diff options
-rw-r--r-- | release/io/export_fbx.py | 3112 | ||||
-rw-r--r-- | release/io/export_obj.py | 1 | ||||
-rw-r--r-- | source/blender/makesrna/intern/rna_armature.c | 10 | ||||
-rw-r--r-- | source/blender/makesrna/intern/rna_pose_api.c | 56 |
4 files changed, 3179 insertions, 0 deletions
diff --git a/release/io/export_fbx.py b/release/io/export_fbx.py new file mode 100644 index 00000000000..cea9f500533 --- /dev/null +++ b/release/io/export_fbx.py @@ -0,0 +1,3112 @@ +#!BPY +""" +Name: 'Autodesk FBX (.fbx)...' +Blender: 249 +Group: 'Export' +Tooltip: 'Selection to an ASCII Autodesk FBX ' +""" +__author__ = "Campbell Barton" +__url__ = ['www.blender.org', 'blenderartists.org'] +__version__ = "1.2" + +__bpydoc__ = """\ +This script is an exporter to the FBX file format. + +http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx +""" +# -------------------------------------------------------------------------- +# FBX Export v0.1 by Campbell Barton (AKA Ideasman) +# -------------------------------------------------------------------------- +# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- + +import os + +try: + import time + # import os # only needed for batch export, nbot used yet +except: + time = None # use this to check if they have python modules installed + +# for python 2.3 support +try: + set() +except: + try: + from sets import Set as set + except: + set = None # so it complains you dont have a ! + +# # os is only needed for batch 'own dir' option +# try: +# import os +# except: +# os = None + +import Blender +import bpy +from Blender.Mathutils import Matrix, Vector, RotationMatrix + +import BPyObject +import BPyMesh +import BPySys +import BPyMessages + +## This was used to make V, but faster not to do all that +##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}' +##v = range(255) +##for c in valid: v.remove(ord(c)) +v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,42,43,47,58,59,60,61,62,63,64,92,94,96,124,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254] +invalid = ''.join([chr(i) for i in v]) +def cleanName(name): + for ch in invalid: name = name.replace(ch, '_') + return name +del v, i + + +def copy_file(source, dest): + file = open(source, 'rb') + data = file.read() + file.close() + + file = open(dest, 'wb') + file.write(data) + file.close() + + +def copy_images(dest_dir, textures): + if not dest_dir.endswith(os.sep): + dest_dir += os.sep + + image_paths = set() + for tex in textures: + image_paths.add(Blender.sys.expandpath(tex.filename)) + + # Now copy images + copyCount = 0 + for image_path in image_paths: + if Blender.sys.exists(image_path): + # Make a name for the target path. + dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1] + if not Blender.sys.exists(dest_image_path): # Image isnt alredy there + print '\tCopying "%s" > "%s"' % (image_path, dest_image_path) + try: + copy_file(image_path, dest_image_path) + copyCount+=1 + except: + print '\t\tWarning, file failed to copy, skipping.' + + print '\tCopied %d images' % copyCount + +mtx4_identity = Matrix() + +# testing +mtx_x90 = RotationMatrix( 90, 3, 'x') # used +#mtx_x90n = RotationMatrix(-90, 3, 'x') +#mtx_y90 = RotationMatrix( 90, 3, 'y') +#mtx_y90n = RotationMatrix(-90, 3, 'y') +#mtx_z90 = RotationMatrix( 90, 3, 'z') +#mtx_z90n = RotationMatrix(-90, 3, 'z') + +#mtx4_x90 = RotationMatrix( 90, 4, 'x') +mtx4_x90n = RotationMatrix(-90, 4, 'x') # used +#mtx4_y90 = RotationMatrix( 90, 4, 'y') +mtx4_y90n = RotationMatrix(-90, 4, 'y') # used +mtx4_z90 = RotationMatrix( 90, 4, 'z') # used +mtx4_z90n = RotationMatrix(-90, 4, 'z') # used + +def strip_path(p): + return p.split('\\')[-1].split('/')[-1] + +# Used to add the scene name into the filename without using odd chars +sane_name_mapping_ob = {} +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['blend_root'] = 'blend_root_' + +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' and 'blend_root' - it will bugger things up. +def sane_name(data, dct): + #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 + + 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 + + if not name: + name = 'unnamed' # blank string, ASKING FOR TROUBLE! + else: + #name = BPySys.cleanName(name) + name = cleanName(name) # use our own + + while name in dct.itervalues(): 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 + + return name + +def sane_obname(data): return sane_name(data, sane_name_mapping_ob) +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 derived_paths(fname_orig, basepath, FORCE_CWD=False): + ''' + fname_orig - blender path, can be relative + basepath - fname_rel will be relative to this + FORCE_CWD - dont use the basepath, just add a ./ to the filename. + use when we know the file will be in the basepath. + ''' + fname = Blender.sys.expandpath(fname_orig) + fname_strip = strip_path(fname) + if FORCE_CWD: fname_rel = '.' + os.sep + fname_strip + else: fname_rel = Blender.sys.relpath(fname, basepath) + if fname_rel.startswith('//'): fname_rel = '.' + os.sep + fname_rel[2:] + return fname, fname_strip, fname_rel + + +def mat4x4str(mat): + return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ]) + +def meshNormalizedWeights(me): + try: # account for old bad BPyMesh + groupNames, vWeightList = BPyMesh.meshWeight2List(me) + except: + return [],[] + + 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 filename +def write(filename, batch_objects = None, \ + context = None, + EXP_OBS_SELECTED = True, + EXP_MESH = True, + EXP_MESH_APPLY_MOD = True, + EXP_MESH_HQ_NORMALS = False, + EXP_ARMATURE = True, + EXP_LAMP = True, + EXP_CAMERA = True, + EXP_EMPTY = True, + EXP_IMAGE_COPY = False, + GLOBAL_MATRIX = Matrix(), + ANIM_ENABLE = True, + ANIM_OPTIMIZE = True, + ANIM_OPTIMIZE_PRECISSION = 6, + ANIM_ACTION_ALL = False, + BATCH_ENABLE = False, + BATCH_GROUP = True, + BATCH_SCENE = False, + BATCH_FILE_PREFIX = '', + BATCH_OWN_DIR = False + ): + + # ----------------- Batch support! + if BATCH_ENABLE: + if os == None: BATCH_OWN_DIR = False + + fbxpath = filename + + # get the path component of filename + tmp_exists = bpy.sys.exists(fbxpath) +# tmp_exists = Blender.sys.exists(fbxpath) + + if tmp_exists != 2: # a file, we want a path + while fbxpath and fbxpath[-1] not in ('/', '\\'): + fbxpath = fbxpath[:-1] + if not filename: + # XXX + print('Error%t|Directory does not exist!') +# Draw.PupMenu('Error%t|Directory does not exist!') + return + + tmp_exists = bpy.sys.exists(fbxpath) +# tmp_exists = Blender.sys.exists(fbxpath) + + if tmp_exists != 2: + # XXX + print('Error%t|Directory does not exist!') +# Draw.PupMenu('Error%t|Directory does not exist!') + return + + if not fbxpath.endswith(os.sep): + fbxpath += os.sep + del tmp_exists + + + if BATCH_GROUP: + data_seq = bpy.data.groups + else: + data_seq = bpy.data.scenes + + # call this function within a loop with BATCH_ENABLE == False + orig_sce = context.scene +# orig_sce = bpy.data.scenes.active + + + new_fbxpath = fbxpath # own dir option modifies, we need to keep an original + for data in data_seq: # scene or group + newname = BATCH_FILE_PREFIX + cleanName(data.name) +# newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name) + + + if BATCH_OWN_DIR: + new_fbxpath = fbxpath + newname + os.sep + # path may alredy exist + # TODO - might exist but be a file. unlikely but should probably account for it. + + if bpy.sys.exists(new_fbxpath) == 0: +# if Blender.sys.exists(new_fbxpath) == 0: + os.mkdir(new_fbxpath) + + + filename = new_fbxpath + newname + '.fbx' + + print '\nBatch exporting %s as...\n\t"%s"' % (data, filename) + + # XXX don't know what to do with this, probably do the same? (Arystan) + if BATCH_GROUP: #group + # group, so objects update properly, add a dummy scene. + sce = bpy.data.scenes.new() + sce.Layers = (1<<20) -1 + bpy.data.scenes.active = sce + for ob_base in data.objects: + sce.objects.link(ob_base) + + sce.update(1) + + # 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 alredy usedt them + write(filename, data.objects, + context, + False, + EXP_MESH, + EXP_MESH_APPLY_MOD, + EXP_MESH_HQ_NORMALS, + EXP_ARMATURE, + EXP_LAMP, + EXP_CAMERA, + EXP_EMPTY, + EXP_IMAGE_COPY, + GLOBAL_MATRIX, + ANIM_ENABLE, + ANIM_OPTIMIZE, + ANIM_OPTIMIZE_PRECISSION, + ANIM_ACTION_ALL + ) + + if BATCH_GROUP: + # remove temp group scene + bpy.data.remove_scene(sce) +# bpy.data.scenes.unlink(sce) + + bpy.data.scenes.active = orig_sce + + return # so the script wont run after we have batch exported. + + # end batch support + + # Use this for working out paths relative to the export location + basepath = Blender.sys.dirname(filename) + + # ---------------------------------------------- + # storage classes + class my_bone_class: + __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.armature_matrix + # self.restMatrix = blenBone.matrix['ARMATURESPACE'] + + # not used yet + # self.restMatrixInv = self.restMatrix.copy().invert() + # self.restMatrixLocal = None # set later, need parent matrix + + self.parent = None + + # not public + pose = fbxArm.blenObject.pose +# pose = fbxArm.blenObject.getPose() + self.__pose_bone = pose.bones[self.blenName] + + # store a list if matricies here, (poseMatrix, head, tail) + # {frame:posematrix, frame:posematrix, ...} + self.__anim_poselist = {} + + ''' + def calcRestMatrixLocal(self): + if self.parent: + self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert() + 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.poseMatrix.copy() + + # 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 mtx4_z90 * self.getPoseMatrix(frame) + else: + #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert() + return (mtx4_z90 * (self.getPoseMatrix(frame))) * (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert() + + # 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: + # 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. + if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX + else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX + self.__anim_poselist = {} # we should only access this + + def parRelMatrix(self): + if self.fbxParent: + return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert() + else: + return self.matrixWorld + + def setPoseFrame(self, f): + self.__anim_poselist[f] = self.blenObject.matrixWorld.copy() + + def getAnimParRelMatrix(self, frame): + if self.fbxParent: + #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX + return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert() + else: + return self.__anim_poselist[frame] * GLOBAL_MATRIX + + def getAnimParRelMatrixRot(self, frame): + type = self.blenObject.type + if self.fbxParent: + matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotationPart() + else: + matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart() + + # Lamps need to be rotated + if type =='Lamp': + matrix_rot = mtx_x90 * matrix_rot + elif ob and type =='Camera': + y = Vector(0,1,0) * matrix_rot + matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y) + + return matrix_rot + + # ---------------------------------------------- + + + + + + print '\nFBX export starting...', filename + start_time = Blender.sys.time() + try: + file = open(filename, 'w') + except: + return False + + sce = bpy.data.scenes.active + world = sce.world + + + # ---------------------------- Write the header first + file.write(header_comment) + if time: + curtime = time.localtime()[0:6] + else: + curtime = (0,0,0,0,0,0) + # + file.write(\ +'''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)) + + file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime) + file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version')) + + pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way + + # --------------- funcs for exporting + def object_tx(ob, loc, matrix, matrix_mod = None): + ''' + Matrix mod is so armature objects can modify their bone matricies + ''' + if isinstance(ob, Blender.Types.BoneType): + + # we know we have a matrix + # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod) + matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore + + parent = ob.parent + if parent: + #par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod) + par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore + matrix = matrix * par_matrix.copy().invert() + + matrix_rot = matrix.rotationPart() + + loc = tuple(matrix.translationPart()) + scale = tuple(matrix.scalePart()) + rot = tuple(matrix_rot.toEuler()) + + 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.matrixWorld * GLOBAL_MATRIX + if ob and not matrix: raise "error: this should never happen!" + + matrix_rot = matrix + #if matrix: + # matrix = matrix_scale * matrix + + if matrix: + loc = tuple(matrix.translationPart()) + scale = tuple(matrix.scalePart()) + + matrix_rot = matrix.rotationPart() + # Lamps need to be rotated + if ob and ob.type =='Lamp': + matrix_rot = mtx_x90 * matrix_rot + rot = tuple(matrix_rot.toEuler()) + elif ob and ob.type =='Camera': + y = Vector(0,1,0) * matrix_rot + matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y) + rot = tuple(matrix_rot.toEuler()) + else: + rot = tuple(matrix_rot.toEuler()) + else: + if not loc: + loc = 0,0,0 + scale = 1,1,1 + rot = 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) + + file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc) + file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot) + file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale) + return loc, rot, scale, matrix, matrix_rot + + def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None): + # if the type is 0 its an empty otherwise its a mesh + # only difference at the moment is one has a color + file.write(''' + 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 + + file.write(''' + Property: "RotationOffset", "Vector3D", "",0,0,0 + Property: "RotationPivot", "Vector3D", "",0,0,0 + Property: "ScalingOffset", "Vector3D", "",0,0,0 + Property: "ScalingPivot", "Vector3D", "",0,0,0 + Property: "TranslationActive", "bool", "",0 + Property: "TranslationMin", "Vector3D", "",0,0,0 + Property: "TranslationMax", "Vector3D", "",0,0,0 + Property: "TranslationMinX", "bool", "",0 + Property: "TranslationMinY", "bool", "",0 + Property: "TranslationMinZ", "bool", "",0 + Property: "TranslationMaxX", "bool", "",0 + Property: "TranslationMaxY", "bool", "",0 + Property: "TranslationMaxZ", "bool", "",0 + Property: "RotationOrder", "enum", "",0 + Property: "RotationSpaceForLimitOnly", "bool", "",0 + Property: "AxisLen", "double", "",10 + Property: "PreRotation", "Vector3D", "",0,0,0 + Property: "PostRotation", "Vector3D", "",0,0,0 + Property: "RotationActive", "bool", "",0 + Property: "RotationMin", "Vector3D", "",0,0,0 + Property: "RotationMax", "Vector3D", "",0,0,0 + Property: "RotationMinX", "bool", "",0 + Property: "RotationMinY", "bool", "",0 + Property: "RotationMinZ", "bool", "",0 + Property: "RotationMaxX", "bool", "",0 + Property: "RotationMaxY", "bool", "",0 + Property: "RotationMaxZ", "bool", "",0 + Property: "RotationStiffnessX", "double", "",0 + Property: "RotationStiffnessY", "double", "",0 + Property: "RotationStiffnessZ", "double", "",0 + Property: "MinDampRangeX", "double", "",0 + Property: "MinDampRangeY", "double", "",0 + Property: "MinDampRangeZ", "double", "",0 + Property: "MaxDampRangeX", "double", "",0 + Property: "MaxDampRangeY", "double", "",0 + Property: "MaxDampRangeZ", "double", "",0 + Property: "MinDampStrengthX", "double", "",0 + Property: "MinDampStrengthY", "double", "",0 + Property: "MinDampStrengthZ", "double", "",0 + Property: "MaxDampStrengthX", "double", "",0 + Property: "MaxDampStrengthY", "double", "",0 + Property: "MaxDampStrengthZ", "double", "",0 + Property: "PreferedAngleX", "double", "",0 + Property: "PreferedAngleY", "double", "",0 + Property: "PreferedAngleZ", "double", "",0 + Property: "InheritType", "enum", "",0 + Property: "ScalingActive", "bool", "",0 + Property: "ScalingMin", "Vector3D", "",1,1,1 + Property: "ScalingMax", "Vector3D", "",1,1,1 + Property: "ScalingMinX", "bool", "",0 + Property: "ScalingMinY", "bool", "",0 + Property: "ScalingMinZ", "bool", "",0 + Property: "ScalingMaxX", "bool", "",0 + Property: "ScalingMaxY", "bool", "",0 + Property: "ScalingMaxZ", "bool", "",0 + Property: "GeometricTranslation", "Vector3D", "",0,0,0 + Property: "GeometricRotation", "Vector3D", "",0,0,0 + Property: "GeometricScaling", "Vector3D", "",1,1,1 + Property: "LookAtProperty", "object", "" + Property: "UpVectorProperty", "object", "" + Property: "Show", "bool", "",1 + Property: "NegativePercentShapeSupport", "bool", "",1 + Property: "DefaultAttributeIndex", "int", "",0''') + if ob and type(ob) != Blender.Types.BoneType: + # Only mesh objects have color + file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') + file.write('\n\t\t\tProperty: "Size", "double", "",100') + file.write('\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): + file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName) + file.write('\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)[3] # dont apply bone matricies anymore + pose_items.append( (my_bone.fbxName, poseMatrix) ) + + + # file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) + file.write('\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) + + """ + file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\ + ((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length) + """ + + file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\ + (my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length) + + #file.write('\n\t\t\tProperty: "LimbLength", "double", "",1') + file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8') + file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 1') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Skeleton"') + file.write('\n\t}') + + def write_camera_switch(): + file.write(''' + Model: "Model::Camera Switcher", "CameraSwitcher" { + Version: 232''') + + write_object_props() + file.write(''' + 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): + file.write('\n\tModel: "Model::%s", "Camera" {' % name ) + file.write('\n\t\tVersion: 232') + write_object_props(None, loc) + + file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8') + file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') + file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40') + file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1') + file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1') + file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0') + file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0') + file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63') + file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0') + file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1') + file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') + file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') + file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') + file.write('\n\t\t\tProperty: "GateFit", "enum", "",0') + file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486') + file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') + file.write('\n\t\t\tProperty: "AspectW", "double", "",320') + file.write('\n\t\t\tProperty: "AspectH", "double", "",200') + file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1') + file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') + file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') + file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') + file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near) + file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far) + file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816') + file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612') + file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333') + file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1') + file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4') + file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1') + file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0') + file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2') + file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100') + file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1') + file.write('\n\t\t\tProperty: "LockMode", "bool", "",0') + file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0') + file.write('\n\t\t\tProperty: "FitImage", "bool", "",0') + file.write('\n\t\t\tProperty: "Crop", "bool", "",0') + file.write('\n\t\t\tProperty: "Center", "bool", "",1') + file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1') + file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0') + file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5') + file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1') + file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0') + file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1') + file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333') + file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0') + file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100') + file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50') + file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50') + file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type) + file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0') + file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0') + file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0') + file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5') + file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200') + file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0') + file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777') + file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tHidden: "True"') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Camera"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) + file.write('\n\t\tUp: %i,%i,%i' % up) + file.write('\n\t\tLookAt: 0,0,0') + file.write('\n\t\tShowInfoOnMoving: 1') + file.write('\n\t\tShowAudio: 0') + file.write('\n\t\tAudioColor: 0,1,0') + file.write('\n\t\tCameraOrthoZoom: 1') + file.write('\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 = sce.render + width = render.sizeX + height = render.sizeY + aspect = float(width)/height + + data = my_cam.blenObject.data + + file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName ) + file.write('\n\t\tVersion: 232') + loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix()) + + file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') + file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.angle) + file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1') + file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1') + file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026') + file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units? + file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto + file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0') + file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0') + file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1') + file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') + file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') + file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') + file.write('\n\t\t\tProperty: "GateFit", "enum", "",0') + file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') + file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width) + file.write('\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. ''' + + file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2') + + file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') + file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') + file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') + file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') + file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart) + file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart) + file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0') + file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0') + file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect) + file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1') + file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1') + file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0') + file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2') + file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100') + file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0') + file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1') + file.write('\n\t\t\tProperty: "LockMode", "bool", "",0') + file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0') + file.write('\n\t\t\tProperty: "FitImage", "bool", "",0') + file.write('\n\t\t\tProperty: "Crop", "bool", "",0') + file.write('\n\t\t\tProperty: "Center", "bool", "",1') + file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1') + file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0') + file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5') + file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1') + file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0') + file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1') + file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect) + file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0') + file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100') + file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50') + file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50') + file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",0') + file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0') + file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0') + file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0') + file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5') + file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200') + file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0') + file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777') + file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0') + file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7') + + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Camera"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) + file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector(0,1,0) * matrix_rot) ) + file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector(0,0,-1)*matrix_rot) ) + + #file.write('\n\t\tUp: 0,0,0' ) + #file.write('\n\t\tLookAt: 0,0,0' ) + + file.write('\n\t\tShowInfoOnMoving: 1') + file.write('\n\t\tShowAudio: 0') + file.write('\n\t\tAudioColor: 0,1,0') + file.write('\n\t\tCameraOrthoZoom: 1') + file.write('\n\t}') + + def write_light(my_light): + light = my_light.blenObject.data + file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName) + file.write('\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 = light.type + if light_type > 2: light_type = 1 # hemi and area lights become directional + + mode = light.mode + if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows: + do_shadow = 1 + else: + do_shadow = 0 + + if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular): + do_light = 0 + else: + do_light = 1 + + scale = abs(GLOBAL_MATRIX.scalePart()[0]) # scale is always uniform in this case + + file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) + file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') + file.write('\n\t\t\tProperty: "GoboProperty", "object", ""') + file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1') + file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200 + file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale)) + file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50') + file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col)) + file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200 + file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale)) + file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50') + file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type) + file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light) + file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1') + file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') + file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1') + file.write('\n\t\t\tProperty: "GoboProperty", "object", ""') + file.write('\n\t\t\tProperty: "DecayType", "enum", "",0') + file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist) + file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0') + file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0') + file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0') + file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0') + file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0') + file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0') + file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow) + file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1') + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 0') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + file.write('\n\t\tTypeFlags: "Light"') + file.write('\n\t\tGeometryVersion: 124') + file.write('\n\t}') + + # matrixOnly is not used at the moment + def write_null(my_null = None, fbxName = None, matrixOnly = None): + # ob can be null + if not fbxName: fbxName = my_null.fbxName + + file.write('\n\tModel: "Model::%s", "Null" {' % fbxName) + file.write('\n\t\tVersion: 232') + + # only use this for the root matrix at the moment + if matrixOnly: + poseMatrix = write_object_props(None, None, matrixOnly)[3] + + else: # all other Null's + 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)) + + file.write(''' + } + MultiLayer: 0 + MultiTake: 1 + Shading: Y + Culling: "CullingOff" + TypeFlags: "Null" + }''') + + # Material Settings + if world: world_amb = world.getAmb() + else: world_amb = (0,0,0) # Default value + + def write_material(matname, mat): + file.write('\n\tMaterial: "Material::%s", "" {' % matname) + + # Todo, add more material Properties. + if mat: + mat_cold = tuple(mat.rgbCol) + mat_cols = tuple(mat.specCol) + #mat_colm = tuple(mat.mirCol) # we wont use the mirror color + mat_colamb = tuple([c for c in world_amb]) + + mat_dif = mat.ref + mat_amb = mat.amb + mat_hard = (float(mat.hard)-1)/5.10 + mat_spec = mat.spec/2.0 + mat_alpha = mat.alpha + mat_emit = mat.emit + mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS + if mat_shadeless: + mat_shader = 'Lambert' + else: + if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT: + mat_shader = 'Lambert' + else: + mat_shader = 'Phong' + else: + mat_cols = mat_cold = 0.8, 0.8, 0.8 + mat_colamb = 0.0,0.0,0.0 + # mat_colm + mat_dif = 1.0 + mat_amb = 0.5 + mat_hard = 20.0 + mat_spec = 0.2 + mat_alpha = 1.0 + mat_emit = 0.0 + mat_shadeless = False + mat_shader = 'Phong' + + file.write('\n\t\tVersion: 102') + file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower()) + file.write('\n\t\tMultiLayer: 0') + + file.write('\n\t\tProperties60: {') + file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader) + file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0') + file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender + file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit) + + file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb) + file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb) + file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) + file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif) + file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0') + file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1') + file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha)) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols) + file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec) + file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0') + file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0') + file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1') + file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0') + file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb) + file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols) + file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard) + file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha) + if not mat_shadeless: + file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0') + + file.write('\n\t\t}') + file.write('\n\t}') + + def write_video(texname, tex): + # Same as texture really! + file.write('\n\tVideo: "Video::%s", "Clip" {' % texname) + + file.write(''' + Type: "Clip" + Properties60: { + Property: "FrameRate", "double", "",0 + Property: "LastFrame", "int", "",0 + Property: "Width", "int", "",0 + Property: "Height", "int", "",0''') + if tex: + fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY) + else: + fname = fname_strip = fname_rel = '' + + file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip) + + + file.write(''' + 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''') + + file.write('\n\t\tFilename: "%s"' % fname_strip) + if fname_strip: fname_strip = '/' + fname_strip + file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative + file.write('\n\t}') + + + def write_texture(texname, tex, num): + # if tex == None then this is a dummy tex + file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname) + file.write('\n\t\tType: "TextureVideoClip"') + file.write('\n\t\tVersion: 202') + # TODO, rare case _empty_ exists as a name. + file.write('\n\t\tTextureName: "Texture::%s"' % texname) + + file.write(''' + Properties60: { + Property: "Translation", "Vector", "A+",0,0,0 + Property: "Rotation", "Vector", "A+",0,0,0 + Property: "Scaling", "Vector", "A+",1,1,1''') + file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num) + + + # WrapModeU/V 0==rep, 1==clamp, TODO add support + file.write(''' + Property: "TextureTypeUse", "enum", "",0 + Property: "CurrentTextureBlendMode", "enum", "",1 + Property: "UseMaterial", "bool", "",0 + Property: "UseMipMap", "bool", "",0 + Property: "CurrentMappingType", "enum", "",0 + Property: "UVSwap", "bool", "",0''') + + file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX) + file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY) + + file.write(''' + Property: "TextureRotationPivot", "Vector3D", "",0,0,0 + Property: "TextureScalingPivot", "Vector3D", "",0,0,0 + Property: "VideoProperty", "object", "" + }''') + + file.write('\n\t\tMedia: "Video::%s"' % texname) + + if tex: + fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY) + else: + fname = fname_strip = fname_rel = '' + + file.write('\n\t\tFileName: "%s"' % fname_strip) + file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command + + file.write(''' + 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 + ''' + file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname) + file.write(''' + 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 spesific 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 + ''' + file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName)) + + file.write(''' + 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 xrange(len(my_mesh.blenData.verts))] + 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 wright list + #vgroup_data = me.getVertsFromGroup(bone.name, 1) + 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 = [] + + file.write('\n\t\tIndexes: ') + + i = -1 + for vg in vgroup_data: + if i == -1: + file.write('%i' % vg[0]) + i=0 + else: + if i==23: + file.write('\n\t\t') + i=0 + file.write(',%i' % vg[0]) + i+=1 + + file.write('\n\t\tWeights: ') + i = -1 + for vg in vgroup_data: + if i == -1: + file.write('%.8f' % vg[1]) + i=0 + else: + if i==38: + file.write('\n\t\t') + i=0 + file.write(',%.8f' % vg[1]) + i+=1 + + if my_mesh.fbxParent: + # TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible! + m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) + else: + # Yes! this is it... - but dosnt work when the mesh is a. + m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) + + #m = mtx4_z90 * my_bone.restMatrix + matstr = mat4x4str(m) + matstr_i = mat4x4str(m.invert()) + + file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/ + file.write('\n\t\tTransformLink: %s' % matstr) + file.write('\n\t}') + + def write_mesh(my_mesh): + + me = my_mesh.blenData + + # if there are non NULL materials on this mesh + if my_mesh.blenMaterials: do_materials = True + else: do_materials = False + + if my_mesh.blenTextures: do_textures = True + else: do_textures = False + + do_uvs = me.faceUV + + + file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName) + file.write('\n\t\tVersion: 232') # newline is added in write_object_props + + poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3] + pose_items.append((my_mesh.fbxName, poseMatrix)) + + file.write('\n\t\t}') + file.write('\n\t\tMultiLayer: 0') + file.write('\n\t\tMultiTake: 1') + file.write('\n\t\tShading: Y') + file.write('\n\t\tCulling: "CullingOff"') + + + # Write the Real Mesh data here + file.write('\n\t\tVertices: ') + i=-1 + + for v in me.verts: + if i==-1: + file.write('%.6f,%.6f,%.6f' % tuple(v.co)); i=0 + else: + if i==7: + file.write('\n\t\t'); i=0 + file.write(',%.6f,%.6f,%.6f'% tuple(v.co)) + i+=1 + + file.write('\n\t\tPolygonVertexIndex: ') + i=-1 + for f in me.faces: + fi = [v.index for v in f] + # flip the last index, odd but it looks like + # this is how fbx tells one face from another + fi[-1] = -(fi[-1]+1) + fi = tuple(fi) + if i==-1: + if len(f) == 3: file.write('%i,%i,%i' % fi ) + else: file.write('%i,%i,%i,%i' % fi ) + i=0 + else: + if i==13: + file.write('\n\t\t') + i=0 + if len(f) == 3: file.write(',%i,%i,%i' % fi ) + else: file.write(',%i,%i,%i,%i' % fi ) + i+=1 + + file.write('\n\t\tEdges: ') + i=-1 + for ed in me.edges: + if i==-1: + file.write('%i,%i' % (ed.v1.index, ed.v2.index)) + i=0 + else: + if i==13: + file.write('\n\t\t') + i=0 + file.write(',%i,%i' % (ed.v1.index, ed.v2.index)) + i+=1 + + file.write('\n\t\tGeometryVersion: 124') + + file.write(''' + LayerElementNormal: 0 { + Version: 101 + Name: "" + MappingInformationType: "ByVertice" + ReferenceInformationType: "Direct" + Normals: ''') + + i=-1 + for v in me.verts: + if i==-1: + file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0 + else: + if i==2: + file.write('\n '); i=0 + file.write(',%.15f,%.15f,%.15f' % tuple(v.no)) + i+=1 + file.write('\n\t\t}') + + # Write Face Smoothing + file.write(''' + LayerElementSmoothing: 0 { + Version: 102 + Name: "" + MappingInformationType: "ByPolygon" + ReferenceInformationType: "Direct" + Smoothing: ''') + + i=-1 + for f in me.faces: + if i==-1: + file.write('%i' % f.smooth); i=0 + else: + if i==54: + file.write('\n '); i=0 + file.write(',%i' % f.smooth) + i+=1 + + file.write('\n\t\t}') + + # Write Edge Smoothing + file.write(''' + LayerElementSmoothing: 0 { + Version: 101 + Name: "" + MappingInformationType: "ByEdge" + ReferenceInformationType: "Direct" + Smoothing: ''') + + SHARP = Blender.Mesh.EdgeFlags.SHARP + i=-1 + for ed in me.edges: + if i==-1: + file.write('%i' % ((ed.flag&SHARP)!=0)); i=0 + else: + if i==54: + file.write('\n '); i=0 + file.write(',%i' % ((ed.flag&SHARP)!=0)) + i+=1 + + file.write('\n\t\t}') + del SHARP + + + # Write VertexColor Layers + # note, no programs seem to use this info :/ + collayers = [] + if me.vertexColors: + collayers = me.getColorLayerNames() + collayer_orig = me.activeColorLayer + for colindex, collayer in enumerate(collayers): + me.activeColorLayer = collayer + file.write('\n\t\tLayerElementColor: %i {' % colindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % collayer) + + file.write(''' + MappingInformationType: "ByPolygonVertex" + ReferenceInformationType: "IndexToDirect" + Colors: ''') + + i = -1 + ii = 0 # Count how many Colors we write + + for f in me.faces: + for col in f.col: + if i==-1: + file.write('%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0)) + i=0 + else: + if i==7: + file.write('\n\t\t\t\t') + i=0 + file.write(',%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0)) + i+=1 + ii+=1 # One more Color + + file.write('\n\t\t\tColorIndex: ') + i = -1 + for j in xrange(ii): + if i == -1: + file.write('%i' % j) + i=0 + else: + if i==55: + file.write('\n\t\t\t\t') + i=0 + file.write(',%i' % j) + i+=1 + + file.write('\n\t\t}') + + + + # Write UV and texture layers. + uvlayers = [] + if do_uvs: + uvlayers = me.getUVLayerNames() + uvlayer_orig = me.activeUVLayer + for uvindex, uvlayer in enumerate(uvlayers): + me.activeUVLayer = uvlayer + file.write('\n\t\tLayerElementUV: %i {' % uvindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % uvlayer) + + file.write(''' + MappingInformationType: "ByPolygonVertex" + ReferenceInformationType: "IndexToDirect" + UV: ''') + + i = -1 + ii = 0 # Count how many UVs we write + + for f in me.faces: + for uv in f.uv: + if i==-1: + file.write('%.6f,%.6f' % tuple(uv)) + i=0 + else: + if i==7: + file.write('\n ') + i=0 + file.write(',%.6f,%.6f' % tuple(uv)) + i+=1 + ii+=1 # One more UV + + file.write('\n\t\t\tUVIndex: ') + i = -1 + for j in xrange(ii): + if i == -1: + file.write('%i' % j) + i=0 + else: + if i==55: + file.write('\n\t\t\t\t') + i=0 + file.write(',%i' % j) + i+=1 + + file.write('\n\t\t}') + + if do_textures: + file.write('\n\t\tLayerElementTexture: %i {' % uvindex) + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: "%s"' % uvlayer) + + if len(my_mesh.blenTextures) == 1: + file.write('\n\t\t\tMappingInformationType: "AllSame"') + else: + file.write('\n\t\t\tMappingInformationType: "ByPolygon"') + + file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"') + file.write('\n\t\t\tBlendMode: "Translucent"') + file.write('\n\t\t\tTextureAlpha: 1') + file.write('\n\t\t\tTextureId: ') + + if len(my_mesh.blenTextures) == 1: + file.write('0') + else: + texture_mapping_local = {None:-1} + + i = 0 # 1 for dummy + for tex in my_mesh.blenTextures: + if tex: # None is set above + texture_mapping_local[tex] = i + i+=1 + + i=-1 + for f in me.faces: + img_key = f.image + + if i==-1: + i=0 + file.write( '%s' % texture_mapping_local[img_key]) + else: + if i==55: + file.write('\n ') + i=0 + + file.write(',%s' % texture_mapping_local[img_key]) + i+=1 + + else: + file.write(''' + LayerElementTexture: 0 { + Version: 101 + Name: "" + MappingInformationType: "NoMappingInformation" + ReferenceInformationType: "IndexToDirect" + BlendMode: "Translucent" + TextureAlpha: 1 + TextureId: ''') + file.write('\n\t\t}') + + me.activeUVLayer = uvlayer_orig + + # Done with UV/textures. + + if do_materials: + file.write('\n\t\tLayerElementMaterial: 0 {') + file.write('\n\t\t\tVersion: 101') + file.write('\n\t\t\tName: ""') + + if len(my_mesh.blenMaterials) == 1: + file.write('\n\t\t\tMappingInformationType: "AllSame"') + else: + file.write('\n\t\t\tMappingInformationType: "ByPolygon"') + + file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"') + file.write('\n\t\t\tMaterials: ') + + if len(my_mesh.blenMaterials) == 1: + file.write('0') + else: + # Build a material mapping for this + 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: + 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[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[mat, tex])) + i+=1 + + file.write('\n\t\t}') + + file.write(''' + Layer: 0 { + Version: 100 + LayerElement: { + Type: "LayerElementNormal" + TypedIndex: 0 + }''') + + if do_materials: + file.write(''' + LayerElement: { + Type: "LayerElementMaterial" + TypedIndex: 0 + }''') + + # Always write this + if do_textures: + file.write(''' + LayerElement: { + Type: "LayerElementTexture" + TypedIndex: 0 + }''') + + if me.vertexColors: + file.write(''' + LayerElement: { + Type: "LayerElementColor" + TypedIndex: 0 + }''') + + if do_uvs: # same as me.faceUV + file.write(''' + LayerElement: { + Type: "LayerElementUV" + TypedIndex: 0 + }''') + + + file.write('\n\t\t}') + + if len(uvlayers) > 1: + for i in xrange(1, len(uvlayers)): + + file.write('\n\t\tLayer: %i {' % i) + file.write('\n\t\t\tVersion: 100') + + file.write(''' + LayerElement: { + Type: "LayerElementUV"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + + if do_textures: + + file.write(''' + LayerElement: { + Type: "LayerElementTexture"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + + file.write('\n\t\t}') + + if len(collayers) > 1: + # Take into account any UV layers + layer_offset = 0 + if uvlayers: layer_offset = len(uvlayers)-1 + + for i in xrange(layer_offset, len(collayers)+layer_offset): + file.write('\n\t\tLayer: %i {' % i) + file.write('\n\t\t\tVersion: 100') + + file.write(''' + LayerElement: { + Type: "LayerElementColor"''') + + file.write('\n\t\t\t\tTypedIndex: %i' % i) + file.write('\n\t\t\t}') + file.write('\n\t\t}') + file.write('\n\t}') + + def write_group(name): + file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name) + + file.write(''' + 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 = {} # (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 + + # if EXP_OBS_SELECTED is false, use sceens objects + if not batch_objects: + if EXP_OBS_SELECTED: tmp_objects = sce.objects.context + else: tmp_objects = sce.objects + else: + tmp_objects = batch_objects + + if EXP_ARMATURE: + # 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.restPosition for arm in bpy.data.armatures] + + for arm in bpy.data.armatures: + arm.restPosition = True + + if ob_arms_orig_rest: + for ob_base in bpy.data.objects: + #if ob_base.type == 'Armature': + ob_base.makeDisplayList() + + # This causes the makeDisplayList command to effect the mesh + Blender.Set('curframe', Blender.Get('curframe')) + + + for ob_base in tmp_objects: + for ob, mtx in BPyObject.getDerivedObjects(ob_base): + #for ob in [ob_base,]: + tmp_ob_type = ob.type + if tmp_ob_type == 'Camera': + if EXP_CAMERA: + ob_cameras.append(my_object_generic(ob, mtx)) + elif tmp_ob_type == 'Lamp': + if EXP_LAMP: + ob_lights.append(my_object_generic(ob, mtx)) + elif tmp_ob_type == 'Armature': + if EXP_ARMATURE: + # 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 EXP_EMPTY: + ob_null.append(my_object_generic(ob, mtx)) + elif EXP_MESH: + origData = True + if tmp_ob_type != 'Mesh': + me = bpy.data.meshes.new() + try: me.getFromObject(ob) + except: me = None + if me: + meshes_to_clear.append( me ) + mats = me.materials + origData = False + else: + # Mesh Type! + if EXP_MESH_APPLY_MOD: + me = bpy.data.meshes.new() + me.getFromObject(ob) + + # so we keep the vert groups + if EXP_ARMATURE: + orig_mesh = ob.getData(mesh=1) + if orig_mesh.getVertGroupNames(): + ob.copy().link(me) + # If new mesh has no vgroups we can try add if verts are teh same + if not me.getVertGroupNames(): # vgroups were not kept by the modifier + if len(me.verts) == len(orig_mesh.verts): + groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh) + BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict) + + # print ob, me, me.getVertGroupNames() + meshes_to_clear.append( me ) + origData = False + mats = me.materials + else: + me = ob.getData(mesh=1) + 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<<i): + mats[i] = tmp_ob_mats[i] + del tmp_ob_mats + del tmp_colbits + + + if me: + # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled. + # so strictly this is bad. but only in rare cases would it have negative results + # say with dupliverts the objects would rotate a bit differently + if EXP_MESH_HQ_NORMALS: + BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines. + + 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: + 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) + blenParentBoneName = None + + # parent bone - special case + if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE: + armob = ob.parent + blenParentBoneName = ob.parentbonename + + + if armob and armob not in ob_arms: + ob_arms.append(armob) + + else: + blenParentBoneName = armob = None + + my_mesh = my_object_generic(ob, mtx) + my_mesh.blenData = me + my_mesh.origData = origData + 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: + 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 ) + + if EXP_ARMATURE: + # now we have the meshes, restore the rest arm position + for i, arm in enumerate(bpy.data.armatures): + arm.restPosition = ob_arms_orig_rest[i] + + if ob_arms_orig_rest: + for ob_base in bpy.data.objects: + if ob_base.type == 'Armature': + ob_base.makeDisplayList() + # This causes the makeDisplayList command to effect the mesh + Blender.Set('curframe', Blender.Get('curframe')) + + del tmp_ob_type, tmp_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 + my_arm.blenAction = ob.action + my_arm.blenActionList = [] + + # fbxName, blenderObject, my_bones, blenderActions + #ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, []) + + for bone in my_arm.blenData.bones.values(): + my_bone = my_bone_class(bone, my_arm) + my_arm.fbxBones.append( my_bone ) + ob_bones.append( my_bone ) + + # 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: + 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 + 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 == 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 + + + 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() + + camera_count = 8 + file.write(''' + +; Object definitions +;------------------------------------------------------------------ + +Definitions: { + Version: 100 + Count: %i''' % (\ + 1+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 the root model 1 for global settings + + del bone_deformer_count + + file.write(''' + ObjectType: "Model" { + Count: %i + }''' % (\ + 1+camera_count+\ + len(ob_meshes)+\ + len(ob_lights)+\ + len(ob_cameras)+\ + len(ob_arms)+\ + len(ob_null)+\ + len(ob_bones))) # add 1 for the root model + + file.write(''' + ObjectType: "Geometry" { + Count: %i + }''' % len(ob_meshes)) + + if materials: + file.write(''' + ObjectType: "Material" { + Count: %i + }''' % len(materials)) + + if textures: + file.write(''' + ObjectType: "Texture" { + Count: %i + }''' % len(textures)) # add 1 for an empty tex + file.write(''' + 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: + file.write(''' + ObjectType: "Deformer" { + Count: %i + }''' % tmp) + del tmp + + # we could avoid writing this possibly but for now just write it + + file.write(''' + ObjectType: "Pose" { + Count: 1 + }''') + + if groups: + file.write(''' + ObjectType: "GroupSelection" { + Count: %i + }''' % len(groups)) + + file.write(''' + ObjectType: "GlobalSettings" { + Count: 1 + } +}''') + + file.write(''' + +; Object properties +;------------------------------------------------------------------ + +Objects: {''') + + # To comply with other FBX FILES + write_camera_switch() + + # Write the null object + write_null(None, 'blend_root')# , GLOBAL_MATRIX) + + for my_null in ob_null: + write_null(my_null) + + for my_arm in ob_arms: + write_null(my_arm) + + 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) + + 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.blenData) + + #for bonename, bone, obname, bone_mesh, armob in ob_bones: + for my_bone in ob_bones: + if me in my_bone.blenMeshes.itervalues(): + write_sub_deformer_skin(my_mesh, my_bone, weights) + + # Write pose's really weired, only needed when an armature and mesh are used together + # each by themselves dont need pose data. for now only pose meshes and bones + + file.write(''' + Pose: "Pose::BIND_POSES", "BindPose" { + Type: "BindPose" + Version: 100 + Properties60: { + } + NbPoseNodes: ''') + file.write(str(len(pose_items))) + + + for fbxName, matrix in pose_items: + file.write('\n\t\tPoseNode: {') + file.write('\n\t\t\tNode: "Model::%s"' % fbxName ) + if matrix: file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix)) + else: file.write('\n\t\t\tMatrix: %s' % mat4x4str(mtx4_identity)) + file.write('\n\t\t}') + + file.write('\n\t}') + + + # Finish Writing Objects + # Write global settings + file.write(''' + 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", "",100 + } + } +''') + file.write('}') + + file.write(''' + +; Object relations +;------------------------------------------------------------------ + +Relations: {''') + + file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}') + + for my_null in ob_null: + file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName) + + for my_arm in ob_arms: + file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName) + + for my_mesh in ob_meshes: + file.write('\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: + file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName) + + for my_cam in ob_cameras: + file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName) + + for my_light in ob_lights: + file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName) + + file.write(''' + 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: + file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname) + + if textures: + for texname, tex in textures: + file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname) + for texname, tex in textures: + file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname) + + # deformers - modifiers + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + file.write('\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? + file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName)) + + # This should be at the end + # file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}') + + for groupname, group in groups: + file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname) + + file.write('\n}') + file.write(''' + +; Object connections +;------------------------------------------------------------------ + +Connections: {''') + + # NOTE - The FBX SDK dosnt care about the order but some importers DO! + # for instance, defining the material->mesh connection + # before the mesh->blend_root crashes cinema4d + + + # write the fake root node + file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"') + + for ob_generic in ob_all_typegroups: # all blender 'Object's we support + for my_ob in ob_generic: + if my_ob.fbxParent: + file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName)) + else: + file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % 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: + 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: + if my_mesh.blenTextures: + # file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName) + for tex in my_mesh.blenTextures: + if tex: + file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName)) + + for texname, tex in textures: + file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname)) + + for my_mesh in ob_meshes: + if my_mesh.fbxArm: + file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, 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() + file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName)) + + # limbs -> deformers + # for bonename, bone, obname, me, armob in ob_bones: + for my_bone in ob_bones: + for fbxMeshObName in my_bone.blenMeshes: # .keys() + file.write('\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: + file.write('\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 + file.write('\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: + file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName)) + + for my_arm in ob_arms: + file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_arm.fbxName) + + file.write('\n}') + + + # Needed for scene footer as well as animation + render = sce.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 = render.sFrame + end = render.eFrame + if end < start: start, end = end, start + if start==end: ANIM_ENABLE = False + + # animations for these object types + ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms + + if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]: + + frame_orig = Blender.Get('curframe') + + if ANIM_OPTIMIZE: + ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION + + # default action, when no actions are avaioable + tmp_actions = [None] # None is the default action + blenActionDefault = None + action_lastcompat = None + + if ANIM_ACTION_ALL: + bpy.data.actions.tag = False + tmp_actions = list(bpy.data.actions) + + + # find which actions are compatible with the armatures + # blenActions is not yet initialized so do it now. + tmp_act_count = 0 + for my_arm in ob_arms: + + # get the default name + if not blenActionDefault: + blenActionDefault = my_arm.blenAction + + arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones]) + + for action in tmp_actions: + + action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) ) + + if action_chan_names: # at least one channel matches. + my_arm.blenActionList.append(action) + action.tag = True + tmp_act_count += 1 + + # incase there is no actions applied to armatures + 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 + + file.write(''' +;Takes and animation section +;---------------------------------------------------- + +Takes: {''') + + if blenActionDefault: + file.write('\n\tCurrent: "%s"' % sane_takename(blenActionDefault)) + else: + file.write('\n\tCurrent: "Default Take"') + + for blenAction in tmp_actions: + # we have tagged all actious that are used be selected armatures + if blenAction: + if blenAction.tag: + print '\taction: "%s" exporting...' % blenAction.name + else: + print '\taction: "%s" has no armature using it, skipping' % blenAction.name + continue + + if blenAction == None: + # Warning, this only accounts for tmp_actions being [None] + file.write('\n\tTake: "Default Take" {') + act_start = start + act_end = end + else: + # use existing name + if blenAction == blenActionDefault: # have we alredy got the name + file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name]) + else: + file.write('\n\tTake: "%s" {' % sane_takename(blenAction)) + + tmp = blenAction.getFrameNumbers() + if tmp: + act_start = min(tmp) + act_end = max(tmp) + del tmp + else: + # Fallback on this, theres not much else we can do? :/ + # when an action has no length + act_start = start + act_end = end + + # Set the action active + for my_bone in ob_arms: + if blenAction in my_bone.blenActionList: + ob.action = blenAction + # print '\t\tSetting Action!', blenAction + # sce.update(1) + + file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed + file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed + file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed + + file.write(''' + + ;Models animation + ;----------------------------------------------------''') + + + # set pose data for all bones + # do this here incase the action changes + ''' + for my_bone in ob_bones: + my_bone.flushAnimData() + ''' + i = act_start + while i <= act_end: + Blender.Set('curframe', 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! + pass + 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: + + file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed + file.write('\n\t\t\tVersion: 1.1') + file.write('\n\t\t\tChannel: "Transform" {') + + context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in xrange(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].translationPart() for mtx in context_bone_anim_mats] + elif TX_CHAN=='S': context_bone_anim_vecs = [mtx[0].scalePart() for mtx in context_bone_anim_mats] + elif TX_CHAN=='R': + # Was.... + # elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].toEuler() 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].toEuler(prev_eul) + else: prev_eul = mtx[1].toEuler() + context_bone_anim_vecs.append(prev_eul) + + file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation + + for i in xrange(3): + # Loop on each axis of the bone + file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation + file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] ) + file.write('\n\t\t\t\t\t\tKeyVer: 4005') + + if not ANIM_OPTIMIZE: + # Just write all frames, simple but in-eficient + file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start)) + file.write('\n\t\t\t\t\t\tKey: ') + frame = act_start + while frame <= act_end: + if frame!=act_start: + file.write(',') + + # 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 + file.write('\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 + else: + # We only need to write these if there is at least one + file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys)) + file.write('\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 + file.write(',') + # frame is alredy one less then blenders frame + file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val )) + + if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0') + elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0') + elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1') + + file.write('\n\t\t\t\t\t}') + file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) ) + file.write('\n\t\t\t\t}') + + # --------------- + + file.write('\n\t\t\t}') + file.write('\n\t\t}') + + # end the take + file.write('\n\t}') + + # end action loop. set original actions + # do this after every loop incase actions effect eachother. + for my_bone in ob_arms: + my_bone.blenObject.action = my_bone.blenAction + + file.write('\n}') + + Blender.Set('curframe', frame_orig) + + else: + # no animation + file.write('\n;Takes and animation section') + file.write('\n;----------------------------------------------------') + file.write('\n') + file.write('\nTakes: {') + file.write('\n\tCurrent: ""') + file.write('\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: + me.verts = None + + + + # --------------------------- Footer + if world: + has_mist = world.mode & 1 + mist_intense, mist_start, mist_end, mist_height = world.mist + world_hor = world.hor + else: + has_mist = mist_intense = mist_start = mist_end = mist_height = 0 + world_hor = 0,0,0 + + file.write('\n;Version 5 settings') + file.write('\n;------------------------------------------------------------------') + file.write('\n') + file.write('\nVersion5: {') + file.write('\n\tAmbientRenderSettings: {') + file.write('\n\t\tVersion: 101') + file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb)) + file.write('\n\t}') + file.write('\n\tFogOptions: {') + file.write('\n\t\tFlogEnable: %i' % has_mist) + file.write('\n\t\tFogMode: 0') + file.write('\n\t\tFogDensity: %.3f' % mist_intense) + file.write('\n\t\tFogStart: %.3f' % mist_start) + file.write('\n\t\tFogEnd: %.3f' % mist_end) + file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor)) + file.write('\n\t}') + file.write('\n\tSettings: {') + file.write('\n\t\tFrameRate: "%i"' % int(fps)) + file.write('\n\t\tTimeFormat: 1') + file.write('\n\t\tSnapOnFrames: 0') + file.write('\n\t\tReferenceTimeIndex: -1') + file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start-1)) + file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1)) + file.write('\n\t}') + file.write('\n\tRendererSetting: {') + file.write('\n\t\tDefaultCamera: "Producer Perspective"') + file.write('\n\t\tDefaultViewingMode: 0') + file.write('\n\t}') + file.write('\n}') + file.write('\n') + + # Incase sombody imports this, clean up by clearing global dicts + sane_name_mapping_ob.clear() + sane_name_mapping_mat.clear() + sane_name_mapping_tex.clear() + + ob_arms[:] = [] + ob_bones[:] = [] + ob_cameras[:] = [] + ob_lights[:] = [] + ob_meshes[:] = [] + ob_null[:] = [] + + + # copy images if enabled + if EXP_IMAGE_COPY: + copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ]) + + print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time) + return True + + +# -------------------------------------------- +# UI Function - not a part of the exporter. +# this is to seperate the user interface from the rest of the exporter. +from Blender import Draw, Window +EVENT_NONE = 0 +EVENT_EXIT = 1 +EVENT_REDRAW = 2 +EVENT_FILESEL = 3 + +GLOBALS = {} + +# export opts + +def do_redraw(e,v): GLOBALS['EVENT'] = e + +# toggle between these 2, only allow one on at once +def do_obs_sel(e,v): + GLOBALS['EVENT'] = e + GLOBALS['EXP_OBS_SCENE'].val = 0 + GLOBALS['EXP_OBS_SELECTED'].val = 1 + +def do_obs_sce(e,v): + GLOBALS['EVENT'] = e + GLOBALS['EXP_OBS_SCENE'].val = 1 + GLOBALS['EXP_OBS_SELECTED'].val = 0 + +def do_obs_sce(e,v): + GLOBALS['EVENT'] = e + GLOBALS['EXP_OBS_SCENE'].val = 1 + GLOBALS['EXP_OBS_SELECTED'].val = 0 + +def do_batch_type_grp(e,v): + GLOBALS['EVENT'] = e + GLOBALS['BATCH_GROUP'].val = 1 + GLOBALS['BATCH_SCENE'].val = 0 + +def do_batch_type_sce(e,v): + GLOBALS['EVENT'] = e + GLOBALS['BATCH_GROUP'].val = 0 + GLOBALS['BATCH_SCENE'].val = 1 + +def do_anim_act_all(e,v): + GLOBALS['EVENT'] = e + GLOBALS['ANIM_ACTION_ALL'][0].val = 1 + GLOBALS['ANIM_ACTION_ALL'][1].val = 0 + +def do_anim_act_cur(e,v): + if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val: + Draw.PupMenu('Warning%t|Cant use this with batch export group option') + else: + GLOBALS['EVENT'] = e + GLOBALS['ANIM_ACTION_ALL'][0].val = 0 + GLOBALS['ANIM_ACTION_ALL'][1].val = 1 + +def fbx_ui_exit(e,v): + GLOBALS['EVENT'] = e + +def do_help(e,v): + url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx' + print 'Trying to open web browser with documentation at this address...' + print '\t' + url + + try: + import webbrowser + webbrowser.open(url) + except: + Blender.Draw.PupMenu("Error%t|Opening a webbrowser requires a full python installation") + print '...could not open a browser window.' + + + +# run when export is pressed +#def fbx_ui_write(e,v): +def fbx_ui_write(filename, context): + + # Dont allow overwriting files when saving normally + if not GLOBALS['BATCH_ENABLE'].val: + if not BPyMessages.Warning_SaveOver(filename): + return + + GLOBALS['EVENT'] = EVENT_EXIT + + # Keep the order the same as above for simplicity + # the [] is a dummy arg used for objects + + Blender.Window.WaitCursor(1) + + # Make the matrix + GLOBAL_MATRIX = mtx4_identity + GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val + if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n + if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n + if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n + + ret = write(\ + filename, None,\ + context, + GLOBALS['EXP_OBS_SELECTED'].val,\ + GLOBALS['EXP_MESH'].val,\ + GLOBALS['EXP_MESH_APPLY_MOD'].val,\ + GLOBALS['EXP_MESH_HQ_NORMALS'].val,\ + GLOBALS['EXP_ARMATURE'].val,\ + GLOBALS['EXP_LAMP'].val,\ + GLOBALS['EXP_CAMERA'].val,\ + GLOBALS['EXP_EMPTY'].val,\ + GLOBALS['EXP_IMAGE_COPY'].val,\ + GLOBAL_MATRIX,\ + GLOBALS['ANIM_ENABLE'].val,\ + GLOBALS['ANIM_OPTIMIZE'].val,\ + GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\ + GLOBALS['ANIM_ACTION_ALL'][0].val,\ + GLOBALS['BATCH_ENABLE'].val,\ + GLOBALS['BATCH_GROUP'].val,\ + GLOBALS['BATCH_SCENE'].val,\ + GLOBALS['BATCH_FILE_PREFIX'].val,\ + GLOBALS['BATCH_OWN_DIR'].val,\ + ) + + Blender.Window.WaitCursor(0) + GLOBALS.clear() + + if ret == False: + Draw.PupMenu('Error%t|Path cannot be written to!') + + +def fbx_ui(): + # Only to center the UI + x,y = GLOBALS['MOUSE'] + x-=180; y-=0 # offset... just to get it centered + + Draw.Label('Export Objects...', x+20,y+165, 200, 20) + + if not GLOBALS['BATCH_ENABLE'].val: + Draw.BeginAlign() + GLOBALS['EXP_OBS_SELECTED'] = Draw.Toggle('Selected Objects', EVENT_REDRAW, x+20, y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val, 'Export selected objects on visible layers', do_obs_sel) + GLOBALS['EXP_OBS_SCENE'] = Draw.Toggle('Scene Objects', EVENT_REDRAW, x+180, y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val, 'Export all objects in this scene', do_obs_sce) + Draw.EndAlign() + + Draw.BeginAlign() + GLOBALS['_SCALE'] = Draw.Number('Scale:', EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val, 0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)') + GLOBALS['_XROT90'] = Draw.Toggle('Rot X90', EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val, 'Rotate all objects 90 degrese about the X axis') + GLOBALS['_YROT90'] = Draw.Toggle('Rot Y90', EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val, 'Rotate all objects 90 degrese about the Y axis') + GLOBALS['_ZROT90'] = Draw.Toggle('Rot Z90', EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val, 'Rotate all objects 90 degrese about the Z axis') + Draw.EndAlign() + + y -= 35 + + Draw.BeginAlign() + GLOBALS['EXP_EMPTY'] = Draw.Toggle('Empty', EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val, 'Export empty objects') + GLOBALS['EXP_CAMERA'] = Draw.Toggle('Camera', EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val, 'Export camera objects') + GLOBALS['EXP_LAMP'] = Draw.Toggle('Lamp', EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val, 'Export lamp objects') + GLOBALS['EXP_ARMATURE'] = Draw.Toggle('Armature', EVENT_NONE, x+200, y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val, 'Export armature objects') + GLOBALS['EXP_MESH'] = Draw.Toggle('Mesh', EVENT_REDRAW, x+260, y+120, 80, 20, GLOBALS['EXP_MESH'].val, 'Export mesh objects', do_redraw) #, do_axis_z) + Draw.EndAlign() + + if GLOBALS['EXP_MESH'].val: + # below mesh but + Draw.BeginAlign() + GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Toggle('Modifiers', EVENT_NONE, x+260, y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val, 'Apply modifiers to mesh objects') #, do_axis_z) + GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Toggle('HQ Normals', EVENT_NONE, x+260, y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val, 'Generate high quality normals') #, do_axis_z) + Draw.EndAlign() + + GLOBALS['EXP_IMAGE_COPY'] = Draw.Toggle('Copy Image Files', EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val, 'Copy image files to the destination path') #, do_axis_z) + + + Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20) + + GLOBALS['ANIM_ENABLE'] = Draw.Toggle('Enable Animation', EVENT_REDRAW, x+20, y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val, 'Export keyframe animation', do_redraw) + if GLOBALS['ANIM_ENABLE'].val: + Draw.BeginAlign() + GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw) + if GLOBALS['ANIM_OPTIMIZE'].val: + GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 1, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)') + Draw.EndAlign() + + Draw.BeginAlign() + GLOBALS['ANIM_ACTION_ALL'][1] = Draw.Toggle('Current Action', EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val, 'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur) + GLOBALS['ANIM_ACTION_ALL'][0] = Draw.Toggle('All Actions', EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val, 'Use all actions for armatures', do_anim_act_all) + Draw.EndAlign() + + + Draw.Label('Export Batch...', x+20,y-60, 300, 20) + GLOBALS['BATCH_ENABLE'] = Draw.Toggle('Enable Batch', EVENT_REDRAW, x+20, y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val, 'Automate exporting multiple scenes or groups to files', do_redraw) + + if GLOBALS['BATCH_ENABLE'].val: + Draw.BeginAlign() + GLOBALS['BATCH_GROUP'] = Draw.Toggle('Group > File', EVENT_REDRAW, x+20, y-105, 160, 20, GLOBALS['BATCH_GROUP'].val, 'Export each group as an FBX file', do_batch_type_grp) + GLOBALS['BATCH_SCENE'] = Draw.Toggle('Scene > File', EVENT_REDRAW, x+180, y-105, 160, 20, GLOBALS['BATCH_SCENE'].val, 'Export each scene as an FBX file', do_batch_type_sce) + + # Own dir requires OS module + if os: + GLOBALS['BATCH_OWN_DIR'] = Draw.Toggle('Own Dir', EVENT_NONE, x+20, y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val, 'Create a dir for each exported file') + GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+100, y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ') + else: + GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+20, y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ') + + + Draw.EndAlign() + + #y+=80 + + ''' + Draw.BeginAlign() + GLOBALS['FILENAME'] = Draw.String('path: ', EVENT_NONE, x+20, y-170, 300, 20, GLOBALS['FILENAME'].val, 64, 'Prefix each file with this name ') + Draw.PushButton('..', EVENT_FILESEL, x+320, y-170, 20, 20, 'Select the path', do_redraw) + ''' + # Until batch is added + # + + + #Draw.BeginAlign() + Draw.PushButton('Online Help', EVENT_REDRAW, x+20, y-160, 100, 20, 'Open online help in a browser window', do_help) + Draw.PushButton('Cancel', EVENT_EXIT, x+130, y-160, 100, 20, 'Exit the exporter', fbx_ui_exit) + Draw.PushButton('Export', EVENT_FILESEL, x+240, y-160, 100, 20, 'Export the fbx file', do_redraw) + + #Draw.PushButton('Export', EVENT_EXIT, x+180, y-160, 160, 20, 'Export the fbx file', fbx_ui_write) + #Draw.EndAlign() + + # exit when mouse out of the view? + # GLOBALS['EVENT'] = EVENT_EXIT + +#def write_ui(filename): +def write_ui(): + + # globals + GLOBALS['EVENT'] = EVENT_REDRAW + #GLOBALS['MOUSE'] = Window.GetMouseCoords() + GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()] + GLOBALS['FILENAME'] = '' + ''' + # IF called from the fileselector + if filename == None: + GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx')) + else: + GLOBALS['FILENAME'].val = filename + ''' + GLOBALS['EXP_OBS_SELECTED'] = Draw.Create(1) # dont need 2 variables but just do this for clarity + GLOBALS['EXP_OBS_SCENE'] = Draw.Create(0) + + GLOBALS['EXP_MESH'] = Draw.Create(1) + GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Create(1) + GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Create(0) + GLOBALS['EXP_ARMATURE'] = Draw.Create(1) + GLOBALS['EXP_LAMP'] = Draw.Create(1) + GLOBALS['EXP_CAMERA'] = Draw.Create(1) + GLOBALS['EXP_EMPTY'] = Draw.Create(1) + GLOBALS['EXP_IMAGE_COPY'] = Draw.Create(0) + # animation opts + GLOBALS['ANIM_ENABLE'] = Draw.Create(1) + GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1) + GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(4) # decimal places + GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action + + # batch export options + GLOBALS['BATCH_ENABLE'] = Draw.Create(0) + GLOBALS['BATCH_GROUP'] = Draw.Create(1) # cant have both of these enabled at once. + GLOBALS['BATCH_SCENE'] = Draw.Create(0) # see above + GLOBALS['BATCH_FILE_PREFIX'] = Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1]) + GLOBALS['BATCH_OWN_DIR'] = Draw.Create(0) + # done setting globals + + # Used by the user interface + GLOBALS['_SCALE'] = Draw.Create(1.0) + GLOBALS['_XROT90'] = Draw.Create(True) + GLOBALS['_YROT90'] = Draw.Create(False) + GLOBALS['_ZROT90'] = Draw.Create(False) + + # best not do move the cursor + # Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()]) + + # hack so the toggle buttons redraw. this is not nice at all + while GLOBALS['EVENT'] != EVENT_EXIT: + + if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val: + #Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ") + GLOBALS['ANIM_ACTION_ALL'][0].val = 1 + GLOBALS['ANIM_ACTION_ALL'][1].val = 0 + + if GLOBALS['EVENT'] == EVENT_FILESEL: + if GLOBALS['BATCH_ENABLE'].val: + txt = 'Batch FBX Dir' + name = Blender.sys.expandpath('//') + else: + txt = 'Export FBX' + name = Blender.sys.makename(ext='.fbx') + + Blender.Window.FileSelector(fbx_ui_write, txt, name) + #fbx_ui_write('/test.fbx') + break + + Draw.UIBlock(fbx_ui, 0) + + + # GLOBALS.clear() +#test = [write_ui] +if __name__ == '__main__': + # Cant call the file selector first because of a bug in the interface that crashes it. + # Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx')) + #write('/scratch/test.fbx') + #write_ui('/scratch/test.fbx') + + if not set: + Draw.PupMenu('Error%t|A full install of python2.3 or python 2.4+ is needed to run this script.') + else: + write_ui() + +# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts) +# +# - Draw.PupMenu alternative in 2.5?, temporarily replaced PupMenu with print +# - get rid of cleanName somehow +# - new scene creation, activation: lines 327-342, 368 + +# TODO + +# bpy.data.remove_scene: line 366 diff --git a/release/io/export_obj.py b/release/io/export_obj.py index ee045053dd3..26e6e248a45 100644 --- a/release/io/export_obj.py +++ b/release/io/export_obj.py @@ -962,3 +962,4 @@ if __name__ == "__main__": # - NURBS - needs API additions # - all scenes export # - normals calculation +# - get rid of cleanName somehow diff --git a/source/blender/makesrna/intern/rna_armature.c b/source/blender/makesrna/intern/rna_armature.c index caa970eff57..dc519e9ec6e 100644 --- a/source/blender/makesrna/intern/rna_armature.c +++ b/source/blender/makesrna/intern/rna_armature.c @@ -609,6 +609,16 @@ static void rna_def_bone(BlenderRNA *brna) prop= RNA_def_property(srna, "selected", PROP_BOOLEAN, PROP_NONE); RNA_def_property_boolean_sdna(prop, NULL, "flag", BONE_SELECTED); RNA_def_property_ui_text(prop, "Selected", ""); + + prop= RNA_def_property(srna, "matrix", PROP_FLOAT, PROP_MATRIX); + RNA_def_property_float_sdna(prop, NULL, "bone_mat"); + RNA_def_property_array(prop, 9); + RNA_def_property_ui_text(prop, "Bone Matrix", "3x3 bone matrix."); + + prop= RNA_def_property(srna, "armature_matrix", PROP_FLOAT, PROP_MATRIX); + RNA_def_property_float_sdna(prop, NULL, "arm_mat"); + RNA_def_property_array(prop, 16); + RNA_def_property_ui_text(prop, "Bone Armature Matrix", "4x4 bone matrix relative to armature."); } static void rna_def_edit_bone(BlenderRNA *brna) diff --git a/source/blender/makesrna/intern/rna_pose_api.c b/source/blender/makesrna/intern/rna_pose_api.c new file mode 100644 index 00000000000..c0bf3339f4f --- /dev/null +++ b/source/blender/makesrna/intern/rna_pose_api.c @@ -0,0 +1,56 @@ +/** + * + * + * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * The Original Code is Copyright (C) 2009 Blender Foundation. + * All rights reserved. + * + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <time.h> + +#include "RNA_define.h" +#include "RNA_types.h" + +#include "DNA_object_types.h" + +/* #include "BLO_sys_types.h" */ + +#ifdef RNA_RUNTIME + +/* #include "DNA_anim_types.h" */ +#include "DNA_action_types.h" /* bPose */ + +#else + +void RNA_api_pose(StructRNA *srna) +{ + FunctionRNA *func; + PropertyRNA *parm; + +} + +#endif + |