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# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 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, see <http://www.gnu.org/licenses/>.
#
# The Original Code is: all of this file.
#
# ***** END GPL LICENSE BLOCK *****
#
bl_info = {
'name': 'Export: Adobe After Effects (.jsx)',
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'description': 'Export cameras, selected objects & camera solution 3D Markers to Adobe After Effects CS3 and above',
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'version': (0, 6, 0),
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'blender': (2, 6, 1),
'location': 'File > Export > Adobe After Effects (.jsx)',
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Import-Export/Adobe_After_Effects",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=29858",
'category': 'Import-Export',
}
import bpy
import datetime
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from math import pi
from mathutils import Matrix
# create list of static blender's data
def get_comp_data(context):
scene = context.scene
aspect_x = scene.render.pixel_aspect_x
aspect_y = scene.render.pixel_aspect_y
aspect = aspect_x / aspect_y
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start = scene.frame_start
end = scene.frame_end
active_cam_frames = get_active_cam_for_each_frame(scene, start, end)
fps = scene.render.fps
return {
'scn': scene,
'width': scene.render.resolution_x,
'height': scene.render.resolution_y,
'aspect': aspect,
'fps': fps,
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'start': start,
'end': end,
'duration': (end - start + 1.0) / fps,
'active_cam_frames': active_cam_frames,
'curframe': scene.frame_current,
}
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# create list of active camera for each frame in case active camera is set by markers
def get_active_cam_for_each_frame(scene, start, end):
active_cam_frames = []
sorted_markers = []
markers = scene.timeline_markers
if markers:
for marker in markers:
if marker.camera:
sorted_markers.append([marker.frame, marker])
sorted_markers = sorted(sorted_markers)
for i, marker in enumerate (sorted_markers):
cam = marker[1].camera
if i is 0 and marker[0] > start:
start_range = start
else:
start_range = sorted_markers[i][0]
if len(sorted_markers) > i + 1:
end_range = sorted_markers[i+1][0] - 1
else:
end_range = end
for i in range(start_range, end_range + 1):
active_cam_frames.append(cam)
if not active_cam_frames:
if scene.camera:
# in this case active_cam_frames array will have legth of 1. This will indicate that there is only one active cam in all frames
active_cam_frames.append(scene.camera)
return(active_cam_frames)
# create managable list of selected objects
def get_selected(context):
cameras = [] # list of selected cameras
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solids = [] # list of all selected meshes that can be exported as AE's solids
lights = [] # list of all selected lamps that can be exported as AE's lights
nulls = [] # list of all selected objects exept cameras (will be used to create nulls in AE)
obs = context.selected_objects
for ob in obs:
if ob.type == 'CAMERA':
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cameras.append([ob, convert_name(ob.name)])
elif is_plane(ob):
# not ready yet. is_plane(object) returns False in all cases. This is temporary
solids.append([ob, convert_name(ob.name)])
elif ob.type == 'LAMP':
# not ready yet. Lamps will be exported as nulls. This is temporary
nulls.append([ob, convert_name(ob.name)])
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nulls.append([ob, convert_name(ob.name)])
selection = {
'cameras': cameras,
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'solids': solids,
'lights': lights,
'nulls': nulls,
}
return selection
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# check if object is plane and can be exported as AE's solid
def is_plane(object):
# work in progress. Not ready yet
return False
# convert names of objects to avoid errors in AE.
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def convert_name(name):
name = "_" + name
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if name[0].isdigit():
name = "_" + name
name = bpy.path.clean_name(name)
name = name.replace("-", "_")
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return name
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# get object's blender's location rotation and scale and return AE's Position, Rotation/Orientation and scale
# this function will be called for every object for every frame
def convert_transform_matrix(matrix, width, height, aspect, x_rot_correction=False):
# get blender location for ob
b_loc_x, b_loc_y, b_loc_z = matrix.to_translation()
b_rot_x, b_rot_y, b_rot_z = matrix.to_euler()
b_scale_x, b_scale_y, b_scale_z = matrix.to_scale()
# get blender rotation for ob
if x_rot_correction:
b_rot_x = b_rot_x / pi * 180.0 - 90.0
else:
b_rot_x = b_rot_x / pi * 180.0
b_rot_y = b_rot_y / pi * 180.0
b_rot_z = b_rot_z / pi * 180.0
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# convert to AE Position Rotation and Scale
# Axes in AE are different. AE's X is blender's X, AE's Y is negative Blender's Z, AE's Z is Blender's Y
x = (b_loc_x * 100.0) / aspect + width / 2.0 # calculate AE's X position
y = (-b_loc_z * 100.0) + (height / 2.0) # calculate AE's Y position
z = b_loc_y * 100.0 # calculate AE's Z position
# Using AE's rotation combined with AE's orientation allows to compensate for different euler rotation order.
rx = b_rot_x # calculate AE's X rotation. Will become AE's RotationX property
ry = -b_rot_z # calculate AE's Y rotation. Will become AE's OrientationY property
rz = b_rot_y # calculate AE's Z rotation. Will become AE's OrentationZ property
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sx = b_scale_x * 100.0 # scale of 1.0 is 100% in AE
sy = b_scale_z * 100.0 # scale of 1.0 is 100% in AE
sz = b_scale_y * 100.0 # scale of 1.0 is 100% in AE
return x, y, z, rx, ry, rz, sx, sy, sz
# get camera's lens and convert to AE's "zoom" value in pixels
# this function will be called for every camera for every frame
#
#
# AE's lens is defined by "zoom" in pixels. Zoom determines focal angle or focal length.
#
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# ZOOM VALUE CALCULATIONS:
#
# Given values:
# - sensor width (camera.data.sensor_width)
# - sensor height (camera.data.sensor_height)
# - sensor fit (camera.data.sensor_fit)
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# - width (width of the composition/scene in pixels)
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# - height (height of the composition/scene in pixels)
# - PAR (pixel aspect ratio)
#
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# Calculations are made using sensor's size and scene/comp dimension (width or height).
# If camera.sensor_fit is set to 'AUTO' or 'HORIZONTAL' - sensor = camera.data.sensor_width, dimension = width.
# If camera.sensor_fit is set to 'VERTICAL' - sensor = camera.data.sensor_height, dimension = height
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# zoom can be calculated using simple proportions.
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# / | d
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# e | \ / | m
# n | \ / | e
# s | / \ | n
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# o | / \ | s
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# r |/ \ | i
# \ | o
# | | \ | n
# | | \ |
# | | |
# lens | zoom
#
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# zoom / dimension = lens / sensor =>
# zoom = lens * dimension / sensor
#
# above is true if square pixels are used. If not - aspect compensation is needed, so final formula is:
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# zoom = lens * dimension / sensor * aspect
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def convert_lens(camera, width, height, aspect):
if camera.data.sensor_fit == 'VERTICAL':
sensor = camera.data.sensor_height
dimension = height
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else:
sensor = camera.data.sensor_width
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dimension = width
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zoom = camera.data.lens * dimension / sensor * aspect
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# convert object bundle's matrix. Not ready yet. Temporarily not active
#def get_ob_bundle_matrix_world(cam_matrix_world, bundle_matrix):
# matrix = cam_matrix_basis
# return matrix
# jsx script for AE creation
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def write_jsx_file(file, data, selection, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, include_rotation, include_scale):
print("\n---------------------------\n- Export to After Effects -\n---------------------------")
#store the current frame to restore it at the enf of export
curframe = data['curframe']
#create array which will contain all keyframes values
js_data = {
'times': '',
'cameras': {},
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'solids': {},
'lights': {},
'nulls': {},
'bundles_cam': {},
'bundles_ob': {}, # not ready yet
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# create structure for active camera/cameras
active_cam_name = ''
if include_active_cam and data['active_cam_frames'] != []:
# check if more that one active cam exist (true if active cams set by markers)
if len(data['active_cam_frames']) is 1:
name_ae = convert_name(data['active_cam_frames'][0].name) # take name of the only active camera in scene
else:
name_ae = 'Active_Camera'
active_cam_name = name_ae # store name to be used when creating keyframes for active cam.
js_data['cameras'][name_ae] = {
'position': '',
'pointOfInterest': '',
'orientation': '',
'rotationX': '',
'zoom': '',
}
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# create camera structure for selected cameras
if include_selected_cams:
for i, cam in enumerate(selection['cameras']): # more than one camera can be selected
if cam[1] != active_cam_name:
name_ae = selection['cameras'][i][1]
js_data['cameras'][name_ae] = {
'position': '',
'pointOfInterest': '',
'orientation': '',
'rotationX': '',
'zoom': '',
}
# create structure for solids. Not ready yet. Temporarily not active
# for i, obj in enumerate(selection['solids']):
# name_ae = selection['solids'][i][1]
# js_data['solids'][name_ae] = {
# 'position': '',
# 'orientation': '',
# 'rotationX': '',
# 'scale': '',
# }
# create structure for lights. Not ready yet. Temporarily not active
# for i, obj in enumerate(selection['lights']):
# name_ae = selection['lights'][i][1]
# js_data['nulls'][name_ae] = {
# 'position': '',
# 'orientation': '',
# 'rotationX': '',
# 'scale': '',
# }
# create structure for nulls
for i, obj in enumerate(selection['nulls']): # nulls representing blender's obs except cameras, lamps and solids
if include_selected_objects:
name_ae = selection['nulls'][i][1]
js_data['nulls'][name_ae] = {
'position': '',
'orientation': '',
'rotationX': '',
'scale': '',
}
# create structure for cam bundles including positions (cam bundles don't move)
if include_cam_bundles:
# go through each selected Camera and active cameras
selected_cams = []
active_cams = []
if include_active_cam:
active_cams = data['active_cam_frames']
if include_selected_cams:
for cam in selection['cameras']:
selected_cams.append(cam[0])
# list of cameras that will be checked for 'CAMERA SOLVER'
cams = list(set.union(set(selected_cams), set(active_cams)))
for cam in cams:
# go through each constraints of this camera
for constraint in cam.constraints:
# does the camera have a Camera Solver constraint
if constraint.type == 'CAMERA_SOLVER':
# Which movie clip does it use ?
if constraint.use_active_clip:
clip = data['scn'].active_clip
else:
clip = constraint.clip
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# go through each tracking point
for track in clip.tracking.tracks:
# Does this tracking point have a bundle (has its 3D position been solved)
if track.has_bundle:
# get the name of the tracker
name_ae = convert_name(str(cam.name) + '__' + str(track.name))
js_data['bundles_cam'][name_ae] = {
'position': '',
}
# bundles are in camera space. Transpose to world space
matrix = Matrix.Translation(cam.matrix_basis.copy() * track.bundle)
# convert the position into AE space
ae_transform = convert_transform_matrix(matrix, data['width'], data['height'], data['aspect'], x_rot_correction=False)
js_data['bundles_cam'][name_ae]['position'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
# get all keyframes for each object and store in dico
for frame in range(data['start'], data['end'] + 1):
print("working on frame: " + str(frame))
data['scn'].frame_set(frame)
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# get time for this loop
js_data['times'] += '%f ,' % ((frame - data['start']) / data['fps'])
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# keyframes for active camera/cameras
if include_active_cam and data['active_cam_frames'] != []:
if len(data['active_cam_frames']) == 1:
cur_cam_index = 0
else:
cur_cam_index = frame - data['start']
active_cam = data['active_cam_frames'][cur_cam_index]
# get cam name
name_ae = active_cam_name
# convert cam transform properties to AE space
ae_transform = convert_transform_matrix(active_cam.matrix_world.copy(), data['width'], data['height'], data['aspect'], x_rot_correction=True)
# convert Blender's lens to AE's zoom in pixels
zoom = convert_lens(active_cam, data['width'], data['height'], data['aspect'])
# store all values in dico
js_data['cameras'][name_ae]['position'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
js_data['cameras'][name_ae]['pointOfInterest'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
js_data['cameras'][name_ae]['orientation'] += '[%f,%f,%f],' % (0, ae_transform[4], ae_transform[5])
js_data['cameras'][name_ae]['rotationX'] += '%f ,' % (ae_transform[3])
js_data['cameras'][name_ae]['zoom'] += '[%f],' % (zoom)
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# keyframes for selected cameras
if include_selected_cams:
for i, cam in enumerate(selection['cameras']):
if cam[1] != active_cam_name:
# get cam name
name_ae = selection['cameras'][i][1]
# convert cam transform properties to AE space
ae_transform = convert_transform_matrix(cam[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], x_rot_correction=True)
# convert Blender's lens to AE's zoom in pixels
zoom = convert_lens(cam[0], data['width'], data['height'], data['aspect'])
# store all values in dico
js_data['cameras'][name_ae]['position'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
js_data['cameras'][name_ae]['pointOfInterest'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
js_data['cameras'][name_ae]['orientation'] += '[%f,%f,%f],' % (0, ae_transform[4], ae_transform[5])
js_data['cameras'][name_ae]['rotationX'] += '%f ,' % (ae_transform[3])
js_data['cameras'][name_ae]['zoom'] += '[%f],' % (zoom)
# keyframes for all solids. Not ready yet. Temporarily not active
# for i, ob in enumerate(selection['solids']):
# #get object name
# name_ae = selection['solids'][i][1]
# #convert ob position to AE space
# keyframes for all lights. Not ready yet. Temporarily not active
# for i, ob in enumerate(selection['lights']):
# #get object name
# name_ae = selection['lights'][i][1]
# #convert ob position to AE space
# keyframes for all nulls
if include_selected_objects:
for i, ob in enumerate(selection['nulls']):
# get object name
name_ae = selection['nulls'][i][1]
# convert ob transform properties to AE space
ae_transform = convert_transform_matrix(ob[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], x_rot_correction=False)
# store all values in dico
js_data['nulls'][name_ae]['position'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
if include_rotation:
js_data['nulls'][name_ae]['orientation'] += '[%f,%f,%f],' % (0, ae_transform[4], ae_transform[5])
js_data['nulls'][name_ae]['rotationX'] += '%f ,' % (ae_transform[3])
if include_scale:
js_data['nulls'][name_ae]['scale'] += '[%f,%f,%f],' % (ae_transform[6], ae_transform[7], ae_transform[8])
# keyframes for all object bundles. Not ready yet.
#
#
#
# ---- write JSX file
jsx_file = open(file, 'w')
# make the jsx executable in After Effects (enable double click on jsx)
jsx_file.write('#target AfterEffects\n\n')
jsx_file.write('/**************************************\n')
jsx_file.write('Scene : %s\n' % data['scn'].name)
jsx_file.write('Resolution : %i x %i\n' % (data['width'], data['height']))
jsx_file.write('Duration : %f\n' % (data['duration']))
jsx_file.write('FPS : %f\n' % (data['fps']))
jsx_file.write('Date : %s\n' % datetime.datetime.now())
jsx_file.write('Exported with io_export_after_effects.py\n')
jsx_file.write('**************************************/\n\n\n\n')
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# wrap in function
jsx_file.write("function compFromBlender(){\n")
# create new comp
jsx_file.write('\nvar compName = prompt("Blender Comp\'s Name \\nEnter Name of newly created Composition","BlendComp","Composition\'s Name");')
jsx_file.write('if (compName){')
jsx_file.write('\nvar newComp = app.project.items.addComp(compName, %i, %i, %f, %f, %i);\n\n\n' %
(data['width'], data['height'], data['aspect'], data['duration'], data['fps']))
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# create camera bundles (nulls)
jsx_file.write('// ************** CAMERA 3D MARKERS **************\n\n\n')
for i, obj in enumerate(js_data['bundles_cam']):
name_ae = obj
jsx_file.write('var %s = newComp.layers.addNull();\n' % (name_ae))
jsx_file.write('%s.threeDLayer = true;\n' % name_ae)
jsx_file.write('%s.source.name = "%s";\n' % (name_ae, name_ae))
jsx_file.write('%s.property("position").setValue(%s);\n\n\n' % (name_ae, js_data['bundles_cam'][obj]['position']))
# create object bundles (not ready yet)
# create objects (nulls)
jsx_file.write('// ************** OBJECTS **************\n\n\n')
for i, obj in enumerate(js_data['nulls']):
name_ae = obj
jsx_file.write('var %s = newComp.layers.addNull();\n' % (name_ae))
jsx_file.write('%s.threeDLayer = true;\n' % name_ae)
jsx_file.write('%s.source.name = "%s";\n' % (name_ae, name_ae))
jsx_file.write('%s.property("position").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['position']))
if include_rotation:
jsx_file.write('%s.property("orientation").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['orientation']))
jsx_file.write('%s.property("rotationX").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['rotationX']))
jsx_file.write('%s.property("rotationY").setValue(0);\n' % name_ae)
jsx_file.write('%s.property("rotationZ").setValue(0);\n\n\n' % name_ae)
if include_scale:
jsx_file.write('%s.property("scale").setValuesAtTimes([%s],[%s]);\n\n\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['scale']))
# create solids (not ready yet)
# create lights (not ready yet)
# create cameras
jsx_file.write('// ************** CAMERAS **************\n\n\n')
for i, cam in enumerate(js_data['cameras']): # more than one camera can be selected
name_ae = cam
jsx_file.write('var %s = newComp.layers.addCamera("%s",[0,0]);\n' % (name_ae, name_ae))
jsx_file.write('%s.property("position").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['position']))
jsx_file.write('%s.property("pointOfInterest").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['pointOfInterest']))
jsx_file.write('%s.property("orientation").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['orientation']))
jsx_file.write('%s.property("rotationX").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['rotationX']))
jsx_file.write('%s.property("rotationY").setValue(0);\n' % name_ae)
jsx_file.write('%s.property("rotationZ").setValue(0);\n' % name_ae)
jsx_file.write('%s.property("zoom").setValuesAtTimes([%s],[%s]);\n\n\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['zoom']))
jsx_file.write('\n}else{alert ("Exit Import Blender animation data \\nNo Comp\'s name has been chosen","EXIT")};')
jsx_file.write("}\n\n\n")
jsx_file.write('app.beginUndoGroup("Import Blender animation data");\n')
jsx_file.write('compFromBlender();\n')
jsx_file.write('app.endUndoGroup();\n\n\n')
jsx_file.close()
data['scn'].frame_set(curframe) # set current frame of animation in blender to state before export
##########################################
# DO IT
##########################################
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def main(file, context, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, include_rotation, include_scale):
selection = get_selected(context)
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write_jsx_file(file, data, selection, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, include_rotation, include_scale)
print ("\nExport to After Effects Completed")
return {'FINISHED'}
##########################################
# ExportJsx class register/unregister
##########################################
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty
class ExportJsx(bpy.types.Operator, ExportHelper):
'''Export selected cameras and objects animation to After Effects'''
bl_idname = "export.jsx"
bl_label = "Export to Adobe After Effects"
filename_ext = ".jsx"
filter_glob = StringProperty(default="*.jsx", options={'HIDDEN'})
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include_active_cam = BoolProperty(
name = "Active Camera",
description = "Include Active Camera Data",
default = True,
)
include_selected_cams = BoolProperty(
name = "Selected Cameras",
description = "Add Selected Cameras Data",
default = True,
)
include_selected_objects = BoolProperty(
name = "Selected Objects",
description = "Add Selected Objects Data",
default = True,
)
include_rotation = BoolProperty(
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name = "Rotation",
description ="Include rotation of selected objects",
default = True,
include_scale = BoolProperty(
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name = "Scale",
description = "Include scale of selected object",
default = True,
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include_cam_bundles = BoolProperty(
name = "Camera 3D Markers",
description = "Include 3D Markers of Camera Motion Solution for selected cameras",
default = True,
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# include_ob_bundles = BoolProperty(
# name = "Objects 3D Markers",
# description = "Include 3D Markers of Object Motion Solution for selected cameras",
# default = True,
# )
def draw(self, context):
layout = self.layout
box = layout.box()
box.label('Include Cameras and Objects:')
box.prop(self, 'include_active_cam')
box.prop(self, 'include_selected_cams')
box.prop(self, 'include_selected_objects')
box.label("Include Objects' Properties:")
box.prop(self, 'include_rotation')
box.prop(self, 'include_scale')
box.label("Include Tracking Data:")
box.prop(self, 'include_cam_bundles')
# box.prop(self, 'include_ob_bundles')
@classmethod
def poll(cls, context):
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active = context.active_object
selected = context.selected_objects
camera = context.scene.camera
ok = selected or camera
return ok
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return main(self.filepath, context, self.include_active_cam, self.include_selected_cams, self.include_selected_objects, self.include_cam_bundles, self.include_rotation, self.include_scale)
def menu_func(self, context):
self.layout.operator(ExportJsx.bl_idname, text="Adobe After Effects (.jsx)")
def register():
bpy.utils.register_class(ExportJsx)
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.utils.unregister_class(ExportJsx)
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":