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_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...
# Edge crease for subdivision
if write_crease:
t_ec = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * edges_nbr
for e in me.edges:
if e.key not in edges_map:
continue # Only loose edges, in theory!
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# Blender squares those values before sending them to OpenSubdiv, when other softwares don't,
# so we need to compensate that to get similar results through FBX...
t_ec[edges_map[e.key]] = e.crease * e.crease
lay_crease = elem_data_single_int32(geom, b"LayerElementEdgeCrease", 0)
elem_data_single_int32(lay_crease, b"Version", FBX_GEOMETRY_CREASE_VERSION)
elem_data_single_string(lay_crease, b"Name", b"")
elem_data_single_string(lay_crease, b"MappingInformationType", b"ByEdge")
elem_data_single_string(lay_crease, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_crease, b"EdgeCrease", t_ec)
del t_ec
# And we are done with edges!
del edges_map
# Loop normals.
tspacenumber = 0
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if write_normals:
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# 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()
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t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
me.loops.foreach_get("normal", t_ln)
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t_ln = nors_transformed_gen(t_ln, geom_mat_no)
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if 0:
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))
del ln2idx
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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
if scene_data.settings.use_tspace:
tspacenumber = len(me.uv_layers)
if tspacenumber:
# We can only compute tspace on tessellated meshes, need to check that here...
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t_lt = [None] * len(me.polygons)
me.polygons.foreach_get("loop_total", t_lt)
if any((lt > 4 for lt in t_lt)):
del t_lt
scene_data.settings.report(
{'WARNING'},
"Mesh '%s' has polygons with more than 4 vertices, "
"cannot compute/export tangent space for it" % me.name)
else:
del t_lt
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)
uv_names = [uvlayer.name for uvlayer in me.uv_layers]
for name in uv_names:
me.calc_tangents(uvmap=name)
for idx, uvlayer in enumerate(me.uv_layers):
name = uvlayer.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(*nors_transformed_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(*nors_transformed_gen(t_ln, geom_mat_no)))
# Tangent weights, no idea what it is.
# elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
del t_ln
# del t_lnw
me.free_tangents()
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me.free_normals_split()
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# Write VertexColor Layers.
vcolnumber = len(me.vertex_colors)
if vcolnumber:
def _coltuples_gen(raw_cols):
return zip(*(iter(raw_cols),) * 4)
t_lc = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 4
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:
# Looks like this mapping is also expected to convey UV islands (arg..... :((((( ).
# So we need to generate unique triplets (uv, vertex_idx) here, not only just based on UV values.
def _uvtuples_gen(raw_uvs, raw_lvidxs):
return zip(zip(*(iter(raw_uvs),) * 2), raw_lvidxs)
t_luv = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 2
t_lvidx = array.array(data_types.ARRAY_INT32, (0,)) * len(me.loops)
me.loops.foreach_get("vertex_index", t_lvidx)
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")
uv_ids = tuple(set(_uvtuples_gen(t_luv, t_lvidx)))
elem_data_single_float64_array(lay_uv, b"UV", chain(*(uv for uv, vidx in uv_ids))) # Flatten again...
uv2idx = {uv_id: idx for idx, uv_id in enumerate(uv_ids)}
elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
del _uvtuples_gen
# Face's materials.
me_fbxmaterials_idx = scene_data.mesh_material_indices.get(me)
if me_fbxmaterials_idx is not None:
# We cannot use me.materials here, as this array is filled with None in case materials are linked to object...
me_blmaterials = [mat_slot.material for mat_slot in me_obj.material_slots]
if me_fbxmaterials_idx and me_blmaterials:
lay_ma = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
elem_data_single_int32(lay_ma, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
elem_data_single_string(lay_ma, b"Name", b"")
nbr_mats = len(me_fbxmaterials_idx)
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.
# Note a mat might not be in me_fbxmats_idx (e.g. node mats are ignored).
blmaterials_to_fbxmaterials_idxs = [me_fbxmaterials_idx[m]
for m in me_blmaterials if m in me_fbxmaterials_idx]
ma_idx_limit = len(blmaterials_to_fbxmaterials_idxs)
def_ma = blmaterials_to_fbxmaterials_idxs[0]
_gen = (blmaterials_to_fbxmaterials_idxs[m] if m < ma_idx_limit else def_ma for m in t_pm)
t_pm = array.array(data_types.ARRAY_INT32, _gen)
elem_data_single_string(lay_ma, 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_ma, b"ReferenceInformationType", b"IndexToDirect")
elem_data_single_int32_array(lay_ma, b"Materials", t_pm)
elem_data_single_string(lay_ma, b"MappingInformationType", b"AllSame")
elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
elem_data_single_int32_array(lay_ma, 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)
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if write_normals:
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)
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 write_crease:
lay_smooth = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_smooth, b"Type", b"LayerElementEdgeCrease")
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_fbxmaterials_idx is not None:
lay_ma = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_ma, b"Type", b"LayerElementMaterial")
elem_data_single_int32(lay_ma, b"TypedIndex", 0)
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# 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)
# Shape keys...
fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, tmpl, props)
elem_props_template_finalize(tmpl, props)
done_meshes.add(me_key)
def fbx_data_material_elements(root, ma, 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())).color
ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
ma_key, _objs = scene_data.data_materials[ma]
ma_type = b"Phong"
fbx_ma = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(ma_key))
fbx_ma.add_string(fbx_name_class(ma.name.encode(), b"Material"))
fbx_ma.add_string(b"")
elem_data_single_int32(fbx_ma, b"Version", FBX_MATERIAL_VERSION)
# those are not yet properties, it seems...
elem_data_single_string(fbx_ma, b"ShadingModel", ma_type)
elem_data_single_int32(fbx_ma, b"MultiLayer", 0) # Should be bool...
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tmpl = elem_props_template_init(scene_data.templates, b"Material")
props = elem_properties(fbx_ma)
elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", ma_type.decode())
elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", ma_wrap.base_color)
# Not in Principled BSDF, so assuming always 1
elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", 1.0)
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# Principled BSDF only has an emissive color, so we assume factor to be always 1.0.
elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", ma_wrap.emission_color)
elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", ma_wrap.emission_strength)
# Not in Principled BSDF, so assuming always 0
elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", 0.0)
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# Sweetness... Looks like we are not the only ones to not know exactly how FBX is supposed to work (see T59850).
# According to one of its developers, Unity uses that formula to extract alpha value:
#
# alpha = 1 - TransparencyFactor
# if (alpha == 1 or alpha == 0):
# alpha = 1 - TransparentColor.r
#
# Until further info, let's assume this is correct way to do, hence the following code for TransparentColor.
if ma_wrap.alpha < 1.0e-5 or ma_wrap.alpha > (1.0 - 1.0e-5):
elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", (1.0 - ma_wrap.alpha,) * 3)
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else:
elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", ma_wrap.base_color)
elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor", 1.0 - ma_wrap.alpha)
elem_props_template_set(tmpl, props, "p_number", b"Opacity", ma_wrap.alpha)
elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
elem_props_template_set(tmpl, props, "p_double", b"BumpFactor", ma_wrap.normalmap_strength)
# Not sure about those...
"""
b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
b"DisplacementFactor": (0.0, "p_double"),
"""
# TODO: use specular tint?
elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", ma_wrap.base_color)
elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", ma_wrap.specular / 2.0)
# See Material template about those two!
# XXX Totally empirical conversion, trying to adapt it
# (from 0.0 - 100.0 FBX shininess range to 1.0 - 0.0 Principled BSDF range)...
shininess = (1.0 - ma_wrap.roughness) * 10
shininess *= shininess
elem_props_template_set(tmpl, props, "p_number", b"Shininess", shininess)
elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", shininess)
elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", ma_wrap.base_color)
elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor", ma_wrap.metallic)
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elem_props_template_finalize(tmpl, props)
if scene_data.settings.use_custom_props:
fbx_data_element_custom_properties(props, ma)
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, blender_tex_key, 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.
ma, sock_name = blender_tex_key
ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
tex_key, _fbx_prop = scene_data.data_textures[blender_tex_key]
tex = getattr(ma_wrap, sock_name)
img = tex.image
fname_abs, fname_rel = _gen_vid_path(img, scene_data)
fbx_tex = elem_data_single_int64(root, b"Texture", get_fbx_uuid_from_key(tex_key))
fbx_tex.add_string(fbx_name_class(sock_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(sock_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.alpha_mode != 'NONE':
# ~ if tex.texture.use_calculate_alpha:
# ~ alpha_source = 1 # RGBIntensity as alpha.
# ~ else:
# ~ alpha_source = 2 # Black, i.e. alpha channel.
alpha_source = 2 # Black, i.e. alpha channel.
# BlendMode not useful for now, only affects layered textures afaics.
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mapping = 0 # UV.
uvset = None
if tex.texcoords == 'ORCO': # XXX Others?
if tex.projection == 'FLAT':
elif tex.projection == 'CUBE':
elif tex.projection == 'TUBE':
mapping = 3 # Cylindrical
elif tex.projection == 'SPHERE':
mapping = 2 # Spherical
elif tex.texcoords == 'UV':
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mapping = 0 # UV
# Yuck, UVs are linked by mere names it seems... :/
# XXX TODO how to get that now???
# uvset = tex.uv_layer
if tex.extension == '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)
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if uvset is not None:
elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset)
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.translation)
elem_props_template_set(tmpl, props, "p_vector_3d", b"Rotation", (-r for r in tex.rotation))
elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", (((1.0 / s) if s != 0.0 else 1.0) for s in tex.scale))
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# UseMaterial should always be ON imho.
elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True)
elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", False)
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elem_props_template_finalize(tmpl, props)
# No custom properties, since that's not a data-block anymore.
def fbx_data_video_elements(root, vid, scene_data):
"""
Write the actual image data block.
"""
msetts = scene_data.settings.media_settings
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_fbx_uuid_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???
tmpl = elem_props_template_init(scene_data.templates, b"Video")
props = elem_properties(fbx_vid)
elem_props_template_set(tmpl, props, "p_string_url", b"Path", fname_abs)
elem_props_template_finalize(tmpl, props)
elem_data_single_int32(fbx_vid, b"UseMipMap", 0)
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:
if vid.packed_file is not None:
# We only ever embed a given file once!
if fname_abs not in msetts.embedded_set:
elem_data_single_bytes(fbx_vid, b"Content", vid.packed_file.data)
msetts.embedded_set.add(fname_abs)
else:
filepath = bpy.path.abspath(vid.filepath)
# We only ever embed a given file once!
if filepath not in msetts.embedded_set:
try:
with open(filepath, 'br') as f:
elem_data_single_bytes(fbx_vid, b"Content", f.read())
except Exception as e:
print("WARNING: embedding file {} failed ({})".format(filepath, e))
elem_data_single_bytes(fbx_vid, b"Content", b"")
msetts.embedded_set.add(filepath)
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# Looks like we'd rather not write any 'Content' element in this case (see T44442).
# Sounds suspect, but let's try it!
#~ else:
#~ elem_data_single_bytes(fbx_vid, b"Content", b"")
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def fbx_data_armature_elements(root, arm_obj, 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...
"""
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mat_world_arm = arm_obj.fbx_object_matrix(scene_data, global_space=True)
bones = tuple(bo_obj for bo_obj in arm_obj.bones if bo_obj in scene_data.objects)
bone_radius_scale = 33.0
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for bo_obj in bones:
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bo = bo_obj.bdata
bo_data_key = scene_data.data_bones[bo_obj]
fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_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.head_radius * bone_radius_scale)
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elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_props:
fbx_data_element_custom_properties(props, bo)
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# Store Blender bone length - XXX Not much useful actually :/
# (LimbLength can't be used because it is a scale factor 0-1 for the parent-child distance:
# http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/class_fbx_skeleton.html#a9bbe2a70f4ed82cd162620259e649f0f )
# elem_props_set(props, "p_double", "BlenderBoneLength".encode(), (bo.tail_local - bo.head_local).length, custom=True)
# Skin deformers and BindPoses.
# Note: we might also use Deformers for our "parent to vertex" stuff???
deformer = scene_data.data_deformers_skin.get(arm_obj, None)
if deformer is not None:
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for me, (skin_key, ob_obj, clusters) in deformer.items():
mat_world_obj, mat_world_bones = fbx_data_bindpose_element(root, ob_obj, me, scene_data,
arm_obj, mat_world_arm, bones)
fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(skin_key))
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fbx_skin.add_string(fbx_name_class(arm_obj.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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ob = ob_obj.bdata
bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
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valid_idxs = set(bo_vg_idx.values())
vgroups = {vg.index: {} for vg in ob.vertex_groups}
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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
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for bo_obj, clstr_key in clusters.items():
bo = bo_obj.bdata
# 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_fbx_uuid_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"")
if indices:
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",
matrix4_to_array(mat_world_bones[bo_obj].inverted_safe() @ mat_world_obj))
elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
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def fbx_data_leaf_bone_elements(root, scene_data):
# Write a dummy leaf bone that is used by applications to show the length of the last bone in a chain
for (node_name, _par_uuid, node_uuid, attr_uuid, matrix, hide, size) in scene_data.data_leaf_bones:
# Bone 'data'...
fbx_bo = elem_data_single_int64(root, b"NodeAttribute", attr_uuid)
fbx_bo.add_string(fbx_name_class(node_name.encode(), b"NodeAttribute"))
fbx_bo.add_string(b"LimbNode")
elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
tmpl = elem_props_template_init(scene_data.templates, b"Bone")
props = elem_properties(fbx_bo)
elem_props_template_set(tmpl, props, "p_double", b"Size", size)
elem_props_template_finalize(tmpl, props)
# And bone object.
model = elem_data_single_int64(root, b"Model", node_uuid)
model.add_string(fbx_name_class(node_name.encode(), b"Model"))
model.add_string(b"LimbNode")
elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
# Object transform info.
loc, rot, scale = matrix.decompose()
rot = rot.to_euler('XYZ')
rot = tuple(convert_rad_to_deg_iter(rot))
tmpl = elem_props_template_init(scene_data.templates, b"Model")
# For now add only loc/rot/scale...
props = elem_properties(model)
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# Generated leaf bones are obviously never animated!
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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)
elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not hide))
# Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
# invalid -1 value...
elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
# 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")
elem_props_template_finalize(tmpl, props)
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def fbx_data_object_elements(root, ob_obj, scene_data):
"""
Write the Object (Model) data blocks.
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Note this "Model" can also be bone or dupli!
"""
obj_type = b"Null" # default, sort of empty...
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if ob_obj.is_bone:
obj_type = b"LimbNode"
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elif (ob_obj.type == 'ARMATURE'):
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if scene_data.settings.armature_nodetype == 'ROOT':
obj_type = b"Root"
elif scene_data.settings.armature_nodetype == 'LIMBNODE':
obj_type = b"LimbNode"
else: # Default, preferred option...
obj_type = b"Null"
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elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
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elif (ob_obj.type == 'CAMERA'):
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model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid)
model.add_string(fbx_name_class(ob_obj.name.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 = ob_obj.fbx_object_tx(scene_data)
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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)
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elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc,
animatable=True, animated=((ob_obj.key, "Lcl Translation") in scene_data.animated))
elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot,
animatable=True, animated=((ob_obj.key, "Lcl Rotation") in scene_data.animated))
elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale,
animatable=True, animated=((ob_obj.key, "Lcl Scaling") in scene_data.animated))
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elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide))
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# Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
# invalid -1 value...
elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
if scene_data.settings.use_custom_props:
# Here we want customprops from the 'pose' bone, not the 'edit' bone...
bdata = ob_obj.bdata_pose_bone if ob_obj.is_bone else ob_obj.bdata
fbx_data_element_custom_properties(props, bdata)
# 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")
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if obj_type == b"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.
"""
animations = scene_data.animations
if not animations:
return
scene = scene_data.scene
fps = scene.render.fps / scene.render.fps_base
return (int(v) for v in convert_sec_to_ktime_iter((f / fps for f, _v in keys)))
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# Animation stacks.
for astack_key, alayers, alayer_key, name, f_start, f_end in animations:
astack = elem_data_single_int64(root, b"AnimationStack", get_fbx_uuid_from_key(astack_key))
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astack.add_string(fbx_name_class(name, b"AnimStack"))
astack.add_string(b"")
astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack")
astack_props = elem_properties(astack)
r = scene_data.scene.render
fps = r.fps / r.fps_base
start = int(convert_sec_to_ktime(f_start / fps))
end = int(convert_sec_to_ktime(f_end / fps))
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elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start)
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end)
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start)
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end)
elem_props_template_finalize(astack_tmpl, astack_props)
# For now, only one layer for all animations.
alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
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alayer.add_string(fbx_name_class(name, b"AnimLayer"))
alayer.add_string(b"")
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for ob_obj, (alayer_key, acurvenodes) in alayers.items():
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# Animation layer.
# alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
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# alayer.add_string(fbx_name_class(ob_obj.name.encode(), b"AnimLayer"))
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# alayer.add_string(b"")
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for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
# Animation curve node.
acurvenode = elem_data_single_int64(root, b"AnimationCurveNode", get_fbx_uuid_from_key(acurvenode_key))
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acurvenode.add_string(fbx_name_class(acurvenode_name.encode(), b"AnimCurveNode"))
acurvenode.add_string(b"")
acn_tmpl = elem_props_template_init(scene_data.templates, b"AnimationCurveNode")
acn_props = elem_properties(acurvenode)
for fbx_item, (acurve_key, def_value, keys, _acurve_valid) in acurves.items():
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elem_props_template_set(acn_tmpl, acn_props, "p_number", fbx_item.encode(),
def_value, animatable=True)
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# Only create Animation curve if needed!
if keys:
acurve = elem_data_single_int64(root, b"AnimationCurve", get_fbx_uuid_from_key(acurve_key))
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acurve.add_string(fbx_name_class(b"", b"AnimCurve"))
acurve.add_string(b"")
# key attributes...
nbr_keys = len(keys)
# flags...
keyattr_flags = (
1 << 2 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
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1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent,
1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive.
0,
)
# Maybe values controlling TCB & co???
keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)
# And now, the *real* data!
elem_data_single_float64(acurve, b"Default", def_value)
elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION)
elem_data_single_int64_array(acurve, b"KeyTime", keys_to_ktimes(keys))
elem_data_single_float32_array(acurve, b"KeyValueFloat", (v for _f, v in keys))
elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags)
elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat)
elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,))
elem_props_template_finalize(acn_tmpl, acn_props)
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# ##### Top-level FBX data container. #####
# Mapping Blender -> FBX (principled_socket_name, fbx_name).
PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = (
# ("diffuse", "diffuse", b"DiffuseFactor"),
("base_color_texture", b"DiffuseColor"),
("alpha_texture", b"TransparencyFactor"), # Will be inverted in fact, not much we can do really...
# ("base_color_texture", b"TransparentColor"), # Uses diffuse color in Blender!
("emission_strength_texture", b"EmissiveFactor"),
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("emission_color_texture", b"EmissiveColor"),
# ("ambient", "ambient", b"AmbientFactor"),
# ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...
("normalmap_texture", b"NormalMap"),
# Note: unsure about those... :/
# ("", "", b"Bump"),
# ("", "", b"BumpFactor"),
# ("", "", b"DisplacementColor"),
# ("", "", b"DisplacementFactor"),
("specular_texture", b"SpecularFactor"),
# ("base_color", b"SpecularColor"), # TODO: use tint?
# See Material template about those two!
("roughness_texture", b"Shininess"),
("roughness_texture", b"ShininessExponent"),
# ("mirror", "mirror", b"ReflectionColor"),
("metallic_texture", b"ReflectionFactor"),
)
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def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
data_bones, data_deformers_skin, data_empties, arm_parents):
"""
Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh,
create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster).
Also supports "parent to bone" (simple parent to Model/LimbNode).
arm_parents is a set of tuples (armature, object) for all successful armature bindings.
"""
# We need some data for our armature 'object' too!!!
data_empties[arm_obj] = get_blender_empty_key(arm_obj.bdata)
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arm_data = arm_obj.bdata.data
bones = {}
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for bo in arm_obj.bones:
if settings.use_armature_deform_only:
if bo.bdata.use_deform:
bones[bo] = True
bo_par = bo.parent
while bo_par.is_bone:
bones[bo_par] = True
bo_par = bo_par.parent
elif bo not in bones: # Do not override if already set in the loop above!
bones[bo] = False
else:
bones[bo] = True
bones = {bo: None for bo, use in bones.items() if use}
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if not bones:
return
data_bones.update((bo, get_blender_bone_key(arm_obj.bdata, bo.bdata)) for bo in bones)
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for ob_obj in objects:
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if not ob_obj.is_deformed_by_armature(arm_obj):
continue
# Always handled by an Armature modifier...
found = False
for mod in ob_obj.bdata.modifiers:
if mod.type not in {'ARMATURE'} or not mod.object:
continue
# We only support vertex groups binding method, not bone envelopes one!
if mod.object in {arm_obj.bdata, arm_obj.bdata.proxy} and mod.use_vertex_groups:
found = True
break
if not found:
continue
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# Now we have a mesh using this armature.
# Note: bindpose have no relations at all (no connections), so no need for any preprocess for them.
# Create skin & clusters relations (note skins are connected to geometry, *not* model!).
_key, me, _free = data_meshes[ob_obj]
clusters = {bo: get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata) for bo in bones}
data_deformers_skin.setdefault(arm_obj, {})[me] = (get_blender_armature_skin_key(arm_obj.bdata, me),
# We don't want a regular parent relationship for those in FBX...
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arm_parents.add((arm_obj, ob_obj))
# Needed to handle matrices/spaces (since we do not parent them to 'armature' in FBX :/ ).
ob_obj.parented_to_armature = True
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objects.update(bones)
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def fbx_generate_leaf_bones(settings, data_bones):
# find which bons have no children
child_count = {bo: 0 for bo in data_bones.keys()}
for bo in data_bones.keys():
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if bo.parent and bo.parent.is_bone:
child_count[bo.parent] += 1
bone_radius_scale = settings.global_scale * 33.0
# generate bone data
leaf_parents = [bo for bo, count in child_count.items() if count == 0]
leaf_bones = []
for parent in leaf_parents:
node_name = parent.name + "_end"
parent_uuid = parent.fbx_uuid
parent_key = parent.key
node_uuid = get_fbx_uuid_from_key(parent_key + "_end_node")
attr_uuid = get_fbx_uuid_from_key(parent_key + "_end_nodeattr")
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hide = parent.hide
size = parent.bdata.head_radius * bone_radius_scale
bone_length = (parent.bdata.tail_local - parent.bdata.head_local).length
matrix = Matrix.Translation((0, bone_length, 0))
if settings.bone_correction_matrix_inv:
matrix = settings.bone_correction_matrix_inv @ matrix
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if settings.bone_correction_matrix:
matrix = matrix @ settings.bone_correction_matrix
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leaf_bones.append((node_name, parent_uuid, node_uuid, attr_uuid, matrix, hide, size))
return leaf_bones
def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=None, force_keep=False):
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Generate animation data (a single AnimStack) from objects, for a given frame range.
bake_step = scene_data.settings.bake_anim_step
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simplify_fac = scene_data.settings.bake_anim_simplify_factor
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force_keying = scene_data.settings.bake_anim_use_all_bones
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force_sek = scene_data.settings.bake_anim_force_startend_keying
if objects is not None:
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# Add bones and duplis!
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for ob_obj in tuple(objects):
if not ob_obj.is_object:
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continue
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if ob_obj.type == 'ARMATURE':
objects |= {bo_obj for bo_obj in ob_obj.bones if bo_obj in scene_data.objects}
for dp_obj in ob_obj.dupli_list_gen(depsgraph):
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if dp_obj in scene_data.objects:
objects.add(dp_obj)
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objects = scene_data.objects
back_currframe = scene.frame_current
animdata_ob = {}
p_rots = {}
for ob_obj in objects:
if ob_obj.parented_to_armature:
continue
ACNW = AnimationCurveNodeWrapper
loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data)
rot_deg = tuple(convert_rad_to_deg_iter(rot))
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force_key = (simplify_fac == 0.0) or (ob_obj.is_bone and force_keying)
animdata_ob[ob_obj] = (ACNW(ob_obj.key, 'LCL_TRANSLATION', force_key, force_sek, loc),
ACNW(ob_obj.key, 'LCL_ROTATION', force_key, force_sek, rot_deg),
ACNW(ob_obj.key, 'LCL_SCALING', force_key, force_sek, scale))
p_rots[ob_obj] = rot
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force_key = (simplify_fac == 0.0)
animdata_shapes = {}
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for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items():
# Ignore absolute shape keys for now!
if not me.shape_keys.use_relative:
continue
for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items():
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acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', force_key, force_sek, (0.0,))
# Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/
acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
animdata_shapes[channel_key] = (acnode, me, shape)
animdata_cameras = {}
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for cam_obj, cam_key in scene_data.data_cameras.items():
cam = cam_obj.bdata.data
acnode = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCAL', force_key, force_sek, (cam.lens,))
animdata_cameras[cam_key] = (acnode, cam)
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currframe = f_start
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while currframe <= f_end:
real_currframe = currframe - f_start if start_zero else currframe
scene.frame_set(int(currframe), subframe=currframe - int(currframe))
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for dp_obj in ob_obj.dupli_list_gen(depsgraph):
pass # Merely updating dupli matrix of ObjectWrapper...
for ob_obj, (anim_loc, anim_rot, anim_scale) in animdata_ob.items():
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# We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!).
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p_rot = p_rots.get(ob_obj, None)