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# Always key last sampled values (we ignore curves with a single valid key anyway).
p_key_write[:] = [True] * len(p_key_write)
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def fbx_animations_objects(scene_data):
"""
Generate animation data from objects.
"""
objects = scene_data.objects
bake_step = scene_data.settings.bake_anim_step
scene = scene_data.scene
# FBX mapping info: Property affected, and name of the "sub" property (to distinguish e.g. vector's channels).
fbx_names = (
("Lcl Translation", "d|X"), ("Lcl Translation", "d|Y"), ("Lcl Translation", "d|Z"),
("Lcl Rotation", "d|X"), ("Lcl Rotation", "d|Y"), ("Lcl Rotation", "d|Z"),
("Lcl Scaling", "d|X"), ("Lcl Scaling", "d|Y"), ("Lcl Scaling", "d|Z"),
)
back_currframe = scene.frame_current
animdata = {obj: [] for obj in objects.keys()}
currframe = scene.frame_start
while currframe < scene.frame_end:
scene.frame_set(int(currframe), currframe - int(currframe))
for obj in objects.keys():
if isinstance(obj, Bone):
continue # TODO!
# We compute baked loc/rot/scale for all objects.
loc, rot, scale, _m, _mr = fbx_object_tx(scene_data, obj)
tx = tuple(loc) + tuple(units_convert_iter(rot, "radian", "degree")) + tuple(scale)
animdata[obj].append((currframe, tx, [False] * len(tx)))
currframe += bake_step
scene.frame_set(back_currframe, 0.0)
fbx_animations_simplify(scene_data, animdata)
animations = {}
# And now, produce final data (usable by FBX export code)...
for obj, keys in animdata.items():
if not keys:
continue
curves = [[] for k in keys[0][1]]
for currframe, key, key_write in keys:
#if obj.name == "Cube":
#print(currframe, key, key_write)
for idx, (val, wrt) in enumerate(zip(key, key_write)):
if wrt:
curves[idx].append((currframe, val))
loc, rot, scale, _m, _mr = fbx_object_tx(scene_data, obj)
tx = tuple(loc) + tuple(units_convert_iter(rot, "radian", "degree")) + tuple(scale)
# If animation for a channel, (True, keyframes), else (False, current value).
final_keys = {}
for idx, c in enumerate(curves):
fbx_group, fbx_item = fbx_names[idx]
fbx_item_key = get_blender_anim_curve_key(obj, fbx_group, fbx_item)
if fbx_group not in final_keys:
final_keys[fbx_group] = (get_blender_anim_curve_node_key(obj, fbx_group), {})
final_keys[fbx_group][1][fbx_item] = (fbx_item_key, tx[idx], c if len(c) > 1 else [])
# And now, remove anim groups (i.e. groups of curves affecting a single FBX property) with no curve at all!
del_groups = []
for grp, (_k, data) in final_keys.items():
if True in (bool(d[2]) for d in data.values()):
continue
del_groups.append(grp)
for grp in del_groups:
del final_keys[grp]
if final_keys:
animations[obj] = (get_blender_anim_layer_key(obj), final_keys)
return (get_blender_anim_stack_key(scene), animations) if animations else None
def fbx_data_from_scene(scene, settings):
"""
Do some pre-processing over scene's data...
"""
objtypes = settings.object_types
##### Gathering data...
# This is rather simple for now, maybe we could end generating templates with most-used values
# instead of default ones?
objects = {obj: get_blenderID_key(obj) for obj in scene.objects if obj.type in objtypes}
data_lamps = {obj.data: get_blenderID_key(obj.data) for obj in objects if obj.type == 'LAMP'}
# Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
data_cameras = {obj: get_blenderID_key(obj.data) for obj in objects if obj.type == 'CAMERA'}
data_meshes = {obj.data: (get_blenderID_key(obj.data), obj) for obj in objects if obj.type == 'MESH'}
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# Armatures!
data_bones = {}
data_deformers = {}
arm_parents = set()
for obj in tuple(objects.keys()):
if obj.type not in {'ARMATURE'}:
continue
fbx_skeleton_from_armature(scene, settings, obj, objects, data_bones, data_deformers, arm_parents)
# Some world settings are embedded in FBX materials...
if scene.world:
data_world = {scene.world: get_blenderID_key(scene.world)}
else:
data_world = {}
# TODO: Check all the mat stuff works even when mats are linked to Objects
# (we can then have the same mesh used with different materials...).
# *Should* work, as FBX always links its materials to Models (i.e. objects).
# XXX However, material indices would probably break...
data_materials = {}
for obj in objects:
# Only meshes for now!
if not isinstance(obj, Object) or obj.type not in {'MESH'}:
continue
for mat_s in obj.material_slots:
mat = mat_s.material
# Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
# However, I doubt anything else than Lambert/Phong is really portable!
# We support any kind of 'surface' shader though, better to have some kind of default Lambert than nothing.
# TODO: Support nodes (*BIG* todo!).
if mat.type in {'SURFACE'} and not mat.use_nodes:
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if mat in data_materials:
data_materials[mat][1].append(obj)
else:
data_materials[mat] = (get_blenderID_key(mat), [obj])
# Note FBX textures also hold their mapping info.
# TODO: Support layers?
data_textures = {}
# FbxVideo also used to store static images...
data_videos = {}
# For now, do not use world textures, don't think they can be linked to anything FBX wise...
for mat in data_materials.keys():
for tex in mat.texture_slots:
if tex is None:
continue
# For now, only consider image textures.
# Note FBX does has support for procedural, but this is not portable at all (opaque blob),
# so not useful for us.
# TODO I think ENVIRONMENT_MAP should be usable in FBX as well, but for now let it aside.
#if tex.texture.type not in {'IMAGE', 'ENVIRONMENT_MAP'}:
if tex.texture.type not in {'IMAGE'}:
continue
img = tex.texture.image
if img is None:
continue
# Find out whether we can actually use this texture for this material, in FBX context.
tex_fbx_props = fbx_mat_properties_from_texture(tex)
if not tex_fbx_props:
continue
if tex in data_textures:
data_textures[tex][1][mat] = tex_fbx_props
else:
data_textures[tex] = (get_blenderID_key(tex), {mat: tex_fbx_props})
if img in data_videos:
data_videos[img][1].append(tex)
else:
data_videos[img] = (get_blenderID_key(img), [tex])
# Animation...
# From objects only for a start.
tmp_scdata = FBXData( # Kind of hack, we need a temp scene_data for object's space handling to bake animations...
None, None, None,
settings, scene, objects, None,
data_lamps, data_cameras, data_meshes, None,
data_bones, data_deformers,
data_world, data_materials, data_textures, data_videos,
)
animations = fbx_animations_objects(tmp_scdata)
##### Creation of templates...
templates = OrderedDict()
templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
# XXX Looks like there can only be one NodeAttribute template? At lest, never found a light template... :/
if data_lamps:
templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lamps))
if data_cameras:
templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras))
if data_bones:
templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones))
if data_meshes:
templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=len(data_meshes))
if objects:
templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects))
if arm_parents:
# Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures
templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents))
if data_deformers:
nbr = len(data_deformers)
nbr += sum(len(clusters) for def_me in data_deformers.values() for a, b, clusters in def_me.values())
templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr)
# No world support in FBX...
"""
if data_world:
templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
"""
if data_materials:
templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))
if data_textures:
templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))
if data_videos:
templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))
if animations:
# One stack!
templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=1)
# One layer per animated object.
templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=len(animations[1]))
# As much curve node as animated properties.
nbr = sum(len(al) for _kal, al in animations[1].values())
templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr)
# And the number of curves themselves...
nbr = sum(1 if ac else 0 for _kal, al in animations[1].values()
for _kacn, acn in al.values()
for _kac, _dv, ac in acn.values())
templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr)
templates_users = sum(tmpl.nbr_users for tmpl in templates.values())
##### Creation of connections...
connections = []
# Objects (with classical parenting).
for obj, obj_key in objects.items():
# Bones are handled later.
if isinstance(obj, Object):
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par = obj.parent
par_key = 0 # Convention, "root" node (never explicitly written).
if par and par in objects:
par_type = obj.parent_type
if par_type in {'OBJECT', 'BONE'}:
# Meshes parented to armature also have 'OBJECT' par_type, in FBX this is handled separately,
# we do not want an extra object parenting!
if (par, obj) not in arm_parents:
par_key = objects[par]
else:
print("Sorry, “{}” parenting type is not supported".format(par_type))
connections.append((b"OO", get_fbxuid_from_key(obj_key), get_fbxuid_from_key(par_key), None))
# Armature & Bone chains.
for bo, (bo_key, _bo_data_key, arm) in data_bones.items():
par = bo.parent
if not par: # Root bone.
par = arm
if par not in objects:
continue
connections.append((b"OO", get_fbxuid_from_key(bo_key), get_fbxuid_from_key(objects[par]), None))
# Cameras
for obj_cam, cam_key in data_cameras.items():
cam_obj_key = objects[obj_cam]
connections.append((b"OO", get_fbxuid_from_key(cam_key), get_fbxuid_from_key(cam_obj_key), None))
# Object data.
for obj, obj_key in objects.items():
if isinstance(obj, Bone):
_bo_key, bo_data_key, _arm = data_bones[obj]
assert(_bo_key == obj_key)
connections.append((b"OO", get_fbxuid_from_key(bo_data_key), get_fbxuid_from_key(obj_key), None))
elif obj.type == 'LAMP':
lamp_key = data_lamps[obj.data]
connections.append((b"OO", get_fbxuid_from_key(lamp_key), get_fbxuid_from_key(obj_key), None))
elif obj.type == 'MESH':
mesh_key, _obj = data_meshes[obj.data]
connections.append((b"OO", get_fbxuid_from_key(mesh_key), get_fbxuid_from_key(obj_key), None))
# Deformers (armature-to-geometry, only for meshes currently)...
for arm, deformed_meshes in data_deformers.items():
for me, (skin_key, _obj, clusters) in deformed_meshes.items():
# skin -> geometry
mesh_key, _obj = data_meshes[me]
connections.append((b"OO", get_fbxuid_from_key(skin_key), get_fbxuid_from_key(mesh_key), None))
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for bo, clstr_key in clusters.items():
# cluster -> skin
connections.append((b"OO", get_fbxuid_from_key(clstr_key), get_fbxuid_from_key(skin_key), None))
# bone -> cluster
connections.append((b"OO", get_fbxuid_from_key(objects[bo]), get_fbxuid_from_key(clstr_key), None))
# Materials
mesh_mat_indices = {}
_objs_indices = {}
for mat, (mat_key, objs) in data_materials.items():
for obj in objs:
obj_key = objects[obj]
connections.append((b"OO", get_fbxuid_from_key(mat_key), get_fbxuid_from_key(obj_key), None))
# Get index of this mat for this object.
# Mat indices for mesh faces are determined by their order in 'mat to ob' connections.
# Only mats for meshes currently...
me = obj.data
idx = _objs_indices[obj] = _objs_indices.get(obj, -1) + 1
mesh_mat_indices.setdefault(me, {})[mat] = idx
del _objs_indices
# Textures
for tex, (tex_key, mats) in data_textures.items():
for mat, fbx_mat_props in mats.items():
mat_key, _objs = data_materials[mat]
for fbx_prop in fbx_mat_props:
# texture -> material properties
connections.append((b"OP", get_fbxuid_from_key(tex_key), get_fbxuid_from_key(mat_key), fbx_prop))
# Images
for vid, (vid_key, texs) in data_videos.items():
for tex in texs:
tex_key, _texs = data_textures[tex]
connections.append((b"OO", get_fbxuid_from_key(vid_key), get_fbxuid_from_key(tex_key), None))
#Animations
if animations:
# Animstack itself is linked nowhere!
astack_id = get_fbxuid_from_key(animations[0])
for obj, (alayer_key, acurvenodes) in animations[1].items():
obj_id = get_fbxuid_from_key(objects[obj])
# Animlayer -> animstack.
alayer_id = get_fbxuid_from_key(alayer_key)
connections.append((b"OO", alayer_id, astack_id, None))
for fbx_prop, (acurvenode_key, acurves) in acurvenodes.items():
# Animcurvenode -> animalayer.
acurvenode_id = get_fbxuid_from_key(acurvenode_key)
connections.append((b"OO", acurvenode_id, alayer_id, None))
# Animcurvenode -> object property.
connections.append((b"OP", acurvenode_id, obj_id, fbx_prop.encode()))
for fbx_item, (acurve_key, dafault_value, acurve) in acurves.items():
if acurve:
# Animcurve -> Animcurvenode.
connections.append((b"OP", get_fbxuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
##### And pack all this!
return FBXData(
templates, templates_users, connections,
settings, scene, objects, animations,
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data_lamps, data_cameras, data_meshes, mesh_mat_indices,
data_bones, data_deformers,
data_world, data_materials, data_textures, data_videos,
)
##### Top-level FBX elements generators. #####
def fbx_header_elements(root, scene_data, time=None):
"""
Write boiling code of FBX root.
time is expected to be a datetime.datetime object, or None (using now() in this case).
"""
##### Start of FBXHeaderExtension element.
header_ext = elem_empty(root, b"FBXHeaderExtension")
elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)
elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)
# No encryption!
elem_data_single_int32(header_ext, b"EncryptionType", 0)
if time is None:
time = datetime.datetime.now()
elem = elem_empty(header_ext, b"CreationTimeStamp")
elem_data_single_int32(elem, b"Version", 1000)
elem_data_single_int32(elem, b"Year", time.year)
elem_data_single_int32(elem, b"Month", time.month)
elem_data_single_int32(elem, b"Day", time.day)
elem_data_single_int32(elem, b"Hour", time.hour)
elem_data_single_int32(elem, b"Minute", time.minute)
elem_data_single_int32(elem, b"Second", time.second)
elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)
elem_data_single_string_unicode(header_ext, b"Creator", "Blender version %s" % bpy.app.version_string)
# 'SceneInfo' seems mandatory to get a valid FBX file...
# TODO use real values!
# XXX Should we use scene.name.encode() here?
scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
scene_info.add_string(b"UserData")
elem_data_single_string(scene_info, b"Type", b"UserData")
elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
meta_data = elem_empty(scene_info, b"MetaData")
elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
elem_data_single_string(meta_data, b"Title", b"")
elem_data_single_string(meta_data, b"Subject", b"")
elem_data_single_string(meta_data, b"Author", b"")
elem_data_single_string(meta_data, b"Keywords", b"")
elem_data_single_string(meta_data, b"Revision", b"")
elem_data_single_string(meta_data, b"Comment", b"")
props = elem_properties(scene_info)
elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
original = elem_props_compound(props, b"Original")
original("p_string", b"ApplicationVendor", "Blender Foundation")
original("p_string", b"ApplicationName", "Blender")
original("p_string", b"ApplicationVersion", "2.70")
original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
original("p_string", b"FileName", "/foobar.fbx")
lastsaved = elem_props_compound(props, b"LastSaved")
lastsaved("p_string", b"ApplicationVendor", "Blender Foundation")
lastsaved("p_string", b"ApplicationName", "Blender")
lastsaved("p_string", b"ApplicationVersion", "2.70")
lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
##### End of FBXHeaderExtension element.
# FileID is replaced by dummy value currently...
elem_data_single_bytes(root, b"FileId", b"FooBar")
# CreationTime is replaced by dummy value currently, but anyway...
elem_data_single_string_unicode(root, b"CreationTime",
"{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
"".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
time.microsecond * 1000))
elem_data_single_string_unicode(root, b"Creator", "Blender version %s" % bpy.app.version_string)
##### Start of GlobalSettings element.
global_settings = elem_empty(root, b"GlobalSettings")
elem_data_single_int32(global_settings, b"Version", 1000)
props = elem_properties(global_settings)
up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
Bastien Montagne
committed
elem_props_set(props, "p_double", b"UnitScaleFactor", 1.0)
elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", 1.0)
elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")
# Global timing data.
r = scene_data.scene.render
fps = r.fps / r.fps_base
f_start = scene_data.scene.frame_start
f_end = scene_data.scene.frame_end
elem_props_set(props, "p_enum", b"TimeMode", 14) # FPS, 14 = custom...
elem_props_set(props, "p_timestamp", b"TimeSpanStart", int(units_convert(f_start / fps, "second", "ktime")))
elem_props_set(props, "p_timestamp", b"TimeSpanStop", int(units_convert(f_end / fps, "second", "ktime")))
#elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
#elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
Bastien Montagne
committed
elem_props_set(props, "p_double", b"CustomFrameRate", fps)
##### End of GlobalSettings element.
def fbx_documents_elements(root, scene_data):
"""
Write 'Document' part of FBX root.
Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
time is expected to be a datetime.datetime object, or None (using now() in this case).
"""
name = scene_data.scene.name
##### Start of Documents element.
docs = elem_empty(root, b"Documents")
elem_data_single_int32(docs, b"Count", 1)
doc_uid = get_fbxuid_from_key("__FBX_Document__" + name)
doc = elem_data_single_int64(docs, b"Document", doc_uid)
doc.add_string_unicode(name)
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doc.add_string_unicode(name)
props = elem_properties(doc)
elem_props_set(props, "p_object", b"SourceObject")
elem_props_set(props, "p_string", b"ActiveAnimStackName", "")
# XXX Some kind of ID? Offset?
# Anyway, as long as we have only one doc, probably not an issue.
elem_data_single_int64(doc, b"RootNode", 0)
def fbx_references_elements(root, scene_data):
"""
Have no idea what references are in FBX currently... Just writing empty element.
"""
docs = elem_empty(root, b"References")
def fbx_definitions_elements(root, scene_data):
"""
Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
"""
definitions = elem_empty(root, b"Definitions")
elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
elem_data_single_int32(definitions, b"Count", scene_data.templates_users)
fbx_templates_generate(definitions, scene_data.templates)
def fbx_objects_elements(root, scene_data):
"""
Data (objects, geometry, material, textures, armatures, etc.
"""
objects = elem_empty(root, b"Objects")
for lamp in scene_data.data_lamps.keys():
fbx_data_lamp_elements(objects, lamp, scene_data)
for cam in scene_data.data_cameras.keys():
fbx_data_camera_elements(objects, cam, scene_data)
for mesh in scene_data.data_meshes.keys():
fbx_data_mesh_elements(objects, mesh, scene_data)
for obj in scene_data.objects.keys():
fbx_data_object_elements(objects, obj, scene_data)
for obj in scene_data.objects.keys():
if not isinstance(obj, Object) or obj.type not in {'ARMATURE'}:
continue
fbx_data_armature_elements(objects, obj, scene_data)
for mat in scene_data.data_materials.keys():
fbx_data_material_elements(objects, mat, scene_data)
for tex in scene_data.data_textures.keys():
fbx_data_texture_file_elements(objects, tex, scene_data)
for vid in scene_data.data_videos.keys():
fbx_data_video_elements(objects, vid, scene_data)
fbx_data_animation_elements(objects, scene_data)
def fbx_connections_elements(root, scene_data):
"""
Relations between Objects (which material uses which texture, and so on).
"""
connections = elem_empty(root, b"Connections")
for c in scene_data.connections:
elem_connection(connections, *c)
def fbx_takes_elements(root, scene_data):
"""
Animations. Have yet to check how this work...
"""
# XXX Are takes needed at all in new anim system?
takes = elem_empty(root, b"Takes")
elem_data_single_string(takes, b"Current", b"")
animations = scene_data.animations
if animations is None:
return
scene = scene_data.scene
take_name = scene.name.encode()
fps = scene.render.fps / scene.render.fps_base
scene_start_ktime = int(units_convert(scene.frame_start / fps, "second", "ktime"))
scene_end_ktime = int(units_convert(scene.frame_end / fps, "second", "ktime"))
take = elem_data_single_string(takes, b"Take", take_name)
elem_data_single_string(take, b"FileName", take_name + b".tak")
take_loc_time = elem_data_single_int64(take, b"LocalTime", scene_start_ktime)
take_loc_time.add_int64(scene_end_ktime)
take_ref_time = elem_data_single_int64(take, b"ReferenceTime", scene_start_ktime)
take_ref_time.add_int64(scene_end_ktime)
##### "Main" functions. #####
FBXSettingsMedia = namedtuple("FBXSettingsMedia", (
"path_mode", "base_src", "base_dst", "subdir",
"embed_textures", "copy_set",
))
FBXSettings = namedtuple("FBXSettings", (
"to_axes", "global_matrix", "global_scale",
Bastien Montagne
committed
"bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
"context_objects", "object_types", "use_mesh_modifiers",
"mesh_smooth_type", "use_mesh_edges", "use_tspace", "use_armature_deform_only",
"bake_anim", "bake_anim_step", "bake_anim_simplify_factor",
"use_metadata", "media_settings", "use_custom_properties",
))
# This func can be called with just the filepath
def save_single(operator, scene, filepath="",
global_matrix=Matrix(),
axis_up="Z",
axis_forward="Y",
context_objects=None,
object_types=None,
use_mesh_modifiers=True,
mesh_smooth_type='FACE',
bake_anim=True,
bake_anim_step=1.0,
bake_anim_simplify_factor=1.0,
use_metadata=True,
path_mode='AUTO',
use_mesh_edges=True,
use_tspace=True,
embed_textures=False,
use_custom_properties=False,
bake_space_transform=False,
**kwargs
):
if object_types is None:
object_types = {'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'}
global_scale = global_matrix.median_scale
global_matrix_inv = global_matrix.inverted()
Bastien Montagne
committed
# For transforming mesh normals.
global_matrix_inv_transposed = global_matrix_inv.transposed()
# Only embed textures in COPY mode!
if embed_textures and path_mode != 'COPY':
embed_textures = False
media_settings = FBXSettingsMedia(
path_mode,
os.path.dirname(bpy.data.filepath), # base_src
os.path.dirname(filepath), # base_dst
# Local dir where to put images (medias), using FBX conventions.
os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir
embed_textures,
set(), # copy_set
)
settings = FBXSettings(
(axis_up, axis_forward), global_matrix, global_scale,
Bastien Montagne
committed
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
context_objects, object_types, use_mesh_modifiers,
mesh_smooth_type, use_mesh_edges, use_tspace, False,
bake_anim, bake_anim_step, bake_anim_simplify_factor,
False, media_settings, use_custom_properties,
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)
import bpy_extras.io_utils
print('\nFBX export starting... %r' % filepath)
start_time = time.process_time()
# Generate some data about exported scene...
scene_data = fbx_data_from_scene(scene, settings)
root = elem_empty(None, b"") # Root element has no id, as it is not saved per se!
# Mostly FBXHeaderExtension and GlobalSettings.
fbx_header_elements(root, scene_data)
# Documents and References are pretty much void currently.
fbx_documents_elements(root, scene_data)
fbx_references_elements(root, scene_data)
# Templates definitions.
fbx_definitions_elements(root, scene_data)
# Actual data.
fbx_objects_elements(root, scene_data)
# How data are inter-connected.
fbx_connections_elements(root, scene_data)
# Animation.
fbx_takes_elements(root, scene_data)
# And we are down, we can write the whole thing!
encode_bin.write(filepath, root, FBX_VERSION)
# copy all collected files, if we did not embed them.
if not media_settings.embed_textures:
bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)
print('export finished in %.4f sec.' % (time.process_time() - start_time))
return {'FINISHED'}
# defaults for applications, currently only unity but could add others.
def defaults_unity3d():
return {
"global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
"use_selection": False,
"object_types": {'ARMATURE', 'EMPTY', 'MESH'},
"use_mesh_modifiers": True,
#"use_armature_deform_only": True,
"bake_anim": True,
#"use_anim_optimize": False,
#"use_anim_action_all": True,
# Should really be True, but it can cause problems if a model is already in a scene or prefab
# with the old transforms.
"bake_space_transform": False,
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}
def save(operator, context,
filepath="",
use_selection=False,
batch_mode='OFF',
use_batch_own_dir=False,
**kwargs
):
"""
This is a wrapper around save_single, which handles multi-scenes (or groups) cases, when batch-exporting a whole
.blend file.
"""
ret = None
org_mode = None
if context.active_object and context.active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
org_mode = context.active_object.mode
bpy.ops.object.mode_set(mode='OBJECT')
if batch_mode == 'OFF':
kwargs_mod = kwargs.copy()
if use_selection:
kwargs_mod["context_objects"] = context.selected_objects
else:
kwargs_mod["context_objects"] = context.scene.objects
ret = save_single(operator, context.scene, filepath, **kwargs_mod)
else:
fbxpath = filepath
prefix = os.path.basename(fbxpath)
if prefix:
fbxpath = os.path.dirname(fbxpath)
if batch_mode == 'GROUP':
data_seq = bpy.data.groups
else:
data_seq = bpy.data.scenes
# call this function within a loop with BATCH_ENABLE == False
# no scene switching done at the moment.
# orig_sce = context.scene
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
for data in data_seq: # scene or group
newname = "_".join((prefix, bpy.path.clean_name(data.name)))
if use_batch_own_dir:
new_fbxpath = os.path.join(fbxpath, newname)
# path may already exist
# TODO - might exist but be a file. unlikely but should probably account for it.
if not os.path.exists(new_fbxpath):
os.makedirs(new_fbxpath)
filepath = os.path.join(new_fbxpath, newname + '.fbx')
print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
if batch_mode == 'GROUP': # group
# group, so objects update properly, add a dummy scene.
scene = bpy.data.scenes.new(name="FBX_Temp")
scene.layers = [True] * 20
# bpy.data.scenes.active = scene # XXX, cant switch
for ob_base in data.objects:
scene.objects.link(ob_base)
scene.update()
# TODO - BUMMER! Armatures not in the group wont animate the mesh
else:
scene = data
kwargs_batch = kwargs.copy()
kwargs_batch["context_objects"] = data.objects
save_single(operator, scene, filepath, **kwargs_batch)
if batch_mode == 'GROUP':
# remove temp group scene
bpy.data.scenes.remove(scene)
# no active scene changing!
# bpy.data.scenes.active = orig_sce
ret = {'FINISHED'} # so the script wont run after we have batch exported.
if context.active_object and org_mode and bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode=org_mode)
return ret