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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 #####
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",
"warning": "",
"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 "bpy" in locals():
import imp
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"
directory = StringProperty()
filename_ext = ".fbx"
filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'})
use_image_search = BoolProperty(
name="Image Search",
description="Search subdirs for any associated images (Warning, may be slow)",
default=True,
)
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use_alpha_decals = BoolProperty(
name="Alpha Decals",
description="Treat materials with alpha as decals (no shadow casting)",
default=False,
options={'HIDDEN'}
)
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decal_offset = FloatProperty(
name="Decal Offset",
description="Displace geometry of alpha meshes",
min=0.0, max=1.0,
default=0.0,
options={'HIDDEN'}
)
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axis_forward = EnumProperty(
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(
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(
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"
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(
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',
)
use_selection = BoolProperty(
name="Selected Objects",
description="Export selected objects on visible layers",
default=False,
)
global_scale = FloatProperty(
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(
name="Forward",
items=(('X', "X Forward", ""),
('Y', "Y Forward", ""),
('Z', "Z Forward", ""),
('-X', "-X Forward", ""),
('-Y', "-Y Forward", ""),
('-Z', "-Z Forward", ""),
),
default='-Z',
)
name="Up",
items=(('X', "X Up", ""),
('Y', "Y Up", ""),
('Z', "Z Up", ""),
('-X', "-X Up", ""),
('-Y', "-Y Up", ""),
('-Z', "-Z Up", ""),
),
default='Y',
)
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# 7.4 only
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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object_types = EnumProperty(
name="Object Types",
options={'ENUM_FLAG'},
items=(('EMPTY', "Empty", ""),
('CAMERA', "Camera", ""),
('LAMP', "Lamp", ""),
('ARMATURE', "Armature", ""),
('MESH', "Mesh", ""),
),
description="Which kind of object to export",
default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'},
)
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use_mesh_modifiers = BoolProperty(
name="Apply Modifiers",
description="Apply modifiers to mesh objects",
default=True,
)
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mesh_smooth_type = EnumProperty(
name="Smoothing",
items=(('OFF', "Off", "Don't write smoothing"),
('FACE', "Face", "Write face smoothing"),
('EDGE', "Edge", "Write edge smoothing"),
),
description="Export smoothing information (not mandatory if your target importer understand split normals)",
use_mesh_edges = BoolProperty(
name="Loose Edges",
description="Export loose edges (as two-vertices polygons)",
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# 7.4 only
use_tspace = BoolProperty(
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,
)
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# 7.4 only
use_custom_properties = BoolProperty(
name="Custom Properties",
description="Export custom properties",
default=False,
)
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# 6.1 only
use_armature_deform_only = BoolProperty(
name="Only Deform Bones",
description="Only write deforming bones",
default=False,
)
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# Anim - 7.4
bake_anim = BoolProperty(
name="Baked Animation",
description="Export baked keyframe animation",
default=True,
)
bake_anim_step = FloatProperty(
name="Sampling Rate",
description=("How often to evaluate animated values (in frames)"),
min=0.01, max=100.0,
soft_min=0.1, soft_max=10.0,
default=1.0,
)
bake_anim_simplify_factor = FloatProperty(
name="Simplify",
description=("How much to simplify baked values (0.0 to disable, the higher the more simplified"),
min=0.0, max=10.0, # No simplification to up to 0.05 slope/100 max_frame_step.
default=1.0, # default: min slope: 0.005, max frame step: 10.
)
# Anim - 6.1
use_anim = BoolProperty(
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name="Animation",
description="Export keyframe animation",
default=True,
)
use_anim_action_all = BoolProperty(
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="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(
name="Optimize Keyframes",
description="Remove double keyframes",
default=True,
)
anim_optimize_precision = FloatProperty(
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.
)
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# End anim
path_mode = path_reference_mode
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# 7.4 only
embed_textures = BoolProperty(
name="Embed Textures",
description="Embed textures in FBX binary file (only for \"Copy\" path mode!)",
default=False,
)
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batch_mode = EnumProperty(
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(
name="Batch Own Dir",
description="Create a dir for each exported file",
default=True,
)
use_metadata = BoolProperty(
name="Use Metadata",
default=True,
options={'HIDDEN'},
)
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def draw(self, context):
layout = self.layout
is_74bin = (self.version == 'BIN7400')
layout.prop(self, "version")
layout.prop(self, "use_selection")
layout.prop(self, "global_scale")
layout.prop(self, "axis_forward")
layout.prop(self, "axis_up")
if is_74bin:
layout.prop(self, "bake_space_transform")
layout.separator()
layout.prop(self, "object_types")
layout.prop(self, "use_mesh_modifiers")
layout.prop(self, "mesh_smooth_type")
layout.prop(self, "use_mesh_edges")
layout.prop(self, "use_tspace")
if is_74bin:
layout.prop(self, "use_custom_properties")
layout.prop(self, "bake_anim")
col = layout.column()
col.enabled = self.bake_anim
col.prop(self, "bake_anim_step")
col.prop(self, "bake_anim_simplify_factor")
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else:
layout.prop(self, "use_armature_deform_only")
layout.prop(self, "use_anim")
col = layout.column()
col.enabled = self.use_anim
col.prop(self, "use_anim_action_all")
col.prop(self, "use_default_take")
col.prop(self, "use_anim_optimize")
col.prop(self, "anim_optimize_precision")
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layout.separator()
layout.prop(self, "path_mode")
if is_74bin:
col = layout.column()
col.enabled = (self.path_mode == 'COPY')
col.prop(self, "embed_textures")
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layout.prop(self, "batch_mode")
layout.prop(self, "use_batch_own_dir")
@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",
"check_existing",
"filter_glob",
))
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():
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bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_import.append(menu_func_import)
bpy.types.INFO_MT_file_export.append(menu_func_export)
def unregister():
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bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_import.remove(menu_func_import)
bpy.types.INFO_MT_file_export.remove(menu_func_export)
if __name__ == "__main__":
register()