diff options
Diffstat (limited to 'release/scripts/op/io_scene_fbx/export_fbx.py')
-rw-r--r-- | release/scripts/op/io_scene_fbx/export_fbx.py | 3005 |
1 files changed, 0 insertions, 3005 deletions
diff --git a/release/scripts/op/io_scene_fbx/export_fbx.py b/release/scripts/op/io_scene_fbx/export_fbx.py deleted file mode 100644 index 51a5f86a5e4..00000000000 --- a/release/scripts/op/io_scene_fbx/export_fbx.py +++ /dev/null @@ -1,3005 +0,0 @@ -# ##### BEGIN GPL LICENSE BLOCK ##### -# -# This program is free software; you can redistribute it and/or -# modify it under the terms of the GNU General Public License -# as published by the Free Software Foundation; either version 2 -# of the License, or (at your option) any later version. -# -# This program is distributed in the hope that it will be useful, -# but WITHOUT ANY WARRANTY; without even the implied warranty of -# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -# GNU General Public License for more details. -# -# You should have received a copy of the GNU General Public License -# along with this program; if not, write to the Free Software Foundation, -# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. -# -# ##### END GPL LICENSE BLOCK ##### - -# <pep8 compliant> - -# Script copyright (C) Campbell Barton - -""" -This script is an exporter to the FBX file format. - -http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx -""" - -import os -import time -import math # math.pi -import shutil # for file copying - -import bpy -from mathutils import Vector, Euler, Matrix - -# XXX not used anymore, images are copied one at a time -def copy_images(dest_dir, textures): - import shutil - - if not dest_dir.endswith(os.sep): - dest_dir += os.sep - - image_paths = set() - for tex in textures: - image_paths.add(bpy.path.abspath(tex.filepath)) - - # 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 already there - print("\tCopying %r > %r" % (image_path, dest_image_path)) - try: - shutil.copy(image_path, dest_image_path) - copyCount+=1 - except: - print("\t\tWarning, file failed to copy, skipping.") - - print('\tCopied %d images' % copyCount) - -# I guess FBX uses degrees instead of radians (Arystan). -# Call this function just before writing to FBX. -def eulerRadToDeg(eul): - ret = Euler() - - ret.x = 180 / math.pi * eul[0] - ret.y = 180 / math.pi * eul[1] - ret.z = 180 / math.pi * eul[2] - - return ret - - -# def strip_path(p): -# return p.split('\\')[-1].split('/')[-1] - -# Used to add the scene name into the filepath 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 = bpy.path.clean_name(name) # use our own - - while name in iter(dct.values()): 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 filepath. -# use when we know the file will be in the basepath. -# ''' -# fname = bpy.path.abspath(fname_orig) -# # fname = Blender.sys.expandpath(fname_orig) -# fname_strip = os.path.basename(fname) -# # fname_strip = strip_path(fname) -# if FORCE_CWD: -# fname_rel = '.' + os.sep + fname_strip -# else: -# fname_rel = bpy.path.relpath(fname, basepath) -# # fname_rel = Blender.sys.relpath(fname, basepath) -# if fname_rel.startswith('//'): fname_rel = '.' + os.sep + fname_rel[2:] -# return fname, fname_strip, fname_rel - - -def mat4x4str(mat): - return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ]) - -# XXX not used -# duplicated in OBJ exporter -def getVertsFromGroup(me, group_index): - ret = [] - - for i, v in enumerate(me.vertices): - for g in v.groups: - if g.group == group_index: - ret.append((i, g.weight)) - - return ret - -# ob must be OB_MESH -def BPyMesh_meshWeight2List(ob): - ''' Takes a mesh and return its group names and a list of lists, one list per vertex. - aligning the each vert list with the group names, each list contains float value for the weight. - These 2 lists can be modified and then used with list2MeshWeight to apply the changes. - ''' - - me = ob.data - - # Clear the vert group. - groupNames= [g.name for g in ob.vertex_groups] - len_groupNames= len(groupNames) - - if not len_groupNames: - # no verts? return a vert aligned empty list - return [[] for i in range(len(me.vertices))], [] - else: - vWeightList= [[0.0]*len_groupNames for i in range(len(me.vertices))] - - for i, v in enumerate(me.vertices): - for g in v.groups: - vWeightList[i][g.group] = g.weight - - return groupNames, vWeightList - -def meshNormalizedWeights(me): - try: # account for old bad BPyMesh - groupNames, vWeightList = BPyMesh_meshWeight2List(me) -# 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 filepath -def save(operator, context, filepath="", \ - EXP_OBS_SELECTED = True, - EXP_MESH = True, - EXP_MESH_APPLY_MOD = True, - EXP_ARMATURE = True, - EXP_LAMP = True, - EXP_CAMERA = True, - EXP_EMPTY = True, - EXP_IMAGE_COPY = False, - GLOBAL_MATRIX = None, - ANIM_ENABLE = True, - ANIM_OPTIMIZE = True, - ANIM_OPTIMIZE_PRECISSION = 6, - ANIM_ACTION_ALL = False, - BATCH_ENABLE = False, - BATCH_GROUP = True, - BATCH_FILE_PREFIX = '', - BATCH_OWN_DIR = False - ): - - #XXX, missing arg - batch_objects = None - - # testing - mtx_x90 = Matrix.Rotation( math.pi/2.0, 3, 'X') # used - mtx4_z90 = Matrix.Rotation( math.pi/2.0, 4, 'Z') - - if GLOBAL_MATRIX is None: - GLOBAL_MATRIX = Matrix() - - if bpy.ops.object.mode_set.poll(): - bpy.ops.object.mode_set(mode='OBJECT') - - # ----------------- Batch support! - if BATCH_ENABLE: - if os == None: BATCH_OWN_DIR = False - - fbxpath = filepath - - # get the path component of filepath - tmp_exists = bpy.utils.exists(fbxpath) -# tmp_exists = Blender.sys.exists(fbxpath) - - if tmp_exists != 2: # a file, we want a path - fbxpath = os.path.dirname(fbxpath) -# while fbxpath and fbxpath[-1] not in ('/', '\\'): -# fbxpath = fbxpath[:-1] - if not fbxpath: -# if not filepath: - # XXX - print('Error%t|Directory does not exist!') -# Draw.PupMenu('Error%t|Directory does not exist!') - return - - tmp_exists = bpy.utils.exists(fbxpath) -# tmp_exists = Blender.sys.exists(fbxpath) - - if tmp_exists != 2: - # XXX - print('Error%t|Directory does not exist!') -# Draw.PupMenu('Error%t|Directory does not exist!') - return - - if not fbxpath.endswith(os.sep): - fbxpath += os.sep - del tmp_exists - - - if BATCH_GROUP: - data_seq = bpy.data.groups - else: - data_seq = bpy.data.scenes - - # call this function within a loop with BATCH_ENABLE == False - orig_sce = context.scene -# orig_sce = bpy.data.scenes.active - - new_fbxpath = fbxpath # own dir option modifies, we need to keep an original - for data in data_seq: # scene or group - newname = BATCH_FILE_PREFIX + bpy.path.clean_name(data.name) -# newname = BATCH_FILE_PREFIX + BPySys.bpy.path.clean_name(data.name) - - - if BATCH_OWN_DIR: - new_fbxpath = fbxpath + newname + os.sep - # path may already exist - # TODO - might exist but be a file. unlikely but should probably account for it. - - if bpy.utils.exists(new_fbxpath) == 0: -# if Blender.sys.exists(new_fbxpath) == 0: - os.mkdir(new_fbxpath) - - - filepath = new_fbxpath + newname + '.fbx' - - print('\nBatch exporting %s as...\n\t%r' % (data, filepath)) - - # XXX don't know what to do with this, probably do the same? (Arystan) - if BATCH_GROUP: #group - # group, so objects update properly, add a dummy scene. - scene = bpy.data.scenes.new() - scene.Layers = (1<<20) -1 - bpy.data.scenes.active = scene - for ob_base in data.objects: - scene.objects.link(ob_base) - - scene.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 already usedt them - write(filepath, data.objects, - context, - False, - EXP_MESH, - EXP_MESH_APPLY_MOD, - EXP_ARMATURE, - EXP_LAMP, - EXP_CAMERA, - EXP_EMPTY, - EXP_IMAGE_COPY, - GLOBAL_MATRIX, - ANIM_ENABLE, - ANIM_OPTIMIZE, - ANIM_OPTIMIZE_PRECISSION, - ANIM_ACTION_ALL - ) - - if BATCH_GROUP: - # remove temp group scene - bpy.data.remove_scene(scene) -# bpy.data.scenes.unlink(scene) - - 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 = os.path.dirname(filepath) or '.' - basepath += os.sep -# basepath = Blender.sys.dirname(filepath) - - # ---------------------------------------------- - # 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_local -# self.restMatrix = blenBone.matrix['ARMATURESPACE'] - - # not used yet - # self.restMatrixInv = self.restMatrix.copy().invert() - # self.restMatrixLocal = None # set later, need parent matrix - - self.parent = None - - # not public - pose = fbxArm.blenObject.pose -# pose = fbxArm.blenObject.getPose() - self.__pose_bone = pose.bones[self.blenName] - - # store a list if matricies here, (poseMatrix, head, tail) - # {frame:posematrix, frame:posematrix, ...} - self.__anim_poselist = {} - - ''' - def calcRestMatrixLocal(self): - if self.parent: - self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert() - else: - self.restMatrixLocal = self.restMatrix.copy() - ''' - def setPoseFrame(self, f): - # cache pose info here, frame must be set beforehand - - # Didnt end up needing head or tail, if we do - here it is. - ''' - self.__anim_poselist[f] = (\ - self.__pose_bone.poseMatrix.copy(),\ - self.__pose_bone.head.copy(),\ - self.__pose_bone.tail.copy() ) - ''' - - self.__anim_poselist[f] = self.__pose_bone.matrix.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 self.getPoseMatrix(frame) * mtx4_z90 - else: - #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert() - return (self.parent.getPoseMatrix(frame) * mtx4_z90).invert() * ((self.getPoseMatrix(frame)) * mtx4_z90) - - # we need thes because cameras and lights modified rotations - def getAnimParRelMatrixRot(self, frame): - return self.getAnimParRelMatrix(frame) - - def flushAnimData(self): - self.__anim_poselist.clear() - - - class my_object_generic: - # 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 = GLOBAL_MATRIX * matrixWorld - else: self.matrixWorld = GLOBAL_MATRIX * ob.matrix_world -# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX - self.__anim_poselist = {} # we should only access this - - def parRelMatrix(self): - if self.fbxParent: - return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld - else: - return self.matrixWorld - - def setPoseFrame(self, f): - self.__anim_poselist[f] = self.blenObject.matrix_world.copy() - - def getAnimParRelMatrix(self, frame): - if self.fbxParent: - #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX - return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame]) - else: - return GLOBAL_MATRIX * self.__anim_poselist[frame] - - def getAnimParRelMatrixRot(self, frame): - type = self.blenObject.type - if self.fbxParent: - matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part() - else: - matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part() - - # Lamps need to be rotated - if type =='LAMP': - matrix_rot = matrix_rot * mtx_x90 - elif type =='CAMERA': -# elif ob and type =='Camera': - y = matrix_rot * Vector((0.0, 1.0, 0.0)) - matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot - - return matrix_rot - - # ---------------------------------------------- - - - - - - print('\nFBX export starting... %r' % filepath) - start_time = time.clock() -# start_time = Blender.sys.time() - try: - file = open(filepath, 'w') - except: - return False - - scene = context.scene -# scene = bpy.data.scenes.active - world = scene.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: "Blender version %s"' % bpy.app.version_string) - - - 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, bpy.types.Bone): -# if isinstance(ob, Blender.Types.BoneType): - - # we know we have a matrix - # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod) - matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore -# 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 = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore -# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore - matrix = par_matrix.copy().invert() * matrix - - matrix_rot = matrix.rotation_part() - - loc = tuple(matrix.translation_part()) - scale = tuple(matrix.scale_part()) - rot = tuple(matrix_rot.to_euler()) - - else: - # This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore - #if ob and not matrix: matrix = ob.matrix_world * GLOBAL_MATRIX - if ob and not matrix: raise Exception("error: this should never happen!") - - matrix_rot = matrix - #if matrix: - # matrix = matrix_scale * matrix - - if matrix: - loc = tuple(matrix.translation_part()) - scale = tuple(matrix.scale_part()) - - matrix_rot = matrix.rotation_part() - # Lamps need to be rotated - if ob and ob.type =='Lamp': - matrix_rot = matrix_rot * mtx_x90 - rot = tuple(matrix_rot.to_euler()) - elif ob and ob.type =='Camera': - y = matrix_rot * Vector((0.0, 1.0, 0.0)) - matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot - rot = tuple(matrix_rot.to_euler()) - else: - rot = tuple(matrix_rot.to_euler()) - 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' % tuple(eulerRadToDeg(rot))) -# 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 not isinstance(ob, bpy.types.Bone): -# 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_local - my_bone.blenBone.tail_local).length) -# (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 = scene.render - width = render.resolution_x - height = render.resolution_y - aspect = 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' % math.degrees(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.shift_x) # not sure if this is in the correct units? - file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # 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", "",2') - 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.clip_start) -# file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart) - file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end) -# 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(matrix_rot * Vector((0.0, 1.0, 0.0)))) - file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(matrix_rot * Vector((0.0, 0.0, -1.0)))) - - #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_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4} - light_type = light_type_items[light.type] -# light_type = light.type - if light_type > 2: light_type = 1 # hemi and area lights become directional - -# mode = light.mode - if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW': -# if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows: - do_shadow = 1 - else: - do_shadow = 0 - - if light.use_only_shadow or (not light.diffuse and not light.specular): -# 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.scale_part()[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 - if light.type == 'SPOT': - file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size)) -# 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.color)) -# 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 -# - # duplication? see ^ (Arystan) -# 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.distance) -# 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 = tuple(world.ambient_color) -# 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.diffuse_color) -# mat_cold = tuple(mat.rgbCol) - mat_cols = tuple(mat.specular_color) -# mat_cols = tuple(mat.specCol) - #mat_colm = tuple(mat.mirCol) # we wont use the mirror color - mat_colamb = world_amb -# mat_colamb = tuple([c for c in world_amb]) - - mat_dif = mat.diffuse_intensity -# mat_dif = mat.ref - mat_amb = mat.ambient -# mat_amb = mat.amb - mat_hard = (float(mat.specular_hardness)-1)/5.10 -# mat_hard = (float(mat.hard)-1)/5.10 - mat_spec = mat.specular_intensity/2.0 -# mat_spec = mat.spec/2.0 - mat_alpha = mat.alpha - mat_emit = mat.emit - mat_shadeless = mat.use_shadeless -# mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS - if mat_shadeless: - mat_shader = 'Lambert' - else: - if mat.diffuse_shader == 'LAMBERT': -# 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 copy_image(image): - fn = bpy.path.abspath(image.filepath) - fn_strip = os.path.basename(fn) - - if EXP_IMAGE_COPY: - rel = fn_strip - fn_abs_dest = os.path.join(basepath, fn_strip) - if not os.path.exists(fn_abs_dest): - shutil.copy(fn, fn_abs_dest) - else: - rel = os.path.relpath(fn, basepath) - - return (rel, fn_strip) - - # tex is an Image (Arystan) - 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_rel, fname_strip = copy_image(tex) -# fname, fname_strip, fname_rel = derived_paths(tex.filepath, 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.use_clamp_x) -# file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX) - file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y) -# 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_rel, fname_strip = copy_image(tex) -# fname, fname_strip, fname_rel = derived_paths(tex.filepath, 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 range(len(my_mesh.blenData.vertices))] - else: - # This bone is not a parent of this mesh object, no weights - vgroup_data = [] - - else: - # Normal weight painted mesh - if my_bone.blenName in weights[0]: - # Before we used normalized 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 = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90 - else: - # Yes! this is it... - but dosnt work when the mesh is a. - m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90 - - #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 = len(me.uv_textures) > 0 -# 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.vertices: - 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 = f.vertices[:] - - # last index XORd w. -1 indicates end of face - fi[-1] = fi[-1] ^ -1 - fi = tuple(fi) - - if i==-1: - if len(fi) == 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(fi) == 3: file.write(',%i,%i,%i' % fi ) - else: file.write(',%i,%i,%i,%i' % fi ) - i+=1 - - # write loose edges as faces. - for ed in me.edges: - if ed.is_loose: - ed_val = ed.vertices[:] - ed_val = ed_val[0], ed_val[-1] ^ -1 - - if i==-1: - file.write('%i,%i' % ed_val) - i=0 - else: - if i==13: - file.write('\n\t\t') - i=0 - file.write(',%i,%i' % ed_val) - i+=1 - - - file.write('\n\t\tEdges: ') - i=-1 - for ed in me.edges: - if i==-1: - file.write('%i,%i' % (ed.vertices[0], ed.vertices[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.vertices[0], ed.vertices[1])) -# 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.vertices: - if i==-1: - file.write('%.15f,%.15f,%.15f' % tuple(v.normal)); i=0 -# 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.normal)) -# 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.use_smooth); i=0 - else: - if i==54: - file.write('\n '); i=0 - file.write(',%i' % f.use_smooth) - i+=1 - - file.write('\n\t\t}') - - # Write Edge Smoothing - file.write(''' - LayerElementSmoothing: 0 { - Version: 101 - Name: "" - MappingInformationType: "ByEdge" - ReferenceInformationType: "Direct" - Smoothing: ''') - - i=-1 - for ed in me.edges: - if i==-1: - file.write('%i' % (ed.use_edge_sharp)); i=0 - else: - if i==54: - file.write('\n '); i=0 - file.write(',%i' % (ed.use_edge_sharp)) - i+=1 - - file.write('\n\t\t}') - - # small utility function - # returns a slice of data depending on number of face verts - # data is either a MeshTextureFace or MeshColor - def face_data(data, face): - totvert = len(f.vertices) - - return data[:totvert] - - - # Write VertexColor Layers - # note, no programs seem to use this info :/ - collayers = [] - if len(me.vertex_colors): -# if me.vertexColors: - collayers = me.vertex_colors -# collayers = me.getColorLayerNames() - collayer_orig = me.vertex_colors.active -# 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.name) -# 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, cf in zip(me.faces, collayer.data): - colors = [cf.color1, cf.color2, cf.color3, cf.color4] - - # determine number of verts - colors = face_data(colors, f) - - for col in colors: - if i==-1: - file.write('%.4f,%.4f,%.4f,1' % tuple(col)) - i=0 - else: - if i==7: - file.write('\n\t\t\t\t') - i=0 - file.write(',%.4f,%.4f,%.4f,1' % tuple(col)) - i+=1 - ii+=1 # One more Color - -# 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 range(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.uv_textures -# uvlayers = me.getUVLayerNames() - uvlayer_orig = me.uv_textures.active -# uvlayer_orig = me.activeUVLayer - for uvindex, uvlayer in enumerate(me.uv_textures): -# 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.name) -# 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 uf in uvlayer.data: -# for f in me.faces: - # workaround, since uf.uv iteration is wrong atm - for uv in uf.uv: -# 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 range(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.name) -# 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 uvlayer.data: -# 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 - - if me.uv_textures.active: - uv_faces = me.uv_textures.active.data - else: - uv_faces = [None] * len(me.faces) - - i=-1 - for f, uf in zip(me.faces, uv_faces): -# for f in me.faces: - try: mat = mats[f.material_index] -# try: mat = mats[f.mat] - except:mat = None - - if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/ -# 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.vertex_colors: -# 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 range(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 range(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 = context.selected_objects -# if EXP_OBS_SELECTED: tmp_objects = scene.objects.context - else: tmp_objects = scene.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.pose_position for arm in bpy.data.armatures] -# ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures] - - for arm in bpy.data.armatures: - arm.pose_position = 'REST' -# arm.restPosition = True - - if ob_arms_orig_rest: - for ob_base in bpy.data.objects: - if ob_base.type == 'ARMATURE': - ob_base.update(scene) - - # This causes the makeDisplayList command to effect the mesh - scene.frame_set(scene.frame_current) -# Blender.Set('curframe', Blender.Get('curframe')) - - - for ob_base in tmp_objects: - - # ignore dupli children - if ob_base.parent and ob_base.parent.dupli_type != 'NONE': - continue - - obs = [(ob_base, ob_base.matrix_world)] - if ob_base.dupli_type != 'NONE': - ob_base.create_dupli_list(scene) - obs = [(dob.object, dob.matrix) for dob in ob_base.dupli_list] - - for ob, mtx in obs: -# for ob, mtx in BPyObject.getDerivedObjects(ob_base): - tmp_ob_type = ob.type - if tmp_ob_type == 'CAMERA': -# if tmp_ob_type == 'Camera': - if EXP_CAMERA: - ob_cameras.append(my_object_generic(ob, mtx)) - elif tmp_ob_type == 'LAMP': -# elif tmp_ob_type == 'Lamp': - if EXP_LAMP: - ob_lights.append(my_object_generic(ob, mtx)) - elif tmp_ob_type == 'ARMATURE': -# 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': -# 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': -# if tmp_ob_type != 'Mesh': -# me = bpy.data.meshes.new() - try: me = ob.create_mesh(scene, True, 'PREVIEW') -# 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 = ob.create_mesh(scene, True, 'PREVIEW') -# 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.vertices) == len(orig_mesh.vertices): -# 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.data -# 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 len(me.uv_textures) > 0: -# if me.faceUV: - uvlayer_orig = me.uv_textures.active -# uvlayer_orig = me.activeUVLayer - for uvlayer in me.uv_textures: -# for uvlayer in me.getUVLayerNames(): -# me.activeUVLayer = uvlayer - for f, uf in zip(me.faces, uvlayer.data): -# for f in me.faces: - tex = uf.image -# tex = f.image - textures[tex] = texture_mapping_local[tex] = None - - try: mat = mats[f.material_index] -# 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 = ob.find_armature() - blenParentBoneName = None - - # parent bone - special case - if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \ - ob.parent_type == 'BONE': -# if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE: - armob = ob.parent - blenParentBoneName = ob.parent_bone -# 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 = list(material_mapping_local.keys()) - my_mesh.blenMaterialList = mats - my_mesh.blenTextures = list(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 ) - - # not forgetting to free dupli_list - if ob_base.dupli_list: ob_base.free_dupli_list() - - - if EXP_ARMATURE: - # now we have the meshes, restore the rest arm position - for i, arm in enumerate(bpy.data.armatures): - arm.pose_position = ob_arms_orig_rest[i] -# 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.update(scene) - # This causes the makeDisplayList command to effect the mesh - scene.frame_set(scene.frame_current) -# 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 - if ob.animation_data: - my_arm.blenAction = ob.animation_data.action - else: - my_arm.blenAction = None -# 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: -# 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 -# for ob in bpy.data.objects: ob.tag = False -# bpy.data.objects.tag = False - - # using a list of object names for tagging (Arystan) - tagged_objects = [] - - tmp_obmapping = {} - for ob_generic in ob_all_typegroups: - for ob_base in ob_generic: - tagged_objects.append(ob_base.blenObject.name) -# 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.name in tagged_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.name in tagged_objects: # does it exist and is it in the mapping -# 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.keys()] - textures = [(sane_texname(tex), tex) for tex in textures.keys() 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.blenObject) -# weights = meshNormalizedWeights(my_mesh.blenData) - - #for bonename, bone, obname, bone_mesh, armob in ob_bones: - for my_bone in ob_bones: - if me in iter(my_bone.blenMeshes.values()): - write_sub_deformer_skin(my_mesh, my_bone, weights) - - # Write pose'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(Matrix())) - 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 = scene.render -# render = scene.render - - # from the FBX sdk - #define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000)) - def fbx_time(t): - # 0.5 + val is the same as rounding. - return int(0.5 + ((t/fps) * 46186158000)) - - fps = float(render.fps) - start = scene.frame_start -# start = render.sFrame - end = scene.frame_end -# 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 = scene.frame_current -# 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 - - # instead of tagging - tagged_actions = [] - - 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([g.name for g in action.groups]) ) -# action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) ) - - if action_chan_names: # at least one channel matches. - my_arm.blenActionList.append(action) - tagged_actions.append(action.name) -# 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.name in tagged_actions: -# 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 already got the name - file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name]) - else: - file.write('\n\tTake: "%s" {' % sane_takename(blenAction)) - - act_start, act_end = blenAction.frame_range - act_start = int(act_start) - act_end = int(act_end) -# 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 ob.animation_data and blenAction in my_bone.blenActionList: - ob.animation_data.action = blenAction - # print '\t\tSetting Action!', blenAction - # scene.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: - scene.frame_set(i) -# 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 range(act_start, act_end+1) ] - - # ---------------- - # ---------------- - for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale - - if TX_CHAN=='T': context_bone_anim_vecs = [mtx[0].translation_part() for mtx in context_bone_anim_mats] - elif TX_CHAN=='S': context_bone_anim_vecs = [mtx[0].scale_part() for mtx in context_bone_anim_mats] - elif TX_CHAN=='R': - # Was.... - # elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() for mtx in context_bone_anim_mats] - # - # ...but we need to use the previous euler for compatible conversion. - context_bone_anim_vecs = [] - prev_eul = None - for mtx in context_bone_anim_mats: - if prev_eul: prev_eul = mtx[1].to_euler('XYZ', prev_eul) - else: prev_eul = mtx[1].to_euler() - context_bone_anim_vecs.append(eulerRadToDeg(prev_eul)) -# context_bone_anim_vecs.append(prev_eul) - - file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation - - for i in range(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 already 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: - if my_bone.blenObject.animation_data: - my_bone.blenObject.animation_data.action = my_bone.blenAction - - file.write('\n}') - - scene.frame_set(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: - bpy.data.meshes.remove(me) -# me.vertices = None - - # --------------------------- Footer - if world: - m = world.mist_settings - has_mist = m.use_mist - mist_intense = m.intensity - mist_start = m.start - mist_end = m.depth - mist_height = m.height - world_hor = world.horizon_color - 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 ]) -# bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath) - - print('export finished in %.4f sec.' % (time.clock() - start_time)) - return {'FINISHED'} - - -# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts) -# - Draw.PupMenu alternative in 2.5?, temporarily replaced PupMenu with print -# - get rid of bpy.path.clean_name somehow -# + fixed: isinstance(inst, bpy.types.*) doesn't work on RNA objects: line 565 -# + get rid of BPyObject_getObjectArmature, move it in RNA? -# - BATCH_ENABLE and BATCH_GROUP options: line 327 -# - implement all BPyMesh_* used here with RNA -# - getDerivedObjects is not fully replicated with .dupli* funcs -# - talk to Campbell, this code won't work? lines 1867-1875 -# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893 -# - no hq normals: 1900-1901 - -# TODO - -# - bpy.data.remove_scene: line 366 -# - bpy.sys.time move to bpy.sys.util? -# - new scene creation, activation: lines 327-342, 368 -# - uses bpy.path.abspath, *.relpath - replace at least relpath |