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# ##### 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 #####
# <pep8 compliant>
bl_info = {
"name": "Autodesk FBX format",
"author": "Campbell Barton",
"blender": (2, 5, 6),
"api": 34647,
"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
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)
TX_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)
TX_XROT90 = BoolProperty(name="Rot X90", description="Rotate all objects 90 degrees about the X axis", default=True)
TX_YROT90 = BoolProperty(name="Rot Y90", description="Rotate all objects 90 degrees about the Y axis", default=False)
TX_ZROT90 = BoolProperty(name="Rot Z90", description="Rotate all objects 90 degrees about the Z axis", default=False)
EXP_EMPTY = BoolProperty(name="Empties", description="Export empty objects", default=True)
EXP_CAMERA = BoolProperty(name="Cameras", description="Export camera objects", default=True)
EXP_LAMP = BoolProperty(name="Lamps", description="Export lamp objects", default=True)
EXP_ARMATURE = BoolProperty(name="Armatures", description="Export armature objects", default=True)
EXP_MESH = BoolProperty(name="Meshes", description="Export mesh objects", default=True)
EXP_MESH_APPLY_MOD = BoolProperty(name="Modifiers", description="Apply modifiers to mesh objects", default=True)
# EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True)
EXP_IMAGE_COPY = BoolProperty(name="Copy Image Files", description="Copy image files to the destination path", default=False)
# 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(items=(
('OFF', "Off", "Active scene to file"),
('SCENE', "Scene", "Each scene as a file"),
('GROUP', "Group", "Each group as a file"),
),
name="Batch Mode")
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'})
@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.TX_SCALE
if self.TX_XROT90:
GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
if self.TX_YROT90:
GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
if self.TX_ZROT90:
GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
keywords = self.as_keywords(ignore=("TX_XROT90", "TX_YROT90", "TX_ZROT90", "TX_SCALE", "check_existing", "filter_glob"))
keywords["GLOBAL_MATRIX"] = GLOBAL_MATRIX
import io_scene_fbx.export_fbx
return io_scene_fbx.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()
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