# ##### 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 ##### # bl_info = { "name": "FBX format", "author": "Campbell Barton, Bastien Montagne, Jens Restemeier", "version": (3, 7, 0), "blender": (2, 76, 0), "location": "File > Import-Export", "description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX", "support": 'OFFICIAL', "category": "Import-Export", } if "bpy" in locals(): import importlib if "import_fbx" in locals(): importlib.reload(import_fbx) if "export_fbx_bin" in locals(): importlib.reload(export_fbx_bin) if "export_fbx" in locals(): importlib.reload(export_fbx) import bpy from bpy.props import ( StringProperty, BoolProperty, FloatProperty, EnumProperty, ) from bpy_extras.io_utils import ( ImportHelper, ExportHelper, orientation_helper_factory, path_reference_mode, axis_conversion, ) IOFBXOrientationHelper = orientation_helper_factory("IOFBXOrientationHelper", axis_forward='-Z', axis_up='Y') class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper): """Load a FBX file""" bl_idname = "import_scene.fbx" bl_label = "Import FBX" bl_options = {'UNDO', 'PRESET'} directory = StringProperty() filename_ext = ".fbx" filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'}) ui_tab = EnumProperty( items=(('MAIN', "Main", "Main basic settings"), ('ARMATURE', "Armatures", "Armature-related settings"), ), name="ui_tab", description="Import options categories", ) use_manual_orientation = BoolProperty( name="Manual Orientation", description="Specify orientation and scale, instead of using embedded data in FBX file", default=False, ) global_scale = FloatProperty( name="Scale", min=0.001, max=1000.0, default=1.0, ) bake_space_transform = BoolProperty( name="!EXPERIMENTAL! Apply Transform", description="Bake space transform into object data, avoids getting unwanted rotations to objects when " "target space is not aligned with Blender's space " "(WARNING! experimental option, use at own risks, known broken with armatures/animations)", default=False, ) use_custom_normals = BoolProperty( name="Import Normals", description="Import custom normals, if available (otherwise Blender will recompute them)", default=True, ) use_image_search = BoolProperty( name="Image Search", description="Search subdirs for any associated images (WARNING: may be slow)", default=True, ) use_alpha_decals = BoolProperty( name="Alpha Decals", description="Treat materials with alpha as decals (no shadow casting)", default=False, ) decal_offset = FloatProperty( name="Decal Offset", description="Displace geometry of alpha meshes", min=0.0, max=1.0, default=0.0, ) use_anim = BoolProperty( name="Import Animation", description="Import FBX animation", default=True, ) anim_offset = FloatProperty( name="Animation Offset", description="Offset to apply to animation during import, in frames", default=1.0, ) use_custom_props = BoolProperty( name="Import User Properties", description="Import user properties as custom properties", default=True, ) use_custom_props_enum_as_string = BoolProperty( name="Import Enums As Strings", description="Store enumeration values as strings", default=True, ) ignore_leaf_bones = BoolProperty( name="Ignore Leaf Bones", description="Ignore the last bone at the end of each chain (used to mark the length of the previous bone)", default=False, ) force_connect_children = BoolProperty( name="Force Connect Children", description="Force connection of children bones to their parent, even if their computed head/tail " "positions do not match (can be useful with pure-joints-type armatures)", default=False, ) automatic_bone_orientation = BoolProperty( name="Automatic Bone Orientation", description="Try to align the major bone axis with the bone children", default=False, ) primary_bone_axis = EnumProperty( name="Primary Bone Axis", items=(('X', "X Axis", ""), ('Y', "Y Axis", ""), ('Z', "Z Axis", ""), ('-X', "-X Axis", ""), ('-Y', "-Y Axis", ""), ('-Z', "-Z Axis", ""), ), default='Y', ) secondary_bone_axis = EnumProperty( name="Secondary Bone Axis", items=(('X', "X Axis", ""), ('Y', "Y Axis", ""), ('Z', "Z Axis", ""), ('-X', "-X Axis", ""), ('-Y', "-Y Axis", ""), ('-Z', "-Z Axis", ""), ), default='X', ) use_prepost_rot = BoolProperty( name="Use Pre/Post Rotation", description="Use pre/post rotation from FBX transform (you may have to disable that in some cases)", default=True, ) def draw(self, context): layout = self.layout layout.prop(self, "ui_tab", expand=True) if self.ui_tab == 'MAIN': layout.prop(self, "use_manual_orientation"), sub = layout.column() sub.enabled = self.use_manual_orientation sub.prop(self, "axis_forward") sub.prop(self, "axis_up") layout.prop(self, "global_scale") layout.prop(self, "bake_space_transform") layout.prop(self, "use_custom_normals") layout.prop(self, "use_anim") layout.prop(self, "anim_offset") layout.prop(self, "use_custom_props") sub = layout.row() sub.enabled = self.use_custom_props sub.prop(self, "use_custom_props_enum_as_string") layout.prop(self, "use_image_search") # layout.prop(self, "use_alpha_decals") layout.prop(self, "decal_offset") layout.prop(self, "use_prepost_rot") elif self.ui_tab == 'ARMATURE': layout.prop(self, "ignore_leaf_bones") layout.prop(self, "force_connect_children"), layout.prop(self, "automatic_bone_orientation"), sub = layout.column() sub.enabled = not self.automatic_bone_orientation sub.prop(self, "primary_bone_axis") sub.prop(self, "secondary_bone_axis") def execute(self, context): keywords = self.as_keywords(ignore=("filter_glob", "directory", "ui_tab")) keywords["use_cycles"] = (context.scene.render.engine == 'CYCLES') from . import import_fbx return import_fbx.load(self, context, **keywords) class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper): """Write a FBX file""" bl_idname = "export_scene.fbx" bl_label = "Export FBX" bl_options = {'UNDO', 'PRESET'} filename_ext = ".fbx" filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'}) # List of operator properties, the attributes will be assigned # to the class instance from the operator settings before calling. version = EnumProperty( items=(('BIN7400', "FBX 7.4 binary", "Modern 7.4 binary version"), ('ASCII6100', "FBX 6.1 ASCII", "Legacy 6.1 ascii version - WARNING: Deprecated and no more maintained"), ), name="Version", description="Choose which version of the exporter to use", ) # 7.4 only ui_tab = EnumProperty( items=(('MAIN', "Main", "Main basic settings"), ('GEOMETRY', "Geometries", "Geometry-related settings"), ('ARMATURE', "Armatures", "Armature-related settings"), ('ANIMATION', "Animation", "Animation-related settings"), ), name="ui_tab", description="Export options categories", ) use_selection = BoolProperty( name="Selected Objects", description="Export selected objects on visible layers", default=False, ) global_scale = FloatProperty( name="Scale", description="Scale all data (Some importers do not support scaled armatures!)", min=0.001, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0, ) # 7.4 only apply_unit_scale = BoolProperty( name="Apply Unit", description="Scale all data according to current Blender size, to match default FBX unit " "(centimeter, some importers do not handle UnitScaleFactor properly)", default=True, ) # 7.4 only bake_space_transform = BoolProperty( name="!EXPERIMENTAL! Apply Transform", description="Bake space transform into object data, avoids getting unwanted rotations to objects when " "target space is not aligned with Blender's space " "(WARNING! experimental option, use at own risks, known broken with armatures/animations)", default=False, ) object_types = EnumProperty( name="Object Types", options={'ENUM_FLAG'}, items=(('EMPTY', "Empty", ""), ('CAMERA', "Camera", ""), ('LAMP', "Lamp", ""), ('ARMATURE', "Armature", "WARNING: not supported in dupli/group instances"), ('MESH', "Mesh", ""), ('OTHER', "Other", "Other geometry types, like curve, metaball, etc. (converted to meshes)"), ), description="Which kind of object to export", default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'}, ) use_mesh_modifiers = BoolProperty( name="Apply Modifiers", description="Apply modifiers to mesh objects (except Armature ones) - " "WARNING: prevents exporting shape keys", default=True, ) mesh_smooth_type = EnumProperty( name="Smoothing", items=(('OFF', "Normals Only", "Export only normals instead of writing edge or face smoothing data"), ('FACE', "Face", "Write face smoothing"), ('EDGE', "Edge", "Write edge smoothing"), ), description="Export smoothing information " "(prefer 'Normals Only' option if your target importer understand split normals)", default='OFF', ) use_mesh_edges = BoolProperty( name="Loose Edges", description="Export loose edges (as two-vertices polygons)", default=False, ) # 7.4 only use_tspace = BoolProperty( name="Tangent Space", description="Add binormal and tangent vectors, together with normal they form the tangent space " "(will only work correctly with tris/quads only meshes!)", default=False, ) # 7.4 only use_custom_props = BoolProperty( name="Custom Properties", description="Export custom properties", default=False, ) use_armature_as_root = BoolProperty( name="Export Armature As Root", description="Export armature object itself as an 'empty' FBX object, parent of all bones", default=True, ) use_armature_deform_only = BoolProperty( name="Only Deform Bones", description="Only write deforming bones (and non-deforming ones when they have deforming children)", default=False, ) add_leaf_bones = BoolProperty( name="Add Leaf Bones", description="Append a final bone to the end of each chain to specify last bone length " "(use this when you intend to edit the armature from exported data)", default=True # False for commit! ) primary_bone_axis = EnumProperty( name="Primary Bone Axis", items=(('X', "X Axis", ""), ('Y', "Y Axis", ""), ('Z', "Z Axis", ""), ('-X', "-X Axis", ""), ('-Y', "-Y Axis", ""), ('-Z', "-Z Axis", ""), ), default='Y', ) secondary_bone_axis = EnumProperty( name="Secondary Bone Axis", items=(('X', "X Axis", ""), ('Y', "Y Axis", ""), ('Z', "Z Axis", ""), ('-X', "-X Axis", ""), ('-Y', "-Y Axis", ""), ('-Z', "-Z Axis", ""), ), default='X', ) # Anim - 7.4 bake_anim = BoolProperty( name="Baked Animation", description="Export baked keyframe animation", default=True, ) bake_anim_use_all_bones = BoolProperty( name="Key All Bones", description="Force exporting at least one key of animation for all bones " "(needed with some target applications, like UE4)", default=True, ) bake_anim_use_nla_strips = BoolProperty( name="NLA Strips", description="Export each non-muted NLA strip as a separated FBX's AnimStack, if any, " "instead of global scene animation", default=True, ) bake_anim_use_all_actions = BoolProperty( name="All Actions", description="Export each action as a separated FBX's AnimStack, instead of global scene animation " "(note that animated objects will get all actions compatible with them, " "others will get no animation at all)", default=True, ) bake_anim_force_startend_keying = BoolProperty( name="Force Start/End Keying", description="Always add a keyframe at start and end of actions for animated channels", default=True, ) bake_anim_step = FloatProperty( name="Sampling Rate", description="How often to evaluate animated values (in frames)", min=0.01, max=100.0, soft_min=0.1, soft_max=10.0, default=1.0, ) bake_anim_simplify_factor = FloatProperty( name="Simplify", description="How much to simplify baked values (0.0 to disable, the higher the more simplified)", min=0.0, max=100.0, # No simplification to up to 10% of current magnitude tolerance. soft_min=0.0, soft_max=10.0, default=1.0, # default: min slope: 0.005, max frame step: 10. ) # Anim - 6.1 use_anim = BoolProperty( name="Animation", description="Export keyframe animation", default=True, ) use_anim_action_all = BoolProperty( name="All Actions", description=("Export all actions for armatures or just the currently selected action"), default=True, ) use_default_take = BoolProperty( name="Default Take", description="Export currently assigned object and armature animations into a default take from the scene " "start/end frames", default=True ) use_anim_optimize = BoolProperty( name="Optimize Keyframes", description="Remove double keyframes", default=True, ) anim_optimize_precision = FloatProperty( name="Precision", description="Tolerance for comparing double keyframes (higher for greater accuracy)", min=0.0, max=20.0, # from 10^2 to 10^-18 frames precision. soft_min=1.0, soft_max=16.0, default=6.0, # default: 10^-4 frames. ) # End anim path_mode = path_reference_mode # 7.4 only embed_textures = BoolProperty( name="Embed Textures", description="Embed textures in FBX binary file (only for \"Copy\" path mode!)", default=False, ) batch_mode = EnumProperty( name="Batch Mode", items=(('OFF', "Off", "Active scene to file"), ('SCENE', "Scene", "Each scene as a file"), ('GROUP', "Group", "Each group as a file"), ), ) use_batch_own_dir = BoolProperty( name="Batch Own Dir", description="Create a dir for each exported file", default=True, ) use_metadata = BoolProperty( name="Use Metadata", default=True, options={'HIDDEN'}, ) def draw(self, context): layout = self.layout layout.prop(self, "version") if self.version == 'BIN7400': layout.prop(self, "ui_tab", expand=True) if self.ui_tab == 'MAIN': layout.prop(self, "use_selection") row = layout.row(align=True) row.prop(self, "global_scale") sub = row.row(align=True) sub.prop(self, "apply_unit_scale", text="", icon='NDOF_TRANS') layout.prop(self, "axis_forward") layout.prop(self, "axis_up") layout.separator() layout.prop(self, "object_types") layout.prop(self, "bake_space_transform") layout.prop(self, "use_custom_props") layout.separator() row = layout.row(align=True) row.prop(self, "path_mode") sub = row.row(align=True) sub.enabled = (self.path_mode == 'COPY') sub.prop(self, "embed_textures", text="", icon='PACKAGE' if self.embed_textures else 'UGLYPACKAGE') row = layout.row(align=True) row.prop(self, "batch_mode") sub = row.row(align=True) sub.prop(self, "use_batch_own_dir", text="", icon='NEWFOLDER') elif self.ui_tab == 'GEOMETRY': layout.prop(self, "use_mesh_modifiers") layout.prop(self, "mesh_smooth_type") layout.prop(self, "use_mesh_edges") sub = layout.row() #~ sub.enabled = self.mesh_smooth_type in {'OFF'} sub.prop(self, "use_tspace") elif self.ui_tab == 'ARMATURE': layout.prop(self, "use_armature_as_root") layout.prop(self, "use_armature_deform_only") layout.prop(self, "add_leaf_bones") layout.prop(self, "primary_bone_axis") layout.prop(self, "secondary_bone_axis") elif self.ui_tab == 'ANIMATION': layout.prop(self, "bake_anim") col = layout.column() col.enabled = self.bake_anim col.prop(self, "bake_anim_use_all_bones") col.prop(self, "bake_anim_use_nla_strips") col.prop(self, "bake_anim_use_all_actions") col.prop(self, "bake_anim_force_startend_keying") col.prop(self, "bake_anim_step") col.prop(self, "bake_anim_simplify_factor") else: layout.prop(self, "use_selection") layout.prop(self, "global_scale") layout.prop(self, "axis_forward") layout.prop(self, "axis_up") layout.separator() layout.prop(self, "object_types") layout.prop(self, "use_mesh_modifiers") layout.prop(self, "mesh_smooth_type") layout.prop(self, "use_mesh_edges") sub = layout.row() #~ sub.enabled = self.mesh_smooth_type in {'OFF'} sub.prop(self, "use_tspace") layout.prop(self, "use_armature_deform_only") layout.prop(self, "use_anim") col = layout.column() col.enabled = self.use_anim col.prop(self, "use_anim_action_all") col.prop(self, "use_default_take") col.prop(self, "use_anim_optimize") col.prop(self, "anim_optimize_precision") layout.separator() layout.prop(self, "path_mode") layout.prop(self, "batch_mode") layout.prop(self, "use_batch_own_dir") @property def check_extension(self): return self.batch_mode == 'OFF' def execute(self, context): from mathutils import Matrix if not self.filepath: raise Exception("filepath not set") global_matrix = (Matrix.Scale(self.global_scale, 4) * axis_conversion(to_forward=self.axis_forward, to_up=self.axis_up, ).to_4x4()) keywords = self.as_keywords(ignore=("global_scale", "check_existing", "filter_glob", "ui_tab", )) keywords["global_matrix"] = global_matrix if self.version == 'BIN7400': from . import export_fbx_bin return export_fbx_bin.save(self, context, **keywords) else: from . import export_fbx return export_fbx.save(self, context, **keywords) def menu_func_import(self, context): self.layout.operator(ImportFBX.bl_idname, text="FBX (.fbx)") def menu_func_export(self, context): self.layout.operator(ExportFBX.bl_idname, text="FBX (.fbx)") def register(): bpy.utils.register_module(__name__) bpy.types.INFO_MT_file_import.append(menu_func_import) bpy.types.INFO_MT_file_export.append(menu_func_export) def unregister(): bpy.utils.unregister_module(__name__) bpy.types.INFO_MT_file_import.remove(menu_func_import) bpy.types.INFO_MT_file_export.remove(menu_func_export) if __name__ == "__main__": register()