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PoseMatrix = Config.SystemMatrix * PoseMatrix * Config.InverseSystemMatrix
Position = PoseMatrix.translation_part()
Config.File.write("{}{}{:9f},{:9f},{:9f};;\n".format(" " * Config.Whitespace, (str(Frame) + ";3;").ljust(8), Position[0], Position[1], Position[2]))
Config.Whitespace -= 1
Config.File.write("{}}}\n".format(" " * Config.Whitespace))
if Config.Verbose:
print("Done")
#Rotation
if Config.Verbose:
print(" Writing Rotation...", end=" ")
Config.File.write("{}AnimationKey {{ //Rotation\n".format(" " * Config.Whitespace))
Config.Whitespace += 1
Config.File.write("{}0;\n{}{};\n".format(" " * Config.Whitespace, " " * Config.Whitespace, KeyframeCount))
for Frame in range(0, KeyframeCount):
bpy.context.scene.set_frame(Frame + bpy.context.scene.frame_start)
#Whew! I'm sure this could be simplified.
Rotation = Config.SystemQuaternion.cross(Matrix.Rotation(radians(90), 4, "X").to_quat().cross(Bone.rotation_quaternion.cross(Matrix.Rotation(radians(-90), 4, "X").to_quat().cross(Config.InverseSystemQuaternion))))
Config.File.write("{}{}{:9f},{:9f},{:9f},{:9f};;\n".format(" " * Config.Whitespace, (str(Frame) + ";4;").ljust(8), Rotation[0], Rotation[1], Rotation[2], Config.FlipZ * Rotation[3]))
Config.Whitespace -= 1
Config.File.write("{}}}\n".format(" " * Config.Whitespace))
if Config.Verbose:
print("Done")
#Scale
if Config.Verbose:
print(" Writing Scale...", end=" ")
Config.File.write("{}AnimationKey {{ //Scale\n".format(" " * Config.Whitespace, KeyframeCount))
Config.Whitespace += 1
Config.File.write("{}1;\n{}{};\n".format(" " * Config.Whitespace, " " * Config.Whitespace, KeyframeCount))
for Frame in range(0, KeyframeCount):
bpy.context.scene.set_frame(Frame + bpy.context.scene.frame_start)
if Bone.parent:
PoseMatrix = (Bone.parent.matrix * Matrix.Rotation(radians(-90), 4, "X")).invert()
else:
PoseMatrix = Matrix()
PoseMatrix *= Bone.matrix * Matrix.Rotation(radians(-90), 4, "X")
PoseMatrix = Config.SystemMatrix * PoseMatrix * Config.InverseSystemMatrix
Scale = PoseMatrix.scale_part()
Config.File.write("{}{}{:9f},{:9f},{:9f};;\n".format(" " * Config.Whitespace, (str(Frame) + ";3;").ljust(8), Scale[0], Scale[1], Scale[2]))
Config.Whitespace -= 1
Config.File.write("{}}}\n".format(" " * Config.Whitespace))
if Config.Verbose:
print("Done")
Config.Whitespace -= 1
Config.File.write("{}}}\n".format(" " * Config.Whitespace))
if Config.Verbose:
print(" Done") #Done with Armature Bone
if Config.Verbose:
print(" Done") #Done with Armature Bone data
if Config.Verbose:
print(" Done") #Done with Object
Config.Whitespace -= 1
Config.File.write("{}}} //End of AnimationSet\n".format(" " * Config.Whitespace))
if Config.Verbose:
print("Closing File...", end=" ")
if Config.Verbose:
print("Done")
CoordinateSystems = []
CoordinateSystems.append(("1", "Left-Handed", ""))
CoordinateSystems.append(("2", "Right-Handed", ""))
AnimationModes = []
AnimationModes.append(("0", "None", ""))
AnimationModes.append(("1", "Keyframes Only", ""))
AnimationModes.append(("2", "Full Animation", ""))
ExportModes = []
ExportModes.append(("1", "All Objects", ""))
ExportModes.append(("2", "Selected Objects", ""))
from bpy.props import *
class DirectXExporter(bpy.types.Operator):
"""Export to the DirectX model format (.x)"""
bl_idname = "export.directx"
bl_label = "Export DirectX"
filepath = StringProperty()
filename = StringProperty()
directory = StringProperty()
CoordinateSystem = EnumProperty(name="System", description="Select a coordinate system to export to", items=CoordinateSystems, default="1")
RotateX = BoolProperty(name="Rotate X 90 Degrees", description="Rotate the entire scene 90 degrees around the X axis so Y is up.", default=True)
FlipNormals = BoolProperty(name="Flip Normals", description="", default=False)
Chris Foster
committed
ApplyModifiers = BoolProperty(name="Apply Modifiers", description="Apply object modifiers before export.", default=False)
IncludeFrameRate = BoolProperty(name="Include Frame Rate", description="Include the AnimTicksPerSecond template which is used by some engines to control animation speed.", default=False)
ExportTextures = BoolProperty(name="Export Textures", description="Reference external image files to be used by the model.", default=True)
Chris Foster
committed
ExportArmatures = BoolProperty(name="Export Armatures", description="Export the bones of any armatures to deform meshes.", default=False)
ExportAnimation = EnumProperty(name="Animations", description="Select the type of animations to export. Only object and armature bone animations can be exported. Full Animation exports every frame.", items=AnimationModes, default="0")
ExportMode = EnumProperty(name="Export", description="Select which objects to export. Only Mesh, Empty, and Armature objects will be exported.", items=ExportModes, default="1")
Verbose = BoolProperty(name="Verbose", description="Run the exporter in debug mode. Check the console for output.", default=False)
def execute(self, context):
FilePath = self.properties.filepath
if not FilePath.lower().endswith(".x"):
FilePath += ".x"
Config = DirectXExporterSettings(context,
FilePath,
CoordinateSystem=self.properties.CoordinateSystem,
RotateX=self.properties.RotateX,
FlipNormals=self.properties.FlipNormals,
ApplyModifiers=self.properties.ApplyModifiers,
IncludeFrameRate=self.properties.IncludeFrameRate,
ExportTextures=self.properties.ExportTextures,
ExportArmatures=self.properties.ExportArmatures,
ExportAnimation=self.properties.ExportAnimation,
ExportMode=self.properties.ExportMode,
Verbose=self.properties.Verbose)
ExportDirectX(Config)
return {"FINISHED"}
def invoke(self, context, event):
WindowManager = context.manager
WindowManager.add_fileselect(self)
return {"RUNNING_MODAL"}
def menu_func(self, context):
default_path = os.path.splitext(bpy.data.filepath)[0] + ".x"
self.layout.operator(DirectXExporter.bl_idname, text="DirectX (.x)").filepath = default_path
def register():
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":