From e5c3ae31189b3acb54d33061da2bd27c3d0abad5 Mon Sep 17 00:00:00 2001 From: Sergey Sharybin Date: Wed, 15 May 2019 14:11:13 +0200 Subject: Addons: Adopt for Dependency Graph API changes Mainly search-and-replace approach. Tested the enabled-by-default export/import addons. Seems to work with an exception of X3D which is still referencing Blender Internal material properties. Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D4866 --- io_scene_fbx/export_fbx_bin.py | 38 +++++++++++++++++++++++++------------- 1 file changed, 25 insertions(+), 13 deletions(-) (limited to 'io_scene_fbx/export_fbx_bin.py') diff --git a/io_scene_fbx/export_fbx_bin.py b/io_scene_fbx/export_fbx_bin.py index af3bc005..e399c807 100644 --- a/io_scene_fbx/export_fbx_bin.py +++ b/io_scene_fbx/export_fbx_bin.py @@ -1130,7 +1130,9 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes): # Face's materials. me_fbxmaterials_idx = scene_data.mesh_material_indices.get(me) if me_fbxmaterials_idx is not None: - me_blmaterials = me.materials + # Mapping to indices is done using original material pointers, so need to go from evaluated + # to original (this is for the case mesh is a result of evaluated modifier stack). + me_blmaterials = [material.original for material in me.materials] if me_fbxmaterials_idx and me_blmaterials: lay_ma = elem_data_single_int32(geom, b"LayerElementMaterial", 0) elem_data_single_int32(lay_ma, b"Version", FBX_GEOMETRY_MATERIAL_VERSION) @@ -2204,27 +2206,36 @@ def fbx_data_from_scene(scene, depsgraph, settings): if settings.use_mesh_modifiers or ob.type in BLENDER_OTHER_OBJECT_TYPES or is_ob_material: # We cannot use default mesh in that case, or material would not be the right ones... use_org_data = not (is_ob_material or ob.type in BLENDER_OTHER_OBJECT_TYPES) - tmp_mods = [] + backup_pose_positions = [] if use_org_data and ob.type == 'MESH': # No need to create a new mesh in this case, if no modifier is active! for mod in ob.modifiers: # For meshes, when armature export is enabled, disable Armature modifiers here! # XXX Temp hacks here since currently we only have access to a viewport depsgraph... + # + # NOTE: We put armature to the rest pose instead of disabling it so we still + # have vertex groups in the evaluated mesh. if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types: - tmp_mods.append((mod, mod.show_render, mod.show_viewport)) - mod.show_render = False - mod.show_viewport = False + object = mod.object + if object and object.type == 'ARMATURE': + armature = object.data + backup_pose_positions.append((armature, armature.pose_position)) + armature.pose_position = 'REST' if mod.show_render or mod.show_viewport: use_org_data = False if not use_org_data: - tmp_me = ob.to_mesh( - depsgraph, - apply_modifiers=settings.use_mesh_modifiers) + # If modifiers has been altered need to update dependency graph. + if backup_pose_positions: + depsgraph.update() + ob_to_convert = ob.evaluated_get(depsgraph) if settings.use_mesh_modifiers else ob + tmp_me = ob_to_convert.to_mesh() data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True) - # Re-enable temporary disabled modifiers. - for mod, show_render, show_viewport in tmp_mods: - mod.show_render = show_render - mod.show_viewport = show_viewport + # Change armatures back. + for armature, pose_position in backup_pose_positions: + print((armature, pose_position)) + armature.pose_position = pose_position + # Update now, so we don't leave modified state after last object was exported. + depsgraph.update() if use_org_data: data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False) @@ -3100,7 +3111,8 @@ def save(operator, context, ctx_objects = context.view_layer.objects kwargs_mod["context_objects"] = ctx_objects - ret = save_single(operator, context.scene, context.depsgraph, filepath, **kwargs_mod) + depsgraph = context.evaluated_depsgraph_get() + ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod) else: # XXX We need a way to generate a depsgraph for inactive view_layers first... # XXX Also, what to do in case of batch-exporting scenes, when there is more than one view layer? -- cgit v1.2.3