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print('\nFBX export starting... %r' % filepath)
start_time = time.process_time()
# Generate some data about exported scene...
scene_data = fbx_data_from_scene(scene, settings)
root = elem_empty(None, b"") # Root element has no id, as it is not saved per se!
# Mostly FBXHeaderExtension and GlobalSettings.
fbx_header_elements(root, scene_data)
# Documents and References are pretty much void currently.
fbx_documents_elements(root, scene_data)
fbx_references_elements(root, scene_data)
# Templates definitions.
fbx_definitions_elements(root, scene_data)
# Actual data.
fbx_objects_elements(root, scene_data)
# How data are inter-connected.
fbx_connections_elements(root, scene_data)
# Animation.
fbx_takes_elements(root, scene_data)
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# Cleanup!
fbx_scene_data_cleanup(scene_data)
# And we are down, we can write the whole thing!
encode_bin.write(filepath, root, FBX_VERSION)
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# Clear cached ObjectWrappers!
ObjectWrapper.cache_clear()
# copy all collected files, if we did not embed them.
if not media_settings.embed_textures:
bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)
print('export finished in %.4f sec.' % (time.process_time() - start_time))
return {'FINISHED'}
# defaults for applications, currently only unity but could add others.
def defaults_unity3d():
return {
# These options seem to produce the same result as the old Ascii exporter in Unity3D:
"version": 'BIN7400',
"axis_up": 'Y',
"axis_forward": '-Z',
"global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
# Should really be True, but it can cause problems if a model is already in a scene or prefab
# with the old transforms.
"bake_space_transform": False,
"use_selection": False,
"object_types": {'ARMATURE', 'EMPTY', 'MESH', 'OTHER'},
"use_mesh_modifiers": True,
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"use_mesh_modifiers_render": True,
"use_mesh_edges": False,
"mesh_smooth_type": 'FACE',
"use_tspace": False, # XXX Why? Unity is expected to support tspace import...
"use_armature_deform_only": True,
"use_custom_props": True,
"bake_anim_simplify_factor": 1.0,
"bake_anim_step": 1.0,
"bake_anim_use_nla_strips": True,
"bake_anim_use_all_actions": True,
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"add_leaf_bones": False, # Avoid memory/performance cost for something only useful for modelling
"primary_bone_axis": 'Y', # Doesn't really matter for Unity, so leave unchanged
"secondary_bone_axis": 'X',
"path_mode": 'AUTO',
"embed_textures": False,
"batch_mode": 'OFF',
}
def save(operator, context,
filepath="",
use_selection=False,
batch_mode='OFF',
use_batch_own_dir=False,
**kwargs
):
"""
This is a wrapper around save_single, which handles multi-scenes (or groups) cases, when batch-exporting a whole
.blend file.
"""
ret = None
active_object = context.scene.objects.active
if active_object and active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
org_mode = active_object.mode
bpy.ops.object.mode_set(mode='OBJECT')
if batch_mode == 'OFF':
kwargs_mod = kwargs.copy()
if use_selection:
kwargs_mod["context_objects"] = context.selected_objects
else:
kwargs_mod["context_objects"] = context.scene.objects
ret = save_single(operator, context.scene, filepath, **kwargs_mod)
else:
fbxpath = filepath
prefix = os.path.basename(fbxpath)
if prefix:
fbxpath = os.path.dirname(fbxpath)
if batch_mode == 'GROUP':
data_seq = tuple(grp for grp in bpy.data.groups if grp.objects)
else:
data_seq = bpy.data.scenes
# call this function within a loop with BATCH_ENABLE == False
# no scene switching done at the moment.
# orig_sce = context.scene
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
for data in data_seq: # scene or group
newname = "_".join((prefix, bpy.path.clean_name(data.name))) if prefix else bpy.path.clean_name(data.name)
if use_batch_own_dir:
new_fbxpath = os.path.join(fbxpath, newname)
# path may already exist
# TODO - might exist but be a file. unlikely but should probably account for it.
if not os.path.exists(new_fbxpath):
os.makedirs(new_fbxpath)
filepath = os.path.join(new_fbxpath, newname + '.fbx')
print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
if batch_mode == 'GROUP': # group
# group, so objects update properly, add a dummy scene.
scene = bpy.data.scenes.new(name="FBX_Temp")
scene.layers = [True] * 20
# bpy.data.scenes.active = scene # XXX, cant switch
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src_scenes = {} # Count how much each 'source' scenes are used.
for ob_base in data.objects:
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for src_sce in ob_base.users_scene:
if src_sce not in src_scenes:
src_scenes[src_sce] = 0
src_scenes[src_sce] += 1
scene.objects.link(ob_base)
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# Find the 'most used' source scene, and use its unit settings. This is somewhat weak, but should work
# fine in most cases, and avoids stupid issues like T41931.
best_src_scene = None
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best_src_scene_users = -1
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for sce, nbr_users in src_scenes.items():
if (nbr_users) > best_src_scene_users:
best_src_scene_users = nbr_users
best_src_scene = sce
scene.unit_settings.system = best_src_scene.unit_settings.system
scene.unit_settings.system_rotation = best_src_scene.unit_settings.system_rotation
scene.unit_settings.scale_length = best_src_scene.unit_settings.scale_length
scene.update()
# TODO - BUMMER! Armatures not in the group wont animate the mesh
else:
scene = data
kwargs_batch = kwargs.copy()
kwargs_batch["context_objects"] = data.objects
save_single(operator, scene, filepath, **kwargs_batch)
if batch_mode == 'GROUP':
# remove temp group scene
bpy.data.scenes.remove(scene)
# no active scene changing!
# bpy.data.scenes.active = orig_sce
ret = {'FINISHED'} # so the script wont run after we have batch exported.
if active_object and org_mode and bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode=org_mode)
return ret