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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 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>
    
    bl_info = {
        "name": "Autodesk FBX format",
    
        "author": "Campbell Barton, Bastien Montagne",
        "blender": (2, 70, 0),
    
        "location": "File > Import-Export",
    
        "description": "Export FBX meshes, UV's, vertex colors, materials, "
                       "textures, cameras, lamps and actions",
    
        "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
    
                    "Scripts/Import-Export/Autodesk_FBX",
    
        "tracker_url": "",
        "support": 'OFFICIAL',
        "category": "Import-Export"}
    
    
        if "import_fbx" in locals():
            imp.reload(import_fbx)
    
        if "export_fbx_bin" in locals():
            imp.reload(export_fbx_bin)
    
        if "export_fbx" in locals():
            imp.reload(export_fbx)
    
    
    import bpy
    
    from bpy.props import (StringProperty,
                           BoolProperty,
                           FloatProperty,
                           EnumProperty,
                           )
    
    from bpy_extras.io_utils import (ImportHelper,
                                     ExportHelper,
    
                                     path_reference_mode,
                                     axis_conversion,
                                     )
    
    class ImportFBX(bpy.types.Operator, ImportHelper):
        """Load a FBX geometry file"""
        bl_idname = "import_scene.fbx"
        bl_label = "Import FBX"
    
        bl_options = {'UNDO', 'PRESET'}
    
    
        directory = StringProperty()
    
        filename_ext = ".fbx"
        filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'})
    
        use_image_search = BoolProperty(
    
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            name="Image Search",
            description="Search subdirs for any associated images (Warning, may be slow)",
            default=True,
        )
    
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            name="Alpha Decals",
            description="Treat materials with alpha as decals (no shadow casting)",
            default=False,
            options={'HIDDEN'}
        )
    
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            name="Decal Offset",
            description="Displace geometry of alpha meshes",
            min=0.0, max=1.0,
            default=0.0,
            options={'HIDDEN'}
        )
    
        axis_forward = EnumProperty(
    
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            name="Forward",
            items=(('X', "X Forward", ""),
                   ('Y', "Y Forward", ""),
                   ('Z', "Z Forward", ""),
                   ('-X', "-X Forward", ""),
                   ('-Y', "-Y Forward", ""),
                   ('-Z', "-Z Forward", ""),
                   ),
            default='-Z',
        )
    
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            name="Up",
            items=(('X', "X Up", ""),
                   ('Y', "Y Up", ""),
                   ('Z', "Z Up", ""),
                   ('-X', "-X Up", ""),
                   ('-Y', "-Y Up", ""),
                   ('-Z', "-Z Up", ""),
                   ),
            default='Y',
        )
    
        global_scale = FloatProperty(
    
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            name="Scale",
            min=0.001, max=1000.0,
            default=1.0,
        )
    
    
        def execute(self, context):
            from mathutils import Matrix
    
            keywords = self.as_keywords(ignore=("axis_forward",
                                                "axis_up",
                                                "global_scale",
                                                "filter_glob",
                                                "directory",
                                                ))
    
            global_matrix = (Matrix.Scale(self.global_scale, 4) *
                             axis_conversion(from_forward=self.axis_forward,
                                             from_up=self.axis_up,
                                             ).to_4x4())
            keywords["global_matrix"] = global_matrix
            keywords["use_cycles"] = (context.scene.render.engine == 'CYCLES')
    
            from . import import_fbx
            return import_fbx.load(self, context, **keywords)
    
    
    
    class ExportFBX(bpy.types.Operator, ExportHelper):
    
        """Selection to an ASCII Autodesk FBX"""
    
        bl_idname = "export_scene.fbx"
        bl_label = "Export FBX"
    
        bl_options = {'UNDO', 'PRESET'}
    
    
        filename_ext = ".fbx"
        filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'})
    
        # List of operator properties, the attributes will be assigned
        # to the class instance from the operator settings before calling.
    
    
        version = EnumProperty(
    
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            items=(('BIN7400', "FBX 7.4 binary", "Newer 7.4 binary version, still in development (no animation yet)"),
                   ('ASCII6100', "FBX 6.1 ASCII", "Legacy 6.1 ascii version"),
                   ),
            name="Exporter Version",
            description="Choose which version of the exporter to use",
            default='BIN7400',
        )
    
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            name="Selected Objects",
            description="Export selected objects on visible layers",
            default=False,
        )
    
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            name="Scale",
            description=("Scale all data (Some importers do not support scaled armatures!)"),
            min=0.001, max=1000.0,
            soft_min=0.01, soft_max=1000.0,
            default=1.0,
        )
    
        axis_forward = EnumProperty(
    
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            name="Forward",
            items=(('X', "X Forward", ""),
                   ('Y', "Y Forward", ""),
                   ('Z', "Z Forward", ""),
                   ('-X', "-X Forward", ""),
                   ('-Y', "-Y Forward", ""),
                   ('-Z', "-Z Forward", ""),
                   ),
            default='-Z',
        )
    
        axis_up = EnumProperty(
    
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            name="Up",
            items=(('X', "X Up", ""),
                   ('Y', "Y Up", ""),
                   ('Z', "Z Up", ""),
                   ('-X', "-X Up", ""),
                   ('-Y', "-Y Up", ""),
                   ('-Z', "-Z Up", ""),
                   ),
            default='Y',
        )
    
        bake_space_transform = BoolProperty(
            name="Bake Space Transform",
            description=("Bake space transform into object data, avoids getting unwanted rotations to objects when "
                         "target space is not aligned with Blender's space "
                         "(WARNING! experimental option, might give odd/wrong results)"),
            default=False,
        )
    
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            name="Object Types",
            options={'ENUM_FLAG'},
            items=(('EMPTY', "Empty", ""),
                   ('CAMERA', "Camera", ""),
                   ('LAMP', "Lamp", ""),
                   ('ARMATURE', "Armature", ""),
                   ('MESH', "Mesh", ""),
                   ),
            default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'},
        )
    
        use_mesh_modifiers = BoolProperty(
    
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            name="Apply Modifiers",
            description="Apply modifiers to mesh objects",
            default=True,
        )
    
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            name="Smoothing",
            items=(('OFF', "Off", "Don't write smoothing"),
                   ('FACE', "Face", "Write face smoothing"),
                   ('EDGE', "Edge", "Write edge smoothing"),
                   ),
            default='FACE',
        )
    
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            name="Include Loose Edges",
            default=False,
        )
    
        use_tspace = BoolProperty(
    
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            name="Include Tangent Space",
            description=("Add binormal and tangent vectors, together with normal they form the tangent space "
                         "(will only work correctly with tris/quads only meshes!)"),
            default=False,
        )
    
        use_custom_properties = BoolProperty(
    
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            name="Custom Properties",
            description="Export custom properties",
            default=False,
        )
    
        use_armature_deform_only = BoolProperty(
    
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            name="Only Deform Bones",
            description="Only write deforming bones",
            default=False,
        )
    
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            name="Include Animation",
            description="Export keyframe animation",
            default=True,
        )
    
        use_anim_action_all = BoolProperty(
    
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            name="All Actions",
            description=("Export all actions for armatures or just the currently selected action"),
            default=True,
        )
    
        use_default_take = BoolProperty(
    
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            name="Include Default Take",
            description=("Export currently assigned object and armature animations into a default take from the scene "
                         "start/end frames"),
            default=True
        )
    
        use_anim_optimize = BoolProperty(
    
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            name="Optimize Keyframes",
            description="Remove double keyframes",
            default=True,
        )
    
        anim_optimize_precision = FloatProperty(
    
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            name="Precision",
            description=("Tolerance for comparing double keyframes (higher for greater accuracy)"),
            min=0.0, max=20.0,  # from 10^2 to 10^-18 frames precision.
            soft_min=1.0, soft_max=16.0,
            default=6.0,  # default: 10^-4 frames.
        )
    
        path_mode = path_reference_mode
    
        embed_textures = BoolProperty(
    
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            name="Embed Textures",
            description="Embed textures in FBX binary file (only for \"Copy\" path mode!)",
            default=False,
        )
    
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            name="Batch Mode",
            items=(('OFF', "Off", "Active scene to file"),
                   ('SCENE', "Scene", "Each scene as a file"),
                   ('GROUP', "Group", "Each group as a file"),
                   ),
        )
    
        use_batch_own_dir = BoolProperty(
    
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            name="Batch Own Dir",
            description="Create a dir for each exported file",
            default=True,
        )
    
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            name="Use Metadata",
            default=True,
            options={'HIDDEN'},
        )
    
        @property
        def check_extension(self):
            return self.batch_mode == 'OFF'
    
    
        def execute(self, context):
            from mathutils import Matrix
            if not self.filepath:
                raise Exception("filepath not set")
    
    
            global_matrix = (Matrix.Scale(self.global_scale, 4) *
                             axis_conversion(to_forward=self.axis_forward,
                                             to_up=self.axis_up,
                                             ).to_4x4())
    
            keywords = self.as_keywords(ignore=("global_scale",
    
            keywords["global_matrix"] = global_matrix
    
            if self.version == 'BIN7400':
                from . import export_fbx_bin
                return export_fbx_bin.save(self, context, **keywords)
            else:
                from . import export_fbx
                return export_fbx.save(self, context, **keywords)
    
    def menu_func_import(self, context):
        self.layout.operator(ImportFBX.bl_idname, text="Autodesk FBX (.fbx)")
    
    
    def menu_func_export(self, context):
    
        self.layout.operator(ExportFBX.bl_idname, text="Autodesk FBX (.fbx)")
    
    
    def register():
    
        bpy.types.INFO_MT_file_import.append(menu_func_import)
        bpy.types.INFO_MT_file_export.append(menu_func_export)
    
        bpy.types.INFO_MT_file_import.remove(menu_func_import)
        bpy.types.INFO_MT_file_export.remove(menu_func_export)