw('''
+ ObjectType: "Texture" {
+ Count: %i
+ }''' % len(textures)) # add 1 for an empty tex
+ fw('''
+ 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:
+ fw('''
+ ObjectType: "Deformer" {
+ Count: %i
+ }''' % tmp)
+ del tmp
+
+ # Bind pose is essential for XNA if the 'MESH' is included (JCB)
+ fw('''
+ ObjectType: "Pose" {
+ Count: 1
+ }''')
+
+ if groups:
+ fw('''
+ ObjectType: "GroupSelection" {
+ Count: %i
+ }''' % len(groups))
+
+ fw('''
+ ObjectType: "GlobalSettings" {
+ Count: 1
+ }
+}''')
+
+ fw('''
+
+; Object properties
+;------------------------------------------------------------------
+
+Objects: {''')
+
+ 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, fbxType="Limb", fbxTypeFlags="Skeleton")
+
+ 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)
+
+ 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)
+
+ # 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 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)
+ fw('''
+ Pose: "Pose::BIND_POSES", "BindPose" {
+ Type: "BindPose"
+ Version: 100
+ Properties60: {
+ }
+ NbPoseNodes: ''')
+ fw(str(len(pose_items)))
+
+ for fbxName, matrix in pose_items:
+ fw('\n\t\tPoseNode: {')
+ fw('\n\t\t\tNode: "Model::%s"' % fbxName)
+ fw('\n\t\t\tMatrix: %s' % mat4x4str(matrix if matrix else Matrix()))
+ fw('\n\t\t}')
+
+ fw('\n\t}')
+
+ # Finish Writing Objects
+ # Write global settings
+ fw('''
+ 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
+ }
+ }
+''')
+ fw('}')
+
+ fw('''
+
+; Object relations
+;------------------------------------------------------------------
+
+Relations: {''')
+
+ # Nulls are likely to cause problems for XNA
+
+ for my_null in ob_null:
+ fw('\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:
+ fw('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_arm.fbxName)
+
+ for my_mesh in ob_meshes:
+ fw('\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:
+ fw('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName)
+
+ for my_cam in ob_cameras:
+ fw('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName)
+
+ for my_light in ob_lights:
+ fw('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName)
+
+ fw('''
+ 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:
+ fw('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
+
+ if textures:
+ for texname, tex in textures:
+ fw('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname)
+ for texname, tex in textures:
+ fw('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname)
+
+ # deformers - modifiers
+ for my_mesh in ob_meshes:
+ if my_mesh.fbxArm:
+ fw('\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?
+ fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName))
+
+ # This should be at the end
+ # fw('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}')
+
+ for groupname, group in groups:
+ fw('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname)
+
+ fw('\n}')
+ fw('''
+
+; Object connections
+;------------------------------------------------------------------
+
+Connections: {''')
+
+ # 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
+
+ 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):
+ fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName))
+ else:
+ fw('\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
+
+ fw('\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:
+ # fw('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName)
+ for tex in my_mesh.blenTextures:
+ if tex:
+ fw('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName))
+
+ for texname, tex in textures:
+ fw('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname))
+
+ if 'MESH' in object_types:
+ for my_mesh in ob_meshes:
+ if my_mesh.fbxArm:
+ fw('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName))
+
+ for my_bone in ob_bones:
+ for fbxMeshObName in my_bone.blenMeshes: # .keys()
+ fw('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName))
+
+ # limbs -> deformers
+ for my_bone in ob_bones:
+ for fbxMeshObName in my_bone.blenMeshes: # .keys()
+ fw('\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:
+ fw('\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
+ fw('\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:
+ fw('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName))
+
+
+ # 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:
+ # fw('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_arm.fbxName)
+
+ fw('\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, start
+
+ # comment the following line, otherwise we dont get the pose
+ # if start==end: use_anim = False
+
+ # animations for these object types
+ ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms
+
+ if use_anim and [tmp for tmp in ob_anim_lists if tmp]:
+
+ frame_orig = scene.frame_current
+
+ if use_anim_optimize:
+ ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** anim_optimize_precision
+
+ # default action, when no actions are avaioable
+ tmp_actions = []
+ blenActionDefault = None
+ action_lastcompat = None
+
+ # instead of tagging
+ tagged_actions = []
+
+ # get the current action first so we can use it if we only export one action (JCB)
+ for my_arm in ob_arms:
+ if not blenActionDefault:
+ blenActionDefault = my_arm.blenAction
+ if blenActionDefault:
+ break
+
+ if use_anim_action_all:
+ tmp_actions = bpy.data.actions[:]
+ elif not use_default_take:
+ if blenActionDefault:
+ # Export the current action (JCB)
+ tmp_actions.append(blenActionDefault)
+
+ if tmp_actions:
+ # find which actions are compatible with the armatures
+ tmp_act_count = 0
+ for my_arm in ob_arms:
+
+ 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]))
+
+ if action_chan_names: # at least one channel matches.
+ my_arm.blenActionList.append(action)
+ tagged_actions.append(action.name)
+ tmp_act_count += 1
+
+ # incase there are no actions applied to armatures
+ # for example, when a user deletes the current action.
+ 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
+
+ if use_default_take:
+ tmp_actions.insert(0, None) # None is the default action
+
+ fw('''
+;Takes and animation section
+;----------------------------------------------------
+
+Takes: {''')
+
+ if blenActionDefault and not use_default_take:
+ fw('\n\tCurrent: "%s"' % sane_takename(blenActionDefault))
+ else:
+ fw('\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:
+ 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]
+ take_name = "Default Take"
+ act_start = start
+ act_end = end
+ else:
+ # use existing name
+ take_name = sane_name_mapping_take.get(blenAction.name)
+ if take_name is None:
+ take_name = 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
+
+ # Use the action name as the take name and the take filename (JCB)
+ fw('\n\tTake: "%s" {' % take_name)
+ fw('\n\t\tFileName: "%s.tak"' % take_name.replace(" ", "_"))
+ fw('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed
+ fw('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed
+
+ fw('''
+
+ ;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:
+
+ fw('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
+ fw('\n\t\t\tVersion: 1.1')
+ fw('\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))
+
+ fw('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
+
+ for i in range(3):
+ # Loop on each axis of the bone
+ fw('\n\t\t\t\t\tChannel: "%s" {' % ('XYZ'[i])) # translation
+ fw('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i])
+ fw('\n\t\t\t\t\t\tKeyVer: 4005')
+
+ if not use_anim_optimize:
+ # Just write all frames, simple but in-eficient
+ fw('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
+ fw('\n\t\t\t\t\t\tKey: ')
+ frame = act_start
+ while frame <= act_end:
+ if frame != act_start:
+ fw(',')
+
+ # 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
+ fw('\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
+ fw('\n\t\t\t\t\t\tKeyCount: 1')
+ fw('\n\t\t\t\t\t\tKey: ')
+ fw('\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
+ fw('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
+ fw('\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
+ fw(',')
+ # frame is already one less then blenders frame
+ fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val))
+
+ if i == 0:
+ fw('\n\t\t\t\t\t\tColor: 1,0,0')
+ elif i == 1:
+ fw('\n\t\t\t\t\t\tColor: 0,1,0')
+ elif i == 2:
+ fw('\n\t\t\t\t\t\tColor: 0,0,1')
+
+ fw('\n\t\t\t\t\t}')
+ fw('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER + 1))
+ fw('\n\t\t\t\t}')
+
+ # ---------------
+
+ fw('\n\t\t\t}')
+ fw('\n\t\t}')
+
+ # end the take
+ fw('\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
+
+ fw('\n}')
+
+ scene.frame_set(frame_orig)
+
+ else:
+ # no animation
+ fw('\n;Takes and animation section')
+ fw('\n;----------------------------------------------------')
+ fw('\n')
+ fw('\nTakes: {')
+ fw('\n\tCurrent: ""')
+ fw('\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 # UNUSED
+ world_hor = world.horizon_color
+ else:
+ has_mist = mist_intense = mist_start = mist_end = 0
+ world_hor = 0, 0, 0
+
+ fw('\n;Version 5 settings')
+ fw('\n;------------------------------------------------------------------')
+ fw('\n')
+ fw('\nVersion5: {')
+ fw('\n\tAmbientRenderSettings: {')
+ fw('\n\t\tVersion: 101')
+ fw('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb))
+ fw('\n\t}')
+ fw('\n\tFogOptions: {')
+ fw('\n\t\tFlogEnable: %i' % has_mist)
+ fw('\n\t\tFogMode: 0')
+ fw('\n\t\tFogDensity: %.3f' % mist_intense)
+ fw('\n\t\tFogStart: %.3f' % mist_start)
+ fw('\n\t\tFogEnd: %.3f' % mist_end)
+ fw('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor))
+ fw('\n\t}')
+ fw('\n\tSettings: {')
+ fw('\n\t\tFrameRate: "%i"' % int(fps))
+ fw('\n\t\tTimeFormat: 1')
+ fw('\n\t\tSnapOnFrames: 0')
+ fw('\n\t\tReferenceTimeIndex: -1')
+ fw('\n\t\tTimeLineStartTime: %i' % fbx_time(start - 1))
+ fw('\n\t\tTimeLineStopTime: %i' % fbx_time(end - 1))
+ fw('\n\t}')
+ fw('\n\tRendererSetting: {')
+ fw('\n\t\tDefaultCamera: "Producer Perspective"')
+ fw('\n\t\tDefaultViewingMode: 0')
+ fw('\n\t}')
+ fw('\n}')
+ fw('\n')
+
+ # XXX, shouldnt be global!
+ for mapping in (sane_name_mapping_ob,
+ sane_name_mapping_ob_unique,
+ sane_name_mapping_mat,
+ sane_name_mapping_tex,
+ sane_name_mapping_take,
+ sane_name_mapping_group,
+ ):
+ mapping.clear()
+ del mapping
+
+ 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'}
+
+
+# defaults for applications, currently only unity but could add others.
+def defaults_unity3d():
+ return dict(global_matrix=Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
+ use_selection=False,
+ object_types={'ARMATURE', 'EMPTY', 'MESH'},
+ use_mesh_modifiers=True,
+ use_anim=True,
+ use_anim_optimize=False,
+ use_anim_action_all=True,
+ batch_mode='OFF',
+ use_default_take=True,
+ )
+
+
+def save(operator, context,
+ filepath="",
+ use_selection=False,
+ batch_mode='OFF',
+ use_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 use_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.
+
+# 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)
+# - get rid of bpy.path.clean_name somehow
+# + get rid of BPyObject_getObjectArmature, move it in RNA?
+# - implement all BPyMesh_* used here with RNA
+# - getDerivedObjects is not fully replicated with .dupli* funcs
+# - 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