# ##### 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": "Autodesk FBX format", "author": "Campbell Barton", "blender": (2, 5, 9), "api": 38691, "location": "File > Import-Export", "description": "Export FBX meshes, UV's, vertex colors, materials, " "textures, cameras, lamps and actions", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/" "Scripts/Import-Export/Autodesk_FBX", "tracker_url": "", "support": 'OFFICIAL', "category": "Import-Export"} if "bpy" in locals(): import imp if "export_fbx" in locals(): imp.reload(export_fbx) import bpy from bpy.props import StringProperty, BoolProperty, FloatProperty, EnumProperty from bpy_extras.io_utils import (ExportHelper, path_reference_mode, axis_conversion, ) class ExportFBX(bpy.types.Operator, ExportHelper): '''Selection to an ASCII Autodesk FBX''' bl_idname = "export_scene.fbx" bl_label = "Export FBX" bl_options = {'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. 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=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0, ) axis_forward = EnumProperty( name="Forward", items=(('X', "X Forward", ""), ('Y', "Y Forward", ""), ('Z', "Z Forward", ""), ('-X', "-X Forward", ""), ('-Y', "-Y Forward (Blender)", ""), ('-Z', "-Z Forward", ""), ), default='-Z', ) axis_up = EnumProperty( name="Up", items=(('X', "X Up", ""), ('Y', "Y Up", ""), ('Z', "Z Up (Blender)", ""), ('-X', "-X Up", ""), ('-Y', "-Y Up", ""), ('-Z', "-Z Up", ""), ), default='Y', ) object_types = EnumProperty( name="Object Types", options={'ENUM_FLAG'}, items=(('EMPTY', "Empty", ""), ('CAMERA', "Camera", ""), ('LAMP', "Lamp", ""), ('ARMATURE', "Armature", ""), ('MESH', "Mesh", ""), ), default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'}, ) use_mesh_modifiers = BoolProperty( name="Apply Modifiers", description="Apply modifiers to mesh objects", default=True, ) mesh_smooth_type = EnumProperty( name="Smoothing", items=(('OFF', "Off", "Don't write smoothing"), ('FACE', "Face", "Write face smoothing"), ('EDGE', "Edge", "Write edge smoothing"), ), default='FACE', ) use_mesh_edges = BoolProperty( name="Include Edges", description=("Edges may not be necessary, can cause import " "pipeline errors with XNA"), default=False, ) use_anim = BoolProperty( name="Include 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="Include 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=("Tolerence for comparing double keyframes " "(higher for greater accuracy)"), min=1, max=16, soft_min=1, soft_max=16, default=6.0, ) path_mode = path_reference_mode use_rotate_workaround = BoolProperty( name="Rotate Animation Fix", description="Disable global rotation, for XNA compatibility", default=False, ) xna_validate = BoolProperty( name="XNA Strict Options", description="Make sure options are compatible with Microsoft XNA", 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="Own Dir", description="Create a dir for each exported file", default=True, ) use_metadata = BoolProperty( name="Use Metadata", default=True, options={'HIDDEN'}, ) # Validate that the options are compatible with XNA (JCB) def _validate_xna_options(self): if not self.xna_validate: return False changed = False if not self.use_rotate_workaround: changed = True self.use_rotate_workaround = True if self.global_scale != 1.0: changed = True self.global_scale = 1.0 if self.mesh_smooth_type != 'OFF': changed = True self.mesh_smooth_type = 'OFF' if self.use_anim_optimize: changed = True self.use_anim_optimize = False if self.use_mesh_edges: changed = True self.use_mesh_edges = False if self.use_default_take: changed = True self.use_default_take = False if self.object_types & {'CAMERA', 'LAMP', 'EMPTY'}: changed = True self.object_types -= {'CAMERA', 'LAMP', 'EMPTY'} if self.path_mode != 'STRIP': changed = True self.path_mode = 'STRIP' return changed @property def check_extension(self): return self.batch_mode == 'OFF' def check(self, context): is_def_change = super().check(context) is_xna_change = self._validate_xna_options() return (is_xna_change or is_def_change) def execute(self, context): from mathutils import Matrix if not self.filepath: raise Exception("filepath not set") global_matrix = Matrix() global_matrix[0][0] = \ global_matrix[1][1] = \ global_matrix[2][2] = self.global_scale if not self.use_rotate_workaround: global_matrix = (global_matrix * axis_conversion(to_forward=self.axis_forward, to_up=self.axis_up, ).to_4x4()) keywords = self.as_keywords(ignore=("axis_forward", "axis_up", "global_scale", "check_existing", "filter_glob", "xna_validate", )) keywords["global_matrix"] = global_matrix from . import export_fbx return export_fbx.save(self, context, **keywords) def menu_func(self, context): self.layout.operator(ExportFBX.bl_idname, text="Autodesk FBX (.fbx)") def register(): bpy.utils.register_module(__name__) bpy.types.INFO_MT_file_export.append(menu_func) def unregister(): bpy.utils.unregister_module(__name__) bpy.types.INFO_MT_file_export.remove(menu_func) if __name__ == "__main__": register()