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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) Campbell Barton
"""
This script is an exporter to the FBX file format.
http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
"""
import os
import time
import math # math.pi
import bpy
from mathutils import Vector, Matrix
# I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX.
# 180 / math.pi == 57.295779513
def tuple_rad_to_deg(eul):
return eul[0] * 57.295779513, eul[1] * 57.295779513, eul[2] * 57.295779513
# Used to add the scene name into the filepath without using odd chars
sane_name_mapping_ob = {}
sane_name_mapping_ob_unique = set()
sane_name_mapping_mat = {}
sane_name_mapping_tex = {}
sane_name_mapping_take = {}
sane_name_mapping_group = {}
# Make sure reserved names are not used
sane_name_mapping_ob['Scene'] = 'Scene_'
sane_name_mapping_ob_unique.add('Scene_')
def increment_string(t):
name = t
num = ''
while name and name[-1].isdigit():
num = name[-1] + num
name = name[:-1]
if num:
return '%s%d' % (name, int(num) + 1)
else:
return name + '_0'
# todo - Disallow the name 'Scene' - it will bugger things up.
def sane_name(data, dct, unique_set=None):
#if not data: return None
if type(data) == tuple: # materials are paired up with images
data, other = data
use_other = True
else:
other = None
use_other = False
name = data.name if data else None
orig_name = name
if other:
orig_name_other = other.name
name = '%s #%s' % (name, orig_name_other)
else:
orig_name_other = None
# dont cache, only ever call once for each data type now,
# so as to avoid namespace collision between types - like with objects <-> bones
#try: return dct[name]
#except: pass
if not name:
name = 'unnamed' # blank string, ASKING FOR TROUBLE!
else:
name = bpy.path.clean_name(name) # use our own
name_unique = dct.values() if unique_set is None else unique_set
while name in name_unique:
name = increment_string(name)
if use_other: # even if other is None - orig_name_other will be a string or None
dct[orig_name, orig_name_other] = name
else:
dct[orig_name] = name
if unique_set is not None:
unique_set.add(name)
return name
def sane_obname(data):
return sane_name(data, sane_name_mapping_ob, sane_name_mapping_ob_unique)
def sane_matname(data):
return sane_name(data, sane_name_mapping_mat)
def sane_texname(data):
return sane_name(data, sane_name_mapping_tex)
def sane_takename(data):
return sane_name(data, sane_name_mapping_take)
def sane_groupname(data):
return sane_name(data, sane_name_mapping_group)
def mat4x4str(mat):
return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([f for v in mat for f in v])
# ob must be OB_MESH
def BPyMesh_meshWeight2List(ob, me):
''' Takes a mesh and return its group names and a list of lists, one list per vertex.
aligning the each vert list with the group names, each list contains float value for the weight.
These 2 lists can be modified and then used with list2MeshWeight to apply the changes.
'''
# Clear the vert group.
groupNames = [g.name for g in ob.vertex_groups]
len_groupNames = len(groupNames)
if not len_groupNames:
# no verts? return a vert aligned empty list
return [[] for i in range(len(me.vertices))], []
else:
vWeightList = [[0.0] * len_groupNames for i in range(len(me.vertices))]
for i, v in enumerate(me.vertices):
for g in v.groups:
Campbell Barton
committed
# possible weights are out of range
index = g.group
if index < len_groupNames:
vWeightList[i][index] = g.weight
return groupNames, vWeightList
def meshNormalizedWeights(ob, me):
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committed
groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me)
if not groupNames:
return [], []
for i, vWeights in enumerate(vWeightList):
tot = 0.0
for w in vWeights:
tot += w
if tot:
for j, w in enumerate(vWeights):
vWeights[j] = w / tot
return groupNames, vWeightList
header_comment = \
'''; FBX 6.1.0 project file
; Created by Blender FBX Exporter
; for support mail: ideasman42@gmail.com
; ----------------------------------------------------
'''
# This func can be called with just the filepath
def save_single(operator, scene, filepath="",
object_types={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'},
Campbell Barton
committed
mesh_apply_modifiers=True,
mesh_smooth_type='FACE',
ANIM_ENABLE=True,
ANIM_OPTIMIZE=True,
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