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|
# ##### 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 #####
# <pep8 compliant>
__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.pose_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())).rotationPart()
else:
matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
# Lamps need to be rotated
if type =='LAMP':
matrix_rot = mtx_x90 * matrix_rot
elif 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, 'r', 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 2.5"')
# file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version'))
pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
# --------------- funcs for exporting
def object_tx(ob, loc, matrix, matrix_mod = None):
'''
Matrix mod is so armature objects can modify their bone matricies
'''
if isinstance(ob, 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.rotationPart()
loc = tuple(matrix.translationPart())
scale = tuple(matrix.scalePart())
rot = tuple(matrix_rot.toEuler())
else:
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
#if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
if ob and not matrix: raise Exception("error: this should never happen!")
matrix_rot = matrix
#if matrix:
# matrix = matrix_scale * matrix
if matrix:
loc = tuple(matrix.translationPart())
scale = tuple(matrix.scalePart())
matrix_rot = matrix.rotationPart()
# Lamps need to be rotated
if ob and ob.type =='Lamp':
matrix_rot = mtx_x90 * matrix_rot
rot = tuple(matrix_rot.toEuler())
elif ob and ob.type =='Camera':
y = Mathutils.Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, 'r', y)
rot = tuple(matrix_rot.toEuler())
else:
rot = tuple(matrix_rot.toEuler())
else:
if not loc:
loc = 0,0,0
scale = 1,1,1
rot = 0,0,0
return loc, rot, scale, matrix, matrix_rot
def write_object_tx(ob, loc, matrix, matrix_mod= None):
'''
We have loc to set the location if non blender objects that have a location
matrix_mod is only used for bones at the moment
'''
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % 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' % 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.scalePart()[0]) # scale is always uniform in this case
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
if light.type == 'SPOT':
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spot_size * scale))
# 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:
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.rest_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.rest_position = True
# 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<<i):
# mats[i] = tmp_ob_mats[i]
# del tmp_ob_mats
# del tmp_colbits
if me:
# # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# # so strictly this is bad. but only in rare cases would it have negative results
# # say with dupliverts the objects would rotate a bit differently
# if EXP_MESH_HQ_NORMALS:
# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
texture_mapping_local = {}
material_mapping_local = {}
if len(me.uv_textures) > 0:
# if me.faceUV:
uvlayer_orig = me.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.rest_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].translationPart() for mtx in context_bone_anim_mats]
elif TX_CHAN=='S': context_bone_anim_vecs = [mtx[0].scalePart() for mtx in context_bone_anim_mats]
elif TX_CHAN=='R':
# Was....
# elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].toEuler() for mtx in context_bone_anim_mats]
#
# ...but we need to use the previous euler for compatible conversion.
context_bone_anim_vecs = []
prev_eul = None
for mtx in context_bone_anim_mats:
if prev_eul: prev_eul = mtx[1].toEuler(prev_eul)
else: prev_eul = mtx[1].toEuler()
context_bone_anim_vecs.append(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.remove_mesh(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 degrese about the X axis')
GLOBALS['_YROT90'] = Draw.Toggle('Rot Y90', EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val, 'Rotate all objects 90 degrese about the Y axis')
GLOBALS['_ZROT90'] = Draw.Toggle('Rot Z90', EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val, 'Rotate all objects 90 degrese about the Z axis')
Draw.EndAlign()
y -= 35
Draw.BeginAlign()
GLOBALS['EXP_EMPTY'] = Draw.Toggle('Empty', EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val, 'Export empty objects')
GLOBALS['EXP_CAMERA'] = Draw.Toggle('Camera', EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val, 'Export camera objects')
GLOBALS['EXP_LAMP'] = Draw.Toggle('Lamp', EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val, 'Export lamp objects')
GLOBALS['EXP_ARMATURE'] = Draw.Toggle('Armature', EVENT_NONE, x+200, y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val, 'Export armature objects')
GLOBALS['EXP_MESH'] = Draw.Toggle('Mesh', EVENT_REDRAW, x+260, y+120, 80, 20, GLOBALS['EXP_MESH'].val, 'Export mesh objects', do_redraw) #, do_axis_z)
Draw.EndAlign()
if GLOBALS['EXP_MESH'].val:
# below mesh but
Draw.BeginAlign()
GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Toggle('Modifiers', EVENT_NONE, x+260, y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val, 'Apply modifiers to mesh objects') #, do_axis_z)
GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Toggle('HQ Normals', EVENT_NONE, x+260, y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val, 'Generate high quality normals') #, do_axis_z)
Draw.EndAlign()
GLOBALS['EXP_IMAGE_COPY'] = Draw.Toggle('Copy Image Files', EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val, 'Copy image files to the destination path') #, do_axis_z)
Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20)
GLOBALS['ANIM_ENABLE'] = Draw.Toggle('Enable Animation', EVENT_REDRAW, x+20, y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val, 'Export keyframe animation', do_redraw)
if GLOBALS['ANIM_ENABLE'].val:
Draw.BeginAlign()
GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw)
if GLOBALS['ANIM_OPTIMIZE'].val:
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 1, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)')
Draw.EndAlign()
Draw.BeginAlign()
GLOBALS['ANIM_ACTION_ALL'][1] = Draw.Toggle('Current Action', EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val, 'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur)
GLOBALS['ANIM_ACTION_ALL'][0] = Draw.Toggle('All Actions', EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val, 'Use all actions for armatures', do_anim_act_all)
Draw.EndAlign()
Draw.Label('Export Batch...', x+20,y-60, 300, 20)
GLOBALS['BATCH_ENABLE'] = Draw.Toggle('Enable Batch', EVENT_REDRAW, x+20, y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val, 'Automate exporting multiple scenes or groups to files', do_redraw)
if GLOBALS['BATCH_ENABLE'].val:
Draw.BeginAlign()
GLOBALS['BATCH_GROUP'] = Draw.Toggle('Group > File', EVENT_REDRAW, x+20, y-105, 160, 20, GLOBALS['BATCH_GROUP'].val, 'Export each group as an FBX file', do_batch_type_grp)
GLOBALS['BATCH_SCENE'] = Draw.Toggle('Scene > File', EVENT_REDRAW, x+180, y-105, 160, 20, GLOBALS['BATCH_SCENE'].val, 'Export each scene as an FBX file', do_batch_type_sce)
# Own dir requires OS module
if os:
GLOBALS['BATCH_OWN_DIR'] = Draw.Toggle('Own Dir', EVENT_NONE, x+20, y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val, 'Create a dir for each exported file')
GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+100, y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ')
else:
GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+20, y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ')
Draw.EndAlign()
#y+=80
'''
Draw.BeginAlign()
GLOBALS['FILENAME'] = Draw.String('path: ', EVENT_NONE, x+20, y-170, 300, 20, GLOBALS['FILENAME'].val, 64, 'Prefix each file with this name ')
Draw.PushButton('..', EVENT_FILESEL, x+320, y-170, 20, 20, 'Select the path', do_redraw)
'''
# Until batch is added
#
#Draw.BeginAlign()
Draw.PushButton('Online Help', EVENT_REDRAW, x+20, y-160, 100, 20, 'Open online help in a browser window', do_help)
Draw.PushButton('Cancel', EVENT_EXIT, x+130, y-160, 100, 20, 'Exit the exporter', fbx_ui_exit)
Draw.PushButton('Export', EVENT_FILESEL, x+240, y-160, 100, 20, 'Export the fbx file', do_redraw)
#Draw.PushButton('Export', EVENT_EXIT, x+180, y-160, 160, 20, 'Export the fbx file', fbx_ui_write)
#Draw.EndAlign()
# exit when mouse out of the view?
# GLOBALS['EVENT'] = EVENT_EXIT
#def write_ui(filename):
def write_ui():
# globals
GLOBALS['EVENT'] = EVENT_REDRAW
#GLOBALS['MOUSE'] = Window.GetMouseCoords()
GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
GLOBALS['FILENAME'] = ''
'''
# IF called from the fileselector
if filename == None:
GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx'))
else:
GLOBALS['FILENAME'].val = filename
'''
GLOBALS['EXP_OBS_SELECTED'] = Draw.Create(1) # dont need 2 variables but just do this for clarity
GLOBALS['EXP_OBS_SCENE'] = Draw.Create(0)
GLOBALS['EXP_MESH'] = Draw.Create(1)
GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Create(1)
GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Create(0)
GLOBALS['EXP_ARMATURE'] = Draw.Create(1)
GLOBALS['EXP_LAMP'] = Draw.Create(1)
GLOBALS['EXP_CAMERA'] = Draw.Create(1)
GLOBALS['EXP_EMPTY'] = Draw.Create(1)
GLOBALS['EXP_IMAGE_COPY'] = Draw.Create(0)
# animation opts
GLOBALS['ANIM_ENABLE'] = Draw.Create(1)
GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1)
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(4) # decimal places
GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action
# batch export options
GLOBALS['BATCH_ENABLE'] = Draw.Create(0)
GLOBALS['BATCH_GROUP'] = Draw.Create(1) # cant have both of these enabled at once.
GLOBALS['BATCH_SCENE'] = Draw.Create(0) # see above
GLOBALS['BATCH_FILE_PREFIX'] = Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1])
GLOBALS['BATCH_OWN_DIR'] = Draw.Create(0)
# done setting globals
# Used by the user interface
GLOBALS['_SCALE'] = Draw.Create(1.0)
GLOBALS['_XROT90'] = Draw.Create(True)
GLOBALS['_YROT90'] = Draw.Create(False)
GLOBALS['_ZROT90'] = Draw.Create(False)
# best not do move the cursor
# Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()])
# hack so the toggle buttons redraw. this is not nice at all
while GLOBALS['EVENT'] != EVENT_EXIT:
if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val:
#Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ")
GLOBALS['ANIM_ACTION_ALL'][0].val = 1
GLOBALS['ANIM_ACTION_ALL'][1].val = 0
if GLOBALS['EVENT'] == EVENT_FILESEL:
if GLOBALS['BATCH_ENABLE'].val:
txt = 'Batch FBX Dir'
name = Blender.sys.expandpath('//')
else:
txt = 'Export FBX'
name = Blender.sys.makename(ext='.fbx')
Blender.Window.FileSelector(fbx_ui_write, txt, name)
#fbx_ui_write('/test.fbx')
break
Draw.UIBlock(fbx_ui, 0)
# GLOBALS.clear()
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= "")
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 degrese about the X axis", default=True)
TX_YROT90 = BoolProperty(name="Rot Y90", description="Rotate all objects 90 degrese about the Y axis", default=False)
TX_ZROT90 = BoolProperty(name="Rot Z90", description="Rotate all objects 90 degrese 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):
print("Poll")
return context.active_object != None
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)
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