Newer
Older
# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Script copyright (C) Blender Foundation
# FBX 7.1.0 -> 7.4.0 loader for Blender
Campbell Barton
committed
# Not totally pep8 compliant.
# pep8 import_fbx.py --ignore=E501,E123,E702,E125
if "bpy" in locals():
import importlib
if "parse_fbx" in locals():
importlib.reload(parse_fbx)
if "fbx_utils" in locals():
importlib.reload(fbx_utils)
Campbell Barton
committed
import bpy
# -----
# Utils
from .parse_fbx import data_types, FBXElem
from .fbx_utils import (
units_convertor_iter,
array_to_matrix4,
similar_values,
similar_values_iter,
Jens Ch. Restemeier
committed
FBXImportSettings
# global singleton, assign on execution
fbx_elem_nil = None
# Units convertors...
convert_deg_to_rad_iter = units_convertor_iter("degree", "radian")
MAT_CONVERT_BONE = fbx_utils.MAT_CONVERT_BONE.inverted()
MAT_CONVERT_LAMP = fbx_utils.MAT_CONVERT_LAMP.inverted()
MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA.inverted()
def elem_find_first(elem, id_search, default=None):
for fbx_item in elem.elems:
if fbx_item.id == id_search:
return fbx_item
return default
def elem_find_iter(elem, id_search):
for fbx_item in elem.elems:
if fbx_item.id == id_search:
yield fbx_item
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
def elem_find_first_string(elem, id_search):
fbx_item = elem_find_first(elem, id_search)
if fbx_item is not None:
assert(len(fbx_item.props) == 1)
assert(fbx_item.props_type[0] == data_types.STRING)
return fbx_item.props[0].decode('utf-8')
return None
def elem_find_first_bytes(elem, id_search, decode=True):
fbx_item = elem_find_first(elem, id_search)
if fbx_item is not None:
assert(len(fbx_item.props) == 1)
assert(fbx_item.props_type[0] == data_types.STRING)
return fbx_item.props[0]
return None
def elem_repr(elem):
return "%s: props[%d=%r], elems=(%r)" % (
elem.id,
len(elem.props),
", ".join([repr(p) for p in elem.props]),
# elem.props_type,
b", ".join([e.id for e in elem.elems]),
)
def elem_split_name_class(elem):
assert(elem.props_type[-2] == data_types.STRING)
elem_name, elem_class = elem.props[-2].split(b'\x00\x01')
return elem_name, elem_class
def elem_name_ensure_class(elem, clss=...):
elem_name, elem_class = elem_split_name_class(elem)
if clss is not ...:
assert(elem_class == clss)
return elem_name.decode('utf-8')
def elem_split_name_class_nodeattr(elem):
assert(elem.props_type[-2] == data_types.STRING)
elem_name, elem_class = elem.props[-2].split(b'\x00\x01')
assert(elem_class == b'NodeAttribute')
assert(elem.props_type[-1] == data_types.STRING)
elem_class = elem.props[-1]
return elem_name, elem_class
def elem_uuid(elem):
assert(elem.props_type[0] == data_types.INT64)
return elem.props[0]
def elem_prop_first(elem, default=None):
return elem.props[0] if (elem is not None) and elem.props else default
# ----
# Support for
# Properties70: { ... P:
def elem_props_find_first(elem, elem_prop_id):
# support for templates (tuple of elems)
if type(elem) is not FBXElem:
assert(type(elem) is tuple)
for e in elem:
result = elem_props_find_first(e, elem_prop_id)
if result is not None:
return result
assert(len(elem) > 0)
return None
for subelem in elem.elems:
assert(subelem.id == b'P')
if subelem.props[0] == elem_prop_id:
return subelem
return None
def elem_props_get_color_rgb(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'Color':
# FBX version 7300
assert(elem_prop.props[1] == b'Color')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
else:
assert(elem_prop.props[1] == b'ColorRGB')
assert(elem_prop.props[2] == b'Color')
assert(elem_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
return elem_prop.props[4:7]
return default
def elem_props_get_vector_3d(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
return elem_prop.props[4:7]
return default
def elem_props_get_number(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'double':
assert(elem_prop.props[1] == b'double')
assert(elem_prop.props[2] == b'Number')
else:
assert(elem_prop.props[1] == b'Number')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.FLOAT64)
return elem_prop.props[4]
return default
def elem_props_get_integer(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'int':
assert(elem_prop.props[1] == b'int')
assert(elem_prop.props[2] == b'Integer')
elif elem_prop.props[1] == b'ULongLong':
assert(elem_prop.props[1] == b'ULongLong')
assert(elem_prop.props[2] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] in {data_types.INT32, data_types.INT64})
return elem_prop.props[4]
return default
Campbell Barton
committed
def elem_props_get_bool(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
assert(elem_prop.props[1] == b'bool')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.INT32)
assert(elem_prop.props[4] in {0, 1})
Campbell Barton
committed
return bool(elem_prop.props[4])
return default
def elem_props_get_enum(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
assert(elem_prop.props[1] == b'enum')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.INT32)
return elem_prop.props[4]
return default
Bastien Montagne
committed
def elem_props_get_visibility(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
assert(elem_prop.props[1] == b'Visibility')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.FLOAT64)
return elem_prop.props[4]
return default
# ----------------------------------------------------------------------------
# Blender
# ------
# Object
Bastien Montagne
committed
from collections import namedtuple
Bastien Montagne
committed
FBXTransformData = namedtuple("FBXTransformData", (
"loc",
"rot", "rot_ofs", "rot_piv", "pre_rot", "pst_rot", "rot_ord", "rot_alt_mat",
"sca", "sca_ofs", "sca_piv",
))
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
def blen_read_custom_properties(fbx_obj, blen_obj, settings):
# There doesn't seem to be a way to put user properties into templates, so this only get the object properties:
fbx_obj_props = elem_find_first(fbx_obj, b'Properties70')
if fbx_obj_props:
for fbx_prop in fbx_obj_props.elems:
assert(fbx_prop.id == b'P')
if b'U' in fbx_prop.props[3]:
if fbx_prop.props[0] == b'UDP3DSMAX':
# Special case for 3DS Max user properties:
assert(fbx_prop.props[1] == b'KString')
assert(fbx_prop.props_type[4] == data_types.STRING)
items = fbx_prop.props[4].decode('utf-8')
for item in items.split('\r\n'):
if item:
prop_name, prop_value = item.split('=', 1)
blen_obj[prop_name.strip()] = prop_value.strip()
else:
prop_name = fbx_prop.props[0].decode('utf-8')
prop_type = fbx_prop.props[1]
if prop_type in {b'Vector', b'Vector3D', b'Color', b'ColorRGB'}:
assert(fbx_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
blen_obj[prop_name] = fbx_prop.props[4:7]
elif prop_type in {b'Vector4', b'ColorRGBA'}:
assert(fbx_prop.props_type[4:8] == bytes((data_types.FLOAT64,)) * 4)
blen_obj[prop_name] = fbx_prop.props[4:8]
elif prop_type == b'Vector2D':
assert(fbx_prop.props_type[4:6] == bytes((data_types.FLOAT64,)) * 2)
blen_obj[prop_name] = fbx_prop.props[4:6]
elif prop_type in {b'Integer', b'int'}:
assert(fbx_prop.props_type[4] == data_types.INT32)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type == b'KString':
assert(fbx_prop.props_type[4] == data_types.STRING)
blen_obj[prop_name] = fbx_prop.props[4].decode('utf-8')
elif prop_type in {b'Number', b'double', b'Double'}:
assert(fbx_prop.props_type[4] == data_types.FLOAT64)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type in {b'Float', b'float'}:
assert(fbx_prop.props_type[4] == data_types.FLOAT32)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type in {b'Bool', b'bool'}:
assert(fbx_prop.props_type[4] == data_types.INT32)
blen_obj[prop_name] = fbx_prop.props[4] != 0
elif prop_type in {b'Enum', b'enum'}:
assert(fbx_prop.props_type[4:6] == bytes((data_types.INT32, data_types.STRING)))
val = fbx_prop.props[4]
if settings.use_custom_props_enum_as_string:
enum_items = fbx_prop.props[5].decode('utf-8').split('~')
assert(val >= 0 and val < len(enum_items))
blen_obj[prop_name] = enum_items[val]
else:
blen_obj[prop_name] = val
else:
print ("WARNING: User property type '%s' is not supported" % prop_type.decode('utf-8'))
Bastien Montagne
committed
def blen_read_object_transform_do(transform_data):
from mathutils import Matrix, Euler
Bastien Montagne
committed
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
# translation
lcl_translation = Matrix.Translation(transform_data.loc)
# rotation
to_rot = lambda rot, rot_ord: Euler(convert_deg_to_rad_iter(rot), rot_ord).to_matrix().to_4x4()
lcl_rot = to_rot(transform_data.rot, transform_data.rot_ord) * transform_data.rot_alt_mat
pre_rot = to_rot(transform_data.pre_rot, transform_data.rot_ord)
pst_rot = to_rot(transform_data.pst_rot, transform_data.rot_ord)
rot_ofs = Matrix.Translation(transform_data.rot_ofs)
rot_piv = Matrix.Translation(transform_data.rot_piv)
sca_ofs = Matrix.Translation(transform_data.sca_ofs)
sca_piv = Matrix.Translation(transform_data.sca_piv)
# scale
lcl_scale = Matrix()
lcl_scale[0][0], lcl_scale[1][1], lcl_scale[2][2] = transform_data.sca
return (
lcl_translation *
rot_ofs *
rot_piv *
pre_rot *
lcl_rot *
pst_rot *
rot_piv.inverted() *
sca_ofs *
sca_piv *
lcl_scale *
sca_piv.inverted()
)
Bastien Montagne
committed
# XXX This might be weak, now that we can add vgroups from both bones and shapes, name collisions become
# more likely, will have to make this more robust!!!
def add_vgroup_to_objects(vg_indices, vg_weights, vg_name, objects):
assert(len(vg_indices) == len(vg_weights))
if vg_indices:
for obj in objects:
# We replace/override here...
vg = obj.vertex_groups.get(vg_name)
if vg is None:
vg = obj.vertex_groups.new(vg_name)
for i, w in zip(vg_indices, vg_weights):
vg.add((i,), w, 'REPLACE')
Bastien Montagne
committed
def blen_read_object_transform_preprocess(fbx_props, fbx_obj, rot_alt_mat):
# This is quite involved, 'fbxRNode.cpp' from openscenegraph used as a reference
Bastien Montagne
committed
const_vector_zero_3d = 0.0, 0.0, 0.0
const_vector_one_3d = 1.0, 1.0, 1.0
Bastien Montagne
committed
loc = list(elem_props_get_vector_3d(fbx_props, b'Lcl Translation', const_vector_zero_3d))
rot = list(elem_props_get_vector_3d(fbx_props, b'Lcl Rotation', const_vector_zero_3d))
sca = list(elem_props_get_vector_3d(fbx_props, b'Lcl Scaling', const_vector_one_3d))
rot_ofs = elem_props_get_vector_3d(fbx_props, b'RotationOffset', const_vector_zero_3d)
rot_piv = elem_props_get_vector_3d(fbx_props, b'RotationPivot', const_vector_zero_3d)
sca_ofs = elem_props_get_vector_3d(fbx_props, b'ScalingOffset', const_vector_zero_3d)
sca_piv = elem_props_get_vector_3d(fbx_props, b'ScalingPivot', const_vector_zero_3d)
is_rot_act = elem_props_get_bool(fbx_props, b'RotationActive', False)
if is_rot_act:
pre_rot = elem_props_get_vector_3d(fbx_props, b'PreRotation', const_vector_zero_3d)
pst_rot = elem_props_get_vector_3d(fbx_props, b'PostRotation', const_vector_zero_3d)
rot_ord = {
0: 'XYZ',
1: 'XYZ',
2: 'XZY',
3: 'YZX',
4: 'YXZ',
5: 'ZXY',
6: 'ZYX',
}.get(elem_props_get_enum(fbx_props, b'RotationOrder', 0))
else:
pre_rot = const_vector_zero_3d
pst_rot = const_vector_zero_3d
rot_ord = 'XYZ'
Bastien Montagne
committed
return FBXTransformData(loc,
rot, rot_ofs, rot_piv, pre_rot, pst_rot, rot_ord, rot_alt_mat,
sca, sca_ofs, sca_piv)
Jens Ch. Restemeier
committed
def blen_read_object(fbx_tmpl, fbx_obj, object_data, settings):
Bastien Montagne
committed
elem_name_utf8 = elem_name_ensure_class(fbx_obj)
# Object data must be created already
obj = bpy.data.objects.new(name=elem_name_utf8, object_data=object_data)
Jens Ch. Restemeier
committed
object_tdata_cache = settings.object_tdata_cache
Bastien Montagne
committed
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
# ----
# Misc Attributes
obj.color[0:3] = elem_props_get_color_rgb(fbx_props, b'Color', (0.8, 0.8, 0.8))
obj.hide = not bool(elem_props_get_visibility(fbx_props, b'Visibility', 1.0))
# ----
# Transformation
from mathutils import Matrix
from math import pi
# rotation corrections
rot_alt_mat = MAT_CONVERT_CAMERA
rot_alt_mat = MAT_CONVERT_LAMP
else:
rot_alt_mat = Matrix()
Bastien Montagne
committed
transform_data = object_tdata_cache.get(obj)
if transform_data is None:
transform_data = blen_read_object_transform_preprocess(fbx_props, fbx_obj, rot_alt_mat)
object_tdata_cache[obj] = transform_data
obj.matrix_basis = blen_read_object_transform_do(transform_data)
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, obj, settings)
return obj
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
# --------
# Armature
def blen_read_armatures_add_bone(bl_obj, bl_arm, bones, b_uuid, matrices, fbx_tmpl_model):
from mathutils import Matrix, Vector
b_item, bsize, p_uuid, clusters = bones[b_uuid]
fbx_bdata, bl_bname = b_item
if bl_bname is not None:
return bl_arm.edit_bones[bl_bname] # Have already been created...
p_ebo = None
if p_uuid is not None:
# Recurse over parents!
p_ebo = blen_read_armatures_add_bone(bl_obj, bl_arm, bones, p_uuid, matrices, fbx_tmpl_model)
if clusters:
# Note in some cases, one bone can have several clusters (kind of LoD?), in Blender we'll always
# use only the first, for now.
fbx_cdata, meshes, objects = clusters[0]
objects = {blen_o for fbx_o, blen_o in objects}
# We assume matrices in cluster are rest pose of bones (they are in Global space!).
# TransformLink is matrix of bone, in global space.
# TransformAssociateModel is matrix of armature, in global space (at bind time).
elm = elem_find_first(fbx_cdata, b'Transform', default=None)
mmat_bone = array_to_matrix4(elm.props[0]) if elm is not None else None
elm = elem_find_first(fbx_cdata, b'TransformLink', default=None)
bmat_glob = array_to_matrix4(elm.props[0]) if elm is not None else Matrix()
elm = elem_find_first(fbx_cdata, b'TransformAssociateModel', default=None)
amat_glob = array_to_matrix4(elm.props[0]) if elm is not None else Matrix()
mmat_glob = bmat_glob * mmat_bone
# We seek for matrix of bone in armature space...
Bastien Montagne
committed
bmat_arm = amat_glob.inverted_safe() * bmat_glob
# Bone correction, works here...
Bastien Montagne
committed
bmat_loc = (p_ebo.matrix.inverted_safe() * bmat_arm) if p_ebo else bmat_arm
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
bmat_loc = bmat_loc * MAT_CONVERT_BONE
bmat_arm = (p_ebo.matrix * bmat_loc) if p_ebo else bmat_loc
else:
# Armature bound to no mesh...
fbx_cdata, meshes, objects = (None, (), ())
mmat_bone = None
amat_glob = bl_obj.matrix_world
fbx_props = (elem_find_first(fbx_bdata, b'Properties70'),
elem_find_first(fbx_tmpl_model, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
# Bone correction, works here...
transform_data = blen_read_object_transform_preprocess(fbx_props, fbx_bdata, MAT_CONVERT_BONE)
bmat_loc = blen_read_object_transform_do(transform_data)
# Bring back matrix in armature space.
bmat_arm = (p_ebo.matrix * bmat_loc) if p_ebo else bmat_loc
# ----
# Now, create the (edit)bone.
bone_name = elem_name_ensure_class(fbx_bdata, b'Model')
ebo = bl_arm.edit_bones.new(name=bone_name)
bone_name = ebo.name # Might differ from FBX bone name!
b_item[1] = bone_name # since ebo is only valid in Edit mode... :/
# So that our bone gets its final length, but still Y-aligned in armature space.
# XXX We now know bsize is not len of bone... but still forbid zero len!
ebo.tail = Vector((0.0, 1.0, 0.0)) * max(bsize, 1e-3)
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
# And rotate/move it to its final "rest pose".
ebo.matrix = bmat_arm.normalized()
# Connection to parent.
if p_ebo is not None:
ebo.parent = p_ebo
if similar_values_iter(p_ebo.tail, ebo.head):
ebo.use_connect = True
if fbx_cdata is not None:
# ----
# Add a new vgroup to the meshes (their objects, actually!).
# Quite obviously, only one mesh is expected...
indices = elem_prop_first(elem_find_first(fbx_cdata, b'Indexes', default=None), default=())
weights = elem_prop_first(elem_find_first(fbx_cdata, b'Weights', default=None), default=())
add_vgroup_to_objects(indices, weights, bone_name, objects)
# ----
# If we get a valid mesh matrix (in bone space), store armature and mesh global matrices, we need to set temporarily
# both objects to those matrices when actually binding them via the modifier.
# Note we assume all bones were bound with the same mesh/armature (global) matrix, we do not support otherwise
# in Blender anyway!
if mmat_bone is not None:
for obj in objects:
if obj in matrices:
continue
matrices[obj] = (amat_glob, mmat_glob)
return ebo
Jens Ch. Restemeier
committed
def blen_read_armatures(fbx_tmpl, armatures, fbx_bones_to_fake_object, scene, arm_parents, settings):
from mathutils import Matrix
Jens Ch. Restemeier
committed
global_matrix = settings.global_matrix
assert(global_matrix is not None)
object_tdata_cache = settings.object_tdata_cache
for a_item, bones in armatures:
fbx_adata, bl_adata = a_item
matrices = {}
# ----
# Armature data.
elem_name_utf8 = elem_name_ensure_class(fbx_adata, b'Model')
bl_arm = bpy.data.armatures.new(name=elem_name_utf8)
# Need to create the object right now, since we can only add bones in Edit mode... :/
assert(a_item[1] is None)
if fbx_adata.props[2] in {b'LimbNode', b'Root'}:
# rootbone-as-armature case...
Jens Ch. Restemeier
committed
bl_adata = blen_read_object(fbx_tmpl, fbx_adata, bl_arm, settings)
fbx_bones_to_fake_object[fbx_adata.props[0]] = bl_adata
# reset transform.
bl_adata.matrix_basis = Matrix()
else:
Jens Ch. Restemeier
committed
bl_adata = a_item[1] = blen_read_object(fbx_tmpl, fbx_adata, bl_arm, settings)
# Instantiate in scene.
obj_base = scene.objects.link(bl_adata)
obj_base.select = True
# Switch to Edit mode.
scene.objects.active = bl_adata
is_hidden = bl_adata.hide
bl_adata.hide = False # Can't switch to Edit mode hidden objects...
bpy.ops.object.mode_set(mode='EDIT')
for b_uuid in bones:
blen_read_armatures_add_bone(bl_adata, bl_arm, bones, b_uuid, matrices, fbx_tmpl)
bpy.ops.object.mode_set(mode='OBJECT')
# Bind armature to objects.
arm_mat_back = bl_adata.matrix_basis.copy()
for ob_me, (amat, mmat) in matrices.items():
# bring global armature & mesh matrices into *Blender* global space.
amat = global_matrix * amat
mmat = global_matrix * mmat
bl_adata.matrix_basis = amat
me_mat_back = ob_me.matrix_basis.copy()
ob_me.matrix_basis = mmat
mod = ob_me.modifiers.new(elem_name_utf8, 'ARMATURE')
mod.object = bl_adata
ob_me.parent = bl_adata
ob_me.matrix_basis = me_mat_back
# Store the pair for later space corrections (bring back mesh in parent space).
arm_parents.add((bl_adata, ob_me))
bl_adata.matrix_basis = arm_mat_back
# Set Pose transformations...
for b_item, _b_size, _p_uuid, _clusters in bones.values():
fbx_bdata, bl_bname = b_item
fbx_props = (elem_find_first(fbx_bdata, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
pbo = b_item[1] = bl_adata.pose.bones[bl_bname]
transform_data = object_tdata_cache.get(pbo)
if transform_data is None:
# Bone correction, gives a mess as result. :(
transform_data = blen_read_object_transform_preprocess(fbx_props, fbx_bdata, MAT_CONVERT_BONE)
object_tdata_cache[pbo] = transform_data
mat = blen_read_object_transform_do(transform_data)
if pbo.parent:
# Bring back matrix in armature space.
mat = pbo.parent.matrix * mat
pbo.matrix = mat
Bastien Montagne
committed
# ---------
# Animation
def blen_read_animations_curves_iter(fbx_curves, blen_start_offset, fbx_start_offset, fps):
"""
Get raw FBX AnimCurve list, and yield values for all curves at each singular curves' keyframes,
together with (blender) timing, in frames.
blen_start_offset is expected in frames, while fbx_start_offset is expected in FBX ktime.
"""
# As a first step, assume linear interpolation between key frames, we'll (try to!) handle more
# of FBX curves later.
from .fbx_utils import FBX_KTIME
timefac = fps / FBX_KTIME
curves = tuple([0,
elem_prop_first(elem_find_first(c[2], b'KeyTime')),
elem_prop_first(elem_find_first(c[2], b'KeyValueFloat')),
c]
allkeys = sorted({item for sublist in curves for item in sublist[1]})
for curr_fbxktime in allkeys:
curr_values = []
for item in curves:
idx, times, values, fbx_curve = item
if times[idx] < curr_fbxktime:
if idx >= 0:
idx += 1
if idx >= len(times):
# We have reached our last element for this curve, stay on it from now on...
idx = -1
item[0] = idx
if times[idx] >= curr_fbxktime:
if idx == 0:
curr_values.append((values[idx], fbx_curve))
else:
# Interpolate between this key and the previous one.
ifac = (curr_fbxktime - times[idx - 1]) / (times[idx] - times[idx - 1])
curr_values.append(((values[idx] - values[idx - 1]) * ifac + values[idx - 1], fbx_curve))
curr_blenkframe = (curr_fbxktime - fbx_start_offset) * timefac + blen_start_offset
yield (curr_blenkframe, curr_values)
Jens Ch. Restemeier
committed
def blen_read_animations_action_item(action, item, cnodes, force_global, fps, settings):
"""
'Bake' loc/rot/scale into the action, taking into account global_matrix if no parent is present.
"""
from bpy.types import Object, PoseBone, ShapeKey
from mathutils import Euler, Matrix
from itertools import chain
Jens Ch. Restemeier
committed
global_matrix = settings.global_matrix
object_tdata_cache = settings.object_tdata_cache
blen_curves = []
fbx_curves = []
props = []
if isinstance(item, ShapeKey):
props = [(item.path_from_id("value"), 1, "Key")]
else: # Object or PoseBone:
if item not in object_tdata_cache:
print("ERROR! object '%s' has no transform data, while being animated!" % item.name)
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
return
# We want to create actions for objects, but for bones we 'reuse' armatures' actions!
grpname = None
if item.id_data != item:
grpname = item.name
# Since we might get other channels animated in the end, due to all FBX transform magic,
# we need to add curves for whole loc/rot/scale in any case.
props = [(item.path_from_id("location"), 3, grpname or "Location"),
None,
(item.path_from_id("scale"), 3, grpname or "Scale")]
rot_mode = item.rotation_mode
if rot_mode == 'QUATERNION':
props[1] = (item.path_from_id("rotation_quaternion"), 4, grpname or "Quaternion Rotation")
elif rot_mode == 'AXIS_ANGLE':
props[1] = (item.path_from_id("rotation_axis_angle"), 4, grpname or "Axis Angle Rotation")
else: # Euler
props[1] = (item.path_from_id("rotation_euler"), 3, grpname or "Euler Rotation")
blen_curves = [action.fcurves.new(prop, channel, grpname)
for prop, nbr_channels, grpname in props for channel in range(nbr_channels)]
for curves, fbxprop in cnodes.values():
for (fbx_acdata, _blen_data), channel in curves.values():
fbx_curves.append((fbxprop, channel, fbx_acdata))
if isinstance(item, ShapeKey):
# We assume for now blen init point is frame 1.0, while FBX ktime init point is 0.
for frame, values in blen_read_animations_curves_iter(fbx_curves, 1.0, 0, fps):
value = 0.0
for v, (fbxprop, channel, _fbx_acdata) in values:
assert(fbxprop == b'DeformPercent')
assert(channel == 0)
value = v / 100.0
for fc, v in zip(blen_curves, (value,)):
fc.keyframe_points.insert(frame, v, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
else: # Object or PoseBone:
transform_data = object_tdata_cache[item]
rot_prev = item.rotation_euler.copy()
# Pre-compute inverted local rest matrix of the bone, if relevant.
if isinstance(item, PoseBone):
# First, get local (i.e. parentspace) rest pose matrix
restmat = item.bone.matrix_local
if item.parent:
Bastien Montagne
committed
restmat = item.parent.bone.matrix_local.inverted_safe() * restmat
restmat_inv = restmat.inverted_safe()
# We assume for now blen init point is frame 1.0, while FBX ktime init point is 0.
for frame, values in blen_read_animations_curves_iter(fbx_curves, 1.0, 0, fps):
for v, (fbxprop, channel, _fbx_acdata) in values:
if fbxprop == b'Lcl Translation':
transform_data.loc[channel] = v
elif fbxprop == b'Lcl Rotation':
transform_data.rot[channel] = v
elif fbxprop == b'Lcl Scaling':
transform_data.sca[channel] = v
mat = blen_read_object_transform_do(transform_data)
# Don't forget global matrix - but never for bones!
if isinstance(item, Object):
if (not item.parent or force_global) and global_matrix is not None:
mat = global_matrix * mat
else: # PoseBone, Urg!
# And now, remove that rest pose matrix from current mat (also in parent space).
# Now we have a virtual matrix of transform from AnimCurves, we can insert keyframes!
loc, rot, sca = mat.decompose()
if rot_mode == 'QUATERNION':
pass # nothing to do!
elif rot_mode == 'AXIS_ANGLE':
vec, ang = rot.to_axis_angle()
rot = ang, vec.x, vec.y, vec.z
else: # Euler
rot = rot.to_euler(rot_mode, rot_prev)
rot_prev = rot
for fc, value in zip(blen_curves, chain(loc, rot, sca)):
fc.keyframe_points.insert(frame, value, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
# Since we inserted our keyframes in 'FAST' mode, we have to update the fcurves now.
for fc in blen_curves:
fc.update()
Jens Ch. Restemeier
committed
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, force_global_objects, settings):
"""
Recreate an action per stack/layer/object combinations.
Note actions are not linked to objects, this is up to the user!
"""
actions = {}
for as_uuid, ((fbx_asdata, _blen_data), alayers) in stacks.items():
stack_name = elem_name_ensure_class(fbx_asdata, b'AnimStack')
for al_uuid, ((fbx_aldata, _blen_data), items) in alayers.items():
layer_name = elem_name_ensure_class(fbx_aldata, b'AnimLayer')
for item, cnodes in items.items():
id_data = item.id_data
key = (as_uuid, al_uuid, id_data)
action = actions.get(key)
if action is None:
action_name = "|".join((id_data.name, stack_name, layer_name))
actions[key] = action = bpy.data.actions.new(action_name)
action.use_fake_user = True
Jens Ch. Restemeier
committed
blen_read_animations_action_item(action, item, cnodes,
item in force_global_objects, scene.render.fps, settings)
# ----
# Mesh
def blen_read_geom_layerinfo(fbx_layer):
return (
elem_find_first_string(fbx_layer, b'Name'),
elem_find_first_bytes(fbx_layer, b'MappingInformationType'),
elem_find_first_bytes(fbx_layer, b'ReferenceInformationType'),
)
def blen_read_geom_array_mapped_vert(
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
):
# TODO, generic mapping apply function
if fbx_layer_mapping == b'ByVertice':
if fbx_layer_ref == b'Direct':
assert(fbx_layer_index is None)
# TODO, more generic support for mapping types
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[(i * stride): (i * stride) + item_size])
return True
else:
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
else:
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
return False
def blen_read_geom_array_mapped_edge(
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
xform=None,
):
if fbx_layer_mapping == b'ByEdge':
if fbx_layer_ref == b'Direct':
if stride == 1:
if xform is None:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[i])
else:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
xform(fbx_layer_data[i]))
if xform is None:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[(i * stride): (i * stride) + item_size])
else:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
xform(fbx_layer_data[(i * stride): (i * stride) + item_size]))
return True
else:
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
else:
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
return False
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
xform=None,
):
if fbx_layer_ref == b'IndexToDirect':
if stride == 1:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[i])
else:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[(i * stride): (i * stride) + item_size])
elif fbx_layer_ref == b'Direct':
# looks like direct may have different meanings!
assert(stride == 1)
if xform is None:
for i in range(len(fbx_layer_data)):
setattr(blen_data[i], blend_attr, fbx_layer_data[i])
else:
for i in range(len(fbx_layer_data)):
setattr(blen_data[i], blend_attr, xform(fbx_layer_data[i]))
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
):
if fbx_layer_mapping == b'ByPolygonVertex':
if fbx_layer_ref == b'IndexToDirect':
assert(fbx_layer_index is not None)
for i, j in enumerate(fbx_layer_index):
Campbell Barton
committed
if j != -1:
setattr(blen_data[i], blend_attr,
fbx_layer_data[(j * stride): (j * stride) + item_size])
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
elif fbx_layer_mapping == b'ByVertice':
if fbx_layer_ref == b'Direct':
assert(fbx_layer_index is None)
loops = mesh.loops
polygons = mesh.polygons
for p in polygons:
for i in p.loop_indices:
j = loops[i].vertex_index
setattr(blen_data[i], blend_attr,
fbx_layer_data[(j * stride): (j * stride) + item_size])
else:
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
def blen_read_geom_layer_material(fbx_obj, mesh):
fbx_layer = elem_find_first(fbx_obj, b'LayerElementMaterial')
if fbx_layer is None:
return
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
if fbx_layer_mapping == b'AllSame':
# only to quiet warning
return
layer_id = b'Materials'
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
blen_data = mesh.polygons
mesh, blen_data, "material_index",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
def blen_read_geom_layer_uv(fbx_obj, mesh):
for layer_id in (b'LayerElementUV',):
for fbx_layer in elem_find_iter(fbx_obj, layer_id):
# all should be valid
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, b'UV'))
fbx_layer_index = elem_prop_first(elem_find_first(fbx_layer, b'UVIndex'))
uv_tex = mesh.uv_textures.new(name=fbx_layer_name)