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Diffstat (limited to 'release/scripts/export_fbx.py')
-rw-r--r--release/scripts/export_fbx.py3084
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diff --git a/release/scripts/export_fbx.py b/release/scripts/export_fbx.py
deleted file mode 100644
index 50357cbfa75..00000000000
--- a/release/scripts/export_fbx.py
+++ /dev/null
@@ -1,3084 +0,0 @@
-#!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 *****
-# --------------------------------------------------------------------------
-
-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(Blender.sys.sep):
- dest_dir += Blender.sys.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 = '.' + Blender.sys.sep + fname_strip
- else: fname_rel = Blender.sys.relpath(fname, basepath)
- if fname_rel.startswith('//'): fname_rel = '.' + Blender.sys.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, \
- 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 = 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:
- Draw.PupMenu('Error%t|Directory does not exist!')
- return
-
- tmp_exists = Blender.sys.exists(fbxpath)
-
- if tmp_exists != 2:
- Draw.PupMenu('Error%t|Directory does not exist!')
- return
-
- if not fbxpath.endswith(Blender.sys.sep):
- fbxpath += Blender.sys.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 = 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 + BPySys.cleanName(data.name)
-
-
- if BATCH_OWN_DIR:
- new_fbxpath = fbxpath + newname + Blender.sys.sep
- # path may alredy exist
- # TODO - might exist but be a file. unlikely but should probably account for it.
-
- 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)
-
- 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,
- 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.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.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.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: 1 {
- 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):
-
- # 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,\
- 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()