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) Campbell Barton
# Modified by Steven Batchelor on 01/16/2011 to include these features:
# 1. Bone and object rotation constraints.
"""
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 shutil # for file copying
import bpy
from mathutils import Vector, Euler, Matrix
# XXX not used anymore, images are copied one at a time
def copy_images(dest_dir, textures):
import shutil
if not dest_dir.endswith(os.sep):
dest_dir += os.sep
image_paths = set()
for tex in textures:
image_paths.add(bpy.path.abspath(tex.filepath))
# Now copy images
copyCount = 0
for image_path in image_paths:
if Blender.sys.exists(image_path):
# Make a name for the target path.
dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
if not Blender.sys.exists(dest_image_path): # Image isnt already there
print("\tCopying %r > %r" % (image_path, dest_image_path))
try:
shutil.copy(image_path, dest_image_path)
except:
print("\t\tWarning, file failed to copy, skipping.")
print('\tCopied %d images' % copyCount)
# 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
# def strip_path(p):
# return p.split('\\')[-1].split('/')[-1]
# Used to add the scene name into the filepath without using odd chars
sane_name_mapping_ob = {}
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['blend_root'] = 'blend_root_'
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' and 'blend_root' - it will bugger things up.
def sane_name(data, dct):
#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
if data: name = data.name
else: name = 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
while name in iter(dct.values()): 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
return name
def sane_obname(data): return sane_name(data, sane_name_mapping_ob)
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 derived_paths(fname_orig, basepath, FORCE_CWD=False):
# '''
# fname_orig - blender path, can be relative
# basepath - fname_rel will be relative to this
# FORCE_CWD - dont use the basepath, just add a ./ to the filepath.
# use when we know the file will be in the basepath.
# '''
# fname = bpy.path.abspath(fname_orig)
# # fname = Blender.sys.expandpath(fname_orig)
# fname_strip = os.path.basename(fname)
# # fname_strip = strip_path(fname)
# if FORCE_CWD:
# fname_rel = '.' + os.sep + fname_strip
# else:
# fname_rel = bpy.path.relpath(fname, basepath)
# # fname_rel = Blender.sys.relpath(fname, basepath)
# if fname_rel.startswith('//'): fname_rel = '.' + os.sep + fname_rel[2:]
# return fname, fname_strip, fname_rel
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 ])
# XXX not used
# duplicated in OBJ exporter
def getVertsFromGroup(me, group_index):
ret = []
for i, v in enumerate(me.vertices):
for g in v.groups:
if g.group == group_index:
ret.append((i, g.weight))
return ret
# 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:
vWeightList[i][g.group] = g.weight
return groupNames, vWeightList
def meshNormalizedWeights(ob, me):
try: # account for old bad BPyMesh
groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me)
# groupNames, vWeightList = BPyMesh.meshWeight2List(me)
except:
if not groupNames:
for i, vWeights in enumerate(vWeightList):
tot = 0.0
for w in vWeights:
if tot:
for j, w in enumerate(vWeights):
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(operator, context, filepath="",
GLOBAL_MATRIX = None,
EXP_OBS_SELECTED = True,
EXP_MESH = True,
EXP_MESH_APPLY_MOD = True,
EXP_ARMATURE = True,
EXP_LAMP = True,
EXP_CAMERA = True,
EXP_EMPTY = True,
EXP_IMAGE_COPY = False,
ANIM_ENABLE = True,
ANIM_OPTIMIZE = True,
ANIM_OPTIMIZE_PRECISSION = 6,
ANIM_ACTION_ALL = False,
BATCH_ENABLE = False,
BATCH_GROUP = True,
BATCH_FILE_PREFIX = '',
BATCH_OWN_DIR = False
):
batch_objects = None
# testing
mtx_x90 = Matrix.Rotation( math.pi/2.0, 3, 'X') # used
mtx4_z90 = Matrix.Rotation( math.pi/2.0, 4, 'Z')
if GLOBAL_MATRIX is None:
GLOBAL_MATRIX = Matrix()
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
# ----------------- Batch support!
if BATCH_ENABLE:
fbxpath = filepath
# get the path component of filepath
tmp_exists = bpy.utils.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2: # a file, we want a path
fbxpath = os.path.dirname(fbxpath)
# while fbxpath and fbxpath[-1] not in ('/', '\\'):
# fbxpath = fbxpath[:-1]
if not fbxpath:
# XXX
print('Error%t|Directory does not exist!')
# Draw.PupMenu('Error%t|Directory does not exist!')
return
tmp_exists = bpy.utils.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2:
# XXX
print('Error%t|Directory does not exist!')
# Draw.PupMenu('Error%t|Directory does not exist!')
return
if not fbxpath.endswith(os.sep):
fbxpath += os.sep
del tmp_exists
if BATCH_GROUP:
data_seq = bpy.data.groups
else:
data_seq = bpy.data.scenes
# call this function within a loop with BATCH_ENABLE == False
orig_sce = context.scene
# orig_sce = bpy.data.scenes.active
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
for data in data_seq: # scene or group
newname = BATCH_FILE_PREFIX + bpy.path.clean_name(data.name)
if BATCH_OWN_DIR:
new_fbxpath = fbxpath + newname + os.sep
# path may already exist
# TODO - might exist but be a file. unlikely but should probably account for it.
if bpy.utils.exists(new_fbxpath) == 0:
# if Blender.sys.exists(new_fbxpath) == 0:
os.mkdir(new_fbxpath)
filepath = new_fbxpath + newname + '.fbx'
print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
# XXX don't know what to do with this, probably do the same? (Arystan)
# group, so objects update properly, add a dummy scene.
scene = bpy.data.scenes.new()
scene.Layers = (1<<20) -1
bpy.data.scenes.active = scene
for ob_base in data.objects:
scene.objects.link(ob_base)
scene.update(1)
# TODO - BUMMER! Armatures not in the group wont animate the mesh
data_seq.active = data
# Call self with modified args
# Dont pass batch options since we already usedt them
write(filepath, data.objects,
context,
False,
EXP_MESH,
EXP_MESH_APPLY_MOD,
EXP_ARMATURE,
EXP_LAMP,
EXP_CAMERA,
EXP_EMPTY,
EXP_IMAGE_COPY,
GLOBAL_MATRIX,
ANIM_ENABLE,
ANIM_OPTIMIZE,
ANIM_OPTIMIZE_PRECISSION,
ANIM_ACTION_ALL
)
if BATCH_GROUP:
# remove temp group scene
bpy.data.scenes.unlink(scene)
bpy.data.scenes.active = orig_sce
return # so the script wont run after we have batch exported.
# end batch support
# Use this for working out paths relative to the export location
basepath = os.path.dirname(filepath) or '.'
basepath += os.sep
# basepath = Blender.sys.dirname(filepath)
# ----------------------------------------------
# storage classes
class my_bone_class(object):
__slots__ =("blenName",
"blenBone",
"blenMeshes",
"restMatrix",
"parent",
"blenName",
"fbxName",
"fbxArm",
"poseBone",
"__anim_poselist")
def __init__(self, blenBone, fbxArm):
pose = fbxArm.blenObject.pose
# This is so 2 armatures dont have naming conflicts since FBX bones use object namespace
self.fbxName = sane_obname(blenBone)
self.blenName = blenBone.name
self.blenBone = blenBone
self.blenMeshes = {} # fbxMeshObName : mesh
self.fbxArm = fbxArm
self.restMatrix = blenBone.matrix_local
self.poseBone = pose.bones[self.blenName]
# self.restMatrix = blenBone.matrix['ARMATURESPACE']
# not used yet
# self.restMatrixInv = self.restMatrix.copy().invert()
# self.restMatrixLocal = None # set later, need parent matrix
# not public
# pose = fbxArm.blenObject.getPose()
#self.__pose_bone = pose.bones[self.blenName]
# store a list if matricies here, (poseMatrix, head, tail)
# {frame:posematrix, frame:posematrix, ...}
self.__anim_poselist = {}
'''
def calcRestMatrixLocal(self):
if self.parent:
self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert()
else:
self.restMatrixLocal = self.restMatrix.copy()
'''
def setPoseFrame(self, f):
# cache pose info here, frame must be set beforehand
# Didnt end up needing head or tail, if we do - here it is.
'''
self.__anim_poselist[f] = (\
self.poseBone.poseMatrix.copy(),\
self.poseBone.head.copy(),\
self.poseBone.tail.copy() )
'''
self.__anim_poselist[f] = self.poseBone.matrix.copy()
# self.__anim_poselist[f] = self.poseBone.poseMatrix.copy()
# get pose from frame.
def getPoseMatrix(self, f):# ----------------------------------------------
return self.__anim_poselist[f]
'''
def getPoseHead(self, f):
#return self.poseBone.head.copy()
return self.__anim_poselist[f][1].copy()
def getPoseTail(self, f):
#return self.poseBone.tail.copy()
return self.__anim_poselist[f][2].copy()
'''
# end
def getAnimParRelMatrix(self, frame):
#arm_mat = self.fbxArm.matrixWorld
#arm_mat = self.fbxArm.parRelMatrix()
if not self.parent:
#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
return self.getPoseMatrix(frame) * mtx4_z90
else:
#return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
return (self.parent.getPoseMatrix(frame) * mtx4_z90).invert() * ((self.getPoseMatrix(frame)) * mtx4_z90)
# we need thes because cameras and lights modified rotations
def getAnimParRelMatrixRot(self, frame):
return self.getAnimParRelMatrix(frame)
def flushAnimData(self):
self.__anim_poselist.clear()
class my_object_generic(object):
__slots__ =("fbxName",
"blenObject",
"blenData",
"origData",
"blenTextures",
"blenMaterials",
"blenMaterialList",
"blenAction",
"blenActionList",
"fbxGroupNames",
"fbxParent",
"fbxBoneParent",
"fbxBones",
"fbxArm",
"matrixWorld",
"__anim_poselist",
)
# Other settings can be applied for each type - mesh, armature etc.
def __init__(self, ob, matrixWorld = None):
self.fbxName = sane_obname(ob)
self.blenObject = ob
self.fbxGroupNames = []
self.fbxParent = None # set later on IF the parent is in the selection.
if matrixWorld: self.matrixWorld = GLOBAL_MATRIX * matrixWorld
else: self.matrixWorld = GLOBAL_MATRIX * ob.matrix_world
# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
self.__anim_poselist = {} # we should only access this
def parRelMatrix(self):
if self.fbxParent:
return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld
else:
return self.matrixWorld
def setPoseFrame(self, f, fake=False):
if fake:
# annoying, have to clear GLOBAL_MATRIX
self.__anim_poselist[f] = self.matrixWorld * GLOBAL_MATRIX.copy().invert()
else:
self.__anim_poselist[f] = self.blenObject.matrix_world.copy()
def getAnimParRelMatrix(self, frame):
if self.fbxParent:
#return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
else:
return GLOBAL_MATRIX * self.__anim_poselist[frame]
def getAnimParRelMatrixRot(self, frame):
obj_type = self.blenObject.type
if self.fbxParent:
matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part()
else:
matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()
# Lamps need to be rotated
matrix_rot = matrix_rot * mtx_x90
elif obj_type =='CAMERA':
y = Vector((0.0, 1.0, 0.0)) * matrix_rot
matrix_rot = Matrix.Rotation(math.pi/2.0, 3, y) * matrix_rot
return matrix_rot
# ----------------------------------------------
print('\nFBX export starting... %r' % filepath)
start_time = time.clock()
try:
file = open(filepath, 'w', encoding='utf8')
except:
return False
scene = context.scene
world = scene.world
# ---------------------------- Write the header first
file.write(header_comment)
if time:
curtime = time.localtime()[0:6]
else:
curtime = (0,0,0,0,0,0)
#
file.write(\
'''FBXHeaderExtension: {
FBXHeaderVersion: 1003
FBXVersion: 6100
CreationTimeStamp: {
Version: 1000
Year: %.4i
Month: %.2i
Day: %.2i
Hour: %.2i
Minute: %.2i
Second: %.2i
Millisecond: 0
}
Creator: "FBX SDK/FBX Plugins build 20070228"
OtherFlags: {
FlagPLE: 0
}
}''' % (curtime))
file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
file.write('\nCreator: "Blender version %s"' % bpy.app.version_string)
pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
# --------------- funcs for exporting
def object_tx(ob, loc, matrix, matrix_mod = None):
'''
Matrix mod is so armature objects can modify their bone matricies
'''
if isinstance(ob, bpy.types.Bone):
# if isinstance(ob, Blender.Types.BoneType):
# we know we have a matrix
# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
parent = ob.parent
if parent:
#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = par_matrix.copy().invert() * matrix
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
loc = tuple(loc)
rot = tuple(rot.to_euler()) # quat -> euler
scale = tuple(scale)
else:
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
#if ob and not matrix: matrix = ob.matrix_world * GLOBAL_MATRIX
if ob and not matrix: raise Exception("error: this should never happen!")
matrix_rot = matrix
#if matrix:
# matrix = matrix_scale * matrix
if matrix:
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
# Lamps need to be rotated
if ob and ob.type =='LAMP':
matrix_rot = matrix_rot * mtx_x90
elif ob and ob.type =='CAMERA':
y = Vector((0.0, 1.0, 0.0)) * matrix_rot
matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot
# else do nothing.
loc = tuple(loc)
rot = tuple(matrix_rot.to_euler())
scale = tuple(scale)
else:
if not loc:
loc = 0,0,0
scale = 1,1,1
rot = 0,0,0
return loc, rot, scale, matrix, matrix_rot
def write_object_tx(ob, loc, matrix, matrix_mod= None):
'''
We have loc to set the location if non blender objects that have a location
matrix_mod is only used for bones at the moment
'''
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple_rad_to_deg(rot))
# file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
return loc, rot, scale, matrix, matrix_rot
def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None, pose=None):
# Set variables to their default zero.
rot_min = [0, 0, 0]
rot_max = [0, 0, 0]
rot_limit = [0, 0, 0]
# Check if a pose exists for this object and set the constraint soruce accordingly. (Poses only exsit if the object is a bone.)
if pose == None:
const_src = ob;
else:
const_src = pose;
# Iterate through the list of constraints for this object to get the information in a format which is compatible with the FBX format.
if ob != None:
for constraint in const_src.constraints:
if constraint.type == 'LIMIT_ROTATION':
rot_min = [int(round(180 / math.pi * constraint.min_x)), int(round(180 / math.pi * constraint.min_y)), int(round(180 / math.pi * constraint.min_z))]
rot_max = [int(round(180 / math.pi * constraint.max_x)), int(round(180 / math.pi * constraint.max_y)), int(round(180 / math.pi * constraint.max_z))]
rot_limit = [int(constraint.use_limit_x), int(constraint.use_limit_y), int(constraint.use_limit_z)]
# if the type is 0 its an empty otherwise its a mesh
# only difference at the moment is one has a color
file.write('''
Properties60: {
Property: "QuaternionInterpolate", "bool", "",0
Property: "Visibility", "Visibility", "A+",1''')
loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod)
# Rotation order, note, for FBX files Iv loaded normal order is 1
# setting to zero.
# eEULER_XYZ = 0
# eEULER_XZY
# eEULER_YZX
# eEULER_YXZ
# eEULER_ZXY
# eEULER_ZYX
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
file.write('\n\t\t\tProperty: "RotationOffset", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "RotationPivot", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "ScalingOffset", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "ScalingPivot", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "TranslationActive", "bool", "",0')
file.write('\n\t\t\tProperty: "TranslationMin", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "TranslationMax", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "TranslationMinX", "bool", "",0')
file.write('\n\t\t\tProperty: "TranslationMinY", "bool", "",0')
file.write('\n\t\t\tProperty: "TranslationMinZ", "bool", "",0')
file.write('\n\t\t\tProperty: "TranslationMaxX", "bool", "",0')
file.write('\n\t\t\tProperty: "TranslationMaxY", "bool", "",0')
file.write('\n\t\t\tProperty: "TranslationMaxZ", "bool", "",0')
file.write('\n\t\t\tProperty: "RotationOrder", "enum", "",0')
file.write('\n\t\t\tProperty: "RotationSpaceForLimitOnly", "bool", "",0')
file.write('\n\t\t\tProperty: "AxisLen", "double", "",10')
file.write('\n\t\t\tProperty: "PreRotation", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "PostRotation", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "RotationActive", "bool", "",0')
file.write('\n\t\t\tProperty: "RotationMin", "Vector3D", "",' + str(rot_min[0]) + ',' + str(rot_min[1]) + ',' + str(rot_min[2]))
file.write('\n\t\t\tProperty: "RotationMax", "Vector3D", "",' + str(rot_max[0]) + ',' + str(rot_max[1]) + ',' + str(rot_max[2]))
file.write('\n\t\t\tProperty: "RotationMinX", "bool", "",' + str(rot_limit[0]))
file.write('\n\t\t\tProperty: "RotationMinY", "bool", "",' + str(rot_limit[1]))
file.write('\n\t\t\tProperty: "RotationMinZ", "bool", "",' + str(rot_limit[2]))
file.write('\n\t\t\tProperty: "RotationMaxX", "bool", "",' + str(rot_limit[0]))
file.write('\n\t\t\tProperty: "RotationMaxY", "bool", "",' + str(rot_limit[1]))
file.write('\n\t\t\tProperty: "RotationMaxZ", "bool", "",' + str(rot_limit[2]))
file.write('\n\t\t\tProperty: "RotationStiffnessX", "double", "",0')
file.write('\n\t\t\tProperty: "RotationStiffnessY", "double", "",0')
file.write('\n\t\t\tProperty: "RotationStiffnessZ", "double", "",0')
file.write('\n\t\t\tProperty: "MinDampRangeX", "double", "",0')
file.write('\n\t\t\tProperty: "MinDampRangeY", "double", "",0')
file.write('\n\t\t\tProperty: "MinDampRangeZ", "double", "",0')
file.write('\n\t\t\tProperty: "MaxDampRangeX", "double", "",0')
file.write('\n\t\t\tProperty: "MaxDampRangeY", "double", "",0')
file.write('\n\t\t\tProperty: "MaxDampRangeZ", "double", "",0')
file.write('\n\t\t\tProperty: "MinDampStrengthX", "double", "",0')
file.write('\n\t\t\tProperty: "MinDampStrengthY", "double", "",0')
file.write('\n\t\t\tProperty: "MinDampStrengthZ", "double", "",0')
file.write('\n\t\t\tProperty: "MaxDampStrengthX", "double", "",0')
file.write('\n\t\t\tProperty: "MaxDampStrengthY", "double", "",0')
file.write('\n\t\t\tProperty: "MaxDampStrengthZ", "double", "",0')
file.write('\n\t\t\tProperty: "PreferedAngleX", "double", "",0')
file.write('\n\t\t\tProperty: "PreferedAngleY", "double", "",0')
file.write('\n\t\t\tProperty: "PreferedAngleZ", "double", "",0')
file.write('\n\t\t\tProperty: "InheritType", "enum", "",0')
file.write('\n\t\t\tProperty: "ScalingActive", "bool", "",0')
file.write('\n\t\t\tProperty: "ScalingMin", "Vector3D", "",1,1,1')
file.write('\n\t\t\tProperty: "ScalingMax", "Vector3D", "",1,1,1')
file.write('\n\t\t\tProperty: "ScalingMinX", "bool", "",0')
file.write('\n\t\t\tProperty: "ScalingMinY", "bool", "",0')
file.write('\n\t\t\tProperty: "ScalingMinZ", "bool", "",0')
file.write('\n\t\t\tProperty: "ScalingMaxX", "bool", "",0')
file.write('\n\t\t\tProperty: "ScalingMaxY", "bool", "",0')
file.write('\n\t\t\tProperty: "ScalingMaxZ", "bool", "",0')
file.write('\n\t\t\tProperty: "GeometricTranslation", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "GeometricRotation", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "GeometricScaling", "Vector3D", "",1,1,1')
file.write('\n\t\t\tProperty: "LookAtProperty", "object", ""')
file.write('\n\t\t\tProperty: "UpVectorProperty", "object", ""')
file.write('\n\t\t\tProperty: "Show", "bool", "",1')
file.write('\n\t\t\tProperty: "NegativePercentShapeSupport", "bool", "",1')
file.write('\n\t\t\tProperty: "DefaultAttributeIndex", "int", "",0')
if ob and not isinstance(ob, bpy.types.Bone):
# Only mesh objects have color
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Size", "double", "",100')
file.write('\n\t\t\tProperty: "Look", "enum", "",1')
return loc, rot, scale, matrix, matrix_rot
# -------------------------------------------- Armatures
#def write_bone(bone, name, matrix_mod):
def write_bone(my_bone):
file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
file.write('\n\t\tVersion: 232')
#poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
poseMatrix = write_object_props(my_bone.blenBone, None, None, None, my_bone.poseBone)[3] # dont apply bone matricies anymore. Now we also need to export the pose for this bone.
pose_items.append( (my_bone.fbxName, poseMatrix) )
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
# file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
file.write('\n\t\t\tProperty: "Size", "double", "",1')
#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length)
"""
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
"""
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %
(my_bone.blenBone.head_local - my_bone.blenBone.tail_local).length)
# (my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)
#file.write('\n\t\t\tProperty: "LimbLength", "double", "",1')
file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 1')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Skeleton"')
file.write('\n\t}')
def write_camera_switch():
file.write('''
Model: "Model::Camera Switcher", "CameraSwitcher" {
Version: 232''')
write_object_props()
file.write('''
Property: "Color", "Color", "A",0.8,0.8,0.8
Property: "Camera Index", "Integer", "A+",100
}
MultiLayer: 0
MultiTake: 1
Hidden: "True"
Shading: W
Culling: "CullingOff"
Version: 101
Name: "Model::Camera Switcher"
CameraId: 0
CameraName: 100
CameraIndexName:
}''')
def write_camera_dummy(name, loc, near, far, proj_type, up):
file.write('\n\tModel: "Model::%s", "Camera" {' % name )
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
file.write('\n\t\tVersion: 232')
write_object_props(None, loc)
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40')
file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0')
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0')
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63')
file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
file.write('\n\t\t\tProperty: "GateFit", "enum", "",0')
file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486')
file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
file.write('\n\t\t\tProperty: "AspectW", "double", "",320')
file.write('\n\t\t\tProperty: "AspectH", "double", "",200')
file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1')
file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far)
file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816')
file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612')
file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333')
file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4')
file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
file.write('\n\t\t\tProperty: "Center", "bool", "",1')
file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333')
file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type)
file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tHidden: "True"')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %i,%i,%i' % up)
file.write('\n\t\tLookAt: 0,0,0')
file.write('\n\t\tShowInfoOnMoving: 1')
file.write('\n\t\tShowAudio: 0')
file.write('\n\t\tAudioColor: 0,1,0')
file.write('\n\t\tCameraOrthoZoom: 1')
file.write('\n\t}')
def write_camera_default():
# This sucks but to match FBX converter its easier to
# write the cameras though they are not needed.
write_camera_dummy('Producer Perspective', (0,71.3,287.5), 10, 4000, 0, (0,1,0))
write_camera_dummy('Producer Top', (0,4000,0), 1, 30000, 1, (0,0,-1))
write_camera_dummy('Producer Bottom', (0,-4000,0), 1, 30000, 1, (0,0,-1))
write_camera_dummy('Producer Front', (0,0,4000), 1, 30000, 1, (0,1,0))
write_camera_dummy('Producer Back', (0,0,-4000), 1, 30000, 1, (0,1,0))
write_camera_dummy('Producer Right', (4000,0,0), 1, 30000, 1, (0,1,0))
write_camera_dummy('Producer Left', (-4000,0,0), 1, 30000, 1, (0,1,0))
def write_camera(my_cam):
'''
Write a blender camera
'''
render = scene.render
width = render.resolution_x
height = render.resolution_y
aspect = width / height
data = my_cam.blenObject.data
file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName )
file.write('\n\t\tVersion: 232')
loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % math.degrees(data.angle))
file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
# file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026')
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shift_x) # not sure if this is in the correct units?
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0')
file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
file.write('\n\t\t\tProperty: "GateFit", "enum", "",2')
file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height)
'''Camera aspect ratio modes.
0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant.
1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value.
2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels.
3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value.
4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value.
Definition at line 234 of file kfbxcamera.h. '''
file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2')
file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clip_start)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end)
file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0')
file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0')
file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect)
file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0')
file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
file.write('\n\t\t\tProperty: "Center", "bool", "",1')
file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect)
file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",0')
file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector((0.0, 1.0, 0.0)) * matrix_rot))
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector((0.0, 0.0, -1.0)) * matrix_rot))
#file.write('\n\t\tUp: 0,0,0' )
#file.write('\n\t\tLookAt: 0,0,0' )
file.write('\n\t\tShowInfoOnMoving: 1')
file.write('\n\t\tShowAudio: 0')
file.write('\n\t\tAudioColor: 0,1,0')
file.write('\n\t\tCameraOrthoZoom: 1')
file.write('\n\t}')
def write_light(my_light):
light = my_light.blenObject.data
file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
file.write('\n\t\tVersion: 232')
write_object_props(my_light.blenObject, None, my_light.parRelMatrix())
# Why are these values here twice?????? - oh well, follow the holy sdk's output
# Blender light types match FBX's, funny coincidence, we just need to
# be sure that all unsupported types are made into a point light
#ePOINT,
#eDIRECTIONAL
#eSPOT
light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
light_type = light_type_items[light.type]
if light_type > 2: light_type = 1 # hemi and area lights become directional
# mode = light.mode
if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW':
# if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
do_shadow = 1
else:
do_shadow = 0
if light.use_only_shadow or (not light.use_diffuse and not light.use_specular):
# if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
do_light = 0
else:
do_light = 1
scale = abs(GLOBAL_MATRIX.scale_part()[0]) # scale is always uniform in this case
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
if light.type == 'SPOT':
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "DecayType", "enum", "",0')
file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance)
file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0')
file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0')
file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow)
file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Light"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t}')
# matrixOnly is not used at the moment
def write_null(my_null = None, fbxName = None, matrixOnly = None):
# ob can be null
if not fbxName: fbxName = my_null.fbxName
file.write('\n\tModel: "Model::%s", "Null" {' % fbxName)
file.write('\n\t\tVersion: 232')
# only use this for the root matrix at the moment
if matrixOnly:
poseMatrix = write_object_props(None, None, matrixOnly)[3]
else: # all other Null's
if my_null: poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
else: poseMatrix = write_object_props()[3]
pose_items.append((fbxName, poseMatrix))
file.write('''
}
MultiLayer: 0
MultiTake: 1
Shading: Y
Culling: "CullingOff"
TypeFlags: "Null"
}''')
# Material Settings
if world: world_amb = tuple(world.ambient_color)
# if world: world_amb = world.getAmb()
else: world_amb = (0,0,0) # Default value
def write_material(matname, mat):
file.write('\n\tMaterial: "Material::%s", "" {' % matname)
# Todo, add more material Properties.
if mat:
mat_cold = tuple(mat.diffuse_color)
mat_cols = tuple(mat.specular_color)
#mat_colm = tuple(mat.mirCol) # we wont use the mirror color
mat_colamb = world_amb
mat_dif = mat.diffuse_intensity
mat_amb = mat.ambient
mat_hard = (float(mat.specular_hardness)-1)/5.10
mat_spec = mat.specular_intensity/2.0
mat_alpha = mat.alpha
mat_emit = mat.emit
mat_shadeless = mat.use_shadeless
if mat_shadeless:
mat_shader = 'Lambert'
else:
if mat.diffuse_shader == 'LAMBERT':
mat_shader = 'Lambert'
else:
mat_shader = 'Phong'
else:
mat_cols = mat_cold = 0.8, 0.8, 0.8
mat_colamb = 0.0,0.0,0.0
# mat_colm
mat_dif = 1.0
mat_amb = 0.5
mat_hard = 20.0
mat_spec = 0.2
mat_alpha = 1.0
mat_emit = 0.0
mat_shadeless = False
mat_shader = 'Phong'
file.write('\n\t\tVersion: 102')
file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower())
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tProperties60: {')
file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)
file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif)
file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha))
if not mat_shadeless:
file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec)
file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0')
file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0')
file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
if not mat_shadeless:
file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
if not mat_shadeless:
file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0')
file.write('\n\t\t}')
file.write('\n\t}')
def copy_image(image):
fn = bpy.path.abspath(image.filepath)
fn_strip = os.path.basename(fn)
if EXP_IMAGE_COPY:
rel = fn_strip
fn_abs_dest = os.path.join(basepath, fn_strip)
if not os.path.exists(fn_abs_dest):
shutil.copy(fn, fn_abs_dest)
elif bpy.path.is_subdir(fn, basepath):
rel = os.path.relpath(fn, basepath)
else:
rel = fn
return (rel, fn_strip)
# tex is an Image (Arystan)
def write_video(texname, tex):
# Same as texture really!
file.write('\n\tVideo: "Video::%s", "Clip" {' % texname)
file.write('''
Type: "Clip"
Properties60: {
Property: "FrameRate", "double", "",0
Property: "LastFrame", "int", "",0
Property: "Width", "int", "",0
Property: "Height", "int", "",0''')
if tex:
fname_rel, fname_strip = copy_image(tex)
# fname, fname_strip, fname_rel = derived_paths(tex.filepath, basepath, EXP_IMAGE_COPY)
else:
fname = fname_strip = fname_rel = ''
file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
file.write('''
Property: "StartFrame", "int", "",0
Property: "StopFrame", "int", "",0
Property: "PlaySpeed", "double", "",1
Property: "Offset", "KTime", "",0
Property: "InterlaceMode", "enum", "",0
Property: "FreeRunning", "bool", "",0
Property: "Loop", "bool", "",0
Property: "AccessMode", "enum", "",0
}
UseMipMap: 0''')
file.write('\n\t\tFilename: "%s"' % fname_strip)
if fname_strip: fname_strip = '/' + fname_strip
file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
file.write('\n\t}')
def write_texture(texname, tex, num):
# if tex is None then this is a dummy tex
file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
file.write('\n\t\tType: "TextureVideoClip"')
file.write('\n\t\tVersion: 202')
# TODO, rare case _empty_ exists as a name.
file.write('\n\t\tTextureName: "Texture::%s"' % texname)
file.write('''
Properties60: {
Property: "Translation", "Vector", "A+",0,0,0
Property: "Rotation", "Vector", "A+",0,0,0
Property: "Scaling", "Vector", "A+",1,1,1''')
file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
# WrapModeU/V 0==rep, 1==clamp, TODO add support
file.write('''
Property: "TextureTypeUse", "enum", "",0
Property: "CurrentTextureBlendMode", "enum", "",1
Property: "UseMaterial", "bool", "",0
Property: "UseMipMap", "bool", "",0
Property: "CurrentMappingType", "enum", "",0
Property: "UVSwap", "bool", "",0''')
file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.use_clamp_x)
file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y)
file.write('''
Property: "TextureRotationPivot", "Vector3D", "",0,0,0
Property: "TextureScalingPivot", "Vector3D", "",0,0,0
Property: "VideoProperty", "object", ""
}''')
file.write('\n\t\tMedia: "Video::%s"' % texname)
if tex:
fname_rel, fname_strip = copy_image(tex)
# fname, fname_strip, fname_rel = derived_paths(tex.filepath, basepath, EXP_IMAGE_COPY)
else:
fname = fname_strip = fname_rel = ''
file.write('\n\t\tFileName: "%s"' % fname_strip)
file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
file.write('''
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}''')
def write_deformer_skin(obname):
'''
Each mesh has its own deformer
'''
file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
file.write('''
Version: 100
MultiLayer: 0
Type: "Skin"
Properties60: {
}
Link_DeformAcuracy: 50
}''')
# in the example was 'Bip01 L Thigh_2'
def write_sub_deformer_skin(my_mesh, my_bone, weights):
'''
Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
So the SubDeformer needs the mesh-object name as a prefix to make it unique
Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
a but silly but dosnt really matter
'''
file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
file.write('''
Version: 100
MultiLayer: 0
Type: "Cluster"
Properties60: {
Property: "SrcModel", "object", ""
Property: "SrcModelReference", "object", ""
}
UserData: "", ""''')
# Support for bone parents
if my_mesh.fbxBoneParent:
if my_mesh.fbxBoneParent == my_bone:
# TODO - this is a bit lazy, we could have a simple write loop
# for this case because all weights are 1.0 but for now this is ok
# Parent Bones arent used all that much anyway.
vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.vertices))]
else:
# This bone is not a parent of this mesh object, no weights
vgroup_data = []
else:
# Normal weight painted mesh
if my_bone.blenName in weights[0]:
# Before we used normalized wright list
#vgroup_data = me.getVertsFromGroup(bone.name, 1)
group_index = weights[0].index(my_bone.blenName)
vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]]
else:
vgroup_data = []
file.write('\n\t\tIndexes: ')
i = -1
for vg in vgroup_data:
if i == -1:
file.write('%i' % vg[0])
i=0
else:
file.write('\n\t\t')
file.write(',%i' % vg[0])
file.write('\n\t\tWeights: ')
i = -1
for vg in vgroup_data:
if i == -1:
file.write('%.8f' % vg[1])
i=0
else:
file.write('\n\t\t')
file.write(',%.8f' % vg[1])
if my_mesh.fbxParent:
# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
else:
# Yes! this is it... - but dosnt work when the mesh is a.
m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
#m = mtx4_z90 * my_bone.restMatrix
matstr = mat4x4str(m)
matstr_i = mat4x4str(m.invert())
file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
file.write('\n\t\tTransformLink: %s' % matstr)
file.write('\n\t}')
def write_mesh(my_mesh):
me = my_mesh.blenData
# if there are non NULL materials on this mesh
do_materials = bool(my_mesh.blenMaterials)
do_textures = bool(my_mesh.blenTextures)
do_uvs = bool(me.uv_textures)
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
file.write('\n\t\tVersion: 232') # newline is added in write_object_props
# convert into lists once.
me_vertices = me.vertices[:]
me_edges = me.edges[:]
me_faces = me.faces[:]
poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
pose_items.append((my_mesh.fbxName, poseMatrix))
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 1')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
# Write the Real Mesh data here
file.write('\n\t\tVertices: ')
for v in me_vertices:
if i == -1:
file.write('%.6f,%.6f,%.6f' % v.co[:])
i = 0
else:
if i == 7:
file.write('\n\t\t')
i = 0
file.write(',%.6f,%.6f,%.6f'% v.co[:])
i+=1
file.write('\n\t\tPolygonVertexIndex: ')
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
for f in me_faces:
fi = f.vertices[:]
# last index XORd w. -1 indicates end of face
if i == -1:
if len(fi) == 3:
file.write('%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1))
else:
file.write('%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
i = 0
else:
if i == 13:
file.write('\n\t\t')
i = 0
if len(fi) == 3:
file.write(',%i,%i,%i' % (fi[0], fi[1], fi[2] ^ -1))
else:
file.write(',%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
i += 1
# write loose edges as faces.
for ed in me_edges:
if ed.is_loose:
ed_val = ed.vertices[:]
ed_val = ed_val[0], ed_val[-1] ^ -1
file.write('%i,%i' % ed_val)
else:
file.write('\n\t\t')
file.write(',%i,%i' % ed_val)
file.write('\n\t\tEdges: ')
for ed in me_edges:
file.write('%i,%i' % (ed.vertices[0], ed.vertices[1]))
else:
file.write('\n\t\t')
file.write(',%i,%i' % (ed.vertices[0], ed.vertices[1]))
file.write('\n\t\tGeometryVersion: 124')
file.write('''
LayerElementNormal: 0 {
Version: 101
Name: ""
MappingInformationType: "ByVertice"
ReferenceInformationType: "Direct"
Normals: ''')
for v in me_vertices:
if i==-1:
file.write('%.15f,%.15f,%.15f' % v.normal[:]); i=0
else:
if i==2:
file.write('\n '); i=0
file.write(',%.15f,%.15f,%.15f' % v.normal[:])
file.write('\n\t\t}')
# Write Face Smoothing
file.write('''
LayerElementSmoothing: 0 {
Version: 102
Name: ""
MappingInformationType: "ByPolygon"
ReferenceInformationType: "Direct"
Smoothing: ''')
for f in me_faces:
if i==-1:
file.write('%i' % f.use_smooth); i=0
else:
if i==54:
file.write('\n '); i=0
file.write(',%i' % f.use_smooth)
file.write('\n\t\t}')
# Write Edge Smoothing
file.write('''
LayerElementSmoothing: 0 {
Version: 101
Name: ""
MappingInformationType: "ByEdge"
ReferenceInformationType: "Direct"
Smoothing: ''')
for ed in me_edges:
if i==-1:
file.write('%i' % (ed.use_edge_sharp)); i=0
else:
if i==54:
file.write('\n '); i=0
file.write(',%i' % (ed.use_edge_sharp))
file.write('\n\t\t}')
# Write VertexColor Layers
# note, no programs seem to use this info :/
collayers = []
if len(me.vertex_colors):
collayers = me.vertex_colors
for colindex, collayer in enumerate(collayers):
file.write('\n\t\tLayerElementColor: %i {' % colindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % collayer.name)
file.write('''
MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
Colors: ''')
i = -1
ii = 0 # Count how many Colors we write
for fi, cf in enumerate(collayer.data):
if len(me_faces[fi].vertices) == 4:
colors = cf.color1[:], cf.color2[:], cf.color3[:], cf.color4[:]
else:
colors = cf.color1[:], cf.color2[:], cf.color3[:]
for col in colors:
file.write('%.4f,%.4f,%.4f,1' % col)
else:
file.write('\n\t\t\t\t')
file.write(',%.4f,%.4f,%.4f,1' % col)
i+=1
ii+=1 # One more Color
file.write('\n\t\t\tColorIndex: ')
i = -1
for j in range(ii):
if i == -1:
file.write('%i' % j)
else:
file.write('\n\t\t\t\t')
file.write(',%i' % j)
file.write('\n\t\t}')
# Write UV and texture layers.
uvlayers = []
if do_uvs:
uvlayers = me.uv_textures
uvlayer_orig = me.uv_textures.active
for uvindex, uvlayer in enumerate(me.uv_textures):
file.write('\n\t\tLayerElementUV: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer.name)
file.write('''
MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
UV: ''')
i = -1
ii = 0 # Count how many UVs we write
for uf in uvlayer.data:
# workaround, since uf.uv iteration is wrong atm
for uv in uf.uv:
file.write('%.6f,%.6f' % uv[:])
else:
file.write('\n\t\t\t ')
file.write(',%.6f,%.6f' % uv[:])
i+=1
ii+=1 # One more UV
file.write('\n\t\t\tUVIndex: ')
i = -1
for j in range(ii):
if i == -1:
file.write('%i' % j)
i=0
else:
file.write('\n\t\t\t\t')
file.write(',%i' % j)
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
file.write('\n\t\t}')
if do_textures:
file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer.name)
if len(my_mesh.blenTextures) == 1:
file.write('\n\t\t\tMappingInformationType: "AllSame"')
else:
file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
file.write('\n\t\t\tBlendMode: "Translucent"')
file.write('\n\t\t\tTextureAlpha: 1')
file.write('\n\t\t\tTextureId: ')
if len(my_mesh.blenTextures) == 1:
file.write('0')
else:
texture_mapping_local = {None:-1}
for tex in my_mesh.blenTextures:
if tex: # None is set above
texture_mapping_local[tex] = i
for f in uvlayer.data:
img_key = f.image
if i==-1:
i=0
file.write( '%s' % texture_mapping_local[img_key])
else:
file.write('\n ')
file.write(',%s' % texture_mapping_local[img_key])
else:
file.write('''
LayerElementTexture: 0 {
Version: 101
Name: ""
MappingInformationType: "NoMappingInformation"
ReferenceInformationType: "IndexToDirect"
BlendMode: "Translucent"
TextureAlpha: 1
TextureId: ''')
file.write('\n\t\t}')
# Done with UV/textures.
if do_materials:
file.write('\n\t\tLayerElementMaterial: 0 {')
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: ""')
if len(my_mesh.blenMaterials) == 1:
file.write('\n\t\t\tMappingInformationType: "AllSame"')
else:
file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
file.write('\n\t\t\tMaterials: ')
if len(my_mesh.blenMaterials) == 1:
file.write('0')
else:
# Build a material mapping for this
material_mapping_local = {} # local-mat & tex : global index.
for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
material_mapping_local[mat_tex_pair] = j
len_material_mapping_local = len(material_mapping_local)
mats = my_mesh.blenMaterialList
if me.uv_textures.active:
uv_faces = me.uv_textures.active.data
else:
uv_faces = [None] * len(me_faces)
for f, uf in zip(me_faces, uv_faces):
# for f in me_faces:
try: mat = mats[f.material_index]
except:mat = None
if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
else: tex = None
if i==-1:
i=0
file.write( '%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
else:
file.write('\n\t\t\t\t')
file.write(',%s' % (material_mapping_local[mat, tex]))
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
file.write('\n\t\t}')
file.write('''
Layer: 0 {
Version: 100
LayerElement: {
Type: "LayerElementNormal"
TypedIndex: 0
}''')
if do_materials:
file.write('''
LayerElement: {
Type: "LayerElementMaterial"
TypedIndex: 0
}''')
# Always write this
if do_textures:
file.write('''
LayerElement: {
Type: "LayerElementTexture"
TypedIndex: 0
}''')
if me.vertex_colors:
file.write('''
LayerElement: {
Type: "LayerElementColor"
TypedIndex: 0
}''')
if do_uvs: # same as me.faceUV
file.write('''
LayerElement: {
Type: "LayerElementUV"
TypedIndex: 0
}''')
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
file.write('\n\t\t}')
if len(uvlayers) > 1:
for i in range(1, len(uvlayers)):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
file.write('''
LayerElement: {
Type: "LayerElementUV"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
if do_textures:
file.write('''
LayerElement: {
Type: "LayerElementTexture"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
file.write('\n\t\t}')
if len(collayers) > 1:
# Take into account any UV layers
layer_offset = 0
if uvlayers: layer_offset = len(uvlayers)-1
for i in range(layer_offset, len(collayers)+layer_offset):
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
file.write('''
LayerElement: {
Type: "LayerElementColor"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
file.write('\n\t\t}')
file.write('\n\t}')
def write_group(name):
file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name)
file.write('''
Properties60: {
Property: "MultiLayer", "bool", "",0
Property: "Pickable", "bool", "",1
Property: "Transformable", "bool", "",1
Property: "Show", "bool", "",1
}
MultiLayer: 0
}''')
# add meshes here to clear because they are not used anywhere.
meshes_to_clear = []
ob_meshes = []
ob_lights = []
ob_cameras = []
# in fbx we export bones as children of the mesh
# armatures not a part of a mesh, will be added to ob_arms
ob_bones = []
ob_arms = []
# List of types that have blender objects (not bones)
ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
groups = [] # blender groups, only add ones that have objects in the selections
materials = {} # (mat, image) keys, should be a set()
textures = {} # should be a set()
tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
# if EXP_OBS_SELECTED is false, use sceens objects
if not batch_objects:
if EXP_OBS_SELECTED: tmp_objects = context.selected_objects
else: tmp_objects = scene.objects
else:
tmp_objects = batch_objects
if EXP_ARMATURE:
# This is needed so applying modifiers dosnt apply the armature deformation, its also needed
# ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
# set every armature to its rest, backup the original values so we done mess up the scene
ob_arms_orig_rest = [arm.pose_position for arm in bpy.data.armatures]
for arm in bpy.data.armatures:
arm.pose_position = 'REST'
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
if ob_base.type == 'ARMATURE':
ob_base.update()
# This causes the makeDisplayList command to effect the mesh
scene.frame_set(scene.frame_current)
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
for ob_base in tmp_objects:
# ignore dupli children
if ob_base.parent and ob_base.parent.dupli_type != 'NONE':
continue
obs = [(ob_base, ob_base.matrix_world)]
if ob_base.dupli_type != 'NONE':
ob_base.create_dupli_list(scene)
obs = [(dob.object, dob.matrix) for dob in ob_base.dupli_list]
for ob, mtx in obs:
# for ob, mtx in BPyObject.getDerivedObjects(ob_base):
tmp_ob_type = ob.type
if tmp_ob_type == 'CAMERA':
if EXP_CAMERA:
ob_cameras.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'LAMP':
if EXP_LAMP:
ob_lights.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'ARMATURE':
if EXP_ARMATURE:
# TODO - armatures dont work in dupligroups!
if ob not in ob_arms: ob_arms.append(ob)
# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
elif tmp_ob_type == 'EMPTY':
if EXP_EMPTY:
ob_null.append(my_object_generic(ob, mtx))
elif EXP_MESH:
origData = True
if tmp_ob_type != 'MESH':
# me = bpy.data.meshes.new()
try: me = ob.create_mesh(scene, True, 'PREVIEW')
# try: me.getFromObject(ob)
except: me = None
if me:
meshes_to_clear.append( me )
mats = me.materials
origData = False
else:
# Mesh Type!
if EXP_MESH_APPLY_MOD:
# me = bpy.data.meshes.new()
me = ob.create_mesh(scene, True, 'PREVIEW')
# me.getFromObject(ob)
# print ob, me, me.getVertGroupNames()
meshes_to_clear.append( me )
origData = False
mats = me.materials
else:
me = ob.data
# me = ob.getData(mesh=1)
mats = me.materials
# # Support object colors
# tmp_colbits = ob.colbits
# if tmp_colbits:
# tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
# for i in xrange(16):
# if tmp_colbits & (1<<i):
# mats[i] = tmp_ob_mats[i]
# del tmp_ob_mats
# del tmp_colbits
if me:
# # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# # so strictly this is bad. but only in rare cases would it have negative results
# # say with dupliverts the objects would rotate a bit differently
# if EXP_MESH_HQ_NORMALS:
# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
texture_mapping_local = {}
material_mapping_local = {}
if me.uv_textures:
for uvlayer in me.uv_textures:
for f, uf in zip(me.faces, uvlayer.data):
tex = uf.image
textures[tex] = texture_mapping_local[tex] = None
try: mat = mats[f.material_index]
except: mat = None
materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
else:
for mat in mats:
# 2.44 use mat.lib too for uniqueness
materials[mat, None] = material_mapping_local[mat, None] = None
else:
materials[None, None] = None
if EXP_ARMATURE:
armob = ob.find_armature()
blenParentBoneName = None
# parent bone - special case
if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \
ob.parent_type == 'BONE':
armob = ob.parent
blenParentBoneName = ob.parent_bone
if armob and armob not in ob_arms:
ob_arms.append(armob)
# Warning for scaled, mesh objects with armatures
if abs(ob.scale[0] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05:
operator.report('WARNING', "Object '%s' has a scale of (%.3f, %.3f, %.3f), Armature deformation will not work as expected!, Apply Scale to fix." % ((ob.name,) + tuple(ob.scale)))
else:
blenParentBoneName = armob = None
my_mesh = my_object_generic(ob, mtx)
my_mesh.blenData = me
my_mesh.origData = origData
my_mesh.blenMaterials = list(material_mapping_local.keys())
my_mesh.blenMaterialList = mats
my_mesh.blenTextures = list(texture_mapping_local.keys())
# if only 1 null texture then empty the list
if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] is None:
my_mesh.blenTextures = []
my_mesh.fbxArm = armob # replace with my_object_generic armature instance later
my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later
ob_meshes.append( my_mesh )
# not forgetting to free dupli_list
if ob_base.dupli_list: ob_base.free_dupli_list()
if EXP_ARMATURE:
# now we have the meshes, restore the rest arm position
for i, arm in enumerate(bpy.data.armatures):
arm.pose_position = ob_arms_orig_rest[i]
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
if ob_base.type == 'ARMATURE':
ob_base.update()
# This causes the makeDisplayList command to effect the mesh
scene.frame_set(scene.frame_current)
del tmp_ob_type, tmp_objects
# now we have collected all armatures, add bones
for i, ob in enumerate(ob_arms):
ob_arms[i] = my_arm = my_object_generic(ob)
my_arm.fbxBones = []
my_arm.blenData = ob.data
if ob.animation_data:
my_arm.blenAction = ob.animation_data.action
else:
my_arm.blenAction = None
# my_arm.blenAction = ob.action
my_arm.blenActionList = []
# fbxName, blenderObject, my_bones, blenderActions
#ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
for bone in my_arm.blenData.bones:
my_bone = my_bone_class(bone, my_arm)
my_arm.fbxBones.append( my_bone )
ob_bones.append( my_bone )
# add the meshes to the bones and replace the meshes armature with own armature class
#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
for my_mesh in ob_meshes:
# Replace
# ...this could be sped up with dictionary mapping but its unlikely for
# it ever to be a bottleneck - (would need 100+ meshes using armatures)
if my_mesh.fbxArm:
for my_arm in ob_arms:
if my_arm.blenObject == my_mesh.fbxArm:
my_mesh.fbxArm = my_arm
break
for my_bone in ob_bones:
# The mesh uses this bones armature!
if my_bone.fbxArm == my_mesh.fbxArm:
if my_bone.blenBone.use_deform:
my_bone.blenMeshes[my_mesh.fbxName] = me
# parent bone: replace bone names with our class instances
# my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match.
if my_mesh.fbxBoneParent == my_bone.blenName:
my_mesh.fbxBoneParent = my_bone
bone_deformer_count = 0 # count how many bones deform a mesh
my_bone_blenParent = None
for my_bone in ob_bones:
my_bone_blenParent = my_bone.blenBone.parent
if my_bone_blenParent:
for my_bone_parent in ob_bones:
# Note 2.45rc2 you can compare bones normally
if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm:
my_bone.parent = my_bone_parent
break
# Not used at the moment
# my_bone.calcRestMatrixLocal()
bone_deformer_count += len(my_bone.blenMeshes)
del my_bone_blenParent
# Build blenObject -> fbxObject mapping
# this is needed for groups as well as fbxParenting
for ob in bpy.data.objects: ob.tag = False
# using a list of object names for tagging (Arystan)
tmp_obmapping = {}
for ob_generic in ob_all_typegroups:
for ob_base in ob_generic:
ob_base.blenObject.tag = True
tmp_obmapping[ob_base.blenObject] = ob_base
# Build Groups from objects we export
for blenGroup in bpy.data.groups:
fbxGroupName = None
for ob in blenGroup.objects:
if ob.tag:
if fbxGroupName is None:
fbxGroupName = sane_groupname(blenGroup)
groups.append((fbxGroupName, blenGroup))
tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames
groups.sort() # not really needed
# Assign parents using this mapping
for ob_generic in ob_all_typegroups:
for my_ob in ob_generic:
parent = my_ob.blenObject.parent
if parent and parent.tag: # does it exist and is it in the mapping
my_ob.fbxParent = tmp_obmapping[parent]
del tmp_obmapping
# Finished finding groups we use
materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex]
materials.sort() # sort by name
textures.sort()
camera_count = 8
file.write('''
; Object definitions
;------------------------------------------------------------------
Definitions: {
Version: 100
Count: %i''' % (\
Loading
Loading full blame...