Newer
Older
Bastien Montagne
committed
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:
Bastien Montagne
committed
child.build_skeleton(self, Matrix(), force_connect_children=settings.force_connect_children)
Bastien Montagne
committed
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)
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
return arm
elif self.fbx_elem:
obj = self.build_node_obj(fbx_tmpl, settings)
# walk through children
for child in self.children:
child.build_hierarchy(fbx_tmpl, settings, scene)
# instance in scene
obj_base = scene.objects.link(obj)
obj_base.select = True
return obj
else:
for child in self.children:
child.build_hierarchy(fbx_tmpl, settings, scene)
return None
def link_hierarchy(self, fbx_tmpl, settings, scene):
if self.is_armature:
arm = self.bl_obj
# Link bone children:
for child in self.children:
if child.ignore:
continue
child_obj = child.link_skeleton_children(fbx_tmpl, settings, scene)
Bastien Montagne
committed
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[self]
me_obj = mesh.bl_obj
Bastien Montagne
committed
# 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. :/
if amat is None:
amat = self.bind_matrix
amat = settings.global_matrix * (Matrix() if amat is None else amat)
if self.matrix_geom:
amat = amat * self.matrix_geom
Bastien Montagne
committed
mmat = settings.global_matrix * mmat
if mesh.matrix_geom:
mmat = mmat * mesh.matrix_geom
Bastien Montagne
committed
# 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()
Bastien Montagne
committed
mod = mesh.bl_obj.modifiers.new(arm.name, 'ARMATURE')
Bastien Montagne
committed
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.bl_obj:
obj = self.bl_obj
Bastien Montagne
committed
# walk through children
for child in self.children:
child_obj = child.link_hierarchy(fbx_tmpl, settings, scene)
Bastien Montagne
committed
child_obj.parent = obj
return obj
else:
for child in self.children:
child.link_hierarchy(fbx_tmpl, settings, scene)
return None
Bastien Montagne
committed
Campbell Barton
committed
def is_ascii(filepath, size):
with open(filepath, 'r', encoding="utf-8") as f:
try:
f.read(size)
return True
except UnicodeDecodeError:
pass
return False
def load(operator, context, filepath="",
use_manual_orientation=False,
axis_forward='-Z',
axis_up='Y',
global_scale=1.0,
Bastien Montagne
committed
bake_space_transform=False,
use_cycles=True,
Campbell Barton
committed
use_image_search=False,
use_alpha_decals=False,
Bastien Montagne
committed
anim_offset=1.0,
use_custom_props=True,
Bastien Montagne
committed
use_custom_props_enum_as_string=True,
ignore_leaf_bones=False,
Bastien Montagne
committed
force_connect_children=False,
Bastien Montagne
committed
automatic_bone_orientation=False,
primary_bone_axis='Y',
Bastien Montagne
committed
secondary_bone_axis='X',
use_prepost_rot=True):
global fbx_elem_nil
fbx_elem_nil = FBXElem('', (), (), ())
from bpy_extras.io_utils import axis_conversion
from . import parse_fbx
from .fbx_utils import RIGHT_HAND_AXES, FBX_FRAMERATES
Bastien Montagne
committed
start_time_proc = time.process_time()
start_time_sys = time.time()
Bastien Montagne
committed
perfmon = PerfMon()
perfmon.level_up()
perfmon.step("FBX Import: start importing %s" % filepath)
perfmon.level_up()
Campbell Barton
committed
# detect ascii files
if is_ascii(filepath, 24):
operator.report({'ERROR'}, "ASCII FBX files are not supported %r" % filepath)
return {'CANCELLED'}
try:
elem_root, version = parse_fbx.parse(filepath)
except:
import traceback
traceback.print_exc()
operator.report({'ERROR'}, "Couldn't open file %r" % filepath)
return {'CANCELLED'}
if version < 7100:
operator.report({'ERROR'}, "Version %r unsupported, must be %r or later" % (version, 7100))
return {'CANCELLED'}
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
# deselect all
if bpy.ops.object.select_all.poll():
bpy.ops.object.select_all(action='DESELECT')
basedir = os.path.dirname(filepath)
cycles_material_wrap_map = {}
image_cache = {}
if not use_cycles:
texture_cache = {}
# Tables: (FBX_byte_id -> [FBX_data, None or Blender_datablock])
fbx_table_nodes = {}
Campbell Barton
committed
if use_alpha_decals:
material_decals = set()
else:
material_decals = None
scene = context.scene
# #### Get some info from GlobalSettings.
Bastien Montagne
committed
perfmon.step("FBX import: Prepare...")
fbx_settings = elem_find_first(elem_root, b'GlobalSettings')
fbx_settings_props = elem_find_first(fbx_settings, b'Properties70')
if fbx_settings is None or fbx_settings_props is None:
operator.report({'ERROR'}, "No 'GlobalSettings' found in file %r" % filepath)
return {'CANCELLED'}
Bastien Montagne
committed
# FBX default base unit seems to be the centimeter, while raw Blender Unit is equivalent to the meter...
unit_scale = elem_props_get_number(fbx_settings_props, b'UnitScaleFactor', 1.0)
unit_scale_org = elem_props_get_number(fbx_settings_props, b'OriginalUnitScaleFactor', 1.0)
global_scale *= (unit_scale / units_blender_to_fbx_factor(context.scene))
# Compute global matrix and scale.
if not use_manual_orientation:
axis_forward = (elem_props_get_integer(fbx_settings_props, b'FrontAxis', 1),
elem_props_get_integer(fbx_settings_props, b'FrontAxisSign', 1))
axis_up = (elem_props_get_integer(fbx_settings_props, b'UpAxis', 2),
elem_props_get_integer(fbx_settings_props, b'UpAxisSign', 1))
axis_coord = (elem_props_get_integer(fbx_settings_props, b'CoordAxis', 0),
elem_props_get_integer(fbx_settings_props, b'CoordAxisSign', 1))
axis_key = (axis_up, axis_forward, axis_coord)
axis_up, axis_forward = {v: k for k, v in RIGHT_HAND_AXES.items()}.get(axis_key, ('Z', 'Y'))
global_matrix = (Matrix.Scale(global_scale, 4) *
axis_conversion(from_forward=axis_forward, from_up=axis_up).to_4x4())
Bastien Montagne
committed
# To cancel out unwanted rotation/scale on nodes.
global_matrix_inv = global_matrix.inverted()
# For transforming mesh normals.
global_matrix_inv_transposed = global_matrix_inv.transposed()
# Compute bone correction matrix
bone_correction_matrix = None # None means no correction/identity
if not automatic_bone_orientation:
if (primary_bone_axis, secondary_bone_axis) != ('Y', 'X'):
bone_correction_matrix = axis_conversion(from_forward='X',
from_up='Y',
to_forward=secondary_bone_axis,
to_up=primary_bone_axis,
).to_4x4()
# Compute framerate settings.
custom_fps = elem_props_get_number(fbx_settings_props, b'CustomFrameRate', 25.0)
time_mode = elem_props_get_enum(fbx_settings_props, b'TimeMode')
real_fps = {eid: val for val, eid in FBX_FRAMERATES[1:]}.get(time_mode, custom_fps)
if real_fps < 0.0:
real_fps = 25.0
scene.render.fps = round(real_fps)
scene.render.fps_base = scene.render.fps / real_fps
Jens Ch. Restemeier
committed
# store global settings that need to be accessed during conversion
settings = FBXImportSettings(
operator.report, (axis_up, axis_forward), global_matrix, global_scale,
Bastien Montagne
committed
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
Jens Ch. Restemeier
committed
use_cycles, use_image_search,
use_alpha_decals, decal_offset,
Bastien Montagne
committed
anim_offset,
use_custom_props, use_custom_props_enum_as_string,
Bastien Montagne
committed
cycles_material_wrap_map, image_cache,
Bastien Montagne
committed
ignore_leaf_bones, force_connect_children, automatic_bone_orientation, bone_correction_matrix,
Bastien Montagne
committed
use_prepost_rot,
Jens Ch. Restemeier
committed
)
Bastien Montagne
committed
perfmon.step("FBX import: Templates...")
fbx_defs = elem_find_first(elem_root, b'Definitions') # can be None
fbx_nodes = elem_find_first(elem_root, b'Objects')
fbx_connections = elem_find_first(elem_root, b'Connections')
if fbx_nodes is None:
operator.report({'ERROR'}, "No 'Objects' found in file %r" % filepath)
return {'CANCELLED'}
if fbx_connections is None:
operator.report({'ERROR'}, "No 'Connections' found in file %r" % filepath)
return {'CANCELLED'}
# ----
# First load property templates
# Load 'PropertyTemplate' values.
# Key is a tuple, (ObjectType, FBXNodeType)
# eg, (b'Texture', b'KFbxFileTexture')
# (b'Geometry', b'KFbxMesh')
fbx_templates = {}
def _():
if fbx_defs is not None:
for fbx_def in fbx_defs.elems:
if fbx_def.id == b'ObjectType':
for fbx_subdef in fbx_def.elems:
if fbx_subdef.id == b'PropertyTemplate':
assert(fbx_def.props_type == b'S')
assert(fbx_subdef.props_type == b'S')
# (b'Texture', b'KFbxFileTexture') - eg.
key = fbx_def.props[0], fbx_subdef.props[0]
fbx_templates[key] = fbx_subdef
_(); del _
def fbx_template_get(key):
Bastien Montagne
committed
ret = fbx_templates.get(key, fbx_elem_nil)
if ret is None:
# Newest FBX (7.4 and above) use no more 'K' in their type names...
key = (key[0], key[1][1:])
return fbx_templates.get(key, fbx_elem_nil)
return ret
Bastien Montagne
committed
perfmon.step("FBX import: Nodes...")
# ----
# Build FBX node-table
def _():
for fbx_obj in fbx_nodes.elems:
# TODO, investigate what other items after first 3 may be
assert(fbx_obj.props_type[:3] == b'LSS')
fbx_uuid = elem_uuid(fbx_obj)
fbx_table_nodes[fbx_uuid] = [fbx_obj, None]
_(); del _
# ----
# Load in the data
# http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/index.html?url=
# WS73099cc142f487551fea285e1221e4f9ff8-7fda.htm,topicNumber=d0e6388
Bastien Montagne
committed
perfmon.step("FBX import: Connections...")
fbx_connection_map = {}
fbx_connection_map_reverse = {}
def _():
for fbx_link in fbx_connections.elems:
c_type = fbx_link.props[0]
if fbx_link.props_type[1:3] == b'LL':
c_src, c_dst = fbx_link.props[1:3]
fbx_connection_map.setdefault(c_src, []).append((c_dst, fbx_link))
fbx_connection_map_reverse.setdefault(c_dst, []).append((c_src, fbx_link))
_(); del _
Bastien Montagne
committed
perfmon.step("FBX import: Meshes...")
# ----
# Load mesh data
def _():
fbx_tmpl = fbx_template_get((b'Geometry', b'KFbxMesh'))
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Geometry':
continue
if fbx_obj.props[-1] == b'Mesh':
assert(blen_data is None)
Jens Ch. Restemeier
committed
fbx_item[1] = blen_read_geom(fbx_tmpl, fbx_obj, settings)
_(); del _
Bastien Montagne
committed
perfmon.step("FBX import: Materials & Textures...")
# ----
# Load material data
def _():
fbx_tmpl = fbx_template_get((b'Material', b'KFbxSurfacePhong'))
# b'KFbxSurfaceLambert'
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Material':
continue
assert(blen_data is None)
Jens Ch. Restemeier
committed
fbx_item[1] = blen_read_material(fbx_tmpl, fbx_obj, settings)
_(); del _
# ----
Bastien Montagne
committed
# Load image & textures data
Bastien Montagne
committed
fbx_tmpl_tex = fbx_template_get((b'Texture', b'KFbxFileTexture'))
fbx_tmpl_img = fbx_template_get((b'Video', b'KFbxVideo'))
Bastien Montagne
committed
# Important to run all 'Video' ones first, embedded images are stored in those nodes.
# XXX Note we simplify things here, assuming both matching Video and Texture will use same file path,
# this may be a bit weak, if issue arise we'll fallback to plain connection stuff...
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Video':
continue
fbx_item[1] = blen_read_texture_image(fbx_tmpl_img, fbx_obj, basedir, settings)
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Texture':
continue
Bastien Montagne
committed
fbx_item[1] = blen_read_texture_image(fbx_tmpl_tex, fbx_obj, basedir, settings)
_(); del _
Bastien Montagne
committed
perfmon.step("FBX import: Cameras & Lamps...")
# ----
# Load camera data
def _():
fbx_tmpl = fbx_template_get((b'NodeAttribute', b'KFbxCamera'))
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'NodeAttribute':
continue
if fbx_obj.props[-1] == b'Camera':
assert(blen_data is None)
fbx_item[1] = blen_read_camera(fbx_tmpl, fbx_obj, global_scale)
_(); del _
# ----
# Load lamp data
def _():
fbx_tmpl = fbx_template_get((b'NodeAttribute', b'KFbxLight'))
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'NodeAttribute':
continue
if fbx_obj.props[-1] == b'Light':
assert(blen_data is None)
fbx_item[1] = blen_read_light(fbx_tmpl, fbx_obj, global_scale)
# ----
# Connections
def connection_filter_ex(fbx_uuid, fbx_id, dct):
return [(c_found[0], c_found[1], c_type)
for (c_uuid, c_type) in dct.get(fbx_uuid, ())
# 0 is used for the root node, which isnt in fbx_table_nodes
for c_found in (() if c_uuid is 0 else (fbx_table_nodes.get(c_uuid, (None, None)),))
if (fbx_id is None) or (c_found[0] and c_found[0].id == fbx_id)]
def connection_filter_forward(fbx_uuid, fbx_id):
return connection_filter_ex(fbx_uuid, fbx_id, fbx_connection_map)
def connection_filter_reverse(fbx_uuid, fbx_id):
return connection_filter_ex(fbx_uuid, fbx_id, fbx_connection_map_reverse)
Bastien Montagne
committed
perfmon.step("FBX import: Objects & Armatures...")
Bastien Montagne
committed
# -- temporary helper hierarchy to build armatures and objects from
# lookup from uuid to helper node. Used to build parent-child relations and later to look up animated nodes.
fbx_helper_nodes = {}
def _():
# We build an intermediate hierarchy used to:
# - Calculate and store bone orientation correction matrices. The same matrices will be reused for animation.
# - Find/insert armature nodes.
# - Filter leaf bones.
Bastien Montagne
committed
# create scene root
fbx_helper_nodes[0] = root_helper = FbxImportHelperNode(None, None, None, False)
root_helper.is_root = True
# add fbx nodes
fbx_tmpl = fbx_template_get((b'Model', b'KFbxNode'))
for a_uuid, a_item in fbx_table_nodes.items():
Bastien Montagne
committed
if fbx_obj is None or fbx_obj.id != b'Model':
continue
Bastien Montagne
committed
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)
Bastien Montagne
committed
transform_data = blen_read_object_transform_preprocess(fbx_props, fbx_obj, Matrix(), use_prepost_rot)
is_bone = fbx_obj.props[2] in {b'LimbNode'} # Note: 'Root' "bones" are handled as (armature) objects.
Bastien Montagne
committed
fbx_helper_nodes[a_uuid] = FbxImportHelperNode(fbx_obj, bl_data, transform_data, is_bone)
# add parent-child relations and add blender data to the node
for fbx_link in fbx_connections.elems:
if fbx_link.props[0] != b'OO':
continue
if fbx_link.props_type[1:3] == b'LL':
c_src, c_dst = fbx_link.props[1:3]
parent = fbx_helper_nodes.get(c_dst)
if parent is None:
continue
Bastien Montagne
committed
child = fbx_helper_nodes.get(c_src)
if child is None:
# add blender data (meshes, lights, cameras, etc.) to a helper node
fbx_sdata, bl_data = p_item = fbx_table_nodes.get(c_src, (None, None))
if fbx_sdata is None:
continue
Bastien Montagne
committed
if fbx_sdata.id not in {b'Geometry', b'NodeAttribute'}:
continue
Bastien Montagne
committed
parent.bl_data = bl_data
else:
# set parent
child.parent = parent
Bastien Montagne
committed
# find armatures (either an empty below a bone or a new node inserted at the bone
root_helper.find_armatures()
Bastien Montagne
committed
# mark nodes that have bone children
root_helper.find_bone_children()
Bastien Montagne
committed
# mark nodes that need a bone to attach child-bones to
root_helper.find_fake_bones()
# mark leaf nodes that are only required to mark the end of their parent bone
if settings.ignore_leaf_bones:
root_helper.mark_leaf_bones()
# What a mess! Some bones have several BindPoses, some have none, clusters contain a bind pose as well,
# and you can have several clusters per bone!
Bastien Montagne
committed
# Maybe some conversion can be applied to put them all into the same frame of reference?
# get the bind pose from pose elements
for a_uuid, a_item in fbx_table_nodes.items():
Bastien Montagne
committed
if fbx_obj is None:
continue
Bastien Montagne
committed
if fbx_obj.id != b'Pose':
continue
if fbx_obj.props[2] != b'BindPose':
continue
for fbx_pose_node in fbx_obj.elems:
if fbx_pose_node.id != b'PoseNode':
continue
node_elem = elem_find_first(fbx_pose_node, b'Node')
node = elem_uuid(node_elem)
matrix_elem = elem_find_first(fbx_pose_node, b'Matrix')
matrix = array_to_matrix4(matrix_elem.props[0]) if matrix_elem else None
bone = fbx_helper_nodes.get(node)
if bone and matrix:
# Store the matrix in the helper node.
# There may be several bind pose matrices for the same node, but in tests they seem to be identical.
Bastien Montagne
committed
bone.bind_matrix = matrix # global space
# get clusters and bind pose
for helper_uuid, helper_node in fbx_helper_nodes.items():
if not helper_node.is_bone:
Bastien Montagne
committed
for cluster_uuid, cluster_link in fbx_connection_map.get(helper_uuid, ()):
if cluster_link.props[0] != b'OO':
continue
fbx_cluster, _ = fbx_table_nodes.get(cluster_uuid, (None, None))
if fbx_cluster is None or fbx_cluster.id != b'Deformer' or fbx_cluster.props[2] != b'Cluster':
continue
Bastien Montagne
committed
# Get the bind pose from the cluster:
tx_mesh_elem = elem_find_first(fbx_cluster, b'Transform', default=None)
tx_mesh = array_to_matrix4(tx_mesh_elem.props[0]) if tx_mesh_elem else Matrix()
tx_bone_elem = elem_find_first(fbx_cluster, b'TransformLink', default=None)
tx_bone = array_to_matrix4(tx_bone_elem.props[0]) if tx_bone_elem else None
Bastien Montagne
committed
tx_arm_elem = elem_find_first(fbx_cluster, b'TransformAssociateModel', default=None)
tx_arm = array_to_matrix4(tx_arm_elem.props[0]) if tx_arm_elem else None
Bastien Montagne
committed
mesh_matrix = tx_mesh
armature_matrix = tx_arm
Bastien Montagne
committed
if tx_bone:
mesh_matrix = tx_bone * mesh_matrix
helper_node.bind_matrix = tx_bone # overwrite the bind matrix
Bastien Montagne
committed
# Get the meshes driven by this cluster: (Shouldn't that be only one?)
meshes = set()
for skin_uuid, skin_link in fbx_connection_map.get(cluster_uuid):
if skin_link.props[0] != b'OO':
Bastien Montagne
committed
fbx_skin, _ = fbx_table_nodes.get(skin_uuid, (None, None))
if fbx_skin is None or fbx_skin.id != b'Deformer' or fbx_skin.props[2] != b'Skin':
continue
Bastien Montagne
committed
for mesh_uuid, mesh_link in fbx_connection_map.get(skin_uuid):
if mesh_link.props[0] != b'OO':
continue
fbx_mesh, _ = fbx_table_nodes.get(mesh_uuid, (None, None))
if fbx_mesh is None or fbx_mesh.id != b'Geometry' or fbx_mesh.props[2] != b'Mesh':
continue
for object_uuid, object_link in fbx_connection_map.get(mesh_uuid):
if object_link.props[0] != b'OO':
continue
mesh_node = fbx_helper_nodes[object_uuid]
if mesh_node:
# ----
# If we get a valid mesh matrix (in bone space), store armature and
# mesh global matrices, we need them to compute mesh's matrix_parent_inverse
# when actually binding them via the modifier.
# Note we assume all bones were bound with the same mesh/armature (global) matrix,
# we do not support otherwise in Blender anyway!
mesh_node.armature_setup[helper_node.armature] = (mesh_matrix, armature_matrix)
Bastien Montagne
committed
meshes.add(mesh_node)
helper_node.clusters.append((fbx_cluster, meshes))
# convert bind poses from global space into local space
root_helper.make_bind_pose_local()
# collect armature meshes
root_helper.collect_armature_meshes()
Bastien Montagne
committed
# find the correction matrices to align FBX objects with their Blender equivalent
root_helper.find_correction_matrix(settings)
Bastien Montagne
committed
# build the Object/Armature/Bone hierarchy
root_helper.build_hierarchy(fbx_tmpl, settings, scene)
# Link the Object/Armature/Bone hierarchy
root_helper.link_hierarchy(fbx_tmpl, settings, scene)
Bastien Montagne
committed
# root_helper.print_info(0)
_(); del _
Bastien Montagne
committed
perfmon.step("FBX import: ShapeKeys...")
Bastien Montagne
committed
# We can handle shapes.
blend_shape_channels = {} # We do not need Shapes themselves, but keyblocks, for anim.
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
def _():
fbx_tmpl = fbx_template_get((b'Geometry', b'KFbxShape'))
for s_uuid, s_item in fbx_table_nodes.items():
fbx_sdata, bl_sdata = s_item = fbx_table_nodes.get(s_uuid, (None, None))
if fbx_sdata is None or fbx_sdata.id != b'Geometry' or fbx_sdata.props[2] != b'Shape':
continue
# shape -> blendshapechannel -> blendshape -> mesh.
for bc_uuid, bc_ctype in fbx_connection_map.get(s_uuid, ()):
if bc_ctype.props[0] != b'OO':
continue
fbx_bcdata, _bl_bcdata = fbx_table_nodes.get(bc_uuid, (None, None))
if fbx_bcdata is None or fbx_bcdata.id != b'Deformer' or fbx_bcdata.props[2] != b'BlendShapeChannel':
continue
meshes = []
objects = []
for bs_uuid, bs_ctype in fbx_connection_map.get(bc_uuid, ()):
if bs_ctype.props[0] != b'OO':
continue
fbx_bsdata, _bl_bsdata = fbx_table_nodes.get(bs_uuid, (None, None))
if fbx_bsdata is None or fbx_bsdata.id != b'Deformer' or fbx_bsdata.props[2] != b'BlendShape':
continue
for m_uuid, m_ctype in fbx_connection_map.get(bs_uuid, ()):
if m_ctype.props[0] != b'OO':
continue
fbx_mdata, bl_mdata = fbx_table_nodes.get(m_uuid, (None, None))
if fbx_mdata is None or fbx_mdata.id != b'Geometry' or fbx_mdata.props[2] != b'Mesh':
continue
# Blenmeshes are assumed already created at that time!
assert(isinstance(bl_mdata, bpy.types.Mesh))
# And we have to find all objects using this mesh!
objects = []
for o_uuid, o_ctype in fbx_connection_map.get(m_uuid, ()):
if o_ctype.props[0] != b'OO':
continue
Bastien Montagne
committed
node = fbx_helper_nodes[o_uuid]
if node:
objects.append(node)
meshes.append((bl_mdata, objects))
# BlendShape deformers are only here to connect BlendShapeChannels to meshes, nothing else to do.
# keyblocks is a list of tuples (mesh, keyblock) matching that shape/blendshapechannel, for animation.
Bastien Montagne
committed
keyblocks = blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene)
blend_shape_channels[bc_uuid] = keyblocks
_(); del _
Bastien Montagne
committed
perfmon.step("FBX import: Animations...")
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
# Animation!
def _():
fbx_tmpl_astack = fbx_template_get((b'AnimationStack', b'FbxAnimStack'))
fbx_tmpl_alayer = fbx_template_get((b'AnimationLayer', b'FbxAnimLayer'))
stacks = {}
# AnimationStacks.
for as_uuid, fbx_asitem in fbx_table_nodes.items():
fbx_asdata, _blen_data = fbx_asitem
if fbx_asdata.id != b'AnimationStack' or fbx_asdata.props[2] != b'':
continue
stacks[as_uuid] = (fbx_asitem, {})
# AnimationLayers (mixing is completely ignored for now, each layer results in an independent set of actions).
def get_astacks_from_alayer(al_uuid):
for as_uuid, as_ctype in fbx_connection_map.get(al_uuid, ()):
if as_ctype.props[0] != b'OO':
continue
fbx_asdata, _bl_asdata = fbx_table_nodes.get(as_uuid, (None, None))
if (fbx_asdata is None or fbx_asdata.id != b'AnimationStack' or
fbx_asdata.props[2] != b'' or as_uuid not in stacks):
continue
yield as_uuid
for al_uuid, fbx_alitem in fbx_table_nodes.items():
fbx_aldata, _blen_data = fbx_alitem
if fbx_aldata.id != b'AnimationLayer' or fbx_aldata.props[2] != b'':
continue
for as_uuid in get_astacks_from_alayer(al_uuid):
_fbx_asitem, alayers = stacks[as_uuid]
alayers[al_uuid] = (fbx_alitem, {})
# AnimationCurveNodes (also the ones linked to actual animated data!).
curvenodes = {}
for acn_uuid, fbx_acnitem in fbx_table_nodes.items():
fbx_acndata, _blen_data = fbx_acnitem
if fbx_acndata.id != b'AnimationCurveNode' or fbx_acndata.props[2] != b'':
continue
cnode = curvenodes[acn_uuid] = {}
items = []
for n_uuid, n_ctype in fbx_connection_map.get(acn_uuid, ()):
if n_ctype.props[0] != b'OP':
continue
lnk_prop = n_ctype.props[3]
if lnk_prop in {b'Lcl Translation', b'Lcl Rotation', b'Lcl Scaling'}:
# n_uuid can (????) be linked to root '0' node, instead of a mere object node... See T41712.
Bastien Montagne
committed
ob = fbx_helper_nodes.get(n_uuid, None)
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
if ob is None:
continue
items.append((ob, lnk_prop))
elif lnk_prop == b'DeformPercent': # Shape keys.
keyblocks = blend_shape_channels.get(n_uuid)
if keyblocks is None:
continue
items += [(kb, lnk_prop) for kb in keyblocks]
for al_uuid, al_ctype in fbx_connection_map.get(acn_uuid, ()):
if al_ctype.props[0] != b'OO':
continue
fbx_aldata, _blen_aldata = fbx_alitem = fbx_table_nodes.get(al_uuid, (None, None))
if fbx_aldata is None or fbx_aldata.id != b'AnimationLayer' or fbx_aldata.props[2] != b'':
continue
for as_uuid in get_astacks_from_alayer(al_uuid):
_fbx_alitem, anim_items = stacks[as_uuid][1][al_uuid]
assert(_fbx_alitem == fbx_alitem)
for item, item_prop in items:
# No need to keep curvenode FBX data here, contains nothing useful for us.
anim_items.setdefault(item, {})[acn_uuid] = (cnode, item_prop)
# AnimationCurves (real animation data).
for ac_uuid, fbx_acitem in fbx_table_nodes.items():
fbx_acdata, _blen_data = fbx_acitem
if fbx_acdata.id != b'AnimationCurve' or fbx_acdata.props[2] != b'':
continue
for acn_uuid, acn_ctype in fbx_connection_map.get(ac_uuid, ()):
if acn_ctype.props[0] != b'OP':
continue
fbx_acndata, _bl_acndata = fbx_table_nodes.get(acn_uuid, (None, None))
if (fbx_acndata is None or fbx_acndata.id != b'AnimationCurveNode' or
fbx_acndata.props[2] != b'' or acn_uuid not in curvenodes):
continue
# Note this is an infamous simplification of the compound props stuff,
# seems to be standard naming but we'll probably have to be smarter to handle more exotic files?
channel = {b'd|X': 0, b'd|Y': 1, b'd|Z': 2, b'd|DeformPercent': 0}.get(acn_ctype.props[3], None)
if channel is None:
continue
curvenodes[acn_uuid][ac_uuid] = (fbx_acitem, channel)
# And now that we have sorted all this, apply animations!
Bastien Montagne
committed
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, settings.anim_offset)
Bastien Montagne
committed
perfmon.step("FBX import: Assign materials...")
def _():
# link Material's to Geometry (via Model's)
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Geometry':
continue
mesh = fbx_table_nodes.get(fbx_uuid, (None, None))[1]
# can happen in rare cases
if mesh is None:
continue
Bastien Montagne
committed
# In Blender, we link materials to data, typically (meshes), while in FBX they are linked to objects...
# So we have to be careful not to re-add endlessly the same material to a mesh!
# This can easily happen with 'baked' dupliobjects, see T44386.
# TODO: add an option to link materials to objects in Blender instead?
done_mats = set()
Bastien Montagne
committed
for (fbx_lnk, fbx_lnk_item, fbx_lnk_type) in connection_filter_forward(fbx_uuid, b'Model'):
# link materials
fbx_lnk_uuid = elem_uuid(fbx_lnk)
Bastien Montagne
committed
for (fbx_lnk_material, material, fbx_lnk_material_type) in connection_filter_reverse(fbx_lnk_uuid, b'Material'):
if material not in done_mats:
mesh.materials.append(material)
done_mats.add(material)
Bastien Montagne
committed
# We have to validate mesh polygons' mat_idx, see T41015!
# Some FBX seem to have an extra 'default' material which is not defined in FBX file.
if mesh.validate_material_indices():
print("WARNING: mesh '%s' had invalid material indices, those were reset to first material" % mesh.name)
_(); del _
Bastien Montagne
committed
perfmon.step("FBX import: Assign textures...")
Campbell Barton
committed
material_images = {}
fbx_tmpl = fbx_template_get((b'Material', b'KFbxSurfacePhong'))
# b'KFbxSurfaceLambert'
# textures that use this material
def texture_bumpfac_get(fbx_obj):
assert(fbx_obj.id == b'Material')
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
# Do not assert, it can be None actually, sigh...
#~ assert(fbx_props[0] is not None)
# (x / 7.142) is only a guess, cycles usable range is (0.0 -> 0.5)
return elem_props_get_number(fbx_props, b'BumpFactor', 2.5) / 7.142
def texture_mapping_get(fbx_obj):
assert(fbx_obj.id == b'Texture')
fbx_props = (elem_find_first(fbx_obj, b'Properties70'),
elem_find_first(fbx_tmpl, b'Properties70', fbx_elem_nil))
# Do not assert, it can be None actually, sigh...
#~ assert(fbx_props[0] is not None)
return (elem_props_get_vector_3d(fbx_props, b'Translation', (0.0, 0.0, 0.0)),
elem_props_get_vector_3d(fbx_props, b'Rotation', (0.0, 0.0, 0.0)),
elem_props_get_vector_3d(fbx_props, b'Scaling', (1.0, 1.0, 1.0)),
(bool(elem_props_get_enum(fbx_props, b'WrapModeU', 0)),
bool(elem_props_get_enum(fbx_props, b'WrapModeV', 0))))
Campbell Barton
committed
if not use_cycles:
# Simple function to make a new mtex and set defaults
def material_mtex_new(material, image, tex_map):
Campbell Barton
committed
tex = texture_cache.get(image)
if tex is None:
tex = bpy.data.textures.new(name=image.name, type='IMAGE')
tex.image = image
texture_cache[image] = tex
# copy custom properties from image object to texture
for key, value in image.items():
tex[key] = value
# delete custom properties on the image object
for key in image.keys():
del image[key]
Campbell Barton
committed
mtex = material.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = False
# No rotation here...
mtex.offset[:] = tex_map[0]
mtex.scale[:] = tex_map[2]
Campbell Barton
committed
return mtex
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Material':
continue
material = fbx_table_nodes.get(fbx_uuid, (None, None))[1]
for (fbx_lnk,
image,
fbx_lnk_type) in connection_filter_reverse(fbx_uuid, b'Texture'):
if use_cycles:
if fbx_lnk_type.props[0] == b'OP':
lnk_type = fbx_lnk_type.props[3]
ma_wrap = cycles_material_wrap_map[material]
# tx/rot/scale
tex_map = texture_mapping_get(fbx_lnk)
if (tex_map[0] == (0.0, 0.0, 0.0) and
tex_map[1] == (0.0, 0.0, 0.0) and
tex_map[2] == (1.0, 1.0, 1.0) and
tex_map[3] == (False, False)):
use_mapping = False
else:
use_mapping = True
tex_map_kw = {
"translation": tex_map[0],
"rotation": [-i for i in tex_map[1]],
"scale": [((1.0 / i) if i != 0.0 else 1.0) for i in tex_map[2]],
"clamp": tex_map[3],
Bastien Montagne
committed
if lnk_type in {b'DiffuseColor', b'3dsMax|maps|texmap_diffuse'}:
ma_wrap.diffuse_image_set(image)
if use_mapping:
ma_wrap.diffuse_mapping_set(**tex_map_kw)
elif lnk_type == b'SpecularColor':
ma_wrap.specular_image_set(image)
if use_mapping:
ma_wrap.specular_mapping_set(**tex_map_kw)
Bastien Montagne
committed
elif lnk_type in {b'ReflectionColor', b'3dsMax|maps|texmap_reflection'}:
ma_wrap.reflect_image_set(image)
if use_mapping:
ma_wrap.reflect_mapping_set(**tex_map_kw)
Campbell Barton
committed
elif lnk_type == b'TransparentColor': # alpha
ma_wrap.alpha_image_set(image)
if use_mapping:
ma_wrap.alpha_mapping_set(**tex_map_kw)
Campbell Barton
committed
if use_alpha_decals:
material_decals.add(material)
elif lnk_type == b'DiffuseFactor':
pass # TODO
elif lnk_type == b'ShininessExponent':
ma_wrap.hardness_image_set(image)
if use_mapping:
ma_wrap.hardness_mapping_set(**tex_map_kw)
Bastien Montagne
committed
# XXX, applications abuse bump!
elif lnk_type in {b'NormalMap', b'Bump', b'3dsMax|maps|texmap_bump'}:
ma_wrap.normal_image_set(image)
ma_wrap.normal_factor_set(texture_bumpfac_get(fbx_obj))
if use_mapping:
ma_wrap.normal_mapping_set(**tex_map_kw)
"""
elif lnk_type == b'Bump':
ma_wrap.bump_image_set(image)
ma_wrap.bump_factor_set(texture_bumpfac_get(fbx_obj))
if use_mapping:
ma_wrap.bump_mapping_set(**tex_map_kw)
"""
Campbell Barton
committed
else:
print("WARNING: material link %r ignored" % lnk_type)
material_images.setdefault(material, {})[lnk_type] = (image, tex_map)
else:
if fbx_lnk_type.props[0] == b'OP':
lnk_type = fbx_lnk_type.props[3]
# tx/rot/scale (rot is ignored here!).
tex_map = texture_mapping_get(fbx_lnk)
mtex = material_mtex_new(material, image, tex_map)
Bastien Montagne
committed
if lnk_type in {b'DiffuseColor', b'3dsMax|maps|texmap_diffuse'}:
mtex.use_map_color_diffuse = True
mtex.blend_type = 'MULTIPLY'
elif lnk_type == b'SpecularColor':
mtex.use_map_color_spec = True
mtex.blend_type = 'MULTIPLY'
Bastien Montagne
committed
elif lnk_type in {b'ReflectionColor', b'3dsMax|maps|texmap_reflection'}:
mtex.use_map_raymir = True
Campbell Barton
committed
elif lnk_type == b'TransparentColor': # alpha
material.use_transparency = True
material.transparency_method = 'RAYTRACE'
material.alpha = 0.0
mtex.use_map_alpha = True
mtex.alpha_factor = 1.0
if use_alpha_decals:
material_decals.add(material)
elif lnk_type == b'DiffuseFactor':
mtex.use_map_diffuse = True
elif lnk_type == b'ShininessExponent':
mtex.use_map_hardness = True
Bastien Montagne
committed
# XXX, applications abuse bump!
elif lnk_type in {b'NormalMap', b'Bump', b'3dsMax|maps|texmap_bump'}:
mtex.texture.use_normal_map = True # not ideal!
mtex.use_map_normal = True
mtex.normal_factor = texture_bumpfac_get(fbx_obj)
elif lnk_type == b'Bump':
mtex.use_map_normal = True
mtex.normal_factor = texture_bumpfac_get(fbx_obj)
else:
print("WARNING: material link %r ignored" % lnk_type)
Campbell Barton
committed
material_images.setdefault(material, {})[lnk_type] = (image, tex_map)
Campbell Barton
committed
# Check if the diffuse image has an alpha channel,
# if so, use the alpha channel.
# Note: this could be made optional since images may have alpha but be entirely opaque
for fbx_uuid, fbx_item in fbx_table_nodes.items():
fbx_obj, blen_data = fbx_item
if fbx_obj.id != b'Material':
continue
material = fbx_table_nodes.get(fbx_uuid, (None, None))[1]
image, tex_map = material_images.get(material, {}).get(b'DiffuseColor', (None, None))
Campbell Barton
committed
# do we have alpha?
if image and image.depth == 32:
if use_alpha_decals:
material_decals.add(material)
Campbell Barton
committed
if use_cycles:
ma_wrap = cycles_material_wrap_map[material]
if ma_wrap.node_bsdf_alpha.mute:
ma_wrap.alpha_image_set_from_diffuse()
else:
if not any((True for mtex in material.texture_slots if mtex and mtex.use_map_alpha)):
mtex = material_mtex_new(material, image, tex_map)
Campbell Barton
committed
material.use_transparency = True
material.transparency_method = 'RAYTRACE'
material.alpha = 0.0
mtex.use_map_alpha = True
mtex.alpha_factor = 1.0
# propagate mapping from diffuse to all other channels which have none defined.
if use_cycles:
ma_wrap = cycles_material_wrap_map[material]
ma_wrap.mapping_set_from_diffuse()