# ##### 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 ##### # # Script copyright (C) Campbell Barton import os import time import math # math.pi import bpy from mathutils import Vector, Matrix def grouper_exact(it, chunk_size): """ Grouper-like func, but returns exactly all elements from it: >>> for chunk in grouper_exact(range(10), 3): print(e) (0,1,2) (3,4,5) (6,7,8) (9,) About 2 times slower than simple zip(*[it] * 3), but does not need to convert iterator to sequence to be sure to get exactly all elements in it (i.e. get a last chunk that may be smaller than chunk_size). """ import itertools i = itertools.zip_longest(*[iter(it)] * chunk_size, fillvalue=...) curr = next(i) for nxt in i: yield curr curr = nxt if ... in curr: yield curr[:curr.index(...)] else: yield curr # I guess FBX uses degrees instead of radians (Arystan). # Call this function just before writing to FBX. # 180 / math.pi == 57.295779513 def tuple_rad_to_deg(eul): return eul[0] * 57.295779513, eul[1] * 57.295779513, eul[2] * 57.295779513 # Used to add the scene name into the filepath without using odd chars sane_name_mapping_ob = {} sane_name_mapping_ob_unique = set() sane_name_mapping_mat = {} sane_name_mapping_tex = {} sane_name_mapping_take = {} sane_name_mapping_group = {} # Make sure reserved names are not used sane_name_mapping_ob['Scene'] = 'Scene_' sane_name_mapping_ob_unique.add('Scene_') def increment_string(t): name = t num = '' while name and name[-1].isdigit(): num = name[-1] + num name = name[:-1] if num: return '%s%d' % (name, int(num) + 1) else: return name + '_0' # todo - Disallow the name 'Scene' - it will bugger things up. def sane_name(data, dct, unique_set=None): #if not data: return None if type(data) == tuple: # materials are paired up with images data, other = data use_other = True else: other = None use_other = False name = data.name if data else None orig_name = name if other: orig_name_other = other.name name = '%s #%s' % (name, orig_name_other) else: orig_name_other = None # dont cache, only ever call once for each data type now, # so as to avoid namespace collision between types - like with objects <-> bones #try: return dct[name] #except: pass if not name: name = 'unnamed' # blank string, ASKING FOR TROUBLE! else: name = bpy.path.clean_name(name) # use our own name_unique = dct.values() if unique_set is None else unique_set while name in name_unique: name = increment_string(name) if use_other: # even if other is None - orig_name_other will be a string or None dct[orig_name, orig_name_other] = name else: dct[orig_name] = name if unique_set is not None: unique_set.add(name) return name def sane_obname(data): return sane_name(data, sane_name_mapping_ob, sane_name_mapping_ob_unique) def sane_matname(data): return sane_name(data, sane_name_mapping_mat) def sane_texname(data): return sane_name(data, sane_name_mapping_tex) def sane_takename(data): return sane_name(data, sane_name_mapping_take) def sane_groupname(data): return sane_name(data, sane_name_mapping_group) def mat4x4str(mat): # blender matrix is row major, fbx is col major so transpose on write return ("%.15f,%.15f,%.15f,%.15f," "%.15f,%.15f,%.15f,%.15f," "%.15f,%.15f,%.15f,%.15f," "%.15f,%.15f,%.15f,%.15f" % tuple([f for v in mat.transposed() for f in v])) def action_bone_names(obj, action): from bpy.types import PoseBone names = set() path_resolve = obj.path_resolve for fcu in action.fcurves: try: prop = path_resolve(fcu.data_path, False) except: prop = None if prop is not None: data = prop.data if isinstance(data, PoseBone): names.add(data.name) return names # ob must be OB_MESH def BPyMesh_meshWeight2List(ob, me): """ Takes a mesh and return its group names and a list of lists, one list per vertex. aligning the each vert list with the group names, each list contains float value for the weight. These 2 lists can be modified and then used with list2MeshWeight to apply the changes. """ # Clear the vert group. groupNames = [g.name for g in ob.vertex_groups] len_groupNames = len(groupNames) if not len_groupNames: # no verts? return a vert aligned empty list return [[] for i in range(len(me.vertices))], [] else: vWeightList = [[0.0] * len_groupNames for i in range(len(me.vertices))] for i, v in enumerate(me.vertices): for g in v.groups: # possible weights are out of range index = g.group if index < len_groupNames: vWeightList[i][index] = g.weight return groupNames, vWeightList def meshNormalizedWeights(ob, me): groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me) if not groupNames: return [], [] for i, vWeights in enumerate(vWeightList): tot = 0.0 for w in vWeights: tot += w if tot: for j, w in enumerate(vWeights): vWeights[j] = w / tot return groupNames, vWeightList header_comment = \ '''; FBX 6.1.0 project file ; Created by Blender FBX Exporter ; for support mail: ideasman42@gmail.com ; ---------------------------------------------------- ''' # This func can be called with just the filepath def save_single(operator, scene, filepath="", global_matrix=None, context_objects=None, object_types={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'}, use_mesh_modifiers=True, mesh_smooth_type='FACE', use_armature_deform_only=False, use_anim=True, use_anim_optimize=True, anim_optimize_precision=6, use_anim_action_all=False, use_metadata=True, path_mode='AUTO', use_mesh_edges=True, use_default_take=True, **kwargs ): import bpy_extras.io_utils # Only used for camera and lamp rotations mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X') # Used for mesh and armature rotations mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z') if global_matrix is None: global_matrix = Matrix() global_scale = 1.0 else: global_scale = global_matrix.median_scale # Use this for working out paths relative to the export location base_src = os.path.dirname(bpy.data.filepath) base_dst = os.path.dirname(filepath) # collect images to copy copy_set = set() # ---------------------------------------------- # storage classes class my_bone_class(object): __slots__ = ("blenName", "blenBone", "blenMeshes", "restMatrix", "parent", "blenName", "fbxName", "fbxArm", "__pose_bone", "__anim_poselist") def __init__(self, blenBone, fbxArm): # This is so 2 armatures dont have naming conflicts since FBX bones use object namespace self.fbxName = sane_obname(blenBone) self.blenName = blenBone.name self.blenBone = blenBone self.blenMeshes = {} # fbxMeshObName : mesh self.fbxArm = fbxArm self.restMatrix = blenBone.matrix_local # not used yet #~ self.restMatrixInv = self.restMatrix.inverted() #~ self.restMatrixLocal = None # set later, need parent matrix self.parent = None # not public pose = fbxArm.blenObject.pose self.__pose_bone = pose.bones[self.blenName] # store a list if matrices here, (poseMatrix, head, tail) # {frame:posematrix, frame:posematrix, ...} self.__anim_poselist = {} ''' def calcRestMatrixLocal(self): if self.parent: self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.inverted() else: self.restMatrixLocal = self.restMatrix.copy() ''' def setPoseFrame(self, f): # cache pose info here, frame must be set beforehand # Didnt end up needing head or tail, if we do - here it is. ''' self.__anim_poselist[f] = (\ self.__pose_bone.poseMatrix.copy(),\ self.__pose_bone.head.copy(),\ self.__pose_bone.tail.copy() ) ''' self.__anim_poselist[f] = self.__pose_bone.matrix.copy() def getPoseBone(self): return self.__pose_bone # get pose from frame. def getPoseMatrix(self, f): # ---------------------------------------------- return self.__anim_poselist[f] ''' def getPoseHead(self, f): #return self.__pose_bone.head.copy() return self.__anim_poselist[f][1].copy() def getPoseTail(self, f): #return self.__pose_bone.tail.copy() return self.__anim_poselist[f][2].copy() ''' # end def getAnimParRelMatrix(self, frame): #arm_mat = self.fbxArm.matrixWorld #arm_mat = self.fbxArm.parRelMatrix() if not self.parent: #return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore return self.getPoseMatrix(frame) * mtx4_z90 else: #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).inverted() return (self.parent.getPoseMatrix(frame) * mtx4_z90).inverted() * ((self.getPoseMatrix(frame)) * mtx4_z90) # we need thes because cameras and lights modified rotations def getAnimParRelMatrixRot(self, frame): return self.getAnimParRelMatrix(frame) def flushAnimData(self): self.__anim_poselist.clear() class my_object_generic(object): __slots__ = ("fbxName", "blenObject", "blenData", "origData", "blenTextures", "blenMaterials", "blenMaterialList", "blenAction", "blenActionList", "fbxGroupNames", "fbxParent", "fbxBoneParent", "fbxBones", "fbxArm", "matrixWorld", "__anim_poselist", ) # Other settings can be applied for each type - mesh, armature etc. def __init__(self, ob, matrixWorld=None): self.fbxName = sane_obname(ob) self.blenObject = ob self.fbxGroupNames = [] self.fbxParent = None # set later on IF the parent is in the selection. self.fbxArm = None if matrixWorld: self.matrixWorld = global_matrix * matrixWorld else: self.matrixWorld = global_matrix * ob.matrix_world self.__anim_poselist = {} # we should only access this def parRelMatrix(self): if self.fbxParent: return self.fbxParent.matrixWorld.inverted() * self.matrixWorld else: return self.matrixWorld def setPoseFrame(self, f, fake=False): if fake: self.__anim_poselist[f] = self.matrixWorld * global_matrix.inverted() else: self.__anim_poselist[f] = self.blenObject.matrix_world.copy() def getAnimParRelMatrix(self, frame): if self.fbxParent: #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].inverted() ) * global_matrix return (global_matrix * self.fbxParent.__anim_poselist[frame]).inverted() * (global_matrix * self.__anim_poselist[frame]) else: return global_matrix * self.__anim_poselist[frame] def getAnimParRelMatrixRot(self, frame): obj_type = self.blenObject.type if self.fbxParent: matrix_rot = ((global_matrix * self.fbxParent.__anim_poselist[frame]).inverted() * (global_matrix * self.__anim_poselist[frame])).to_3x3() else: matrix_rot = (global_matrix * self.__anim_poselist[frame]).to_3x3() # Lamps need to be rotated if obj_type == 'LAMP': matrix_rot = matrix_rot * mtx_x90 elif obj_type == 'CAMERA': y = matrix_rot * Vector((0.0, 1.0, 0.0)) matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot return matrix_rot # ---------------------------------------------- print('\nFBX export starting... %r' % filepath) start_time = time.process_time() try: file = open(filepath, "w", encoding="utf8", newline="\n") except: import traceback traceback.print_exc() operator.report({'ERROR'}, "Couldn't open file %r" % filepath) return {'CANCELLED'} # convenience fw = file.write # scene = context.scene # now passed as an arg instead of context world = scene.world # ---------------------------- Write the header first fw(header_comment) if use_metadata: curtime = time.localtime()[0:6] else: curtime = (0, 0, 0, 0, 0, 0) # fw( '''FBXHeaderExtension: { FBXHeaderVersion: 1003 FBXVersion: 6100 CreationTimeStamp: { Version: 1000 Year: %.4i Month: %.2i Day: %.2i Hour: %.2i Minute: %.2i Second: %.2i Millisecond: 0 } Creator: "FBX SDK/FBX Plugins build 20070228" OtherFlags: { FlagPLE: 0 } }''' % (curtime)) fw('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime) fw('\nCreator: "Blender version %s"' % bpy.app.version_string) pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect along the way # --------------- funcs for exporting def object_tx(ob, loc, matrix, matrix_mod=None): """ Matrix mod is so armature objects can modify their bone matrices """ if isinstance(ob, bpy.types.Bone): # we know we have a matrix # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod) matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore parent = ob.parent if parent: #par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod) par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore matrix = par_matrix.inverted() * matrix loc, rot, scale = matrix.decompose() matrix_rot = rot.to_matrix() loc = tuple(loc) rot = tuple(rot.to_euler()) # quat -> euler scale = tuple(scale) else: # This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore #if ob and not matrix: matrix = ob.matrix_world * global_matrix if ob and not matrix: raise Exception("error: this should never happen!") matrix_rot = matrix #if matrix: # matrix = matrix_scale * matrix if matrix: loc, rot, scale = matrix.decompose() matrix_rot = rot.to_matrix() # Lamps need to be rotated if ob and ob.type == 'LAMP': matrix_rot = matrix_rot * mtx_x90 elif ob and ob.type == 'CAMERA': y = matrix_rot * Vector((0.0, 1.0, 0.0)) matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot # else do nothing. loc = tuple(loc) rot = tuple(matrix_rot.to_euler()) scale = tuple(scale) else: if not loc: loc = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rot = 0.0, 0.0, 0.0 return loc, rot, scale, matrix, matrix_rot def write_object_tx(ob, loc, matrix, matrix_mod=None): """ We have loc to set the location if non blender objects that have a location matrix_mod is only used for bones at the moment """ loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod) fw('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc) fw('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple_rad_to_deg(rot)) fw('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale) return loc, rot, scale, matrix, matrix_rot def get_constraints(ob=None): # Set variables to their defaults. constraint_values = {"loc_min": (0.0, 0.0, 0.0), "loc_max": (0.0, 0.0, 0.0), "loc_limit": (0.0, 0.0, 0.0, 0.0, 0.0, 0.0), "rot_min": (0.0, 0.0, 0.0), "rot_max": (0.0, 0.0, 0.0), "rot_limit": (0.0, 0.0, 0.0), "sca_min": (1.0, 1.0, 1.0), "sca_max": (1.0, 1.0, 1.0), "sca_limit": (0.0, 0.0, 0.0, 0.0, 0.0, 0.0), } # Iterate through the list of constraints for this object to get the information in a format which is compatible with the FBX format. if ob is not None: for constraint in ob.constraints: if constraint.type == 'LIMIT_LOCATION': constraint_values["loc_min"] = constraint.min_x, constraint.min_y, constraint.min_z constraint_values["loc_max"] = constraint.max_x, constraint.max_y, constraint.max_z constraint_values["loc_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z elif constraint.type == 'LIMIT_ROTATION': constraint_values["rot_min"] = math.degrees(constraint.min_x), math.degrees(constraint.min_y), math.degrees(constraint.min_z) constraint_values["rot_max"] = math.degrees(constraint.max_x), math.degrees(constraint.max_y), math.degrees(constraint.max_z) constraint_values["rot_limit"] = constraint.use_limit_x, constraint.use_limit_y, constraint.use_limit_z elif constraint.type == 'LIMIT_SCALE': constraint_values["sca_min"] = constraint.min_x, constraint.min_y, constraint.min_z constraint_values["sca_max"] = constraint.max_x, constraint.max_y, constraint.max_z constraint_values["sca_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z # in case bad values are assigned. assert(len(constraint_values) == 9) return constraint_values def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None, pose_bone=None): # Check if a pose exists for this object and set the constraint soruce accordingly. (Poses only exsit if the object is a bone.) if pose_bone: constraints = get_constraints(pose_bone) else: constraints = get_constraints(ob) # if the type is 0 its an empty otherwise its a mesh # only difference at the moment is one has a color fw(''' Properties60: { Property: "QuaternionInterpolate", "bool", "",0 Property: "Visibility", "Visibility", "A+",1''') loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod) # Rotation order, note, for FBX files Iv loaded normal order is 1 # setting to zero. # eEULER_XYZ = 0 # eEULER_XZY # eEULER_YZX # eEULER_YXZ # eEULER_ZXY # eEULER_ZYX fw('\n\t\t\tProperty: "RotationOffset", "Vector3D", "",0,0,0' '\n\t\t\tProperty: "RotationPivot", "Vector3D", "",0,0,0' '\n\t\t\tProperty: "ScalingOffset", "Vector3D", "",0,0,0' '\n\t\t\tProperty: "ScalingPivot", "Vector3D", "",0,0,0' '\n\t\t\tProperty: "TranslationActive", "bool", "",0' ) fw('\n\t\t\tProperty: "TranslationMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_min"]) fw('\n\t\t\tProperty: "TranslationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_max"]) fw('\n\t\t\tProperty: "TranslationMinX", "bool", "",%d' % constraints["loc_limit"][0]) fw('\n\t\t\tProperty: "TranslationMinY", "bool", "",%d' % constraints["loc_limit"][1]) fw('\n\t\t\tProperty: "TranslationMinZ", "bool", "",%d' % constraints["loc_limit"][2]) fw('\n\t\t\tProperty: "TranslationMaxX", "bool", "",%d' % constraints["loc_limit"][3]) fw('\n\t\t\tProperty: "TranslationMaxY", "bool", "",%d' % constraints["loc_limit"][4]) fw('\n\t\t\tProperty: "TranslationMaxZ", "bool", "",%d' % constraints["loc_limit"][5]) fw('\n\t\t\tProperty: "RotationOrder", "enum", "",0' '\n\t\t\tProperty: "RotationSpaceForLimitOnly", "bool", "",0' '\n\t\t\tProperty: "AxisLen", "double", "",10' '\n\t\t\tProperty: "PreRotation", "Vector3D", "",0,0,0' '\n\t\t\tProperty: "PostRotation", "Vector3D", "",0,0,0' '\n\t\t\tProperty: "RotationActive", "bool", "",0' ) fw('\n\t\t\tProperty: "RotationMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_min"]) fw('\n\t\t\tProperty: "RotationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_max"]) fw('\n\t\t\tProperty: "RotationMinX", "bool", "",%d' % constraints["rot_limit"][0]) fw('\n\t\t\tProperty: "RotationMinY", "bool", "",%d' % constraints["rot_limit"][1]) fw('\n\t\t\tProperty: "RotationMinZ", "bool", "",%d' % constraints["rot_limit"][2]) fw('\n\t\t\tProperty: "RotationMaxX", "bool", "",%d' % constraints["rot_limit"][0]) fw('\n\t\t\tProperty: "RotationMaxY", "bool", "",%d' % constraints["rot_limit"][1]) fw('\n\t\t\tProperty: "RotationMaxZ", "bool", "",%d' % constraints["rot_limit"][2]) fw('\n\t\t\tProperty: "RotationStiffnessX", "double", "",0' '\n\t\t\tProperty: "RotationStiffnessY", "double", "",0' '\n\t\t\tProperty: "RotationStiffnessZ", "double", "",0' '\n\t\t\tProperty: "MinDampRangeX", "double", "",0' '\n\t\t\tProperty: "MinDampRangeY", "double", "",0' '\n\t\t\tProperty: "MinDampRangeZ", "double", "",0' '\n\t\t\tProperty: "MaxDampRangeX", "double", "",0' '\n\t\t\tProperty: "MaxDampRangeY", "double", "",0' '\n\t\t\tProperty: "MaxDampRangeZ", "double", "",0' '\n\t\t\tProperty: "MinDampStrengthX", "double", "",0' '\n\t\t\tProperty: "MinDampStrengthY", "double", "",0' '\n\t\t\tProperty: "MinDampStrengthZ", "double", "",0' '\n\t\t\tProperty: "MaxDampStrengthX", "double", "",0' '\n\t\t\tProperty: "MaxDampStrengthY", "double", "",0' '\n\t\t\tProperty: "MaxDampStrengthZ", "double", "",0' '\n\t\t\tProperty: "PreferedAngleX", "double", "",0' '\n\t\t\tProperty: "PreferedAngleY", "double", "",0' '\n\t\t\tProperty: "PreferedAngleZ", "double", "",0' '\n\t\t\tProperty: "InheritType", "enum", "",0' '\n\t\t\tProperty: "ScalingActive", "bool", "",0' ) fw('\n\t\t\tProperty: "ScalingMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_min"]) fw('\n\t\t\tProperty: "ScalingMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_max"]) fw('\n\t\t\tProperty: "ScalingMinX", "bool", "",%d' % constraints["sca_limit"][0]) fw('\n\t\t\tProperty: "ScalingMinY", "bool", "",%d' % constraints["sca_limit"][1]) fw('\n\t\t\tProperty: "ScalingMinZ", "bool", "",%d' % constraints["sca_limit"][2]) fw('\n\t\t\tProperty: "ScalingMaxX", "bool", "",%d' % constraints["sca_limit"][3]) fw('\n\t\t\tProperty: "ScalingMaxY", "bool", "",%d' % constraints["sca_limit"][4]) fw('\n\t\t\tProperty: "ScalingMaxZ", "bool", "",%d' % constraints["sca_limit"][5]) fw('\n\t\t\tProperty: "GeometricTranslation", "Vector3D", "",0,0,0' '\n\t\t\tProperty: "GeometricRotation", "Vector3D", "",0,0,0' '\n\t\t\tProperty: "GeometricScaling", "Vector3D", "",1,1,1' '\n\t\t\tProperty: "LookAtProperty", "object", ""' '\n\t\t\tProperty: "UpVectorProperty", "object", ""' '\n\t\t\tProperty: "Show", "bool", "",1' '\n\t\t\tProperty: "NegativePercentShapeSupport", "bool", "",1' '\n\t\t\tProperty: "DefaultAttributeIndex", "int", "",0' ) if ob and not isinstance(ob, bpy.types.Bone): # Only mesh objects have color fw('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8' '\n\t\t\tProperty: "Size", "double", "",100' '\n\t\t\tProperty: "Look", "enum", "",1' ) return loc, rot, scale, matrix, matrix_rot # -------------------------------------------- Armatures #def write_bone(bone, name, matrix_mod): def write_bone(my_bone): fw('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName) fw('\n\t\tVersion: 232') #~ poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3] poseMatrix = write_object_props(my_bone.blenBone, pose_bone=my_bone.getPoseBone())[3] # dont apply bone matrices anymore # Use the same calculation as in write_sub_deformer_skin to compute the global # transform of the bone for the bind pose. global_matrix_bone = (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90 pose_items.append((my_bone.fbxName, global_matrix_bone)) # fw('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) fw('\n\t\t\tProperty: "Size", "double", "",1') #((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length) """ fw('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\ ((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) """ fw('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' % (my_bone.blenBone.head_local - my_bone.blenBone.tail_local).length) #fw('\n\t\t\tProperty: "LimbLength", "double", "",1') fw('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8' '\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8' '\n\t\t}' '\n\t\tMultiLayer: 0' '\n\t\tMultiTake: 1' '\n\t\tShading: Y' '\n\t\tCulling: "CullingOff"' '\n\t\tTypeFlags: "Skeleton"' '\n\t}' ) def write_camera_switch(): fw(''' Model: "Model::Camera Switcher", "CameraSwitcher" { Version: 232''') write_object_props() fw(''' Property: "Color", "Color", "A",0.8,0.8,0.8 Property: "Camera Index", "Integer", "A+",100 } MultiLayer: 0 MultiTake: 1 Hidden: "True" Shading: W Culling: "CullingOff" Version: 101 Name: "Model::Camera Switcher" CameraId: 0 CameraName: 100 CameraIndexName: }''') def write_camera_dummy(name, loc, near, far, proj_type, up): fw('\n\tModel: "Model::%s", "Camera" {' % name) fw('\n\t\tVersion: 232') write_object_props(None, loc) fw('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8' '\n\t\t\tProperty: "Roll", "Roll", "A+",0' '\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40' '\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1' '\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1' '\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0' '\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0' '\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63' '\n\t\t\tProperty: "TurnTable", "Real", "A+",0' '\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1' '\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1' '\n\t\t\tProperty: "UseMotionBlur", "bool", "",0' '\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1' '\n\t\t\tProperty: "ResolutionMode", "enum", "",0' '\n\t\t\tProperty: "ApertureMode", "enum", "",2' '\n\t\t\tProperty: "GateFit", "enum", "",0' '\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486' '\n\t\t\tProperty: "CameraFormat", "enum", "",0' '\n\t\t\tProperty: "AspectW", "double", "",320' '\n\t\t\tProperty: "AspectH", "double", "",200' '\n\t\t\tProperty: "PixelAspectRatio", "double", "",1' '\n\t\t\tProperty: "UseFrameColor", "bool", "",0' '\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3' '\n\t\t\tProperty: "ShowName", "bool", "",1' '\n\t\t\tProperty: "ShowGrid", "bool", "",1' '\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0' '\n\t\t\tProperty: "ShowAzimut", "bool", "",1' '\n\t\t\tProperty: "ShowTimeCode", "bool", "",0' ) fw('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near) fw('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far) fw('\n\t\t\tProperty: "FilmWidth", "double", "",0.816' '\n\t\t\tProperty: "FilmHeight", "double", "",0.612' '\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333' '\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1' '\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4' '\n\t\t\tProperty: "ViewFrustum", "bool", "",1' '\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0' '\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2' '\n\t\t\tProperty: "BackPlaneDistance", "double", "",100' '\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0' '\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1' '\n\t\t\tProperty: "LockMode", "bool", "",0' '\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0' '\n\t\t\tProperty: "FitImage", "bool", "",0' '\n\t\t\tProperty: "Crop", "bool", "",0' '\n\t\t\tProperty: "Center", "bool", "",1' '\n\t\t\tProperty: "KeepRatio", "bool", "",1' '\n\t\t\tProperty: "BackgroundMode", "enum", "",0' '\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5' '\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1' '\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0' '\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1' '\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333' '\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0' '\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100' '\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50' '\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50' ) fw('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type) fw('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0' '\n\t\t\tProperty: "UseDepthOfField", "bool", "",0' '\n\t\t\tProperty: "FocusSource", "enum", "",0' '\n\t\t\tProperty: "FocusAngle", "double", "",3.5' '\n\t\t\tProperty: "FocusDistance", "double", "",200' '\n\t\t\tProperty: "UseAntialiasing", "bool", "",0' '\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777' '\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0' '\n\t\t\tProperty: "FrameSamplingCount", "int", "",7' '\n\t\t}' '\n\t\tMultiLayer: 0' '\n\t\tMultiTake: 0' '\n\t\tHidden: "True"' '\n\t\tShading: Y' '\n\t\tCulling: "CullingOff"' '\n\t\tTypeFlags: "Camera"' '\n\t\tGeometryVersion: 124' ) fw('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) fw('\n\t\tUp: %i,%i,%i' % up) fw('\n\t\tLookAt: 0,0,0' '\n\t\tShowInfoOnMoving: 1' '\n\t\tShowAudio: 0' '\n\t\tAudioColor: 0,1,0' '\n\t\tCameraOrthoZoom: 1' '\n\t}' ) def write_camera_default(): # This sucks but to match FBX converter its easier to # write the cameras though they are not needed. write_camera_dummy('Producer Perspective', (0, 71.3, 287.5), 10, 4000, 0, (0, 1, 0)) write_camera_dummy('Producer Top', (0, 4000, 0), 1, 30000, 1, (0, 0, -1)) write_camera_dummy('Producer Bottom', (0, -4000, 0), 1, 30000, 1, (0, 0, -1)) write_camera_dummy('Producer Front', (0, 0, 4000), 1, 30000, 1, (0, 1, 0)) write_camera_dummy('Producer Back', (0, 0, -4000), 1, 30000, 1, (0, 1, 0)) write_camera_dummy('Producer Right', (4000, 0, 0), 1, 30000, 1, (0, 1, 0)) write_camera_dummy('Producer Left', (-4000, 0, 0), 1, 30000, 1, (0, 1, 0)) def write_camera(my_cam): """ Write a blender camera """ render = scene.render width = render.resolution_x height = render.resolution_y aspect = width / height data = my_cam.blenObject.data # film width & height from mm to inches filmwidth = data.sensor_width * 0.0393700787 filmheight = data.sensor_height * 0.0393700787 filmaspect = filmwidth / filmheight # film offset offsetx = filmwidth * data.shift_x offsety = filmaspect * filmheight * data.shift_y fw('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName) fw('\n\t\tVersion: 232') loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix()) fw('\n\t\t\tProperty: "Roll", "Roll", "A+",0') fw('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % math.degrees(data.angle_x)) fw('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",%.6f' % math.degrees(data.angle_x)) fw('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",%.6f' % math.degrees(data.angle_y)) fw('\n\t\t\tProperty: "FocalLength", "Number", "A+",%.6f' % data.lens) fw('\n\t\t\tProperty: "FilmOffsetX", "Number", "A+",%.6f' % offsetx) fw('\n\t\t\tProperty: "FilmOffsetY", "Number", "A+",%.6f' % offsety) fw('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0' '\n\t\t\tProperty: "TurnTable", "Real", "A+",0' '\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1' '\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1' '\n\t\t\tProperty: "UseMotionBlur", "bool", "",0' '\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1' '\n\t\t\tProperty: "ResolutionMode", "enum", "",0' # note that aperture mode 3 is focal length and not horizontal '\n\t\t\tProperty: "ApertureMode", "enum", "",3' # horizontal - Houdini compatible '\n\t\t\tProperty: "GateFit", "enum", "",2' '\n\t\t\tProperty: "CameraFormat", "enum", "",0' ) fw('\n\t\t\tProperty: "AspectW", "double", "",%i' % width) fw('\n\t\t\tProperty: "AspectH", "double", "",%i' % height) """Camera aspect ratio modes. 0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant. 1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value. 2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels. 3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value. 4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value. Definition at line 234 of file kfbxcamera.h. """ fw('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1' '\n\t\t\tProperty: "UseFrameColor", "bool", "",0' '\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3' '\n\t\t\tProperty: "ShowName", "bool", "",1' '\n\t\t\tProperty: "ShowGrid", "bool", "",1' '\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0' '\n\t\t\tProperty: "ShowAzimut", "bool", "",1' '\n\t\t\tProperty: "ShowTimeCode", "bool", "",0' ) fw('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % (data.clip_start * global_scale)) fw('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % (data.clip_end * global_scale)) fw('\n\t\t\tProperty: "FilmWidth", "double", "",%.6f' % filmwidth) fw('\n\t\t\tProperty: "FilmHeight", "double", "",%.6f' % filmheight) fw('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % filmaspect) fw('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1' '\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0' '\n\t\t\tProperty: "ViewFrustum", "bool", "",1' '\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0' '\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2' '\n\t\t\tProperty: "BackPlaneDistance", "double", "",100' '\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0' '\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1' '\n\t\t\tProperty: "LockMode", "bool", "",0' '\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0' '\n\t\t\tProperty: "FitImage", "bool", "",0' '\n\t\t\tProperty: "Crop", "bool", "",0' '\n\t\t\tProperty: "Center", "bool", "",1' '\n\t\t\tProperty: "KeepRatio", "bool", "",1' '\n\t\t\tProperty: "BackgroundMode", "enum", "",0' '\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5' '\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1' '\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0' '\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1' ) fw('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect) fw('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0' '\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100' '\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50' '\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50' '\n\t\t\tProperty: "CameraProjectionType", "enum", "",0' '\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0' '\n\t\t\tProperty: "UseDepthOfField", "bool", "",0' '\n\t\t\tProperty: "FocusSource", "enum", "",0' '\n\t\t\tProperty: "FocusAngle", "double", "",3.5' '\n\t\t\tProperty: "FocusDistance", "double", "",200' '\n\t\t\tProperty: "UseAntialiasing", "bool", "",0' '\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777' '\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0' '\n\t\t\tProperty: "FrameSamplingCount", "int", "",7' ) fw('\n\t\t}') fw('\n\t\tMultiLayer: 0' '\n\t\tMultiTake: 0' '\n\t\tShading: Y' '\n\t\tCulling: "CullingOff"' '\n\t\tTypeFlags: "Camera"' '\n\t\tGeometryVersion: 124' ) fw('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) fw('\n\t\tUp: %.6f,%.6f,%.6f' % (matrix_rot * Vector((0.0, 1.0, 0.0)))[:]) fw('\n\t\tLookAt: %.6f,%.6f,%.6f' % (matrix_rot * Vector((0.0, 0.0, -1.0)))[:]) #fw('\n\t\tUp: 0,0,0' ) #fw('\n\t\tLookAt: 0,0,0' ) fw('\n\t\tShowInfoOnMoving: 1') fw('\n\t\tShowAudio: 0') fw('\n\t\tAudioColor: 0,1,0') fw('\n\t\tCameraOrthoZoom: 1') fw('\n\t}') def write_light(my_light): light = my_light.blenObject.data fw('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName) fw('\n\t\tVersion: 232') write_object_props(my_light.blenObject, None, my_light.parRelMatrix()) # Why are these values here twice?????? - oh well, follow the holy sdk's output # Blender light types match FBX's, funny coincidence, we just need to # be sure that all unsupported types are made into a point light #ePOINT, #eDIRECTIONAL #eSPOT light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4} light_type = light_type_items[light.type] if light_type > 2: light_type = 1 # hemi and area lights become directional if light.type == 'HEMI': do_light = not (light.use_diffuse or light.use_specular) do_shadow = False else: do_light = not (light.use_only_shadow or (not light.use_diffuse and not light.use_specular)) do_shadow = (light.shadow_method in {'RAY_SHADOW', 'BUFFER_SHADOW'}) # scale = abs(global_matrix.to_scale()[0]) # scale is always uniform in this case # UNUSED fw('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) fw('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1') fw('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') fw('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') fw('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') fw('\n\t\t\tProperty: "GoboProperty", "object", ""') fw('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1') if light.type == 'SPOT': fw('\n\t\t\tProperty: "OuterAngle", "Number", "A+",%.2f' % math.degrees(light.spot_size)) fw('\n\t\t\tProperty: "InnerAngle", "Number", "A+",%.2f' % (math.degrees(light.spot_size) - math.degrees(light.spot_size) * light.spot_blend)) fw('\n\t\t\tProperty: "Fog", "Fog", "A+",50') fw('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color)) fw('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (light.energy * 100.0)) fw('\n\t\t\tProperty: "Fog", "Fog", "A+",50') fw('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) fw('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light) fw('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') fw('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') fw('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') fw('\n\t\t\tProperty: "GoboProperty", "object", ""') if light.type in {'SPOT', 'POINT'}: if light.falloff_type == 'CONSTANT': fw('\n\t\t\tProperty: "DecayType", "enum", "",0') if light.falloff_type == 'INVERSE_LINEAR': fw('\n\t\t\tProperty: "DecayType", "enum", "",1') fw('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",1') fw('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",%.2f' % (light.distance * 2.0)) if light.falloff_type == 'INVERSE_SQUARE': fw('\n\t\t\tProperty: "DecayType", "enum", "",2') fw('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",1') fw('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",%.2f' % (light.distance * 2.0)) fw('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow) fw('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1') fw('\n\t\t}') fw('\n\t\tMultiLayer: 0' '\n\t\tMultiTake: 0' '\n\t\tShading: Y' '\n\t\tCulling: "CullingOff"' '\n\t\tTypeFlags: "Light"' '\n\t\tGeometryVersion: 124' '\n\t}' ) # matrixOnly is not used at the moment def write_null(my_null=None, fbxName=None, fbxType="Null", fbxTypeFlags="Null"): # ob can be null if not fbxName: fbxName = my_null.fbxName fw('\n\tModel: "Model::%s", "%s" {' % (fbxName, fbxType)) fw('\n\t\tVersion: 232') if my_null: poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3] else: poseMatrix = write_object_props()[3] pose_items.append((fbxName, poseMatrix)) fw('\n\t\t}' '\n\t\tMultiLayer: 0' '\n\t\tMultiTake: 1' '\n\t\tShading: Y' '\n\t\tCulling: "CullingOff"' ) fw('\n\t\tTypeFlags: "%s"' % fbxTypeFlags) fw('\n\t}') # Material Settings if world: world_amb = world.ambient_color[:] else: world_amb = 0.0, 0.0, 0.0 # default value def write_material(matname, mat): fw('\n\tMaterial: "Material::%s", "" {' % matname) # Todo, add more material Properties. if mat: mat_cold = tuple(mat.diffuse_color) mat_cols = tuple(mat.specular_color) #mat_colm = tuple(mat.mirCol) # we wont use the mirror color mat_colamb = 1.0, 1.0, 1.0 mat_dif = mat.diffuse_intensity mat_amb = mat.ambient mat_hard = ((float(mat.specular_hardness) - 1.0) / 510.0) * 128.0 mat_spec = mat.specular_intensity mat_alpha = mat.alpha mat_emit = mat.emit mat_shadeless = mat.use_shadeless if mat_shadeless: mat_shader = 'Lambert' else: if mat.diffuse_shader == 'LAMBERT': mat_shader = 'Lambert' else: mat_shader = 'Phong' else: mat_cold = 0.8, 0.8, 0.8 mat_cols = 1.0, 1.0, 1.0 mat_colamb = 1.0, 1.0, 1.0 # mat_colm mat_dif = 0.8 mat_amb = 1.0 mat_hard = 12.3 mat_spec = 0.5 mat_alpha = 1.0 mat_emit = 0.0 mat_shadeless = False mat_shader = 'Phong' fw('\n\t\tVersion: 102') fw('\n\t\tShadingModel: "%s"' % mat_shader.lower()) fw('\n\t\tMultiLayer: 0') fw('\n\t\tProperties60: {') fw('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader) fw('\n\t\t\tProperty: "MultiLayer", "bool", "",0') fw('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender fw('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit) fw('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb) fw('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb) fw('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) fw('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif) fw('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0') fw('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1') fw('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha)) if not mat_shadeless: fw('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols) fw('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec) fw('\n\t\t\tProperty: "ShininessExponent", "double", "",%.1f' % mat_hard) fw('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0') fw('\n\t\t\tProperty: "ReflectionFactor", "double", "",1') fw('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0') fw('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb) fw('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold) if not mat_shadeless: fw('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols) fw('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard) fw('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha) if not mat_shadeless: fw('\n\t\t\tProperty: "Reflectivity", "double", "",0') fw('\n\t\t}') fw('\n\t}') # tex is an Image (Arystan) def write_video(texname, tex): # Same as texture really! fw('\n\tVideo: "Video::%s", "Clip" {' % texname) fw(''' Type: "Clip" Properties60: { Property: "FrameRate", "double", "",0 Property: "LastFrame", "int", "",0 Property: "Width", "int", "",0 Property: "Height", "int", "",0''') if tex: fname_rel = bpy_extras.io_utils.path_reference(tex.filepath, base_src, base_dst, path_mode, "", copy_set, tex.library) fname_strip = bpy.path.basename(fname_rel) else: fname_strip = fname_rel = "" fw('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip) fw(''' Property: "StartFrame", "int", "",0 Property: "StopFrame", "int", "",0 Property: "PlaySpeed", "double", "",1 Property: "Offset", "KTime", "",0 Property: "InterlaceMode", "enum", "",0 Property: "FreeRunning", "bool", "",0 Property: "Loop", "bool", "",0 Property: "AccessMode", "enum", "",0 } UseMipMap: 0''') fw('\n\t\tFilename: "%s"' % fname_strip) fw('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative fw('\n\t}') def write_texture(texname, tex, num): # if tex is None then this is a dummy tex fw('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname) fw('\n\t\tType: "TextureVideoClip"') fw('\n\t\tVersion: 202') # TODO, rare case _empty_ exists as a name. fw('\n\t\tTextureName: "Texture::%s"' % texname) fw(''' Properties60: { Property: "Translation", "Vector", "A+",0,0,0 Property: "Rotation", "Vector", "A+",0,0,0 Property: "Scaling", "Vector", "A+",1,1,1''') fw('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num) # WrapModeU/V 0==rep, 1==clamp, TODO add support fw(''' Property: "TextureTypeUse", "enum", "",0 Property: "CurrentTextureBlendMode", "enum", "",1 Property: "UseMaterial", "bool", "",0 Property: "UseMipMap", "bool", "",0 Property: "CurrentMappingType", "enum", "",0 Property: "UVSwap", "bool", "",0''') fw('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.use_clamp_x) fw('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y) fw(''' Property: "TextureRotationPivot", "Vector3D", "",0,0,0 Property: "TextureScalingPivot", "Vector3D", "",0,0,0 Property: "VideoProperty", "object", "" }''') fw('\n\t\tMedia: "Video::%s"' % texname) if tex: fname_rel = bpy_extras.io_utils.path_reference(tex.filepath, base_src, base_dst, path_mode, "", copy_set, tex.library) fname_strip = bpy.path.basename(fname_rel) else: fname_strip = fname_rel = "" fw('\n\t\tFileName: "%s"' % fname_strip) fw('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command fw(''' ModelUVTranslation: 0,0 ModelUVScaling: 1,1 Texture_Alpha_Source: "None" Cropping: 0,0,0,0 }''') def write_deformer_skin(obname): """ Each mesh has its own deformer """ fw('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname) fw(''' Version: 100 MultiLayer: 0 Type: "Skin" Properties60: { } Link_DeformAcuracy: 50 }''') # in the example was 'Bip01 L Thigh_2' def write_sub_deformer_skin(my_mesh, my_bone, weights): """ Each subdeformer is specific to a mesh, but the bone it links to can be used by many sub-deformers So the SubDeformer needs the mesh-object name as a prefix to make it unique Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer, a but silly but dosnt really matter """ fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName)) fw(''' Version: 100 MultiLayer: 0 Type: "Cluster" Properties60: { Property: "SrcModel", "object", "" Property: "SrcModelReference", "object", "" } UserData: "", ""''') # Support for bone parents if my_mesh.fbxBoneParent: if my_mesh.fbxBoneParent == my_bone: # TODO - this is a bit lazy, we could have a simple write loop # for this case because all weights are 1.0 but for now this is ok # Parent Bones arent used all that much anyway. vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.vertices))] else: # This bone is not a parent of this mesh object, no weights vgroup_data = [] else: # Normal weight painted mesh if my_bone.blenName in weights[0]: # Before we used normalized weight list group_index = weights[0].index(my_bone.blenName) vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]] else: vgroup_data = [] fw('\n\t\tIndexes: ') i = -1 for vg in vgroup_data: if i == -1: fw('%i' % vg[0]) i = 0 else: if i == 23: fw('\n\t\t') i = 0 fw(',%i' % vg[0]) i += 1 fw('\n\t\tWeights: ') i = -1 for vg in vgroup_data: if i == -1: fw('%.8f' % vg[1]) i = 0 else: if i == 38: fw('\n\t\t') i = 0 fw(',%.8f' % vg[1]) i += 1 # Set TransformLink to the global transform of the bone and Transform # equal to the mesh's transform in bone space. # http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/ global_bone_matrix = (my_bone.fbxArm.matrixWorld * my_bone.restMatrix) * mtx4_z90 global_mesh_matrix = my_mesh.matrixWorld transform_matrix = (global_bone_matrix.inverted() * global_mesh_matrix) global_bone_matrix_string = mat4x4str(global_bone_matrix ) transform_matrix_string = mat4x4str(transform_matrix ) fw('\n\t\tTransform: %s' % transform_matrix_string) fw('\n\t\tTransformLink: %s' % global_bone_matrix_string) fw('\n\t}') def write_mesh(my_mesh): me = my_mesh.blenData # if there are non None materials on this mesh do_materials = bool([m for m in my_mesh.blenMaterials if m is not None]) do_textures = bool([t for t in my_mesh.blenTextures if t is not None]) do_uvs = bool(me.uv_layers) do_shapekeys = (my_mesh.blenObject.type == 'MESH' and my_mesh.blenObject.data.shape_keys and len(my_mesh.blenObject.data.vertices) == len(me.vertices)) # print(len(my_mesh.blenObject.data.vertices), len(me.vertices)) # XXX does not work when org obj is no mesh! fw('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName) fw('\n\t\tVersion: 232') # newline is added in write_object_props # convert into lists once. poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3] # Calculate the global transform for the mesh in the bind pose the same way we do # in write_sub_deformer_skin globalMeshBindPose = my_mesh.matrixWorld * mtx4_z90 pose_items.append((my_mesh.fbxName, globalMeshBindPose)) if do_shapekeys: for kb in my_mesh.blenObject.data.shape_keys.key_blocks[1:]: fw('\n\t\t\tProperty: "%s", "Number", "AN",0' % kb.name) fw('\n\t\t}') fw('\n\t\tMultiLayer: 0' '\n\t\tMultiTake: 1' '\n\t\tShading: Y' '\n\t\tCulling: "CullingOff"' ) # Write the Real Mesh data here fw('\n\t\tVertices: ') _nchunk = 12 # Number of coordinates per line. t_co = [None] * len(me.vertices) * 3 me.vertices.foreach_get("co", t_co) fw(',\n\t\t '.join(','.join('%.6f' % co for co in chunk) for chunk in grouper_exact(t_co, _nchunk))) del t_co fw('\n\t\tPolygonVertexIndex: ') _nchunk = 32 # Number of indices per line. # A bit more complicated, as we have to ^-1 last index of each loop. # NOTE: Here we assume that loops order matches polygons order! t_vi = [None] * len(me.loops) me.loops.foreach_get("vertex_index", t_vi) t_ls = [None] * len(me.polygons) me.polygons.foreach_get("loop_start", t_ls) if t_ls != sorted(t_ls): print("Error: polygons and loops orders do not match!") for ls in t_ls: t_vi[ls - 1] ^= -1 prep = ',\n\t\t ' fw(prep.join(','.join('%i' % vi for vi in chunk) for chunk in grouper_exact(t_vi, _nchunk))) del t_vi del t_ls if use_mesh_edges: t_vi = [None] * len(me.edges) * 2 me.edges.foreach_get("vertices", t_vi) # write loose edges as faces. t_el = [None] * len(me.edges) me.edges.foreach_get("is_loose", t_el) num_lose = sum(t_el) if num_lose != 0: it_el = ((vi ^ -1) if (idx % 2) else vi for idx, vi in enumerate(t_vi) if t_el[idx // 2]) if (len(me.loops)): fw(prep) fw(prep.join(','.join('%i' % vi for vi in chunk) for chunk in grouper_exact(it_el, _nchunk))) fw('\n\t\tEdges: ') fw(',\n\t\t '.join(','.join('%i' % vi for vi in chunk) for chunk in grouper_exact(t_vi, _nchunk))) del t_vi del t_el fw('\n\t\tGeometryVersion: 124') _nchunk = 12 # Number of coordinates per line. t_vn = [None] * len(me.loops) * 3 me.calc_normals_split() # NOTE: Here we assume that loops order matches polygons order! me.loops.foreach_get("normal", t_vn) fw('\n\t\tLayerElementNormal: 0 {' '\n\t\t\tVersion: 101' '\n\t\t\tName: ""' '\n\t\t\tMappingInformationType: "ByPolygonVertex"' '\n\t\t\tReferenceInformationType: "Direct"' # We could save some space with IndexToDirect here too... '\n\t\t\tNormals: ') fw(',\n\t\t\t '.join(','.join('%.6f' % n for n in chunk) for chunk in grouper_exact(t_vn, _nchunk))) fw('\n\t\t}') del t_vn me.free_normals_split() # Write Face Smoothing _nchunk = 64 # Number of bool per line. if mesh_smooth_type == 'FACE': t_ps = [None] * len(me.polygons) me.polygons.foreach_get("use_smooth", t_ps) fw('\n\t\tLayerElementSmoothing: 0 {' '\n\t\t\tVersion: 102' '\n\t\t\tName: ""' '\n\t\t\tMappingInformationType: "ByPolygon"' '\n\t\t\tReferenceInformationType: "Direct"' '\n\t\t\tSmoothing: ') fw(',\n\t\t\t '.join(','.join('%d' % b for b in chunk) for chunk in grouper_exact(t_ps, _nchunk))) fw('\n\t\t}') del t_ps elif mesh_smooth_type == 'EDGE': # Write Edge Smoothing t_es = [None] * len(me.edges) me.edges.foreach_get("use_edge_sharp", t_es) fw('\n\t\tLayerElementSmoothing: 0 {' '\n\t\t\tVersion: 101' '\n\t\t\tName: ""' '\n\t\t\tMappingInformationType: "ByEdge"' '\n\t\t\tReferenceInformationType: "Direct"' '\n\t\t\tSmoothing: ') fw(',\n\t\t\t ' ''.join(','.join('%d' % (not b) for b in chunk) for chunk in grouper_exact(t_es, _nchunk))) fw('\n\t\t}') del t_es elif mesh_smooth_type == 'OFF': pass else: raise Exception("invalid mesh_smooth_type: %r" % mesh_smooth_type) # Write VertexColor Layers collayers = [] if len(me.vertex_colors): collayers = me.vertex_colors t_lc = [None] * len(me.loops) * 3 col2idx = None _nchunk = 4 # Number of colors per line _nchunk_idx = 64 # Number of color indices per line for colindex, collayer in enumerate(collayers): collayer.data.foreach_get("color", t_lc) lc = tuple(zip(*[iter(t_lc)] * 3)) fw('\n\t\tLayerElementColor: %i {' '\n\t\t\tVersion: 101' '\n\t\t\tName: "%s"' '\n\t\t\tMappingInformationType: "ByPolygonVertex"' '\n\t\t\tReferenceInformationType: "IndexToDirect"' '\n\t\t\tColors: ' % (colindex, collayer.name)) col2idx = tuple(set(lc)) fw(',\n\t\t\t '.join(','.join('%.6f,%.6f,%.6f,1' % c for c in chunk) for chunk in grouper_exact(col2idx, _nchunk))) fw('\n\t\t\tColorIndex: ') col2idx = {col: idx for idx, col in enumerate(col2idx)} fw(',\n\t\t\t ' ''.join(','.join('%d' % col2idx[c] for c in chunk) for chunk in grouper_exact(lc, _nchunk_idx))) fw('\n\t\t}') del t_lc # Write UV and texture layers. uvlayers = [] uvtextures = [] if do_uvs: uvlayers = me.uv_layers uvtextures = me.uv_textures t_uv = [None] * len(me.loops) * 2 t_pi = None uv2idx = None tex2idx = None _nchunk = 6 # Number of UVs per line _nchunk_idx = 64 # Number of UV indices per line if do_textures: is_tex_unique = len(my_mesh.blenTextures) == 1 tex2idx = {None: -1} tex2idx.update({tex: i for i, tex in enumerate(my_mesh.blenTextures)}) for uvindex, (uvlayer, uvtexture) in enumerate(zip(uvlayers, uvtextures)): uvlayer.data.foreach_get("uv", t_uv) uvco = tuple(zip(*[iter(t_uv)] * 2)) fw('\n\t\tLayerElementUV: %d {' '\n\t\t\tVersion: 101' '\n\t\t\tName: "%s"' '\n\t\t\tMappingInformationType: "ByPolygonVertex"' '\n\t\t\tReferenceInformationType: "IndexToDirect"' '\n\t\t\tUV: ' % (uvindex, uvlayer.name)) uv2idx = tuple(set(uvco)) fw(',\n\t\t\t ' ''.join(','.join('%.6f,%.6f' % uv for uv in chunk) for chunk in grouper_exact(uv2idx, _nchunk))) fw('\n\t\t\tUVIndex: ') uv2idx = {uv: idx for idx, uv in enumerate(uv2idx)} fw(',\n\t\t\t ' ''.join(','.join('%d' % uv2idx[uv] for uv in chunk) for chunk in grouper_exact(uvco, _nchunk_idx))) fw('\n\t\t}') if do_textures: fw('\n\t\tLayerElementTexture: %d {' '\n\t\t\tVersion: 101' '\n\t\t\tName: "%s"' '\n\t\t\tMappingInformationType: "%s"' '\n\t\t\tReferenceInformationType: "IndexToDirect"' '\n\t\t\tBlendMode: "Translucent"' '\n\t\t\tTextureAlpha: 1' '\n\t\t\tTextureId: ' % (uvindex, uvlayer.name, ('AllSame' if is_tex_unique else 'ByPolygon'))) if is_tex_unique: fw('0') else: t_pi = (d.image for d in uvtexture.data) # Can't use foreach_get here :( fw(',\n\t\t\t '.join(','.join('%d' % tex2idx[i] for i in chunk) for chunk in grouper_exact(t_pi, _nchunk_idx))) fw('\n\t\t}') if not do_textures: fw('\n\t\tLayerElementTexture: 0 {' '\n\t\t\tVersion: 101' '\n\t\t\tName: ""' '\n\t\t\tMappingInformationType: "NoMappingInformation"' '\n\t\t\tReferenceInformationType: "IndexToDirect"' '\n\t\t\tBlendMode: "Translucent"' '\n\t\t\tTextureAlpha: 1' '\n\t\t\tTextureId: ' '\n\t\t}') del t_uv del t_pi # Done with UV/textures. if do_materials: is_mat_unique = len(my_mesh.blenMaterials) == 1 fw('\n\t\tLayerElementMaterial: 0 {' '\n\t\t\tVersion: 101' '\n\t\t\tName: ""' '\n\t\t\tMappingInformationType: "%s"' '\n\t\t\tReferenceInformationType: "IndexToDirect"' '\n\t\t\tMaterials: ' % ('AllSame' if is_mat_unique else 'ByPolygon',)) if is_mat_unique: fw('0') else: _nchunk = 64 # Number of material indices per line # Build a material mapping for this mat2idx = {mt: i for i, mt in enumerate(my_mesh.blenMaterials)} # (local-mat, tex) -> global index. mats = my_mesh.blenMaterialList if me.uv_textures.active and do_uvs: poly_tex = me.uv_textures.active.data else: poly_tex = [None] * len(me.polygons) _it_mat = (mats[p.material_index] for p in me.polygons) _it_tex = (pt.image if pt else None for pt in poly_tex) # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED t_mti = (mat2idx[m, t] for m, t in zip(_it_mat, _it_tex)) fw(',\n\t\t\t ' ''.join(','.join('%d' % i for i in chunk) for chunk in grouper_exact(t_mti, _nchunk))) fw('\n\t\t}') fw('\n\t\tLayer: 0 {' '\n\t\t\tVersion: 100' '\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementNormal"' '\n\t\t\t\tTypedIndex: 0' '\n\t\t\t}') # Smoothing info if mesh_smooth_type != 'OFF': fw('\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementSmoothing"' '\n\t\t\t\tTypedIndex: 0' '\n\t\t\t}') if me.vertex_colors: fw('\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementColor"' '\n\t\t\t\tTypedIndex: 0' '\n\t\t\t}') if do_uvs: # same as me.faceUV fw('\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementUV"' '\n\t\t\t\tTypedIndex: 0' '\n\t\t\t}') # Always write this #if do_textures: if True: fw('\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementTexture"' '\n\t\t\t\tTypedIndex: 0' '\n\t\t\t}') if do_materials: fw('\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementMaterial"' '\n\t\t\t\tTypedIndex: 0' '\n\t\t\t}') fw('\n\t\t}') if len(uvlayers) > 1: for i in range(1, len(uvlayers)): fw('\n\t\tLayer: %d {' '\n\t\t\tVersion: 100' '\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementUV"' '\n\t\t\t\tTypedIndex: %d' '\n\t\t\t}' % (i, i)) if do_textures: fw('\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementTexture"' '\n\t\t\t\tTypedIndex: %d' '\n\t\t\t}' % i) else: fw('\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementTexture"' '\n\t\t\t\tTypedIndex: 0' '\n\t\t\t}') fw('\n\t\t}') # XXX Col layers are written before UV ones above, why adding them after UV here??? # And why this offset based on len(UV layers) - 1??? # I have the feeling some indices are wrong here! # --mont29 if len(collayers) > 1: # Take into account any UV layers layer_offset = len(uvlayers) - 1 if uvlayers else 0 for i in range(layer_offset, len(collayers) + layer_offset): fw('\n\t\tLayer: %d {' '\n\t\t\tVersion: 100' '\n\t\t\tLayerElement: {' '\n\t\t\t\tType: "LayerElementColor"' '\n\t\t\t\tTypedIndex: %d' '\n\t\t\t}' '\n\t\t}' % (i, i)) if do_shapekeys: # Not sure this works really good... # Aren't key's co already relative if set as such? # Also, does not handle custom relative option for each key... # --mont29 import operator key_blocks = my_mesh.blenObject.data.shape_keys.key_blocks[:] t_sk_basis = [None] * len(me.vertices) * 3 t_sk = [None] * len(me.vertices) * 3 key_blocks[0].data.foreach_get("co", t_sk_basis) _nchunk = 4 # Number of delta coordinates per line _nchunk_idx = 32 # Number of vert indices per line for kb in key_blocks[1:]: kb.data.foreach_get("co", t_sk) _dcos = tuple(zip(*[map(operator.sub, t_sk, t_sk_basis)] * 3)) verts = tuple(i for i, dco in enumerate(_dcos) if sum(map(operator.pow, dco, (2, 2, 2))) > 3e-12) dcos = (_dcos[i] for i in verts) fw('\n\t\tShape: "%s" {' '\n\t\t\tIndexes: ' % kb.name) fw(',\n\t\t\t ' ''.join(','.join('%d' % i for i in chunk) for chunk in grouper_exact(verts, _nchunk_idx))) fw('\n\t\t\tVertices: ') fw(',\n\t\t\t ' ''.join(','.join('%.6f,%.6f,%.6f' % c for c in chunk) for chunk in grouper_exact(dcos, _nchunk))) # all zero, why? - campbell # Would need to recompute them I guess... and I assume those are supposed to be delta as well? fw('\n\t\t\tNormals: ') fw(',\n\t\t\t ' ''.join(','.join('0,0,0' for c in chunk) for chunk in grouper_exact(range(len(verts)), _nchunk))) fw('\n\t\t}') del t_sk_basis del t_sk fw('\n\t}') def write_group(name): fw('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name) fw(''' Properties60: { Property: "MultiLayer", "bool", "",0 Property: "Pickable", "bool", "",1 Property: "Transformable", "bool", "",1 Property: "Show", "bool", "",1 } MultiLayer: 0 }''') # add meshes here to clear because they are not used anywhere. meshes_to_clear = [] ob_meshes = [] ob_lights = [] ob_cameras = [] # in fbx we export bones as children of the mesh # armatures not a part of a mesh, will be added to ob_arms ob_bones = [] ob_arms = [] ob_null = [] # emptys # List of types that have blender objects (not bones) ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null] groups = [] # blender groups, only add ones that have objects in the selections materials = set() # (mat, image) items textures = set() tmp_ob_type = None # in case no objects are exported, so as not to raise an error ## XXX if 'ARMATURE' in object_types: # This is needed so applying modifiers dosnt apply the armature deformation, its also needed # ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes. # set every armature to its rest, backup the original values so we done mess up the scene ob_arms_orig_rest = [arm.pose_position for arm in bpy.data.armatures] for arm in bpy.data.armatures: arm.pose_position = 'REST' if ob_arms_orig_rest: for ob_base in bpy.data.objects: if ob_base.type == 'ARMATURE': ob_base.update_tag() # This causes the makeDisplayList command to effect the mesh scene.frame_set(scene.frame_current) for ob_base in context_objects: # ignore dupli children if ob_base.parent and ob_base.parent.dupli_type in {'VERTS', 'FACES'}: continue obs = [(ob_base, ob_base.matrix_world.copy())] if ob_base.dupli_type != 'NONE': ob_base.dupli_list_create(scene) obs = [(dob.object, dob.matrix.copy()) for dob in ob_base.dupli_list] for ob, mtx in obs: tmp_ob_type = ob.type if tmp_ob_type == 'CAMERA': if 'CAMERA' in object_types: ob_cameras.append(my_object_generic(ob, mtx)) elif tmp_ob_type == 'LAMP': if 'LAMP' in object_types: ob_lights.append(my_object_generic(ob, mtx)) elif tmp_ob_type == 'ARMATURE': if 'ARMATURE' in object_types: # TODO - armatures dont work in dupligroups! if ob not in ob_arms: ob_arms.append(ob) # ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)" elif tmp_ob_type == 'EMPTY': if 'EMPTY' in object_types: ob_null.append(my_object_generic(ob, mtx)) elif 'MESH' in object_types: origData = True if tmp_ob_type != 'MESH': try: me = ob.to_mesh(scene, True, 'PREVIEW') except: me = None if me: meshes_to_clear.append(me) mats = me.materials origData = False else: # Mesh Type! if use_mesh_modifiers: me = ob.to_mesh(scene, True, 'PREVIEW') # print ob, me, me.getVertGroupNames() meshes_to_clear.append(me) origData = False mats = me.materials else: me = ob.data me.update() mats = me.materials # # Support object colors # tmp_colbits = ob.colbits # if tmp_colbits: # tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too. # for i in xrange(16): # if tmp_colbits & (1< 0.05 or abs(ob.scale[1] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05: operator.report( {'WARNING'}, "Object '%s' has a scale of (%.3f, %.3f, %.3f), " "Armature deformation will not work as expected " "(apply Scale to fix)" % (ob.name, *ob.scale)) else: blenParentBoneName = armob = None my_mesh = my_object_generic(ob, mtx) my_mesh.blenData = me my_mesh.origData = origData my_mesh.blenMaterials = list(material_set_local) my_mesh.blenMaterialList = mats my_mesh.blenTextures = list(texture_set_local) # sort the name so we get predictable output, some items may be NULL my_mesh.blenMaterials.sort(key=lambda m: (getattr(m[0], "name", ""), getattr(m[1], "name", ""))) my_mesh.blenTextures.sort(key=lambda m: getattr(m, "name", "")) # if only 1 null texture then empty the list if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] is None: my_mesh.blenTextures = [] my_mesh.fbxArm = armob # replace with my_object_generic armature instance later my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later ob_meshes.append(my_mesh) # not forgetting to free dupli_list if ob_base.dupli_list: ob_base.dupli_list_clear() if 'ARMATURE' in object_types: # now we have the meshes, restore the rest arm position for i, arm in enumerate(bpy.data.armatures): arm.pose_position = ob_arms_orig_rest[i] if ob_arms_orig_rest: for ob_base in bpy.data.objects: if ob_base.type == 'ARMATURE': ob_base.update_tag() # This causes the makeDisplayList command to effect the mesh scene.frame_set(scene.frame_current) del tmp_ob_type, context_objects # now we have collected all armatures, add bones for i, ob in enumerate(ob_arms): ob_arms[i] = my_arm = my_object_generic(ob) my_arm.fbxBones = [] my_arm.blenData = ob.data if ob.animation_data: my_arm.blenAction = ob.animation_data.action else: my_arm.blenAction = None my_arm.blenActionList = [] # fbxName, blenderObject, my_bones, blenderActions #ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, []) if use_armature_deform_only: # tag non deforming bones that have no deforming children deform_map = dict.fromkeys(my_arm.blenData.bones, False) for bone in my_arm.blenData.bones: if bone.use_deform: deform_map[bone] = True # tag all parents, even ones that are not deform since their child _is_ for parent in bone.parent_recursive: deform_map[parent] = True for bone in my_arm.blenData.bones: if use_armature_deform_only: # if this bone doesnt deform, and none of its children deform, skip it! if not deform_map[bone]: continue my_bone = my_bone_class(bone, my_arm) my_arm.fbxBones.append(my_bone) ob_bones.append(my_bone) if use_armature_deform_only: del deform_map # add the meshes to the bones and replace the meshes armature with own armature class #for obname, ob, mtx, me, mats, arm, armname in ob_meshes: for my_mesh in ob_meshes: # Replace # ...this could be sped up with dictionary mapping but its unlikely for # it ever to be a bottleneck - (would need 100+ meshes using armatures) if my_mesh.fbxArm: for my_arm in ob_arms: if my_arm.blenObject == my_mesh.fbxArm: my_mesh.fbxArm = my_arm break for my_bone in ob_bones: # The mesh uses this bones armature! if my_bone.fbxArm == my_mesh.fbxArm: if my_bone.blenBone.use_deform: my_bone.blenMeshes[my_mesh.fbxName] = me # parent bone: replace bone names with our class instances # my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match. if my_mesh.fbxBoneParent == my_bone.blenName: my_mesh.fbxBoneParent = my_bone bone_deformer_count = 0 # count how many bones deform a mesh my_bone_blenParent = None for my_bone in ob_bones: my_bone_blenParent = my_bone.blenBone.parent if my_bone_blenParent: for my_bone_parent in ob_bones: # Note 2.45rc2 you can compare bones normally if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm: my_bone.parent = my_bone_parent break # Not used at the moment # my_bone.calcRestMatrixLocal() bone_deformer_count += len(my_bone.blenMeshes) del my_bone_blenParent # Build blenObject -> fbxObject mapping # this is needed for groups as well as fbxParenting bpy.data.objects.tag(False) # using a list of object names for tagging (Arystan) tmp_obmapping = {} for ob_generic in ob_all_typegroups: for ob_base in ob_generic: ob_base.blenObject.tag = True tmp_obmapping[ob_base.blenObject] = ob_base # Build Groups from objects we export for blenGroup in bpy.data.groups: fbxGroupName = None for ob in blenGroup.objects: if ob.tag: if fbxGroupName is None: fbxGroupName = sane_groupname(blenGroup) groups.append((fbxGroupName, blenGroup)) tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames groups.sort() # not really needed # Assign parents using this mapping for ob_generic in ob_all_typegroups: for my_ob in ob_generic: parent = my_ob.blenObject.parent if parent and parent.tag: # does it exist and is it in the mapping my_ob.fbxParent = tmp_obmapping[parent] del tmp_obmapping # Finished finding groups we use # == WRITE OBJECTS TO THE FILE == # == From now on we are building the FBX file from the information collected above (JCB) materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials] textures = [(sane_texname(tex), tex) for tex in textures if tex] materials.sort(key=lambda m: m[0]) # sort by name textures.sort(key=lambda m: m[0]) camera_count = 8 if 'CAMERA' in object_types else 0 # sanity checks try: assert(not (ob_meshes and ('MESH' not in object_types))) assert(not (materials and ('MESH' not in object_types))) assert(not (textures and ('MESH' not in object_types))) assert(not (ob_lights and ('LAMP' not in object_types))) assert(not (ob_cameras and ('CAMERA' not in object_types))) except AssertionError: import traceback traceback.print_exc() fw(''' ; Object definitions ;------------------------------------------------------------------ Definitions: { Version: 100 Count: %i''' % ( 1 + camera_count + len(ob_meshes) + len(ob_lights) + len(ob_cameras) + len(ob_arms) + len(ob_null) + len(ob_bones) + bone_deformer_count + len(materials) + (len(textures) * 2))) # add 1 for global settings del bone_deformer_count fw(''' ObjectType: "Model" { Count: %i }''' % ( camera_count + len(ob_meshes) + len(ob_lights) + len(ob_cameras) + len(ob_arms) + len(ob_null) + len(ob_bones))) fw(''' ObjectType: "Geometry" { Count: %i }''' % len(ob_meshes)) if materials: fw(''' ObjectType: "Material" { Count: %i }''' % len(materials)) if textures: fw(''' ObjectType: "Texture" { Count: %i }''' % len(textures)) # add 1 for an empty tex fw(''' ObjectType: "Video" { Count: %i }''' % len(textures)) # add 1 for an empty tex tmp = 0 # Add deformer nodes for my_mesh in ob_meshes: if my_mesh.fbxArm: tmp += 1 # Add subdeformers for my_bone in ob_bones: tmp += len(my_bone.blenMeshes) if tmp: fw(''' ObjectType: "Deformer" { Count: %i }''' % tmp) del tmp # Bind pose is essential for XNA if the 'MESH' is included, # but could be removed now? fw(''' ObjectType: "Pose" { Count: 1 }''') if groups: fw(''' ObjectType: "GroupSelection" { Count: %i }''' % len(groups)) fw(''' ObjectType: "GlobalSettings" { Count: 1 } }''') fw(''' ; Object properties ;------------------------------------------------------------------ Objects: {''') if 'CAMERA' in object_types: # To comply with other FBX FILES write_camera_switch() for my_null in ob_null: write_null(my_null) # XNA requires the armature to be a Limb (JCB) # Note, 2.58 and previous wrote these as normal empties and it worked mostly (except for XNA) for my_arm in ob_arms: write_null(my_arm, fbxType="Limb", fbxTypeFlags="Skeleton") for my_cam in ob_cameras: write_camera(my_cam) for my_light in ob_lights: write_light(my_light) for my_mesh in ob_meshes: write_mesh(my_mesh) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: write_bone(my_bone) if 'CAMERA' in object_types: write_camera_default() for matname, (mat, tex) in materials: write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard) # each texture uses a video, odd for texname, tex in textures: write_video(texname, tex) i = 0 for texname, tex in textures: write_texture(texname, tex, i) i += 1 for groupname, group in groups: write_group(groupname) # NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do. # Write armature modifiers # TODO - add another MODEL? - because of this skin definition. for my_mesh in ob_meshes: if my_mesh.fbxArm: write_deformer_skin(my_mesh.fbxName) # Get normalized weights for temorary use if my_mesh.fbxBoneParent: weights = None else: weights = meshNormalizedWeights(my_mesh.blenObject, my_mesh.blenData) #for bonename, bone, obname, bone_mesh, armob in ob_bones: for my_bone in ob_bones: if me in iter(my_bone.blenMeshes.values()): write_sub_deformer_skin(my_mesh, my_bone, weights) # Write pose is really weird, only needed when an armature and mesh are used together # each by themselves do not need pose data. For now only pose meshes and bones # Bind pose is essential for XNA if the 'MESH' is included (JCB) fw(''' Pose: "Pose::BIND_POSES", "BindPose" { Type: "BindPose" Version: 100 Properties60: { } NbPoseNodes: ''') fw(str(len(pose_items))) for fbxName, matrix in pose_items: fw('\n\t\tPoseNode: {') fw('\n\t\t\tNode: "Model::%s"' % fbxName) fw('\n\t\t\tMatrix: %s' % mat4x4str(matrix if matrix else Matrix())) fw('\n\t\t}') fw('\n\t}') # Finish Writing Objects # Write global settings fw(''' GlobalSettings: { Version: 1000 Properties60: { Property: "UpAxis", "int", "",1 Property: "UpAxisSign", "int", "",1 Property: "FrontAxis", "int", "",2 Property: "FrontAxisSign", "int", "",1 Property: "CoordAxis", "int", "",0 Property: "CoordAxisSign", "int", "",1 Property: "UnitScaleFactor", "double", "",1 } } ''') fw('}') fw(''' ; Object relations ;------------------------------------------------------------------ Relations: {''') # Nulls are likely to cause problems for XNA for my_null in ob_null: fw('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName) # Armature must be a Limb for XNA # Note, 2.58 and previous wrote these as normal empties and it worked mostly (except for XNA) for my_arm in ob_arms: fw('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_arm.fbxName) for my_mesh in ob_meshes: fw('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName) # TODO - limbs can have the same name for multiple armatures, should prefix. #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: fw('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName) for my_cam in ob_cameras: fw('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName) for my_light in ob_lights: fw('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName) fw(''' Model: "Model::Producer Perspective", "Camera" { } Model: "Model::Producer Top", "Camera" { } Model: "Model::Producer Bottom", "Camera" { } Model: "Model::Producer Front", "Camera" { } Model: "Model::Producer Back", "Camera" { } Model: "Model::Producer Right", "Camera" { } Model: "Model::Producer Left", "Camera" { } Model: "Model::Camera Switcher", "CameraSwitcher" { }''') for matname, (mat, tex) in materials: fw('\n\tMaterial: "Material::%s", "" {\n\t}' % matname) if textures: for texname, tex in textures: fw('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname) for texname, tex in textures: fw('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname) # deformers - modifiers for my_mesh in ob_meshes: if my_mesh.fbxArm: fw('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName # is this bone effecting a mesh? fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName)) # This should be at the end # fw('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}') for groupname, group in groups: fw('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname) fw('\n}') fw(''' ; Object connections ;------------------------------------------------------------------ Connections: {''') # NOTE - The FBX SDK does not care about the order but some importers DO! # for instance, defining the material->mesh connection # before the mesh->parent crashes cinema4d for ob_generic in ob_all_typegroups: # all blender 'Object's we support for my_ob in ob_generic: # for deformed meshes, don't have any parents or they can get twice transformed. if my_ob.fbxParent and (not my_ob.fbxArm): fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName)) else: fw('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_ob.fbxName) if materials: for my_mesh in ob_meshes: # Connect all materials to all objects, not good form but ok for now. for mat, tex in my_mesh.blenMaterials: mat_name = mat.name if mat else None tex_name = tex.name if tex else None fw('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName)) if textures: for my_mesh in ob_meshes: if my_mesh.blenTextures: # fw('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName) for tex in my_mesh.blenTextures: if tex: fw('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName)) for texname, tex in textures: fw('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname)) if 'MESH' in object_types: for my_mesh in ob_meshes: if my_mesh.fbxArm: fw('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName)) for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() fw('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName)) # limbs -> deformers for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() fw('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName)) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: # Always parent to armature now if my_bone.parent: fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName)) else: # the armature object is written as an empty and all root level bones connect to it fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName)) # groups if groups: for ob_generic in ob_all_typegroups: for ob_base in ob_generic: for fbxGroupName in ob_base.fbxGroupNames: fw('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName)) # I think the following always duplicates the armature connection because it is also in ob_all_typegroups above! (JCB) # for my_arm in ob_arms: # fw('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_arm.fbxName) fw('\n}') # Needed for scene footer as well as animation render = scene.render # from the FBX sdk #define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000)) def fbx_time(t): # 0.5 + val is the same as rounding. return int(0.5 + ((t / fps) * 46186158000)) fps = float(render.fps) start = scene.frame_start end = scene.frame_end if end < start: start, end = end, start # comment the following line, otherwise we dont get the pose # if start==end: use_anim = False # animations for these object types ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms if use_anim and [tmp for tmp in ob_anim_lists if tmp]: frame_orig = scene.frame_current if use_anim_optimize: # Do we really want to keep such behavior? User could enter real value directly... ANIM_OPTIMIZE_PRECISSION_FLOAT = 10 ** (-anim_optimize_precision + 2) # default action, when no actions are avaioable tmp_actions = [] blenActionDefault = None action_lastcompat = None # instead of tagging tagged_actions = [] # get the current action first so we can use it if we only export one action (JCB) for my_arm in ob_arms: blenActionDefault = my_arm.blenAction if blenActionDefault: break if use_anim_action_all: tmp_actions = bpy.data.actions[:] elif not use_default_take: if blenActionDefault: # Export the current action (JCB) tmp_actions.append(blenActionDefault) if tmp_actions: # find which actions are compatible with the armatures tmp_act_count = 0 for my_arm in ob_arms: arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones]) for action in tmp_actions: if arm_bone_names.intersection(action_bone_names(my_arm.blenObject, action)): # at least one channel matches. my_arm.blenActionList.append(action) tagged_actions.append(action.name) tmp_act_count += 1 # in case there are no actions applied to armatures # for example, when a user deletes the current action. action_lastcompat = action if tmp_act_count: # unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature. if not blenActionDefault: blenActionDefault = action_lastcompat del action_lastcompat if use_default_take: tmp_actions.insert(0, None) # None is the default action fw(''' ;Takes and animation section ;---------------------------------------------------- Takes: {''') if blenActionDefault and not use_default_take: fw('\n\tCurrent: "%s"' % sane_takename(blenActionDefault)) else: fw('\n\tCurrent: "Default Take"') for blenAction in tmp_actions: # we have tagged all actious that are used be selected armatures if blenAction: if blenAction.name in tagged_actions: print('\taction: "%s" exporting...' % blenAction.name) else: print('\taction: "%s" has no armature using it, skipping' % blenAction.name) continue if blenAction is None: # Warning, this only accounts for tmp_actions being [None] take_name = "Default Take" act_start = start act_end = end else: # use existing name take_name = sane_name_mapping_take.get(blenAction.name) if take_name is None: take_name = sane_takename(blenAction) act_start, act_end = blenAction.frame_range act_start = int(act_start) act_end = int(act_end) # Set the action active for my_arm in ob_arms: if my_arm.blenObject.animation_data and blenAction in my_arm.blenActionList: my_arm.blenObject.animation_data.action = blenAction # Use the action name as the take name and the take filename (JCB) fw('\n\tTake: "%s" {' % take_name) fw('\n\t\tFileName: "%s.tak"' % take_name.replace(" ", "_")) fw('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed fw('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed fw(''' ;Models animation ;----------------------------------------------------''') # set pose data for all bones # do this here in case the action changes ''' for my_bone in ob_bones: my_bone.flushAnimData() ''' i = act_start while i <= act_end: scene.frame_set(i) for ob_generic in ob_anim_lists: for my_ob in ob_generic: #Blender.Window.RedrawAll() if ob_generic == ob_meshes and my_ob.fbxArm: # We cant animate armature meshes! my_ob.setPoseFrame(i, fake=True) else: my_ob.setPoseFrame(i) i += 1 #for bonename, bone, obname, me, armob in ob_bones: for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms): for my_ob in ob_generic: if ob_generic == ob_meshes and my_ob.fbxArm: # do nothing, pass else: fw('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed fw('\n\t\t\tVersion: 1.1') fw('\n\t\t\tChannel: "Transform" {') context_bone_anim_mats = [(my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in range(act_start, act_end + 1)] # ---------------- # ---------------- for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale if TX_CHAN == 'T': context_bone_anim_vecs = [mtx[0].to_translation() for mtx in context_bone_anim_mats] elif TX_CHAN == 'S': context_bone_anim_vecs = [mtx[0].to_scale() for mtx in context_bone_anim_mats] elif TX_CHAN == 'R': # Was.... # elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() for mtx in context_bone_anim_mats] # # ...but we need to use the previous euler for compatible conversion. context_bone_anim_vecs = [] prev_eul = None for mtx in context_bone_anim_mats: if prev_eul: prev_eul = mtx[1].to_euler('XYZ', prev_eul) else: prev_eul = mtx[1].to_euler() context_bone_anim_vecs.append(tuple_rad_to_deg(prev_eul)) fw('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation for i in range(3): # Loop on each axis of the bone fw('\n\t\t\t\t\tChannel: "%s" {' % ('XYZ'[i])) # translation fw('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i]) fw('\n\t\t\t\t\t\tKeyVer: 4005') if not use_anim_optimize: # Just write all frames, simple but in-eficient fw('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start)) fw('\n\t\t\t\t\t\tKey: ') frame = act_start while frame <= act_end: if frame != act_start: fw(',') # Curve types are 'C,n' for constant, 'L' for linear # C,n is for bezier? - linear is best for now so we can do simple keyframe removal fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame - 1), context_bone_anim_vecs[frame - act_start][i])) frame += 1 else: # remove unneeded keys, j is the frame, needed when some frames are removed. context_bone_anim_keys = [(vec[i], j) for j, vec in enumerate(context_bone_anim_vecs)] # last frame to fisrt frame, missing 1 frame on either side. # removeing in a backwards loop is faster #for j in xrange( (act_end-act_start)-1, 0, -1 ): # j = (act_end-act_start)-1 j = len(context_bone_anim_keys) - 2 while j > 0 and len(context_bone_anim_keys) > 2: # print j, len(context_bone_anim_keys) # Is this key the same as the ones next to it? # co-linear horizontal... if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j - 1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and \ abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j + 1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT: del context_bone_anim_keys[j] else: frame_range = float(context_bone_anim_keys[j + 1][1] - context_bone_anim_keys[j - 1][1]) frame_range_fac1 = (context_bone_anim_keys[j + 1][1] - context_bone_anim_keys[j][1]) / frame_range frame_range_fac2 = 1.0 - frame_range_fac1 if abs(((context_bone_anim_keys[j - 1][0] * frame_range_fac1 + context_bone_anim_keys[j + 1][0] * frame_range_fac2)) - context_bone_anim_keys[j][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT: del context_bone_anim_keys[j] else: j -= 1 # keep the index below the list length if j > len(context_bone_anim_keys) - 2: j = len(context_bone_anim_keys) - 2 if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]: # This axis has no moton, its okay to skip KeyCount and Keys in this case # pass # better write one, otherwise we loose poses with no animation fw('\n\t\t\t\t\t\tKeyCount: 1') fw('\n\t\t\t\t\t\tKey: ') fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(start), context_bone_anim_keys[0][0])) else: # We only need to write these if there is at least one fw('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys)) fw('\n\t\t\t\t\t\tKey: ') for val, frame in context_bone_anim_keys: if frame != context_bone_anim_keys[0][1]: # not the first fw(',') # frame is already one less then blenders frame fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val)) if i == 0: fw('\n\t\t\t\t\t\tColor: 1,0,0') elif i == 1: fw('\n\t\t\t\t\t\tColor: 0,1,0') elif i == 2: fw('\n\t\t\t\t\t\tColor: 0,0,1') fw('\n\t\t\t\t\t}') fw('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER + 1)) fw('\n\t\t\t\t}') # --------------- fw('\n\t\t\t}') fw('\n\t\t}') # end the take fw('\n\t}') # end action loop. set original actions # do this after every loop in case actions effect eachother. for my_arm in ob_arms: if my_arm.blenObject.animation_data: my_arm.blenObject.animation_data.action = my_arm.blenAction fw('\n}') scene.frame_set(frame_orig) else: # no animation fw('\n;Takes and animation section') fw('\n;----------------------------------------------------') fw('\n') fw('\nTakes: {') fw('\n\tCurrent: ""') fw('\n}') # write meshes animation #for obname, ob, mtx, me, mats, arm, armname in ob_meshes: # Clear mesh data Only when writing with modifiers applied for me in meshes_to_clear: bpy.data.meshes.remove(me) # --------------------------- Footer if world: m = world.mist_settings has_mist = m.use_mist mist_intense = m.intensity mist_start = m.start mist_end = m.depth # mist_height = m.height # UNUSED world_hor = world.horizon_color else: has_mist = mist_intense = mist_start = mist_end = 0 world_hor = 0, 0, 0 fw('\n;Version 5 settings') fw('\n;------------------------------------------------------------------') fw('\n') fw('\nVersion5: {') fw('\n\tAmbientRenderSettings: {') fw('\n\t\tVersion: 101') fw('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb)) fw('\n\t}') fw('\n\tFogOptions: {') fw('\n\t\tFogEnable: %i' % has_mist) fw('\n\t\tFogMode: 0') fw('\n\t\tFogDensity: %.3f' % mist_intense) fw('\n\t\tFogStart: %.3f' % mist_start) fw('\n\t\tFogEnd: %.3f' % mist_end) fw('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor)) fw('\n\t}') fw('\n\tSettings: {') fw('\n\t\tFrameRate: "%i"' % int(fps)) fw('\n\t\tTimeFormat: 1') fw('\n\t\tSnapOnFrames: 0') fw('\n\t\tReferenceTimeIndex: -1') fw('\n\t\tTimeLineStartTime: %i' % fbx_time(start - 1)) fw('\n\t\tTimeLineStopTime: %i' % fbx_time(end - 1)) fw('\n\t}') fw('\n\tRendererSetting: {') fw('\n\t\tDefaultCamera: "Producer Perspective"') fw('\n\t\tDefaultViewingMode: 0') fw('\n\t}') fw('\n}') fw('\n') # XXX, shouldnt be global! for mapping in (sane_name_mapping_ob, sane_name_mapping_ob_unique, sane_name_mapping_mat, sane_name_mapping_tex, sane_name_mapping_take, sane_name_mapping_group, ): mapping.clear() del mapping del ob_arms[:] del ob_bones[:] del ob_cameras[:] del ob_lights[:] del ob_meshes[:] del ob_null[:] file.close() # copy all collected files. bpy_extras.io_utils.path_reference_copy(copy_set) print('export finished in %.4f sec.' % (time.process_time() - start_time)) return {'FINISHED'} # defaults for applications, currently only unity but could add others. def defaults_unity3d(): return dict(global_matrix=Matrix.Rotation(-math.pi / 2.0, 4, 'X'), use_selection=False, object_types={'ARMATURE', 'EMPTY', 'MESH'}, use_mesh_modifiers=True, use_armature_deform_only=True, use_anim=True, use_anim_optimize=False, use_anim_action_all=True, batch_mode='OFF', use_default_take=True, ) def save(operator, context, filepath="", use_selection=False, batch_mode='OFF', use_batch_own_dir=False, **kwargs ): if bpy.ops.object.mode_set.poll(): bpy.ops.object.mode_set(mode='OBJECT') if batch_mode == 'OFF': kwargs_mod = kwargs.copy() if use_selection: kwargs_mod["context_objects"] = context.selected_objects else: kwargs_mod["context_objects"] = context.scene.objects return save_single(operator, context.scene, filepath, **kwargs_mod) else: fbxpath = filepath prefix = os.path.basename(fbxpath) if prefix: fbxpath = os.path.dirname(fbxpath) if not fbxpath.endswith(os.sep): fbxpath += os.sep if batch_mode == 'GROUP': data_seq = tuple(grp for grp in bpy.data.groups if grp.objects) else: data_seq = bpy.data.scenes # call this function within a loop with BATCH_ENABLE == False # no scene switching done at the moment. # orig_sce = context.scene new_fbxpath = fbxpath # own dir option modifies, we need to keep an original for data in data_seq: # scene or group newname = prefix + bpy.path.clean_name(data.name) if use_batch_own_dir: new_fbxpath = fbxpath + newname + os.sep # path may already exist # TODO - might exist but be a file. unlikely but should probably account for it. if not os.path.exists(new_fbxpath): os.makedirs(new_fbxpath) filepath = new_fbxpath + newname + '.fbx' print('\nBatch exporting %s as...\n\t%r' % (data, filepath)) # XXX don't know what to do with this, probably do the same? (Arystan) if batch_mode == 'GROUP': # group # group, so objects update properly, add a dummy scene. scene = bpy.data.scenes.new(name="FBX_Temp") scene.layers = [True] * 20 # bpy.data.scenes.active = scene # XXX, cant switch for ob_base in data.objects: scene.objects.link(ob_base) scene.update() else: scene = data # TODO - BUMMER! Armatures not in the group wont animate the mesh # else: # scene # data_seq.active = data # Call self with modified args # Dont pass batch options since we already usedt them kwargs_batch = kwargs.copy() kwargs_batch["context_objects"] = data.objects save_single(operator, scene, filepath, **kwargs_batch) if batch_mode == 'GROUP': # remove temp group scene bpy.data.scenes.remove(scene) # no active scene changing! # bpy.data.scenes.active = orig_sce return {'FINISHED'} # so the script wont run after we have batch exported. # NOTE TO Campbell - # Can any or all of the following notes be removed because some have been here for a long time? (JCB 27 July 2011) # NOTES (all line numbers correspond to original export_fbx.py (under release/scripts) # - get rid of bpy.path.clean_name somehow # + get rid of BPyObject_getObjectArmature, move it in RNA? # - implement all BPyMesh_* used here with RNA # - getDerivedObjects is not fully replicated with .dupli* funcs # - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893 # - no hq normals: 1900-1901