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return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False])
def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0):
props = OrderedDict()
if override_defaults is not None:
props.update(override_defaults)
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return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])
##### FBX objects generators. #####
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def dupli_list_create(obj, scene, settings='PREVIEW'):
# Sigh, why raise exception here? :/
try:
obj.dupli_list_create(scene, settings)
except:
pass
def has_valid_parent(scene_data, obj):
if isinstance(obj, PoseBone):
obj = obj.bone
return obj.parent and obj.parent in scene_data.objects
def use_bake_space_transform(scene_data, obj):
# NOTE: Only applies to object types supporting this!!! Currently, only meshes...
# Also, do not apply it to children objects.
# TODO: Check whether this can work for bones too...
return (scene_data.settings.bake_space_transform and isinstance(obj, Object) and
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obj.type in BLENDER_OBJECT_TYPES_MESHLIKE and not has_valid_parent(scene_data, obj))
def fbx_object_matrix(scene_data, obj, armature=None, local_space=False, global_space=False):
Generate object transform matrix (*always* in matching *FBX* space!).
If local_space is True, returned matrix is *always* in local space.
Else if global_space is True, returned matrix is always in world space.
If both local_space and global_space are False, returned matrix is in parent space if parent is valid,
else in world space.
Note local_space has precedence over global_space.
If obj is a bone, and global_space is True, armature must be provided (it's the bone's armature object!).
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obj can also be a DupliObject.
Applies specific rotation to bones, lamps and cameras (conversion Blender -> FBX).
"""
is_posebone = isinstance(obj, PoseBone)
is_bone = is_posebone or isinstance(obj, Bone)
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is_dupli = isinstance(obj, DupliObject)
# Objects which are not bones and do not have any parent are *always* in global space (unless local_space is True!).
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is_global = not local_space and (global_space or not (is_bone or is_dupli or has_valid_parent(scene_data, obj)))
bo = obj
matrix = (bo.matrix if is_posebone else bo.matrix_local) * MAT_CONVERT_BONE
# Bones are in armature (object) space currently, either bring them to global space or real
# local space (relative to parent bone).
if is_global:
matrix = armature.matrix_world * matrix
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elif bo.parent: # Handle parent bone if needed.
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par_matrix = (bo.parent.matrix if is_posebone else bo.parent.matrix_local).copy()
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matrix = (par_matrix * MAT_CONVERT_BONE).inverted() * matrix
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if is_dupli:
parent = obj.id_data
# And here, we are in *world* space, go back to local (parent) space...
matrix = parent.matrix_world.inverted() * obj.matrix
else:
parent = obj.parent
matrix = obj.matrix_local.copy()
# Lamps, and cameras need to be rotated (in local space!).
if obj.type == 'LAMP':
matrix = matrix * MAT_CONVERT_LAMP
elif obj.type == 'CAMERA':
matrix = matrix * MAT_CONVERT_CAMERA
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# Our matrix is in local space, time to bring it in its final desired space.
if parent:
if is_global:
# Move matrix to global Blender space.
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matrix = parent.matrix_world * matrix
elif use_bake_space_transform(scene_data, parent):
# Blender's and FBX's local space of parent may differ if we use bake_space_transform...
# Apply parent's *Blender* local space...
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matrix = parent.matrix_local * matrix
# ...and move it back into parent's *FBX* local space.
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par_mat = fbx_object_matrix(scene_data, parent, local_space=True)
matrix = par_mat.inverted() * matrix
if use_bake_space_transform(scene_data, obj):
# If we bake the transforms we need to post-multiply inverse global transform.
# This means that the global transform will not apply to children of this transform.
matrix = matrix * scene_data.settings.global_matrix_inv
if is_global:
# In any case, pre-multiply the global matrix to get it in FBX global space!
matrix = scene_data.settings.global_matrix * matrix
return matrix
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def fbx_object_tx(scene_data, obj, rot_euler_compat=None):
"""
Generate object transform data (always in local space when possible).
"""
matrix = fbx_object_matrix(scene_data, obj)
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
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# quat -> euler, we always use 'XYZ' order, use ref rotation if given.
if rot_euler_compat is not None:
rot = rot.to_euler('XYZ', rot_euler_compat)
else:
rot = rot.to_euler('XYZ')
return loc, rot, scale, matrix, matrix_rot
def fbx_name_class(name, cls):
return FBX_NAME_CLASS_SEP.join((name, cls))
def fbx_data_element_custom_properties(props, bid):
"""
Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
"""
for k, v in bid.items():
if isinstance(v, str):
elem_props_set(props, "p_string", k.encode(), v, custom=True)
elif isinstance(v, int):
elem_props_set(props, "p_integer", k.encode(), v, custom=True)
if isinstance(v, float):
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elem_props_set(props, "p_double", k.encode(), v, custom=True)
def fbx_data_empty_elements(root, empty, scene_data):
"""
Write the Empty data block.
"""
empty_key = scene_data.data_empties[empty]
null = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(empty_key))
null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
null.add_string(b"Null")
elem_data_single_string(null, b"TypeFlags", b"Null")
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tmpl = elem_props_template_init(scene_data.templates, b"Null")
props = elem_properties(null)
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elem_props_template_finalize(tmpl, props)
# No custom properties, already saved with object (Model).
def fbx_data_lamp_elements(root, lamp, scene_data):
"""
Write the Lamp data block.
"""
gscale = scene_data.settings.global_scale
lamp_key = scene_data.data_lamps[lamp]
do_light = True
decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT']
do_shadow = False
shadow_color = Vector((0.0, 0.0, 0.0))
if lamp.type not in {'HEMI'}:
if lamp.type not in {'SUN', 'AREA'}:
decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type]
do_light = (not lamp.use_only_shadow) and (lamp.use_specular or lamp.use_diffuse)
do_shadow = lamp.shadow_method not in {'NOSHADOW'}
shadow_color = lamp.shadow_color
light = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(lamp_key))
light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
light.add_string(b"Light")
elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION) # Sic...
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tmpl = elem_props_template_init(scene_data.templates, b"Light")
props = elem_properties(light)
elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
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elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type)
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elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale)
elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
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elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
if lamp.type in {'SPOT'}:
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elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
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elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, lamp)
def fbx_data_camera_elements(root, cam_obj, scene_data):
"""
Write the Camera data blocks.
"""
gscale = scene_data.settings.global_scale
cam_data = cam_obj.data
cam_key = scene_data.data_cameras[cam_obj]
# Real data now, good old camera!
# Object transform info.
loc, rot, scale, matrix, matrix_rot = fbx_object_tx(scene_data, cam_obj)
up = matrix_rot * Vector((0.0, 1.0, 0.0))
to = matrix_rot * Vector((0.0, 0.0, -1.0))
# Render settings.
# TODO We could export much more...
render = scene_data.scene.render
width = render.resolution_x
height = render.resolution_y
aspect = width / height
# Film width & height from mm to inches
filmwidth = units_convert(cam_data.sensor_width, "millimeter", "inch")
filmheight = units_convert(cam_data.sensor_height, "millimeter", "inch")
filmaspect = filmwidth / filmheight
# Film offset
offsetx = filmwidth * cam_data.shift_x
offsety = filmaspect * filmheight * cam_data.shift_y
cam = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(cam_key))
cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
cam.add_string(b"Camera")
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tmpl = elem_props_template_init(scene_data.templates, b"Camera")
props = elem_properties(cam)
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elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to) # Point, not vector!
# Should we use world value?
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elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)
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elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)
elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3) # FocalLength.
elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2) # FitHorizontal.
elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
# No need to convert to inches here...
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elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
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elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1) # RelativeToCamera.
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elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)
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elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, cam_data)
elem_data_single_string(cam, b"TypeFlags", b"Camera")
elem_data_single_int32(cam, b"GeometryVersion", 124) # Sic...
elem_data_vec_float64(cam, b"Position", loc)
elem_data_vec_float64(cam, b"Up", up)
elem_data_vec_float64(cam, b"LookAt", to)
elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
elem_data_single_int32(cam, b"ShowAudio", 0)
elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)
def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
"""
Write the Mesh (Geometry) data block.
"""
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# Ugly helper... :/
def _infinite_gen(val):
while 1:
yield val
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me_key, me, _free = scene_data.data_meshes[me_obj]
# In case of multiple instances of same mesh, only write it once!
if me_key in done_meshes:
return
# No gscale/gmat here, all data are supposed to be in object space.
smooth_type = scene_data.settings.mesh_smooth_type
do_bake_space_transform = use_bake_space_transform(scene_data, me_obj)
# Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
# global matrix, so we need to apply the global matrix to the vertices to get the correct result.
geom_mat_co = scene_data.settings.global_matrix if do_bake_space_transform else None
# We need to apply the inverse transpose of the global matrix when transforming normals.
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geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
if geom_mat_no is not None:
# Remove translation & scaling!
geom_mat_no.translation = Vector()
geom_mat_no.normalize()
geom = elem_data_single_int64(root, b"Geometry", get_fbxuid_from_key(me_key))
geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
geom.add_string(b"Mesh")
tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
props = elem_properties(geom)
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, me)
elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)
# Vertex cos.
t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
me.vertices.foreach_get("co", t_co)
if geom_mat_co is not None:
def _vcos_transformed_gen(raw_cos, m=None):
# Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
return chain(*(m * Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
t_co = _vcos_transformed_gen(t_co, geom_mat_co)
elem_data_single_float64_array(geom, b"Vertices", t_co)
del t_co
# Polygon indices.
#
# We do loose edges as two-vertices faces, if enabled...
#
# Note we have to process Edges in the same time, as they are based on poly's loops...
loop_nbr = len(me.loops)
t_pvi = array.array(data_types.ARRAY_INT32, (0,)) * loop_nbr
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t_ls = [None] * len(me.polygons)
me.loops.foreach_get("vertex_index", t_pvi)
me.polygons.foreach_get("loop_start", t_ls)
# Add "fake" faces for loose edges.
if scene_data.settings.use_mesh_edges:
t_le = tuple(e.vertices for e in me.edges if e.is_loose)
t_pvi.extend(chain(*t_le))
t_ls.extend(range(loop_nbr, loop_nbr + len(t_le), 2))
del t_le
# Edges...
# Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
# The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
# Advantage: Only one index per edge.
# Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
# for loose edges).
# We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
# (like e.g. crease).
t_eli = array.array(data_types.ARRAY_INT32)
edges_map = {}
edges_nbr = 0
if t_ls and t_pvi:
t_ls = set(t_ls)
todo_edges = [None] * len(me.edges) * 2
me.edges.foreach_get("vertices", todo_edges)
todo_edges = set((v1, v2) if v1 < v2 else (v2, v1) for v1, v2 in zip(*(iter(todo_edges),) * 2))
li = 0
vi = vi_start = t_pvi[0]
for li_next, vi_next in enumerate(t_pvi[1:] + t_pvi[:1], start=1):
if li_next in t_ls: # End of a poly's loop.
vi2 = vi_start
vi_start = vi_next
else:
vi2 = vi_next
e_key = (vi, vi2) if vi < vi2 else (vi2, vi)
if e_key in todo_edges:
t_eli.append(li)
todo_edges.remove(e_key)
edges_map[e_key] = edges_nbr
edges_nbr += 1
vi = vi_next
li = li_next
# End of edges!
# We have to ^-1 last index of each loop.
for ls in t_ls:
t_pvi[ls - 1] ^= -1
# And finally we can write data!
elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
elem_data_single_int32_array(geom, b"Edges", t_eli)
del t_pvi
del t_ls
del t_eli
# And now, layers!
# Smoothing.
if smooth_type in {'FACE', 'EDGE'}:
t_ps = None
_map = b""
if smooth_type == 'FACE':
t_ps = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
me.polygons.foreach_get("use_smooth", t_ps)
_map = b"ByPolygon"
else: # EDGE
# Write Edge Smoothing.
t_ps = array.array(data_types.ARRAY_INT32, (0,)) * edges_nbr
for e in me.edges:
if e.key not in edges_map:
continue # Only loose edges, in theory!
t_ps[edges_map[e.key]] = not e.use_edge_sharp
_map = b"ByEdge"
lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
elem_data_single_string(lay_smooth, b"Name", b"")
elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps) # Sight, int32 for bool...
del t_ps
# TODO: Edge crease (LayerElementCrease).
# And we are done with edges!
del edges_map
# Loop normals.
# NOTE: this is not supported by importer currently.
# XXX Official docs says normals should use IndexToDirect,
# but this does not seem well supported by apps currently...
me.calc_normals_split()
def _nortuples_gen(raw_nors, m):
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# Great, now normals are also expected 4D!
# XXX Back to 3D normals for now!
#gen = zip(*(iter(raw_nors),) * 3 + (_infinite_gen(1.0),))
gen = zip(*(iter(raw_nors),) * 3)
return gen if m is None else (m * Vector(v) for v in gen)
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
me.loops.foreach_get("normal", t_ln)
t_ln = _nortuples_gen(t_ln, geom_mat_no)
t_ln = tuple(t_ln) # No choice... :/
lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
elem_data_single_string(lay_nor, b"Name", b"")
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")
ln2idx = tuple(set(t_ln))
elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx))
# Normal weights, no idea what it is.
#t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(ln2idx)
#elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)
ln2idx = {nor: idx for idx, nor in enumerate(ln2idx)}
elem_data_single_int32_array(lay_nor, b"NormalsIndex", (ln2idx[n] for n in t_ln))
else:
lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
elem_data_single_string(lay_nor, b"Name", b"")
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Normals", chain(*t_ln))
# Normal weights, no idea what it is.
#t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
#elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
del t_ln
# tspace
tspacenumber = 0
if scene_data.settings.use_tspace:
tspacenumber = len(me.uv_layers)
if tspacenumber:
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
#t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
for idx, uvlayer in enumerate(me.uv_layers):
name = uvlayer.name
me.calc_tangents(name)
# Loop bitangents (aka binormals).
# NOTE: this is not supported by importer currently.
me.loops.foreach_get("bitangent", t_ln)
lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION)
elem_data_single_string_unicode(lay_nor, b"Name", name)
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Binormals", chain(*_nortuples_gen(t_ln, geom_mat_no)))
# Binormal weights, no idea what it is.
#elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)
# Loop tangents.
# NOTE: this is not supported by importer currently.
me.loops.foreach_get("tangent", t_ln)
lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION)
elem_data_single_string_unicode(lay_nor, b"Name", name)
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Tangents", chain(*_nortuples_gen(t_ln, geom_mat_no)))
# Tangent weights, no idea what it is.
#elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
me.free_tangents()
me.free_normals_split()
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del _nortuples_gen
# Write VertexColor Layers
# note, no programs seem to use this info :/
vcolnumber = len(me.vertex_colors)
if vcolnumber:
def _coltuples_gen(raw_cols):
return zip(*(iter(raw_cols),) * 3 + (_infinite_gen(1.0),)) # We need a fake alpha...
t_lc = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
for colindex, collayer in enumerate(me.vertex_colors):
collayer.data.foreach_get("color", t_lc)
lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex)
elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION)
elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name)
elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect")
col2idx = tuple(set(_coltuples_gen(t_lc)))
elem_data_single_float64_array(lay_vcol, b"Colors", chain(*col2idx)) # Flatten again...
col2idx = {col: idx for idx, col in enumerate(col2idx)}
elem_data_single_int32_array(lay_vcol, b"ColorIndex", (col2idx[c] for c in _coltuples_gen(t_lc)))
del col2idx
del t_lc
del _coltuples_gen
# Write UV layers.
# Note: LayerElementTexture is deprecated since FBX 2011 - luckily!
# Textures are now only related to materials, in FBX!
uvnumber = len(me.uv_layers)
if uvnumber:
def _uvtuples_gen(raw_uvs):
return zip(*(iter(raw_uvs),) * 2)
t_luv = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 2
for uvindex, uvlayer in enumerate(me.uv_layers):
uvlayer.data.foreach_get("uv", t_luv)
lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex)
elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION)
elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name)
elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect")
uv2idx = tuple(set(_uvtuples_gen(t_luv)))
elem_data_single_float64_array(lay_uv, b"UV", chain(*uv2idx)) # Flatten again...
uv2idx = {uv: idx for idx, uv in enumerate(uv2idx)}
elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv] for uv in _uvtuples_gen(t_luv)))
del uv2idx
del t_luv
del _uvtuples_gen
# Face's materials.
me_fbxmats_idx = None
if me in scene_data.mesh_mat_indices:
me_fbxmats_idx = scene_data.mesh_mat_indices[me]
me_blmats = me.materials
if me_fbxmats_idx and me_blmats:
lay_mat = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
elem_data_single_int32(lay_mat, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
elem_data_single_string(lay_mat, b"Name", b"")
nbr_mats = len(me_fbxmats_idx)
if nbr_mats > 1:
t_pm = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
me.polygons.foreach_get("material_index", t_pm)
# We have to validate mat indices, and map them to FBX indices.
blmats_to_fbxmats_idxs = [me_fbxmats_idx[m] for m in me_blmats]
mat_idx_limit = len(blmats_to_fbxmats_idxs)
def_mat = blmats_to_fbxmats_idxs[0]
_gen = (blmats_to_fbxmats_idxs[m] if m < mat_idx_limit else def_mat for m in t_pm)
t_pm = array.array(data_types.ARRAY_INT32, _gen)
elem_data_single_string(lay_mat, b"MappingInformationType", b"ByPolygon")
# XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one
# value per polygon...
# But looks like FBX expects it to be IndexToDirect here (maybe because materials are already
# indices??? *sigh*).
elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect")
elem_data_single_int32_array(lay_mat, b"Materials", t_pm)
del t_pm
else:
elem_data_single_string(lay_mat, b"MappingInformationType", b"AllSame")
elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect")
elem_data_single_int32_array(lay_mat, b"Materials", [0])
# And the "layer TOC"...
layer = elem_data_single_int32(geom, b"Layer", 0)
elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
lay_nor = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal")
elem_data_single_int32(lay_nor, b"TypedIndex", 0)
if tspacenumber:
lay_binor = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
elem_data_single_int32(lay_binor, b"TypedIndex", 0)
lay_tan = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
elem_data_single_int32(lay_tan, b"TypedIndex", 0)
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if smooth_type in {'FACE', 'EDGE'}:
lay_smooth = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing")
elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
if vcolnumber:
lay_vcol = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
elem_data_single_int32(lay_vcol, b"TypedIndex", 0)
if uvnumber:
lay_uv = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
elem_data_single_int32(lay_uv, b"TypedIndex", 0)
if me_fbxmats_idx is not None:
lay_mat = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_mat, b"Type", b"LayerElementMaterial")
elem_data_single_int32(lay_mat, b"TypedIndex", 0)
# Add other uv and/or vcol layers...
for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber),
fillvalue=0):
layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx))
elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
if vcolidx:
lay_vcol = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx)
if uvidx:
lay_uv = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
elem_data_single_int32(lay_uv, b"TypedIndex", uvidx)
if tspaceidx:
lay_binor = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx)
lay_tan = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx)
done_meshes.add(me_key)
def fbx_data_material_elements(root, mat, scene_data):
"""
Write the Material data block.
"""
ambient_color = (0.0, 0.0, 0.0)
if scene_data.data_world:
ambient_color = next(iter(scene_data.data_world.keys())).ambient_color
mat_key, _objs = scene_data.data_materials[mat]
# Approximation...
mat_type = b"Phong" if mat.specular_shader in {'COOKTORR', 'PHONG', 'BLINN'} else b"Lambert"
fbx_mat = elem_data_single_int64(root, b"Material", get_fbxuid_from_key(mat_key))
fbx_mat.add_string(fbx_name_class(mat.name.encode(), b"Material"))
fbx_mat.add_string(b"")
elem_data_single_int32(fbx_mat, b"Version", FBX_MATERIAL_VERSION)
# those are not yet properties, it seems...
elem_data_single_string(fbx_mat, b"ShadingModel", mat_type)
elem_data_single_int32(fbx_mat, b"MultiLayer", 0) # Should be bool...
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tmpl = elem_props_template_init(scene_data.templates, b"Material")
props = elem_properties(fbx_mat)
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elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode())
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elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", mat.diffuse_color)
elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit)
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elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
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elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", mat.diffuse_color)
elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", mat.diffuse_intensity)
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elem_props_template_set(tmpl, props, "p_color", b"TransparentColor",
mat.diffuse_color if mat.use_transparency else (1.0, 1.0, 1.0))
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elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor",
1.0 - mat.alpha if mat.use_transparency else 0.0)
elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0)
elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
# Not sure about those...
b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
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b"BumpFactor": (1.0, "p_double"),
b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
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b"DisplacementFactor": (0.0, "p_double"),
if mat_type == b"Phong":
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elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", mat.specular_color)
elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity / 2.0)
# See Material template about those two!
elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10)
elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10)
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elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", mat.mirror_color)
elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor",
mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0)
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elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, mat)
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def _gen_vid_path(img, scene_data):
msetts = scene_data.settings.media_settings
fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode,
msetts.subdir, msetts.copy_set, img.library)
fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel)))
return fname_abs, fname_rel
def fbx_data_texture_file_elements(root, tex, scene_data):
"""
Write the (file) Texture data block.
"""
# XXX All this is very fuzzy to me currently...
# Textures do not seem to use properties as much as they could.
# For now assuming most logical and simple stuff.
tex_key, _mats = scene_data.data_textures[tex]
img = tex.texture.image
fname_abs, fname_rel = _gen_vid_path(img, scene_data)
fbx_tex = elem_data_single_int64(root, b"Texture", get_fbxuid_from_key(tex_key))
fbx_tex.add_string(fbx_name_class(tex.name.encode(), b"Texture"))
fbx_tex.add_string(b"")
elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip")
elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION)
elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(tex.name.encode(), b"Texture"))
elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video"))
elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs)
elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)
alpha_source = 0 # None
if img.use_alpha:
if tex.texture.use_calculate_alpha:
alpha_source = 1 # RGBIntensity as alpha.
else:
alpha_source = 2 # Black, i.e. alpha channel.
# BlendMode not useful for now, only affects layered textures afaics.
mapping = 0 # None.
if tex.texture_coords in {'ORCO'}: # XXX Others?
if tex.mapping in {'FLAT'}:
mapping = 1 # Planar
elif tex.mapping in {'CUBE'}:
mapping = 4 # Box
elif tex.mapping in {'TUBE'}:
mapping = 3 # Cylindrical
elif tex.mapping in {'SPHERE'}:
mapping = 2 # Spherical
elif tex.texture_coords in {'UV'}:
# XXX *HOW* do we link to correct UVLayer???
mapping = 6 # UV
wrap_mode = 1 # Clamp
if tex.texture.extension in {'REPEAT'}:
wrap_mode = 0 # Repeat
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tmpl = elem_props_template_init(scene_data.templates, b"TextureFile")
props = elem_properties(fbx_tex)
elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source)
elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
img.alpha_mode in {'STRAIGHT'}) # Or is it PREMUL?
elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.offset)
elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", tex.scale)
elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", tex.texture.use_mipmap)
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elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, tex.texture)
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def fbx_data_video_elements(root, vid, scene_data):
"""
Write the actual image data block.
"""
vid_key, _texs = scene_data.data_videos[vid]
fname_abs, fname_rel = _gen_vid_path(vid, scene_data)
fbx_vid = elem_data_single_int64(root, b"Video", get_fbxuid_from_key(vid_key))
fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video"))
fbx_vid.add_string(b"Clip")
elem_data_single_string(fbx_vid, b"Type", b"Clip")
# XXX No Version???
elem_data_single_string_unicode(fbx_vid, b"FileName", fname_abs)
elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel)
if scene_data.settings.media_settings.embed_textures:
try:
with open(vid.filepath, 'br') as f:
elem_data_single_byte_array(fbx_vid, b"Content", f.read())
except Exception as e:
print("WARNING: embeding file {} failed ({})".format(vid.filepath, e))
elem_data_single_byte_array(fbx_vid, b"Content", b"")
else:
elem_data_single_byte_array(fbx_vid, b"Content", b"")
def fbx_data_armature_elements(root, armature, scene_data):
"""
Write:
* Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!).
* Deformers (i.e. Skin), bind between an armature and a mesh.
** SubDeformers (i.e. Cluster), one per bone/vgroup pair.
* BindPose.
Note armature itself has no data, it is a mere "Null" Model...
"""
mat_world_arm = fbx_object_matrix(scene_data, armature, global_space=True)
# Bones "data".
for bo in armature.data.bones:
_bo_key, bo_data_key, _arm = scene_data.data_bones[bo]
fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(bo_data_key))
fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute"))
fbx_bo.add_string(b"LimbNode")
elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
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tmpl = elem_props_template_init(scene_data.templates, b"Bone")
props = elem_properties(fbx_bo)
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elem_props_template_set(tmpl, props, "p_double", b"Size", (bo.tail_local - bo.head_local).length)
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elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, bo)
# Deformers and BindPoses.
# Note: we might also use Deformers for our "parent to vertex" stuff???
deformer = scene_data.data_deformers.get(armature, None)
if deformer is not None:
for me, (skin_key, obj, clusters) in deformer.items():
# BindPose.
# We assume bind pose for our bones are their "Editmode" pose...
# All matrices are expected in global (world) space.
bindpose_key = get_blender_armature_bindpose_key(armature, me)
fbx_pose = elem_data_single_int64(root, b"Pose", get_fbxuid_from_key(bindpose_key))
fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
fbx_pose.add_string(b"BindPose")
elem_data_single_string(fbx_pose, b"Type", b"BindPose")
elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + len(armature.data.bones))
# First node is mesh/object.
mat_world_obj = fbx_object_matrix(scene_data, obj, global_space=True)
fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
elem_data_single_int64(fbx_posenode, b"Node", get_fbxuid_from_key(scene_data.objects[obj]))
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix_to_array(mat_world_obj))
# And all bones of armature!
mat_world_bones = {}
for bo in armature.data.bones:
bomat = fbx_object_matrix(scene_data, bo, armature, global_space=True)
mat_world_bones[bo] = bomat
fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
elem_data_single_int64(fbx_posenode, b"Node", get_fbxuid_from_key(scene_data.objects[bo]))
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix_to_array(bomat))
# Deformer.
fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbxuid_from_key(skin_key))
fbx_skin.add_string(fbx_name_class(armature.name.encode(), b"Deformer"))
fbx_skin.add_string(b"Skin")
elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
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# Pre-process vertex weights (also to check vertices assigned ot more than four bones).
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bo_vg_idx = {bo.name: obj.vertex_groups[bo.name].index
for bo in clusters.keys() if bo.name in obj.vertex_groups}
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valid_idxs = set(bo_vg_idx.values())
vgroups = {vg.index: OrderedDict() for vg in obj.vertex_groups}
verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs),
key=lambda e: e[1], reverse=True)
for v in me.vertices)
for idx, vgs in enumerate(verts_vgroups):
for vg_idx, w in vgs:
vgroups[vg_idx][idx] = w
for bo, clstr_key in clusters.items():
# Find which vertices are affected by this bone/vgroup pair, and matching weights.
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# Note we still write a cluster for bones not affecting the mesh, to get 'rest pose' data
# (the TransformBlah matrices).
vg_idx = bo_vg_idx.get(bo.name, None)
indices, weights = ((), ()) if vg_idx is None or not vgroups[vg_idx] else zip(*vgroups[vg_idx].items())
# Create the cluster.
fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbxuid_from_key(clstr_key))
fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer"))
fbx_clstr.add_string(b"Cluster")
elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION)
# No idea what that user data might be...
fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"")
fbx_userdata.add_string(b"")
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elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
# Transform, TransformLink and TransformAssociateModel matrices...
# They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though.
# WARNING! Even though official FBX API presents Transform in global space,
# **it is stored in bone space in FBX data!** See:
# http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-
# by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
elem_data_single_float64_array(fbx_clstr, b"Transform",
matrix_to_array(mat_world_bones[bo].inverted() * mat_world_obj))
elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix_to_array(mat_world_bones[bo]))
elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix_to_array(mat_world_arm))
def fbx_data_object_elements(root, obj, scene_data):
"""
Write the Object (Model) data blocks.
Note we handle "Model" part of bones as well here!
"""
obj_type = b"Null" # default, sort of empty...
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tobj = obj
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if isinstance(obj, DupliObject):
obj_key = scene_data.objects[tuple(obj.persistent_id)][0]
obj = obj.object
else:
obj_key = scene_data.objects[obj]
if isinstance(obj, Bone):
obj_type = b"LimbNode"
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# Get PoseBone for transformations!
tobj = scene_data.bones_to_posebones[obj]
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elif (obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
obj_type = b"Mesh"
elif (obj.type == 'LAMP'):
obj_type = b"Light"
elif (obj.type == 'CAMERA'):
obj_type = b"Camera"
model = elem_data_single_int64(root, b"Model", get_fbxuid_from_key(obj_key))
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model.add_string(fbx_name_class(obj_key.encode(), b"Model"))
model.add_string(obj_type)
elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
# Object transform info.
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loc, rot, scale, matrix, matrix_rot = fbx_object_tx(scene_data, tobj)
rot = tuple(units_convert_iter(rot, "radian", "degree"))
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tmpl = elem_props_template_init(scene_data.templates, b"Model")
# For now add only loc/rot/scale...
props = elem_properties(model)
elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc)
elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot)
elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, obj)
# Those settings would obviously need to be edited in a complete version of the exporter, may depends on
# object type, etc.
elem_data_single_int32(model, b"MultiLayer", 0)
elem_data_single_int32(model, b"MultiTake", 0)
elem_data_single_bool(model, b"Shading", True)
elem_data_single_string(model, b"Culling", b"CullingOff")
if isinstance(obj, Object) and obj.type == 'CAMERA':
# Why, oh why are FBX cameras such a mess???
# And WHY add camera data HERE??? Not even sure this is needed...
render = scene_data.scene.render
width = render.resolution_x * 1.0
height = render.resolution_y * 1.0
elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0) # Don't know what it means
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elem_props_template_set(tmpl, props, "p_double", b"AspectW", width)
elem_props_template_set(tmpl, props, "p_double", b"AspectH", height)
elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True)
elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0) # Don't know what it means
elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True)
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elem_props_template_finalize(tmpl, props)
def fbx_data_animation_elements(root, scene_data):
"""
Write animation data.