# ##### 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, 7), "api": 35622, "location": "File > Import-Export", "description": "Import-Export FBX meshes, UV's, vertex colors, materials, textures, cameras and lamps", "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"} # To support reload properly, try to access a package var, if it's there, reload everything 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 import io_utils from io_utils import ExportHelper 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=True) # EXP_OBS_SCENE = BoolProperty(name="Scene Objects", description="Export all objects in this scene", default=True) global_scale = FloatProperty(name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0) global_rotate = EnumProperty( name="Rotate", options={'ENUM_FLAG'}, items=(('X_90', "X 90", ""), ('Y_90', "Y 90", ""), ('Z_90', "Z 90", ""), ), default={'X_90'}, description="Global rotation to apply to the exported scene", ) 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'}, ) mesh_apply_modifiers = BoolProperty(name="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', ) # EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True) # armature animation ANIM_ENABLE = BoolProperty(name="Enable Animation", description="Export keyframe animation", default=True) ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True) ANIM_OPTIMIZE_PRECISSION = 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) # ANIM_ACTION_ALL = BoolProperty(name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True) ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Use all actions for armatures, if false, use current action", 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"), ), ) 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'}) path_mode = io_utils.path_reference_mode @property def check_extension(self): return self.batch_mode == 'OFF' def execute(self, context): import math from mathutils import Matrix if not self.filepath: raise Exception("filepath not set") mtx4_x90n = Matrix.Rotation(-math.pi / 2.0, 4, 'X') mtx4_y90n = Matrix.Rotation(-math.pi / 2.0, 4, 'Y') mtx4_z90n = Matrix.Rotation(-math.pi / 2.0, 4, 'Z') GLOBAL_MATRIX = Matrix() GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.global_scale if 'X_90' in self.global_rotate: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX if 'Y_90' in self.global_rotate: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX if 'Z_90' in self.global_rotate: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX keywords = self.as_keywords(ignore=("global_rotate", "global_scale", "check_existing", "filter_glob")) 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()