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# No world support in FBX...
"""
if data_world:
templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
"""
if data_materials:
templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))
if data_textures:
templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))
if data_videos:
templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))
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nbr_astacks = len(animations)
nbr_acnodes = 0
nbr_acurves = 0
for _astack_key, astack, _al, _n, _fs, _fe in animations:
for _alayer_key, alayer in astack.values():
for _acnode_key, acnode, _acnode_name in alayer.values():
nbr_acnodes += 1
for _acurve_key, _dval, acurve, acurve_valid in acnode.values():
if acurve:
nbr_acurves += 1
templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks)
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# Would be nice to have one layer per animated object, but this seems tricky and not that well supported.
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# So for now, only one layer per anim stack.
templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks)
templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes)
templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves)
templates_users = sum(tmpl.nbr_users for tmpl in templates.values())
##### Creation of connections...
connections = []
# Objects (with classical parenting).
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for ob_obj in objects:
# Bones are handled later.
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if not ob_obj.is_bone:
par_obj = ob_obj.parent
# Meshes parented to armature are handled separately, yet we want the 'no parent' connection (0).
if par_obj and ob_obj.has_valid_parent(objects) and (par_obj, ob_obj) not in arm_parents:
connections.append((b"OO", ob_obj.fbx_uuid, par_obj.fbx_uuid, None))
else:
connections.append((b"OO", ob_obj.fbx_uuid, 0, None))
# Armature & Bone chains.
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for bo_obj in data_bones.keys():
par_obj = bo_obj.parent
if par_obj not in objects:
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connections.append((b"OO", bo_obj.fbx_uuid, par_obj.fbx_uuid, None))
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for ob_obj in objects:
if ob_obj.is_bone:
bo_data_key = data_bones[ob_obj]
connections.append((b"OO", get_fbx_uuid_from_key(bo_data_key), ob_obj.fbx_uuid, None))
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else:
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if ob_obj.type == 'LAMP':
lamp_key = data_lamps[ob_obj.bdata.data]
connections.append((b"OO", get_fbx_uuid_from_key(lamp_key), ob_obj.fbx_uuid, None))
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elif ob_obj.type == 'CAMERA':
cam_key = data_cameras[ob_obj]
connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
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elif ob_obj.type == 'EMPTY':
empty_key = data_empties[ob_obj]
connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
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elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:
mesh_key, _me, _free = data_meshes[ob_obj.bdata]
connections.append((b"OO", get_fbx_uuid_from_key(mesh_key), ob_obj.fbx_uuid, None))
# Deformers (armature-to-geometry, only for meshes currently)...
for arm, deformed_meshes in data_deformers.items():
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for me, (skin_key, ob_obj, clusters) in deformed_meshes.items():
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mesh_key, _me, _free = data_meshes[ob_obj.bdata]
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assert(me == _me)
connections.append((b"OO", get_fbx_uuid_from_key(skin_key), get_fbx_uuid_from_key(mesh_key), None))
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for bo_obj, clstr_key in clusters.items():
connections.append((b"OO", get_fbx_uuid_from_key(clstr_key), get_fbx_uuid_from_key(skin_key), None))
connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None))
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mesh_mat_indices = OrderedDict()
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for mat, (mat_key, ob_objs) in data_materials.items():
for ob_obj in ob_objs:
connections.append((b"OO", get_fbx_uuid_from_key(mat_key), ob_obj.fbx_uuid, None))
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if ob_obj.is_object:
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# Get index of this mat for this object.
# Mat indices for mesh faces are determined by their order in 'mat to ob' connections.
# Only mats for meshes currently...
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if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
continue
me = ob_obj.bdata.data
idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
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mesh_mat_indices.setdefault(me, OrderedDict())[mat] = idx
del _objs_indices
# Textures
for tex, (tex_key, mats) in data_textures.items():
for mat, fbx_mat_props in mats.items():
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mat_key, _ob_objs = data_materials[mat]
for fbx_prop in fbx_mat_props:
# texture -> material properties
connections.append((b"OP", get_fbx_uuid_from_key(tex_key), get_fbx_uuid_from_key(mat_key), fbx_prop))
# Images
for vid, (vid_key, texs) in data_videos.items():
for tex in texs:
tex_key, _texs = data_textures[tex]
connections.append((b"OO", get_fbx_uuid_from_key(vid_key), get_fbx_uuid_from_key(tex_key), None))
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for astack_key, astack, alayer_key, _name, _fstart, _fend in animations:
# Animstack itself is linked nowhere!
astack_id = get_fbx_uuid_from_key(astack_key)
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# For now, only one layer!
alayer_id = get_fbx_uuid_from_key(alayer_key)
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connections.append((b"OO", alayer_id, astack_id, None))
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for ob_obj, (alayer_key, acurvenodes) in astack.items():
ob_id = ob_obj.fbx_uuid
# alayer_id = get_fbx_uuid_from_key(alayer_key)
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# connections.append((b"OO", alayer_id, astack_id, None))
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for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
# Animcurvenode -> animalayer.
acurvenode_id = get_fbx_uuid_from_key(acurvenode_key)
connections.append((b"OO", acurvenode_id, alayer_id, None))
# Animcurvenode -> object property.
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connections.append((b"OP", acurvenode_id, ob_id, fbx_prop.encode()))
for fbx_item, (acurve_key, default_value, acurve, acurve_valid) in acurves.items():
if acurve:
# Animcurve -> Animcurvenode.
connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
##### And pack all this!
return FBXData(
templates, templates_users, connections,
settings, scene, objects, animations, frame_start, frame_end,
data_empties, data_lamps, data_cameras, data_meshes, mesh_mat_indices,
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data_bones, data_deformers,
data_world, data_materials, data_textures, data_videos,
)
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def fbx_scene_data_cleanup(scene_data):
"""
Some final cleanup...
"""
# Delete temp meshes.
for _key, me, free in scene_data.data_meshes.values():
if free:
bpy.data.meshes.remove(me)
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##### Top-level FBX elements generators. #####
def fbx_header_elements(root, scene_data, time=None):
"""
Write boiling code of FBX root.
time is expected to be a datetime.datetime object, or None (using now() in this case).
"""
##### Start of FBXHeaderExtension element.
header_ext = elem_empty(root, b"FBXHeaderExtension")
elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)
elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)
# No encryption!
elem_data_single_int32(header_ext, b"EncryptionType", 0)
if time is None:
time = datetime.datetime.now()
elem = elem_empty(header_ext, b"CreationTimeStamp")
elem_data_single_int32(elem, b"Version", 1000)
elem_data_single_int32(elem, b"Year", time.year)
elem_data_single_int32(elem, b"Month", time.month)
elem_data_single_int32(elem, b"Day", time.day)
elem_data_single_int32(elem, b"Hour", time.hour)
elem_data_single_int32(elem, b"Minute", time.minute)
elem_data_single_int32(elem, b"Second", time.second)
elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)
elem_data_single_string_unicode(header_ext, b"Creator", "Blender version %s" % bpy.app.version_string)
# 'SceneInfo' seems mandatory to get a valid FBX file...
# TODO use real values!
# XXX Should we use scene.name.encode() here?
scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
scene_info.add_string(b"UserData")
elem_data_single_string(scene_info, b"Type", b"UserData")
elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
meta_data = elem_empty(scene_info, b"MetaData")
elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
elem_data_single_string(meta_data, b"Title", b"")
elem_data_single_string(meta_data, b"Subject", b"")
elem_data_single_string(meta_data, b"Author", b"")
elem_data_single_string(meta_data, b"Keywords", b"")
elem_data_single_string(meta_data, b"Revision", b"")
elem_data_single_string(meta_data, b"Comment", b"")
props = elem_properties(scene_info)
elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
original = elem_props_compound(props, b"Original")
original("p_string", b"ApplicationVendor", "Blender Foundation")
original("p_string", b"ApplicationName", "Blender")
original("p_string", b"ApplicationVersion", "2.70")
original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
original("p_string", b"FileName", "/foobar.fbx")
lastsaved = elem_props_compound(props, b"LastSaved")
lastsaved("p_string", b"ApplicationVendor", "Blender Foundation")
lastsaved("p_string", b"ApplicationName", "Blender")
lastsaved("p_string", b"ApplicationVersion", "2.70")
lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
##### End of FBXHeaderExtension element.
# FileID is replaced by dummy value currently...
elem_data_single_bytes(root, b"FileId", b"FooBar")
# CreationTime is replaced by dummy value currently, but anyway...
elem_data_single_string_unicode(root, b"CreationTime",
"{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
"".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
time.microsecond * 1000))
elem_data_single_string_unicode(root, b"Creator", "Blender version %s" % bpy.app.version_string)
##### Start of GlobalSettings element.
global_settings = elem_empty(root, b"GlobalSettings")
elem_data_single_int32(global_settings, b"Version", 1000)
props = elem_properties(global_settings)
up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
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elem_props_set(props, "p_double", b"UnitScaleFactor", 1.0)
elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", 1.0)
elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")
# Global timing data.
r = scene_data.scene.render
fps = r.fps / r.fps_base
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fbx_fps, fbx_fps_mode = FBX_FRAMERATES[0] # Custom framerate.
for ref_fps, fps_mode in FBX_FRAMERATES:
if similar_values(fps, ref_fps):
fbx_fps = ref_fps
fbx_fps_mode = fps_mode
elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode)
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elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
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elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps)
##### End of GlobalSettings element.
def fbx_documents_elements(root, scene_data):
"""
Write 'Document' part of FBX root.
Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
time is expected to be a datetime.datetime object, or None (using now() in this case).
"""
name = scene_data.scene.name
##### Start of Documents element.
docs = elem_empty(root, b"Documents")
elem_data_single_int32(docs, b"Count", 1)
doc_uid = get_fbx_uuid_from_key("__FBX_Document__" + name)
doc = elem_data_single_int64(docs, b"Document", doc_uid)
doc.add_string_unicode(name)
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doc.add_string_unicode(name)
props = elem_properties(doc)
elem_props_set(props, "p_object", b"SourceObject")
elem_props_set(props, "p_string", b"ActiveAnimStackName", "")
# XXX Some kind of ID? Offset?
# Anyway, as long as we have only one doc, probably not an issue.
elem_data_single_int64(doc, b"RootNode", 0)
def fbx_references_elements(root, scene_data):
"""
Have no idea what references are in FBX currently... Just writing empty element.
"""
docs = elem_empty(root, b"References")
def fbx_definitions_elements(root, scene_data):
"""
Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
"""
definitions = elem_empty(root, b"Definitions")
elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
elem_data_single_int32(definitions, b"Count", scene_data.templates_users)
fbx_templates_generate(definitions, scene_data.templates)
def fbx_objects_elements(root, scene_data):
"""
Data (objects, geometry, material, textures, armatures, etc.
"""
objects = elem_empty(root, b"Objects")
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for empty in scene_data.data_empties:
fbx_data_empty_elements(objects, empty, scene_data)
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for lamp in scene_data.data_lamps:
fbx_data_lamp_elements(objects, lamp, scene_data)
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for cam in scene_data.data_cameras:
fbx_data_camera_elements(objects, cam, scene_data)
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for me in scene_data.data_meshes:
fbx_data_mesh_elements(objects, me, scene_data, done_meshes)
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for ob_obj in scene_data.objects:
if ob_obj.is_dupli:
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continue
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fbx_data_object_elements(objects, ob_obj, scene_data)
ob_obj.dupli_list_create(scene_data.scene, 'RENDER')
for dp_obj in ob_obj.dupli_list:
if dp_obj not in scene_data.objects:
continue
fbx_data_object_elements(objects, dp_obj, scene_data)
ob_obj.dupli_list_clear()
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for ob_obj in scene_data.objects:
if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'):
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fbx_data_armature_elements(objects, ob_obj, scene_data)
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for mat in scene_data.data_materials:
fbx_data_material_elements(objects, mat, scene_data)
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for tex in scene_data.data_textures:
fbx_data_texture_file_elements(objects, tex, scene_data)
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for vid in scene_data.data_videos:
fbx_data_video_elements(objects, vid, scene_data)
fbx_data_animation_elements(objects, scene_data)
def fbx_connections_elements(root, scene_data):
"""
Relations between Objects (which material uses which texture, and so on).
"""
connections = elem_empty(root, b"Connections")
for c in scene_data.connections:
elem_connection(connections, *c)
def fbx_takes_elements(root, scene_data):
"""
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Animations.
# XXX Pretty sure takes are no more needed...
takes = elem_empty(root, b"Takes")
elem_data_single_string(takes, b"Current", b"")
animations = scene_data.animations
for astack_key, animations, alayer_key, name, f_start, f_end in animations:
scene = scene_data.scene
fps = scene.render.fps / scene.render.fps_base
start_ktime = int(units_convert(f_start / fps, "second", "ktime"))
end_ktime = int(units_convert(f_end / fps, "second", "ktime")) # +1 is unity hack...
take = elem_data_single_string(takes, b"Take", name)
elem_data_single_string(take, b"FileName", name + b".tak")
take_loc_time = elem_data_single_int64(take, b"LocalTime", start_ktime)
take_loc_time.add_int64(end_ktime)
take_ref_time = elem_data_single_int64(take, b"ReferenceTime", start_ktime)
take_ref_time.add_int64(end_ktime)
##### "Main" functions. #####
# This func can be called with just the filepath
def save_single(operator, scene, filepath="",
global_matrix=Matrix(),
axis_up="Z",
axis_forward="Y",
context_objects=None,
object_types=None,
use_mesh_modifiers=True,
mesh_smooth_type='FACE',
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bake_anim_use_nla_strips=True,
bake_anim_use_all_actions=True,
bake_anim_step=1.0,
bake_anim_simplify_factor=1.0,
use_metadata=True,
path_mode='AUTO',
use_mesh_edges=True,
use_tspace=True,
embed_textures=False,
use_custom_properties=False,
bake_space_transform=False,
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# Clear cached ObjectWrappers (just in case...).
ObjectWrapper.cache_clear()
if object_types is None:
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object_types = {'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'}
if 'OTHER' in object_types:
object_types |= BLENDER_OTHER_OBJECT_TYPES
global_scale = global_matrix.median_scale
global_matrix_inv = global_matrix.inverted()
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# For transforming mesh normals.
global_matrix_inv_transposed = global_matrix_inv.transposed()
# Only embed textures in COPY mode!
if embed_textures and path_mode != 'COPY':
embed_textures = False
media_settings = FBXSettingsMedia(
path_mode,
os.path.dirname(bpy.data.filepath), # base_src
os.path.dirname(filepath), # base_dst
# Local dir where to put images (medias), using FBX conventions.
os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir
embed_textures,
set(), # copy_set
)
settings = FBXSettings(
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operator.report, (axis_up, axis_forward), global_matrix, global_scale,
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bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
context_objects, object_types, use_mesh_modifiers,
mesh_smooth_type, use_mesh_edges, use_tspace, False,
bake_anim, bake_anim_use_nla_strips, bake_anim_use_all_actions, bake_anim_step, bake_anim_simplify_factor,
False, media_settings, use_custom_properties,
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)
import bpy_extras.io_utils
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 {
"global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
"use_selection": False,
"object_types": {'ARMATURE', 'EMPTY', 'MESH'},
"use_mesh_modifiers": True,
#"use_armature_deform_only": True,
"bake_anim": True,
#"use_anim_optimize": False,
#"use_anim_action_all": True,
# 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,
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}
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
org_mode = None
if context.active_object and context.active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
org_mode = context.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 = bpy.data.groups
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 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
for ob_base in data.objects:
scene.objects.link(ob_base)
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 context.active_object and org_mode and bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode=org_mode)
return ret