# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ##### END GPL LICENSE BLOCK ##### # __author__ = "Campbell Barton" __url__ = ['www.blender.org', 'blenderartists.org'] __version__ = "1.2" __bpydoc__ = """\ This script is an exporter to the FBX file format. http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx """ # -------------------------------------------------------------------------- # FBX Export v0.1 by Campbell Barton (AKA Ideasman) # -------------------------------------------------------------------------- # ***** BEGIN GPL LICENSE BLOCK ***** # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- import os import time import math # math.pi import shutil # for file copying # import Blender import bpy import Mathutils def copy_file(source, dest): file = open(source, 'rb') data = file.read() file.close() file = open(dest, 'wb') file.write(data) file.close() # XXX not used anymore, images are copied one at a time def copy_images(dest_dir, textures): if not dest_dir.endswith(os.sep): dest_dir += os.sep image_paths = set() for tex in textures: image_paths.add(Blender.sys.expandpath(tex.filename)) # Now copy images copyCount = 0 for image_path in image_paths: if Blender.sys.exists(image_path): # Make a name for the target path. dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1] if not Blender.sys.exists(dest_image_path): # Image isnt alredy there print('\tCopying "%s" > "%s"' % (image_path, dest_image_path)) try: copy_file(image_path, dest_image_path) copyCount+=1 except: print('\t\tWarning, file failed to copy, skipping.') print('\tCopied %d images' % copyCount) # I guess FBX uses degrees instead of radians (Arystan). # Call this function just before writing to FBX. def eulerRadToDeg(eul): ret = Mathutils.Euler() ret.x = 180 / math.pi * eul[0] ret.y = 180 / math.pi * eul[1] ret.z = 180 / math.pi * eul[2] return ret mtx4_identity = Mathutils.Matrix() # testing mtx_x90 = Mathutils.RotationMatrix( math.pi/2, 3, 'X') # used #mtx_x90n = RotationMatrix(-90, 3, 'x') #mtx_y90 = RotationMatrix( 90, 3, 'y') #mtx_y90n = RotationMatrix(-90, 3, 'y') #mtx_z90 = RotationMatrix( 90, 3, 'z') #mtx_z90n = RotationMatrix(-90, 3, 'z') #mtx4_x90 = RotationMatrix( 90, 4, 'x') mtx4_x90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'X') # used #mtx4_y90 = RotationMatrix( 90, 4, 'y') mtx4_y90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'Y') # used mtx4_z90 = Mathutils.RotationMatrix( math.pi/2, 4, 'Z') # used mtx4_z90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'Z') # used # def strip_path(p): # return p.split('\\')[-1].split('/')[-1] # Used to add the scene name into the filename without using odd chars sane_name_mapping_ob = {} sane_name_mapping_mat = {} sane_name_mapping_tex = {} sane_name_mapping_take = {} sane_name_mapping_group = {} # Make sure reserved names are not used sane_name_mapping_ob['Scene'] = 'Scene_' sane_name_mapping_ob['blend_root'] = 'blend_root_' def increment_string(t): name = t num = '' while name and name[-1].isdigit(): num = name[-1] + num name = name[:-1] if num: return '%s%d' % (name, int(num)+1) else: return name + '_0' # todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up. def sane_name(data, dct): #if not data: return None if type(data)==tuple: # materials are paired up with images data, other = data use_other = True else: other = None use_other = False if data: name = data.name else: name = None orig_name = name if other: orig_name_other = other.name name = '%s #%s' % (name, orig_name_other) else: orig_name_other = None # dont cache, only ever call once for each data type now, # so as to avoid namespace collision between types - like with objects <-> bones #try: return dct[name] #except: pass if not name: name = 'unnamed' # blank string, ASKING FOR TROUBLE! else: name = bpy.utils.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 filename. # use when we know the file will be in the basepath. # ''' # fname = bpy.utils.expandpath(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.utils.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.verts): 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.verts))], [] else: vWeightList= [[0.0]*len_groupNames for i in range(len(me.verts))] for i, v in enumerate(me.verts): 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 filename def write(filename, batch_objects = None, \ context = None, EXP_OBS_SELECTED = True, EXP_MESH = True, EXP_MESH_APPLY_MOD = True, # EXP_MESH_HQ_NORMALS = False, EXP_ARMATURE = True, EXP_LAMP = True, EXP_CAMERA = True, EXP_EMPTY = True, EXP_IMAGE_COPY = False, GLOBAL_MATRIX = Mathutils.Matrix(), 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 ): # ----------------- Batch support! if BATCH_ENABLE: if os == None: BATCH_OWN_DIR = False fbxpath = filename # get the path component of filename 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 filename: # 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.utils.clean_name(data.name) # newname = BATCH_FILE_PREFIX + BPySys.bpy.utils.clean_name(data.name) if BATCH_OWN_DIR: new_fbxpath = fbxpath + newname + os.sep # path may alredy exist # TODO - might exist but be a file. unlikely but should probably account for it. if bpy.utils.exists(new_fbxpath) == 0: # if Blender.sys.exists(new_fbxpath) == 0: os.mkdir(new_fbxpath) filename = new_fbxpath + newname + '.fbx' print('\nBatch exporting %s as...\n\t"%s"' % (data, filename)) # XXX don't know what to do with this, probably do the same? (Arystan) if BATCH_GROUP: #group # group, so objects update properly, add a dummy scene. sce = bpy.data.scenes.new() sce.Layers = (1<<20) -1 bpy.data.scenes.active = sce for ob_base in data.objects: sce.objects.link(ob_base) sce.update(1) # TODO - BUMMER! Armatures not in the group wont animate the mesh else:# scene data_seq.active = data # Call self with modified args # Dont pass batch options since we alredy usedt them write(filename, data.objects, context, False, EXP_MESH, EXP_MESH_APPLY_MOD, # EXP_MESH_HQ_NORMALS, EXP_ARMATURE, EXP_LAMP, EXP_CAMERA, EXP_EMPTY, EXP_IMAGE_COPY, GLOBAL_MATRIX, ANIM_ENABLE, ANIM_OPTIMIZE, ANIM_OPTIMIZE_PRECISSION, ANIM_ACTION_ALL ) if BATCH_GROUP: # remove temp group scene bpy.data.remove_scene(sce) # bpy.data.scenes.unlink(sce) bpy.data.scenes.active = orig_sce return # so the script wont run after we have batch exported. # end batch support # Use this for working out paths relative to the export location basepath = os.path.dirname(filename) or '.' basepath += os.sep # basepath = Blender.sys.dirname(filename) # ---------------------------------------------- # storage classes class my_bone_class: __slots__ =(\ 'blenName',\ 'blenBone',\ 'blenMeshes',\ 'restMatrix',\ 'parent',\ 'blenName',\ 'fbxName',\ 'fbxArm',\ '__pose_bone',\ '__anim_poselist') def __init__(self, blenBone, fbxArm): # This is so 2 armatures dont have naming conflicts since FBX bones use object namespace self.fbxName = sane_obname(blenBone) self.blenName = blenBone.name self.blenBone = blenBone self.blenMeshes = {} # fbxMeshObName : mesh self.fbxArm = fbxArm self.restMatrix = blenBone.matrix_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 mtx4_z90 * self.getPoseMatrix(frame) else: #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert() return (mtx4_z90 * (self.getPoseMatrix(frame))) * (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert() # we need thes because cameras and lights modified rotations def getAnimParRelMatrixRot(self, frame): return self.getAnimParRelMatrix(frame) def flushAnimData(self): self.__anim_poselist.clear() class my_object_generic: # Other settings can be applied for each type - mesh, armature etc. def __init__(self, ob, matrixWorld = None): self.fbxName = sane_obname(ob) self.blenObject = ob self.fbxGroupNames = [] self.fbxParent = None # set later on IF the parent is in the selection. if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX else: self.matrixWorld = ob.matrix * GLOBAL_MATRIX # else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX self.__anim_poselist = {} # we should only access this def parRelMatrix(self): if self.fbxParent: return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert() else: return self.matrixWorld def setPoseFrame(self, f): self.__anim_poselist[f] = self.blenObject.matrix.copy() # self.__anim_poselist[f] = self.blenObject.matrixWorld.copy() def getAnimParRelMatrix(self, frame): if self.fbxParent: #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert() else: return self.__anim_poselist[frame] * GLOBAL_MATRIX def getAnimParRelMatrixRot(self, frame): type = self.blenObject.type if self.fbxParent: matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotation_part() else: matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotation_part() # Lamps need to be rotated if type =='LAMP': matrix_rot = mtx_x90 * matrix_rot elif type =='CAMERA': # elif ob and type =='Camera': y = Mathutils.Vector(0,1,0) * matrix_rot matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, y) return matrix_rot # ---------------------------------------------- print('\nFBX export starting...', filename) start_time = time.clock() # start_time = Blender.sys.time() try: file = open(filename, 'w') except: return False sce = context.scene # sce = bpy.data.scenes.active world = sce.world # ---------------------------- Write the header first file.write(header_comment) if time: curtime = time.localtime()[0:6] else: curtime = (0,0,0,0,0,0) # file.write(\ '''FBXHeaderExtension: { FBXHeaderVersion: 1003 FBXVersion: 6100 CreationTimeStamp: { Version: 1000 Year: %.4i Month: %.2i Day: %.2i Hour: %.2i Minute: %.2i Second: %.2i Millisecond: 0 } Creator: "FBX SDK/FBX Plugins build 20070228" OtherFlags: { FlagPLE: 0 } }''' % (curtime)) file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime) file.write('\nCreator: "Blender3D version %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 = mtx4_z90 * ob.matrix_local # 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 = mtx4_z90 * parent.matrix_local # dont apply armature matrix anymore # par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore matrix = matrix * par_matrix.copy().invert() 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.matrixWorld * 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 = mtx_x90 * matrix_rot rot = tuple(matrix_rot.to_euler()) elif ob and ob.type =='Camera': y = Mathutils.Vector(0,1,0) * matrix_rot matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, y) 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 = sce.render_data width = render.resolution_x height = render.resolution_y # render = sce.render # width = render.sizeX # height = render.sizeY aspect = float(width)/height data = my_cam.blenObject.data file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName ) file.write('\n\t\tVersion: 232') loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix()) file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0') file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % 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: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units? file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto # file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0') file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0') file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1') file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1') file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0') file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1') file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0') file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2') file.write('\n\t\t\tProperty: "GateFit", "enum", "",0') file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0') file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width) file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height) '''Camera aspect ratio modes. 0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant. 1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value. 2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels. 3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value. 4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value. Definition at line 234 of file kfbxcamera.h. ''' file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2') file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0') file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3') file.write('\n\t\t\tProperty: "ShowName", "bool", "",1') file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1') file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0') file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1') file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0') file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.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(Mathutils.Vector(0,1,0) * matrix_rot) ) file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,0,-1)*matrix_rot) ) #file.write('\n\t\tUp: 0,0,0' ) #file.write('\n\t\tLookAt: 0,0,0' ) file.write('\n\t\tShowInfoOnMoving: 1') file.write('\n\t\tShowAudio: 0') file.write('\n\t\tAudioColor: 0,1,0') file.write('\n\t\tCameraOrthoZoom: 1') file.write('\n\t}') def write_light(my_light): light = my_light.blenObject.data file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName) file.write('\n\t\tVersion: 232') write_object_props(my_light.blenObject, None, my_light.parRelMatrix()) # Why are these values here twice?????? - oh well, follow the holy sdk's output # Blender light types match FBX's, funny coincidence, we just need to # be sure that all unsupported types are made into a point light #ePOINT, #eDIRECTIONAL #eSPOT light_type_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.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.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): rel = image.get_export_path(basepath, True) base = os.path.basename(rel) if EXP_IMAGE_COPY: absp = image.get_export_path(basepath, False) if not os.path.exists(absp): shutil.copy(image.get_abs_filename(), absp) return (rel, base) # 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.filename, basepath, EXP_IMAGE_COPY) else: fname = fname_strip = fname_rel = '' file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip) file.write(''' Property: "StartFrame", "int", "",0 Property: "StopFrame", "int", "",0 Property: "PlaySpeed", "double", "",1 Property: "Offset", "KTime", "",0 Property: "InterlaceMode", "enum", "",0 Property: "FreeRunning", "bool", "",0 Property: "Loop", "bool", "",0 Property: "AccessMode", "enum", "",0 } UseMipMap: 0''') file.write('\n\t\tFilename: "%s"' % fname_strip) if fname_strip: fname_strip = '/' + fname_strip file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative file.write('\n\t}') def write_texture(texname, tex, num): # if tex == None then this is a dummy tex file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname) file.write('\n\t\tType: "TextureVideoClip"') file.write('\n\t\tVersion: 202') # TODO, rare case _empty_ exists as a name. file.write('\n\t\tTextureName: "Texture::%s"' % texname) file.write(''' Properties60: { Property: "Translation", "Vector", "A+",0,0,0 Property: "Rotation", "Vector", "A+",0,0,0 Property: "Scaling", "Vector", "A+",1,1,1''') file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num) # WrapModeU/V 0==rep, 1==clamp, TODO add support file.write(''' Property: "TextureTypeUse", "enum", "",0 Property: "CurrentTextureBlendMode", "enum", "",1 Property: "UseMaterial", "bool", "",0 Property: "UseMipMap", "bool", "",0 Property: "CurrentMappingType", "enum", "",0 Property: "UVSwap", "bool", "",0''') file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clamp_x) # file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX) file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.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.filename, basepath, EXP_IMAGE_COPY) else: fname = fname_strip = fname_rel = '' file.write('\n\t\tFileName: "%s"' % fname_strip) file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command file.write(''' ModelUVTranslation: 0,0 ModelUVScaling: 1,1 Texture_Alpha_Source: "None" Cropping: 0,0,0,0 }''') def write_deformer_skin(obname): ''' Each mesh has its own deformer ''' file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname) file.write(''' Version: 100 MultiLayer: 0 Type: "Skin" Properties60: { } Link_DeformAcuracy: 50 }''') # in the example was 'Bip01 L Thigh_2' def write_sub_deformer_skin(my_mesh, my_bone, weights): ''' Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers So the SubDeformer needs the mesh-object name as a prefix to make it unique Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer, a but silly but dosnt really matter ''' file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName)) file.write(''' Version: 100 MultiLayer: 0 Type: "Cluster" Properties60: { Property: "SrcModel", "object", "" Property: "SrcModelReference", "object", "" } UserData: "", ""''') # Support for bone parents if my_mesh.fbxBoneParent: if my_mesh.fbxBoneParent == my_bone: # TODO - this is a bit lazy, we could have a simple write loop # for this case because all weights are 1.0 but for now this is ok # Parent Bones arent used all that much anyway. vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.verts))] else: # This bone is not a parent of this mesh object, no weights vgroup_data = [] else: # Normal weight painted mesh if my_bone.blenName in weights[0]: # Before we used normalized wright list #vgroup_data = me.getVertsFromGroup(bone.name, 1) group_index = weights[0].index(my_bone.blenName) vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]] else: vgroup_data = [] file.write('\n\t\tIndexes: ') i = -1 for vg in vgroup_data: if i == -1: file.write('%i' % vg[0]) i=0 else: if i==23: file.write('\n\t\t') i=0 file.write(',%i' % vg[0]) i+=1 file.write('\n\t\tWeights: ') i = -1 for vg in vgroup_data: if i == -1: file.write('%.8f' % vg[1]) i=0 else: if i==38: file.write('\n\t\t') i=0 file.write(',%.8f' % vg[1]) i+=1 if my_mesh.fbxParent: # TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible! m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) else: # Yes! this is it... - but dosnt work when the mesh is a. m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) #m = mtx4_z90 * my_bone.restMatrix matstr = mat4x4str(m) matstr_i = mat4x4str(m.invert()) file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/ file.write('\n\t\tTransformLink: %s' % matstr) file.write('\n\t}') def write_mesh(my_mesh): me = my_mesh.blenData # if there are non NULL materials on this mesh if my_mesh.blenMaterials: do_materials = True else: do_materials = False if my_mesh.blenTextures: do_textures = True else: do_textures = False do_uvs = 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.verts: if i==-1: file.write('%.6f,%.6f,%.6f' % tuple(v.co)); i=0 else: if i==7: file.write('\n\t\t'); i=0 file.write(',%.6f,%.6f,%.6f'% tuple(v.co)) i+=1 file.write('\n\t\tPolygonVertexIndex: ') i=-1 for f in me.faces: fi = f.verts # fi = [v_index for j, v_index in enumerate(f.verts) if v_index != 0 or j != 3] # fi = [v.index for v in f] # flip the last index, odd but it looks like # this is how fbx tells one face from another fi[-1] = -(fi[-1]+1) fi = tuple(fi) if i==-1: if len(fi) == 3: file.write('%i,%i,%i' % fi ) # if len(f) == 3: file.write('%i,%i,%i' % fi ) else: file.write('%i,%i,%i,%i' % fi ) i=0 else: if i==13: file.write('\n\t\t') i=0 if len(fi) == 3: file.write(',%i,%i,%i' % fi ) # if len(f) == 3: file.write(',%i,%i,%i' % fi ) else: file.write(',%i,%i,%i,%i' % fi ) i+=1 file.write('\n\t\tEdges: ') i=-1 for ed in me.edges: if i==-1: file.write('%i,%i' % (ed.verts[0], ed.verts[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.verts[0], ed.verts[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.verts: 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.smooth); i=0 else: if i==54: file.write('\n '); i=0 file.write(',%i' % f.smooth) i+=1 file.write('\n\t\t}') # Write Edge Smoothing file.write(''' LayerElementSmoothing: 0 { Version: 101 Name: "" MappingInformationType: "ByEdge" ReferenceInformationType: "Direct" Smoothing: ''') # SHARP = Blender.Mesh.EdgeFlags.SHARP i=-1 for ed in me.edges: if i==-1: file.write('%i' % (ed.sharp)); i=0 # file.write('%i' % ((ed.flag&SHARP)!=0)); i=0 else: if i==54: file.write('\n '); i=0 file.write(',%i' % (ed.sharp)) # file.write(',%i' % ((ed.flag&SHARP)!=0)) i+=1 file.write('\n\t\t}') # del SHARP # 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.verts) 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.active_vertex_color # 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.active_uv_texture # 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.active_uv_texture: uv_faces = me.active_uv_texture.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 = sce.objects.context else: tmp_objects = sce.objects else: tmp_objects = batch_objects if EXP_ARMATURE: # This is needed so applying modifiers dosnt apply the armature deformation, its also needed # ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes. # set every armature to its rest, backup the original values so we done mess up the scene ob_arms_orig_rest = [arm.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.make_display_list() # ob_base.makeDisplayList() # This causes the makeDisplayList command to effect the mesh sce.set_frame(sce.current_frame) # 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)] if ob_base.dupli_type != 'NONE': ob_base.create_dupli_list() 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(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(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.verts) == len(orig_mesh.verts): # groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh) # BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict) # print ob, me, me.getVertGroupNames() meshes_to_clear.append( me ) origData = False mats = me.materials else: me = ob.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< 0: # if me.faceUV: uvlayer_orig = me.active_uv_texture # 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': # if ob_base.type == 'Armature': ob_base.make_display_list() # ob_base.makeDisplayList() # This causes the makeDisplayList command to effect the mesh sce.set_frame(sce.current_frame) # 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(mtx4_identity)) file.write('\n\t\t}') file.write('\n\t}') # Finish Writing Objects # Write global settings file.write(''' GlobalSettings: { Version: 1000 Properties60: { Property: "UpAxis", "int", "",1 Property: "UpAxisSign", "int", "",1 Property: "FrontAxis", "int", "",2 Property: "FrontAxisSign", "int", "",1 Property: "CoordAxis", "int", "",0 Property: "CoordAxisSign", "int", "",1 Property: "UnitScaleFactor", "double", "",100 } } ''') file.write('}') file.write(''' ; Object relations ;------------------------------------------------------------------ Relations: {''') file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}') for my_null in ob_null: file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName) for my_arm in ob_arms: file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName) for my_mesh in ob_meshes: file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName) # TODO - limbs can have the same name for multiple armatures, should prefix. #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName) for my_cam in ob_cameras: file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName) for my_light in ob_lights: file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName) file.write(''' Model: "Model::Producer Perspective", "Camera" { } Model: "Model::Producer Top", "Camera" { } Model: "Model::Producer Bottom", "Camera" { } Model: "Model::Producer Front", "Camera" { } Model: "Model::Producer Back", "Camera" { } Model: "Model::Producer Right", "Camera" { } Model: "Model::Producer Left", "Camera" { } Model: "Model::Camera Switcher", "CameraSwitcher" { }''') for matname, (mat, tex) in materials: file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname) if textures: for texname, tex in textures: file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname) for texname, tex in textures: file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname) # deformers - modifiers for my_mesh in ob_meshes: if my_mesh.fbxArm: file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName # is this bone effecting a mesh? file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName)) # This should be at the end # file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}') for groupname, group in groups: file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname) file.write('\n}') file.write(''' ; Object connections ;------------------------------------------------------------------ Connections: {''') # NOTE - The FBX SDK dosnt care about the order but some importers DO! # for instance, defining the material->mesh connection # before the mesh->blend_root crashes cinema4d # write the fake root node file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"') for ob_generic in ob_all_typegroups: # all blender 'Object's we support for my_ob in ob_generic: if my_ob.fbxParent: file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName)) else: file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_ob.fbxName) if materials: for my_mesh in ob_meshes: # Connect all materials to all objects, not good form but ok for now. for mat, tex in my_mesh.blenMaterials: if mat: mat_name = mat.name else: mat_name = None if tex: tex_name = tex.name else: tex_name = None file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName)) if textures: for my_mesh in ob_meshes: if my_mesh.blenTextures: # file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName) for tex in my_mesh.blenTextures: if tex: file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName)) for texname, tex in textures: file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname)) for my_mesh in ob_meshes: if my_mesh.fbxArm: file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName)) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName)) # limbs -> deformers # for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: for fbxMeshObName in my_bone.blenMeshes: # .keys() file.write('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName)) #for bonename, bone, obname, me, armob in ob_bones: for my_bone in ob_bones: # Always parent to armature now if my_bone.parent: file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName) ) else: # the armature object is written as an empty and all root level bones connect to it file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName) ) # groups if groups: for ob_generic in ob_all_typegroups: for ob_base in ob_generic: for fbxGroupName in ob_base.fbxGroupNames: file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName)) for my_arm in ob_arms: file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_arm.fbxName) file.write('\n}') # Needed for scene footer as well as animation render = sce.render_data # render = sce.render # from the FBX sdk #define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000)) def fbx_time(t): # 0.5 + val is the same as rounding. return int(0.5 + ((t/fps) * 46186158000)) fps = float(render.fps) start = sce.start_frame # start = render.sFrame end = sce.end_frame # 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 = sce.current_frame # 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 alredy 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.get_frame_range() # tmp = blenAction.getFrameNumbers() # if tmp: # act_start = min(tmp) # act_end = max(tmp) # del tmp # else: # # Fallback on this, theres not much else we can do? :/ # # when an action has no length # act_start = start # act_end = end # Set the action active for my_bone in ob_arms: if blenAction in my_bone.blenActionList: ob.action = blenAction # print '\t\tSetting Action!', blenAction # sce.update(1) file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed file.write(''' ;Models animation ;----------------------------------------------------''') # set pose data for all bones # do this here incase the action changes ''' for my_bone in ob_bones: my_bone.flushAnimData() ''' i = act_start while i <= act_end: sce.set_frame(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(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 alredy one less then blenders frame file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val )) if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0') elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0') elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1') file.write('\n\t\t\t\t\t}') file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) ) file.write('\n\t\t\t\t}') # --------------- file.write('\n\t\t\t}') file.write('\n\t\t}') # end the take file.write('\n\t}') # end action loop. set original actions # do this after every loop incase actions effect eachother. for my_bone in ob_arms: my_bone.blenObject.action = my_bone.blenAction file.write('\n}') sce.set_frame(frame_orig) # Blender.Set('curframe', frame_orig) else: # no animation file.write('\n;Takes and animation section') file.write('\n;----------------------------------------------------') file.write('\n') file.write('\nTakes: {') file.write('\n\tCurrent: ""') file.write('\n}') # write meshes animation #for obname, ob, mtx, me, mats, arm, armname in ob_meshes: # Clear mesh data Only when writing with modifiers applied for me in meshes_to_clear: bpy.data.meshes.remove(me) # me.verts = None # --------------------------- Footer if world: m = world.mist has_mist = m.enabled # has_mist = world.mode & 1 mist_intense = m.intensity mist_start = m.start mist_end = m.depth mist_height = m.height # mist_intense, mist_start, mist_end, mist_height = world.mist world_hor = world.horizon_color # world_hor = world.hor else: has_mist = mist_intense = mist_start = mist_end = mist_height = 0 world_hor = 0,0,0 file.write('\n;Version 5 settings') file.write('\n;------------------------------------------------------------------') file.write('\n') file.write('\nVersion5: {') file.write('\n\tAmbientRenderSettings: {') file.write('\n\t\tVersion: 101') file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb)) file.write('\n\t}') file.write('\n\tFogOptions: {') file.write('\n\t\tFlogEnable: %i' % has_mist) file.write('\n\t\tFogMode: 0') file.write('\n\t\tFogDensity: %.3f' % mist_intense) file.write('\n\t\tFogStart: %.3f' % mist_start) file.write('\n\t\tFogEnd: %.3f' % mist_end) file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor)) file.write('\n\t}') file.write('\n\tSettings: {') file.write('\n\t\tFrameRate: "%i"' % int(fps)) file.write('\n\t\tTimeFormat: 1') file.write('\n\t\tSnapOnFrames: 0') file.write('\n\t\tReferenceTimeIndex: -1') file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start-1)) file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1)) file.write('\n\t}') file.write('\n\tRendererSetting: {') file.write('\n\t\tDefaultCamera: "Producer Perspective"') file.write('\n\t\tDefaultViewingMode: 0') file.write('\n\t}') file.write('\n}') file.write('\n') # Incase sombody imports this, clean up by clearing global dicts sane_name_mapping_ob.clear() sane_name_mapping_mat.clear() sane_name_mapping_tex.clear() ob_arms[:] = [] ob_bones[:] = [] ob_cameras[:] = [] ob_lights[:] = [] ob_meshes[:] = [] ob_null[:] = [] # copy images if enabled # if EXP_IMAGE_COPY: # # copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ]) # 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)) # print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time) return True # -------------------------------------------- # UI Function - not a part of the exporter. # this is to seperate the user interface from the rest of the exporter. # from Blender import Draw, Window EVENT_NONE = 0 EVENT_EXIT = 1 EVENT_REDRAW = 2 EVENT_FILESEL = 3 GLOBALS = {} # export opts def do_redraw(e,v): GLOBALS['EVENT'] = e # toggle between these 2, only allow one on at once def do_obs_sel(e,v): GLOBALS['EVENT'] = e GLOBALS['EXP_OBS_SCENE'].val = 0 GLOBALS['EXP_OBS_SELECTED'].val = 1 def do_obs_sce(e,v): GLOBALS['EVENT'] = e GLOBALS['EXP_OBS_SCENE'].val = 1 GLOBALS['EXP_OBS_SELECTED'].val = 0 def do_batch_type_grp(e,v): GLOBALS['EVENT'] = e GLOBALS['BATCH_GROUP'].val = 1 GLOBALS['BATCH_SCENE'].val = 0 def do_batch_type_sce(e,v): GLOBALS['EVENT'] = e GLOBALS['BATCH_GROUP'].val = 0 GLOBALS['BATCH_SCENE'].val = 1 def do_anim_act_all(e,v): GLOBALS['EVENT'] = e GLOBALS['ANIM_ACTION_ALL'][0].val = 1 GLOBALS['ANIM_ACTION_ALL'][1].val = 0 def do_anim_act_cur(e,v): if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val: Draw.PupMenu('Warning%t|Cant use this with batch export group option') else: GLOBALS['EVENT'] = e GLOBALS['ANIM_ACTION_ALL'][0].val = 0 GLOBALS['ANIM_ACTION_ALL'][1].val = 1 def fbx_ui_exit(e,v): GLOBALS['EVENT'] = e def do_help(e,v): url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx' print('Trying to open web browser with documentation at this address...') print('\t' + url) try: import webbrowser webbrowser.open(url) except: Blender.Draw.PupMenu("Error%t|Opening a webbrowser requires a full python installation") print('...could not open a browser window.') # run when export is pressed #def fbx_ui_write(e,v): def fbx_ui_write(filename, context): # Dont allow overwriting files when saving normally if not GLOBALS['BATCH_ENABLE'].val: if not BPyMessages.Warning_SaveOver(filename): return GLOBALS['EVENT'] = EVENT_EXIT # Keep the order the same as above for simplicity # the [] is a dummy arg used for objects Blender.Window.WaitCursor(1) # Make the matrix GLOBAL_MATRIX = mtx4_identity GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n ret = write(\ filename, None,\ context, GLOBALS['EXP_OBS_SELECTED'].val,\ GLOBALS['EXP_MESH'].val,\ GLOBALS['EXP_MESH_APPLY_MOD'].val,\ GLOBALS['EXP_MESH_HQ_NORMALS'].val,\ GLOBALS['EXP_ARMATURE'].val,\ GLOBALS['EXP_LAMP'].val,\ GLOBALS['EXP_CAMERA'].val,\ GLOBALS['EXP_EMPTY'].val,\ GLOBALS['EXP_IMAGE_COPY'].val,\ GLOBAL_MATRIX,\ GLOBALS['ANIM_ENABLE'].val,\ GLOBALS['ANIM_OPTIMIZE'].val,\ GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\ GLOBALS['ANIM_ACTION_ALL'][0].val,\ GLOBALS['BATCH_ENABLE'].val,\ GLOBALS['BATCH_GROUP'].val,\ GLOBALS['BATCH_SCENE'].val,\ GLOBALS['BATCH_FILE_PREFIX'].val,\ GLOBALS['BATCH_OWN_DIR'].val,\ ) Blender.Window.WaitCursor(0) GLOBALS.clear() if ret == False: Draw.PupMenu('Error%t|Path cannot be written to!') def fbx_ui(): # Only to center the UI x,y = GLOBALS['MOUSE'] x-=180; y-=0 # offset... just to get it centered Draw.Label('Export Objects...', x+20,y+165, 200, 20) if not GLOBALS['BATCH_ENABLE'].val: Draw.BeginAlign() GLOBALS['EXP_OBS_SELECTED'] = Draw.Toggle('Selected Objects', EVENT_REDRAW, x+20, y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val, 'Export selected objects on visible layers', do_obs_sel) GLOBALS['EXP_OBS_SCENE'] = Draw.Toggle('Scene Objects', EVENT_REDRAW, x+180, y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val, 'Export all objects in this scene', do_obs_sce) Draw.EndAlign() Draw.BeginAlign() GLOBALS['_SCALE'] = Draw.Number('Scale:', EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val, 0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)') GLOBALS['_XROT90'] = Draw.Toggle('Rot X90', EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val, 'Rotate all objects 90 degrees about the X axis') GLOBALS['_YROT90'] = Draw.Toggle('Rot Y90', EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val, 'Rotate all objects 90 degrees about the Y axis') GLOBALS['_ZROT90'] = Draw.Toggle('Rot Z90', EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val, 'Rotate all objects 90 degrees about the Z axis') Draw.EndAlign() y -= 35 Draw.BeginAlign() GLOBALS['EXP_EMPTY'] = Draw.Toggle('Empty', EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val, 'Export empty objects') GLOBALS['EXP_CAMERA'] = Draw.Toggle('Camera', EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val, 'Export camera objects') GLOBALS['EXP_LAMP'] = Draw.Toggle('Lamp', EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val, 'Export lamp objects') GLOBALS['EXP_ARMATURE'] = Draw.Toggle('Armature', EVENT_NONE, x+200, y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val, 'Export armature objects') GLOBALS['EXP_MESH'] = Draw.Toggle('Mesh', EVENT_REDRAW, x+260, y+120, 80, 20, GLOBALS['EXP_MESH'].val, 'Export mesh objects', do_redraw) #, do_axis_z) Draw.EndAlign() if GLOBALS['EXP_MESH'].val: # below mesh but Draw.BeginAlign() GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Toggle('Modifiers', EVENT_NONE, x+260, y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val, 'Apply modifiers to mesh objects') #, do_axis_z) GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Toggle('HQ Normals', EVENT_NONE, x+260, y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val, 'Generate high quality normals') #, do_axis_z) Draw.EndAlign() GLOBALS['EXP_IMAGE_COPY'] = Draw.Toggle('Copy Image Files', EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val, 'Copy image files to the destination path') #, do_axis_z) Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20) GLOBALS['ANIM_ENABLE'] = Draw.Toggle('Enable Animation', EVENT_REDRAW, x+20, y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val, 'Export keyframe animation', do_redraw) if GLOBALS['ANIM_ENABLE'].val: Draw.BeginAlign() GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw) if GLOBALS['ANIM_OPTIMIZE'].val: GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 1, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)') Draw.EndAlign() Draw.BeginAlign() GLOBALS['ANIM_ACTION_ALL'][1] = Draw.Toggle('Current Action', EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val, 'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur) GLOBALS['ANIM_ACTION_ALL'][0] = Draw.Toggle('All Actions', EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val, 'Use all actions for armatures', do_anim_act_all) Draw.EndAlign() Draw.Label('Export Batch...', x+20,y-60, 300, 20) GLOBALS['BATCH_ENABLE'] = Draw.Toggle('Enable Batch', EVENT_REDRAW, x+20, y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val, 'Automate exporting multiple scenes or groups to files', do_redraw) if GLOBALS['BATCH_ENABLE'].val: Draw.BeginAlign() GLOBALS['BATCH_GROUP'] = Draw.Toggle('Group > File', EVENT_REDRAW, x+20, y-105, 160, 20, GLOBALS['BATCH_GROUP'].val, 'Export each group as an FBX file', do_batch_type_grp) GLOBALS['BATCH_SCENE'] = Draw.Toggle('Scene > File', EVENT_REDRAW, x+180, y-105, 160, 20, GLOBALS['BATCH_SCENE'].val, 'Export each scene as an FBX file', do_batch_type_sce) # Own dir requires OS module if os: GLOBALS['BATCH_OWN_DIR'] = Draw.Toggle('Own Dir', EVENT_NONE, x+20, y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val, 'Create a dir for each exported file') GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+100, y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ') else: GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+20, y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ') Draw.EndAlign() #y+=80 ''' Draw.BeginAlign() GLOBALS['FILENAME'] = Draw.String('path: ', EVENT_NONE, x+20, y-170, 300, 20, GLOBALS['FILENAME'].val, 64, 'Prefix each file with this name ') Draw.PushButton('..', EVENT_FILESEL, x+320, y-170, 20, 20, 'Select the path', do_redraw) ''' # Until batch is added # #Draw.BeginAlign() Draw.PushButton('Online Help', EVENT_REDRAW, x+20, y-160, 100, 20, 'Open online help in a browser window', do_help) Draw.PushButton('Cancel', EVENT_EXIT, x+130, y-160, 100, 20, 'Exit the exporter', fbx_ui_exit) Draw.PushButton('Export', EVENT_FILESEL, x+240, y-160, 100, 20, 'Export the fbx file', do_redraw) #Draw.PushButton('Export', EVENT_EXIT, x+180, y-160, 160, 20, 'Export the fbx file', fbx_ui_write) #Draw.EndAlign() # exit when mouse out of the view? # GLOBALS['EVENT'] = EVENT_EXIT #def write_ui(filename): def write_ui(): # globals GLOBALS['EVENT'] = EVENT_REDRAW #GLOBALS['MOUSE'] = Window.GetMouseCoords() GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()] GLOBALS['FILENAME'] = '' ''' # IF called from the fileselector if filename == None: GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx')) else: GLOBALS['FILENAME'].val = filename ''' GLOBALS['EXP_OBS_SELECTED'] = Draw.Create(1) # dont need 2 variables but just do this for clarity GLOBALS['EXP_OBS_SCENE'] = Draw.Create(0) GLOBALS['EXP_MESH'] = Draw.Create(1) GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Create(1) GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Create(0) GLOBALS['EXP_ARMATURE'] = Draw.Create(1) GLOBALS['EXP_LAMP'] = Draw.Create(1) GLOBALS['EXP_CAMERA'] = Draw.Create(1) GLOBALS['EXP_EMPTY'] = Draw.Create(1) GLOBALS['EXP_IMAGE_COPY'] = Draw.Create(0) # animation opts GLOBALS['ANIM_ENABLE'] = Draw.Create(1) GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1) GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(4) # decimal places GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action # batch export options GLOBALS['BATCH_ENABLE'] = Draw.Create(0) GLOBALS['BATCH_GROUP'] = Draw.Create(1) # cant have both of these enabled at once. GLOBALS['BATCH_SCENE'] = Draw.Create(0) # see above GLOBALS['BATCH_FILE_PREFIX'] = Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1]) GLOBALS['BATCH_OWN_DIR'] = Draw.Create(0) # done setting globals # Used by the user interface GLOBALS['_SCALE'] = Draw.Create(1.0) GLOBALS['_XROT90'] = Draw.Create(True) GLOBALS['_YROT90'] = Draw.Create(False) GLOBALS['_ZROT90'] = Draw.Create(False) # best not do move the cursor # Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()]) # hack so the toggle buttons redraw. this is not nice at all while GLOBALS['EVENT'] != EVENT_EXIT: if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val: #Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ") GLOBALS['ANIM_ACTION_ALL'][0].val = 1 GLOBALS['ANIM_ACTION_ALL'][1].val = 0 if GLOBALS['EVENT'] == EVENT_FILESEL: if GLOBALS['BATCH_ENABLE'].val: txt = 'Batch FBX Dir' name = Blender.sys.expandpath('//') else: txt = 'Export FBX' name = Blender.sys.makename(ext='.fbx') Blender.Window.FileSelector(fbx_ui_write, txt, name) #fbx_ui_write('/test.fbx') break Draw.UIBlock(fbx_ui, 0) # GLOBALS.clear() from bpy.props import * class ExportFBX(bpy.types.Operator): '''Selection to an ASCII Autodesk FBX''' bl_idname = "export.fbx" bl_label = "Export FBX" # List of operator properties, the attributes will be assigned # to the class instance from the operator settings before calling. path = StringProperty(name="File Path", description="File path used for exporting the FBX file", maxlen= 1024, default="") check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'}) EXP_OBS_SELECTED = BoolProperty(name="Selected Objects", description="Export selected objects on visible layers", default=True) # EXP_OBS_SCENE = BoolProperty(name="Scene Objects", description="Export all objects in this scene", default=True) TX_SCALE = FloatProperty(name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0) TX_XROT90 = BoolProperty(name="Rot X90", description="Rotate all objects 90 degrees about the X axis", default=True) TX_YROT90 = BoolProperty(name="Rot Y90", description="Rotate all objects 90 degrees about the Y axis", default=False) TX_ZROT90 = BoolProperty(name="Rot Z90", description="Rotate all objects 90 degrees about the Z axis", default=False) EXP_EMPTY = BoolProperty(name="Empties", description="Export empty objects", default=True) EXP_CAMERA = BoolProperty(name="Cameras", description="Export camera objects", default=True) EXP_LAMP = BoolProperty(name="Lamps", description="Export lamp objects", default=True) EXP_ARMATURE = BoolProperty(name="Armatures", description="Export armature objects", default=True) EXP_MESH = BoolProperty(name="Meshes", description="Export mesh objects", default=True) EXP_MESH_APPLY_MOD = BoolProperty(name="Modifiers", description="Apply modifiers to mesh objects", default=True) EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True) EXP_IMAGE_COPY = BoolProperty(name="Copy Image Files", description="Copy image files to the destination path", default=False) # armature animation ANIM_ENABLE = BoolProperty(name="Enable Animation", description="Export keyframe animation", default=True) ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True) ANIM_OPTIMIZE_PRECISSION = FloatProperty(name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0) # ANIM_ACTION_ALL = BoolProperty(name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True) ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Use all actions for armatures, if false, use current action", default=False) # batch BATCH_ENABLE = BoolProperty(name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False) BATCH_GROUP = BoolProperty(name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False) BATCH_OWN_DIR = BoolProperty(name="Own Dir", description="Create a dir for each exported file", default=True) BATCH_FILE_PREFIX = StringProperty(name="Prefix", description="Prefix each file with this name", maxlen=1024, default="") def poll(self, context): return context.active_object def execute(self, context): if not self.properties.path: raise Exception("path not set") GLOBAL_MATRIX = mtx4_identity GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.properties.TX_SCALE if self.properties.TX_XROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n if self.properties.TX_YROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n if self.properties.TX_ZROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n write(self.properties.path, None, # XXX context, self.properties.EXP_OBS_SELECTED, self.properties.EXP_MESH, self.properties.EXP_MESH_APPLY_MOD, # self.properties.EXP_MESH_HQ_NORMALS, self.properties.EXP_ARMATURE, self.properties.EXP_LAMP, self.properties.EXP_CAMERA, self.properties.EXP_EMPTY, self.properties.EXP_IMAGE_COPY, GLOBAL_MATRIX, self.properties.ANIM_ENABLE, self.properties.ANIM_OPTIMIZE, self.properties.ANIM_OPTIMIZE_PRECISSION, self.properties.ANIM_ACTION_ALL, self.properties.BATCH_ENABLE, self.properties.BATCH_GROUP, self.properties.BATCH_FILE_PREFIX, self.properties.BATCH_OWN_DIR) return {'FINISHED'} def invoke(self, context, event): wm = context.manager wm.add_fileselect(self) return {'RUNNING_MODAL'} bpy.types.register(ExportFBX) # if __name__ == "__main__": # bpy.ops.EXPORT_OT_ply(filename="/tmp/test.ply") # 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.utils.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.utils.expandpath, *.relpath - replace at least relpath # SMALL or COSMETICAL # - find a way to get blender version, and put it in bpy.util?, old was Blender.Get('version') def menu_func(self, context): default_path = bpy.data.filename.replace(".blend", ".fbx") self.layout.operator(ExportFBX.bl_idname, text="Autodesk FBX...").path = default_path menu_item = bpy.types.INFO_MT_file_export.append(menu_func)