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if fbx_layer_mapping == b'ByEdge':
# some models have bad edge data, we cant use this info...
if not mesh.edges:
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print("warning skipping sharp edges data, no valid edges...")
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blen_read_geom_array_mapped_edge(
mesh, blen_data, "use_edge_sharp",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
xform=lambda s: not s,
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# We only set sharp edges here, not face smoothing itself...
mesh.use_auto_smooth = True
mesh.show_edge_sharp = True
return False
elif fbx_layer_mapping == b'ByPolygon':
blen_data = mesh.polygons
return blen_read_geom_array_mapped_polygon(
mesh, blen_data, "use_smooth",
fbx_layer_data, None,
fbx_layer_mapping, fbx_layer_ref,
xform=lambda s: (s != 0), # smoothgroup bitflags, treat as booleans for now
)
else:
print("warning layer %r mapping type unsupported: %r" % (fbx_layer.id, fbx_layer_mapping))
return False
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def blen_read_geom_layer_normal(fbx_obj, mesh, xform=None):
fbx_layer = elem_find_first(fbx_obj, b'LayerElementNormal')
if fbx_layer is None:
return False
(fbx_layer_name,
fbx_layer_mapping,
fbx_layer_ref,
) = blen_read_geom_layerinfo(fbx_layer)
layer_id = b'Normals'
fbx_layer_data = elem_prop_first(elem_find_first(fbx_layer, layer_id))
fbx_layer_index = elem_prop_first(elem_find_first(fbx_layer, b'NormalsIndex'))
# try loops, then vertices.
tries = ((mesh.loops, blen_read_geom_array_mapped_polyloop),
(mesh.vertices, blen_read_geom_array_mapped_vert))
for blen_data, func in tries:
if func(mesh, blen_data, "normal",
fbx_layer_data, fbx_layer_index, fbx_layer_mapping, fbx_layer_ref, 3, 3, layer_id, xform):
return True
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def blen_read_geom(fbx_tmpl, fbx_obj, settings):
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from itertools import chain
import array
# Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
# global matrix, so we need to apply the global matrix to the vertices to get the correct result.
geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
# We need to apply the inverse transpose of the global matrix when transforming normals.
geom_mat_no = Matrix(settings.global_matrix_inv_transposed) if settings.bake_space_transform else None
if geom_mat_no is not None:
# Remove translation & scaling!
geom_mat_no.translation = Vector()
geom_mat_no.normalize()
# TODO, use 'fbx_tmpl'
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Geometry')
fbx_verts = elem_prop_first(elem_find_first(fbx_obj, b'Vertices'))
fbx_polys = elem_prop_first(elem_find_first(fbx_obj, b'PolygonVertexIndex'))
fbx_edges = elem_prop_first(elem_find_first(fbx_obj, b'Edges'))
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if geom_mat_co is not None:
def _vcos_transformed_gen(raw_cos, m=None):
# Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
return chain(*(m * Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
fbx_verts = array.array(fbx_verts.typecode, _vcos_transformed_gen(fbx_verts, geom_mat_co))
if fbx_verts is None:
fbx_verts = ()
if fbx_polys is None:
fbx_polys = ()
mesh = bpy.data.meshes.new(name=elem_name_utf8)
mesh.vertices.add(len(fbx_verts) // 3)
mesh.vertices.foreach_set("co", fbx_verts)
if fbx_polys:
mesh.loops.add(len(fbx_polys))
poly_loop_starts = []
poly_loop_totals = []
poly_loop_prev = 0
for i, l in enumerate(mesh.loops):
index = fbx_polys[i]
if index < 0:
poly_loop_starts.append(poly_loop_prev)
poly_loop_totals.append((i - poly_loop_prev) + 1)
poly_loop_prev = i + 1
l.vertex_index = index
mesh.polygons.add(len(poly_loop_starts))
mesh.polygons.foreach_set("loop_start", poly_loop_starts)
mesh.polygons.foreach_set("loop_total", poly_loop_totals)
blen_read_geom_layer_material(fbx_obj, mesh)
blen_read_geom_layer_uv(fbx_obj, mesh)
blen_read_geom_layer_color(fbx_obj, mesh)
# edges in fact index the polygons (NOT the vertices)
import array
tot_edges = len(fbx_edges)
edges_conv = array.array('i', [0]) * (tot_edges * 2)
edge_index = 0
for i in fbx_edges:
e_a = fbx_polys[i]
if e_a >= 0:
e_b = fbx_polys[i + 1]
else:
# Last index of polygon, wrap back to the start.
# ideally we wouldn't have to search back,
# but it should only be 2-3 iterations.
j = i - 1
while j >= 0 and fbx_polys[j] >= 0:
j -= 1
edges_conv[edge_index] = e_a
edges_conv[edge_index + 1] = e_b
edge_index += 2
mesh.edges.add(tot_edges)
mesh.edges.foreach_set("vertices", edges_conv)
# must be after edge, face loading.
ok_smooth = blen_read_geom_layer_smooth(fbx_obj, mesh)
# Note: we store 'temp' normals in loops, since validate() may alter final mesh,
# we can only set custom lnors *after* calling it.
mesh.create_normals_split()
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if geom_mat_no is None:
ok_normals = blen_read_geom_layer_normal(fbx_obj, mesh)
else:
def nortrans(v):
return geom_mat_no * Vector(v)
ok_normals = blen_read_geom_layer_normal(fbx_obj, mesh, nortrans)
mesh.validate(cleanup_cddata=False) # *Very* important to not remove lnors here!
if ok_normals:
clnors = array.array('f', [0.0] * (len(mesh.loops) * 3))
mesh.loops.foreach_get("normal", clnors)
if not ok_smooth:
mesh.polygons.foreach_set("use_smooth", [True] * len(mesh.polygons))
ok_smooth = True
mesh.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
mesh.use_auto_smooth = True
mesh.show_edge_sharp = True
else:
mesh.free_normals_split()
mesh.polygons.foreach_set("use_smooth", [True] * len(mesh.polygons))
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, mesh, settings)
return mesh
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def blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene):
elem_name_utf8 = elem_name_ensure_class(fbx_sdata, b'Geometry')
indices = elem_prop_first(elem_find_first(fbx_sdata, b'Indexes'), default=())
dvcos = tuple(co for co in zip(*[iter(elem_prop_first(elem_find_first(fbx_sdata, b'Vertices'), default=()))] * 3))
# We completely ignore normals here!
weight = elem_prop_first(elem_find_first(fbx_bcdata, b'DeformPercent'), default=100.0) / 100.0
vgweights = tuple(vgw / 100.0 for vgw in elem_prop_first(elem_find_first(fbx_bcdata, b'FullWeights'), default=()))
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# Special case, in case all weights are the same, FullWeight can have only one element - *sigh!*
nbr_indices = len(indices)
if len(vgweights) == 1 and nbr_indices > 1:
vgweights = (vgweights[0],) * nbr_indices
assert(len(vgweights) == nbr_indices == len(dvcos))
keyblocks = []
for me, objects in meshes:
vcos = tuple((idx, me.vertices[idx].co + Vector(dvco)) for idx, dvco in zip(indices, dvcos))
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objects = list({node.bl_obj for node in objects})
assert(objects)
if me.shape_keys is None:
objects[0].shape_key_add(name="Basis", from_mix=False)
objects[0].shape_key_add(name=elem_name_utf8, from_mix=False)
me.shape_keys.use_relative = True # Should already be set as such.
kb = me.shape_keys.key_blocks[elem_name_utf8]
for idx, co in vcos:
kb.data[idx].co[:] = co
kb.value = weight
# Add vgroup if necessary.
if create_vg:
add_vgroup_to_objects(indices, vgweights, elem_name_utf8, objects)
kb.vertex_group = elem_name_utf8
keyblocks.append(kb)
return keyblocks
# --------
# Material
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def blen_read_material(fbx_tmpl, fbx_obj, settings):
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'Material')
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cycles_material_wrap_map = settings.cycles_material_wrap_map
ma = bpy.data.materials.new(name=elem_name_utf8)
const_color_white = 1.0, 1.0, 1.0
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
ma_diff = elem_props_get_color_rgb(fbx_props, b'DiffuseColor', const_color_white)
ma_spec = elem_props_get_color_rgb(fbx_props, b'SpecularColor', const_color_white)
ma_alpha = elem_props_get_number(fbx_props, b'Opacity', 1.0)
ma_spec_intensity = ma.specular_intensity = elem_props_get_number(fbx_props, b'SpecularFactor', 0.25) * 2.0
ma_spec_hardness = elem_props_get_number(fbx_props, b'Shininess', 9.6)
ma_refl_factor = elem_props_get_number(fbx_props, b'ReflectionFactor', 0.0)
ma_refl_color = elem_props_get_color_rgb(fbx_props, b'ReflectionColor', const_color_white)
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if settings.use_cycles:
from . import cycles_shader_compat
# viewport color
ma.diffuse_color = ma_diff
ma_wrap = cycles_shader_compat.CyclesShaderWrapper(ma)
ma_wrap.diffuse_color_set(ma_diff)
ma_wrap.specular_color_set([c * ma_spec_intensity for c in ma_spec])
ma_wrap.hardness_value_set(((ma_spec_hardness + 3.0) / 5.0) - 0.65)
ma_wrap.alpha_value_set(ma_alpha)
ma_wrap.reflect_factor_set(ma_refl_factor)
ma_wrap.reflect_color_set(ma_refl_color)
cycles_material_wrap_map[ma] = ma_wrap
else:
# TODO, number BumpFactor isnt used yet
ma.diffuse_color = ma_diff
ma.specular_color = ma_spec
ma.alpha = ma_alpha
ma.specular_intensity = ma_spec_intensity
ma.specular_hardness = ma_spec_hardness * 5.10 + 1.0
if ma_refl_factor != 0.0:
ma.raytrace_mirror.use = True
ma.raytrace_mirror.reflect_factor = ma_refl_factor
ma.mirror_color = ma_refl_color
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, ma, settings)
return ma
# -------
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# Image & Texture
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def blen_read_texture_image(fbx_tmpl, fbx_obj, basedir, settings):
import os
from bpy_extras import image_utils
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elem_name_utf8 = elem_name_ensure_classes(fbx_obj, {b'Texture', b'Video'})
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image_cache = settings.image_cache
# Yet another beautiful logic demonstration by Master FBX:
# * RelativeFilename in both Video and Texture nodes.
# * FileName in texture nodes.
# * Filename in video nodes.
# Aaaaaaaarrrrrrrrgggggggggggg!!!!!!!!!!!!!!
filepath = elem_find_first_string(fbx_obj, b'RelativeFilename')
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if filepath:
filepath = os.path.join(basedir, filepath)
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filepath = elem_find_first_string(fbx_obj, b'FileName')
if not filepath:
filepath = elem_find_first_string(fbx_obj, b'Filename')
if not filepath:
print("Error, could not find any file path in ", fbx_obj)
else :
filepath = filepath.replace('\\', '/') if (os.sep == '/') else filepath.replace('/', '\\')
image = image_cache.get(filepath)
if image is not None:
return image
image = image_utils.load_image(
filepath,
dirname=basedir,
place_holder=True,
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recursive=settings.use_image_search,
)
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# Try to use embedded data, if available!
data = elem_find_first_bytes(fbx_obj, b'Content')
if (data):
data_len = len(data)
if (data_len):
image.pack(data=data, data_len=data_len)
image_cache[filepath] = image
# name can be ../a/b/c
image.name = os.path.basename(elem_name_utf8)
if settings.use_custom_props:
blen_read_custom_properties(fbx_obj, image, settings)
return image
def blen_read_camera(fbx_tmpl, fbx_obj, global_scale):
# meters to inches
M2I = 0.0393700787
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'NodeAttribute')
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
camera = bpy.data.cameras.new(name=elem_name_utf8)
camera.type = 'ORTHO' if elem_props_get_enum(fbx_props, b'CameraProjectionType', 0) == 1 else 'PERSP'
camera.lens = elem_props_get_number(fbx_props, b'FocalLength', 35.0)
camera.sensor_width = elem_props_get_number(fbx_props, b'FilmWidth', 32.0 * M2I) / M2I
camera.sensor_height = elem_props_get_number(fbx_props, b'FilmHeight', 32.0 * M2I) / M2I
camera.ortho_scale = elem_props_get_number(fbx_props, b'OrthoZoom', 1.0)
filmaspect = camera.sensor_width / camera.sensor_height
# film offset
camera.shift_x = elem_props_get_number(fbx_props, b'FilmOffsetX', 0.0) / (M2I * camera.sensor_width)
camera.shift_y = elem_props_get_number(fbx_props, b'FilmOffsetY', 0.0) / (M2I * camera.sensor_height * filmaspect)
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camera.clip_start = elem_props_get_number(fbx_props, b'NearPlane', 0.01) * global_scale
camera.clip_end = elem_props_get_number(fbx_props, b'FarPlane', 100.0) * global_scale
def blen_read_light(fbx_tmpl, fbx_obj, global_scale):
elem_name_utf8 = elem_name_ensure_class(fbx_obj, b'NodeAttribute')
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
# rare
if fbx_props[0] is None:
lamp = bpy.data.lamps.new(name=elem_name_utf8, type='POINT')
return lamp
light_type = {
0: 'POINT',
1: 'SUN',
2: 'SPOT'}.get(elem_props_get_enum(fbx_props, b'LightType', 0), 'POINT')
lamp = bpy.data.lamps.new(name=elem_name_utf8, type=light_type)
if light_type == 'SPOT':
spot_size = elem_props_get_number(fbx_props, b'OuterAngle', None)
if spot_size is None:
# Deprecated.
spot_size = elem_props_get_number(fbx_props, b'Cone angle', 45.0)
lamp.spot_size = math.radians(spot_size)
spot_blend = elem_props_get_number(fbx_props, b'InnerAngle', None)
if spot_blend is None:
# Deprecated.
spot_blend = elem_props_get_number(fbx_props, b'HotSpot', 45.0)
lamp.spot_blend = 1.0 - (spot_blend / spot_size)
lamp.color = elem_props_get_color_rgb(fbx_props, b'Color', (1.0, 1.0, 1.0))
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lamp.energy = elem_props_get_number(fbx_props, b'Intensity', 100.0) / 100.0
lamp.distance = elem_props_get_number(fbx_props, b'DecayStart', 25.0) * global_scale
lamp.shadow_method = ('RAY_SHADOW' if elem_props_get_bool(fbx_props, b'CastShadow', True) else 'NOSHADOW')
lamp.shadow_color = elem_props_get_color_rgb(fbx_props, b'ShadowColor', (0.0, 0.0, 0.0))
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# ### Import Utility class
class FbxImportHelperNode:
"""
Temporary helper node to store a hierarchy of fbxNode objects before building Objects, Armatures and Bones.
It tries to keep the correction data in one place so it can be applied consistently to the imported data.
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"""
__slots__ = ('_parent', 'anim_compensation_matrix', 'armature_setup', 'bind_matrix',
'bl_bone', 'bl_data', 'bl_obj', 'bone_child_matrix', 'children', 'clusters',
'fbx_elem', 'fbx_name', 'fbx_transform_data', 'fbx_type', 'has_bone_children', 'ignore', 'is_armature',
'is_bone', 'is_root', 'matrix', 'matrix_as_parent', 'matrix_geom', 'meshes', 'post_matrix', 'pre_matrix')
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def __init__(self, fbx_elem, bl_data, fbx_transform_data, is_bone):
self.fbx_name = elem_name_ensure_class(fbx_elem, b'Model') if fbx_elem else 'Unknown'
self.fbx_type = fbx_elem.props[2] if fbx_elem else None
self.fbx_elem = fbx_elem
self.bl_obj = None
self.bl_data = bl_data
self.bl_bone = None # Name of bone if this is a bone (this may be different to fbx_name if there was a name conflict in Blender!)
self.fbx_transform_data = fbx_transform_data
self.is_root = False
self.is_bone = is_bone
self.is_armature = False
self.has_bone_children = False # True if the hierarchy below this node contains bones, important to support mixed hierarchies.
self.ignore = False # True for leaf-bones added to the end of some bone chains to set the lengths.
self.pre_matrix = None # correction matrix that needs to be applied before the FBX transform
self.bind_matrix = None # for bones this is the matrix used to bind to the skin
if fbx_transform_data:
self.matrix, self.matrix_as_parent, self.matrix_geom = blen_read_object_transform_do(fbx_transform_data)
else:
self.matrix, self.matrix_as_parent, self.matrix_geom = (None, None, None)
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self.post_matrix = None # correction matrix that needs to be applied after the FBX transform
self.bone_child_matrix = None # Objects attached to a bone end not the beginning, this matrix corrects for that
self.anim_compensation_matrix = None # a mesh moved in the hierarchy may have a different local matrix. This compensates animations for this.
self.meshes = None # List of meshes influenced by this bone.
self.clusters = [] # Deformer Cluster nodes
self.armature_setup = None # mesh and armature matrix when the mesh was bound
self._parent = None
self.children = []
@property
def parent(self):
return self._parent
@parent.setter
def parent(self, value):
if self._parent is not None:
self._parent.children.remove(self)
self._parent = value
if self._parent is not None:
self._parent.children.append(self)
def __repr__(self):
if self.fbx_elem:
return self.fbx_elem.props[1].decode()
else:
return "None"
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def print_info(self, indent=0):
print(" " * indent + (self.fbx_name if self.fbx_name else "(Null)")
+ ("[root]" if self.is_root else "")
+ ("[ignore]" if self.ignore else "")
+ ("[armature]" if self.is_armature else "")
+ ("[bone]" if self.is_bone else "")
+ ("[HBC]" if self.has_bone_children else "")
)
for c in self.children:
c.print_info(indent + 1)
def mark_leaf_bones(self):
if self.is_bone and len(self.children) == 1:
child = self.children[0]
if child.is_bone and len(child.children) == 0:
child.ignore = True # Ignore leaf bone at end of chain
for child in self.children:
child.mark_leaf_bones()
def do_bake_transform(self, settings):
return (settings.bake_space_transform and self.fbx_type in (b'Mesh', b'Null') and
not self.is_armature and not self.is_bone)
def find_correction_matrix(self, settings, parent_correction_inv=None):
from bpy_extras.io_utils import axis_conversion
if self.parent and (self.parent.is_root or self.parent.do_bake_transform(settings)):
self.pre_matrix = settings.global_matrix
if parent_correction_inv:
self.pre_matrix = parent_correction_inv * (self.pre_matrix if self.pre_matrix else Matrix())
correction_matrix = None
if self.is_bone:
if settings.automatic_bone_orientation:
# find best orientation to align bone with
bone_children = tuple(child for child in self.children if child.is_bone)
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if len(bone_children) == 0:
# no children, inherit the correction from parent (if possible)
if self.parent and self.parent.is_bone:
correction_matrix = parent_correction_inv.inverted() if parent_correction_inv else None
else:
# else find how best to rotate the bone to align the Y axis with the children
best_axis = (1, 0, 0)
if len(bone_children) == 1:
vec = bone_children[0].bind_matrix.to_translation()
best_axis = Vector((0, 0, 1 if vec[2] >= 0 else -1))
if abs(vec[0]) > abs(vec[1]):
if abs(vec[0]) > abs(vec[2]):
best_axis = Vector((1 if vec[0] >= 0 else -1, 0, 0))
elif abs(vec[1]) > abs(vec[2]):
best_axis = Vector((0, 1 if vec[1] >= 0 else -1, 0))
else:
# get the child directions once because they may be checked several times
child_locs = (child.bind_matrix.to_translation() for child in bone_children)
child_locs = tuple(loc.normalized() for loc in child_locs if loc.magnitude > 0.0)
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# I'm not sure which one I like better...
if False:
best_angle = -1.0
for i in range(6):
a = i // 2
s = -1 if i % 2 == 1 else 1
test_axis = Vector((s if a == 0 else 0, s if a == 1 else 0, s if a == 2 else 0))
# find max angle to children
max_angle = 1.0
for loc in child_locs:
max_angle = min(max_angle, test_axis.dot(loc))
# is it better than the last one?
if best_angle < max_angle:
best_angle = max_angle
best_axis = test_axis
else:
best_angle = -1.0
for vec in child_locs:
test_axis = Vector((0, 0, 1 if vec[2] >= 0 else -1))
if abs(vec[0]) > abs(vec[1]):
if abs(vec[0]) > abs(vec[2]):
test_axis = Vector((1 if vec[0] >= 0 else -1, 0, 0))
elif abs(vec[1]) > abs(vec[2]):
test_axis = Vector((0, 1 if vec[1] >= 0 else -1, 0))
# find max angle to children
max_angle = 1.0
for loc in child_locs:
max_angle = min(max_angle, test_axis.dot(loc))
# is it better than the last one?
if best_angle < max_angle:
best_angle = max_angle
best_axis = test_axis
# convert best_axis to axis string
to_up = 'Z' if best_axis[2] >= 0 else '-Z'
if abs(best_axis[0]) > abs(best_axis[1]):
if abs(best_axis[0]) > abs(best_axis[2]):
to_up = 'X' if best_axis[0] >= 0 else '-X'
elif abs(best_axis[1]) > abs(best_axis[2]):
to_up = 'Y' if best_axis[1] >= 0 else '-Y'
to_forward = 'X' if to_up not in {'X', '-X'} else 'Y'
# Build correction matrix
if (to_up, to_forward) != ('Y', 'X'):
correction_matrix = axis_conversion(from_forward='X',
from_up='Y',
to_forward=to_forward,
to_up=to_up,
).to_4x4()
else:
correction_matrix = settings.bone_correction_matrix
else:
# camera and light can be hard wired
if self.fbx_type == b'Camera':
correction_matrix = MAT_CONVERT_CAMERA
elif self.fbx_type == b'Light':
correction_matrix = MAT_CONVERT_LAMP
self.post_matrix = correction_matrix
if self.do_bake_transform(settings):
self.post_matrix = settings.global_matrix_inv * (self.post_matrix if self.post_matrix else Matrix())
# process children
correction_matrix_inv = correction_matrix.inverted_safe() if correction_matrix else None
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for child in self.children:
child.find_correction_matrix(settings, correction_matrix_inv)
def find_armatures(self):
needs_armature = False
for child in self.children:
if child.is_bone:
needs_armature = True
break
if needs_armature:
if self.fbx_type in {b'Null', b'Root'}:
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# if empty then convert into armature
self.is_armature = True
else:
# otherwise insert a new node
armature = FbxImportHelperNode(None, None, None, False)
armature.fbx_name = "Armature"
armature.is_armature = True
for child in self.children[:]:
if child.is_bone:
child.parent = armature
armature.parent = self
for child in self.children:
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continue
child.find_armatures()
def find_bone_children(self):
has_bone_children = False
for child in self.children:
has_bone_children |= child.find_bone_children()
self.has_bone_children = has_bone_children
return self.is_bone or has_bone_children
def find_fake_bones(self, in_armature=False):
if in_armature and not self.is_bone and self.has_bone_children:
self.is_bone = True
# if we are not a null node we need an intermediate node for the data
if self.fbx_type not in {b'Null', b'Root'}:
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node = FbxImportHelperNode(self.fbx_elem, self.bl_data, None, False)
self.fbx_elem = None
self.bl_data = None
# transfer children
for child in self.children:
if child.is_bone or child.has_bone_children:
continue
child.parent = node
# attach to parent
node.parent = self
if self.is_armature:
in_armature = True
for child in self.children:
child.find_fake_bones(in_armature)
def get_world_matrix_as_parent(self):
matrix = self.parent.get_world_matrix_as_parent() if self.parent else Matrix()
if self.matrix_as_parent:
matrix = matrix * self.matrix_as_parent
return matrix
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def get_world_matrix(self):
matrix = self.parent.get_world_matrix_as_parent() if self.parent else Matrix()
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if self.matrix:
matrix = matrix * self.matrix
return matrix
def get_matrix(self):
matrix = self.matrix if self.matrix else Matrix()
if self.pre_matrix:
matrix = self.pre_matrix * matrix
if self.post_matrix:
matrix = matrix * self.post_matrix
return matrix
def get_bind_matrix(self):
matrix = self.bind_matrix if self.bind_matrix else Matrix()
if self.pre_matrix:
matrix = self.pre_matrix * matrix
if self.post_matrix:
matrix = matrix * self.post_matrix
return matrix
def make_bind_pose_local(self, parent_matrix=None):
if parent_matrix is None:
parent_matrix = Matrix()
if self.bind_matrix:
bind_matrix = parent_matrix.inverted_safe() * self.bind_matrix
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else:
bind_matrix = self.matrix.copy() if self.matrix else None
self.bind_matrix = bind_matrix
if bind_matrix:
parent_matrix = parent_matrix * bind_matrix
for child in self.children:
child.make_bind_pose_local(parent_matrix)
def collect_skeleton_meshes(self, meshes):
for _, m in self.clusters:
meshes.update(m)
for child in self.children:
child.collect_skeleton_meshes(meshes)
def collect_armature_meshes(self):
if self.is_armature:
armature_matrix_inv = self.get_world_matrix().inverted_safe()
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meshes = set()
for child in self.children:
child.collect_skeleton_meshes(meshes)
for m in meshes:
old_matrix = m.matrix
m.matrix = armature_matrix_inv * m.get_world_matrix()
m.anim_compensation_matrix = old_matrix.inverted_safe() * m.matrix
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m.parent = self
self.meshes = meshes
else:
for child in self.children:
child.collect_armature_meshes()
def build_skeleton(self, arm, parent_matrix, parent_bone_size=1):
# ----
# Now, create the (edit)bone.
bone = arm.bl_data.edit_bones.new(name=self.fbx_name)
bone.select = True
self.bl_obj = arm.bl_obj
self.bl_data = arm.bl_data
self.bl_bone = bone.name # Could be different from the FBX name!
# get average distance to children
bone_size = 0.0
bone_count = 0
for child in self.children:
if child.is_bone:
bone_size += child.bind_matrix.to_translation().magnitude
bone_count += 1
if bone_count > 0:
bone_size /= bone_count
else:
bone_size = parent_bone_size
# So that our bone gets its final length, but still Y-aligned in armature space.
# 0-length bones are automatically collapsed into their parent when you leave edit mode,
# so this enforces a minimum length.
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bone_tail = Vector((0.0, 1.0, 0.0)) * max(0.01, bone_size)
bone.tail = bone_tail
# And rotate/move it to its final "rest pose".
bone_matrix = parent_matrix * self.get_bind_matrix().normalized()
bone.matrix = bone_matrix
# Correction for children attached to a bone. FBX expects to attach to the head of a bone,
# while Blender attaches to the tail.
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self.bone_child_matrix = Matrix.Translation(-bone_tail)
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child_bone = child.build_skeleton(arm, bone_matrix, bone_size)
# Connection to parent.
child_bone.parent = bone
if similar_values_iter(bone.tail, child_bone.head):
child_bone.use_connect = True
return bone
def build_node(self, fbx_tmpl, settings):
# create when linking since we need object data
elem_name_utf8 = self.fbx_name
# Object data must be created already
self.bl_obj = obj = bpy.data.objects.new(name=elem_name_utf8, object_data=self.bl_data)
fbx_props = (elem_find_first(self.fbx_elem, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
# ----
# Misc Attributes
obj.color[0:3] = elem_props_get_color_rgb(fbx_props, b'Color', (0.8, 0.8, 0.8))
obj.hide = not bool(elem_props_get_visibility(fbx_props, b'Visibility', 1.0))
obj.matrix_basis = self.get_matrix()
if settings.use_custom_props:
blen_read_custom_properties(fbx_props[0], obj, settings)
return obj
def build_skeleton_children(self, fbx_tmpl, settings, scene):
if self.is_bone:
for child in self.children:
if child.ignore:
continue
child_obj = child.build_skeleton_children(fbx_tmpl, settings, scene)
if child_obj:
child_obj.parent = self.bl_obj # get the armature the bone belongs to
child_obj.parent_bone = self.bl_bone
child_obj.parent_type = 'BONE'
child_obj.matrix_parent_inverse = Matrix()
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# Blender attaches to the end of a bone, while FBX attaches to the start.
# bone_child_matrix corrects for that.
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if child.pre_matrix:
child.pre_matrix = self.bone_child_matrix * child.pre_matrix
else:
child.pre_matrix = self.bone_child_matrix
child_obj.matrix_basis = child.get_matrix()
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else:
# child is not a bone
obj = self.build_node(fbx_tmpl, settings)
for child in self.children:
if child.ignore:
continue
child_obj = child.build_skeleton_children(fbx_tmpl, settings, scene)
if child_obj:
child_obj.parent = obj
# instance in scene
obj_base = scene.objects.link(obj)
obj_base.select = True
return obj
def set_pose_matrix(self, arm):
pose_bone = arm.bl_obj.pose.bones[self.bl_bone]
pose_bone.matrix_basis = self.get_bind_matrix().inverted_safe() * self.get_matrix()
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for child in self.children:
if child.ignore:
continue
if child.is_bone:
child.set_pose_matrix(arm)
def merge_weights(self, combined_weights, fbx_cluster):
indices = elem_prop_first(elem_find_first(fbx_cluster, b'Indexes', default=None), default=())
weights = elem_prop_first(elem_find_first(fbx_cluster, b'Weights', default=None), default=())
for index, weight in zip(indices, weights):
w = combined_weights.get(index)
if w is None:
combined_weights[index] = [weight]
else:
w.append(weight)
def set_bone_weights(self):
ignored_children = tuple(child for child in self.children
if child.is_bone and child.ignore and len(child.clusters) > 0)
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if len(ignored_children) > 0:
# If we have an ignored child bone we need to merge their weights into the current bone weights.
# This can happen both intentionally and accidentally when skinning a model. Either way, they
# need to be moved into a parent bone or they cause animation glitches.
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for fbx_cluster, meshes in self.clusters:
combined_weights = {}
self.merge_weights(combined_weights, fbx_cluster)
for child in ignored_children:
for child_cluster, child_meshes in child.clusters:
if not meshes.isdisjoint(child_meshes):
self.merge_weights(combined_weights, child_cluster)
# combine child weights
indices = []
weights = []
for i, w in combined_weights.items():
indices.append(i)
if len(w) > 1:
weights.append(sum(w) / len(w))
else:
weights.append(w[0])
add_vgroup_to_objects(indices, weights, self.bl_bone, [node.bl_obj for node in meshes])
# clusters that drive meshes not included in a parent don't need to be merged
all_meshes = set().union(*[meshes for _, meshes in self.clusters])
for child in ignored_children:
for child_cluster, child_meshes in child.clusters:
if all_meshes.isdisjoint(child_meshes):
indices = elem_prop_first(elem_find_first(child_cluster, b'Indexes', default=None), default=())
weights = elem_prop_first(elem_find_first(child_cluster, b'Weights', default=None), default=())
add_vgroup_to_objects(indices, weights, self.bl_bone, [node.bl_obj for node in child_meshes])
else:
# set the vertex weights on meshes
for fbx_cluster, meshes in self.clusters:
indices = elem_prop_first(elem_find_first(fbx_cluster, b'Indexes', default=None), default=())
weights = elem_prop_first(elem_find_first(fbx_cluster, b'Weights', default=None), default=())
add_vgroup_to_objects(indices, weights, self.bl_bone, [node.bl_obj for node in meshes])
for child in self.children:
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child.set_bone_weights()
def build_hierarchy(self, fbx_tmpl, settings, scene):
if self.is_armature:
# create when linking since we need object data
elem_name_utf8 = self.fbx_name
self.bl_data = arm_data = bpy.data.armatures.new(name=elem_name_utf8)
# Object data must be created already
self.bl_obj = arm = bpy.data.objects.new(name=elem_name_utf8, object_data=arm_data)
arm.matrix_basis = self.get_matrix()
if self.fbx_elem:
fbx_props = (elem_find_first(self.fbx_elem, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
assert(fbx_props[0] is not None)
if settings.use_custom_props:
blen_read_custom_properties(fbx_props[0], arm, settings)
# instance in scene
obj_base = scene.objects.link(arm)
obj_base.select = True
# Add bones:
# Switch to Edit mode.
scene.objects.active = arm
is_hidden = arm.hide
arm.hide = False # Can't switch to Edit mode hidden objects...
bpy.ops.object.mode_set(mode='EDIT')
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child_obj = child.build_skeleton(self, Matrix())
bpy.ops.object.mode_set(mode='OBJECT')
arm.hide = is_hidden
# Set pose matrix
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child.set_pose_matrix(self)
# Add bone children:
for child in self.children:
if child.ignore:
continue
child_obj = child.build_skeleton_children(fbx_tmpl, settings, scene)
if child_obj:
child_obj.parent = arm
# Add armature modifiers to the meshes
if self.meshes:
for mesh in self.meshes:
(mmat, amat) = mesh.armature_setup
me_obj = mesh.bl_obj
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# bring global armature & mesh matrices into *Blender* global space.
# Note: Usage of matrix_geom (local 'diff' transform) here is quite brittle.
# Among other things, why in hell isn't it taken into account by bindpose & co???
# Probably because org app (max) handles it completely aside from any parenting stuff,
# which we obviously cannot do in Blender. :/
amat = settings.global_matrix * (amat if amat is not None else self.bind_matrix)
if self.matrix_geom:
amat = amat * self.matrix_geom
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mmat = settings.global_matrix * mmat
if mesh.matrix_geom:
mmat = mmat * mesh.matrix_geom
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# Now that we have armature and mesh in there (global) bind 'state' (matrix),
# we can compute inverse parenting matrix of the mesh.
me_obj.matrix_parent_inverse = amat.inverted_safe() * mmat * me_obj.matrix_basis.inverted_safe()
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mod = mesh.bl_obj.modifiers.new(elem_name_utf8, 'ARMATURE')
mod.object = arm
# Add bone weights to the deformers
for child in self.children:
if child.ignore:
continue
if child.is_bone:
child.set_bone_weights()
return arm
elif self.fbx_elem:
obj = self.build_node(fbx_tmpl, settings)
# walk through children
for child in self.children: