Newer
Older
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# Script copyright (C) Blender Foundation
# FBX 7.1.0 -> 7.4.0 loader for Blender
Campbell Barton
committed
# Not totally pep8 compliant.
# pep8 import_fbx.py --ignore=E501,E123,E702,E125
if "bpy" in locals():
import importlib
if "parse_fbx" in locals():
importlib.reload(parse_fbx)
if "fbx_utils" in locals():
importlib.reload(fbx_utils)
Campbell Barton
committed
# -----
# Utils
Bastien Montagne
committed
from .parse_fbx import (
data_types,
FBXElem,
)
Bastien Montagne
committed
PerfMon,
units_blender_to_fbx_factor,
units_convertor_iter,
array_to_matrix4,
similar_values,
similar_values_iter,
Bastien Montagne
committed
FBXImportSettings,
# global singleton, assign on execution
fbx_elem_nil = None
convert_deg_to_rad_iter = units_convertor_iter("degree", "radian")
MAT_CONVERT_BONE = fbx_utils.MAT_CONVERT_BONE.inverted()
MAT_CONVERT_LIGHT = fbx_utils.MAT_CONVERT_LIGHT.inverted()
Bastien Montagne
committed
MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA.inverted()
def validate_blend_names(name):
assert(type(name) == bytes)
# Blender typically does not accept names over 63 bytes...
if len(name) > 63:
import hashlib
h = hashlib.sha1(name).hexdigest()
n = 55
name_utf8 = name[:n].decode('utf-8', 'replace') + "_" + h[:7]
while len(name_utf8.encode()) > 63:
n -= 1
name_utf8 = name[:n].decode('utf-8', 'replace') + "_" + h[:7]
return name_utf8
else:
# We use 'replace' even though FBX 'specs' say it should always be utf8, see T53841.
return name.decode('utf-8', 'replace')
def elem_find_first(elem, id_search, default=None):
for fbx_item in elem.elems:
if fbx_item.id == id_search:
return fbx_item
return default
def elem_find_iter(elem, id_search):
for fbx_item in elem.elems:
if fbx_item.id == id_search:
yield fbx_item
def elem_find_first_string(elem, id_search):
fbx_item = elem_find_first(elem, id_search)
if fbx_item is not None and fbx_item.props: # Do not error on complete empty properties (see T45291).
assert(len(fbx_item.props) == 1)
assert(fbx_item.props_type[0] == data_types.STRING)
Bastien Montagne
committed
return fbx_item.props[0].decode('utf-8', 'replace')
return None
Bastien Montagne
committed
def elem_find_first_string_as_bytes(elem, id_search):
fbx_item = elem_find_first(elem, id_search)
if fbx_item is not None and fbx_item.props: # Do not error on complete empty properties (see T45291).
Bastien Montagne
committed
assert(len(fbx_item.props) == 1)
assert(fbx_item.props_type[0] == data_types.STRING)
return fbx_item.props[0] # Keep it as bytes as requested...
return None
def elem_find_first_bytes(elem, id_search, decode=True):
fbx_item = elem_find_first(elem, id_search)
if fbx_item is not None and fbx_item.props: # Do not error on complete empty properties (see T45291).
assert(len(fbx_item.props) == 1)
Bastien Montagne
committed
assert(fbx_item.props_type[0] == data_types.BYTES)
return fbx_item.props[0]
return None
def elem_repr(elem):
return "%s: props[%d=%r], elems=(%r)" % (
elem.id,
len(elem.props),
", ".join([repr(p) for p in elem.props]),
# elem.props_type,
b", ".join([e.id for e in elem.elems]),
)
def elem_split_name_class(elem):
assert(elem.props_type[-2] == data_types.STRING)
elem_name, elem_class = elem.props[-2].split(b'\x00\x01')
return elem_name, elem_class
def elem_name_ensure_class(elem, clss=...):
elem_name, elem_class = elem_split_name_class(elem)
if clss is not ...:
assert(elem_class == clss)
return validate_blend_names(elem_name)
Bastien Montagne
committed
def elem_name_ensure_classes(elem, clss=...):
elem_name, elem_class = elem_split_name_class(elem)
if clss is not ...:
assert(elem_class in clss)
return validate_blend_names(elem_name)
Bastien Montagne
committed
def elem_split_name_class_nodeattr(elem):
assert(elem.props_type[-2] == data_types.STRING)
elem_name, elem_class = elem.props[-2].split(b'\x00\x01')
assert(elem_class == b'NodeAttribute')
assert(elem.props_type[-1] == data_types.STRING)
elem_class = elem.props[-1]
return elem_name, elem_class
def elem_uuid(elem):
assert(elem.props_type[0] == data_types.INT64)
return elem.props[0]
def elem_prop_first(elem, default=None):
return elem.props[0] if (elem is not None) and elem.props else default
# ----
# Support for
# Properties70: { ... P:
def elem_props_find_first(elem, elem_prop_id):
if elem is None:
# When properties are not found... Should never happen, but happens - as usual.
return None
# support for templates (tuple of elems)
if type(elem) is not FBXElem:
assert(type(elem) is tuple)
for e in elem:
result = elem_props_find_first(e, elem_prop_id)
if result is not None:
return result
assert(len(elem) > 0)
return None
for subelem in elem.elems:
assert(subelem.id == b'P')
if subelem.props[0] == elem_prop_id:
return subelem
return None
def elem_props_get_color_rgb(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'Color':
# FBX version 7300
assert(elem_prop.props[1] == b'Color')
assert(elem_prop.props[2] == b'')
else:
assert(elem_prop.props[1] == b'ColorRGB')
assert(elem_prop.props[2] == b'Color')
assert(elem_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
return elem_prop.props[4:7]
return default
def elem_props_get_vector_3d(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
return elem_prop.props[4:7]
return default
def elem_props_get_number(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'double':
assert(elem_prop.props[1] == b'double')
assert(elem_prop.props[2] == b'Number')
else:
assert(elem_prop.props[1] == b'Number')
assert(elem_prop.props[2] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.FLOAT64)
return elem_prop.props[4]
return default
def elem_props_get_integer(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'int':
assert(elem_prop.props[1] == b'int')
assert(elem_prop.props[2] == b'Integer')
elif elem_prop.props[1] == b'ULongLong':
assert(elem_prop.props[1] == b'ULongLong')
assert(elem_prop.props[2] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] in {data_types.INT32, data_types.INT64})
return elem_prop.props[4]
return default
Campbell Barton
committed
def elem_props_get_bool(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
# b'Bool' with a capital seems to be used for animated property... go figure...
assert(elem_prop.props[1] in {b'bool', b'Bool'})
Campbell Barton
committed
assert(elem_prop.props[2] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.INT32)
assert(elem_prop.props[4] in {0, 1})
Campbell Barton
committed
return bool(elem_prop.props[4])
return default
def elem_props_get_enum(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
assert(elem_prop.props[1] == b'enum')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.INT32)
return elem_prop.props[4]
return default
Bastien Montagne
committed
def elem_props_get_visibility(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
assert(elem_prop.props[1] == b'Visibility')
assert(elem_prop.props[2] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.FLOAT64)
return elem_prop.props[4]
return default
# ----------------------------------------------------------------------------
# Blender
# ------
# Object
Bastien Montagne
committed
from collections import namedtuple
Bastien Montagne
committed
FBXTransformData = namedtuple("FBXTransformData", (
"rot", "rot_ofs", "rot_piv", "pre_rot", "pst_rot", "rot_ord", "rot_alt_mat", "geom_rot",
"sca", "sca_ofs", "sca_piv", "geom_sca",
Bastien Montagne
committed
))
def blen_read_custom_properties(fbx_obj, blen_obj, settings):
# There doesn't seem to be a way to put user properties into templates, so this only get the object properties:
fbx_obj_props = elem_find_first(fbx_obj, b'Properties70')
if fbx_obj_props:
for fbx_prop in fbx_obj_props.elems:
assert(fbx_prop.id == b'P')
if b'U' in fbx_prop.props[3]:
if fbx_prop.props[0] == b'UDP3DSMAX':
# Special case for 3DS Max user properties:
assert(fbx_prop.props[1] == b'KString')
assert(fbx_prop.props_type[4] == data_types.STRING)
Bastien Montagne
committed
items = fbx_prop.props[4].decode('utf-8', 'replace')
for item in items.split('\r\n'):
if item:
split_item = item.split('=', 1)
if len(split_item) != 2:
split_item = item.split(':', 1)
if len(split_item) != 2:
print("cannot parse UDP3DSMAX custom property '%s', ignoring..." % item)
else:
prop_name, prop_value = split_item
prop_name = validate_blend_names(prop_name.strip().encode('utf-8'))
blen_obj[prop_name] = prop_value.strip()
prop_name = validate_blend_names(fbx_prop.props[0])
prop_type = fbx_prop.props[1]
if prop_type in {b'Vector', b'Vector3D', b'Color', b'ColorRGB'}:
assert(fbx_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
blen_obj[prop_name] = fbx_prop.props[4:7]
elif prop_type in {b'Vector4', b'ColorRGBA'}:
assert(fbx_prop.props_type[4:8] == bytes((data_types.FLOAT64,)) * 4)
blen_obj[prop_name] = fbx_prop.props[4:8]
elif prop_type == b'Vector2D':
assert(fbx_prop.props_type[4:6] == bytes((data_types.FLOAT64,)) * 2)
blen_obj[prop_name] = fbx_prop.props[4:6]
elif prop_type in {b'Integer', b'int'}:
assert(fbx_prop.props_type[4] == data_types.INT32)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type == b'KString':
assert(fbx_prop.props_type[4] == data_types.STRING)
Bastien Montagne
committed
blen_obj[prop_name] = fbx_prop.props[4].decode('utf-8', 'replace')
elif prop_type in {b'Number', b'double', b'Double'}:
assert(fbx_prop.props_type[4] == data_types.FLOAT64)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type in {b'Float', b'float'}:
assert(fbx_prop.props_type[4] == data_types.FLOAT32)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type in {b'Bool', b'bool'}:
assert(fbx_prop.props_type[4] == data_types.INT32)
blen_obj[prop_name] = fbx_prop.props[4] != 0
elif prop_type in {b'Enum', b'enum'}:
assert(fbx_prop.props_type[4:6] == bytes((data_types.INT32, data_types.STRING)))
val = fbx_prop.props[4]
if settings.use_custom_props_enum_as_string and fbx_prop.props[5]:
Bastien Montagne
committed
enum_items = fbx_prop.props[5].decode('utf-8', 'replace').split('~')
if val >= 0 and val < len(enum_items):
blen_obj[prop_name] = enum_items[val]
else:
print ("WARNING: User property '%s' has wrong enum value, skipped" % prop_name)
else:
blen_obj[prop_name] = val
else:
Bastien Montagne
committed
print ("WARNING: User property type '%s' is not supported" % prop_type.decode('utf-8', 'replace'))
Bastien Montagne
committed
def blen_read_object_transform_do(transform_data):
# This is a nightmare. FBX SDK uses Maya way to compute the transformation matrix of a node - utterly simple:
#
# WorldTransform = ParentWorldTransform @ T @ Roff @ Rp @ Rpre @ R @ Rpost @ Rp-1 @ Soff @ Sp @ S @ Sp-1
#
# Where all those terms are 4 x 4 matrices that contain:
# WorldTransform: Transformation matrix of the node in global space.
# ParentWorldTransform: Transformation matrix of the parent node in global space.
# T: Translation
# Roff: Rotation offset
# Rp: Rotation pivot
# Rpre: Pre-rotation
# R: Rotation
# Rpost: Post-rotation
# Rp-1: Inverse of the rotation pivot
# Soff: Scaling offset
# Sp: Scaling pivot
# S: Scaling
# Sp-1: Inverse of the scaling pivot
#
# But it was still too simple, and FBX notion of compatibility is... quite specific. So we also have to
# support 3DSMax way:
#
# WorldTransform = ParentWorldTransform @ T @ R @ S @ OT @ OR @ OS
#
# Where all those terms are 4 x 4 matrices that contain:
# WorldTransform: Transformation matrix of the node in global space
# ParentWorldTransform: Transformation matrix of the parent node in global space
# T: Translation
# R: Rotation
# S: Scaling
# OT: Geometric transform translation
# OR: Geometric transform rotation
# OS: Geometric transform translation
#
# Notes:
# Geometric transformations ***are not inherited***: ParentWorldTransform does not contain the OT, OR, OS
# of WorldTransform's parent node.
#
# Taken from http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/
# index.html?url=WS1a9193826455f5ff1f92379812724681e696651.htm,topicNumber=d0e7429
Bastien Montagne
committed
# translation
lcl_translation = Matrix.Translation(transform_data.loc)
geom_loc = Matrix.Translation(transform_data.geom_loc)
Bastien Montagne
committed
# rotation
to_rot = lambda rot, rot_ord: Euler(convert_deg_to_rad_iter(rot), rot_ord).to_matrix().to_4x4()
lcl_rot = to_rot(transform_data.rot, transform_data.rot_ord) @ transform_data.rot_alt_mat
Bastien Montagne
committed
pre_rot = to_rot(transform_data.pre_rot, transform_data.rot_ord)
pst_rot = to_rot(transform_data.pst_rot, transform_data.rot_ord)
geom_rot = to_rot(transform_data.geom_rot, transform_data.rot_ord)
Bastien Montagne
committed
rot_ofs = Matrix.Translation(transform_data.rot_ofs)
rot_piv = Matrix.Translation(transform_data.rot_piv)
sca_ofs = Matrix.Translation(transform_data.sca_ofs)
sca_piv = Matrix.Translation(transform_data.sca_piv)
# scale
lcl_scale = Matrix()
lcl_scale[0][0], lcl_scale[1][1], lcl_scale[2][2] = transform_data.sca
geom_scale = Matrix();
geom_scale[0][0], geom_scale[1][1], geom_scale[2][2] = transform_data.geom_sca
Bastien Montagne
committed
lcl_translation @
rot_ofs @
rot_piv @
pre_rot @
lcl_rot @
pst_rot @
rot_piv.inverted_safe() @
sca_ofs @
sca_piv @
lcl_scale @
sca_piv.inverted_safe()
Bastien Montagne
committed
)
geom_mat = geom_loc @ geom_rot @ geom_scale
# We return mat without 'geometric transforms' too, because it is to be used for children, sigh...
return (base_mat @ geom_mat, base_mat, geom_mat)
Bastien Montagne
committed
# XXX This might be weak, now that we can add vgroups from both bones and shapes, name collisions become
# more likely, will have to make this more robust!!!
def add_vgroup_to_objects(vg_indices, vg_weights, vg_name, objects):
assert(len(vg_indices) == len(vg_weights))
if vg_indices:
for obj in objects:
# We replace/override here...
vg = obj.vertex_groups.get(vg_name)
if vg is None:
vg = obj.vertex_groups.new(name=vg_name)
for i, w in zip(vg_indices, vg_weights):
vg.add((i,), w, 'REPLACE')
Bastien Montagne
committed
def blen_read_object_transform_preprocess(fbx_props, fbx_obj, rot_alt_mat, use_prepost_rot):
# This is quite involved, 'fbxRNode.cpp' from openscenegraph used as a reference
Bastien Montagne
committed
const_vector_zero_3d = 0.0, 0.0, 0.0
const_vector_one_3d = 1.0, 1.0, 1.0
Bastien Montagne
committed
loc = list(elem_props_get_vector_3d(fbx_props, b'Lcl Translation', const_vector_zero_3d))
rot = list(elem_props_get_vector_3d(fbx_props, b'Lcl Rotation', const_vector_zero_3d))
sca = list(elem_props_get_vector_3d(fbx_props, b'Lcl Scaling', const_vector_one_3d))
geom_loc = list(elem_props_get_vector_3d(fbx_props, b'GeometricTranslation', const_vector_zero_3d))
geom_rot = list(elem_props_get_vector_3d(fbx_props, b'GeometricRotation', const_vector_zero_3d))
geom_sca = list(elem_props_get_vector_3d(fbx_props, b'GeometricScaling', const_vector_one_3d))
rot_ofs = elem_props_get_vector_3d(fbx_props, b'RotationOffset', const_vector_zero_3d)
rot_piv = elem_props_get_vector_3d(fbx_props, b'RotationPivot', const_vector_zero_3d)
sca_ofs = elem_props_get_vector_3d(fbx_props, b'ScalingOffset', const_vector_zero_3d)
sca_piv = elem_props_get_vector_3d(fbx_props, b'ScalingPivot', const_vector_zero_3d)
is_rot_act = elem_props_get_bool(fbx_props, b'RotationActive', False)
if is_rot_act:
Bastien Montagne
committed
if use_prepost_rot:
pre_rot = elem_props_get_vector_3d(fbx_props, b'PreRotation', const_vector_zero_3d)
pst_rot = elem_props_get_vector_3d(fbx_props, b'PostRotation', const_vector_zero_3d)
else:
pre_rot = const_vector_zero_3d
pst_rot = const_vector_zero_3d
rot_ord = {
0: 'XYZ',
Bastien Montagne
committed
1: 'XZY',
2: 'YZX',
3: 'YXZ',
4: 'ZXY',
5: 'ZYX',
6: 'XYZ', # XXX eSphericXYZ, not really supported...
}.get(elem_props_get_enum(fbx_props, b'RotationOrder', 0))
else:
pre_rot = const_vector_zero_3d
pst_rot = const_vector_zero_3d
rot_ord = 'XYZ'
return FBXTransformData(loc, geom_loc,
rot, rot_ofs, rot_piv, pre_rot, pst_rot, rot_ord, rot_alt_mat, geom_rot,
sca, sca_ofs, sca_piv, geom_sca)
# ---------
# Animation
def blen_read_animations_curves_iter(fbx_curves, blen_start_offset, fbx_start_offset, fps):
"""
Get raw FBX AnimCurve list, and yield values for all curves at each singular curves' keyframes,
together with (blender) timing, in frames.
blen_start_offset is expected in frames, while fbx_start_offset is expected in FBX ktime.
"""
# As a first step, assume linear interpolation between key frames, we'll (try to!) handle more
# of FBX curves later.
from .fbx_utils import FBX_KTIME
timefac = fps / FBX_KTIME
curves = tuple([0,
elem_prop_first(elem_find_first(c[2], b'KeyTime')),
elem_prop_first(elem_find_first(c[2], b'KeyValueFloat')),
c]
allkeys = sorted({item for sublist in curves for item in sublist[1]})
for curr_fbxktime in allkeys:
curr_values = []
for item in curves:
idx, times, values, fbx_curve = item
if times[idx] < curr_fbxktime:
if idx >= 0:
idx += 1
if idx >= len(times):
# We have reached our last element for this curve, stay on it from now on...
idx = -1
item[0] = idx
if times[idx] >= curr_fbxktime:
if idx == 0:
curr_values.append((values[idx], fbx_curve))
else:
# Interpolate between this key and the previous one.
ifac = (curr_fbxktime - times[idx - 1]) / (times[idx] - times[idx - 1])
curr_values.append(((values[idx] - values[idx - 1]) * ifac + values[idx - 1], fbx_curve))
curr_blenkframe = (curr_fbxktime - fbx_start_offset) * timefac + blen_start_offset
yield (curr_blenkframe, curr_values)
Bastien Montagne
committed
def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
'Bake' loc/rot/scale into the action,
taking any pre_ and post_ matrix into account to transform from fbx into blender space.
Bastien Montagne
committed
from bpy.types import Object, PoseBone, ShapeKey, Material, Camera
from itertools import chain
fbx_curves = []
Bastien Montagne
committed
for curves, fbxprop in cnodes.values():
for (fbx_acdata, _blen_data), channel in curves.values():
fbx_curves.append((fbxprop, channel, fbx_acdata))
# Leave if no curves are attached (if a blender curve is attached to scale but without keys it defaults to 0).
if len(fbx_curves) == 0:
return
blen_curves = []
keyframes = {}
# Add each keyframe to the keyframe dict
def store_keyframe(fc, frame, value):
fc_key = (fc.data_path, fc.array_index)
if not keyframes.get(fc_key):
keyframes[fc_key] = []
keyframes[fc_key].extend((frame, value))
if isinstance(item, Material):
grpname = item.name
props = [("diffuse_color", 3, grpname or "Diffuse Color")]
elif isinstance(item, ShapeKey):
props = [(item.path_from_id("value"), 1, "Key")]
Bastien Montagne
committed
elif isinstance(item, Camera):
props = [(item.path_from_id("lens"), 1, "Camera")]
else: # Object or PoseBone:
Bastien Montagne
committed
if item.is_bone:
bl_obj = item.bl_obj.pose.bones[item.bl_bone]
else:
bl_obj = item.bl_obj
# We want to create actions for objects, but for bones we 'reuse' armatures' actions!
Bastien Montagne
committed
grpname = item.bl_obj.name
# Since we might get other channels animated in the end, due to all FBX transform magic,
# we need to add curves for whole loc/rot/scale in any case.
Bastien Montagne
committed
props = [(bl_obj.path_from_id("location"), 3, grpname or "Location"),
Bastien Montagne
committed
(bl_obj.path_from_id("scale"), 3, grpname or "Scale")]
rot_mode = bl_obj.rotation_mode
if rot_mode == 'QUATERNION':
Bastien Montagne
committed
props[1] = (bl_obj.path_from_id("rotation_quaternion"), 4, grpname or "Quaternion Rotation")
elif rot_mode == 'AXIS_ANGLE':
Bastien Montagne
committed
props[1] = (bl_obj.path_from_id("rotation_axis_angle"), 4, grpname or "Axis Angle Rotation")
Bastien Montagne
committed
props[1] = (bl_obj.path_from_id("rotation_euler"), 3, grpname or "Euler Rotation")
blen_curves = [action.fcurves.new(prop, index=channel, action_group=grpname)
for prop, nbr_channels, grpname in props for channel in range(nbr_channels)]
if isinstance(item, Material):
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
value = [0,0,0]
for v, (fbxprop, channel, _fbx_acdata) in values:
assert(fbxprop == b'DiffuseColor')
assert(channel in {0, 1, 2})
value[channel] = v
for fc, v in zip(blen_curves, value):
store_keyframe(fc, frame, v)
elif isinstance(item, ShapeKey):
Bastien Montagne
committed
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
value = 0.0
for v, (fbxprop, channel, _fbx_acdata) in values:
assert(fbxprop == b'DeformPercent')
assert(channel == 0)
value = v / 100.0
for fc, v in zip(blen_curves, (value,)):
store_keyframe(fc, frame, v)
Bastien Montagne
committed
elif isinstance(item, Camera):
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
value = 0.0
for v, (fbxprop, channel, _fbx_acdata) in values:
assert(fbxprop == b'FocalLength')
assert(channel == 0)
value = v
for fc, v in zip(blen_curves, (value,)):
store_keyframe(fc, frame, v)
Bastien Montagne
committed
else: # Object or PoseBone:
Bastien Montagne
committed
if item.is_bone:
bl_obj = item.bl_obj.pose.bones[item.bl_bone]
else:
bl_obj = item.bl_obj
transform_data = item.fbx_transform_data
rot_eul_prev = bl_obj.rotation_euler.copy()
rot_quat_prev = bl_obj.rotation_quaternion.copy()
# Pre-compute inverted local rest matrix of the bone, if relevant.
restmat_inv = item.get_bind_matrix().inverted_safe() if item.is_bone else None
Bastien Montagne
committed
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
for v, (fbxprop, channel, _fbx_acdata) in values:
if fbxprop == b'Lcl Translation':
transform_data.loc[channel] = v
elif fbxprop == b'Lcl Rotation':
transform_data.rot[channel] = v
elif fbxprop == b'Lcl Scaling':
transform_data.sca[channel] = v
mat, _, _ = blen_read_object_transform_do(transform_data)
Bastien Montagne
committed
# compensate for changes in the local matrix during processing
if item.anim_compensation_matrix:
mat = mat @ item.anim_compensation_matrix
Bastien Montagne
committed
# apply pre- and post matrix
# post-matrix will contain any correction for lights, camera and bone orientation
# pre-matrix will contain any correction for a parent's correction matrix or the global matrix
if item.pre_matrix:
Bastien Montagne
committed
if item.post_matrix:
Bastien Montagne
committed
# And now, remove that rest pose matrix from current mat (also in parent space).
if restmat_inv:
# Now we have a virtual matrix of transform from AnimCurves, we can insert keyframes!
loc, rot, sca = mat.decompose()
if rot_mode == 'QUATERNION':
if rot_quat_prev.dot(rot) < 0.0:
rot = -rot
rot_quat_prev = rot
elif rot_mode == 'AXIS_ANGLE':
vec, ang = rot.to_axis_angle()
rot = ang, vec.x, vec.y, vec.z
else: # Euler
rot = rot.to_euler(rot_mode, rot_eul_prev)
rot_eul_prev = rot
# Add each keyframe and its value to the keyframe dict
for fc, value in zip(blen_curves, chain(loc, rot, sca)):
store_keyframe(fc, frame, value)
# Add all keyframe points to the fcurves at once and modify them after
for fc_key, key_values in keyframes.items():
data_path, index = fc_key
# Add all keyframe points at once
fcurve = action.fcurves.find(data_path=data_path, index=index)
num_keys = len(key_values) // 2
fcurve.keyframe_points.add(num_keys)
fcurve.keyframe_points.foreach_set('co', key_values)
linear_enum_value = bpy.types.Keyframe.bl_rna.properties['interpolation'].enum_items['LINEAR'].value
fcurve.keyframe_points.foreach_set('interpolation', (linear_enum_value,) * num_keys)
# Since we inserted our keyframes in 'ultra-fast' mode, we have to update the fcurves now.
for fc in blen_curves:
fc.update()
Bastien Montagne
committed
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, anim_offset):
"""
Recreate an action per stack/layer/object combinations.
Bastien Montagne
committed
Only the first found action is linked to objects, more complex setups are not handled,
it's up to user to reproduce them!
Bastien Montagne
committed
from bpy.types import ShapeKey, Material, Camera
Bastien Montagne
committed
actions = {}
for as_uuid, ((fbx_asdata, _blen_data), alayers) in stacks.items():
stack_name = elem_name_ensure_class(fbx_asdata, b'AnimStack')
for al_uuid, ((fbx_aldata, _blen_data), items) in alayers.items():
layer_name = elem_name_ensure_class(fbx_aldata, b'AnimLayer')
for item, cnodes in items.items():
if isinstance(item, Material):
id_data = item
elif isinstance(item, ShapeKey):
Bastien Montagne
committed
id_data = item.id_data
Bastien Montagne
committed
elif isinstance(item, Camera):
id_data = item
Bastien Montagne
committed
else:
id_data = item.bl_obj
# XXX Ignore rigged mesh animations - those are a nightmare to handle, see note about it in
# FbxImportHelperNode class definition.
Bastien Montagne
committed
if id_data and id_data.type == 'MESH' and id_data.parent and id_data.parent.type == 'ARMATURE':
continue
Bastien Montagne
committed
if id_data is None:
continue
# Create new action if needed (should always be needed, except for keyblocks from shapekeys cases).
key = (as_uuid, al_uuid, id_data)
action = actions.get(key)
if action is None:
action_name = "|".join((id_data.name, stack_name, layer_name))
actions[key] = action = bpy.data.actions.new(action_name)
action.use_fake_user = True
Bastien Montagne
committed
# If none yet assigned, assign this action to id_data.
if not id_data.animation_data:
id_data.animation_data_create()
if not id_data.animation_data.action:
id_data.animation_data.action = action
# And actually populate the action!
Bastien Montagne
committed
blen_read_animations_action_item(action, item, cnodes, scene.render.fps, anim_offset)
# ----
# Mesh
def blen_read_geom_layerinfo(fbx_layer):
return (
validate_blend_names(elem_find_first_string_as_bytes(fbx_layer, b'Name')),
Bastien Montagne
committed
elem_find_first_string_as_bytes(fbx_layer, b'MappingInformationType'),
elem_find_first_string_as_bytes(fbx_layer, b'ReferenceInformationType'),
def blen_read_geom_array_setattr(generator, blen_data, blen_attr, fbx_data, stride, item_size, descr, xform):
"""Generic fbx_layer to blen_data setter, generator is expected to yield tuples (ble_idx, fbx_idx)."""
Bastien Montagne
committed
max_idx = len(blen_data) - 1
print_error = True
def check_skip(blen_idx, fbx_idx):
nonlocal print_error
Bastien Montagne
committed
if fbx_idx < 0: # Negative values mean 'skip'.
Bastien Montagne
committed
return True
if blen_idx > max_idx:
if print_error:
print("ERROR: too much data in this layer, compared to elements in mesh, skipping!")
print_error = False
return True
return False
if xform is not None:
if isinstance(blen_data, list):
if item_size == 1:
def _process(blend_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx):
blen_data[blen_idx] = xform(fbx_data[fbx_idx])
else:
def _process(blend_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx):
blen_data[blen_idx] = xform(fbx_data[fbx_idx:fbx_idx + item_size])
else:
if item_size == 1:
def _process(blend_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx):
setattr(blen_data[blen_idx], blen_attr, xform(fbx_data[fbx_idx]))
else:
def _process(blend_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx):
setattr(blen_data[blen_idx], blen_attr, xform(fbx_data[fbx_idx:fbx_idx + item_size]))
if isinstance(blen_data, list):
if item_size == 1:
def _process(blend_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx):
blen_data[blen_idx] = fbx_data[fbx_idx]
else:
def _process(blend_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx):
blen_data[blen_idx] = fbx_data[fbx_idx:fbx_idx + item_size]
else:
if item_size == 1:
def _process(blend_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx):
setattr(blen_data[blen_idx], blen_attr, fbx_data[fbx_idx])
else:
def _process(blend_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx):
setattr(blen_data[blen_idx], blen_attr, fbx_data[fbx_idx:fbx_idx + item_size])
for blen_idx, fbx_idx in generator:
if check_skip(blen_idx, fbx_idx):
continue
_process(blen_data, blen_attr, fbx_data, xform, item_size, blen_idx, fbx_idx)
# generic generators.
Bastien Montagne
committed
def blen_read_geom_array_gen_allsame(data_len):
return zip(*(range(data_len), (0,) * data_len))
def blen_read_geom_array_gen_direct(fbx_data, stride):
fbx_data_len = len(fbx_data)
return zip(*(range(fbx_data_len // stride), range(0, fbx_data_len, stride)))
def blen_read_geom_array_gen_indextodirect(fbx_layer_index, stride):
return ((bi, fi * stride) for bi, fi in enumerate(fbx_layer_index))
def blen_read_geom_array_gen_direct_looptovert(mesh, fbx_data, stride):
fbx_data_len = len(fbx_data) // stride
loops = mesh.loops
for p in mesh.polygons:
for lidx in p.loop_indices:
vidx = loops[lidx].vertex_index
if vidx < fbx_data_len:
yield lidx, vidx * stride
# generic error printers.
def blen_read_geom_array_error_mapping(descr, fbx_layer_mapping, quiet=False):
if not quiet:
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
def blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet=False):
if not quiet:
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
def blen_read_geom_array_mapped_vert(
mesh, blen_data, blen_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
xform=None, quiet=False,
if fbx_layer_mapping == b'ByVertice':
if fbx_layer_ref == b'Direct':
assert(fbx_layer_index is None)
blen_read_geom_array_setattr(blen_read_geom_array_gen_direct(fbx_layer_data, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet)
Bastien Montagne
committed
elif fbx_layer_mapping == b'AllSame':
if fbx_layer_ref == b'IndexToDirect':
assert(fbx_layer_index is None)
blen_read_geom_array_setattr(blen_read_geom_array_gen_allsame(len(blen_data)),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
return True
blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet)
blen_read_geom_array_error_mapping(descr, fbx_layer_mapping, quiet)
def blen_read_geom_array_mapped_edge(
mesh, blen_data, blen_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
xform=None, quiet=False,
if fbx_layer_mapping == b'ByEdge':
if fbx_layer_ref == b'Direct':
blen_read_geom_array_setattr(blen_read_geom_array_gen_direct(fbx_layer_data, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet)
Bastien Montagne
committed
elif fbx_layer_mapping == b'AllSame':
if fbx_layer_ref == b'IndexToDirect':
assert(fbx_layer_index is None)
blen_read_geom_array_setattr(blen_read_geom_array_gen_allsame(len(blen_data)),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
return True
blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet)
blen_read_geom_array_error_mapping(descr, fbx_layer_mapping, quiet)
return False
mesh, blen_data, blen_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
xform=None, quiet=False,
Bastien Montagne
committed
if fbx_layer_ref == b'IndexToDirect':
# XXX Looks like we often get no fbx_layer_index in this case, shall not happen but happens...
# We fallback to 'Direct' mapping in this case.
#~ assert(fbx_layer_index is not None)
if fbx_layer_index is None:
blen_read_geom_array_setattr(blen_read_geom_array_gen_direct(fbx_layer_data, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
blen_read_geom_array_setattr(blen_read_geom_array_gen_indextodirect(fbx_layer_index, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
elif fbx_layer_ref == b'Direct':
blen_read_geom_array_setattr(blen_read_geom_array_gen_direct(fbx_layer_data, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet)
Bastien Montagne
committed
elif fbx_layer_mapping == b'AllSame':
if fbx_layer_ref == b'IndexToDirect':
assert(fbx_layer_index is None)
blen_read_geom_array_setattr(blen_read_geom_array_gen_allsame(len(blen_data)),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
return True
blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet)
blen_read_geom_array_error_mapping(descr, fbx_layer_mapping, quiet)
mesh, blen_data, blen_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
xform=None, quiet=False,
if fbx_layer_mapping == b'ByPolygonVertex':
if fbx_layer_ref == b'IndexToDirect':
# XXX Looks like we often get no fbx_layer_index in this case, shall not happen but happens...
# We fallback to 'Direct' mapping in this case.
#~ assert(fbx_layer_index is not None)
if fbx_layer_index is None:
blen_read_geom_array_setattr(blen_read_geom_array_gen_direct(fbx_layer_data, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
else:
blen_read_geom_array_setattr(blen_read_geom_array_gen_indextodirect(fbx_layer_index, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
return True
elif fbx_layer_ref == b'Direct':
blen_read_geom_array_setattr(blen_read_geom_array_gen_direct(fbx_layer_data, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet)
elif fbx_layer_mapping == b'ByVertice':
if fbx_layer_ref == b'Direct':
assert(fbx_layer_index is None)
blen_read_geom_array_setattr(blen_read_geom_array_gen_direct_looptovert(mesh, fbx_layer_data, stride),
blen_data, blen_attr, fbx_layer_data, stride, item_size, descr, xform)
return True
blen_read_geom_array_error_ref(descr, fbx_layer_ref, quiet)
Bastien Montagne
committed
elif fbx_layer_mapping == b'AllSame':
if fbx_layer_ref == b'IndexToDirect':