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Diffstat (limited to 'io_scene_fbx/import_fbx.py')
-rw-r--r--io_scene_fbx/import_fbx.py482
1 files changed, 182 insertions, 300 deletions
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index addb8ae6..f35a6387 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -60,7 +60,7 @@ fbx_elem_nil = None
convert_deg_to_rad_iter = units_convertor_iter("degree", "radian")
MAT_CONVERT_BONE = fbx_utils.MAT_CONVERT_BONE.inverted()
-MAT_CONVERT_LAMP = fbx_utils.MAT_CONVERT_LAMP.inverted()
+MAT_CONVERT_LIGHT = fbx_utils.MAT_CONVERT_LIGHT.inverted()
MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA.inverted()
@@ -369,7 +369,7 @@ def blen_read_custom_properties(fbx_obj, blen_obj, settings):
def blen_read_object_transform_do(transform_data):
# This is a nightmare. FBX SDK uses Maya way to compute the transformation matrix of a node - utterly simple:
#
- # WorldTransform = ParentWorldTransform * T * Roff * Rp * Rpre * R * Rpost * Rp-1 * Soff * Sp * S * Sp-1
+ # WorldTransform = ParentWorldTransform @ T @ Roff @ Rp @ Rpre @ R @ Rpost @ Rp-1 @ Soff @ Sp @ S @ Sp-1
#
# Where all those terms are 4 x 4 matrices that contain:
# WorldTransform: Transformation matrix of the node in global space.
@@ -389,7 +389,7 @@ def blen_read_object_transform_do(transform_data):
# But it was still too simple, and FBX notion of compatibility is... quite specific. So we also have to
# support 3DSMax way:
#
- # WorldTransform = ParentWorldTransform * T * R * S * OT * OR * OS
+ # WorldTransform = ParentWorldTransform @ T @ R @ S @ OT @ OR @ OS
#
# Where all those terms are 4 x 4 matrices that contain:
# WorldTransform: Transformation matrix of the node in global space
@@ -414,7 +414,7 @@ def blen_read_object_transform_do(transform_data):
# rotation
to_rot = lambda rot, rot_ord: Euler(convert_deg_to_rad_iter(rot), rot_ord).to_matrix().to_4x4()
- lcl_rot = to_rot(transform_data.rot, transform_data.rot_ord) * transform_data.rot_alt_mat
+ lcl_rot = to_rot(transform_data.rot, transform_data.rot_ord) @ transform_data.rot_alt_mat
pre_rot = to_rot(transform_data.pre_rot, transform_data.rot_ord)
pst_rot = to_rot(transform_data.pst_rot, transform_data.rot_ord)
geom_rot = to_rot(transform_data.geom_rot, transform_data.rot_ord)
@@ -431,21 +431,21 @@ def blen_read_object_transform_do(transform_data):
geom_scale[0][0], geom_scale[1][1], geom_scale[2][2] = transform_data.geom_sca
base_mat = (
- lcl_translation *
- rot_ofs *
- rot_piv *
- pre_rot *
- lcl_rot *
- pst_rot *
- rot_piv.inverted_safe() *
- sca_ofs *
- sca_piv *
- lcl_scale *
+ lcl_translation @
+ rot_ofs @
+ rot_piv @
+ pre_rot @
+ lcl_rot @
+ pst_rot @
+ rot_piv.inverted_safe() @
+ sca_ofs @
+ sca_piv @
+ lcl_scale @
sca_piv.inverted_safe()
)
- geom_mat = geom_loc * geom_rot * geom_scale
+ geom_mat = geom_loc @ geom_rot @ geom_scale
# We return mat without 'geometric transforms' too, because it is to be used for children, sigh...
- return (base_mat * geom_mat, base_mat, geom_mat)
+ return (base_mat @ geom_mat, base_mat, geom_mat)
# XXX This might be weak, now that we can add vgroups from both bones and shapes, name collisions become
@@ -457,7 +457,7 @@ def add_vgroup_to_objects(vg_indices, vg_weights, vg_name, objects):
# We replace/override here...
vg = obj.vertex_groups.get(vg_name)
if vg is None:
- vg = obj.vertex_groups.new(vg_name)
+ vg = obj.vertex_groups.new(name=vg_name)
for i, w in zip(vg_indices, vg_weights):
vg.add((i,), w, 'REPLACE')
@@ -601,7 +601,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
else: # Euler
props[1] = (bl_obj.path_from_id("rotation_euler"), 3, grpname or "Euler Rotation")
- blen_curves = [action.fcurves.new(prop, channel, grpname)
+ blen_curves = [action.fcurves.new(prop, index=channel, action_group=grpname)
for prop, nbr_channels, grpname in props for channel in range(nbr_channels)]
if isinstance(item, Material):
@@ -613,7 +613,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
value[channel] = v
for fc, v in zip(blen_curves, value):
- fc.keyframe_points.insert(frame, v, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
+ fc.keyframe_points.insert(frame, v, options={'NEEDED', 'FAST'}).interpolation = 'LINEAR'
elif isinstance(item, ShapeKey):
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
@@ -624,7 +624,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
value = v / 100.0
for fc, v in zip(blen_curves, (value,)):
- fc.keyframe_points.insert(frame, v, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
+ fc.keyframe_points.insert(frame, v, options={'NEEDED', 'FAST'}).interpolation = 'LINEAR'
elif isinstance(item, Camera):
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
@@ -635,7 +635,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
value = v
for fc, v in zip(blen_curves, (value,)):
- fc.keyframe_points.insert(frame, v, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
+ fc.keyframe_points.insert(frame, v, options={'NEEDED', 'FAST'}).interpolation = 'LINEAR'
else: # Object or PoseBone:
if item.is_bone:
@@ -661,19 +661,19 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
# compensate for changes in the local matrix during processing
if item.anim_compensation_matrix:
- mat = mat * item.anim_compensation_matrix
+ mat = mat @ item.anim_compensation_matrix
# apply pre- and post matrix
# post-matrix will contain any correction for lights, camera and bone orientation
# pre-matrix will contain any correction for a parent's correction matrix or the global matrix
if item.pre_matrix:
- mat = item.pre_matrix * mat
+ mat = item.pre_matrix @ mat
if item.post_matrix:
- mat = mat * item.post_matrix
+ mat = mat @ item.post_matrix
# And now, remove that rest pose matrix from current mat (also in parent space).
if restmat_inv:
- mat = restmat_inv * mat
+ mat = restmat_inv @ mat
# Now we have a virtual matrix of transform from AnimCurves, we can insert keyframes!
loc, rot, sca = mat.decompose()
@@ -686,7 +686,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
rot = rot.to_euler(rot_mode, rot_prev)
rot_prev = rot
for fc, value in zip(blen_curves, chain(loc, rot, sca)):
- fc.keyframe_points.insert(frame, value, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
+ fc.keyframe_points.insert(frame, value, options={'NEEDED', 'FAST'}).interpolation = 'LINEAR'
# Since we inserted our keyframes in 'FAST' mode, we have to update the fcurves now.
for fc in blen_curves:
@@ -1006,8 +1006,7 @@ def blen_read_geom_layer_uv(fbx_obj, mesh):
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, b'UV'))
fbx_layer_index = elem_prop_first(elem_find_first(fbx_layer, b'UVIndex'))
- uv_tex = mesh.uv_textures.new(name=fbx_layer_name)
- uv_lay = mesh.uv_layers[-1]
+ uv_lay = mesh.uv_layers.new(name=fbx_layer_name)
blen_data = uv_lay.data
# some valid files omit this data
@@ -1087,7 +1086,6 @@ def blen_read_geom_layer_smooth(fbx_obj, mesh):
)
# We only set sharp edges here, not face smoothing itself...
mesh.use_auto_smooth = True
- mesh.show_edge_sharp = True
return False
elif fbx_layer_mapping == b'ByPolygon':
blen_data = mesh.polygons
@@ -1165,7 +1163,7 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
if geom_mat_co is not None:
def _vcos_transformed_gen(raw_cos, m=None):
# Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
- return chain(*(m * Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
+ return chain(*(m @ Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
fbx_verts = array.array(fbx_verts.typecode, _vcos_transformed_gen(fbx_verts, geom_mat_co))
if fbx_verts is None:
@@ -1242,7 +1240,7 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
ok_normals = blen_read_geom_layer_normal(fbx_obj, mesh)
else:
def nortrans(v):
- return geom_mat_no * Vector(v)
+ return geom_mat_no @ Vector(v)
ok_normals = blen_read_geom_layer_normal(fbx_obj, mesh, nortrans)
mesh.validate(clean_customdata=False) # *Very* important to not remove lnors here!
@@ -1257,7 +1255,6 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
mesh.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
mesh.use_auto_smooth = True
- mesh.show_edge_sharp = True
else:
mesh.calc_normals()
@@ -1319,9 +1316,12 @@ def blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene):
# Material
def blen_read_material(fbx_tmpl, fbx_obj, settings):
+ from bpy_extras import node_shader_utils
+ from math import sqrt
+
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Material')
- cycles_material_wrap_map = settings.cycles_material_wrap_map
+ nodal_material_wrap_map = settings.nodal_material_wrap_map
ma = bpy.data.materials.new(name=elem_name_utf8)
const_color_white = 1.0, 1.0, 1.0
@@ -1329,43 +1329,23 @@ def blen_read_material(fbx_tmpl, fbx_obj, settings):
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
- ma_diff = elem_props_get_color_rgb(fbx_props, b'DiffuseColor', const_color_white)
- ma_spec = elem_props_get_color_rgb(fbx_props, b'SpecularColor', const_color_white)
- ma_alpha = elem_props_get_number(fbx_props, b'Opacity', 1.0)
- ma_spec_intensity = ma.specular_intensity = elem_props_get_number(fbx_props, b'SpecularFactor', 0.25) * 2.0
- ma_spec_hardness = elem_props_get_number(fbx_props, b'Shininess', 9.6)
- ma_refl_factor = elem_props_get_number(fbx_props, b'ReflectionFactor', 0.0)
- ma_refl_color = elem_props_get_color_rgb(fbx_props, b'ReflectionColor', const_color_white)
-
- if settings.use_cycles:
- from modules import cycles_shader_compat
- # viewport color
- ma.diffuse_color = ma_diff
-
- ma_wrap = cycles_shader_compat.CyclesShaderWrapper(ma)
- ma_wrap.diffuse_color_set(ma_diff)
- ma_wrap.specular_color_set([c * ma_spec_intensity for c in ma_spec])
- ma_wrap.hardness_value_set(((ma_spec_hardness + 3.0) / 5.0) - 0.65)
- ma_wrap.alpha_value_set(ma_alpha)
- ma_wrap.reflect_factor_set(ma_refl_factor)
- ma_wrap.reflect_color_set(ma_refl_color)
-
- cycles_material_wrap_map[ma] = ma_wrap
- else:
- # TODO, number BumpFactor isnt used yet
- ma.diffuse_color = ma_diff
- ma.specular_color = ma_spec
- ma.alpha = ma_alpha
- if ma_alpha < 1.0:
- ma.use_transparency = True
- ma.transparency_method = 'RAYTRACE'
- ma.specular_intensity = ma_spec_intensity
- ma.specular_hardness = ma_spec_hardness * 5.10 + 1.0
-
- if ma_refl_factor != 0.0:
- ma.raytrace_mirror.use = True
- ma.raytrace_mirror.reflect_factor = ma_refl_factor
- ma.mirror_color = ma_refl_color
+ ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=False, use_nodes=True)
+ ma_wrap.base_color = elem_props_get_color_rgb(fbx_props, b'DiffuseColor', const_color_white)
+ # No specular color in Principled BSDF shader, assumed to be either white or take some tint from diffuse one...
+ # TODO: add way to handle tint option (guesstimate from spec color + intensity...)?
+ ma_wrap.specular = elem_props_get_number(fbx_props, b'SpecularFactor', 0.25) * 2.0
+ # XXX Totally empirical conversion, trying to adapt it
+ # (from 1.0 - 0.0 Principled BSDF range to 0.0 - 100.0 FBX shininess range)...
+ fbx_shininess = elem_props_get_number(fbx_props, b'Shininess', 20.0)
+ ma_wrap.roughness = 1.0 - (sqrt(fbx_shininess) / 10.0)
+ ma_wrap.transmission = 1.0 - elem_props_get_number(fbx_props, b'Opacity', 1.0)
+ ma_wrap.metallic = elem_props_get_number(fbx_props, b'ReflectionFactor', 0.0)
+ # We have no metallic (a.k.a. reflection) color...
+ # elem_props_get_color_rgb(fbx_props, b'ReflectionColor', const_color_white)
+ # (x / 7.142) is only a guess, cycles usable range is (0.0 -> 0.5)
+ ma_wrap.normalmap_strength = elem_props_get_number(fbx_props, b'BumpFactor', 2.5) / 7.142
+
+ nodal_material_wrap_map[ma] = ma_wrap
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, ma, settings)
@@ -1479,7 +1459,7 @@ def blen_read_light(fbx_tmpl, fbx_obj, global_scale):
1: 'SUN',
2: 'SPOT'}.get(elem_props_get_enum(fbx_props, b'LightType', 0), 'POINT')
- lamp = bpy.data.lamps.new(name=elem_name_utf8, type=light_type)
+ lamp = bpy.data.lights.new(name=elem_name_utf8, type=light_type)
if light_type == 'SPOT':
spot_size = elem_props_get_number(fbx_props, b'OuterAngle', None)
@@ -1494,11 +1474,14 @@ def blen_read_light(fbx_tmpl, fbx_obj, global_scale):
spot_blend = elem_props_get_number(fbx_props, b'HotSpot', 45.0)
lamp.spot_blend = 1.0 - (spot_blend / spot_size)
- # TODO, cycles
+ # TODO, cycles nodes???
lamp.color = elem_props_get_color_rgb(fbx_props, b'Color', (1.0, 1.0, 1.0))
lamp.energy = elem_props_get_number(fbx_props, b'Intensity', 100.0) / 100.0
lamp.distance = elem_props_get_number(fbx_props, b'DecayStart', 25.0) * global_scale
- lamp.shadow_method = ('RAY_SHADOW' if elem_props_get_bool(fbx_props, b'CastShadow', True) else 'NOSHADOW')
+ lamp.use_shadow = elem_props_get_bool(fbx_props, b'CastShadow', True)
+ if hasattr(lamp, "cycles"):
+ lamp.cycles.cast_shadow = lamp.use_shadow
+ # Keeping this for now, but this is not used nor exposed anymore afaik...
lamp.shadow_color = elem_props_get_color_rgb(fbx_props, b'ShadowColor', (0.0, 0.0, 0.0))
return lamp
@@ -1612,7 +1595,7 @@ class FbxImportHelperNode:
self.pre_matrix = settings.global_matrix
if parent_correction_inv:
- self.pre_matrix = parent_correction_inv * (self.pre_matrix if self.pre_matrix else Matrix())
+ self.pre_matrix = parent_correction_inv @ (self.pre_matrix if self.pre_matrix else Matrix())
correction_matrix = None
@@ -1700,12 +1683,12 @@ class FbxImportHelperNode:
if self.fbx_type == b'Camera':
correction_matrix = MAT_CONVERT_CAMERA
elif self.fbx_type == b'Light':
- correction_matrix = MAT_CONVERT_LAMP
+ correction_matrix = MAT_CONVERT_LIGHT
self.post_matrix = correction_matrix
if self.do_bake_transform(settings):
- self.post_matrix = settings.global_matrix_inv * (self.post_matrix if self.post_matrix else Matrix())
+ self.post_matrix = settings.global_matrix_inv @ (self.post_matrix if self.post_matrix else Matrix())
# process children
correction_matrix_inv = correction_matrix.inverted_safe() if correction_matrix else None
@@ -1782,29 +1765,29 @@ class FbxImportHelperNode:
def get_world_matrix_as_parent(self):
matrix = self.parent.get_world_matrix_as_parent() if self.parent else Matrix()
if self.matrix_as_parent:
- matrix = matrix * self.matrix_as_parent
+ matrix = matrix @ self.matrix_as_parent
return matrix
def get_world_matrix(self):
matrix = self.parent.get_world_matrix_as_parent() if self.parent else Matrix()
if self.matrix:
- matrix = matrix * self.matrix
+ matrix = matrix @ self.matrix
return matrix
def get_matrix(self):
matrix = self.matrix if self.matrix else Matrix()
if self.pre_matrix:
- matrix = self.pre_matrix * matrix
+ matrix = self.pre_matrix @ matrix
if self.post_matrix:
- matrix = matrix * self.post_matrix
+ matrix = matrix @ self.post_matrix
return matrix
def get_bind_matrix(self):
matrix = self.bind_matrix if self.bind_matrix else Matrix()
if self.pre_matrix:
- matrix = self.pre_matrix * matrix
+ matrix = self.pre_matrix @ matrix
if self.post_matrix:
- matrix = matrix * self.post_matrix
+ matrix = matrix @ self.post_matrix
return matrix
def make_bind_pose_local(self, parent_matrix=None):
@@ -1812,13 +1795,13 @@ class FbxImportHelperNode:
parent_matrix = Matrix()
if self.bind_matrix:
- bind_matrix = parent_matrix.inverted_safe() * self.bind_matrix
+ bind_matrix = parent_matrix.inverted_safe() @ self.bind_matrix
else:
bind_matrix = self.matrix.copy() if self.matrix else None
self.bind_matrix = bind_matrix
if bind_matrix:
- parent_matrix = parent_matrix * bind_matrix
+ parent_matrix = parent_matrix @ bind_matrix
for child in self.children:
child.make_bind_pose_local(parent_matrix)
@@ -1838,8 +1821,8 @@ class FbxImportHelperNode:
child.collect_skeleton_meshes(meshes)
for m in meshes:
old_matrix = m.matrix
- m.matrix = armature_matrix_inv * m.get_world_matrix()
- m.anim_compensation_matrix = old_matrix.inverted_safe() * m.matrix
+ m.matrix = armature_matrix_inv @ m.get_world_matrix()
+ m.anim_compensation_matrix = old_matrix.inverted_safe() @ m.matrix
m.is_global_animation = True
m.parent = self
self.meshes = meshes
@@ -1914,7 +1897,7 @@ class FbxImportHelperNode:
bone.tail = bone_tail
# And rotate/move it to its final "rest pose".
- bone_matrix = parent_matrix * self.get_bind_matrix().normalized()
+ bone_matrix = parent_matrix @ self.get_bind_matrix().normalized()
bone.matrix = bone_matrix
@@ -1927,7 +1910,7 @@ class FbxImportHelperNode:
if child.is_leaf and force_connect_children:
# Arggggggggggggggggg! We do not want to create this bone, but we need its 'virtual head' location
# to orient current one!!!
- child_head = (bone_matrix * child.get_bind_matrix().normalized()).translation
+ child_head = (bone_matrix @ child.get_bind_matrix().normalized()).translation
child_connect(bone, None, child_head, connect_ctx)
elif child.is_bone and not child.ignore:
child_bone = child.build_skeleton(arm, bone_matrix, bone_size,
@@ -1958,7 +1941,7 @@ class FbxImportHelperNode:
# Misc Attributes
obj.color[0:3] = elem_props_get_color_rgb(fbx_props, b'Color', (0.8, 0.8, 0.8))
- obj.hide = not bool(elem_props_get_visibility(fbx_props, b'Visibility', 1.0))
+ obj.hide_viewport = not bool(elem_props_get_visibility(fbx_props, b'Visibility', 1.0))
obj.matrix_basis = self.get_matrix()
@@ -1967,12 +1950,12 @@ class FbxImportHelperNode:
return obj
- def build_skeleton_children(self, fbx_tmpl, settings, scene):
+ def build_skeleton_children(self, fbx_tmpl, settings, scene, view_layer):
if self.is_bone:
for child in self.children:
if child.ignore:
continue
- child.build_skeleton_children(fbx_tmpl, settings, scene)
+ child.build_skeleton_children(fbx_tmpl, settings, scene, view_layer)
return None
else:
# child is not a bone
@@ -1984,11 +1967,11 @@ class FbxImportHelperNode:
for child in self.children:
if child.ignore:
continue
- child.build_skeleton_children(fbx_tmpl, settings, scene)
+ child.build_skeleton_children(fbx_tmpl, settings, scene, view_layer)
# instance in scene
- obj_base = scene.objects.link(obj)
- obj_base.select = True
+ view_layer.active_layer_collection.collection.objects.link(obj)
+ obj.select_set(True)
return obj
@@ -2007,7 +1990,7 @@ class FbxImportHelperNode:
# Blender attaches to the end of a bone, while FBX attaches to the start.
# bone_child_matrix corrects for that.
if child.pre_matrix:
- child.pre_matrix = self.bone_child_matrix * child.pre_matrix
+ child.pre_matrix = self.bone_child_matrix @ child.pre_matrix
else:
child.pre_matrix = self.bone_child_matrix
@@ -2027,7 +2010,7 @@ class FbxImportHelperNode:
def set_pose_matrix(self, arm):
pose_bone = arm.bl_obj.pose.bones[self.bl_bone]
- pose_bone.matrix_basis = self.get_bind_matrix().inverted_safe() * self.get_matrix()
+ pose_bone.matrix_basis = self.get_bind_matrix().inverted_safe() @ self.get_matrix()
for child in self.children:
if child.ignore:
@@ -2094,7 +2077,7 @@ class FbxImportHelperNode:
if child.is_bone and not child.ignore:
child.set_bone_weights()
- def build_hierarchy(self, fbx_tmpl, settings, scene):
+ def build_hierarchy(self, fbx_tmpl, settings, scene, view_layer):
if self.is_armature:
# create when linking since we need object data
elem_name_utf8 = self.fbx_name
@@ -2114,15 +2097,15 @@ class FbxImportHelperNode:
blen_read_custom_properties(self.fbx_elem, arm, settings)
# instance in scene
- obj_base = scene.objects.link(arm)
- obj_base.select = True
+ view_layer.active_layer_collection.collection.objects.link(arm)
+ arm.select_set(True)
# Add bones:
# Switch to Edit mode.
- scene.objects.active = arm
- is_hidden = arm.hide
- arm.hide = False # Can't switch to Edit mode hidden objects...
+ view_layer.objects.active = arm
+ is_hidden = arm.hide_viewport
+ arm.hide_viewport = False # Can't switch to Edit mode hidden objects...
bpy.ops.object.mode_set(mode='EDIT')
for child in self.children:
@@ -2133,7 +2116,7 @@ class FbxImportHelperNode:
bpy.ops.object.mode_set(mode='OBJECT')
- arm.hide = is_hidden
+ arm.hide_viewport = is_hidden
# Set pose matrix
for child in self.children:
@@ -2146,7 +2129,7 @@ class FbxImportHelperNode:
for child in self.children:
if child.ignore:
continue
- child_obj = child.build_skeleton_children(fbx_tmpl, settings, scene)
+ child_obj = child.build_skeleton_children(fbx_tmpl, settings, scene, view_layer)
return arm
elif self.fbx_elem and not self.is_bone:
@@ -2154,16 +2137,16 @@ class FbxImportHelperNode:
# walk through children
for child in self.children:
- child.build_hierarchy(fbx_tmpl, settings, scene)
+ child.build_hierarchy(fbx_tmpl, settings, scene, view_layer)
# instance in scene
- obj_base = scene.objects.link(obj)
- obj_base.select = True
+ view_layer.active_layer_collection.collection.objects.link(obj)
+ obj.select_set(True)
return obj
else:
for child in self.children:
- child.build_hierarchy(fbx_tmpl, settings, scene)
+ child.build_hierarchy(fbx_tmpl, settings, scene, view_layer)
return None
@@ -2192,16 +2175,16 @@ class FbxImportHelperNode:
# which we obviously cannot do in Blender. :/
if amat is None:
amat = self.bind_matrix
- amat = settings.global_matrix * (Matrix() if amat is None else amat)
+ amat = settings.global_matrix @ (Matrix() if amat is None else amat)
if self.matrix_geom:
- amat = amat * self.matrix_geom
- mmat = settings.global_matrix * mmat
+ amat = amat @ self.matrix_geom
+ mmat = settings.global_matrix @ mmat
if mesh.matrix_geom:
- mmat = mmat * mesh.matrix_geom
+ mmat = mmat @ mesh.matrix_geom
# Now that we have armature and mesh in there (global) bind 'state' (matrix),
# we can compute inverse parenting matrix of the mesh.
- me_obj.matrix_parent_inverse = amat.inverted_safe() * mmat * me_obj.matrix_basis.inverted_safe()
+ me_obj.matrix_parent_inverse = amat.inverted_safe() @ mmat @ me_obj.matrix_basis.inverted_safe()
mod = mesh.bl_obj.modifiers.new(arm.name, 'ARMATURE')
mod.object = arm
@@ -2249,7 +2232,6 @@ def load(operator, context, filepath="",
global_scale=1.0,
bake_space_transform=False,
use_custom_normals=True,
- use_cycles=True,
use_image_search=False,
use_alpha_decals=False,
decal_offset=0.0,
@@ -2311,10 +2293,8 @@ def load(operator, context, filepath="",
basedir = os.path.dirname(filepath)
- cycles_material_wrap_map = {}
+ nodal_material_wrap_map = {}
image_cache = {}
- if not use_cycles:
- texture_cache = {}
# Tables: (FBX_byte_id -> [FBX_data, None or Blender_datablock])
fbx_table_nodes = {}
@@ -2325,6 +2305,7 @@ def load(operator, context, filepath="",
material_decals = None
scene = context.scene
+ view_layer = context.view_layer
# #### Get some info from GlobalSettings.
@@ -2350,7 +2331,7 @@ def load(operator, context, filepath="",
elem_props_get_integer(fbx_settings_props, b'CoordAxisSign', 1))
axis_key = (axis_up, axis_forward, axis_coord)
axis_up, axis_forward = {v: k for k, v in RIGHT_HAND_AXES.items()}.get(axis_key, ('Z', 'Y'))
- global_matrix = (Matrix.Scale(global_scale, 4) *
+ global_matrix = (Matrix.Scale(global_scale, 4) @
axis_conversion(from_forward=axis_forward, from_up=axis_up).to_4x4())
# To cancel out unwanted rotation/scale on nodes.
@@ -2381,11 +2362,11 @@ def load(operator, context, filepath="",
settings = FBXImportSettings(
operator.report, (axis_up, axis_forward), global_matrix, global_scale,
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
- use_custom_normals, use_cycles, use_image_search,
+ use_custom_normals, use_image_search,
use_alpha_decals, decal_offset,
use_anim, anim_offset,
use_custom_props, use_custom_props_enum_as_string,
- cycles_material_wrap_map, image_cache,
+ nodal_material_wrap_map, image_cache,
ignore_leaf_bones, force_connect_children, automatic_bone_orientation, bone_correction_matrix,
use_prepost_rot,
)
@@ -2682,7 +2663,7 @@ def load(operator, context, filepath="",
armature_matrix = tx_arm
if tx_bone:
- mesh_matrix = tx_bone * mesh_matrix
+ mesh_matrix = tx_bone @ mesh_matrix
helper_node.bind_matrix = tx_bone # overwrite the bind matrix
# Get the meshes driven by this cluster: (Shouldn't that be only one?)
@@ -2725,7 +2706,7 @@ def load(operator, context, filepath="",
root_helper.find_correction_matrix(settings)
# build the Object/Armature/Bone hierarchy
- root_helper.build_hierarchy(fbx_tmpl, settings, scene)
+ root_helper.build_hierarchy(fbx_tmpl, settings, scene, view_layer)
# Link the Object/Armature/Bone hierarchy
root_helper.link_hierarchy(fbx_tmpl, settings, scene)
@@ -2857,8 +2838,7 @@ def load(operator, context, filepath="",
continue
mat = fbx_item[1]
items.append((mat, lnk_prop))
- if settings.use_cycles:
- print("WARNING! Importing material's animation is not supported for Cycles materials...")
+ print("WARNING! Importing material's animation is not supported for Nodal materials...")
for al_uuid, al_ctype in fbx_connection_map.get(acn_uuid, ()):
if al_ctype.props[0] != b'OO':
continue
@@ -2919,17 +2899,17 @@ def load(operator, context, filepath="",
# So we have to be careful not to re-add endlessly the same material to a mesh!
# This can easily happen with 'baked' dupliobjects, see T44386.
# TODO: add an option to link materials to objects in Blender instead?
- done_mats = set()
+ done_materials = set()
for (fbx_lnk, fbx_lnk_item, fbx_lnk_type) in connection_filter_forward(fbx_uuid, b'Model'):
# link materials
fbx_lnk_uuid = elem_uuid(fbx_lnk)
for (fbx_lnk_material, material, fbx_lnk_material_type) in connection_filter_reverse(fbx_lnk_uuid, b'Material'):
- if material not in done_mats:
+ if material not in done_materials:
mesh.materials.append(material)
- done_mats.add(material)
+ done_materials.add(material)
- # We have to validate mesh polygons' mat_idx, see T41015!
+ # We have to validate mesh polygons' ma_idx, see T41015!
# Some FBX seem to have an extra 'default' material which is not defined in FBX file.
if mesh.validate_material_indices():
print("WARNING: mesh '%s' had invalid material indices, those were reset to first material" % mesh.name)
@@ -2943,51 +2923,36 @@ def load(operator, context, filepath="",
fbx_tmpl = fbx_template_get((b'Material', b'KFbxSurfacePhong'))
# b'KFbxSurfaceLambert'
- # textures that use this material
- def texture_bumpfac_get(fbx_obj):
- assert(fbx_obj.id == b'Material')
- fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
- elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
- # (x / 7.142) is only a guess, cycles usable range is (0.0 -> 0.5)
- return elem_props_get_number(fbx_props, b'BumpFactor', 2.5) / 7.142
-
- def texture_mapping_get(fbx_obj):
+ def texture_mapping_set(fbx_obj, node_texture):
assert(fbx_obj.id == b'Texture')
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
- return (elem_props_get_vector_3d(fbx_props, b'Translation', (0.0, 0.0, 0.0)),
- elem_props_get_vector_3d(fbx_props, b'Rotation', (0.0, 0.0, 0.0)),
- elem_props_get_vector_3d(fbx_props, b'Scaling', (1.0, 1.0, 1.0)),
- (bool(elem_props_get_enum(fbx_props, b'WrapModeU', 0)),
- bool(elem_props_get_enum(fbx_props, b'WrapModeV', 0))))
-
- if not use_cycles:
- # Simple function to make a new mtex and set defaults
- def material_mtex_new(material, image, tex_map):
- tex = texture_cache.get(image)
- if tex is None:
- tex = bpy.data.textures.new(name=image.name, type='IMAGE')
- tex.image = image
- texture_cache[image] = tex
-
- # copy custom properties from image object to texture
- for key, value in image.items():
- tex[key] = value
-
- # delete custom properties on the image object
- for key in image.keys():
- del image[key]
-
- mtex = material.texture_slots.add()
- mtex.texture = tex
- mtex.texture_coords = 'UV'
- mtex.use_map_color_diffuse = False
-
- # No rotation here...
- mtex.offset[:] = tex_map[0]
- mtex.scale[:] = tex_map[2]
- return mtex
+ loc = elem_props_get_vector_3d(fbx_props, b'Translation', (0.0, 0.0, 0.0))
+ rot = tuple(-r for r in elem_props_get_vector_3d(fbx_props, b'Rotation', (0.0, 0.0, 0.0)))
+ scale = tuple(((1.0 / s) if s != 0.0 else 1.0)
+ for s in elem_props_get_vector_3d(fbx_props, b'Scaling', (1.0, 1.0, 1.0)))
+ clamp_uv = (bool(elem_props_get_enum(fbx_props, b'WrapModeU', 0)),
+ bool(elem_props_get_enum(fbx_props, b'WrapModeV', 0)))
+
+ if (loc == (0.0, 0.0, 0.0) and
+ rot == (0.0, 0.0, 0.0) and
+ scale == (1.0, 1.0, 1.0) and
+ clamp_uv == (False, False)):
+ return
+
+ node_texture.translation = loc
+ node_texture.rotation = rot
+ node_texture.scale = scale
+
+ # awkward conversion UV clamping to min/max
+ node_texture.min = (0.0, 0.0, 0.0)
+ node_texture.max = (1.0, 1.0, 1.0)
+ node_texture.use_min = node_texture.use_max = clamp_uv[0] or clamp_uv[1]
+ if clamp_uv[0] != clamp_uv[1]:
+ # use bool as index
+ node_texture.min[not clamp[0]] = -1e9
+ node_texture.max[not clamp[0]] = 1e9
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
@@ -2999,112 +2964,44 @@ def load(operator, context, filepath="",
image,
fbx_lnk_type) in connection_filter_reverse(fbx_uuid, b'Texture'):
- if use_cycles:
- if fbx_lnk_type.props[0] == b'OP':
- lnk_type = fbx_lnk_type.props[3]
-
- ma_wrap = cycles_material_wrap_map[material]
-
- # tx/rot/scale
- tex_map = texture_mapping_get(fbx_lnk)
- if (tex_map[0] == (0.0, 0.0, 0.0) and
- tex_map[1] == (0.0, 0.0, 0.0) and
- tex_map[2] == (1.0, 1.0, 1.0) and
- tex_map[3] == (False, False)):
- use_mapping = False
- else:
- use_mapping = True
- tex_map_kw = {
- "translation": tex_map[0],
- "rotation": [-i for i in tex_map[1]],
- "scale": [((1.0 / i) if i != 0.0 else 1.0) for i in tex_map[2]],
- "clamp": tex_map[3],
- }
-
- if lnk_type in {b'DiffuseColor', b'3dsMax|maps|texmap_diffuse'}:
- ma_wrap.diffuse_image_set(image)
- if use_mapping:
- ma_wrap.diffuse_mapping_set(**tex_map_kw)
- elif lnk_type == b'SpecularColor':
- ma_wrap.specular_image_set(image)
- if use_mapping:
- ma_wrap.specular_mapping_set(**tex_map_kw)
- elif lnk_type in {b'ReflectionColor', b'3dsMax|maps|texmap_reflection'}:
- ma_wrap.reflect_image_set(image)
- if use_mapping:
- ma_wrap.reflect_mapping_set(**tex_map_kw)
- elif lnk_type == b'TransparentColor': # alpha
- ma_wrap.alpha_image_set(image)
- if use_mapping:
- ma_wrap.alpha_mapping_set(**tex_map_kw)
- if use_alpha_decals:
- material_decals.add(material)
- elif lnk_type == b'DiffuseFactor':
- pass # TODO
- elif lnk_type == b'ShininessExponent':
- ma_wrap.hardness_image_set(image)
- if use_mapping:
- ma_wrap.hardness_mapping_set(**tex_map_kw)
- # XXX, applications abuse bump!
- elif lnk_type in {b'NormalMap', b'Bump', b'3dsMax|maps|texmap_bump'}:
- ma_wrap.normal_image_set(image)
- ma_wrap.normal_factor_set(texture_bumpfac_get(fbx_obj))
- if use_mapping:
- ma_wrap.normal_mapping_set(**tex_map_kw)
- """
- elif lnk_type == b'Bump':
- ma_wrap.bump_image_set(image)
- ma_wrap.bump_factor_set(texture_bumpfac_get(fbx_obj))
- if use_mapping:
- ma_wrap.bump_mapping_set(**tex_map_kw)
- """
- else:
- print("WARNING: material link %r ignored" % lnk_type)
-
- material_images.setdefault(material, {})[lnk_type] = (image, tex_map)
- else:
- if fbx_lnk_type.props[0] == b'OP':
- lnk_type = fbx_lnk_type.props[3]
-
- # tx/rot/scale (rot is ignored here!).
- tex_map = texture_mapping_get(fbx_lnk)
-
- mtex = material_mtex_new(material, image, tex_map)
-
- if lnk_type in {b'DiffuseColor', b'3dsMax|maps|texmap_diffuse'}:
- mtex.use_map_color_diffuse = True
- mtex.blend_type = 'MULTIPLY'
- elif lnk_type == b'SpecularColor':
- mtex.use_map_color_spec = True
- mtex.blend_type = 'MULTIPLY'
- elif lnk_type in {b'ReflectionColor', b'3dsMax|maps|texmap_reflection'}:
- mtex.use_map_raymir = True
- elif lnk_type == b'TransparentColor': # alpha
- material.use_transparency = True
- material.transparency_method = 'RAYTRACE'
- material.alpha = 0.0
- mtex.use_map_alpha = True
- mtex.alpha_factor = 1.0
- if use_alpha_decals:
- material_decals.add(material)
- elif lnk_type == b'DiffuseFactor':
- mtex.use_map_diffuse = True
- elif lnk_type == b'ShininessExponent':
- mtex.use_map_hardness = True
- # XXX, applications abuse bump!
- elif lnk_type in {b'NormalMap', b'Bump', b'3dsMax|maps|texmap_bump'}:
- mtex.texture.use_normal_map = True # not ideal!
- mtex.use_map_normal = True
- mtex.normal_factor = texture_bumpfac_get(fbx_obj)
- """
- elif lnk_type == b'Bump':
- mtex.use_map_normal = True
- mtex.normal_factor = texture_bumpfac_get(fbx_obj)
- """
- else:
- print("WARNING: material link %r ignored" % lnk_type)
+ if fbx_lnk_type.props[0] == b'OP':
+ lnk_type = fbx_lnk_type.props[3]
+
+ ma_wrap = nodal_material_wrap_map[material]
+
+ if lnk_type in {b'DiffuseColor', b'3dsMax|maps|texmap_diffuse'}:
+ ma_wrap.base_color_texture.image = image
+ texture_mapping_set(fbx_lnk, ma_wrap.base_color_texture)
+ elif lnk_type in {b'SpecularColor', b'SpecularFactor'}:
+ # Intensity actually, not color...
+ ma_wrap.specular_texture.image = image
+ texture_mapping_set(fbx_lnk, ma_wrap.specular_texture)
+ elif lnk_type in {b'ReflectionColor', b'ReflectionFactor', b'3dsMax|maps|texmap_reflection'}:
+ # Intensity actually, not color...
+ ma_wrap.metallic_texture.image = image
+ texture_mapping_set(fbx_lnk, ma_wrap.metallic_texture)
+ elif lnk_type in {b'TransparentColor', b'TransparentFactor'}:
+ # Transparency... sort of...
+ ma_wrap.transmission_texture.image = image
+ texture_mapping_set(fbx_lnk, ma_wrap.transmission_texture)
+ if use_alpha_decals:
+ material_decals.add(material)
+ elif lnk_type == b'ShininessExponent':
+ # That is probably reversed compared to expected results? TODO...
+ ma_wrap.roughness_texture.image = image
+ texture_mapping_set(fbx_lnk, ma_wrap.roughness_texture)
+ # XXX, applications abuse bump!
+ elif lnk_type in {b'NormalMap', b'Bump', b'3dsMax|maps|texmap_bump'}:
+ ma_wrap.normalmap_texture.image = image
+ texture_mapping_set(fbx_lnk, ma_wrap.normalmap_texture)
+ """
+ elif lnk_type == b'Bump':
+ # TODO displacement...
+ """
+ else:
+ print("WARNING: material link %r ignored" % lnk_type)
- material_images.setdefault(material, {})[lnk_type] = (image, tex_map)
+ material_images.setdefault(material, {})[lnk_type] = image
# Check if the diffuse image has an alpha channel,
# if so, use the alpha channel.
@@ -3115,30 +3012,21 @@ def load(operator, context, filepath="",
if fbx_obj.id != b'Material':
continue
material = fbx_table_nodes.get(fbx_uuid, (None, None))[1]
- image, tex_map = material_images.get(material, {}).get(b'DiffuseColor', (None, None))
+ image = material_images.get(material, {}).get(b'DiffuseColor', None)
# do we have alpha?
if image and image.depth == 32:
if use_alpha_decals:
material_decals.add(material)
- if use_cycles:
- ma_wrap = cycles_material_wrap_map[material]
- if ma_wrap.node_bsdf_alpha.mute:
- ma_wrap.alpha_image_set_from_diffuse()
- else:
- if not any((True for mtex in material.texture_slots if mtex and mtex.use_map_alpha)):
- mtex = material_mtex_new(material, image, tex_map)
+ ma_wrap = nodal_material_wrap_map[material]
+ ma_wrap.transmission_texture.use_alpha = True
+ ma_wrap.transmission_texture.copy_from(ma_wrap.base_color_texture)
- material.use_transparency = True
- material.transparency_method = 'RAYTRACE'
- material.alpha = 0.0
- mtex.use_map_alpha = True
- mtex.alpha_factor = 1.0
-
- # propagate mapping from diffuse to all other channels which have none defined.
- if use_cycles:
- ma_wrap = cycles_material_wrap_map[material]
- ma_wrap.mapping_set_from_diffuse()
+ # Propagate mapping from diffuse to all other channels which have none defined.
+ # XXX Commenting for now, I do not really understand the logic here, why should diffuse mapping
+ # be applied to all others if not defined for them???
+ # ~ ma_wrap = nodal_material_wrap_map[material]
+ # ~ ma_wrap.mapping_set_from_diffuse()
_(); del _
@@ -3161,14 +3049,8 @@ def load(operator, context, filepath="",
v.co += v.normal * decal_offset
break
- if use_cycles:
- for obj in (obj for obj in bpy.data.objects if obj.data == mesh):
- obj.cycles_visibility.shadow = False
- else:
- for material in mesh.materials:
- if material in material_decals:
- # receive but dont cast shadows
- material.use_raytrace = False
+ for obj in (obj for obj in bpy.data.objects if obj.data == mesh):
+ obj.cycles_visibility.shadow = False
_(); del _
perfmon.level_down()