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for al_uuid, fbx_alitem in fbx_table_nodes.items():
fbx_aldata, _blen_data = fbx_alitem
if fbx_aldata.id != b'AnimationLayer' or fbx_aldata.props[2] != b'':
continue
for as_uuid in get_astacks_from_alayer(al_uuid):
_fbx_asitem, alayers = stacks[as_uuid]
alayers[al_uuid] = (fbx_alitem, {})
# AnimationCurveNodes (also the ones linked to actual animated data!).
curvenodes = {}
for acn_uuid, fbx_acnitem in fbx_table_nodes.items():
fbx_acndata, _blen_data = fbx_acnitem
if fbx_acndata.id != b'AnimationCurveNode' or fbx_acndata.props[2] != b'':
continue
cnode = curvenodes[acn_uuid] = {}
items = []
for n_uuid, n_ctype in fbx_connection_map.get(acn_uuid, ()):
if n_ctype.props[0] != b'OP':
continue
lnk_prop = n_ctype.props[3]
if lnk_prop in {b'Lcl Translation', b'Lcl Rotation', b'Lcl Scaling'}:
# n_uuid can (????) be linked to root '0' node, instead of a mere object node... See T41712.
ob = fbx_table_nodes.get(n_uuid, (None, None))[1]
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if ob is None:
continue
items.append((ob, lnk_prop))
elif lnk_prop == b'DeformPercent': # Shape keys.
keyblocks = blend_shape_channels.get(n_uuid)
if keyblocks is None:
continue
items += [(kb, lnk_prop) for kb in keyblocks]
for al_uuid, al_ctype in fbx_connection_map.get(acn_uuid, ()):
if al_ctype.props[0] != b'OO':
continue
fbx_aldata, _blen_aldata = fbx_alitem = fbx_table_nodes.get(al_uuid, (None, None))
if fbx_aldata is None or fbx_aldata.id != b'AnimationLayer' or fbx_aldata.props[2] != b'':
continue
for as_uuid in get_astacks_from_alayer(al_uuid):
_fbx_alitem, anim_items = stacks[as_uuid][1][al_uuid]
assert(_fbx_alitem == fbx_alitem)
for item, item_prop in items:
# No need to keep curvenode FBX data here, contains nothing useful for us.
anim_items.setdefault(item, {})[acn_uuid] = (cnode, item_prop)
# AnimationCurves (real animation data).
for ac_uuid, fbx_acitem in fbx_table_nodes.items():
fbx_acdata, _blen_data = fbx_acitem
if fbx_acdata.id != b'AnimationCurve' or fbx_acdata.props[2] != b'':
continue
for acn_uuid, acn_ctype in fbx_connection_map.get(ac_uuid, ()):
if acn_ctype.props[0] != b'OP':
continue
fbx_acndata, _bl_acndata = fbx_table_nodes.get(acn_uuid, (None, None))
if (fbx_acndata is None or fbx_acndata.id != b'AnimationCurveNode' or
fbx_acndata.props[2] != b'' or acn_uuid not in curvenodes):
continue
# Note this is an infamous simplification of the compound props stuff,
# seems to be standard naming but we'll probably have to be smarter to handle more exotic files?
channel = {b'd|X': 0, b'd|Y': 1, b'd|Z': 2, b'd|DeformPercent': 0}.get(acn_ctype.props[3], None)
if channel is None:
continue
curvenodes[acn_uuid][ac_uuid] = (fbx_acitem, channel)
# And now that we have sorted all this, apply animations!
Jens Ch. Restemeier
committed
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, force_global_objects, settings)
def _():
# link Material's to Geometry (via Model's)
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Geometry':
continue
mesh = fbx_table_nodes[fbx_uuid][1]
# can happen in rare cases
if mesh is None:
continue
for (fbx_lnk,
fbx_lnk_item,
fbx_lnk_type) in connection_filter_forward(fbx_uuid, b'Model'):
# link materials
fbx_lnk_uuid = elem_uuid(fbx_lnk)
for (fbx_lnk_material,
material,
fbx_lnk_material_type) in connection_filter_reverse(fbx_lnk_uuid, b'Material'):
mesh.materials.append(material)
Bastien Montagne
committed
# We have to validate mesh polygons' mat_idx, see T41015!
# Some FBX seem to have an extra 'default' material which is not defined in FBX file.
if mesh.validate_material_indices():
print("WARNING: mesh '%s' had invalid material indices, those were reset to first material" % mesh.name)
_(); del _
def _():
Campbell Barton
committed
material_images = {}
fbx_tmpl = fbx_template_get((b'Material', b'KFbxSurfacePhong'))
# b'KFbxSurfaceLambert'
# textures that use this material
def texture_bumpfac_get(fbx_obj):
assert(fbx_obj.id == b'Material')
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)
# (x / 7.142) is only a guess, cycles usable range is (0.0 -> 0.5)
return elem_props_get_number(fbx_props, b'BumpFactor', 2.5) / 7.142
def texture_mapping_get(fbx_obj):
assert(fbx_obj.id == b'Texture')
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)
return (elem_props_get_vector_3d(fbx_props, b'Translation', (0.0, 0.0, 0.0)),
elem_props_get_vector_3d(fbx_props, b'Rotation', (0.0, 0.0, 0.0)),
elem_props_get_vector_3d(fbx_props, b'Scaling', (1.0, 1.0, 1.0)),
(bool(elem_props_get_enum(fbx_props, b'WrapModeU', 0)),
bool(elem_props_get_enum(fbx_props, b'WrapModeV', 0))))
Campbell Barton
committed
if not use_cycles:
# Simple function to make a new mtex and set defaults
def material_mtex_new(material, image, tex_map):
Campbell Barton
committed
tex = texture_cache.get(image)
if tex is None:
tex = bpy.data.textures.new(name=image.name, type='IMAGE')
tex.image = image
texture_cache[image] = tex
# copy custom properties from image object to texture
for key, value in image.items():
tex[key] = value
# delete custom properties on the image object
for key in image.keys():
del image[key]
Campbell Barton
committed
mtex = material.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = False
# No rotation here...
mtex.offset[:] = tex_map[0]
mtex.scale[:] = tex_map[2]
Campbell Barton
committed
return mtex
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Material':
continue
material = fbx_table_nodes[fbx_uuid][1]
for (fbx_lnk,
image,
fbx_lnk_type) in connection_filter_reverse(fbx_uuid, b'Texture'):
if use_cycles:
if fbx_lnk_type.props[0] == b'OP':
lnk_type = fbx_lnk_type.props[3]
ma_wrap = cycles_material_wrap_map[material]
# tx/rot/scale
tex_map = texture_mapping_get(fbx_lnk)
if (tex_map[0] == (0.0, 0.0, 0.0) and
tex_map[1] == (0.0, 0.0, 0.0) and
tex_map[2] == (1.0, 1.0, 1.0) and
tex_map[3] == (False, False)):
use_mapping = False
else:
use_mapping = True
tex_map_kw = {
"translation": tex_map[0],
"rotation": [-i for i in tex_map[1]],
"scale": [((1.0 / i) if i != 0.0 else 1.0) for i in tex_map[2]],
"clamp": tex_map[3],
if lnk_type == b'DiffuseColor':
ma_wrap.diffuse_image_set(image)
if use_mapping:
ma_wrap.diffuse_mapping_set(**tex_map_kw)
elif lnk_type == b'SpecularColor':
ma_wrap.specular_image_set(image)
if use_mapping:
ma_wrap.specular_mapping_set(**tex_map_kw)
elif lnk_type == b'ReflectionColor':
ma_wrap.reflect_image_set(image)
if use_mapping:
ma_wrap.reflect_mapping_set(**tex_map_kw)
Campbell Barton
committed
elif lnk_type == b'TransparentColor': # alpha
ma_wrap.alpha_image_set(image)
if use_mapping:
ma_wrap.alpha_mapping_set(**tex_map_kw)
Campbell Barton
committed
if use_alpha_decals:
material_decals.add(material)
elif lnk_type == b'DiffuseFactor':
pass # TODO
elif lnk_type == b'ShininessExponent':
ma_wrap.hardness_image_set(image)
if use_mapping:
ma_wrap.hardness_mapping_set(**tex_map_kw)
elif lnk_type == b'NormalMap' or lnk_type == b'Bump': # XXX, applications abuse bump!
ma_wrap.normal_image_set(image)
ma_wrap.normal_factor_set(texture_bumpfac_get(fbx_obj))
if use_mapping:
ma_wrap.normal_mapping_set(**tex_map_kw)
"""
elif lnk_type == b'Bump':
ma_wrap.bump_image_set(image)
ma_wrap.bump_factor_set(texture_bumpfac_get(fbx_obj))
if use_mapping:
ma_wrap.bump_mapping_set(**tex_map_kw)
"""
Campbell Barton
committed
else:
print("WARNING: material link %r ignored" % lnk_type)
material_images.setdefault(material, {})[lnk_type] = (image, tex_map)
else:
if fbx_lnk_type.props[0] == b'OP':
lnk_type = fbx_lnk_type.props[3]
# tx/rot/scale (rot is ignored here!).
tex_map = texture_mapping_get(fbx_lnk)
mtex = material_mtex_new(material, image, tex_map)
if lnk_type == b'DiffuseColor':
mtex.use_map_color_diffuse = True
mtex.blend_type = 'MULTIPLY'
elif lnk_type == b'SpecularColor':
mtex.use_map_color_spec = True
mtex.blend_type = 'MULTIPLY'
elif lnk_type == b'ReflectionColor':
mtex.use_map_raymir = True
Campbell Barton
committed
elif lnk_type == b'TransparentColor': # alpha
material.use_transparency = True
material.transparency_method = 'RAYTRACE'
material.alpha = 0.0
mtex.use_map_alpha = True
mtex.alpha_factor = 1.0
if use_alpha_decals:
material_decals.add(material)
elif lnk_type == b'DiffuseFactor':
mtex.use_map_diffuse = True
elif lnk_type == b'ShininessExponent':
mtex.use_map_hardness = True
elif lnk_type == b'NormalMap' or lnk_type == b'Bump': # XXX, applications abuse bump!
mtex.texture.use_normal_map = True # not ideal!
mtex.use_map_normal = True
mtex.normal_factor = texture_bumpfac_get(fbx_obj)
elif lnk_type == b'Bump':
mtex.use_map_normal = True
mtex.normal_factor = texture_bumpfac_get(fbx_obj)
else:
print("WARNING: material link %r ignored" % lnk_type)
Campbell Barton
committed
material_images.setdefault(material, {})[lnk_type] = (image, tex_map)
Campbell Barton
committed
# Check if the diffuse image has an alpha channel,
# if so, use the alpha channel.
# Note: this could be made optional since images may have alpha but be entirely opaque
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Material':
continue
material = fbx_table_nodes[fbx_uuid][1]
image, tex_map = material_images.get(material, {}).get(b'DiffuseColor', (None, None))
Campbell Barton
committed
# do we have alpha?
if image and image.depth == 32:
if use_alpha_decals:
material_decals.add(material)
Campbell Barton
committed
if use_cycles:
ma_wrap = cycles_material_wrap_map[material]
if ma_wrap.node_bsdf_alpha.mute:
ma_wrap.alpha_image_set_from_diffuse()
else:
if not any((True for mtex in material.texture_slots if mtex and mtex.use_map_alpha)):
mtex = material_mtex_new(material, image, tex_map)
Campbell Barton
committed
material.use_transparency = True
material.transparency_method = 'RAYTRACE'
material.alpha = 0.0
mtex.use_map_alpha = True
mtex.alpha_factor = 1.0
# propagate mapping from diffuse to all other channels which have none defined.
if use_cycles:
ma_wrap = cycles_material_wrap_map[material]
ma_wrap.mapping_set_from_diffuse()
_(); del _
Campbell Barton
committed
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def _():
# Annoying workaround for cycles having no z-offset
if material_decals and use_alpha_decals:
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':
mesh = fbx_item[1]
if decal_offset != 0.0:
for material in mesh.materials:
if material in material_decals:
for v in mesh.vertices:
v.co += v.normal * decal_offset
break
if use_cycles:
for obj in (obj for obj in bpy.data.objects if obj.data == mesh):
obj.cycles_visibility.shadow = False
else:
for material in mesh.materials:
if material in material_decals:
# recieve but dont cast shadows
material.use_raytrace = False
_(); del _
print('Import finished in %.4f sec.' % (time.process_time() - start_time))
return {'FINISHED'}