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  •             uv_lay = mesh.uv_layers[-1]
    
                blen_data = uv_lay.data[:]
    
                # some valid files omit this data
    
                if fbx_layer_data is None:
    
                    print("%r %r missing data" % (layer_id, fbx_layer_name))
                    continue
    
    
                blen_read_geom_array_mapped_polyloop(
                    mesh, blen_data, "uv",
                    fbx_layer_data, fbx_layer_index,
                    fbx_layer_mapping, fbx_layer_ref,
    
                    2, 2, layer_id,
    
    def blen_read_geom_layer_color(fbx_obj, mesh):
        # almost same as UV's
        for layer_id in (b'LayerElementColor',):
            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'Colors'))
                fbx_layer_index = elem_prop_first(elem_find_first(fbx_layer, b'ColorIndex'))
    
                color_lay = mesh.vertex_colors.new(name=fbx_layer_name)
                blen_data = color_lay.data[:]
    
    
                # some valid files omit this data
    
                if fbx_layer_data is None:
    
                    print("%r %r missing data" % (layer_id, fbx_layer_name))
                    continue
    
    
                # ignore alpha layer (read 4 items into 3)
                blen_read_geom_array_mapped_polyloop(
                    mesh, blen_data, "color",
                    fbx_layer_data, fbx_layer_index,
                    fbx_layer_mapping, fbx_layer_ref,
                    4, 3, layer_id,
                    )
    
    
    def blen_read_geom_layer_smooth(fbx_obj, mesh):
        fbx_layer = elem_find_first(fbx_obj, b'LayerElementSmoothing')
    
        if fbx_layer is None:
            return False
    
        # all should be valid
        (fbx_layer_name,
         fbx_layer_mapping,
         fbx_layer_ref,
         ) = blen_read_geom_layerinfo(fbx_layer)
    
        layer_id = b'Smoothing'
        fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
    
    
        # udk has 'Direct' mapped, with no Smoothing, not sure why, but ignore these
        if fbx_layer_data is None:
            return False
    
    
        if fbx_layer_mapping == b'ByEdge':
    
            # some models have bad edge data, we cant use this info...
            if not mesh.edges:
                return False
    
    
            blen_data = mesh.edges
            ok_smooth = blen_read_geom_array_mapped_edge(
                mesh, blen_data, "use_edge_sharp",
                fbx_layer_data, None,
                fbx_layer_mapping, fbx_layer_ref,
    
                1, 1, layer_id,
    
                )
            return ok_smooth
        elif fbx_layer_mapping == b'ByPolygon':
            blen_data = mesh.polygons
            return blen_read_geom_array_mapped_polygon(
                mesh, blen_data, "use_smooth",
                fbx_layer_data, None,
                fbx_layer_mapping, fbx_layer_ref,
    
                1, 1, layer_id,
    
                xform=lambda s: (s != 0),  # smoothgroup bitflags, treat as booleans for now
    
                )
        else:
            print("warning layer %r mapping type unsupported: %r" % (fbx_layer.id, fbx_layer_mapping))
            return False
    
    
    
    def blen_read_geom_layer_normal(fbx_obj, mesh):
        fbx_layer = elem_find_first(fbx_obj, b'LayerElementNormal')
    
        if fbx_layer is None:
            return False
    
        (fbx_layer_name,
         fbx_layer_mapping,
         fbx_layer_ref,
         ) = blen_read_geom_layerinfo(fbx_layer)
    
        layer_id = b'Normals'
        fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
    
    
        blen_data = mesh.vertices
    
    
        return blen_read_geom_array_mapped_vert(
    
            mesh, blen_data, "normal",
    
            fbx_layer_data, None,
            fbx_layer_mapping, fbx_layer_ref,
    
            3, 3, layer_id,
    
    def blen_read_geom(fbx_tmpl, fbx_obj, settings):
    
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        elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Geometry')
    
    
        fbx_verts = elem_prop_first(elem_find_first(fbx_obj, b'Vertices'))
        fbx_polys = elem_prop_first(elem_find_first(fbx_obj, b'PolygonVertexIndex'))
    
        fbx_edges = elem_prop_first(elem_find_first(fbx_obj, b'Edges'))
    
        if fbx_verts is None:
            fbx_verts = ()
        if fbx_polys is None:
            fbx_polys = ()
    
    
        mesh = bpy.data.meshes.new(name=elem_name_utf8)
        mesh.vertices.add(len(fbx_verts) // 3)
        mesh.vertices.foreach_set("co", fbx_verts)
    
    
        if fbx_polys:
            mesh.loops.add(len(fbx_polys))
            poly_loop_starts = []
            poly_loop_totals = []
            poly_loop_prev = 0
            for i, l in enumerate(mesh.loops):
                index = fbx_polys[i]
                if index < 0:
                    poly_loop_starts.append(poly_loop_prev)
                    poly_loop_totals.append((i - poly_loop_prev) + 1)
                    poly_loop_prev = i + 1
    
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                    index ^= -1
    
                l.vertex_index = index
    
            mesh.polygons.add(len(poly_loop_starts))
            mesh.polygons.foreach_set("loop_start", poly_loop_starts)
            mesh.polygons.foreach_set("loop_total", poly_loop_totals)
    
    
            blen_read_geom_layer_material(fbx_obj, mesh)
    
            blen_read_geom_layer_uv(fbx_obj, mesh)
    
            blen_read_geom_layer_color(fbx_obj, mesh)
    
            # edges in fact index the polygons (NOT the vertices)
            import array
            tot_edges = len(fbx_edges)
            edges_conv = array.array('i', [0]) * (tot_edges * 2)
    
            edge_index = 0
            for i in fbx_edges:
    
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                e_a = fbx_polys[i]
                if e_a >= 0:
                    e_b = fbx_polys[i + 1]
    
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                        e_b ^= -1
    
                else:
                    # Last index of polygon, wrap back to the start.
    
                    # ideally we wouldn't have to search back,
                    # but it should only be 2-3 iterations.
                    j = i - 1
                    while j >= 0 and fbx_polys[j] >= 0:
                        j -= 1
    
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                    e_a ^= -1
                    e_b = fbx_polys[j + 1]
    
    
                edges_conv[edge_index] = e_a
                edges_conv[edge_index + 1] = e_b
                edge_index += 2
    
            mesh.edges.add(tot_edges)
            mesh.edges.foreach_set("vertices", edges_conv)
    
    
        # must be after edge, face loading.
        ok_smooth = blen_read_geom_layer_smooth(fbx_obj, mesh)
    
    
        ok_normals = blen_read_geom_layer_normal(fbx_obj, mesh)
    
    
        if not ok_normals:
            mesh.calc_normals()
    
        if not ok_smooth:
            for p in mesh.polygons:
                p.use_smooth = True
    
    
        if settings.use_custom_props:
            blen_read_custom_properties(fbx_obj, mesh, settings)
    
    
    def blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene, settings):
    
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        from mathutils import Vector
    
        elem_name_utf8 = elem_name_ensure_class(fbx_sdata, b'Geometry')
        indices = elem_prop_first(elem_find_first(fbx_sdata, b'Indexes'), default=())
        dvcos = tuple(co for co in zip(*[iter(elem_prop_first(elem_find_first(fbx_sdata, b'Vertices'), default=()))] * 3))
        # We completely ignore normals here!
        weight = elem_prop_first(elem_find_first(fbx_bcdata, b'DeformPercent'), default=100.0) / 100.0
        vgweights = tuple(vgw / 100.0 for vgw in elem_prop_first(elem_find_first(fbx_bcdata, b'FullWeights'), default=()))
    
    
        # Special case, in case all weights are the same, FullWeight can have only one element - *sigh!*
        nbr_indices = len(indices)
        if len(vgweights) == 1 and nbr_indices > 1:
            vgweights = (vgweights[0],) * nbr_indices
    
        assert(len(vgweights) == nbr_indices == len(dvcos))
    
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        create_vg = bool(set(vgweights) - {1.0})
    
    
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        for me, objects in meshes:
            vcos = tuple((idx, me.vertices[idx].co + Vector(dvco)) for idx, dvco in zip(indices, dvcos))
            objects = list({blen_o for fbx_o, blen_o in objects})
            assert(objects)
    
            if me.shape_keys is None:
                objects[0].shape_key_add(name="Basis", from_mix=False)
            objects[0].shape_key_add(name=elem_name_utf8, from_mix=False)
            me.shape_keys.use_relative = True  # Should already be set as such.
    
            kb = me.shape_keys.key_blocks[elem_name_utf8]
            for idx, co in vcos:
                kb.data[idx].co[:] = co
            kb.value = weight
    
            # Add vgroup if necessary.
            if create_vg:
                add_vgroup_to_objects(indices, vgweights, elem_name_utf8, objects)
                kb.vertex_group = elem_name_utf8
    
    
    def blen_read_material(fbx_tmpl, fbx_obj, settings):
    
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        elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Material')
    
        cycles_material_wrap_map = settings.cycles_material_wrap_map
    
        ma = bpy.data.materials.new(name=elem_name_utf8)
    
        const_color_white = 1.0, 1.0, 1.0
    
    
        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)
    
    
        ma_diff = elem_props_get_color_rgb(fbx_props, b'DiffuseColor', const_color_white)
        ma_spec = elem_props_get_color_rgb(fbx_props, b'SpecularColor', const_color_white)
        ma_alpha = elem_props_get_number(fbx_props, b'Opacity', 1.0)
        ma_spec_intensity = ma.specular_intensity = elem_props_get_number(fbx_props, b'SpecularFactor', 0.25) * 2.0
        ma_spec_hardness = elem_props_get_number(fbx_props, b'Shininess', 9.6)
        ma_refl_factor = elem_props_get_number(fbx_props, b'ReflectionFactor', 0.0)
        ma_refl_color = elem_props_get_color_rgb(fbx_props, b'ReflectionColor', const_color_white)
    
    
            from . import cycles_shader_compat
            # viewport color
            ma.diffuse_color = ma_diff
    
            ma_wrap = cycles_shader_compat.CyclesShaderWrapper(ma)
            ma_wrap.diffuse_color_set(ma_diff)
            ma_wrap.specular_color_set([c * ma_spec_intensity for c in ma_spec])
    
            ma_wrap.hardness_value_set(((ma_spec_hardness + 3.0) / 5.0) - 0.65)
    
            ma_wrap.alpha_value_set(ma_alpha)
            ma_wrap.reflect_factor_set(ma_refl_factor)
            ma_wrap.reflect_color_set(ma_refl_color)
    
            cycles_material_wrap_map[ma] = ma_wrap
        else:
            # TODO, number BumpFactor isnt used yet
            ma.diffuse_color = ma_diff
            ma.specular_color = ma_spec
            ma.alpha = ma_alpha
            ma.specular_intensity = ma_spec_intensity
            ma.specular_hardness = ma_spec_hardness * 5.10 + 1.0
    
            if ma_refl_factor != 0.0:
                ma.raytrace_mirror.use = True
                ma.raytrace_mirror.reflect_factor = ma_refl_factor
                ma.mirror_color = ma_refl_color
    
    
        if settings.use_custom_props:
            blen_read_custom_properties(fbx_obj, ma, settings)
    
    
    def blen_read_texture(fbx_tmpl, fbx_obj, basedir, settings):
    
        import os
        from bpy_extras import image_utils
    
    
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        elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Texture')
    
        filepath = elem_find_first_string(fbx_obj, b'FileName')
        if os.sep == '/':
            filepath = filepath.replace('\\', '/')
        else:
            filepath = filepath.replace('/', '\\')
    
        image = image_cache.get(filepath)
        if image is not None:
            return image
    
    
        image = image_utils.load_image(
            filepath,
            dirname=basedir,
            place_holder=True,
    
        image_cache[filepath] = image
        # name can be ../a/b/c
        image.name = os.path.basename(elem_name_utf8)
    
        if settings.use_custom_props:
            blen_read_custom_properties(fbx_obj, image, settings)
    
    
    def blen_read_camera(fbx_tmpl, fbx_obj, global_scale):
    
        # meters to inches
        M2I = 0.0393700787
    
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        elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'NodeAttribute')
    
        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)
    
    
        camera = bpy.data.cameras.new(name=elem_name_utf8)
    
    
        camera.type = 'ORTHO' if elem_props_get_enum(fbx_props, b'CameraProjectionType', 0) == 1 else 'PERSP'
    
    
        camera.lens = elem_props_get_number(fbx_props, b'FocalLength', 35.0)
        camera.sensor_width = elem_props_get_number(fbx_props, b'FilmWidth', 32.0 * M2I) / M2I
        camera.sensor_height = elem_props_get_number(fbx_props, b'FilmHeight', 32.0 * M2I) / M2I
    
    
        camera.ortho_scale = elem_props_get_number(fbx_props, b'OrthoZoom', 1.0)
    
    
        filmaspect = camera.sensor_width / camera.sensor_height
        # film offset
        camera.shift_x = elem_props_get_number(fbx_props, b'FilmOffsetX', 0.0) / (M2I * camera.sensor_width)
        camera.shift_y = elem_props_get_number(fbx_props, b'FilmOffsetY', 0.0) / (M2I * camera.sensor_height * filmaspect)
    
    
        camera.clip_start = elem_props_get_number(fbx_props, b'NearPlane', 0.01) * global_scale
        camera.clip_end = elem_props_get_number(fbx_props, b'FarPlane', 100.0) * global_scale
    
    def blen_read_light(fbx_tmpl, fbx_obj, global_scale):
    
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        elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'NodeAttribute')
    
        fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
                     elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
    
        # rare
        if fbx_props[0] is None:
            lamp = bpy.data.lamps.new(name=elem_name_utf8, type='POINT')
            return lamp
    
    
        light_type = {
            0: 'POINT',
            1: 'SUN',
            2: 'SPOT'}.get(elem_props_get_enum(fbx_props, b'LightType', 0), 'POINT')
    
        lamp = bpy.data.lamps.new(name=elem_name_utf8, type=light_type)
    
    
        if light_type == 'SPOT':
    
            spot_size = elem_props_get_number(fbx_props, b'OuterAngle', None)
            if spot_size is None:
                # Deprecated.
                spot_size = elem_props_get_number(fbx_props, b'Cone angle', 45.0)
            lamp.spot_size = math.radians(spot_size)
    
            spot_blend = elem_props_get_number(fbx_props, b'InnerAngle', None)
            if spot_blend is None:
                # Deprecated.
                spot_blend = elem_props_get_number(fbx_props, b'HotSpot', 45.0)
            lamp.spot_blend = 1.0 - (spot_blend / spot_size)
    
        lamp.color = elem_props_get_color_rgb(fbx_props, b'Color', (1.0, 1.0, 1.0))
    
        lamp.energy = elem_props_get_number(fbx_props, b'Intensity', 100.0) / 100.0
        lamp.distance = elem_props_get_number(fbx_props, b'DecayStart', 25.0) * global_scale
        lamp.shadow_method = ('RAY_SHADOW' if elem_props_get_bool(fbx_props, b'CastShadow', True) else 'NOSHADOW')
        lamp.shadow_color = elem_props_get_color_rgb(fbx_props, b'ShadowColor', (0.0, 0.0, 0.0))
    
    def is_ascii(filepath, size):
        with open(filepath, 'r', encoding="utf-8") as f:
            try:
                f.read(size)
                return True
            except UnicodeDecodeError:
                pass
    
        return False
    
    
    
    def load(operator, context, filepath="",
    
             use_manual_orientation=False,
             axis_forward='-Z',
             axis_up='Y',
             global_scale=1.0,
    
             use_image_search=False,
             use_alpha_decals=False,
    
             decal_offset=0.0,
             use_custom_props=True,
             use_custom_props_enum_as_string=True):
    
        global fbx_elem_nil
        fbx_elem_nil = FBXElem('', (), (), ())
    
    
        import os
        import time
    
        from bpy_extras.io_utils import axis_conversion
        from mathutils import Matrix
    
    
        from .fbx_utils import RIGHT_HAND_AXES, FBX_FRAMERATES
    
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        start_time = time.process_time()
    
    
        # detect ascii files
        if is_ascii(filepath, 24):
            operator.report({'ERROR'}, "ASCII FBX files are not supported %r" % filepath)
            return {'CANCELLED'}
    
    
        try:
            elem_root, version = parse_fbx.parse(filepath)
        except:
            import traceback
            traceback.print_exc()
    
            operator.report({'ERROR'}, "Couldn't open file %r" % filepath)
            return {'CANCELLED'}
    
        if version < 7100:
            operator.report({'ERROR'}, "Version %r unsupported, must be %r or later" % (version, 7100))
            return {'CANCELLED'}
    
    
        if bpy.ops.object.mode_set.poll():
            bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
    
    
        # deselect all
        if bpy.ops.object.select_all.poll():
            bpy.ops.object.select_all(action='DESELECT')
    
        basedir = os.path.dirname(filepath)
    
    
        cycles_material_wrap_map = {}
        image_cache = {}
        if not use_cycles:
            texture_cache = {}
    
        # Tables: (FBX_byte_id -> [FBX_data, None or Blender_datablock])
        fbx_table_nodes = {}
    
    
        if use_alpha_decals:
            material_decals = set()
        else:
            material_decals = None
    
    
        # #### Get some info from GlobalSettings.
    
    
        fbx_settings = elem_find_first(elem_root, b'GlobalSettings')
        fbx_settings_props = elem_find_first(fbx_settings, b'Properties70')
        if fbx_settings is None or fbx_settings_props is None:
            operator.report({'ERROR'}, "No 'GlobalSettings' found in file %r" % filepath)
            return {'CANCELLED'}
    
        # Compute global matrix and scale.
        if not use_manual_orientation:
            axis_forward = (elem_props_get_integer(fbx_settings_props, b'FrontAxis', 1),
                            elem_props_get_integer(fbx_settings_props, b'FrontAxisSign', 1))
            axis_up = (elem_props_get_integer(fbx_settings_props, b'UpAxis', 2),
                       elem_props_get_integer(fbx_settings_props, b'UpAxisSign', 1))
            axis_coord = (elem_props_get_integer(fbx_settings_props, b'CoordAxis', 0),
                          elem_props_get_integer(fbx_settings_props, b'CoordAxisSign', 1))
    
            axis_key = (axis_up, axis_forward, axis_coord)
            axis_up, axis_forward = {v: k for k, v in RIGHT_HAND_AXES.items()}.get(axis_key, ('Z', 'Y'))
    
            # FBX base unit seems to be the centimeter, while raw Blender Unit is equivalent to the meter...
            global_scale = elem_props_get_number(fbx_settings_props, b'UnitScaleFactor', 100.0) / 100.0
        global_matrix = (Matrix.Scale(global_scale, 4) *
                         axis_conversion(from_forward=axis_forward, from_up=axis_up).to_4x4())
    
        # Compute framerate settings.
        custom_fps = elem_props_get_number(fbx_settings_props, b'CustomFrameRate', 25.0)
        time_mode = elem_props_get_enum(fbx_settings_props, b'TimeMode')
        real_fps = {eid: val for val, eid in FBX_FRAMERATES[1:]}.get(time_mode, custom_fps)
        if real_fps < 0.0:
            real_fps = 25.0
        scene.render.fps = round(real_fps)
        scene.render.fps_base = scene.render.fps / real_fps
    
    
        # store global settings that need to be accessed during conversion
        settings = FBXImportSettings(
            operator.report, (axis_up, axis_forward), global_matrix, global_scale,
            use_cycles, use_image_search,
            use_alpha_decals, decal_offset,
    
            use_custom_props, use_custom_props_enum_as_string,
    
            object_tdata_cache, cycles_material_wrap_map, image_cache,
        )
    
        # #### And now, the "real" data.
    
        fbx_defs = elem_find_first(elem_root, b'Definitions')  # can be None
    
        fbx_nodes = elem_find_first(elem_root, b'Objects')
        fbx_connections = elem_find_first(elem_root, b'Connections')
    
        if fbx_nodes is None:
    
            operator.report({'ERROR'}, "No 'Objects' found in file %r" % filepath)
            return {'CANCELLED'}
    
        if fbx_connections is None:
    
            operator.report({'ERROR'}, "No 'Connections' found in file %r" % filepath)
            return {'CANCELLED'}
    
        # ----
        # First load property templates
        # Load 'PropertyTemplate' values.
        # Key is a tuple, (ObjectType, FBXNodeType)
        # eg, (b'Texture', b'KFbxFileTexture')
        #     (b'Geometry', b'KFbxMesh')
        fbx_templates = {}
    
        def _():
            if fbx_defs is not None:
                for fbx_def in fbx_defs.elems:
                    if fbx_def.id == b'ObjectType':
                        for fbx_subdef in fbx_def.elems:
                            if fbx_subdef.id == b'PropertyTemplate':
                                assert(fbx_def.props_type == b'S')
                                assert(fbx_subdef.props_type == b'S')
                                # (b'Texture', b'KFbxFileTexture') - eg.
                                key = fbx_def.props[0], fbx_subdef.props[0]
                                fbx_templates[key] = fbx_subdef
        _(); del _
    
        def fbx_template_get(key):
    
            ret = fbx_templates.get(key, fbx_elem_nil)
            if ret is None:
                # Newest FBX (7.4 and above) use no more 'K' in their type names...
                key = (key[0], key[1][1:])
                return fbx_templates.get(key, fbx_elem_nil)
            return ret
    
        def _():
            for fbx_obj in fbx_nodes.elems:
    
                # TODO, investigate what other items after first 3 may be
                assert(fbx_obj.props_type[:3] == b'LSS')
    
                fbx_uuid = elem_uuid(fbx_obj)
                fbx_table_nodes[fbx_uuid] = [fbx_obj, None]
        _(); del _
    
        # ----
    
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    Bastien Montagne committed
        # http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/index.html?url=
        #        WS73099cc142f487551fea285e1221e4f9ff8-7fda.htm,topicNumber=d0e6388
    
    
        fbx_connection_map = {}
        fbx_connection_map_reverse = {}
    
        def _():
            for fbx_link in fbx_connections.elems:
                c_type = fbx_link.props[0]
    
                if fbx_link.props_type[1:3] == b'LL':
                    c_src, c_dst = fbx_link.props[1:3]
                    fbx_connection_map.setdefault(c_src, []).append((c_dst, fbx_link))
                    fbx_connection_map_reverse.setdefault(c_dst, []).append((c_src, fbx_link))
    
            fbx_tmpl = fbx_template_get((b'Geometry', b'KFbxMesh'))
    
    
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Geometry':
                    continue
                if fbx_obj.props[-1] == b'Mesh':
                    assert(blen_data is None)
    
                    fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj, settings)
    
        _(); del _
    
        # ----
        # Load material data
        def _():
    
            fbx_tmpl = fbx_template_get((b'Material', b'KFbxSurfacePhong'))
            # b'KFbxSurfaceLambert'
    
    
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Material':
                    continue
                assert(blen_data is None)
    
                fbx_item[1] = blen_read_material(fbx_tmpl, fbx_obj, settings)
    
        _(); del _
    
        # ----
        # Load image data
        def _():
    
            fbx_tmpl = fbx_template_get((b'Texture', b'KFbxFileTexture'))
    
    
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Texture':
                    continue
    
                fbx_item[1] = blen_read_texture(fbx_tmpl, fbx_obj, basedir, settings)
    
        # ----
        # Load camera data
        def _():
    
            fbx_tmpl = fbx_template_get((b'NodeAttribute', b'KFbxCamera'))
    
    
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'NodeAttribute':
                    continue
                if fbx_obj.props[-1] == b'Camera':
                    assert(blen_data is None)
    
                    fbx_item[1] = blen_read_camera(fbx_tmpl, fbx_obj, global_scale)
    
        _(); del _
    
        # ----
        # Load lamp data
        def _():
    
            fbx_tmpl = fbx_template_get((b'NodeAttribute', b'KFbxLight'))
    
    
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'NodeAttribute':
                    continue
                if fbx_obj.props[-1] == b'Light':
                    assert(blen_data is None)
    
                    fbx_item[1] = blen_read_light(fbx_tmpl, fbx_obj, global_scale)
    
        # ----
        # Connections
        def connection_filter_ex(fbx_uuid, fbx_id, dct):
            return [(c_found[0], c_found[1], c_type)
                    for (c_uuid, c_type) in dct.get(fbx_uuid, ())
    
                    # 0 is used for the root node, which isnt in fbx_table_nodes
                    for c_found in (() if c_uuid is 0 else (fbx_table_nodes[c_uuid],))
    
                    if (fbx_id is None) or (c_found[0].id == fbx_id)]
    
    
        def connection_filter_forward(fbx_uuid, fbx_id):
            return connection_filter_ex(fbx_uuid, fbx_id, fbx_connection_map)
    
        def connection_filter_reverse(fbx_uuid, fbx_id):
            return connection_filter_ex(fbx_uuid, fbx_id, fbx_connection_map_reverse)
    
    
        # Armatures pre-processing!
        fbx_objects_ignore = set()
        fbx_objects_parent_ignore = set()
        # Arg! In some case, root bone is used as armature as well, in Blender we have to 'insert'
        # an armature object between them, so to handle possible parents of root bones we need a mapping
        # from root bone uuid to Blender's object...
        fbx_bones_to_fake_object = dict()
        armatures = []
    
        def _():
            nonlocal fbx_objects_ignore, fbx_objects_parent_ignore
            for a_uuid, a_item in fbx_table_nodes.items():
                root_bone = False
                fbx_adata, bl_adata = a_item = fbx_table_nodes.get(a_uuid, (None, None))
                if fbx_adata is None or fbx_adata.id != b'Model':
                    continue
                elif fbx_adata.props[2] != b'Null':
                    if fbx_adata.props[2] not in {b'LimbNode', b'Root'}:
                        continue
                    # In some cases, armatures have no root 'Null' object, we have to consider all root bones
                    # as armatures in this case. :/
                    root_bone = True
                    for p_uuid, p_ctype in fbx_connection_map.get(a_uuid, ()):
                        if p_ctype.props[0] != b'OO':
                            continue
                        fbx_pdata, bl_pdata = p_item = fbx_table_nodes.get(p_uuid, (None, None))
    
                        if (fbx_pdata and fbx_pdata.id == b'Model' and
                            fbx_pdata.props[2] in {b'LimbNode', b'Root', b'Null'}):
    
                            # Not a root bone...
                            root_bone = False
                    if not root_bone:
                        continue
                    fbx_bones_to_fake_object[a_uuid] = None
    
                bones = {}
                todo_uuids = set() if root_bone else {a_uuid}
                init_uuids = {a_uuid} if root_bone else set()
                done_uuids = set()
                while todo_uuids or init_uuids:
                    if init_uuids:
                        p_uuid = None
                        uuids = [(uuid, None) for uuid in init_uuids]
                        init_uuids = None
                    else:
                        p_uuid = todo_uuids.pop()
                        uuids = fbx_connection_map_reverse.get(p_uuid, ())
                    # bone -> cluster -> skin -> mesh.
                    # XXX Note: only LimbNode for now (there are also Limb's :/ ).
                    for b_uuid, b_ctype in uuids:
                        if b_ctype and b_ctype.props[0] != b'OO':
                            continue
                        fbx_bdata, bl_bdata = b_item = fbx_table_nodes.get(b_uuid, (None, None))
                        if (fbx_bdata is None or fbx_bdata.id != b'Model' or
                            fbx_bdata.props[2] not in {b'LimbNode', b'Root'}):
                            continue
    
                        # Find bone's size.
                        size = 1.0
                        for t_uuid, t_ctype in fbx_connection_map_reverse.get(b_uuid, ()):
                            if t_ctype.props[0] != b'OO':
                                continue
                            fbx_tdata, _bl_tdata = fbx_table_nodes.get(t_uuid, (None, None))
                            if fbx_tdata is None or fbx_tdata.id != b'NodeAttribute' or fbx_tdata.props[2] != b'LimbNode':
                                continue
                            fbx_props = (elem_find_first(fbx_tdata, b'Properties70'),)
    
                            if fbx_props[0] is not None:  # Some bones have no Properties70 at all...
                                size = elem_props_get_number(fbx_props, b'Size', default=size)
    
                            break  # Only one bone data per bone!
    
                        clusters = []
                        for c_uuid, c_ctype in fbx_connection_map.get(b_uuid, ()):
                            if c_ctype.props[0] != b'OO':
                                continue
                            fbx_cdata, _bl_cdata = fbx_table_nodes.get(c_uuid, (None, None))
                            if fbx_cdata is None or fbx_cdata.id != b'Deformer' or fbx_cdata.props[2] != b'Cluster':
                                continue
                            meshes = set()
                            objects = []
                            for s_uuid, s_ctype in fbx_connection_map.get(c_uuid, ()):
                                if s_ctype.props[0] != b'OO':
                                    continue
                                fbx_sdata, _bl_sdata = fbx_table_nodes.get(s_uuid, (None, None))
                                if fbx_sdata is None or fbx_sdata.id != b'Deformer' or fbx_sdata.props[2] != b'Skin':
                                    continue
                                for m_uuid, m_ctype in fbx_connection_map.get(s_uuid, ()):
                                    if m_ctype.props[0] != b'OO':
                                        continue
                                    fbx_mdata, bl_mdata = fbx_table_nodes.get(m_uuid, (None, None))
                                    if fbx_mdata is None or fbx_mdata.id != b'Geometry' or fbx_mdata.props[2] != b'Mesh':
                                        continue
                                    # Blenmeshes are assumed already created at that time!
                                    assert(isinstance(bl_mdata, bpy.types.Mesh))
                                    # And we have to find all objects using this mesh!
                                    for o_uuid, o_ctype in fbx_connection_map.get(m_uuid, ()):
                                        if o_ctype.props[0] != b'OO':
                                            continue
                                        fbx_odata, bl_odata = o_item = fbx_table_nodes.get(o_uuid, (None, None))
                                        if fbx_odata is None or fbx_odata.id != b'Model' or fbx_odata.props[2] != b'Mesh':
                                            continue
                                        # bl_odata is still None, objects have not yet been created...
                                        objects.append(o_item)
                                    meshes.add(bl_mdata)
                                # Skin deformers are only here to connect clusters to meshes, for us, nothing else to do.
                            clusters.append((fbx_cdata, meshes, objects))
                        # For now, we assume there is only one cluster & skin per bone (at least for a given armature)!
                        # XXX This is not true, some apps export several clusters (kind of LoD), we only use first one!
                        # assert(len(clusters) <= 1)
                        bones[b_uuid] = (b_item, size, p_uuid if (p_uuid != a_uuid or root_bone) else None, clusters)
                        fbx_objects_parent_ignore.add(b_uuid)
                        done_uuids.add(p_uuid)
                        todo_uuids.add(b_uuid)
                if bones:
                    # in case we have no Null parent, rootbone will be a_item too...
                    armatures.append((a_item, bones))
                    fbx_objects_ignore.add(a_uuid)
            fbx_objects_ignore |= fbx_objects_parent_ignore
            # We need to handle parenting at object-level for rootbones-as-armature case :/
            fbx_objects_parent_ignore -= set(fbx_bones_to_fake_object.keys())
        _(); del _
    
    
            fbx_tmpl = fbx_template_get((b'Model', b'KFbxNode'))
    
    
            # Link objects, keep first, this also creates objects
    
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
    
                if fbx_uuid in fbx_objects_ignore:
                    # armatures and bones, handled separately.
                    continue
    
                fbx_obj, blen_data = fbx_item
    
                if fbx_obj.id != b'Model' or fbx_obj.props[2] in {b'Root', b'LimbNode'}:
    
                # Create empty object or search for object data
                if fbx_obj.props[2] == b'Null':
                    fbx_lnk_item = None
                    ok = True
                else:
                    ok = False
    
                    for (fbx_lnk,
                         fbx_lnk_item,
                         fbx_lnk_type) in connection_filter_reverse(fbx_uuid, None):
    
    
                        if fbx_lnk_type.props[0] != b'OO':
                            continue
                        if not isinstance(fbx_lnk_item, bpy.types.ID):
                            continue
                        if isinstance(fbx_lnk_item, (bpy.types.Material, bpy.types.Image)):
                            continue
    
                        # Need to check why this happens, Bird_Leg.fbx
    
                        # This is basic object parenting, also used by "bones".
    
                        if isinstance(fbx_lnk_item, (bpy.types.Object)):
                            continue
    
                        ok = True
                        break
                if ok:
    
                    # create when linking since we need object data
    
                    obj = blen_read_object(fbx_tmpl, fbx_obj, fbx_lnk_item, settings)
    
                    assert(fbx_item[1] is None)
                    fbx_item[1] = obj
    
    
                    # instance in scene
                    obj_base = scene.objects.link(obj)
                    obj_base.select = True
    
        # Now that we have objects...
    
        # I) We can handle shapes.
        blend_shape_channels = {}  # We do not need Shapes themselves, but keyblocks, for anim.
    
        def _():
            fbx_tmpl = fbx_template_get((b'Geometry', b'KFbxShape'))
    
            for s_uuid, s_item in fbx_table_nodes.items():
                fbx_sdata, bl_sdata = s_item = fbx_table_nodes.get(s_uuid, (None, None))
                if fbx_sdata is None or fbx_sdata.id != b'Geometry' or fbx_sdata.props[2] != b'Shape':
                    continue
    
                # shape -> blendshapechannel -> blendshape -> mesh.
                for bc_uuid, bc_ctype in fbx_connection_map.get(s_uuid, ()):
                    if bc_ctype.props[0] != b'OO':
                        continue
                    fbx_bcdata, _bl_bcdata = fbx_table_nodes.get(bc_uuid, (None, None))
                    if fbx_bcdata is None or fbx_bcdata.id != b'Deformer' or fbx_bcdata.props[2] != b'BlendShapeChannel':
                        continue
                    meshes = []
                    objects = []
                    for bs_uuid, bs_ctype in fbx_connection_map.get(bc_uuid, ()):
                        if bs_ctype.props[0] != b'OO':
                            continue
                        fbx_bsdata, _bl_bsdata = fbx_table_nodes.get(bs_uuid, (None, None))
                        if fbx_bsdata is None or fbx_bsdata.id != b'Deformer' or fbx_bsdata.props[2] != b'BlendShape':
                            continue
                        for m_uuid, m_ctype in fbx_connection_map.get(bs_uuid, ()):
                            if m_ctype.props[0] != b'OO':
                                continue
                            fbx_mdata, bl_mdata = fbx_table_nodes.get(m_uuid, (None, None))
                            if fbx_mdata is None or fbx_mdata.id != b'Geometry' or fbx_mdata.props[2] != b'Mesh':
                                continue
                            # Blenmeshes are assumed already created at that time!
                            assert(isinstance(bl_mdata, bpy.types.Mesh))
                            # And we have to find all objects using this mesh!
                            objects = []
                            for o_uuid, o_ctype in fbx_connection_map.get(m_uuid, ()):
                                if o_ctype.props[0] != b'OO':
                                    continue
                                fbx_odata, bl_odata = o_item = fbx_table_nodes.get(o_uuid, (None, None))
                                if fbx_odata is None or fbx_odata.id != b'Model' or fbx_odata.props[2] != b'Mesh':
                                    continue
                                # bl_odata is still None, objects have not yet been created...
                                objects.append(o_item)
                            meshes.append((bl_mdata, objects))
                        # BlendShape deformers are only here to connect BlendShapeChannels to meshes, nothing else to do.
    
                    # keyblocks is a list of tuples (mesh, keyblock) matching that shape/blendshapechannel, for animation.
    
                    keyblocks = blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene, settings)
    
                    blend_shape_channels[bc_uuid] = keyblocks
        _(); del _
    
    
        # II) We can finish armatures processing.
    
        force_global_objects = set()
    
        def _():
            fbx_tmpl = fbx_template_get((b'Model', b'KFbxNode'))
    
    
            blen_read_armatures(fbx_tmpl, armatures, fbx_bones_to_fake_object, scene, arm_parents, settings)
    
        def _():
    
            from bpy.types import PoseBone
    
    
            # Parent objects, after we created them...
    
            for fbx_uuid, fbx_item in fbx_table_nodes.items():
    
                if fbx_uuid in fbx_objects_parent_ignore:
                    # Ignore bones, but not armatures here!
                    continue
    
                fbx_obj, blen_data = fbx_item
                if fbx_obj.id != b'Model':
                    continue
    
                # Handle rootbone-as-armature case :/
                t_data = fbx_bones_to_fake_object.get(fbx_uuid)
                if t_data is not None:
                    blen_data = t_data
                elif blen_data is None:
    
                    continue  # no object loaded.. ignore
    
    
                for (fbx_lnk,
                     fbx_lnk_item,
                     fbx_lnk_type) in connection_filter_forward(fbx_uuid, b'Model'):
    
    
                    if isinstance(fbx_lnk_item, PoseBone):
                        blen_data.parent = fbx_lnk_item.id_data  # get the armature the bone belongs to
                        blen_data.parent_bone = fbx_lnk_item.name
                        blen_data.parent_type = 'BONE'
                    else:
                        blen_data.parent = fbx_lnk_item
    
        _(); del _
    
        def _():
            if global_matrix is not None:
                # Apply global matrix last (after parenting)
                for fbx_uuid, fbx_item in fbx_table_nodes.items():
    
                    if fbx_uuid in fbx_objects_parent_ignore:
                        # Ignore bones, but not armatures here!
                        continue
    
                    fbx_obj, blen_data = fbx_item
                    if fbx_obj.id != b'Model':
                        continue
    
                    # Handle rootbone-as-armature case :/
                    t_data = fbx_bones_to_fake_object.get(fbx_uuid)
                    if t_data is not None:
                        blen_data = t_data
                    elif blen_data is None:
    
                        continue  # no object loaded.. ignore
    
    
                    if blen_data.parent is None:
                        blen_data.matrix_basis = global_matrix * blen_data.matrix_basis
    
    
                for (ob_arm, ob_me) in arm_parents:
                    # Rigged meshes are in global space in FBX...
                    ob_me.matrix_basis = global_matrix * ob_me.matrix_basis
                    # And reverse-apply armature transform, so that it gets valid parented (local) position!
    
                    ob_me.matrix_parent_inverse = ob_arm.matrix_basis.inverted_safe()
    
                    force_global_objects.add(ob_me)
        _(); del _
    
        # Animation!
        def _():
            fbx_tmpl_astack = fbx_template_get((b'AnimationStack', b'FbxAnimStack'))
            fbx_tmpl_alayer = fbx_template_get((b'AnimationLayer', b'FbxAnimLayer'))
            stacks = {}
    
            # AnimationStacks.
            for as_uuid, fbx_asitem in fbx_table_nodes.items():
                fbx_asdata, _blen_data = fbx_asitem
                if fbx_asdata.id != b'AnimationStack' or fbx_asdata.props[2] != b'':
                    continue
                stacks[as_uuid] = (fbx_asitem, {})
    
            # AnimationLayers (mixing is completely ignored for now, each layer results in an independent set of actions).
            def get_astacks_from_alayer(al_uuid):
                for as_uuid, as_ctype in fbx_connection_map.get(al_uuid, ()):
                    if as_ctype.props[0] != b'OO':
                        continue
                    fbx_asdata, _bl_asdata = fbx_table_nodes.get(as_uuid, (None, None))
                    if (fbx_asdata is None or fbx_asdata.id != b'AnimationStack' or
                        fbx_asdata.props[2] != b'' or as_uuid not in stacks):
                        continue
                    yield as_uuid