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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>
# Script copyright (C) Campbell Barton
import os
import time
import math # math.pi
import bpy
from mathutils import Vector, Matrix
# I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX.
# 180 / math.pi == 57.295779513
def tuple_rad_to_deg(eul):
return eul[0] * 57.295779513, eul[1] * 57.295779513, eul[2] * 57.295779513
# Used to add the scene name into the filepath without using odd chars
sane_name_mapping_ob = {}
sane_name_mapping_ob_unique = set()
sane_name_mapping_mat = {}
sane_name_mapping_tex = {}
sane_name_mapping_take = {}
sane_name_mapping_group = {}
# Make sure reserved names are not used
sane_name_mapping_ob['Scene'] = 'Scene_'
sane_name_mapping_ob_unique.add('Scene_')
def increment_string(t):
name = t
num = ''
while name and name[-1].isdigit():
num = name[-1] + num
name = name[:-1]
if num:
return '%s%d' % (name, int(num) + 1)
else:
return name + '_0'
# todo - Disallow the name 'Scene' - it will bugger things up.
def sane_name(data, dct, unique_set=None):
#if not data: return None
if type(data) == tuple: # materials are paired up with images
data, other = data
use_other = True
else:
other = None
use_other = False
name = data.name if data else None
orig_name = name
if other:
orig_name_other = other.name
name = '%s #%s' % (name, orig_name_other)
else:
orig_name_other = None
# dont cache, only ever call once for each data type now,
# so as to avoid namespace collision between types - like with objects <-> bones
#try: return dct[name]
#except: pass
if not name:
name = 'unnamed' # blank string, ASKING FOR TROUBLE!
else:
name = bpy.path.clean_name(name) # use our own
name_unique = dct.values() if unique_set is None else unique_set
while name in name_unique:
name = increment_string(name)
if use_other: # even if other is None - orig_name_other will be a string or None
dct[orig_name, orig_name_other] = name
else:
dct[orig_name] = name
if unique_set is not None:
unique_set.add(name)
return name
def sane_obname(data):
return sane_name(data, sane_name_mapping_ob, sane_name_mapping_ob_unique)
def sane_matname(data):
return sane_name(data, sane_name_mapping_mat)
def sane_texname(data):
return sane_name(data, sane_name_mapping_tex)
def sane_takename(data):
return sane_name(data, sane_name_mapping_take)
def sane_groupname(data):
return sane_name(data, sane_name_mapping_group)
def mat4x4str(mat):
return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([f for v in mat for f in v])
def action_bone_names(obj, action):
from bpy.types import PoseBone
names = set()
path_resolve = obj.path_resolve
for fcu in action.fcurves:
try:
prop = path_resolve(fcu.data_path, False)
except:
prop = None
if prop is not None:
data = prop.data
if isinstance(data, PoseBone):
names.add(data.name)
return names
# ob must be OB_MESH
def BPyMesh_meshWeight2List(ob, me):
''' Takes a mesh and return its group names and a list of lists, one list per vertex.
aligning the each vert list with the group names, each list contains float value for the weight.
These 2 lists can be modified and then used with list2MeshWeight to apply the changes.
'''
# Clear the vert group.
groupNames = [g.name for g in ob.vertex_groups]
len_groupNames = len(groupNames)
if not len_groupNames:
# no verts? return a vert aligned empty list
return [[] for i in range(len(me.vertices))], []
else:
vWeightList = [[0.0] * len_groupNames for i in range(len(me.vertices))]
for i, v in enumerate(me.vertices):
for g in v.groups:
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# possible weights are out of range
index = g.group
if index < len_groupNames:
vWeightList[i][index] = g.weight
return groupNames, vWeightList
def meshNormalizedWeights(ob, me):
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groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me)
if not groupNames:
return [], []
for i, vWeights in enumerate(vWeightList):
tot = 0.0
for w in vWeights:
tot += w
if tot:
for j, w in enumerate(vWeights):
vWeights[j] = w / tot
return groupNames, vWeightList
header_comment = \
'''; FBX 6.1.0 project file
; Created by Blender FBX Exporter
; for support mail: ideasman42@gmail.com
; ----------------------------------------------------
'''
# This func can be called with just the filepath
def save_single(operator, scene, filepath="",
object_types={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH'},
use_mesh_modifiers=True,
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mesh_smooth_type='FACE',
use_anim=True,
use_anim_optimize=True,
use_anim_action_all=False,
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use_metadata=True,
use_mesh_edges=True,
use_rotate_workaround=False,
use_default_take=True,
):
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import bpy_extras.io_utils
# Only used for camera and lamp rotations
mtx_x90 = Matrix.Rotation(math.pi / 2.0, 3, 'X')
# Used for mesh and armature rotations
mtx4_z90 = Matrix.Rotation(math.pi / 2.0, 4, 'Z')
# Rotation does not work for XNA animations. I do not know why but they end up a mess! (JCB)
if use_rotate_workaround:
# Set rotation to Matrix Identity for XNA (JCB)
mtx4_z90.identity()
if global_matrix is None:
global_matrix = Matrix()
global_scale = 1.0
else:
global_scale = global_matrix.median_scale
# Use this for working out paths relative to the export location
base_src = os.path.dirname(bpy.data.filepath)
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base_dst = os.path.dirname(filepath)
# collect images to copy
copy_set = set()
# ----------------------------------------------
# storage classes
class my_bone_class(object):
__slots__ = ("blenName",
"blenBone",
"blenMeshes",
"restMatrix",
"parent",
"blenName",
"fbxName",
"fbxArm",
"__pose_bone",
"__anim_poselist")
def __init__(self, blenBone, fbxArm):
# This is so 2 armatures dont have naming conflicts since FBX bones use object namespace
self.fbxName = sane_obname(blenBone)
self.blenName = blenBone.name
self.blenBone = blenBone
self.blenMeshes = {} # fbxMeshObName : mesh
self.fbxArm = fbxArm
self.restMatrix = blenBone.matrix_local
# not used yet
#~ self.restMatrixInv = self.restMatrix.inverted()
#~ self.restMatrixLocal = None # set later, need parent matrix
self.parent = None
# not public
pose = fbxArm.blenObject.pose
self.__pose_bone = pose.bones[self.blenName]
# store a list if matrices here, (poseMatrix, head, tail)
# {frame:posematrix, frame:posematrix, ...}
self.__anim_poselist = {}
'''
def calcRestMatrixLocal(self):
if self.parent:
self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.inverted()
else:
self.restMatrixLocal = self.restMatrix.copy()
'''
def setPoseFrame(self, f):
# cache pose info here, frame must be set beforehand
# Didnt end up needing head or tail, if we do - here it is.
'''
self.__anim_poselist[f] = (\
self.__pose_bone.poseMatrix.copy(),\
self.__pose_bone.head.copy(),\
self.__pose_bone.tail.copy() )
'''
self.__anim_poselist[f] = self.__pose_bone.matrix.copy()
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def getPoseBone(self):
return self.__pose_bone
# get pose from frame.
def getPoseMatrix(self, f): # ----------------------------------------------
return self.__anim_poselist[f]
'''
def getPoseHead(self, f):
#return self.__pose_bone.head.copy()
return self.__anim_poselist[f][1].copy()
def getPoseTail(self, f):
#return self.__pose_bone.tail.copy()
return self.__anim_poselist[f][2].copy()
'''
# end
def getAnimParRelMatrix(self, frame):
#arm_mat = self.fbxArm.matrixWorld
#arm_mat = self.fbxArm.parRelMatrix()
if not self.parent:
#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
return self.getPoseMatrix(frame) * mtx4_z90
else:
#return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).inverted()
return (self.parent.getPoseMatrix(frame) * mtx4_z90).inverted() * ((self.getPoseMatrix(frame)) * mtx4_z90)
# we need thes because cameras and lights modified rotations
def getAnimParRelMatrixRot(self, frame):
return self.getAnimParRelMatrix(frame)
def flushAnimData(self):
self.__anim_poselist.clear()
class my_object_generic(object):
__slots__ = ("fbxName",
"blenObject",
"blenData",
"origData",
"blenTextures",
"blenMaterials",
"blenMaterialList",
"blenAction",
"blenActionList",
"fbxGroupNames",
"fbxParent",
"fbxBoneParent",
"fbxBones",
"fbxArm",
"matrixWorld",
"__anim_poselist",
)
# Other settings can be applied for each type - mesh, armature etc.
def __init__(self, ob, matrixWorld=None):
self.fbxName = sane_obname(ob)
self.blenObject = ob
self.fbxGroupNames = []
self.fbxParent = None # set later on IF the parent is in the selection.
if matrixWorld:
self.matrixWorld = global_matrix * matrixWorld
else:
self.matrixWorld = global_matrix * ob.matrix_world
self.__anim_poselist = {} # we should only access this
def parRelMatrix(self):
if self.fbxParent:
return self.fbxParent.matrixWorld.inverted() * self.matrixWorld
else:
return self.matrixWorld
def setPoseFrame(self, f, fake=False):
if fake:
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self.__anim_poselist[f] = self.matrixWorld * global_matrix.inverted()
else:
self.__anim_poselist[f] = self.blenObject.matrix_world.copy()
def getAnimParRelMatrix(self, frame):
if self.fbxParent:
#return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].inverted() ) * global_matrix
return (global_matrix * self.fbxParent.__anim_poselist[frame]).inverted() * (global_matrix * self.__anim_poselist[frame])
else:
return global_matrix * self.__anim_poselist[frame]
def getAnimParRelMatrixRot(self, frame):
obj_type = self.blenObject.type
if self.fbxParent:
matrix_rot = ((global_matrix * self.fbxParent.__anim_poselist[frame]).inverted() * (global_matrix * self.__anim_poselist[frame])).to_3x3()
else:
matrix_rot = (global_matrix * self.__anim_poselist[frame]).to_3x3()
# Lamps need to be rotated
if obj_type == 'LAMP':
matrix_rot = matrix_rot * mtx_x90
elif obj_type == 'CAMERA':
y = matrix_rot * Vector((0.0, 1.0, 0.0))
matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
return matrix_rot
# ----------------------------------------------
print('\nFBX export starting... %r' % filepath)
start_time = time.clock()
try:
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file = open(filepath, "w", encoding="utf8", newline="\n")
except:
import traceback
traceback.print_exc()
operator.report({'ERROR'}, "Could'nt open file %r" % filepath)
return {'CANCELLED'}
# scene = context.scene # now passed as an arg instead of context
world = scene.world
# ---------------------------- Write the header first
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if use_metadata:
curtime = time.localtime()[0:6]
else:
curtime = (0, 0, 0, 0, 0, 0)
'''FBXHeaderExtension: {
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FBXHeaderVersion: 1003
FBXVersion: 6100
CreationTimeStamp: {
Version: 1000
Year: %.4i
Month: %.2i
Day: %.2i
Hour: %.2i
Minute: %.2i
Second: %.2i
Millisecond: 0
}
Creator: "FBX SDK/FBX Plugins build 20070228"
OtherFlags: {
FlagPLE: 0
}
}''' % (curtime))
fw('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
fw('\nCreator: "Blender version %s"' % bpy.app.version_string)
pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect along the way
# --------------- funcs for exporting
def object_tx(ob, loc, matrix, matrix_mod=None):
'''
Matrix mod is so armature objects can modify their bone matrices
'''
if isinstance(ob, bpy.types.Bone):
# we know we have a matrix
# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
parent = ob.parent
if parent:
#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
matrix = par_matrix.inverted() * matrix
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
loc = tuple(loc)
rot = tuple(rot.to_euler()) # quat -> euler
scale = tuple(scale)
# Essential for XNA to use the original matrix not rotated nor scaled (JCB)
if use_rotate_workaround:
matrix = ob.matrix_local
else:
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
#if ob and not matrix: matrix = ob.matrix_world * global_matrix
if ob and not matrix:
raise Exception("error: this should never happen!")
matrix_rot = matrix
#if matrix:
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# matrix = matrix_scale * matrix
if matrix:
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
# Lamps need to be rotated
if ob and ob.type == 'LAMP':
matrix_rot = matrix_rot * mtx_x90
elif ob and ob.type == 'CAMERA':
y = matrix_rot * Vector((0.0, 1.0, 0.0))
matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
# else do nothing.
loc = tuple(loc)
rot = tuple(matrix_rot.to_euler())
scale = tuple(scale)
else:
if not loc:
loc = 0.0, 0.0, 0.0
scale = 1.0, 1.0, 1.0
rot = 0.0, 0.0, 0.0
return loc, rot, scale, matrix, matrix_rot
def write_object_tx(ob, loc, matrix, matrix_mod=None):
'''
We have loc to set the location if non blender objects that have a location
matrix_mod is only used for bones at the moment
'''
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
fw('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
fw('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple_rad_to_deg(rot))
fw('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
return loc, rot, scale, matrix, matrix_rot
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def get_constraints(ob=None):
# Set variables to their defaults.
constraint_values = {"loc_min": (0.0, 0.0, 0.0),
"loc_max": (0.0, 0.0, 0.0),
"loc_limit": (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
"rot_min": (0.0, 0.0, 0.0),
"rot_max": (0.0, 0.0, 0.0),
"rot_limit": (0.0, 0.0, 0.0),
"sca_min": (1.0, 1.0, 1.0),
"sca_max": (1.0, 1.0, 1.0),
"sca_limit": (0.0, 0.0, 0.0, 0.0, 0.0, 0.0),
}
# Iterate through the list of constraints for this object to get the information in a format which is compatible with the FBX format.
if ob is not None:
for constraint in ob.constraints:
if constraint.type == 'LIMIT_LOCATION':
constraint_values["loc_min"] = constraint.min_x, constraint.min_y, constraint.min_z
constraint_values["loc_max"] = constraint.max_x, constraint.max_y, constraint.max_z
constraint_values["loc_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z
elif constraint.type == 'LIMIT_ROTATION':
constraint_values["rot_min"] = math.degrees(constraint.min_x), math.degrees(constraint.min_y), math.degrees(constraint.min_z)
constraint_values["rot_max"] = math.degrees(constraint.max_x), math.degrees(constraint.max_y), math.degrees(constraint.max_z)
constraint_values["rot_limit"] = constraint.use_limit_x, constraint.use_limit_y, constraint.use_limit_z
elif constraint.type == 'LIMIT_SCALE':
constraint_values["sca_min"] = constraint.min_x, constraint.min_y, constraint.min_z
constraint_values["sca_max"] = constraint.max_x, constraint.max_y, constraint.max_z
constraint_values["sca_limit"] = constraint.use_min_x, constraint.use_min_y, constraint.use_min_z, constraint.use_max_x, constraint.use_max_y, constraint.use_max_z
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assert(len(constraint_values) == 9)
return constraint_values
def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None, pose_bone=None):
# Check if a pose exists for this object and set the constraint soruce accordingly. (Poses only exsit if the object is a bone.)
if pose_bone:
constraints = get_constraints(pose_bone)
else:
constraints = get_constraints(ob)
# if the type is 0 its an empty otherwise its a mesh
# only difference at the moment is one has a color
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Properties60: {
Property: "QuaternionInterpolate", "bool", "",0
Property: "Visibility", "Visibility", "A+",1''')
loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod)
# Rotation order, note, for FBX files Iv loaded normal order is 1
# setting to zero.
# eEULER_XYZ = 0
# eEULER_XZY
# eEULER_YZX
# eEULER_YXZ
# eEULER_ZXY
# eEULER_ZYX
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fw('\n\t\t\tProperty: "RotationOffset", "Vector3D", "",0,0,0'
'\n\t\t\tProperty: "RotationPivot", "Vector3D", "",0,0,0'
'\n\t\t\tProperty: "ScalingOffset", "Vector3D", "",0,0,0'
'\n\t\t\tProperty: "ScalingPivot", "Vector3D", "",0,0,0'
'\n\t\t\tProperty: "TranslationActive", "bool", "",0'
)
fw('\n\t\t\tProperty: "TranslationMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_min"])
fw('\n\t\t\tProperty: "TranslationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["loc_max"])
fw('\n\t\t\tProperty: "TranslationMinX", "bool", "",%d' % constraints["loc_limit"][0])
fw('\n\t\t\tProperty: "TranslationMinY", "bool", "",%d' % constraints["loc_limit"][1])
fw('\n\t\t\tProperty: "TranslationMinZ", "bool", "",%d' % constraints["loc_limit"][2])
fw('\n\t\t\tProperty: "TranslationMaxX", "bool", "",%d' % constraints["loc_limit"][3])
fw('\n\t\t\tProperty: "TranslationMaxY", "bool", "",%d' % constraints["loc_limit"][4])
fw('\n\t\t\tProperty: "TranslationMaxZ", "bool", "",%d' % constraints["loc_limit"][5])
fw('\n\t\t\tProperty: "RotationOrder", "enum", "",0'
'\n\t\t\tProperty: "RotationSpaceForLimitOnly", "bool", "",0'
'\n\t\t\tProperty: "AxisLen", "double", "",10'
'\n\t\t\tProperty: "PreRotation", "Vector3D", "",0,0,0'
'\n\t\t\tProperty: "PostRotation", "Vector3D", "",0,0,0'
'\n\t\t\tProperty: "RotationActive", "bool", "",0'
)
fw('\n\t\t\tProperty: "RotationMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_min"])
fw('\n\t\t\tProperty: "RotationMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["rot_max"])
fw('\n\t\t\tProperty: "RotationMinX", "bool", "",%d' % constraints["rot_limit"][0])
fw('\n\t\t\tProperty: "RotationMinY", "bool", "",%d' % constraints["rot_limit"][1])
fw('\n\t\t\tProperty: "RotationMinZ", "bool", "",%d' % constraints["rot_limit"][2])
fw('\n\t\t\tProperty: "RotationMaxX", "bool", "",%d' % constraints["rot_limit"][0])
fw('\n\t\t\tProperty: "RotationMaxY", "bool", "",%d' % constraints["rot_limit"][1])
fw('\n\t\t\tProperty: "RotationMaxZ", "bool", "",%d' % constraints["rot_limit"][2])
fw('\n\t\t\tProperty: "RotationStiffnessX", "double", "",0'
'\n\t\t\tProperty: "RotationStiffnessY", "double", "",0'
'\n\t\t\tProperty: "RotationStiffnessZ", "double", "",0'
'\n\t\t\tProperty: "MinDampRangeX", "double", "",0'
'\n\t\t\tProperty: "MinDampRangeY", "double", "",0'
'\n\t\t\tProperty: "MinDampRangeZ", "double", "",0'
'\n\t\t\tProperty: "MaxDampRangeX", "double", "",0'
'\n\t\t\tProperty: "MaxDampRangeY", "double", "",0'
'\n\t\t\tProperty: "MaxDampRangeZ", "double", "",0'
'\n\t\t\tProperty: "MinDampStrengthX", "double", "",0'
'\n\t\t\tProperty: "MinDampStrengthY", "double", "",0'
'\n\t\t\tProperty: "MinDampStrengthZ", "double", "",0'
'\n\t\t\tProperty: "MaxDampStrengthX", "double", "",0'
'\n\t\t\tProperty: "MaxDampStrengthY", "double", "",0'
'\n\t\t\tProperty: "MaxDampStrengthZ", "double", "",0'
'\n\t\t\tProperty: "PreferedAngleX", "double", "",0'
'\n\t\t\tProperty: "PreferedAngleY", "double", "",0'
'\n\t\t\tProperty: "PreferedAngleZ", "double", "",0'
'\n\t\t\tProperty: "InheritType", "enum", "",0'
'\n\t\t\tProperty: "ScalingActive", "bool", "",0'
)
fw('\n\t\t\tProperty: "ScalingMin", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_min"])
fw('\n\t\t\tProperty: "ScalingMax", "Vector3D", "",%.15g,%.15g,%.15g' % constraints["sca_max"])
fw('\n\t\t\tProperty: "ScalingMinX", "bool", "",%d' % constraints["sca_limit"][0])
fw('\n\t\t\tProperty: "ScalingMinY", "bool", "",%d' % constraints["sca_limit"][1])
fw('\n\t\t\tProperty: "ScalingMinZ", "bool", "",%d' % constraints["sca_limit"][2])
fw('\n\t\t\tProperty: "ScalingMaxX", "bool", "",%d' % constraints["sca_limit"][3])
fw('\n\t\t\tProperty: "ScalingMaxY", "bool", "",%d' % constraints["sca_limit"][4])
fw('\n\t\t\tProperty: "ScalingMaxZ", "bool", "",%d' % constraints["sca_limit"][5])
fw('\n\t\t\tProperty: "GeometricTranslation", "Vector3D", "",0,0,0'
'\n\t\t\tProperty: "GeometricRotation", "Vector3D", "",0,0,0'
'\n\t\t\tProperty: "GeometricScaling", "Vector3D", "",1,1,1'
'\n\t\t\tProperty: "LookAtProperty", "object", ""'
'\n\t\t\tProperty: "UpVectorProperty", "object", ""'
'\n\t\t\tProperty: "Show", "bool", "",1'
'\n\t\t\tProperty: "NegativePercentShapeSupport", "bool", "",1'
'\n\t\t\tProperty: "DefaultAttributeIndex", "int", "",0'
)
if ob and not isinstance(ob, bpy.types.Bone):
# Only mesh objects have color
fw('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
'\n\t\t\tProperty: "Size", "double", "",100'
'\n\t\t\tProperty: "Look", "enum", "",1'
)
return loc, rot, scale, matrix, matrix_rot
# -------------------------------------------- Armatures
#def write_bone(bone, name, matrix_mod):
def write_bone(my_bone):
fw('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
fw('\n\t\tVersion: 232')
#~ poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
poseMatrix = write_object_props(my_bone.blenBone, pose_bone=my_bone.getPoseBone())[3] # dont apply bone matrices anymore
pose_items.append((my_bone.fbxName, poseMatrix))
# fw('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
fw('\n\t\t\tProperty: "Size", "double", "",1')
#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length)
"""
fw('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
"""
fw('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %
(my_bone.blenBone.head_local - my_bone.blenBone.tail_local).length)
#fw('\n\t\t\tProperty: "LimbLength", "double", "",1')
fw('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8'
'\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
'\n\t\t}'
'\n\t\tMultiLayer: 0'
'\n\t\tMultiTake: 1'
'\n\t\tShading: Y'
'\n\t\tCulling: "CullingOff"'
'\n\t\tTypeFlags: "Skeleton"'
'\n\t}'
)
def write_camera_switch():
Campbell Barton
committed
Model: "Model::Camera Switcher", "CameraSwitcher" {
Version: 232''')
write_object_props()
Campbell Barton
committed
Property: "Color", "Color", "A",0.8,0.8,0.8
Property: "Camera Index", "Integer", "A+",100
}
MultiLayer: 0
MultiTake: 1
Hidden: "True"
Shading: W
Culling: "CullingOff"
Version: 101
Name: "Model::Camera Switcher"
CameraId: 0
CameraName: 100
CameraIndexName:
}''')
def write_camera_dummy(name, loc, near, far, proj_type, up):
fw('\n\tModel: "Model::%s", "Camera" {' % name)
fw('\n\t\tVersion: 232')
write_object_props(None, loc)
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fw('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8'
'\n\t\t\tProperty: "Roll", "Roll", "A+",0'
'\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40'
'\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1'
'\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1'
'\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0'
'\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0'
'\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63'
'\n\t\t\tProperty: "TurnTable", "Real", "A+",0'
'\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1'
'\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1'
'\n\t\t\tProperty: "UseMotionBlur", "bool", "",0'
'\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1'
'\n\t\t\tProperty: "ResolutionMode", "enum", "",0'
'\n\t\t\tProperty: "ApertureMode", "enum", "",2'
'\n\t\t\tProperty: "GateFit", "enum", "",0'
'\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486'
'\n\t\t\tProperty: "CameraFormat", "enum", "",0'
'\n\t\t\tProperty: "AspectW", "double", "",320'
'\n\t\t\tProperty: "AspectH", "double", "",200'
'\n\t\t\tProperty: "PixelAspectRatio", "double", "",1'
'\n\t\t\tProperty: "UseFrameColor", "bool", "",0'
'\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3'
'\n\t\t\tProperty: "ShowName", "bool", "",1'
'\n\t\t\tProperty: "ShowGrid", "bool", "",1'
'\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0'
'\n\t\t\tProperty: "ShowAzimut", "bool", "",1'
'\n\t\t\tProperty: "ShowTimeCode", "bool", "",0'
)
fw('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near)
fw('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far)
fw('\n\t\t\tProperty: "FilmWidth", "double", "",0.816'
'\n\t\t\tProperty: "FilmHeight", "double", "",0.612'
'\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333'
'\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1'
'\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4'
'\n\t\t\tProperty: "ViewFrustum", "bool", "",1'
'\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0'
'\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2'
'\n\t\t\tProperty: "BackPlaneDistance", "double", "",100'
'\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0'
'\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1'
'\n\t\t\tProperty: "LockMode", "bool", "",0'
'\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0'
'\n\t\t\tProperty: "FitImage", "bool", "",0'
'\n\t\t\tProperty: "Crop", "bool", "",0'
'\n\t\t\tProperty: "Center", "bool", "",1'
'\n\t\t\tProperty: "KeepRatio", "bool", "",1'
'\n\t\t\tProperty: "BackgroundMode", "enum", "",0'
'\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5'
'\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1'
'\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0'
'\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1'
'\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333'
'\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0'
'\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100'
'\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50'
'\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50'
)
fw('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type)
fw('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0'
'\n\t\t\tProperty: "UseDepthOfField", "bool", "",0'
'\n\t\t\tProperty: "FocusSource", "enum", "",0'
'\n\t\t\tProperty: "FocusAngle", "double", "",3.5'
'\n\t\t\tProperty: "FocusDistance", "double", "",200'
'\n\t\t\tProperty: "UseAntialiasing", "bool", "",0'
'\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777'
'\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0'
'\n\t\t\tProperty: "FrameSamplingCount", "int", "",7'
'\n\t\t}'
'\n\t\tMultiLayer: 0'
'\n\t\tMultiTake: 0'
'\n\t\tHidden: "True"'
'\n\t\tShading: Y'
'\n\t\tCulling: "CullingOff"'
'\n\t\tTypeFlags: "Camera"'
'\n\t\tGeometryVersion: 124'
)
fw('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
fw('\n\t\tUp: %i,%i,%i' % up)
fw('\n\t\tLookAt: 0,0,0'
'\n\t\tShowInfoOnMoving: 1'
'\n\t\tShowAudio: 0'
'\n\t\tAudioColor: 0,1,0'
'\n\t\tCameraOrthoZoom: 1'
'\n\t}'
)
def write_camera_default():
# This sucks but to match FBX converter its easier to
# write the cameras though they are not needed.
write_camera_dummy('Producer Perspective', (0, 71.3, 287.5), 10, 4000, 0, (0, 1, 0))
write_camera_dummy('Producer Top', (0, 4000, 0), 1, 30000, 1, (0, 0, -1))
write_camera_dummy('Producer Bottom', (0, -4000, 0), 1, 30000, 1, (0, 0, -1))
write_camera_dummy('Producer Front', (0, 0, 4000), 1, 30000, 1, (0, 1, 0))
write_camera_dummy('Producer Back', (0, 0, -4000), 1, 30000, 1, (0, 1, 0))
write_camera_dummy('Producer Right', (4000, 0, 0), 1, 30000, 1, (0, 1, 0))
write_camera_dummy('Producer Left', (-4000, 0, 0), 1, 30000, 1, (0, 1, 0))
def write_camera(my_cam):
'''
Write a blender camera
'''
render = scene.render
width = render.resolution_x
height = render.resolution_y
aspect = width / height
data = my_cam.blenObject.data
# film width & height from mm to inches
filmwidth = data.sensor_width * 0.0393700787
filmheight = data.sensor_height * 0.0393700787
filmaspect = filmwidth / filmheight
# film offset
offsetx = filmwidth * data.shift_x
offsety = filmaspect * filmheight * data.shift_y
fw('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName)
fw('\n\t\tVersion: 232')
loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
fw('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % math.degrees(data.angle_y))
fw('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1'
'\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1'
)
fw('\n\t\t\tProperty: "FocalLength", "Number", "A+",%.6f' % data.lens)
fw('\n\t\t\tProperty: "FilmOffsetX", "Number", "A+",%.6f' % offsetx)
fw('\n\t\t\tProperty: "FilmOffsetY", "Number", "A+",%.6f' % offsety)
fw('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0'
'\n\t\t\tProperty: "TurnTable", "Real", "A+",0'
'\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1'
'\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1'
'\n\t\t\tProperty: "UseMotionBlur", "bool", "",0'
'\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1'
'\n\t\t\tProperty: "ResolutionMode", "enum", "",0'
'\n\t\t\tProperty: "ApertureMode", "enum", "",3' # horizontal - Houdini compatible
'\n\t\t\tProperty: "GateFit", "enum", "",2'
'\n\t\t\tProperty: "CameraFormat", "enum", "",0'
)
fw('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
fw('\n\t\t\tProperty: "AspectH", "double", "",%i' % height)
'''Camera aspect ratio modes.
0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant.
1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value.
2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels.
3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value.
4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value.
Definition at line 234 of file kfbxcamera.h. '''
fw('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1'
'\n\t\t\tProperty: "UseFrameColor", "bool", "",0'
'\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3'
'\n\t\t\tProperty: "ShowName", "bool", "",1'
'\n\t\t\tProperty: "ShowGrid", "bool", "",1'
'\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0'
'\n\t\t\tProperty: "ShowAzimut", "bool", "",1'
'\n\t\t\tProperty: "ShowTimeCode", "bool", "",0'
)
fw('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % (data.clip_start * global_scale))
fw('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % (data.clip_end * global_scale))
fw('\n\t\t\tProperty: "FilmWidth", "double", "",%.6f' % filmwidth)
fw('\n\t\t\tProperty: "FilmHeight", "double", "",%.6f' % filmheight)
fw('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % filmaspect)
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fw('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1'
'\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0'
'\n\t\t\tProperty: "ViewFrustum", "bool", "",1'
'\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0'
'\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2'
'\n\t\t\tProperty: "BackPlaneDistance", "double", "",100'
'\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0'
'\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1'
'\n\t\t\tProperty: "LockMode", "bool", "",0'
'\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0'
'\n\t\t\tProperty: "FitImage", "bool", "",0'
'\n\t\t\tProperty: "Crop", "bool", "",0'
'\n\t\t\tProperty: "Center", "bool", "",1'
'\n\t\t\tProperty: "KeepRatio", "bool", "",1'
'\n\t\t\tProperty: "BackgroundMode", "enum", "",0'
'\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5'
'\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1'
'\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0'
'\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1'
)
fw('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect)
fw('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0'
'\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100'
'\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50'
'\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50'
'\n\t\t\tProperty: "CameraProjectionType", "enum", "",0'
'\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0'
'\n\t\t\tProperty: "UseDepthOfField", "bool", "",0'
'\n\t\t\tProperty: "FocusSource", "enum", "",0'
'\n\t\t\tProperty: "FocusAngle", "double", "",3.5'
'\n\t\t\tProperty: "FocusDistance", "double", "",200'
'\n\t\t\tProperty: "UseAntialiasing", "bool", "",0'
'\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777'
'\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0'
'\n\t\t\tProperty: "FrameSamplingCount", "int", "",7'
)
fw('\n\t\t}')
fw('\n\t\tMultiLayer: 0'
'\n\t\tMultiTake: 0'
'\n\t\tShading: Y'
'\n\t\tCulling: "CullingOff"'
'\n\t\tTypeFlags: "Camera"'
'\n\t\tGeometryVersion: 124'
)
fw('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
fw('\n\t\tUp: %.6f,%.6f,%.6f' % (matrix_rot * Vector((0.0, 1.0, 0.0)))[:])
fw('\n\t\tLookAt: %.6f,%.6f,%.6f' % (matrix_rot * Vector((0.0, 0.0, -1.0)))[:])
#fw('\n\t\tUp: 0,0,0' )
#fw('\n\t\tLookAt: 0,0,0' )
fw('\n\t\tShowInfoOnMoving: 1')
fw('\n\t\tShowAudio: 0')
fw('\n\t\tAudioColor: 0,1,0')
fw('\n\t\tCameraOrthoZoom: 1')
fw('\n\t}')
def write_light(my_light):
light = my_light.blenObject.data
fw('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
fw('\n\t\tVersion: 232')
write_object_props(my_light.blenObject, None, my_light.parRelMatrix())
# Why are these values here twice?????? - oh well, follow the holy sdk's output
# Blender light types match FBX's, funny coincidence, we just need to
# be sure that all unsupported types are made into a point light
#ePOINT,
#eDIRECTIONAL
#eSPOT
light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
light_type = light_type_items[light.type]
if light_type > 2:
light_type = 1 # hemi and area lights become directional
if light.type == 'HEMI':
Campbell Barton
committed
do_light = not (light.use_diffuse or light.use_specular)
do_shadow = False
else:
Campbell Barton
committed
do_light = not (light.use_only_shadow or (not light.use_diffuse and not light.use_specular))
do_shadow = (light.shadow_method in ('RAY_SHADOW', 'BUFFER_SHADOW'))
# scale = abs(global_matrix.to_scale()[0]) # scale is always uniform in this case # UNUSED
fw('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
fw('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
fw('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
fw('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
fw('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
fw('\n\t\t\tProperty: "GoboProperty", "object", ""')
fw('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
fw('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
if light.type == 'SPOT':
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fw('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
fw('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
fw('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
fw('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
fw('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
fw('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
fw('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
fw('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
fw('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
fw('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
fw('\n\t\t\tProperty: "GoboProperty", "object", ""')
fw('\n\t\t\tProperty: "DecayType", "enum", "",0')
fw('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance)
fw('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0'
'\n\t\t\tProperty: "NearAttenuationStart", "double", "",0'
'\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0'
'\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0'
'\n\t\t\tProperty: "FarAttenuationStart", "double", "",0'
'\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0'
)
fw('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow)
fw('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
fw('\n\t\t}')
fw('\n\t\tMultiLayer: 0'
'\n\t\tMultiTake: 0'
'\n\t\tShading: Y'
'\n\t\tCulling: "CullingOff"'
'\n\t\tTypeFlags: "Light"'
'\n\t\tGeometryVersion: 124'
'\n\t}'
)
# matrixOnly is not used at the moment
def write_null(my_null=None, fbxName=None, fbxType="Null", fbxTypeFlags="Null"):
# ob can be null
if not fbxName:
fbxName = my_null.fbxName
fw('\n\tModel: "Model::%s", "%s" {' % (fbxName, fbxType))
fw('\n\t\tVersion: 232')
if my_null:
poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
else:
poseMatrix = write_object_props()[3]
pose_items.append((fbxName, poseMatrix))
fw('\n\t\t}'
'\n\t\tMultiLayer: 0'
'\n\t\tMultiTake: 1'
'\n\t\tShading: Y'
'\n\t\tCulling: "CullingOff"'
)
fw('\n\t\tTypeFlags: "%s"' % fbxTypeFlags)
fw('\n\t}')
# Material Settings
if world:
world_amb = world.ambient_color[:]
else:
world_amb = 0.0, 0.0, 0.0 # default value
def write_material(matname, mat):
# Todo, add more material Properties.
if mat:
mat_cold = tuple(mat.diffuse_color)
mat_cols = tuple(mat.specular_color)
#mat_colm = tuple(mat.mirCol) # we wont use the mirror color
mat_colamb = world_amb
mat_dif = mat.diffuse_intensity
mat_amb = mat.ambient
mat_hard = (float(mat.specular_hardness) - 1.0) / 5.10
mat_spec = mat.specular_intensity / 2.0
mat_alpha = mat.alpha
mat_emit = mat.emit
mat_shadeless = mat.use_shadeless
if mat_shadeless:
mat_shader = 'Lambert'
else:
if mat.diffuse_shader == 'LAMBERT':
mat_shader = 'Lambert'
else:
mat_shader = 'Phong'
else:
mat_cols = mat_cold = 0.8, 0.8, 0.8
mat_colamb = 0.0, 0.0, 0.0
# mat_colm
mat_dif = 1.0
mat_amb = 0.5
mat_hard = 20.0
mat_spec = 0.2
mat_alpha = 1.0
mat_emit = 0.0
mat_shadeless = False
mat_shader = 'Phong'
fw('\n\t\tVersion: 102')
fw('\n\t\tShadingModel: "%s"' % mat_shader.lower())
fw('\n\t\tMultiLayer: 0')
fw('\n\t\tProperties60: {')
fw('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
fw('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
fw('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
fw('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)
fw('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
fw('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
fw('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
fw('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif)
fw('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
fw('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
fw('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha))
if not mat_shadeless:
fw('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
fw('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec)
fw('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0')
fw('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
fw('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
fw('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0')
fw('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
fw('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
if not mat_shadeless:
fw('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
fw('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
fw('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
if not mat_shadeless:
fw('\n\t\t\tProperty: "Reflectivity", "double", "",0')
# tex is an Image (Arystan)
def write_video(texname, tex):
# Same as texture really!
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Type: "Clip"
Properties60: {
Property: "FrameRate", "double", "",0
Property: "LastFrame", "int", "",0
Property: "Width", "int", "",0
Property: "Height", "int", "",0''')
if tex:
fname_rel = bpy_extras.io_utils.path_reference(tex.filepath, base_src, base_dst, path_mode, "", copy_set, tex.library)
fname_strip = bpy.path.basename(fname_rel)
else:
fname_strip = fname_rel = ""
fw('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
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Property: "StartFrame", "int", "",0
Property: "StopFrame", "int", "",0
Property: "PlaySpeed", "double", "",1
Property: "Offset", "KTime", "",0
Property: "InterlaceMode", "enum", "",0
Property: "FreeRunning", "bool", "",0
Property: "Loop", "bool", "",0
Property: "AccessMode", "enum", "",0
}
UseMipMap: 0''')
fw('\n\t\tFilename: "%s"' % fname_strip)
fw('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
fw('\n\t}')
def write_texture(texname, tex, num):
# if tex is None then this is a dummy tex
fw('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
fw('\n\t\tType: "TextureVideoClip"')
fw('\n\t\tVersion: 202')
# TODO, rare case _empty_ exists as a name.
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Properties60: {
Property: "Translation", "Vector", "A+",0,0,0
Property: "Rotation", "Vector", "A+",0,0,0
Property: "Scaling", "Vector", "A+",1,1,1''')
fw('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
# WrapModeU/V 0==rep, 1==clamp, TODO add support
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Property: "TextureTypeUse", "enum", "",0
Property: "CurrentTextureBlendMode", "enum", "",1
Property: "UseMaterial", "bool", "",0
Property: "UseMipMap", "bool", "",0
Property: "CurrentMappingType", "enum", "",0
Property: "UVSwap", "bool", "",0''')
fw('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.use_clamp_x)
fw('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.use_clamp_y)
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Property: "TextureRotationPivot", "Vector3D", "",0,0,0
Property: "TextureScalingPivot", "Vector3D", "",0,0,0
Property: "VideoProperty", "object", ""
}''')
if tex:
fname_rel = bpy_extras.io_utils.path_reference(tex.filepath, base_src, base_dst, path_mode, "", copy_set, tex.library)
fname_strip = bpy.path.basename(fname_rel)
else:
fname_strip = fname_rel = ""
fw('\n\t\tFileName: "%s"' % fname_strip)
fw('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command
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ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}''')
def write_deformer_skin(obname):
'''
Each mesh has its own deformer
'''
fw('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
fw('''
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Version: 100
MultiLayer: 0
Type: "Skin"
Properties60: {
}
Link_DeformAcuracy: 50
}''')
# in the example was 'Bip01 L Thigh_2'
def write_sub_deformer_skin(my_mesh, my_bone, weights):
'''
Each subdeformer is specific to a mesh, but the bone it links to can be used by many sub-deformers
So the SubDeformer needs the mesh-object name as a prefix to make it unique
Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
a but silly but dosnt really matter
'''
fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
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Version: 100
MultiLayer: 0
Type: "Cluster"
Properties60: {
Property: "SrcModel", "object", ""
Property: "SrcModelReference", "object", ""
}
UserData: "", ""''')
# Support for bone parents
if my_mesh.fbxBoneParent:
if my_mesh.fbxBoneParent == my_bone:
# TODO - this is a bit lazy, we could have a simple write loop
# for this case because all weights are 1.0 but for now this is ok
# Parent Bones arent used all that much anyway.
vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.vertices))]
else:
# This bone is not a parent of this mesh object, no weights
vgroup_data = []
else:
# Normal weight painted mesh
if my_bone.blenName in weights[0]:
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# Before we used normalized weight list
group_index = weights[0].index(my_bone.blenName)
vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]]
else:
vgroup_data = []
i = -1
for vg in vgroup_data:
if i == -1:
i = 0
else:
if i == 23:
i = 0
i += 1
i = -1
for vg in vgroup_data:
if i == -1:
i = 0
else:
if i == 38:
i = 0
i += 1
if my_mesh.fbxParent:
# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
m = (my_mesh.matrixWorld.inverted() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
else:
# Yes! this is it... - but dosnt work when the mesh is a.
m = (my_mesh.matrixWorld.inverted() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
#m = mtx4_z90 * my_bone.restMatrix
matstr = mat4x4str(m)
matstr_i = mat4x4str(m.inverted())
fw('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
fw('\n\t\tTransformLink: %s' % matstr)
fw('\n\t}')
def write_mesh(my_mesh):
me = my_mesh.blenData
# if there are non NULL materials on this mesh
do_materials = bool(my_mesh.blenMaterials)
do_textures = bool(my_mesh.blenTextures)
do_uvs = bool(me.uv_textures)
do_shapekeys = (my_mesh.blenObject.type == 'MESH' and
my_mesh.blenObject.data.shape_keys and
len(my_mesh.blenObject.data.vertices) == len(me.vertices))
fw('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
fw('\n\t\tVersion: 232') # newline is added in write_object_props
# convert into lists once.
me_vertices = me.vertices[:]
me_edges = me.edges[:] if use_mesh_edges else ()
me_faces = me.faces[:]
poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
pose_items.append((my_mesh.fbxName, poseMatrix))
if do_shapekeys:
for kb in my_mesh.blenObject.data.shape_keys.key_blocks[1:]:
fw('\n\t\t\tProperty: "%s", "Number", "AN",0' % kb.name)
fw('\n\t\t}')
fw('\n\t\tMultiLayer: 0'
'\n\t\tMultiTake: 1'
'\n\t\tShading: Y'
'\n\t\tCulling: "CullingOff"'
)
# Write the Real Mesh data here
i = -1
for v in me_vertices:
if i == -1:
i = 0
else:
if i == 7:
i = 0
i += 1
i = -1
for f in me_faces:
fi = f.vertices[:]
# last index XORd w. -1 indicates end of face
if i == -1:
if len(fi) == 3:
else:
fw('%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
i = 0
else:
if i == 13:
i = 0
if len(fi) == 3:
else:
fw(',%i,%i,%i,%i' % (fi[0], fi[1], fi[2], fi[3] ^ -1))
i += 1
# write loose edges as faces.
for ed in me_edges:
if ed.is_loose:
ed_val = ed.vertices[:]
ed_val = ed_val[0], ed_val[-1] ^ -1
if i == -1:
i = 0
else:
if i == 13:
i = 0
i += 1
i = -1
for ed in me_edges:
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if i == -1:
fw('%i,%i' % (ed.vertices[0], ed.vertices[1]))
i = 0
else:
if i == 13:
fw('\n\t\t')
i = 0
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fw(',%i,%i' % (ed.vertices[0], ed.vertices[1]))
i += 1
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LayerElementNormal: 0 {
Version: 101
Name: ""
MappingInformationType: "ByVertice"
ReferenceInformationType: "Direct"
Normals: ''')
i = -1
for v in me_vertices:
if i == -1:
i = 0
else:
if i == 2:
i = 0
i += 1
# Write Face Smoothing
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if mesh_smooth_type == 'FACE':
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LayerElementSmoothing: 0 {
Version: 102
Name: ""
MappingInformationType: "ByPolygon"
ReferenceInformationType: "Direct"
Smoothing: ''')
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i = -1
for f in me_faces:
if i == -1:
i = 0
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else:
if i == 54:
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i = 0
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i += 1
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elif mesh_smooth_type == 'EDGE':
# Write Edge Smoothing
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LayerElementSmoothing: 0 {
Version: 101
Name: ""
MappingInformationType: "ByEdge"
ReferenceInformationType: "Direct"
Smoothing: ''')
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i = -1
for ed in me_edges:
if i == -1:
i = 0
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else:
if i == 54:
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i = 0
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i += 1
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elif mesh_smooth_type == 'OFF':
pass
else:
raise Exception("invalid mesh_smooth_type: %r" % mesh_smooth_type)
# Write VertexColor Layers
# note, no programs seem to use this info :/
collayers = []
if len(me.vertex_colors):
collayers = me.vertex_colors
for colindex, collayer in enumerate(collayers):
fw('\n\t\tLayerElementColor: %i {' % colindex)
fw('\n\t\t\tVersion: 101')
fw('\n\t\t\tName: "%s"' % collayer.name)
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MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
Colors: ''')
i = -1
ii = 0 # Count how many Colors we write
for fi, cf in enumerate(collayer.data):
if len(me_faces[fi].vertices) == 4:
colors = cf.color1[:], cf.color2[:], cf.color3[:], cf.color4[:]
else:
colors = cf.color1[:], cf.color2[:], cf.color3[:]
for col in colors:
if i == -1:
i = 0
else:
if i == 7:
i = 0
i += 1
ii += 1 # One more Color
i = -1
for j in range(ii):
if i == -1:
i = 0
else:
if i == 55:
i = 0
i += 1
# Write UV and texture layers.
uvlayers = []
if do_uvs:
uvlayers = me.uv_textures
for uvindex, uvlayer in enumerate(me.uv_textures):
fw('\n\t\tLayerElementUV: %i {' % uvindex)
fw('\n\t\t\tVersion: 101')
fw('\n\t\t\tName: "%s"' % uvlayer.name)
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MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
UV: ''')
i = -1
ii = 0 # Count how many UVs we write
for uf in uvlayer.data:
# workaround, since uf.uv iteration is wrong atm
for uv in uf.uv:
if i == -1:
i = 0
else:
if i == 7:
i = 0
i += 1
ii += 1 # One more UV
i = -1
for j in range(ii):
if i == -1:
i = 0
else:
if i == 55:
i = 0
i += 1
if do_textures:
fw('\n\t\tLayerElementTexture: %i {' % uvindex)
fw('\n\t\t\tVersion: 101')
fw('\n\t\t\tName: "%s"' % uvlayer.name)
if len(my_mesh.blenTextures) == 1:
else:
fw('\n\t\t\tReferenceInformationType: "IndexToDirect"')
fw('\n\t\t\tBlendMode: "Translucent"')
fw('\n\t\t\tTextureAlpha: 1')
fw('\n\t\t\tTextureId: ')
if len(my_mesh.blenTextures) == 1:
else:
texture_mapping_local = {None: -1}
i = 0 # 1 for dummy
for tex in my_mesh.blenTextures:
if tex: # None is set above
texture_mapping_local[tex] = i
i += 1
i = -1
for f in uvlayer.data:
img_key = f.image
if i == -1:
i = 0
else:
if i == 55:
i = 0
i += 1
else:
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LayerElementTexture: 0 {
Version: 101
Name: ""
MappingInformationType: "NoMappingInformation"
ReferenceInformationType: "IndexToDirect"
BlendMode: "Translucent"
TextureAlpha: 1
TextureId: ''')
# Done with UV/textures.
if do_materials:
fw('\n\t\tLayerElementMaterial: 0 {')
fw('\n\t\t\tVersion: 101')
fw('\n\t\t\tName: ""')
if len(my_mesh.blenMaterials) == 1:
else:
fw('\n\t\t\tReferenceInformationType: "IndexToDirect"')
fw('\n\t\t\tMaterials: ')
if len(my_mesh.blenMaterials) == 1:
else:
# Build a material mapping for this
material_mapping_local = {} # local-mat & tex : global index.
for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
material_mapping_local[mat_tex_pair] = j
mats = my_mesh.blenMaterialList
if me.uv_textures.active:
uv_faces = me.uv_textures.active.data
else:
uv_faces = [None] * len(me_faces)
i = -1
for f, uf in zip(me_faces, uv_faces):
try:
mat = mats[f.material_index]
except:
mat = None
if do_uvs:
tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
else:
tex = None
if i == -1:
i = 0
fw('%s' % material_mapping_local[mat, tex]) # None for mat or tex is ok
else:
if i == 55:
i = 0
i += 1
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Layer: 0 {
Version: 100
LayerElement: {
Type: "LayerElementNormal"
TypedIndex: 0
}''')
if do_materials:
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LayerElement: {
Type: "LayerElementMaterial"
TypedIndex: 0
}''')
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# Smoothing info
if mesh_smooth_type != 'OFF':
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LayerElement: {
Type: "LayerElementSmoothing"
TypedIndex: 0
}''')
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# Always write this
if do_textures:
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LayerElement: {
Type: "LayerElementTexture"
TypedIndex: 0
}''')
if me.vertex_colors:
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LayerElement: {
Type: "LayerElementColor"
TypedIndex: 0
}''')
if do_uvs: # same as me.faceUV
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LayerElement: {
Type: "LayerElementUV"
TypedIndex: 0
}''')
if len(uvlayers) > 1:
for i in range(1, len(uvlayers)):
fw('\n\t\tLayer: %i {' % i)
fw('\n\t\t\tVersion: 100')
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LayerElement: {
Type: "LayerElementUV"''')
fw('\n\t\t\t\tTypedIndex: %i' % i)
fw('\n\t\t\t}')
if do_textures:
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LayerElement: {
Type: "LayerElementTexture"''')
fw('\n\t\t\t\tTypedIndex: %i' % i)
fw('\n\t\t\t}')
if len(collayers) > 1:
# Take into account any UV layers
layer_offset = 0
if uvlayers:
layer_offset = len(uvlayers) - 1
for i in range(layer_offset, len(collayers) + layer_offset):
fw('\n\t\tLayer: %i {' % i)
fw('\n\t\t\tVersion: 100')
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LayerElement: {
Type: "LayerElementColor"''')
fw('\n\t\t\t\tTypedIndex: %i' % i)
fw('\n\t\t\t}')
fw('\n\t\t}')
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if do_shapekeys:
key_blocks = my_mesh.blenObject.data.shape_keys.key_blocks[:]
for kb in key_blocks[1:]:
fw('\n\t\tShape: "%s" {' % kb.name)
fw('\n\t\t\tIndexes: ')
basis_verts = key_blocks[0].data
range_verts = []
delta_verts = []
i = -1
for j, kv in enumerate(kb.data):
delta = kv.co - basis_verts[j].co
if delta.length > 0.000001:
if i == -1:
fw('%d' % j)
else:
if i == 7:
fw('\n\t\t\t')
i = 0
fw(',%d' % j)
delta_verts.append(delta[:])
i += 1
fw('\n\t\t\tVertices: ')
i = -1
for dv in delta_verts:
if i == -1:
else:
if i == 4:
fw('\n\t\t\t')
i = 0
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i += 1
# all zero, why? - campbell
fw('\n\t\t\tNormals: ')
for j in range(len(delta_verts)):
if i == -1:
fw("0,0,0")
else:
if i == 4:
fw('\n\t\t\t')
i = 0
fw(",0,0,0")
i += 1
fw('\n\t\t}')
for v in me_vertices:
if i == -1:
fw('%.6f,%.6f,%.6f' % v.co[:])
i = 0
else:
if i == 7:
fw('\n\t\t')
i = 0
fw(',%.6f,%.6f,%.6f' % v.co[:])
i += 1
def write_group(name):
fw('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name)
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Properties60: {
Property: "MultiLayer", "bool", "",0
Property: "Pickable", "bool", "",1
Property: "Transformable", "bool", "",1
Property: "Show", "bool", "",1
}
MultiLayer: 0
}''')
# add meshes here to clear because they are not used anywhere.
meshes_to_clear = []
ob_meshes = []
ob_lights = []
ob_cameras = []
# in fbx we export bones as children of the mesh
# armatures not a part of a mesh, will be added to ob_arms
ob_bones = []
ob_arms = []
ob_null = [] # emptys
# List of types that have blender objects (not bones)
ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
groups = [] # blender groups, only add ones that have objects in the selections
materials = {} # (mat, image) keys, should be a set()
textures = {} # should be a set()
tmp_ob_type = None # in case no objects are exported, so as not to raise an error
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if 'ARMATURE' in object_types:
# This is needed so applying modifiers dosnt apply the armature deformation, its also needed
# ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
# set every armature to its rest, backup the original values so we done mess up the scene
ob_arms_orig_rest = [arm.pose_position for arm in bpy.data.armatures]
for arm in bpy.data.armatures:
arm.pose_position = 'REST'
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
if ob_base.type == 'ARMATURE':
# This causes the makeDisplayList command to effect the mesh
scene.frame_set(scene.frame_current)
# ignore dupli children
if ob_base.parent and ob_base.parent.dupli_type in {'VERTS', 'FACES'}:
continue
obs = [(ob_base, ob_base.matrix_world.copy())]
if ob_base.dupli_type != 'NONE':
obs = [(dob.object, dob.matrix.copy()) for dob in ob_base.dupli_list]
for ob, mtx in obs:
tmp_ob_type = ob.type
if tmp_ob_type == 'CAMERA':
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if 'CAMERA' in object_types:
ob_cameras.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'LAMP':
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if 'LAMP' in object_types:
ob_lights.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'ARMATURE':
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if 'ARMATURE' in object_types:
# TODO - armatures dont work in dupligroups!
if ob not in ob_arms:
ob_arms.append(ob)
# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
elif tmp_ob_type == 'EMPTY':
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if 'EMPTY' in object_types:
ob_null.append(my_object_generic(ob, mtx))
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elif 'MESH' in object_types:
origData = True
if tmp_ob_type != 'MESH':
try:
me = ob.to_mesh(scene, True, 'PREVIEW')
except:
me = None
if me:
meshes_to_clear.append(me)
mats = me.materials
origData = False
else:
# Mesh Type!
if use_mesh_modifiers:
me = ob.to_mesh(scene, True, 'PREVIEW')
# print ob, me, me.getVertGroupNames()
meshes_to_clear.append(me)
origData = False
mats = me.materials
else:
me = ob.data
mats = me.materials
# # Support object colors
# tmp_colbits = ob.colbits
# if tmp_colbits:
# tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
# for i in xrange(16):
# if tmp_colbits & (1<<i):
# mats[i] = tmp_ob_mats[i]
# del tmp_ob_mats
# del tmp_colbits
if me:
# # This WILL modify meshes in blender if use_mesh_modifiers is disabled.
# # so strictly this is bad. but only in rare cases would it have negative results
# # say with dupliverts the objects would rotate a bit differently
# if EXP_MESH_HQ_NORMALS:
# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
texture_mapping_local = {}
material_mapping_local = {}
if me.uv_textures:
for uvlayer in me.uv_textures:
for f, uf in zip(me.faces, uvlayer.data):
tex = uf.image
textures[tex] = texture_mapping_local[tex] = None
try:
mat = mats[f.material_index]
except:
mat = None
materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
else:
for mat in mats:
# 2.44 use mat.lib too for uniqueness
materials[mat, None] = material_mapping_local[mat, None] = None
else:
materials[None, None] = None
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if 'ARMATURE' in object_types:
armob = ob.find_armature()
blenParentBoneName = None
# parent bone - special case
if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \
ob.parent_type == 'BONE':
armob = ob.parent
blenParentBoneName = ob.parent_bone
if armob and armob not in ob_arms:
ob_arms.append(armob)
# Warning for scaled, mesh objects with armatures
if abs(ob.scale[0] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05:
operator.report({'WARNING'}, "Object '%s' has a scale of (%.3f, %.3f, %.3f), " \
"Armature deformation will not work as expected " \
"(apply Scale to fix)" % ((ob.name,) + tuple(ob.scale)))
else:
blenParentBoneName = armob = None
my_mesh = my_object_generic(ob, mtx)
my_mesh.blenData = me
my_mesh.origData = origData
my_mesh.blenMaterials = list(material_mapping_local.keys())
my_mesh.blenMaterialList = mats
my_mesh.blenTextures = list(texture_mapping_local.keys())
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# sort the name so we get predictable output, some items may be NULL
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my_mesh.blenMaterials.sort(key=lambda m: (getattr(m[0], "name", ""), getattr(m[1], "name", "")))
my_mesh.blenTextures.sort(key=lambda m: getattr(m, "name", ""))
# if only 1 null texture then empty the list
if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] is None:
my_mesh.blenTextures = []
my_mesh.fbxArm = armob # replace with my_object_generic armature instance later
my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later
ob_meshes.append(my_mesh)
# not forgetting to free dupli_list
if ob_base.dupli_list:
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if 'ARMATURE' in object_types:
# now we have the meshes, restore the rest arm position
for i, arm in enumerate(bpy.data.armatures):
arm.pose_position = ob_arms_orig_rest[i]
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
if ob_base.type == 'ARMATURE':
# This causes the makeDisplayList command to effect the mesh
scene.frame_set(scene.frame_current)
del tmp_ob_type, context_objects
# now we have collected all armatures, add bones
for i, ob in enumerate(ob_arms):
ob_arms[i] = my_arm = my_object_generic(ob)
my_arm.fbxBones = []
my_arm.blenData = ob.data
if ob.animation_data:
my_arm.blenAction = ob.animation_data.action
else:
my_arm.blenAction = None
my_arm.blenActionList = []
# fbxName, blenderObject, my_bones, blenderActions
#ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
for bone in my_arm.blenData.bones:
my_bone = my_bone_class(bone, my_arm)
my_arm.fbxBones.append(my_bone)
ob_bones.append(my_bone)
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# add the meshes to the bones and replace the meshes armature with own armature class
#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
for my_mesh in ob_meshes:
# Replace
# ...this could be sped up with dictionary mapping but its unlikely for
# it ever to be a bottleneck - (would need 100+ meshes using armatures)
if my_mesh.fbxArm:
for my_arm in ob_arms:
if my_arm.blenObject == my_mesh.fbxArm:
my_mesh.fbxArm = my_arm
break
for my_bone in ob_bones:
# The mesh uses this bones armature!
if my_bone.fbxArm == my_mesh.fbxArm:
if my_bone.blenBone.use_deform:
my_bone.blenMeshes[my_mesh.fbxName] = me
# parent bone: replace bone names with our class instances
# my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match.
if my_mesh.fbxBoneParent == my_bone.blenName:
my_mesh.fbxBoneParent = my_bone
bone_deformer_count = 0 # count how many bones deform a mesh
my_bone_blenParent = None
for my_bone in ob_bones:
my_bone_blenParent = my_bone.blenBone.parent
if my_bone_blenParent:
for my_bone_parent in ob_bones:
# Note 2.45rc2 you can compare bones normally
if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm:
my_bone.parent = my_bone_parent
break
# Not used at the moment
# my_bone.calcRestMatrixLocal()
bone_deformer_count += len(my_bone.blenMeshes)
del my_bone_blenParent
# Build blenObject -> fbxObject mapping
# this is needed for groups as well as fbxParenting
bpy.data.objects.tag(False)
# using a list of object names for tagging (Arystan)
tmp_obmapping = {}
for ob_generic in ob_all_typegroups:
for ob_base in ob_generic:
ob_base.blenObject.tag = True
tmp_obmapping[ob_base.blenObject] = ob_base
# Build Groups from objects we export
for blenGroup in bpy.data.groups:
fbxGroupName = None
for ob in blenGroup.objects:
if ob.tag:
if fbxGroupName is None:
fbxGroupName = sane_groupname(blenGroup)
groups.append((fbxGroupName, blenGroup))
tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames
groups.sort() # not really needed
# Assign parents using this mapping
for ob_generic in ob_all_typegroups:
for my_ob in ob_generic:
parent = my_ob.blenObject.parent
if parent and parent.tag: # does it exist and is it in the mapping
my_ob.fbxParent = tmp_obmapping[parent]
del tmp_obmapping
# Finished finding groups we use
# == WRITE OBJECTS TO THE FILE ==
# == From now on we are building the FBX file from the information collected above (JCB)
materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex]
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materials.sort(key=lambda m: m[0]) # sort by name
textures.sort(key=lambda m: m[0])
camera_count = 8 if 'CAMERA' in object_types else 0
# sanity checks
try:
assert(not (ob_meshes and ('MESH' not in object_types)))
assert(not (materials and ('MESH' not in object_types)))
assert(not (textures and ('MESH' not in object_types)))
assert(not (textures and ('MESH' not in object_types)))
assert(not (ob_lights and ('LAMP' not in object_types)))
assert(not (ob_cameras and ('CAMERA' not in object_types)))
except AssertionError:
import traceback
traceback.print_exc()
; Object definitions
;------------------------------------------------------------------
Definitions: {
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Version: 100
Count: %i''' % (
1 + camera_count +
len(ob_meshes) +
len(ob_lights) +
len(ob_cameras) +
len(ob_arms) +
len(ob_null) +
len(ob_bones) +
bone_deformer_count +
len(materials) +
(len(textures) * 2))) # add 1 for global settings
del bone_deformer_count
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ObjectType: "Model" {
Count: %i
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camera_count +
len(ob_meshes) +
len(ob_lights) +
len(ob_cameras) +
len(ob_arms) +
len(ob_null) +
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ObjectType: "Geometry" {
Count: %i
}''' % len(ob_meshes))
if materials:
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ObjectType: "Material" {
Count: %i
}''' % len(materials))
if textures:
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ObjectType: "Texture" {
Count: %i
}''' % len(textures)) # add 1 for an empty tex
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ObjectType: "Video" {
Count: %i
}''' % len(textures)) # add 1 for an empty tex
tmp = 0
# Add deformer nodes
for my_mesh in ob_meshes:
if my_mesh.fbxArm:
tmp += 1
# Add subdeformers
for my_bone in ob_bones:
tmp += len(my_bone.blenMeshes)
if tmp:
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ObjectType: "Deformer" {
Count: %i
}''' % tmp)
del tmp
# Bind pose is essential for XNA if the 'MESH' is included (JCB)
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ObjectType: "Pose" {
Count: 1
}''')
if groups:
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ObjectType: "GroupSelection" {
Count: %i
}''' % len(groups))
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ObjectType: "GlobalSettings" {
Count: 1
}
}''')
; Object properties
;------------------------------------------------------------------
Objects: {''')
if 'CAMERA' in object_types:
# To comply with other FBX FILES
write_camera_switch()
for my_null in ob_null:
write_null(my_null)
# XNA requires the armature to be a Limb (JCB)
# Note, 2.58 and previous wrote these as normal empties and it worked mostly (except for XNA)
for my_arm in ob_arms:
write_null(my_arm, fbxType="Limb", fbxTypeFlags="Skeleton")
for my_cam in ob_cameras:
write_camera(my_cam)
for my_light in ob_lights:
write_light(my_light)
for my_mesh in ob_meshes:
write_mesh(my_mesh)
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
write_bone(my_bone)
if 'CAMERA' in object_types:
write_camera_default()
for matname, (mat, tex) in materials:
write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard)
# each texture uses a video, odd
for texname, tex in textures:
write_video(texname, tex)
i = 0
for texname, tex in textures:
write_texture(texname, tex, i)
i += 1
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for groupname, group in groups:
write_group(groupname)
# NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do.
# Write armature modifiers
# TODO - add another MODEL? - because of this skin definition.
for my_mesh in ob_meshes:
if my_mesh.fbxArm:
write_deformer_skin(my_mesh.fbxName)
# Get normalized weights for temorary use
if my_mesh.fbxBoneParent:
weights = None
else:
weights = meshNormalizedWeights(my_mesh.blenObject, my_mesh.blenData)
#for bonename, bone, obname, bone_mesh, armob in ob_bones:
for my_bone in ob_bones:
if me in iter(my_bone.blenMeshes.values()):
write_sub_deformer_skin(my_mesh, my_bone, weights)
# Write pose is really weird, only needed when an armature and mesh are used together
# each by themselves do not need pose data. For now only pose meshes and bones
# Bind pose is essential for XNA if the 'MESH' is included (JCB)
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Pose: "Pose::BIND_POSES", "BindPose" {
Type: "BindPose"
Version: 100
Properties60: {
}
NbPoseNodes: ''')
for fbxName, matrix in pose_items:
fw('\n\t\tPoseNode: {')
fw('\n\t\t\tNode: "Model::%s"' % fbxName)
fw('\n\t\t\tMatrix: %s' % mat4x4str(matrix if matrix else Matrix()))
fw('\n\t\t}')
# Finish Writing Objects
# Write global settings
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GlobalSettings: {
Version: 1000
Properties60: {
Property: "UpAxis", "int", "",1
Property: "UpAxisSign", "int", "",1
Property: "FrontAxis", "int", "",2
Property: "FrontAxisSign", "int", "",1
Property: "CoordAxis", "int", "",0
Property: "CoordAxisSign", "int", "",1
Property: "UnitScaleFactor", "double", "",1
}
}
''')
; Object relations
;------------------------------------------------------------------
Relations: {''')
# Nulls are likely to cause problems for XNA
for my_null in ob_null:
fw('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName)
# Armature must be a Limb for XNA
# Note, 2.58 and previous wrote these as normal empties and it worked mostly (except for XNA)
for my_arm in ob_arms:
fw('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_arm.fbxName)
for my_mesh in ob_meshes:
fw('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName)
# TODO - limbs can have the same name for multiple armatures, should prefix.
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
fw('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName)
for my_cam in ob_cameras:
fw('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName)
for my_light in ob_lights:
fw('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName)
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Model: "Model::Producer Perspective", "Camera" {
}
Model: "Model::Producer Top", "Camera" {
}
Model: "Model::Producer Bottom", "Camera" {
}
Model: "Model::Producer Front", "Camera" {
}
Model: "Model::Producer Back", "Camera" {
}
Model: "Model::Producer Right", "Camera" {
}
Model: "Model::Producer Left", "Camera" {
}
Model: "Model::Camera Switcher", "CameraSwitcher" {
}''')
for matname, (mat, tex) in materials:
fw('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
if textures:
for texname, tex in textures:
fw('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname)
for texname, tex in textures:
fw('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname)
# deformers - modifiers
for my_mesh in ob_meshes:
if my_mesh.fbxArm:
fw('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName)
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName
# is this bone effecting a mesh?
fw('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName))
# This should be at the end
# fw('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}')
for groupname, group in groups:
fw('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname)
; Object connections
;------------------------------------------------------------------
Connections: {''')
# NOTE - The FBX SDK does not care about the order but some importers DO!
# for instance, defining the material->mesh connection
# before the mesh->parent crashes cinema4d
for ob_generic in ob_all_typegroups: # all blender 'Object's we support
for my_ob in ob_generic:
# for deformed meshes, don't have any parents or they can get twice transformed.
if my_ob.fbxParent and (not my_ob.fbxArm):
fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName))
else:
fw('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_ob.fbxName)
if materials:
for my_mesh in ob_meshes:
# Connect all materials to all objects, not good form but ok for now.
for mat, tex in my_mesh.blenMaterials:
mat_name = mat.name if mat else None
tex_name = tex.name if tex else None
fw('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName))
if textures:
for my_mesh in ob_meshes:
if my_mesh.blenTextures:
# fw('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName)
for tex in my_mesh.blenTextures:
if tex:
fw('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName))
for texname, tex in textures:
fw('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname))
if 'MESH' in object_types:
for my_mesh in ob_meshes:
if my_mesh.fbxArm:
fw('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName))
for my_bone in ob_bones:
for fbxMeshObName in my_bone.blenMeshes: # .keys()
fw('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName))
# limbs -> deformers
for my_bone in ob_bones:
for fbxMeshObName in my_bone.blenMeshes: # .keys()
fw('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName))
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
# Always parent to armature now
if my_bone.parent:
fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName))
else:
# the armature object is written as an empty and all root level bones connect to it
fw('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName))
# groups
if groups:
for ob_generic in ob_all_typegroups:
for ob_base in ob_generic:
for fbxGroupName in ob_base.fbxGroupNames:
fw('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName))
# I think the following always duplicates the armature connection because it is also in ob_all_typegroups above! (JCB)
# for my_arm in ob_arms:
# fw('\n\tConnect: "OO", "Model::%s", "Model::Scene"' % my_arm.fbxName)
# Needed for scene footer as well as animation
render = scene.render
# from the FBX sdk
#define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000))
def fbx_time(t):
# 0.5 + val is the same as rounding.
return int(0.5 + ((t / fps) * 46186158000))
fps = float(render.fps)
start = scene.frame_start
end = scene.frame_end
if end < start:
# comment the following line, otherwise we dont get the pose
# if start==end: use_anim = False
# animations for these object types
ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms
if use_anim and [tmp for tmp in ob_anim_lists if tmp]:
frame_orig = scene.frame_current
if use_anim_optimize:
ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** anim_optimize_precision
# default action, when no actions are avaioable
tmp_actions = []
blenActionDefault = None
action_lastcompat = None
# instead of tagging
tagged_actions = []
# get the current action first so we can use it if we only export one action (JCB)
for my_arm in ob_arms:
if not blenActionDefault:
blenActionDefault = my_arm.blenAction
if blenActionDefault:
break
if use_anim_action_all:
tmp_actions = bpy.data.actions[:]
elif not use_default_take:
if blenActionDefault:
# Export the current action (JCB)
tmp_actions.append(blenActionDefault)
if tmp_actions:
# find which actions are compatible with the armatures
tmp_act_count = 0
for my_arm in ob_arms:
arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones])
for action in tmp_actions:
if arm_bone_names.intersection(action_bone_names(my_arm.blenObject, action)): # at least one channel matches.
my_arm.blenActionList.append(action)
tagged_actions.append(action.name)
tmp_act_count += 1
# in case there are no actions applied to armatures
# for example, when a user deletes the current action.
action_lastcompat = action
if tmp_act_count:
# unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature.
if not blenActionDefault:
blenActionDefault = action_lastcompat
del action_lastcompat
if use_default_take:
tmp_actions.insert(0, None) # None is the default action
;Takes and animation section
;----------------------------------------------------
Takes: {''')
if blenActionDefault and not use_default_take:
fw('\n\tCurrent: "%s"' % sane_takename(blenActionDefault))
else:
for blenAction in tmp_actions:
# we have tagged all actious that are used be selected armatures
if blenAction:
if blenAction.name in tagged_actions:
print('\taction: "%s" exporting...' % blenAction.name)
else:
print('\taction: "%s" has no armature using it, skipping' % blenAction.name)
continue
if blenAction is None:
# Warning, this only accounts for tmp_actions being [None]
take_name = "Default Take"
act_start = start
act_end = end
else:
# use existing name
take_name = sane_name_mapping_take.get(blenAction.name)
if take_name is None:
take_name = sane_takename(blenAction)
act_start, act_end = blenAction.frame_range
act_start = int(act_start)
act_end = int(act_end)
# Set the action active
for my_arm in ob_arms:
if my_arm.blenObject.animation_data and blenAction in my_arm.blenActionList:
my_arm.blenObject.animation_data.action = blenAction
# Use the action name as the take name and the take filename (JCB)
fw('\n\tTake: "%s" {' % take_name)
fw('\n\t\tFileName: "%s.tak"' % take_name.replace(" ", "_"))
fw('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed
fw('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start - 1), fbx_time(act_end - 1))) # ??? - not sure why this is needed
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;Models animation
;----------------------------------------------------''')
# set pose data for all bones
# do this here in case the action changes
'''
for my_bone in ob_bones:
my_bone.flushAnimData()
'''
i = act_start
while i <= act_end:
scene.frame_set(i)
for ob_generic in ob_anim_lists:
for my_ob in ob_generic:
#Blender.Window.RedrawAll()
if ob_generic == ob_meshes and my_ob.fbxArm:
# We cant animate armature meshes!
my_ob.setPoseFrame(i, fake=True)
else:
my_ob.setPoseFrame(i)
i += 1
#for bonename, bone, obname, me, armob in ob_bones:
for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms):
for my_ob in ob_generic:
if ob_generic == ob_meshes and my_ob.fbxArm:
# do nothing,
pass
else:
fw('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
fw('\n\t\t\tVersion: 1.1')
fw('\n\t\t\tChannel: "Transform" {')
context_bone_anim_mats = [(my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in range(act_start, act_end + 1)]
# ----------------
# ----------------
for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
if TX_CHAN == 'T':
context_bone_anim_vecs = [mtx[0].to_translation() for mtx in context_bone_anim_mats]
elif TX_CHAN == 'S':
context_bone_anim_vecs = [mtx[0].to_scale() for mtx in context_bone_anim_mats]
elif TX_CHAN == 'R':
# Was....
# elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() for mtx in context_bone_anim_mats]
#
# ...but we need to use the previous euler for compatible conversion.
context_bone_anim_vecs = []
prev_eul = None
for mtx in context_bone_anim_mats:
if prev_eul:
prev_eul = mtx[1].to_euler('XYZ', prev_eul)
else:
prev_eul = mtx[1].to_euler()
context_bone_anim_vecs.append(tuple_rad_to_deg(prev_eul))
fw('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
for i in range(3):
# Loop on each axis of the bone
fw('\n\t\t\t\t\tChannel: "%s" {' % ('XYZ'[i])) # translation
fw('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i])
fw('\n\t\t\t\t\t\tKeyVer: 4005')
if not use_anim_optimize:
# Just write all frames, simple but in-eficient
fw('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
fw('\n\t\t\t\t\t\tKey: ')
frame = act_start
while frame <= act_end:
if frame != act_start:
# Curve types are 'C,n' for constant, 'L' for linear
# C,n is for bezier? - linear is best for now so we can do simple keyframe removal
fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame - 1), context_bone_anim_vecs[frame - act_start][i]))
frame += 1
else:
# remove unneeded keys, j is the frame, needed when some frames are removed.
context_bone_anim_keys = [(vec[i], j) for j, vec in enumerate(context_bone_anim_vecs)]
# last frame to fisrt frame, missing 1 frame on either side.
# removeing in a backwards loop is faster
#for j in xrange( (act_end-act_start)-1, 0, -1 ):
# j = (act_end-act_start)-1
j = len(context_bone_anim_keys) - 2
while j > 0 and len(context_bone_anim_keys) > 2:
# print j, len(context_bone_anim_keys)
# Is this key the same as the ones next to it?
# co-linear horizontal...
if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j - 1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and \
abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j + 1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
del context_bone_anim_keys[j]
else:
frame_range = float(context_bone_anim_keys[j + 1][1] - context_bone_anim_keys[j - 1][1])
frame_range_fac1 = (context_bone_anim_keys[j + 1][1] - context_bone_anim_keys[j][1]) / frame_range
frame_range_fac2 = 1.0 - frame_range_fac1
if abs(((context_bone_anim_keys[j - 1][0] * frame_range_fac1 + context_bone_anim_keys[j + 1][0] * frame_range_fac2)) - context_bone_anim_keys[j][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
del context_bone_anim_keys[j]
else:
j -= 1
# keep the index below the list length
if j > len(context_bone_anim_keys) - 2:
j = len(context_bone_anim_keys) - 2
if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
# This axis has no moton, its okay to skip KeyCount and Keys in this case
# pass
# better write one, otherwise we loose poses with no animation
fw('\n\t\t\t\t\t\tKeyCount: 1')
fw('\n\t\t\t\t\t\tKey: ')
fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(start), context_bone_anim_keys[0][0]))
else:
# We only need to write these if there is at least one
fw('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
fw('\n\t\t\t\t\t\tKey: ')
for val, frame in context_bone_anim_keys:
if frame != context_bone_anim_keys[0][1]: # not the first
# frame is already one less then blenders frame
fw('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val))
if i == 0:
elif i == 1:
elif i == 2:
fw('\n\t\t\t\t\t}')
fw('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER + 1))
fw('\n\t\t\t\t}')
# ---------------
# end the take
# end action loop. set original actions
# do this after every loop in case actions effect eachother.
for my_arm in ob_arms:
if my_arm.blenObject.animation_data:
my_arm.blenObject.animation_data.action = my_arm.blenAction
scene.frame_set(frame_orig)
else:
# no animation
fw('\n;Takes and animation section')
fw('\n;----------------------------------------------------')
fw('\n')
fw('\nTakes: {')
fw('\n\tCurrent: ""')
fw('\n}')
# write meshes animation
#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
# Clear mesh data Only when writing with modifiers applied
for me in meshes_to_clear:
bpy.data.meshes.remove(me)
# --------------------------- Footer
if world:
m = world.mist_settings
has_mist = m.use_mist
mist_intense = m.intensity
mist_start = m.start
mist_end = m.depth
world_hor = world.horizon_color
else:
world_hor = 0, 0, 0
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fw('\n;Version 5 settings')
fw('\n;------------------------------------------------------------------')
fw('\n')
fw('\nVersion5: {')
fw('\n\tAmbientRenderSettings: {')
fw('\n\t\tVersion: 101')
fw('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb))
fw('\n\t}')
fw('\n\tFogOptions: {')
fw('\n\t\tFlogEnable: %i' % has_mist)
fw('\n\t\tFogMode: 0')
fw('\n\t\tFogDensity: %.3f' % mist_intense)
fw('\n\t\tFogStart: %.3f' % mist_start)
fw('\n\t\tFogEnd: %.3f' % mist_end)
fw('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor))
fw('\n\t}')
fw('\n\tSettings: {')
fw('\n\t\tFrameRate: "%i"' % int(fps))
fw('\n\t\tTimeFormat: 1')
fw('\n\t\tSnapOnFrames: 0')
fw('\n\t\tReferenceTimeIndex: -1')
fw('\n\t\tTimeLineStartTime: %i' % fbx_time(start - 1))
fw('\n\t\tTimeLineStopTime: %i' % fbx_time(end - 1))
fw('\n\t}')
fw('\n\tRendererSetting: {')
fw('\n\t\tDefaultCamera: "Producer Perspective"')
fw('\n\t\tDefaultViewingMode: 0')
fw('\n\t}')
fw('\n}')
fw('\n')
# XXX, shouldnt be global!
for mapping in (sane_name_mapping_ob,
sane_name_mapping_ob_unique,
sane_name_mapping_mat,
sane_name_mapping_tex,
sane_name_mapping_take,
sane_name_mapping_group,
):
mapping.clear()
del mapping
ob_arms[:] = []
ob_bones[:] = []
ob_cameras[:] = []
ob_lights[:] = []
ob_meshes[:] = []
ob_null[:] = []
file.close()
# copy all collected files.
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bpy_extras.io_utils.path_reference_copy(copy_set)
print('export finished in %.4f sec.' % (time.clock() - start_time))
return {'FINISHED'}
# defaults for applications, currently only unity but could add others.
def defaults_unity3d():
return dict(global_matrix=Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
use_selection=False,
object_types={'ARMATURE', 'EMPTY', 'MESH'},
use_mesh_modifiers=True,
use_anim=True,
use_anim_optimize=False,
use_anim_action_all=True,
batch_mode='OFF',
use_default_take=True,
)
filepath="",
use_selection=False,
batch_mode='OFF',
use_batch_own_dir=False,
**kwargs
):
if bpy.ops.object.mode_set.poll():
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
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return save_single(operator, context.scene, filepath, **kwargs_mod)
else:
fbxpath = filepath
prefix = os.path.basename(fbxpath)
if prefix:
fbxpath = os.path.dirname(fbxpath)
if not fbxpath.endswith(os.sep):
fbxpath += os.sep
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 = prefix + bpy.path.clean_name(data.name)
if use_batch_own_dir:
new_fbxpath = fbxpath + newname + os.sep
# 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 = new_fbxpath + newname + '.fbx'
print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
# XXX don't know what to do with this, probably do the same? (Arystan)
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
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for ob_base in data.objects:
scene.objects.link(ob_base)
scene.update()
else:
scene = data
# TODO - BUMMER! Armatures not in the group wont animate the mesh
# else: # scene
# data_seq.active = data
# Call self with modified args
# Dont pass batch options since we already usedt them
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
return {'FINISHED'} # so the script wont run after we have batch exported.
# APPLICATION REQUIREMENTS
# Please update the lists for UDK, Unity, XNA etc. on the following web page:
# http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Import-Export/UnifiedFBX
# XNA FBX Requirements (JCB 29 July 2011)
# - Armature must be parented to the scene
# - Armature must be a 'Limb' never a 'null'. This is in several places.
# - First bone must be parented to the armature.
# - Rotation must be completely disabled including
# always returning the original matrix in In object_tx().
# It is the animation that gets distorted during rotation!
# - Lone edges cause intermittent errors in the XNA content pipeline!
# I have added a warning message and excluded them.
# - Bind pose must be included with the 'MESH'
# Typical settings for XNA export
# No Cameras, No Lamps, No Edges, No face smoothing, No Default_Take, Armature as bone, Disable rotation
# Can any or all of the following notes be removed because some have been here for a long time? (JCB 27 July 2011)
# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts)
# - get rid of bpy.path.clean_name somehow
# + get rid of BPyObject_getObjectArmature, move it in RNA?
# - implement all BPyMesh_* used here with RNA
# - getDerivedObjects is not fully replicated with .dupli* funcs
# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893
# - no hq normals: 1900-1901