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# ##### 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
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# 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)
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import bpy
# -----
# Utils
from .parse_fbx import data_types, FBXElem
from .fbx_utils import (
units_convertor_iter,
array_to_matrix4,
similar_values,
similar_values_iter,
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FBXImportSettings
# global singleton, assign on execution
fbx_elem_nil = None
# Units convertors...
convert_deg_to_rad_iter = units_convertor_iter("degree", "radian")
MAT_CONVERT_BONE = fbx_utils.MAT_CONVERT_BONE.inverted()
MAT_CONVERT_LAMP = fbx_utils.MAT_CONVERT_LAMP.inverted()
MAT_CONVERT_CAMERA = fbx_utils.MAT_CONVERT_CAMERA.inverted()
def elem_find_first(elem, id_search, default=None):
for fbx_item in elem.elems:
if fbx_item.id == id_search:
return fbx_item
return default
def elem_find_iter(elem, id_search):
for fbx_item in elem.elems:
if fbx_item.id == id_search:
yield fbx_item
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def elem_find_first_string(elem, id_search):
fbx_item = elem_find_first(elem, id_search)
if fbx_item is not None:
assert(len(fbx_item.props) == 1)
assert(fbx_item.props_type[0] == data_types.STRING)
return fbx_item.props[0].decode('utf-8')
return None
def elem_find_first_bytes(elem, id_search, decode=True):
fbx_item = elem_find_first(elem, id_search)
if fbx_item is not None:
assert(len(fbx_item.props) == 1)
assert(fbx_item.props_type[0] == data_types.STRING)
return fbx_item.props[0]
return None
def elem_repr(elem):
return "%s: props[%d=%r], elems=(%r)" % (
elem.id,
len(elem.props),
", ".join([repr(p) for p in elem.props]),
# elem.props_type,
b", ".join([e.id for e in elem.elems]),
)
def elem_split_name_class(elem):
assert(elem.props_type[-2] == data_types.STRING)
elem_name, elem_class = elem.props[-2].split(b'\x00\x01')
return elem_name, elem_class
def elem_name_ensure_class(elem, clss=...):
elem_name, elem_class = elem_split_name_class(elem)
if clss is not ...:
assert(elem_class == clss)
return elem_name.decode('utf-8')
def elem_split_name_class_nodeattr(elem):
assert(elem.props_type[-2] == data_types.STRING)
elem_name, elem_class = elem.props[-2].split(b'\x00\x01')
assert(elem_class == b'NodeAttribute')
assert(elem.props_type[-1] == data_types.STRING)
elem_class = elem.props[-1]
return elem_name, elem_class
def elem_uuid(elem):
assert(elem.props_type[0] == data_types.INT64)
return elem.props[0]
def elem_prop_first(elem, default=None):
return elem.props[0] if (elem is not None) and elem.props else default
# ----
# Support for
# Properties70: { ... P:
def elem_props_find_first(elem, elem_prop_id):
# support for templates (tuple of elems)
if type(elem) is not FBXElem:
assert(type(elem) is tuple)
for e in elem:
result = elem_props_find_first(e, elem_prop_id)
if result is not None:
return result
assert(len(elem) > 0)
return None
for subelem in elem.elems:
assert(subelem.id == b'P')
if subelem.props[0] == elem_prop_id:
return subelem
return None
def elem_props_get_color_rgb(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'Color':
# FBX version 7300
assert(elem_prop.props[1] == b'Color')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
else:
assert(elem_prop.props[1] == b'ColorRGB')
assert(elem_prop.props[2] == b'Color')
assert(elem_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
return elem_prop.props[4:7]
return default
def elem_props_get_vector_3d(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
return elem_prop.props[4:7]
return default
def elem_props_get_number(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'double':
assert(elem_prop.props[1] == b'double')
assert(elem_prop.props[2] == b'Number')
else:
assert(elem_prop.props[1] == b'Number')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.FLOAT64)
return elem_prop.props[4]
return default
def elem_props_get_integer(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
if elem_prop.props[1] == b'int':
assert(elem_prop.props[1] == b'int')
assert(elem_prop.props[2] == b'Integer')
elif elem_prop.props[1] == b'ULongLong':
assert(elem_prop.props[1] == b'ULongLong')
assert(elem_prop.props[2] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] in {data_types.INT32, data_types.INT64})
return elem_prop.props[4]
return default
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def elem_props_get_bool(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
assert(elem_prop.props[1] == b'bool')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] == b'')
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.INT32)
assert(elem_prop.props[4] in {0, 1})
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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
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def elem_props_get_visibility(elem, elem_prop_id, default=None):
elem_prop = elem_props_find_first(elem, elem_prop_id)
if elem_prop is not None:
assert(elem_prop.props[0] == elem_prop_id)
assert(elem_prop.props[1] == b'Visibility')
assert(elem_prop.props[2] == b'')
assert(elem_prop.props[3] in {b'A', b'A+', b'AU'})
# we could allow other number types
assert(elem_prop.props_type[4] == data_types.FLOAT64)
return elem_prop.props[4]
return default
# ----------------------------------------------------------------------------
# Blender
# ------
# Object
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from collections import namedtuple
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FBXTransformData = namedtuple("FBXTransformData", (
"loc",
"rot", "rot_ofs", "rot_piv", "pre_rot", "pst_rot", "rot_ord", "rot_alt_mat",
"sca", "sca_ofs", "sca_piv",
))
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def blen_read_custom_properties(fbx_obj, blen_obj, settings):
# There doesn't seem to be a way to put user properties into templates, so this only get the object properties:
fbx_obj_props = elem_find_first(fbx_obj, b'Properties70')
if fbx_obj_props:
for fbx_prop in fbx_obj_props.elems:
assert(fbx_prop.id == b'P')
if b'U' in fbx_prop.props[3]:
if fbx_prop.props[0] == b'UDP3DSMAX':
# Special case for 3DS Max user properties:
assert(fbx_prop.props[1] == b'KString')
assert(fbx_prop.props_type[4] == data_types.STRING)
items = fbx_prop.props[4].decode('utf-8')
for item in items.split('\r\n'):
if item:
prop_name, prop_value = item.split('=', 1)
blen_obj[prop_name.strip()] = prop_value.strip()
else:
prop_name = fbx_prop.props[0].decode('utf-8')
prop_type = fbx_prop.props[1]
if prop_type in {b'Vector', b'Vector3D', b'Color', b'ColorRGB'}:
assert(fbx_prop.props_type[4:7] == bytes((data_types.FLOAT64,)) * 3)
blen_obj[prop_name] = fbx_prop.props[4:7]
elif prop_type in {b'Vector4', b'ColorRGBA'}:
assert(fbx_prop.props_type[4:8] == bytes((data_types.FLOAT64,)) * 4)
blen_obj[prop_name] = fbx_prop.props[4:8]
elif prop_type == b'Vector2D':
assert(fbx_prop.props_type[4:6] == bytes((data_types.FLOAT64,)) * 2)
blen_obj[prop_name] = fbx_prop.props[4:6]
elif prop_type in {b'Integer', b'int'}:
assert(fbx_prop.props_type[4] == data_types.INT32)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type == b'KString':
assert(fbx_prop.props_type[4] == data_types.STRING)
blen_obj[prop_name] = fbx_prop.props[4].decode('utf-8')
elif prop_type in {b'Number', b'double', b'Double'}:
assert(fbx_prop.props_type[4] == data_types.FLOAT64)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type in {b'Float', b'float'}:
assert(fbx_prop.props_type[4] == data_types.FLOAT32)
blen_obj[prop_name] = fbx_prop.props[4]
elif prop_type in {b'Bool', b'bool'}:
assert(fbx_prop.props_type[4] == data_types.INT32)
blen_obj[prop_name] = fbx_prop.props[4] != 0
elif prop_type in {b'Enum', b'enum'}:
assert(fbx_prop.props_type[4:6] == bytes((data_types.INT32, data_types.STRING)))
val = fbx_prop.props[4]
if settings.use_custom_props_enum_as_string:
enum_items = fbx_prop.props[5].decode('utf-8').split('~')
assert(val >= 0 and val < len(enum_items))
blen_obj[prop_name] = enum_items[val]
else:
blen_obj[prop_name] = val
else:
print ("WARNING: User property type '%s' is not supported" % prop_type.decode('utf-8'))
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def blen_read_object_transform_do(transform_data):
from mathutils import Matrix, Euler
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# translation
lcl_translation = Matrix.Translation(transform_data.loc)
# rotation
to_rot = lambda rot, rot_ord: Euler(convert_deg_to_rad_iter(rot), rot_ord).to_matrix().to_4x4()
lcl_rot = to_rot(transform_data.rot, transform_data.rot_ord) * transform_data.rot_alt_mat
pre_rot = to_rot(transform_data.pre_rot, transform_data.rot_ord)
pst_rot = to_rot(transform_data.pst_rot, transform_data.rot_ord)
rot_ofs = Matrix.Translation(transform_data.rot_ofs)
rot_piv = Matrix.Translation(transform_data.rot_piv)
sca_ofs = Matrix.Translation(transform_data.sca_ofs)
sca_piv = Matrix.Translation(transform_data.sca_piv)
# scale
lcl_scale = Matrix()
lcl_scale[0][0], lcl_scale[1][1], lcl_scale[2][2] = transform_data.sca
return (
lcl_translation *
rot_ofs *
rot_piv *
pre_rot *
lcl_rot *
pst_rot *
rot_piv.inverted_safe() *
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sca_ofs *
sca_piv *
lcl_scale *
sca_piv.inverted_safe()
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)
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# XXX This might be weak, now that we can add vgroups from both bones and shapes, name collisions become
# more likely, will have to make this more robust!!!
def add_vgroup_to_objects(vg_indices, vg_weights, vg_name, objects):
assert(len(vg_indices) == len(vg_weights))
if vg_indices:
for obj in objects:
# We replace/override here...
vg = obj.vertex_groups.get(vg_name)
if vg is None:
vg = obj.vertex_groups.new(vg_name)
for i, w in zip(vg_indices, vg_weights):
vg.add((i,), w, 'REPLACE')
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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
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const_vector_zero_3d = 0.0, 0.0, 0.0
const_vector_one_3d = 1.0, 1.0, 1.0
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loc = list(elem_props_get_vector_3d(fbx_props, b'Lcl Translation', const_vector_zero_3d))
rot = list(elem_props_get_vector_3d(fbx_props, b'Lcl Rotation', const_vector_zero_3d))
sca = list(elem_props_get_vector_3d(fbx_props, b'Lcl Scaling', const_vector_one_3d))
rot_ofs = elem_props_get_vector_3d(fbx_props, b'RotationOffset', const_vector_zero_3d)
rot_piv = elem_props_get_vector_3d(fbx_props, b'RotationPivot', const_vector_zero_3d)
sca_ofs = elem_props_get_vector_3d(fbx_props, b'ScalingOffset', const_vector_zero_3d)
sca_piv = elem_props_get_vector_3d(fbx_props, b'ScalingPivot', const_vector_zero_3d)
is_rot_act = elem_props_get_bool(fbx_props, b'RotationActive', False)
if is_rot_act:
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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',
1: 'XYZ',
2: 'XZY',
3: 'YZX',
4: 'YXZ',
5: 'ZXY',
6: 'ZYX',
}.get(elem_props_get_enum(fbx_props, b'RotationOrder', 0))
else:
pre_rot = const_vector_zero_3d
pst_rot = const_vector_zero_3d
rot_ord = 'XYZ'
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return FBXTransformData(loc,
rot, rot_ofs, rot_piv, pre_rot, pst_rot, rot_ord, rot_alt_mat,
sca, sca_ofs, sca_piv)
# ---------
# 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)
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def blen_read_animations_action_item(action, item, cnodes, fps):
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'Bake' loc/rot/scale into the action, taking any pre_ and post_ matrix into account to transform from fbx into blender space.
"""
from bpy.types import Object, PoseBone, ShapeKey
from mathutils import Euler, Matrix
from itertools import chain
fbx_curves = []
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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 = []
props = []
if isinstance(item, ShapeKey):
props = [(item.path_from_id("value"), 1, "Key")]
else: # Object or PoseBone:
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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!
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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.
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props = [(bl_obj.path_from_id("location"), 3, grpname or "Location"),
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(bl_obj.path_from_id("scale"), 3, grpname or "Scale")]
rot_mode = bl_obj.rotation_mode
if rot_mode == 'QUATERNION':
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props[1] = (bl_obj.path_from_id("rotation_quaternion"), 4, grpname or "Quaternion Rotation")
elif rot_mode == 'AXIS_ANGLE':
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props[1] = (bl_obj.path_from_id("rotation_axis_angle"), 4, grpname or "Axis Angle Rotation")
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props[1] = (bl_obj.path_from_id("rotation_euler"), 3, grpname or "Euler Rotation")
blen_curves = [action.fcurves.new(prop, channel, grpname)
for prop, nbr_channels, grpname in props for channel in range(nbr_channels)]
if isinstance(item, ShapeKey):
# We assume for now blen init point is frame 1.0, while FBX ktime init point is 0.
for frame, values in blen_read_animations_curves_iter(fbx_curves, 1.0, 0, fps):
value = 0.0
for v, (fbxprop, channel, _fbx_acdata) in values:
assert(fbxprop == b'DeformPercent')
assert(channel == 0)
value = v / 100.0
for fc, v in zip(blen_curves, (value,)):
fc.keyframe_points.insert(frame, v, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
else: # Object or PoseBone:
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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_prev = bl_obj.rotation_euler.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
# We assume for now blen init point is frame 1.0, while FBX ktime init point is 0.
for frame, values in blen_read_animations_curves_iter(fbx_curves, 1.0, 0, fps):
for v, (fbxprop, channel, _fbx_acdata) in values:
if fbxprop == b'Lcl Translation':
transform_data.loc[channel] = v
elif fbxprop == b'Lcl Rotation':
transform_data.rot[channel] = v
elif fbxprop == b'Lcl Scaling':
transform_data.sca[channel] = v
mat = blen_read_object_transform_do(transform_data)
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# compensate for changes in the local matrix during processing
if item.anim_compensation_matrix:
mat = mat * item.anim_compensation_matrix
# 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:
mat = item.pre_matrix * mat
if item.post_matrix:
mat = mat * item.post_matrix
# 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':
pass # nothing to do!
elif rot_mode == 'AXIS_ANGLE':
vec, ang = rot.to_axis_angle()
rot = ang, vec.x, vec.y, vec.z
else: # Euler
rot = rot.to_euler(rot_mode, rot_prev)
rot_prev = rot
for fc, value in zip(blen_curves, chain(loc, rot, sca)):
fc.keyframe_points.insert(frame, value, {'NEEDED', 'FAST'}).interpolation = 'LINEAR'
# Since we inserted our keyframes in 'FAST' mode, we have to update the fcurves now.
for fc in blen_curves:
fc.update()
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def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene):
"""
Recreate an action per stack/layer/object combinations.
Note actions are not linked to objects, this is up to the user!
"""
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from bpy.types import ShapeKey
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():
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if isinstance(item, ShapeKey):
id_data = item.id_data
else:
id_data = item.bl_obj
if id_data is None:
continue
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
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blen_read_animations_action_item(action, item, cnodes, scene.render.fps)
# ----
# Mesh
def blen_read_geom_layerinfo(fbx_layer):
return (
elem_find_first_string(fbx_layer, b'Name'),
elem_find_first_bytes(fbx_layer, b'MappingInformationType'),
elem_find_first_bytes(fbx_layer, b'ReferenceInformationType'),
)
def blen_read_geom_array_mapped_vert(
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
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xform=None
# TODO, generic mapping apply function
if fbx_layer_mapping == b'ByVertice':
if fbx_layer_ref == b'Direct':
assert(fbx_layer_index is None)
# TODO, more generic support for mapping types
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if xform is None:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[(i * stride): (i * stride) + item_size])
else:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
xform(fbx_layer_data[(i * stride): (i * stride) + item_size]))
return True
else:
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
else:
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
return False
def blen_read_geom_array_mapped_edge(
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
xform=None,
):
if fbx_layer_mapping == b'ByEdge':
if fbx_layer_ref == b'Direct':
if stride == 1:
if xform is None:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[i])
else:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
xform(fbx_layer_data[i]))
if xform is None:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[(i * stride): (i * stride) + item_size])
else:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
xform(fbx_layer_data[(i * stride): (i * stride) + item_size]))
return True
else:
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
else:
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
return False
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
xform=None,
):
if fbx_layer_ref == b'IndexToDirect':
if stride == 1:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[i])
else:
for i, blen_data_item in enumerate(blen_data):
setattr(blen_data_item, blend_attr,
fbx_layer_data[(i * stride): (i * stride) + item_size])
elif fbx_layer_ref == b'Direct':
# looks like direct may have different meanings!
assert(stride == 1)
if xform is None:
for i in range(len(fbx_layer_data)):
setattr(blen_data[i], blend_attr, fbx_layer_data[i])
else:
for i in range(len(fbx_layer_data)):
setattr(blen_data[i], blend_attr, xform(fbx_layer_data[i]))
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
mesh, blen_data, blend_attr,
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
stride, item_size, descr,
):
if fbx_layer_mapping == b'ByPolygonVertex':
if fbx_layer_ref == b'IndexToDirect':
assert(fbx_layer_index is not None)
for i, j in enumerate(fbx_layer_index):
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if j != -1:
setattr(blen_data[i], blend_attr,
fbx_layer_data[(j * stride): (j * stride) + item_size])
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
elif fbx_layer_mapping == b'ByVertice':
if fbx_layer_ref == b'Direct':
assert(fbx_layer_index is None)
loops = mesh.loops
polygons = mesh.polygons
for p in polygons:
for i in p.loop_indices:
j = loops[i].vertex_index
setattr(blen_data[i], blend_attr,
fbx_layer_data[(j * stride): (j * stride) + item_size])
else:
print("warning layer %r ref type unsupported: %r" % (descr, fbx_layer_ref))
print("warning layer %r mapping type unsupported: %r" % (descr, fbx_layer_mapping))
def blen_read_geom_layer_material(fbx_obj, mesh):
fbx_layer = elem_find_first(fbx_obj, b'LayerElementMaterial')
if fbx_layer is None:
return
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
if fbx_layer_mapping == b'AllSame':
# only to quiet warning
return
layer_id = b'Materials'
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
blen_data = mesh.polygons
mesh, blen_data, "material_index",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
def blen_read_geom_layer_uv(fbx_obj, mesh):
for layer_id in (b'LayerElementUV',):
for fbx_layer in elem_find_iter(fbx_obj, layer_id):
# all should be valid
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, b'UV'))
fbx_layer_index = elem_prop_first(elem_find_first(fbx_layer, b'UVIndex'))
uv_tex = mesh.uv_textures.new(name=fbx_layer_name)
uv_lay = mesh.uv_layers[-1]
# some valid files omit this data
if fbx_layer_data is None:
print("%r %r missing data" % (layer_id, fbx_layer_name))
continue
blen_read_geom_array_mapped_polyloop(
mesh, blen_data, "uv",
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
def blen_read_geom_layer_color(fbx_obj, mesh):
# almost same as UV's
for layer_id in (b'LayerElementColor',):
for fbx_layer in elem_find_iter(fbx_obj, layer_id):
# all should be valid
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, b'Colors'))
fbx_layer_index = elem_prop_first(elem_find_first(fbx_layer, b'ColorIndex'))
color_lay = mesh.vertex_colors.new(name=fbx_layer_name)
blen_data = color_lay.data[:]
# some valid files omit this data
if fbx_layer_data is None:
print("%r %r missing data" % (layer_id, fbx_layer_name))
continue
# ignore alpha layer (read 4 items into 3)
blen_read_geom_array_mapped_polyloop(
mesh, blen_data, "color",
fbx_layer_data, fbx_layer_index,
fbx_layer_mapping, fbx_layer_ref,
4, 3, layer_id,
)
def blen_read_geom_layer_smooth(fbx_obj, mesh):
fbx_layer = elem_find_first(fbx_obj, b'LayerElementSmoothing')
if fbx_layer is None:
return False
# all should be valid
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
layer_id = b'Smoothing'
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
# udk has 'Direct' mapped, with no Smoothing, not sure why, but ignore these
if fbx_layer_data is None:
return False
if fbx_layer_mapping == b'ByEdge':
# some models have bad edge data, we cant use this info...
if not mesh.edges:
return False
blen_data = mesh.edges
ok_smooth = blen_read_geom_array_mapped_edge(
mesh, blen_data, "use_edge_sharp",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
xform=lambda s: not s,
)
return ok_smooth
elif fbx_layer_mapping == b'ByPolygon':
blen_data = mesh.polygons
return blen_read_geom_array_mapped_polygon(
mesh, blen_data, "use_smooth",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
xform=lambda s: (s != 0), # smoothgroup bitflags, treat as booleans for now
)
else:
print("warning layer %r mapping type unsupported: %r" % (fbx_layer.id, fbx_layer_mapping))
return False
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def blen_read_geom_layer_normal(fbx_obj, mesh, xform=None):
fbx_layer = elem_find_first(fbx_obj, b'LayerElementNormal')
if fbx_layer is None:
return False
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
layer_id = b'Normals'
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
return blen_read_geom_array_mapped_vert(
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
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xform
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def blen_read_geom(fbx_tmpl, fbx_obj, settings):
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from mathutils import Matrix, Vector
from itertools import chain
import array
# Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
# global matrix, so we need to apply the global matrix to the vertices to get the correct result.
geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
# We need to apply the inverse transpose of the global matrix when transforming normals.
geom_mat_no = Matrix(settings.global_matrix_inv_transposed) if settings.bake_space_transform else None
if geom_mat_no is not None:
# Remove translation & scaling!
geom_mat_no.translation = Vector()
geom_mat_no.normalize()
# TODO, use 'fbx_tmpl'
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Geometry')
fbx_verts = elem_prop_first(elem_find_first(fbx_obj, b'Vertices'))
fbx_polys = elem_prop_first(elem_find_first(fbx_obj, b'PolygonVertexIndex'))
fbx_edges = elem_prop_first(elem_find_first(fbx_obj, b'Edges'))
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if geom_mat_co is not None:
def _vcos_transformed_gen(raw_cos, m=None):
# Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
return chain(*(m * Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
fbx_verts = array.array(fbx_verts.typecode, _vcos_transformed_gen(fbx_verts, geom_mat_co))
if fbx_verts is None:
fbx_verts = ()
if fbx_polys is None:
fbx_polys = ()
mesh = bpy.data.meshes.new(name=elem_name_utf8)
mesh.vertices.add(len(fbx_verts) // 3)
mesh.vertices.foreach_set("co", fbx_verts)
if fbx_polys:
mesh.loops.add(len(fbx_polys))
poly_loop_starts = []
poly_loop_totals = []
poly_loop_prev = 0
for i, l in enumerate(mesh.loops):
index = fbx_polys[i]
if index < 0:
poly_loop_starts.append(poly_loop_prev)
poly_loop_totals.append((i - poly_loop_prev) + 1)
poly_loop_prev = i + 1
l.vertex_index = index
mesh.polygons.add(len(poly_loop_starts))
mesh.polygons.foreach_set("loop_start", poly_loop_starts)
mesh.polygons.foreach_set("loop_total", poly_loop_totals)
blen_read_geom_layer_material(fbx_obj, mesh)
blen_read_geom_layer_uv(fbx_obj, mesh)
blen_read_geom_layer_color(fbx_obj, mesh)
# edges in fact index the polygons (NOT the vertices)
import array
tot_edges = len(fbx_edges)
edges_conv = array.array('i', [0]) * (tot_edges * 2)
edge_index = 0
for i in fbx_edges:
e_a = fbx_polys[i]
if e_a >= 0:
e_b = fbx_polys[i + 1]
else:
# Last index of polygon, wrap back to the start.
# ideally we wouldn't have to search back,
# but it should only be 2-3 iterations.
j = i - 1
while j >= 0 and fbx_polys[j] >= 0:
j -= 1
edges_conv[edge_index] = e_a
edges_conv[edge_index + 1] = e_b
edge_index += 2
mesh.edges.add(tot_edges)
mesh.edges.foreach_set("vertices", edges_conv)
# must be after edge, face loading.
ok_smooth = blen_read_geom_layer_smooth(fbx_obj, mesh)
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if geom_mat_no is None:
ok_normals = blen_read_geom_layer_normal(fbx_obj, mesh)
else:
def nortrans(v):
return geom_mat_no * Vector(v)
ok_normals = blen_read_geom_layer_normal(fbx_obj, mesh, nortrans)
mesh.validate()
if not ok_normals:
mesh.calc_normals()
if not ok_smooth:
for p in mesh.polygons:
p.use_smooth = True
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, mesh, settings)
return mesh
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def blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene):
from mathutils import Vector
elem_name_utf8 = elem_name_ensure_class(fbx_sdata, b'Geometry')
indices = elem_prop_first(elem_find_first(fbx_sdata, b'Indexes'), default=())
dvcos = tuple(co for co in zip(*[iter(elem_prop_first(elem_find_first(fbx_sdata, b'Vertices'), default=()))] * 3))
# We completely ignore normals here!
weight = elem_prop_first(elem_find_first(fbx_bcdata, b'DeformPercent'), default=100.0) / 100.0
vgweights = tuple(vgw / 100.0 for vgw in elem_prop_first(elem_find_first(fbx_bcdata, b'FullWeights'), default=()))
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# Special case, in case all weights are the same, FullWeight can have only one element - *sigh!*
nbr_indices = len(indices)
if len(vgweights) == 1 and nbr_indices > 1:
vgweights = (vgweights[0],) * nbr_indices
assert(len(vgweights) == nbr_indices == len(dvcos))
keyblocks = []
for me, objects in meshes:
vcos = tuple((idx, me.vertices[idx].co + Vector(dvco)) for idx, dvco in zip(indices, dvcos))
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objects = list({node.bl_obj for node in objects})
assert(objects)
if me.shape_keys is None:
objects[0].shape_key_add(name="Basis", from_mix=False)
objects[0].shape_key_add(name=elem_name_utf8, from_mix=False)
me.shape_keys.use_relative = True # Should already be set as such.
kb = me.shape_keys.key_blocks[elem_name_utf8]
for idx, co in vcos:
kb.data[idx].co[:] = co
kb.value = weight
# Add vgroup if necessary.
if create_vg:
add_vgroup_to_objects(indices, vgweights, elem_name_utf8, objects)
kb.vertex_group = elem_name_utf8
keyblocks.append(kb)
return keyblocks
# --------
# Material
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def blen_read_material(fbx_tmpl, fbx_obj, settings):
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Material')
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cycles_material_wrap_map = settings.cycles_material_wrap_map
ma = bpy.data.materials.new(name=elem_name_utf8)
const_color_white = 1.0, 1.0, 1.0
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
ma_diff = elem_props_get_color_rgb(fbx_props, b'DiffuseColor', const_color_white)
ma_spec = elem_props_get_color_rgb(fbx_props, b'SpecularColor', const_color_white)
ma_alpha = elem_props_get_number(fbx_props, b'Opacity', 1.0)
ma_spec_intensity = ma.specular_intensity = elem_props_get_number(fbx_props, b'SpecularFactor', 0.25) * 2.0
ma_spec_hardness = elem_props_get_number(fbx_props, b'Shininess', 9.6)
ma_refl_factor = elem_props_get_number(fbx_props, b'ReflectionFactor', 0.0)
ma_refl_color = elem_props_get_color_rgb(fbx_props, b'ReflectionColor', const_color_white)
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if settings.use_cycles:
from . import cycles_shader_compat
# viewport color
ma.diffuse_color = ma_diff
ma_wrap = cycles_shader_compat.CyclesShaderWrapper(ma)
ma_wrap.diffuse_color_set(ma_diff)
ma_wrap.specular_color_set([c * ma_spec_intensity for c in ma_spec])
ma_wrap.hardness_value_set(((ma_spec_hardness + 3.0) / 5.0) - 0.65)
ma_wrap.alpha_value_set(ma_alpha)
ma_wrap.reflect_factor_set(ma_refl_factor)
ma_wrap.reflect_color_set(ma_refl_color)
cycles_material_wrap_map[ma] = ma_wrap
else:
# TODO, number BumpFactor isnt used yet
ma.diffuse_color = ma_diff
ma.specular_color = ma_spec
ma.alpha = ma_alpha
ma.specular_intensity = ma_spec_intensity
ma.specular_hardness = ma_spec_hardness * 5.10 + 1.0
if ma_refl_factor != 0.0:
ma.raytrace_mirror.use = True
ma.raytrace_mirror.reflect_factor = ma_refl_factor
ma.mirror_color = ma_refl_color
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, ma, settings)
return ma
# -------
# Texture
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def blen_read_texture(fbx_tmpl, fbx_obj, basedir, settings):
import os
from bpy_extras import image_utils
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Texture')
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image_cache = settings.image_cache
filepath = elem_find_first_string(fbx_obj, b'FileName')
if os.sep == '/':
filepath = filepath.replace('\\', '/')
else:
filepath = filepath.replace('/', '\\')
image = image_cache.get(filepath)
if image is not None:
return image
image = image_utils.load_image(
filepath,
dirname=basedir,
place_holder=True,
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recursive=settings.use_image_search,
)
image_cache[filepath] = image
# name can be ../a/b/c
image.name = os.path.basename(elem_name_utf8)
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, image, settings)
return image
def blen_read_camera(fbx_tmpl, fbx_obj, global_scale):
# meters to inches
M2I = 0.0393700787
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'NodeAttribute')
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
camera = bpy.data.cameras.new(name=elem_name_utf8)
camera.type = 'ORTHO' if elem_props_get_enum(fbx_props, b'CameraProjectionType', 0) == 1 else 'PERSP'
camera.lens = elem_props_get_number(fbx_props, b'FocalLength', 35.0)
camera.sensor_width = elem_props_get_number(fbx_props, b'FilmWidth', 32.0 * M2I) / M2I
camera.sensor_height = elem_props_get_number(fbx_props, b'FilmHeight', 32.0 * M2I) / M2I
camera.ortho_scale = elem_props_get_number(fbx_props, b'OrthoZoom', 1.0)
filmaspect = camera.sensor_width / camera.sensor_height
# film offset
camera.shift_x = elem_props_get_number(fbx_props, b'FilmOffsetX', 0.0) / (M2I * camera.sensor_width)
camera.shift_y = elem_props_get_number(fbx_props, b'FilmOffsetY', 0.0) / (M2I * camera.sensor_height * filmaspect)
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camera.clip_start = elem_props_get_number(fbx_props, b'NearPlane', 0.01) * global_scale
camera.clip_end = elem_props_get_number(fbx_props, b'FarPlane', 100.0) * global_scale
def blen_read_light(fbx_tmpl, fbx_obj, global_scale):
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'NodeAttribute')
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
# rare
if fbx_props[0] is None:
lamp = bpy.data.lamps.new(name=elem_name_utf8, type='POINT')
return lamp
light_type = {
0: 'POINT',
1: 'SUN',
2: 'SPOT'}.get(elem_props_get_enum(fbx_props, b'LightType', 0), 'POINT')
lamp = bpy.data.lamps.new(name=elem_name_utf8, type=light_type)
if light_type == 'SPOT':
spot_size = elem_props_get_number(fbx_props, b'OuterAngle', None)
if spot_size is None:
# Deprecated.
spot_size = elem_props_get_number(fbx_props, b'Cone angle', 45.0)
lamp.spot_size = math.radians(spot_size)
spot_blend = elem_props_get_number(fbx_props, b'InnerAngle', None)
if spot_blend is None:
# Deprecated.
spot_blend = elem_props_get_number(fbx_props, b'HotSpot', 45.0)
lamp.spot_blend = 1.0 - (spot_blend / spot_size)
lamp.color = elem_props_get_color_rgb(fbx_props, b'Color', (1.0, 1.0, 1.0))
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lamp.energy = elem_props_get_number(fbx_props, b'Intensity', 100.0) / 100.0
lamp.distance = elem_props_get_number(fbx_props, b'DecayStart', 25.0) * global_scale
lamp.shadow_method = ('RAY_SHADOW' if elem_props_get_bool(fbx_props, b'CastShadow', True) else 'NOSHADOW')
lamp.shadow_color = elem_props_get_color_rgb(fbx_props, b'ShadowColor', (0.0, 0.0, 0.0))
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# ### Import Utility class
class FbxImportHelperNode:
"""
Temporary helper node to store a hierarchy of fbxNode objects before building
Objects, Armatures and Bones. It tries to keep the correction data in one place so it can be applied consistently to the imported data.
"""
__slots__ = ('_parent', 'anim_compensation_matrix', 'armature_setup', 'bind_matrix', 'bl_bone', 'bl_data', 'bl_obj', 'bone_child_matrix',
'children', 'clusters', 'fbx_elem', 'fbx_name', 'fbx_transform_data', 'fbx_type', 'has_bone_children', 'ignore', 'is_armature',
'is_bone', 'is_root', 'matrix', 'meshes', 'post_matrix', 'pre_matrix')
def __init__(self, fbx_elem, bl_data, fbx_transform_data, is_bone):
self.fbx_name = elem_name_ensure_class(fbx_elem, b'Model') if fbx_elem else 'Unknown'
self.fbx_type = fbx_elem.props[2] if fbx_elem else None
self.fbx_elem = fbx_elem
self.bl_obj = None
self.bl_data = bl_data
self.bl_bone = None # Name of bone if this is a bone (this may be different to fbx_name if there was a name conflict in Blender!)
self.fbx_transform_data = fbx_transform_data
self.is_root = False
self.is_bone = is_bone
self.is_armature = False
self.has_bone_children = False # True if the hierarchy below this node contains bones, important to support mixed hierarchies.
self.ignore = False # True for leaf-bones added to the end of some bone chains to set the lengths.
self.pre_matrix = None # correction matrix that needs to be applied before the FBX transform
self.bind_matrix = None # for bones this is the matrix used to bind to the skin
self.matrix = blen_read_object_transform_do(fbx_transform_data) if fbx_transform_data else None
self.post_matrix = None # correction matrix that needs to be applied after the FBX transform
self.bone_child_matrix = None # Objects attached to a bone end not the beginning, this matrix corrects for that
self.anim_compensation_matrix = None # a mesh moved in the hierarchy may have a different local matrix. This compensates animations for this.
self.meshes = None # List of meshes influenced by this bone.
self.clusters = [] # Deformer Cluster nodes
self.armature_setup = None # mesh and armature matrix when the mesh was bound
self._parent = None
self.children = []
@property
def parent(self):
return self._parent
@parent.setter
def parent(self, value):
if self._parent is not None:
self._parent.children.remove(self)
self._parent = value
if self._parent is not None:
self._parent.children.append(self)
def __repr__(self):
if self.fbx_elem:
return self.fbx_elem.props[1].decode()
else:
return "None"
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def print_info(self, indent=0):
print(" " * indent + (self.fbx_name if self.fbx_name else "(Null)")
+ ("[root]" if self.is_root else "")
+ ("[ignore]" if self.ignore else "")
+ ("[armature]" if self.is_armature else "")
+ ("[bone]" if self.is_bone else "")
+ ("[HBC]" if self.has_bone_children else "")
)
for c in self.children:
c.print_info(indent + 1)
def mark_leaf_bones(self):
if self.is_bone and len(self.children) == 1:
child = self.children[0]
if child.is_bone and len(child.children) == 0:
child.ignore = True # Ignore leaf bone at end of chain
for child in self.children:
child.mark_leaf_bones()
def do_bake_transform(self, settings):
return (settings.bake_space_transform and self.fbx_type in (b'Mesh', b'Null') and
not self.is_armature and not self.is_bone)
def find_correction_matrix(self, settings, parent_correction_inv=None):
from bpy_extras.io_utils import axis_conversion
from mathutils import Matrix, Vector
if self.parent and (self.parent.is_root or self.parent.do_bake_transform(settings)):
self.pre_matrix = settings.global_matrix
if parent_correction_inv:
self.pre_matrix = parent_correction_inv * (self.pre_matrix if self.pre_matrix else Matrix())
correction_matrix = None
if self.is_bone:
if settings.automatic_bone_orientation:
# find best orientation to align bone with
bone_children = [child for child in self.children if child.is_bone]
if len(bone_children) == 0:
# no children, inherit the correction from parent (if possible)
if self.parent and self.parent.is_bone:
correction_matrix = parent_correction_inv.inverted() if parent_correction_inv else None
else:
# else find how best to rotate the bone to align the Y axis with the children
best_axis = (1, 0, 0)
if len(bone_children) == 1:
vec = bone_children[0].bind_matrix.to_translation()
best_axis = Vector((0, 0, 1 if vec[2] >= 0 else -1))
if abs(vec[0]) > abs(vec[1]):
if abs(vec[0]) > abs(vec[2]):
best_axis = Vector((1 if vec[0] >= 0 else -1, 0, 0))
elif abs(vec[1]) > abs(vec[2]):
best_axis = Vector((0, 1 if vec[1] >= 0 else -1, 0))
else:
# get the child directions once because they may be checked several times
child_locs = [loc.normalized() for loc in [bind_matrix.to_translation() for bind_matrix in [child.bind_matrix for child in bone_children]] if loc.magnitude > 0.0]
# I'm not sure which one I like better...
if False:
best_angle = -1.0
for i in range(6):
a = i // 2
s = -1 if i % 2 == 1 else 1
test_axis = Vector((s if a == 0 else 0, s if a == 1 else 0, s if a == 2 else 0))
# find max angle to children
max_angle = 1.0
for loc in child_locs:
max_angle = min(max_angle, test_axis.dot(loc))
# is it better than the last one?
if best_angle < max_angle:
best_angle = max_angle
best_axis = test_axis
else:
best_angle = -1.0
for vec in child_locs:
test_axis = Vector((0, 0, 1 if vec[2] >= 0 else -1))
if abs(vec[0]) > abs(vec[1]):
if abs(vec[0]) > abs(vec[2]):
test_axis = Vector((1 if vec[0] >= 0 else -1, 0, 0))
elif abs(vec[1]) > abs(vec[2]):
test_axis = Vector((0, 1 if vec[1] >= 0 else -1, 0))
# find max angle to children
max_angle = 1.0
for loc in child_locs:
max_angle = min(max_angle, test_axis.dot(loc))
# is it better than the last one?
if best_angle < max_angle:
best_angle = max_angle
best_axis = test_axis
# convert best_axis to axis string
to_up = 'Z' if best_axis[2] >= 0 else '-Z'
if abs(best_axis[0]) > abs(best_axis[1]):
if abs(best_axis[0]) > abs(best_axis[2]):
to_up = 'X' if best_axis[0] >= 0 else '-X'
elif abs(best_axis[1]) > abs(best_axis[2]):
to_up = 'Y' if best_axis[1] >= 0 else '-Y'
to_forward = 'X' if to_up not in {'X', '-X'} else 'Y'
# Build correction matrix
if (to_up, to_forward) != ('Y', 'X'):
correction_matrix = axis_conversion(from_forward='X',
from_up='Y',
to_forward=to_forward,
to_up=to_up,
).to_4x4()
else:
correction_matrix = settings.bone_correction_matrix
else:
# camera and light can be hard wired
if self.fbx_type == b'Camera':
correction_matrix = MAT_CONVERT_CAMERA
elif self.fbx_type == b'Light':
correction_matrix = MAT_CONVERT_LAMP
self.post_matrix = correction_matrix
if self.do_bake_transform(settings):
self.post_matrix = settings.global_matrix_inv * (self.post_matrix if self.post_matrix else Matrix())
# process children
correction_matrix_inv = correction_matrix.inverted_safe() if correction_matrix else None
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for child in self.children:
child.find_correction_matrix(settings, correction_matrix_inv)
def find_armatures(self):
needs_armature = False
for child in self.children:
if child.is_bone:
needs_armature = True
break
if needs_armature:
if self.fbx_type == b'Null':
# if empty then convert into armature
self.is_armature = True
else:
# otherwise insert a new node
armature = FbxImportHelperNode(None, None, None, False)
armature.fbx_name = "Armature"
armature.is_armature = True
for child in self.children[:]:
if child.is_bone:
child.parent = armature
armature.parent = self
for child in self.children:
if child.is_armature:
continue
if child.is_bone:
continue
child.find_armatures()
def find_bone_children(self):
has_bone_children = False
for child in self.children:
has_bone_children |= child.find_bone_children()
self.has_bone_children = has_bone_children
return self.is_bone or has_bone_children
def find_fake_bones(self, in_armature=False):
if in_armature and not self.is_bone and self.has_bone_children:
self.is_bone = True
# if we are not a null node we need an intermediate node for the data
if self.fbx_type != b'Null':
node = FbxImportHelperNode(self.fbx_elem, self.bl_data, None, False)
self.fbx_elem = None
self.bl_data = None
# transfer children
for child in self.children:
if child.is_bone or child.has_bone_children:
continue
child.parent = node
# attach to parent
node.parent = self
if self.is_armature:
in_armature = True
for child in self.children:
child.find_fake_bones(in_armature)
def get_world_matrix(self):
from mathutils import Matrix
matrix = self.parent.get_world_matrix() if self.parent else Matrix()
if self.matrix:
matrix = matrix * self.matrix
return matrix
def get_matrix(self):
from mathutils import Matrix
matrix = self.matrix if self.matrix else Matrix()
if self.pre_matrix:
matrix = self.pre_matrix * matrix
if self.post_matrix:
matrix = matrix * self.post_matrix
return matrix
def get_bind_matrix(self):
from mathutils import Matrix
matrix = self.bind_matrix if self.bind_matrix else Matrix()
if self.pre_matrix:
matrix = self.pre_matrix * matrix
if self.post_matrix:
matrix = matrix * self.post_matrix
return matrix
def make_bind_pose_local(self, parent_matrix=None):
from mathutils import Matrix
if parent_matrix is None:
parent_matrix = Matrix()
if self.bind_matrix:
bind_matrix = parent_matrix.inverted_safe() * self.bind_matrix
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else:
bind_matrix = self.matrix.copy() if self.matrix else None
self.bind_matrix = bind_matrix
if bind_matrix:
parent_matrix = parent_matrix * bind_matrix
for child in self.children:
child.make_bind_pose_local(parent_matrix)
def collect_skeleton_meshes(self, meshes):
for _, m in self.clusters:
meshes.update(m)
for child in self.children:
child.collect_skeleton_meshes(meshes)
def collect_armature_meshes(self):
if self.is_armature:
armature_matrix_inv = self.get_world_matrix().inverted_safe()
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meshes = set()
for child in self.children:
child.collect_skeleton_meshes(meshes)
for m in meshes:
old_matrix = m.matrix
m.matrix = armature_matrix_inv * m.get_world_matrix()
m.anim_compensation_matrix = old_matrix.inverted_safe() * m.matrix
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m.parent = self
self.meshes = meshes
else:
for child in self.children:
child.collect_armature_meshes()
def build_skeleton(self, arm, parent_matrix, parent_bone_size=1):
from mathutils import Vector, Matrix
# ----
# Now, create the (edit)bone.
bone = arm.bl_data.edit_bones.new(name=self.fbx_name)
bone.select = True
self.bl_obj = arm.bl_obj
self.bl_data = arm.bl_data
self.bl_bone = bone.name # Could be different from the FBX name!
# get average distance to children
bone_size = 0.0
bone_count = 0
for child in self.children:
if child.is_bone:
bone_size += child.bind_matrix.to_translation().magnitude
bone_count += 1
if bone_count > 0:
bone_size /= bone_count
else:
bone_size = parent_bone_size
# So that our bone gets its final length, but still Y-aligned in armature space.
# 0-length bones are automatically collapsed into their parent when you leave edit mode, so this enforces a minimum length
bone_tail = Vector((0.0, 1.0, 0.0)) * max(0.01, bone_size)
bone.tail = bone_tail
# And rotate/move it to its final "rest pose".
bone_matrix = parent_matrix * self.get_bind_matrix().normalized()
bone.matrix = bone_matrix
# correction for children attached to a bone. Fbx expects to attach to the head of a bone, while blender attaches to the tail.
self.bone_child_matrix = Matrix.Translation(-bone_tail)
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child_bone = child.build_skeleton(arm, bone_matrix, bone_size)
# Connection to parent.
child_bone.parent = bone
if similar_values_iter(bone.tail, child_bone.head):
child_bone.use_connect = True
return bone
def build_node(self, fbx_tmpl, settings):
# create when linking since we need object data
elem_name_utf8 = self.fbx_name
# Object data must be created already
self.bl_obj = obj = bpy.data.objects.new(name=elem_name_utf8, object_data=self.bl_data)
fbx_props = (elem_find_first(self.fbx_elem, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
# ----
# Misc Attributes
obj.color[0:3] = elem_props_get_color_rgb(fbx_props, b'Color', (0.8, 0.8, 0.8))
obj.hide = not bool(elem_props_get_visibility(fbx_props, b'Visibility', 1.0))
obj.matrix_basis = self.get_matrix()
if settings.use_custom_props:
blen_read_custom_properties(fbx_props[0], obj, settings)
return obj
def build_skeleton_children(self, fbx_tmpl, settings, scene):
if self.is_bone:
for child in self.children:
if child.ignore:
continue
child_obj = child.build_skeleton_children(fbx_tmpl, settings, scene)
if child_obj:
child_obj.parent = self.bl_obj # get the armature the bone belongs to
child_obj.parent_bone = self.bl_bone
child_obj.parent_type = 'BONE'
# Blender attaches to the end of a bone, while FBX attaches to the start. bone_child_matrix corrects for that.
if child.pre_matrix:
child.pre_matrix = self.bone_child_matrix * child.pre_matrix
else:
child.pre_matrix = self.bone_child_matrix
child_obj.matrix_basis = child.get_matrix()
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else:
# child is not a bone
obj = self.build_node(fbx_tmpl, settings)
for child in self.children:
if child.ignore:
continue
child_obj = child.build_skeleton_children(fbx_tmpl, settings, scene)
if child_obj:
child_obj.parent = obj
# instance in scene
obj_base = scene.objects.link(obj)
obj_base.select = True
return obj
def set_pose_matrix(self, arm):
pose_bone = arm.bl_obj.pose.bones[self.bl_bone]
pose_bone.matrix_basis = self.get_bind_matrix().inverted_safe() * self.get_matrix()
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for child in self.children:
if child.ignore:
continue
if child.is_bone:
child.set_pose_matrix(arm)
def merge_weights(self, combined_weights, fbx_cluster):
indices = elem_prop_first(elem_find_first(fbx_cluster, b'Indexes', default=None), default=())
weights = elem_prop_first(elem_find_first(fbx_cluster, b'Weights', default=None), default=())
for index, weight in zip(indices, weights):
w = combined_weights.get(index)
if w is None:
combined_weights[index] = [weight]
else:
w.append(weight)
def set_bone_weights(self):
ignored_children = [child for child in self.children if child.is_bone and child.ignore and len(child.clusters) > 0]
if len(ignored_children) > 0:
# If we have an ignored child bone we need to merge their weights into the current bone weights.
# (This can happen both intentionally and accidentally when skinning a model. Either way, they
# need to be moved into a parent bone or they cause animation glitches.)
for fbx_cluster, meshes in self.clusters:
combined_weights = {}
self.merge_weights(combined_weights, fbx_cluster)
for child in ignored_children:
for child_cluster, child_meshes in child.clusters:
if not meshes.isdisjoint(child_meshes):
self.merge_weights(combined_weights, child_cluster)
# combine child weights
indices = []
weights = []
for i, w in combined_weights.items():
indices.append(i)
if len(w) > 1:
weights.append(sum(w) / len(w))
else:
weights.append(w[0])
add_vgroup_to_objects(indices, weights, self.bl_bone, [node.bl_obj for node in meshes])
# clusters that drive meshes not included in a parent don't need to be merged
all_meshes = set().union(*[meshes for _, meshes in self.clusters])
for child in ignored_children:
for child_cluster, child_meshes in child.clusters:
if all_meshes.isdisjoint(child_meshes):
indices = elem_prop_first(elem_find_first(child_cluster, b'Indexes', default=None), default=())
weights = elem_prop_first(elem_find_first(child_cluster, b'Weights', default=None), default=())
add_vgroup_to_objects(indices, weights, self.bl_bone, [node.bl_obj for node in child_meshes])
else:
# set the vertex weights on meshes
for fbx_cluster, meshes in self.clusters:
indices = elem_prop_first(elem_find_first(fbx_cluster, b'Indexes', default=None), default=())
weights = elem_prop_first(elem_find_first(fbx_cluster, b'Weights', default=None), default=())
add_vgroup_to_objects(indices, weights, self.bl_bone, [node.bl_obj for node in meshes])
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child.set_bone_weights()
def build_hierarchy(self, fbx_tmpl, settings, scene):
from mathutils import Matrix
if self.is_armature:
# create when linking since we need object data
elem_name_utf8 = self.fbx_name
self.bl_data = arm_data = bpy.data.armatures.new(name=elem_name_utf8)
# Object data must be created already
self.bl_obj = arm = bpy.data.objects.new(name=elem_name_utf8, object_data=arm_data)
arm.matrix_basis = self.get_matrix()
if self.fbx_elem:
fbx_props = (elem_find_first(self.fbx_elem, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
if settings.use_custom_props:
blen_read_custom_properties(fbx_props[0], arm, settings)
# instance in scene
obj_base = scene.objects.link(arm)
obj_base.select = True
# Add bones:
# Switch to Edit mode.
scene.objects.active = arm
is_hidden = arm.hide
arm.hide = False # Can't switch to Edit mode hidden objects...
bpy.ops.object.mode_set(mode='EDIT')
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child_obj = child.build_skeleton(self, Matrix())
bpy.ops.object.mode_set(mode='OBJECT')
arm.hide = is_hidden
# Set pose matrix
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child.set_pose_matrix(self)
# Add bone children:
for child in self.children:
if child.ignore:
continue
child_obj = child.build_skeleton_children(fbx_tmpl, settings, scene)
if child_obj:
child_obj.parent = arm
# Add armature modifiers to the meshes
if self.meshes:
arm_mat_back = arm.matrix_basis.copy()
for mesh in self.meshes:
(amat, mmat) = mesh.armature_setup
# bring global armature & mesh matrices into *Blender* global space.
amat = settings.global_matrix * amat
mmat = settings.global_matrix * mmat
arm.matrix_basis = amat
me_mat_back = mesh.bl_obj.matrix_basis.copy()
mesh.bl_obj.matrix_basis = mmat
mod = mesh.bl_obj.modifiers.new(elem_name_utf8, 'ARMATURE')
mod.object = arm
mesh.bl_obj.matrix_basis = me_mat_back
arm.matrix_basis = arm_mat_back
# Add bone weights to the deformers
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child.set_bone_weights()
return arm
elif self.fbx_elem:
obj = self.build_node(fbx_tmpl, settings)
# walk through children
for child in self.children:
child_obj = child.build_hierarchy(fbx_tmpl, settings, scene)
child_obj.parent = obj
# instance in scene
obj_base = scene.objects.link(obj)
obj_base.select = True
return obj
else:
for child in self.children:
child_obj = child.build_hierarchy(fbx_tmpl, settings, scene)
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def is_ascii(filepath, size):
with open(filepath, 'r', encoding="utf-8") as f:
try:
f.read(size)
return True
except UnicodeDecodeError:
pass
return False
def load(operator, context, filepath="",
use_manual_orientation=False,
axis_forward='-Z',
axis_up='Y',
global_scale=1.0,
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bake_space_transform=False,
use_cycles=True,
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use_image_search=False,
use_alpha_decals=False,
decal_offset=0.0,
use_custom_props=True,
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use_custom_props_enum_as_string=True,
ignore_leaf_bones=False,
automatic_bone_orientation=False,
primary_bone_axis='Y',
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secondary_bone_axis='X',
use_prepost_rot=True):
global fbx_elem_nil
fbx_elem_nil = FBXElem('', (), (), ())
from bpy_extras.io_utils import axis_conversion
from mathutils import Matrix
from . import parse_fbx
from .fbx_utils import RIGHT_HAND_AXES, FBX_FRAMERATES
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# detect ascii files
if is_ascii(filepath, 24):
operator.report({'ERROR'}, "ASCII FBX files are not supported %r" % filepath)
return {'CANCELLED'}
try:
elem_root, version = parse_fbx.parse(filepath)
except:
import traceback
traceback.print_exc()
operator.report({'ERROR'}, "Couldn't open file %r" % filepath)
return {'CANCELLED'}
if version < 7100:
operator.report({'ERROR'}, "Version %r unsupported, must be %r or later" % (version, 7100))
return {'CANCELLED'}
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
# deselect all
if bpy.ops.object.select_all.poll():
bpy.ops.object.select_all(action='DESELECT')
basedir = os.path.dirname(filepath)
cycles_material_wrap_map = {}
image_cache = {}
if not use_cycles:
texture_cache = {}
# Tables: (FBX_byte_id -> [FBX_data, None or Blender_datablock])
fbx_table_nodes = {}
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if use_alpha_decals:
material_decals = set()
else:
material_decals = None
scene = context.scene
# #### Get some info from GlobalSettings.
fbx_settings = elem_find_first(elem_root, b'GlobalSettings')
fbx_settings_props = elem_find_first(fbx_settings, b'Properties70')
if fbx_settings is None or fbx_settings_props is None:
operator.report({'ERROR'}, "No 'GlobalSettings' found in file %r" % filepath)
return {'CANCELLED'}
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# FBX default base unit seems to be the centimeter, while raw Blender Unit is equivalent to the meter...
global_scale *= elem_props_get_number(fbx_settings_props, b'UnitScaleFactor', 100.0) / 100.0
# Compute global matrix and scale.
if not use_manual_orientation:
axis_forward = (elem_props_get_integer(fbx_settings_props, b'FrontAxis', 1),
elem_props_get_integer(fbx_settings_props, b'FrontAxisSign', 1))
axis_up = (elem_props_get_integer(fbx_settings_props, b'UpAxis', 2),
elem_props_get_integer(fbx_settings_props, b'UpAxisSign', 1))
axis_coord = (elem_props_get_integer(fbx_settings_props, b'CoordAxis', 0),
elem_props_get_integer(fbx_settings_props, b'CoordAxisSign', 1))
axis_key = (axis_up, axis_forward, axis_coord)
axis_up, axis_forward = {v: k for k, v in RIGHT_HAND_AXES.items()}.get(axis_key, ('Z', 'Y'))
global_matrix = (Matrix.Scale(global_scale, 4) *
axis_conversion(from_forward=axis_forward, from_up=axis_up).to_4x4())
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# To cancel out unwanted rotation/scale on nodes.
global_matrix_inv = global_matrix.inverted()
# For transforming mesh normals.
global_matrix_inv_transposed = global_matrix_inv.transposed()
# Compute bone correction matrix
bone_correction_matrix = None # None means no correction/identity
if not automatic_bone_orientation:
if (primary_bone_axis, secondary_bone_axis) != ('Y', 'X'):
bone_correction_matrix = axis_conversion(from_forward='X',
from_up='Y',
to_forward=secondary_bone_axis,
to_up=primary_bone_axis,
).to_4x4()
# Compute framerate settings.
custom_fps = elem_props_get_number(fbx_settings_props, b'CustomFrameRate', 25.0)
time_mode = elem_props_get_enum(fbx_settings_props, b'TimeMode')
real_fps = {eid: val for val, eid in FBX_FRAMERATES[1:]}.get(time_mode, custom_fps)
if real_fps < 0.0:
real_fps = 25.0
scene.render.fps = round(real_fps)
scene.render.fps_base = scene.render.fps / real_fps
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# store global settings that need to be accessed during conversion
settings = FBXImportSettings(
operator.report, (axis_up, axis_forward), global_matrix, global_scale,
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bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
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use_cycles, use_image_search,
use_alpha_decals, decal_offset,
use_custom_props, use_custom_props_enum_as_string,
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cycles_material_wrap_map, image_cache,
ignore_leaf_bones, automatic_bone_orientation, bone_correction_matrix,
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use_prepost_rot,
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)
fbx_defs = elem_find_first(elem_root, b'Definitions') # can be None
fbx_nodes = elem_find_first(elem_root, b'Objects')
fbx_connections = elem_find_first(elem_root, b'Connections')
if fbx_nodes is None:
operator.report({'ERROR'}, "No 'Objects' found in file %r" % filepath)
return {'CANCELLED'}
if fbx_connections is None:
operator.report({'ERROR'}, "No 'Connections' found in file %r" % filepath)
return {'CANCELLED'}
# ----
# First load property templates
# Load 'PropertyTemplate' values.
# Key is a tuple, (ObjectType, FBXNodeType)
# eg, (b'Texture', b'KFbxFileTexture')
# (b'Geometry', b'KFbxMesh')
fbx_templates = {}
def _():
if fbx_defs is not None:
for fbx_def in fbx_defs.elems:
if fbx_def.id == b'ObjectType':
for fbx_subdef in fbx_def.elems:
if fbx_subdef.id == b'PropertyTemplate':
assert(fbx_def.props_type == b'S')
assert(fbx_subdef.props_type == b'S')
# (b'Texture', b'KFbxFileTexture') - eg.
key = fbx_def.props[0], fbx_subdef.props[0]
fbx_templates[key] = fbx_subdef
_(); del _
def fbx_template_get(key):
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ret = fbx_templates.get(key, fbx_elem_nil)
if ret is None:
# Newest FBX (7.4 and above) use no more 'K' in their type names...
key = (key[0], key[1][1:])
return fbx_templates.get(key, fbx_elem_nil)
return ret
# ----
# Build FBX node-table
def _():
for fbx_obj in fbx_nodes.elems:
# TODO, investigate what other items after first 3 may be
assert(fbx_obj.props_type[:3] == b'LSS')
fbx_uuid = elem_uuid(fbx_obj)
fbx_table_nodes[fbx_uuid] = [fbx_obj, None]
_(); del _
# ----
# Load in the data
# http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/index.html?url=
# WS73099cc142f487551fea285e1221e4f9ff8-7fda.htm,topicNumber=d0e6388
fbx_connection_map = {}
fbx_connection_map_reverse = {}
def _():
for fbx_link in fbx_connections.elems:
c_type = fbx_link.props[0]
if fbx_link.props_type[1:3] == b'LL':
c_src, c_dst = fbx_link.props[1:3]
fbx_connection_map.setdefault(c_src, []).append((c_dst, fbx_link))
fbx_connection_map_reverse.setdefault(c_dst, []).append((c_src, fbx_link))
_(); del _
# ----
# Load mesh data
def _():
fbx_tmpl = fbx_template_get((b'Geometry', b'KFbxMesh'))
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Geometry':
continue
if fbx_obj.props[-1] == b'Mesh':
assert(blen_data is None)
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fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj, settings)
_(); del _
# ----
# Load material data
def _():
fbx_tmpl = fbx_template_get((b'Material', b'KFbxSurfacePhong'))
# b'KFbxSurfaceLambert'
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Material':
continue
assert(blen_data is None)
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fbx_item[1] = blen_read_material(fbx_tmpl, fbx_obj, settings)
_(); del _
# ----
# Load image data
def _():
fbx_tmpl = fbx_template_get((b'Texture', b'KFbxFileTexture'))
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Texture':
continue
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fbx_item[1] = blen_read_texture(fbx_tmpl, fbx_obj, basedir, settings)
_(); del _
# ----
# Load camera data
def _():
fbx_tmpl = fbx_template_get((b'NodeAttribute', b'KFbxCamera'))
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'NodeAttribute':
continue
if fbx_obj.props[-1] == b'Camera':
assert(blen_data is None)
fbx_item[1] = blen_read_camera(fbx_tmpl, fbx_obj, global_scale)
_(); del _
# ----
# Load lamp data
def _():
fbx_tmpl = fbx_template_get((b'NodeAttribute', b'KFbxLight'))
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'NodeAttribute':
continue
if fbx_obj.props[-1] == b'Light':
assert(blen_data is None)
fbx_item[1] = blen_read_light(fbx_tmpl, fbx_obj, global_scale)
# ----
# Connections
def connection_filter_ex(fbx_uuid, fbx_id, dct):
return [(c_found[0], c_found[1], c_type)
for (c_uuid, c_type) in dct.get(fbx_uuid, ())
# 0 is used for the root node, which isnt in fbx_table_nodes
for c_found in (() if c_uuid is 0 else (fbx_table_nodes[c_uuid],))
if (fbx_id is None) or (c_found[0].id == fbx_id)]
def connection_filter_forward(fbx_uuid, fbx_id):
return connection_filter_ex(fbx_uuid, fbx_id, fbx_connection_map)
def connection_filter_reverse(fbx_uuid, fbx_id):
return connection_filter_ex(fbx_uuid, fbx_id, fbx_connection_map_reverse)
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# -- temporary helper hierarchy to build armatures and objects from
fbx_helper_nodes = {} # lookup from uuid to helper node. Used to build parent-child relations and later to look up animated nodes.
def _():
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from mathutils import Matrix
# We build an intermediate hierarchy
# - used to calculate and store bone orientation correction matrices. The same matrices will be reused for animation.
# - find/insert armature nodes
# - filter leaf bones
# create scene root
fbx_helper_nodes[0] = root_helper = FbxImportHelperNode(None, None, None, False)
root_helper.is_root = True
# add fbx nodes
fbx_tmpl = fbx_template_get((b'Model', b'KFbxNode'))
for a_uuid, a_item in fbx_table_nodes.items():
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fbx_obj, bl_data = a_item = fbx_table_nodes.get(a_uuid, (None, None)) # why this double lookup?
if fbx_obj is None or fbx_obj.id != b'Model':
continue
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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)
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transform_data = blen_read_object_transform_preprocess(fbx_props, fbx_obj, Matrix(), use_prepost_rot)
is_bone = fbx_obj.props[2] in {b'LimbNode'} # Note: 'Root' "bones" are handled as (armature) objects.
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fbx_helper_nodes[a_uuid] = FbxImportHelperNode(fbx_obj, bl_data, transform_data, is_bone)
# add parent-child relations and add blender data to the node
for fbx_link in fbx_connections.elems:
if fbx_link.props[0] != b'OO':
continue
if fbx_link.props_type[1:3] == b'LL':
c_src, c_dst = fbx_link.props[1:3]
parent = fbx_helper_nodes.get(c_dst)
if parent is None:
continue
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child = fbx_helper_nodes.get(c_src)
if child is None:
# add blender data (meshes, lights, cameras, etc.) to a helper node
fbx_sdata, bl_data = p_item = fbx_table_nodes.get(c_src, (None, None))
if fbx_sdata is None:
continue
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if fbx_sdata.id in {b'Material', b'Texture', b'Video'}:
continue
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parent.bl_data = bl_data
else:
# set parent
child.parent = parent
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# find armatures (either an empty below a bone or a new node inserted at the bone
root_helper.find_armatures()
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# mark nodes that have bone children
root_helper.find_bone_children()
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# mark nodes that need a bone to attach child-bones to
root_helper.find_fake_bones()
# mark leaf nodes that are only required to mark the end of their parent bone
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