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authorCampbell Barton <ideasman42@gmail.com>2009-05-06 10:01:09 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-05-06 10:01:09 +0400
commit899c6695571cb4a9e4dbc28cfbf5cb9bede17d60 (patch)
tree7be2e2274e50dac8bc25331988b668c1dd8139ca
parentde4f811b4b1291f6c44d709de591086032a10fe7 (diff)
[#18328] FBX exporter not exporting multi-texture materials properly
even though the format allows materials and textures to be written separately the textures wont load right in maya or 3dsmax unless each texture has its own material.
-rw-r--r--release/scripts/export_fbx.py118
1 files changed, 77 insertions, 41 deletions
diff --git a/release/scripts/export_fbx.py b/release/scripts/export_fbx.py
index 47197b7cdff..0a38d63049d 100644
--- a/release/scripts/export_fbx.py
+++ b/release/scripts/export_fbx.py
@@ -93,8 +93,8 @@ def copy_images(dest_dir, textures):
dest_dir += Blender.sys.sep
image_paths = set()
- for img in textures:
- image_paths.add(Blender.sys.expandpath(img.filename))
+ for tex in textures:
+ image_paths.add(Blender.sys.expandpath(tex.filename))
# Now copy images
copyCount = 0
@@ -157,14 +157,29 @@ def increment_string(t):
# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
def sane_name(data, dct):
#if not data: return None
- name = data.name
+
+ if type(data)==tuple: # materials are paired up with images
+ data, other = data
+ use_other = True
+ else:
+ other = None
+ use_other = False
+
+ if data: name = data.name
+ else: name = 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
- orig_name = name
if not name:
name = 'unnamed' # blank string, ASKING FOR TROUBLE!
else:
@@ -173,7 +188,11 @@ def sane_name(data, dct):
while name in dct.itervalues(): name = increment_string(name)
- dct[orig_name] = 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
+
return name
def sane_obname(data): return sane_name(data, sane_name_mapping_ob)
@@ -1333,11 +1352,13 @@ def write(filename, batch_objects = None, \
me = my_mesh.blenData
# if there are non NULL materials on this mesh
- if [mat for mat in my_mesh.blenMaterials if mat]: do_materials = True
- else: do_materials = False
+ if my_mesh.blenMaterials: do_materials = True
+ else: do_materials = False
if my_mesh.blenTextures: do_textures = True
- else: do_textures = False
+ else: do_textures = False
+
+ do_uvs = me.faceUV
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
@@ -1516,7 +1537,7 @@ def write(filename, batch_objects = None, \
# Write UV and texture layers.
uvlayers = []
- if me.faceUV:
+ if do_uvs:
uvlayers = me.getUVLayerNames()
uvlayer_orig = me.activeUVLayer
for uvindex, uvlayer in enumerate(uvlayers):
@@ -1635,32 +1656,32 @@ def write(filename, batch_objects = None, \
file.write('0')
else:
# Build a material mapping for this
- #material_mapping_local = [0] * 16 # local-index : global index.
- material_mapping_local = [-1] * 16 # local-index : global index.
- i= 0 # 1
- for j, mat in enumerate(my_mesh.blenMaterials):
- if mat:
- material_mapping_local[j] = i
- i+=1
- # else leave as -1
+ material_mapping_local = {} # local-mat & tex : global index.
+
+ for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
+ material_mapping_local[mat_tex_pair] = j
len_material_mapping_local = len(material_mapping_local)
+ mats = my_mesh.blenMaterialList
+
i=-1
for f in me.faces:
- f_mat = f.mat
- if f_mat >= len_material_mapping_local:
- f_mat = 0
+ try: mat = mats[f.mat]
+ except:mat = None
+
+ if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
+ else: tex = None
if i==-1:
i=0
- file.write( '%s' % (material_mapping_local[f_mat]))
+ file.write( '%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
else:
if i==55:
file.write('\n\t\t\t\t')
i=0
- file.write(',%s' % (material_mapping_local[f_mat]))
+ file.write(',%s' % (material_mapping_local[mat, tex]))
i+=1
file.write('\n\t\t}')
@@ -1695,7 +1716,7 @@ def write(filename, batch_objects = None, \
TypedIndex: 0
}''')
- if me.faceUV:
+ if do_uvs: # same as me.faceUV
file.write('''
LayerElement: {
Type: "LayerElementUV"
@@ -1777,8 +1798,8 @@ def write(filename, batch_objects = None, \
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 = {}
- textures = {}
+ materials = {} # (mat, image) keys, should be a set()
+ textures = {} # should be a set()
tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
@@ -1878,20 +1899,29 @@ def write(filename, batch_objects = None, \
if EXP_MESH_HQ_NORMALS:
BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
- for mat in mats:
- # 2.44 use mat.lib too for uniqueness
- if mat: materials[mat] = mat
-
texture_mapping_local = {}
+ material_mapping_local = {}
if me.faceUV:
uvlayer_orig = me.activeUVLayer
for uvlayer in me.getUVLayerNames():
me.activeUVLayer = uvlayer
for f in me.faces:
- img = f.image
- textures[img] = texture_mapping_local[img] = img
+ tex = f.image
+ textures[tex] = texture_mapping_local[tex] = None
+
+ try: mat = mats[f.mat]
+ except: mat = None
+
+ materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
+
me.activeUVLayer = uvlayer_orig
+ else:
+ for mat in mats:
+ # 2.44 use mat.lib too for uniqueness
+ materials[mat, None] = material_mapping_local[mat, None] = None
+ else:
+ materials[None, None] = None
if EXP_ARMATURE:
armob = BPyObject.getObjectArmature(ob)
@@ -1912,8 +1942,9 @@ def write(filename, batch_objects = None, \
my_mesh = my_object_generic(ob, mtx)
my_mesh.blenData = me
my_mesh.origData = origData
- my_mesh.blenMaterials = mats
- my_mesh.blenTextures = texture_mapping_local.values()
+ my_mesh.blenMaterials = material_mapping_local.keys()
+ my_mesh.blenMaterialList = mats
+ my_mesh.blenTextures = texture_mapping_local.keys()
# if only 1 null texture then empty the list
if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
@@ -2032,8 +2063,8 @@ def write(filename, batch_objects = None, \
# Finished finding groups we use
- materials = [(sane_matname(mat), mat) for mat in materials.itervalues() if mat]
- textures = [(sane_texname(img), img) for img in textures.itervalues() if img]
+ materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.iterkeys()]
+ textures = [(sane_texname(tex), tex) for tex in textures.iterkeys() if tex]
materials.sort() # sort by name
textures.sort()
@@ -2162,8 +2193,8 @@ Objects: {''')
write_camera_default()
- for matname, mat in materials:
- write_material(matname, mat)
+ 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:
@@ -2283,7 +2314,7 @@ Relations: {''')
Model: "Model::Camera Switcher", "CameraSwitcher" {
}''')
- for matname, mat in materials:
+ for matname, (mat, tex) in materials:
file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
if textures:
@@ -2335,9 +2366,14 @@ Connections: {''')
if materials:
for my_mesh in ob_meshes:
# Connect all materials to all objects, not good form but ok for now.
- for mat in my_mesh.blenMaterials:
- if mat:
- file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat.name], my_mesh.fbxName))
+ for mat, tex in my_mesh.blenMaterials:
+ if mat: mat_name = mat.name
+ else: mat_name = None
+
+ if tex: tex_name = tex.name
+ else: tex_name = None
+
+ file.write('\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: