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|
#!BPY
""" Registration info for Blender menus:
Name: 'DirectX(.x)...'
Blender: 240
Group: 'Export'
Submenu: 'Export all the scene' export
Submenu: 'Export selected obj' exportsel
Tip: 'Export to DirectX text file format format.'
"""
__author__ = "Arben (Ben) Omari"
__url__ = ("blender", "elysiun", "Author's site, http://www.omariben.too.it")
__version__ = "2.0"
__bpydoc__ = """\
This script exports a Blender mesh with armature to DirectX 8's text file
format.
Notes:<br>
Check author's site or the elYsiun forum for a new beta version of the
DX exporter.
"""
# DirectXExporter.py version 2.0
# Copyright (C) 2006 Arben OMARI -- omariarben@everyday.com
#
# 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.
# This script export meshes created with Blender in DirectX8 file format
# it exports meshes,armatures,materials,normals,texturecoords and animations
# Grab the latest version here :www.omariben.too.it
import Blender
from Blender import Types, Object, NMesh, Material,Armature
from Blender.Mathutils import *
import math
global mat_flip,index_list,space,bone_list,mat_dict
bone_list =[]
index_list = []
mat_dict = {}
space = 0
ANIM = 1
NORMAL = 1
TEXCOORDS = 1
TEXTURE = 1
mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1])
#***********************************************
#***********************************************
# EXPORTER
#***********************************************
#***********************************************
class xExport:
def __init__(self, filename):
self.file = open(filename, "w")
#*********************************************************************************************************************************************
#***********************************************
#Select Scene objects
#***********************************************
def SelectObjs(self):
global chld_obj
print "exporting..."
self.writeHeader()
for obj in Object.Get():
mesh = obj.getData()
if type(mesh) == Types.NMeshType :
chld_obj = obj.getParent()
if chld_obj :
dt_chld_obj = chld_obj.getData()
if type(dt_chld_obj) == Types.ArmatureType :
self.writeRootBone(chld_obj, obj)
else :
self.exportMesh(obj)
self.file.write("AnimationSet {\n")
for obj in Object.Get():
mesh = obj.getData()
if type(mesh) == Types.NMeshType :
ip_list = obj.getIpo()
if ip_list != None :
self.writeAnimationObj(obj)
elif type(mesh) == Types.ArmatureType :
act_list = obj.getAction()
if act_list != None :
self.writeAnimation(obj)
ip_list = obj.getIpo()
if ip_list != None :
self.writeAnimationObjArm(obj)
self.file.write("}\n")
self.writeEnd()
#***********************************************
#Export Mesh without Armature
#***********************************************
def exportMesh(self, obj):
tex = []
mesh = obj.getData()
self.writeTextures(obj, tex)
self.writeMeshcoord(obj, mesh)
self.writeMeshMaterialList(obj, mesh, tex)
self.writeMeshNormals(obj, mesh)
self.writeMeshTextureCoords(obj, mesh)
self.file.write(" }\n")
self.file.write("}\n")
#***********************************************
#Export the Selected Mesh
#***********************************************
def exportSelMesh(self):
print "exporting ..."
self.writeHeader()
tex = []
obj = Object.GetSelected()[0]
mesh = obj.getData()
if type(mesh) == Types.NMeshType :
self.writeTextures(obj, tex)
self.writeMeshcoord(obj, mesh)
self.writeMeshMaterialList(obj, mesh, tex)
self.writeMeshNormals(obj, mesh)
self.writeMeshTextureCoords(obj, mesh)
self.file.write(" }\n")
self.file.write("}\n")
ip_list = obj.getIpo()
if ip_list != None :
self.file.write("AnimationSet {\n")
self.writeAnimationObj(obj)
self.file.write("}\n")
print "exporting ..."
else :
print "The selected object is not a mesh"
print "...finished"
#***********************************************
#Export Mesh with Armature
#***********************************************
def exportMeshArm(self,arm,arm_ob,ch_obj):
tex = []
mesh = ch_obj.getData()
self.writeTextures(ch_obj, tex)
self.writeMeshcoordArm(ch_obj, mesh,arm_ob)
self.writeMeshMaterialList(ch_obj, mesh, tex)
self.writeMeshNormals(ch_obj, mesh)
self.writeMeshTextureCoords(ch_obj, mesh)
self.writeSkinWeights(arm,mesh)
self.file.write(" }\n")
self.file.write("}\n")
#***********************************************
#Export Root Bone
#***********************************************
def writeRootBone(self,am_ob,child_obj):
global mat_flip,space,root_bon,mat_ob
arms = am_ob.getData()
self.writeArmFrames(mat_flip, "RootFrame")
for bon in arms.bones.values():
if bon.hasParent():
pass
else:
root_bon = bon
space += 1
mat_rb = self.writeCombineMatrix(root_bon)
mat_r = mat_rb #* am_ob.matrixLocal
name_r = root_bon.name
name_f = name_r.replace(".","")
self.writeArmFrames(mat_r, name_f)
bon_c = self.findChildrens(root_bon)
self.writeChildren(bon_c)
self.file.write(" }\n")
self.exportMeshArm(arms,am_ob,child_obj)
#***********************************************
#Create Children structure
#***********************************************
def writeBon(self,bon):
global space
mat_r = self.writeCombineMatrix(bon)
name_r = bon.name
name_f = name_r.replace(".","")
self.writeArmFrames(mat_r, name_f)
def findChildrens(self,bon):
bon_c = bon.children
return bon_c
def writeChildren(self,bon_c):
global space,bone_list
space += 1
if bon_c:
for bo in bon_c:
if bo.name not in bone_list:
self.writeBon(bo)
bone_list.append(bo.name)
bo_c = bo.children
self.writeChildren(bo_c)
self.closeBrackets()
def closeBrackets(self):
global space
space = space-1
tab = " "
self.file.write("%s" % (tab * space))
self.file.write("}\n")
#***********************************************
#Offset Matrix
#***********************************************
def writeMatrixOffset(self,bon):
global chld_obj
Blender.Set('curframe', 1)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
mat_b.invert()
return mat_b
#***********************************************
#Combine Matrix
#***********************************************
def writeCombineMatrix(self,bon):
global chld_obj
Blender.Set('curframe', 1)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
if bon.hasParent():
pare = bon.parent
pos_p = pose.bones[pare.name]
mat_p = pos_p.poseMatrix
else:
mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
mat_p.invert()
mat_f = mat_b * mat_p
return mat_f
#***********************************************
#Combine Matrix
#***********************************************
def writeAnimCombineMatrix(self,bon,fre):
global chld_obj
Blender.Set('curframe', fre)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
if bon.hasParent():
pare = bon.parent
pos_p = pose.bones[pare.name]
mat_p = pos_p.poseMatrix
else:
mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
mat_p.invert()
mat_f = mat_b * mat_p
return mat_f
#*********************************************************************************************************************************************
#***********************************************
#Write SkinWeights
#***********************************************
def writeSkinWeights(self, arm, mesh):
global index_list
v_dict = {}
Blender.Set('curframe',1)
self.file.write(" XSkinMeshHeader {\n")
max_infl = 0
#this part supply the missing getVertexInfluences(index)
for v in index_list:
v_dict[v] = []
for bo in arm.bones.values() :
name = bo.name
try :
vertx_list = mesh.getVertsFromGroup(name,1)
for vn in vertx_list:
v_dict[vn[0]].append(name)
#---------------------------------------------------
for inde in vertx_list :
vert_infl = v_dict[inde[0]]
ln_infl = len(vert_infl)
if ln_infl > max_infl :
max_infl = ln_infl
except:
pass
self.file.write(" %d; \n" % (max_infl))
self.file.write(" %d; \n" % (max_infl * 3))
self.file.write(" %d; \n" % (len(arm.bones.values())))
self.file.write(" }\n")
for bo in arm.bones.values() :
bo_list = []
weight_list = []
name = bo.name
f_name = name.replace(".","")
try :
vert_list = mesh.getVertsFromGroup(name,1)
le = 0
for indx in vert_list:
infl = 0.0
if len(ver_infl) != 0:
sum = 0.0
for bone_name, weight in ver_infl:
if bone_name == name:
infl = weight
sum += weight
infl/= sum
i = -1
for el in index_list :
i += 1
if el == indx[0] :
le +=1
bo_list.append(i)
weight_list.append(infl)
self.file.write(" SkinWeights {\n")
self.file.write(' "%s"; \n' % (f_name))
self.file.write(' %d; \n' % (le))
count = 0
for ind in bo_list :
count += 1
if count == len(bo_list):
self.file.write(" %d; \n" % (ind))
else :
self.file.write(" %d, \n" % (ind))
cou = 0
for wegh in weight_list :
cou += 1
if cou == len(weight_list):
self.file.write(" %f; \n" % (round(wegh,6)))
else :
self.file.write(" %f, \n" % (round(wegh,6)))
matx = self.writeMatrixOffset(bo)
self.writeOffsFrames(matx, name)
except :
pass
self.file.write(" }\n")
#***********************************************
# Write Matrices
#***********************************************
def writeArmFrames(self, matx, name):
global space
tab = " "
self.file.write("%s" % (tab * space))
self.file.write("Frame ")
self.file.write("%s {\n\n" % (name))
self.file.write("%s" % (tab * space))
self.file.write(" FrameTransformMatrix {\n")
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f;;\n" %
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
self.file.write("%s" % (tab * space))
self.file.write(" }\n")
#***********************************************
# Write Matrices
#***********************************************
def writeOffsFrames(self, matx, name):
space = 1
tab = " "
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f;;\n" %
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
self.file.write("%s" % (tab * space))
self.file.write(" }\n")
#*********************************************************************************************************************************************
#***********************************************
#HEADER
#***********************************************
def writeHeader(self):
self.file.write("xof 0303txt 0032\n\n\n")
self.file.write("template VertexDuplicationIndices { \n\
<b8d65549-d7c9-4995-89cf-53a9a8b031e3>\n\
DWORD nIndices;\n\
DWORD nOriginalVertices;\n\
array DWORD indices[nIndices];\n\
}\n\
template XSkinMeshHeader {\n\
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>\n\
WORD nMaxSkinWeightsPerVertex;\n\
WORD nMaxSkinWeightsPerFace;\n\
WORD nBones;\n\
}\n\
template SkinWeights {\n\
<6f0d123b-bad2-4167-a0d0-80224f25fabb>\n\
STRING transformNodeName;\n\
DWORD nWeights;\n\
array DWORD vertexIndices[nWeights];\n\
array float weights[nWeights];\n\
Matrix4x4 matrixOffset;\n\
}\n\n")
#***********************************************
#CLOSE FILE
#***********************************************
def writeEnd(self):
self.file.close()
print "... finished"
#***********************************************
#EXPORT TEXTURES
#***********************************************
def writeTextures(self,name, tex):
mesh = name.data
for face in mesh.faces:
if face.image and face.image.name not in tex:
tex.append(face.image.name)
#***********************************************
#EXPORT MESH DATA with Armature
#***********************************************
def writeMeshcoordArm(self, name, meshEX,arm_ob):
global index_list
#ROTATION
mat_arm = arm_ob.matrixWorld
mat_ob = name.getMatrix('localspace')
mat_ob.invert()
mat = mat_arm * mat_ob
mat.invert()
name_f = name.name.replace(".","")
self.writeArmFrames(mat, name_f)
mesh = NMesh.GetRawFromObject(name.name)
self.file.write("Mesh {\n")
numface=len(mesh.faces)
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
#VERTICES COORDINATES
counter = 0
for face in mesh.faces:
counter += 1
for n in range(len(face.v)):
index_list.append(face.v[n].index)
vec_vert = Vector([face.v[n].co[0], face.v[n].co[1], face.v[n].co[2], 1])
f_vec_vert = vec_vert * mat
self.file.write("%f; %f; %f;" % (round(f_vec_vert[0],4), round(f_vec_vert[1],4), round(f_vec_vert[2],4)))
if counter == numface :
if n == len(face.v)-1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
#FACES NUMBER
self.file.write("%s;\n" % (numface))
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
if coun == numface:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices"
print " It my be not exported correctly."
else:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices"
print " It my be not exported correctly."
#***********************************************
#EXPORT MESH DATA without Armature
#***********************************************
def writeMeshcoord(self, name, mesh):
global index_list
#ROTATION
mat_ob = mat_flip * name.matrixWorld
name_f = name.name.replace(".","")
self.writeArmFrames(mat_ob, name_f)
self.file.write("Mesh {\n")
numface=len(mesh.faces)
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
#VERTICES COORDINATES
counter = 0
for face in mesh.faces:
counter += 1
for n in range(len(face.v)):
index_list.append(face.v[n].index)
self.file.write("%s; %s; %s;" % (face.v[n].co[0], face.v[n].co[1], face.v[n].co[2]))
if counter == numface :
if n == len(face.v)-1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
#FACES NUMBER
self.file.write("%s;\n" % (numface))
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
if coun == numface:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices(edges and points)"
print " It my be not exported correctly."
else:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices(edges and points)\n"
print " It my be not exported correctly."
#***********************************************
#MESH MATERIAL LIST
#***********************************************
def writeMeshMaterialList(self, name, obj, tex):
self.file.write(" MeshMaterialList {\n")
#HOW MANY MATERIALS ARE USED
count = 0
for mat in Material.Get():
count+=1
self.file.write(" %s;\n" % (len(tex) + count))
#HOW MANY FACES IT HAS
numfaces=len(obj.faces)
self.file.write(" %s;\n" % (numfaces))
##MATERIALS INDEX FOR EVERY FACE
counter = 0
for face in obj.faces :
counter += 1
mater = face.materialIndex
if counter == numfaces:
if face.image and face.image.name in tex :
self.file.write(" %s;;\n" % (tex.index(face.image.name) + count))
else :
self.file.write(" %s;;\n" % (mater))
else :
if face.image and face.image.name in tex :
self.file.write(" %s,\n" % (tex.index(face.image.name) + count))
else :
self.file.write(" %s,\n" % (mater))
##MATERIAL NAME
for mat in Material.Get():
self.file.write(" Material")
name_m = mat.name
name_f = name_m.replace(".","")
self.file.write(" %s "% (name_f))
self.file.write("{\n")
self.file.write(" %s; %s; %s;" % (mat.R, mat.G, mat.B))
self.file.write("%s;;\n" % (mat.alpha))
self.file.write(" %s;\n" % (mat.spec))
self.file.write(" %s; %s; %s;;\n" % (mat.specR, mat.specG, mat.specB))
self.file.write(" 0.0; 0.0; 0.0;;\n")
self.file.write(" }\n")
for mat in tex:
self.file.write(" Material Mat")
self.file.write("%s "% (len(tex)))
self.file.write("{\n")
self.file.write(" 1.0; 1.0; 1.0; 1.0;;\n")
self.file.write(" 1.0;\n")
self.file.write(" 1.0; 1.0; 1.0;;\n")
self.file.write(" 0.0; 0.0; 0.0;;\n")
self.file.write(" TextureFilename {")
self.file.write(' "%s" ;'% (mat))
self.file.write(" }\n")
self.file.write(" }\n")
self.file.write(" }\n")
#***********************************************
#MESH NORMALS
#***********************************************
def writeMeshNormals(self,name,mesh):
self.file.write(" MeshNormals {\n")
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
numfaces=len(mesh.faces)
#VERTICES NORMAL
counter = 0
for face in mesh.faces:
counter += 1
for n in range(len(face.v)):
self.file.write(" %s; %s; %s;" % ((round(face.v[n].no[0],6)),(round(face.v[n].no[1],6)),(round(face.v[n].no[2],6))))
if counter == numfaces :
if n == len(face.v)-1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
#FACES NUMBER
self.file.write("%s;\n" % (numfaces))
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
if coun == numfaces:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1))
counter += 3
else :
self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
else:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1))
counter += 3
else :
self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
self.file.write("}\n")
#***********************************************
#MESH TEXTURE COORDS
#***********************************************
def writeMeshTextureCoords(self, name, mesh):
if mesh.hasFaceUV():
self.file.write("MeshTextureCoords {\n")
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert += len(face.v)
self.file.write("%s;\n" % (numvert))
#UV COORDS
numfaces = len(mesh.faces)
counter = -1
co = 0
for face in mesh.faces:
counter += 1
co += 1
for n in range(len(face.v)):
self.file.write("%s;%s;" % (mesh.faces[counter].uv[n][0], -mesh.faces[counter].uv[n][1]))
if co == numfaces :
if n == len(face.v) - 1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
self.file.write("}\n")
#***********************************************#***********************************************#***********************************************
#***********************************************
#FRAMES
#***********************************************
def writeFrames(self, matx):
self.file.write("%s,%s,%s,%s," %
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],6)))
self.file.write("%s,%s,%s,%s," %
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],6)))
self.file.write("%s,%s,%s,%s," %
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],6)))
self.file.write("%s,%s,%s,%s;;" %
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimation(self,arm_ob):
global mat_dict
arm = arm_ob.getData()
act_list = arm_ob.getAction()
ip = act_list.getAllChannelIpos()
for bon in arm.bones.values() :
point_list = []
name = bon.name
name_f = name.replace(".", "")
try :
ip_bon_channel = ip[bon.name]
ip_bon_name = ip_bon_channel.getName()
ip_bon = Blender.Ipo.Get(ip_bon_name)
poi = ip_bon.getCurves()
for po in poi[3].getPoints():
a = po.getPoints()
point_list.append(int(a[0]))
#point_list.pop(0)
self.file.write(" Animation { \n")
self.file.write(" {%s}\n" %(name_f))
self.file.write(" AnimationKey { \n")
self.file.write(" 4;\n")
self.file.write(" %s; \n" % (len(point_list)))
for fr in point_list:
mat = self.writeAnimCombineMatrix(bon,fr)
self.file.write(" %s;" % (fr))
self.file.write("16;")
self.writeFrames(mat)
if fr == point_list[len(point_list)-1]:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
self.file.write("\n")
except:
pass
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimationObj(self, obj):
point_list = []
ip = obj.getIpo()
poi = ip.getCurves()
for po in poi[0].getPoints():
a = po.getPoints()
point_list.append(int(a[0]))
point_list.pop(0)
self.file.write(" Animation {\n")
self.file.write(" {")
self.file.write("%s }\n" % (obj.name))
self.file.write(" AnimationKey { \n")
self.file.write(" 4;\n")
self.file.write(" %s; \n" % (len(point_list)+1))
self.file.write(" %s;" % (1))
self.file.write("16;")
Blender.Set('curframe',1)
mat = obj.matrixWorld * mat_flip
self.writeFrames(mat)
self.file.write(",\n")
for fr in point_list:
self.file.write(" %s;" % (fr))
self.file.write("16;")
Blender.Set('curframe',fr)
mat_new = obj.matrixWorld * mat_flip
self.writeFrames(mat_new)
if fr == point_list[len(point_list)-1]:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimationObjArm(self, obj):
point_list = []
ip = obj.getIpo()
poi = ip.getCurves()
for po in poi[0].getPoints():
a = po.getPoints()
point_list.append(int(a[0]))
point_list.pop(0)
self.file.write(" Animation {\n")
self.file.write(" {RootFrame}\n" )
self.file.write(" AnimationKey { \n")
self.file.write(" 4;\n")
self.file.write(" %s; \n" % (len(point_list)+1))
self.file.write(" %s;" % (1))
self.file.write("16;")
Blender.Set('curframe',1)
mat = mat_flip * obj.getMatrix('worldspace')
self.writeFrames(mat)
self.file.write(",\n")
for fr in point_list:
self.file.write(" %s;" % (fr))
self.file.write("16;")
Blender.Set('curframe',fr)
mat_new = mat_flip * obj.getMatrix('worldspace')
self.writeFrames(mat_new)
if fr == point_list[len(point_list)-1]:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
#***********************************************#***********************************************#***********************************************
#***********************************************
# MAIN
#***********************************************
def my_callback(filename):
if filename.find('.x', -2) <= 0: filename += '.x'
xexport = xExport(filename)
xexport.SelectObjs()
def my_callback_sel(filename):
if filename.find('.x', -2) <= 0: filename += '.x'
xexport = xExport(filename)
xexport.exportSelMesh()
arg = __script__['arg']
if arg == 'exportsel':
fname = Blender.sys.makename(ext = ".x")
Blender.Window.FileSelector(my_callback_sel, "Export DirectX", fname)
else:
fname = Blender.sys.makename(ext = ".x")
Blender.Window.FileSelector(my_callback, "Export DirectX", fname)
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