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Bastien Montagne
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# flags...
keyattr_flags = (
1 << 3 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent,
1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive.
0,
)
# Maybe values controlling TCB & co???
keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)
# And now, the *real* data!
elem_data_single_float64(acurve, b"Default", def_value)
elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION)
elem_data_single_int64_array(acurve, b"KeyTime", keys_to_ktimes(keys))
elem_data_single_float32_array(acurve, b"KeyValueFloat", (v for _f, v in keys))
elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags)
elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat)
elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,))
elem_props_template_finalize(acn_tmpl, acn_props)
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##### Top-level FBX data container. #####
# Helper container gathering some data we need multiple times:
# * templates.
# * objects.
# * connections.
# * takes.
FBXData = namedtuple("FBXData", (
"templates", "templates_users", "connections",
"settings", "scene", "objects", "animations", "frame_start", "frame_end",
"data_empties", "data_lamps", "data_cameras", "data_meshes", "mesh_mat_indices",
"bones_to_posebones", "data_bones", "data_deformers",
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"data_world", "data_materials", "data_textures", "data_videos",
))
def fbx_mat_properties_from_texture(tex):
"""
Returns a set of FBX metarial properties that are affected by the given texture.
Quite obviously, this is a fuzzy and far-from-perfect mapping! Amounts of influence are completely lost, e.g.
Note tex is actually expected to be a texture slot.
"""
# Tex influence does not exists in FBX, so assume influence < 0.5 = no influence... :/
INFLUENCE_THRESHOLD = 0.5
# Mapping Blender -> FBX (blend_use_name, blend_fact_name, fbx_name).
blend_to_fbx = (
# Lambert & Phong...
("diffuse", "diffuse", b"DiffuseFactor"),
("color_diffuse", "diffuse_color", b"DiffuseColor"),
("alpha", "alpha", b"TransparencyFactor"),
("diffuse", "diffuse", b"TransparentColor"), # Uses diffuse color in Blender!
("emit", "emit", b"EmissiveFactor"),
("diffuse", "diffuse", b"EmissiveColor"), # Uses diffuse color in Blender!
("ambient", "ambient", b"AmbientFactor"),
#("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...
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("normal", "normal", b"NormalMap"),
# Note: unsure about those... :/
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#("", "", b"Bump"),
#("", "", b"BumpFactor"),
#("", "", b"DisplacementColor"),
#("", "", b"DisplacementFactor"),
# Phong only.
("specular", "specular", b"SpecularFactor"),
("color_spec", "specular_color", b"SpecularColor"),
# See Material template about those two!
("hardness", "hardness", b"Shininess"),
("hardness", "hardness", b"ShininessExponent"),
("mirror", "mirror", b"ReflectionColor"),
("raymir", "raymir", b"ReflectionFactor"),
)
tex_fbx_props = set()
for use_map_name, name_factor, fbx_prop_name in blend_to_fbx:
if getattr(tex, "use_map_" + use_map_name) and getattr(tex, name_factor + "_factor") >= INFLUENCE_THRESHOLD:
tex_fbx_props.add(fbx_prop_name)
return tex_fbx_props
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def fbx_skeleton_from_armature(scene, settings, armature, objects, data_meshes, bones_to_posebones,
data_bones, data_deformers, arm_parents):
"""
Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh,
create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster).
Also supports "parent to bone" (simple parent to Model/LimbNode).
arm_parents is a set of tuples (armature, object) for all successful armature bindings.
"""
arm = armature.data
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bones = OrderedDict()
for bo, pbo in zip(arm.bones, armature.pose.bones):
key, data_key = get_blender_bone_key(armature, bo)
objects[bo] = key
bones_to_posebones[bo] = pbo
data_bones[bo] = (key, data_key, armature)
bones[bo.name] = bo
for obj in objects.keys():
if not isinstance(obj, Object):
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continue
if obj.type not in {'MESH'}:
continue
if obj.parent != armature:
continue
# Always handled by an Armature modifier...
found = False
for mod in obj.modifiers:
if mod.type not in {'ARMATURE'}:
continue
# We only support vertex groups binding method, not bone envelopes one!
if mod.object == armature and mod.use_vertex_groups:
found = True
break
if not found:
continue
# Now we have a mesh using this armature. First, find out which bones are concerned!
# XXX Assuming here non-used bones can have no cluster, this has to be checked!
used_bones = tuple(bones[vg.name] for vg in obj.vertex_groups if vg.name in bones)
if not used_bones:
continue
# Note: bindpose have no relations at all (no connections), so no need for any preprocess for them.
# Create skin & clusters relations (note skins are connected to geometry, *not* model!).
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_key, me, _free = data_meshes[obj]
clusters = {bo: get_blender_bone_cluster_key(armature, me, bo) for bo in used_bones}
data_deformers.setdefault(armature, {})[me] = (get_blender_armature_skin_key(armature, me), obj, clusters)
# We don't want a regular parent relationship for those in FBX...
arm_parents.add((armature, obj))
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def fbx_animations_simplify(scene_data, animdata):
"""
Simplifies FCurves!
"""
fac = scene_data.settings.bake_anim_simplify_factor
step = scene_data.settings.bake_anim_step
# So that, with default factor and step values (1), we get:
max_frame_diff = step * fac * 10 # max step of 10 frames.
value_diff_fac = fac / 1000 # min value evolution: 0.1% of whole range.
for obj, keys in animdata.items():
if not keys:
continue
extremums = [(min(values), max(values)) for values in zip(*(k[1] for k in keys))]
min_diffs = [max((mx - mn) * value_diff_fac, 0.000001) for mx, mn in extremums]
p_currframe, p_key, p_key_write = keys[0]
p_keyed = [(p_currframe - max_frame_diff, val) for val in p_key]
for currframe, key, key_write in keys:
for idx, (val, p_val) in enumerate(zip(key, p_key)):
p_keyedframe, p_keyedval = p_keyed[idx]
if val == p_val:
# Never write keyframe when value is exactly the same as prev one!
continue
if abs(val - p_val) >= min_diffs[idx]:
# If enough difference from previous sampled value, key this value *and* the previous one!
key_write[idx] = True
p_key_write[idx] = True
p_keyed[idx] = (currframe, val)
elif (abs(val - p_keyedval) >= min_diffs[idx]) or (currframe - p_keyedframe >= max_frame_diff):
# Else, if enough difference from previous keyed value (or max gap between keys is reached),
# key this value only!
key_write[idx] = True
p_keyed[idx] = (currframe, val)
p_currframe, p_key, p_key_write = currframe, key, key_write
# Always key last sampled values (we ignore curves with a single valid key anyway).
p_key_write[:] = [True] * len(p_key_write)
def fbx_animations_objects_do(scene_data, ref_id, f_start, f_end, start_zero):
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Generate animation data (a single AnimStack) from objects, for a given frame range.
"""
objects = scene_data.objects
bake_step = scene_data.settings.bake_anim_step
scene = scene_data.scene
bone_map = scene_data.bones_to_posebones
# FBX mapping info: Property affected, and name of the "sub" property (to distinguish e.g. vector's channels).
fbx_names = (
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("Lcl Translation", "T", "d|X"), ("Lcl Translation", "T", "d|Y"), ("Lcl Translation", "T", "d|Z"),
("Lcl Rotation", "R", "d|X"), ("Lcl Rotation", "R", "d|Y"), ("Lcl Rotation", "R", "d|Z"),
("Lcl Scaling", "S", "d|X"), ("Lcl Scaling", "S", "d|Y"), ("Lcl Scaling", "S", "d|Z"),
)
back_currframe = scene.frame_current
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animdata = OrderedDict((obj, []) for obj in objects.keys())
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p_rots = {}
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currframe = f_start
while currframe < f_end:
real_currframe = currframe - f_start if start_zero else currframe
scene.frame_set(int(currframe), currframe - int(currframe))
for obj in objects.keys():
# Get PoseBone from bone...
tobj = bone_map[obj] if isinstance(obj, Bone) else obj
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# We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!).
p_rot = p_rots.get(tobj, None)
loc, rot, scale, _m, _mr = fbx_object_tx(scene_data, tobj, p_rot)
p_rots[tobj] = rot
tx = tuple(loc) + tuple(units_convert_iter(rot, "radian", "degree")) + tuple(scale)
animdata[obj].append((real_currframe, tx, [False] * len(tx)))
currframe += bake_step
scene.frame_set(back_currframe, 0.0)
fbx_animations_simplify(scene_data, animdata)
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animations = OrderedDict()
# And now, produce final data (usable by FBX export code)...
for obj, keys in animdata.items():
if not keys:
continue
curves = [[] for k in keys[0][1]]
for currframe, key, key_write in keys:
for idx, (val, wrt) in enumerate(zip(key, key_write)):
if wrt:
curves[idx].append((currframe, val))
# Get PoseBone from bone...
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#tobj = bone_map[obj] if isinstance(obj, Bone) else obj
#loc, rot, scale, _m, _mr = fbx_object_tx(scene_data, tobj)
#tx = tuple(loc) + tuple(units_convert_iter(rot, "radian", "degree")) + tuple(scale)
dtx = (0.0, 0.0, 0.0) + (0.0, 0.0, 0.0) + (1.0, 1.0, 1.0)
# If animation for a channel, (True, keyframes), else (False, current value).
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final_keys = OrderedDict()
for idx, c in enumerate(curves):
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fbx_group, fbx_gname, fbx_item = fbx_names[idx]
fbx_item_key = get_blender_anim_curve_key(obj, fbx_group, fbx_item)
if fbx_group not in final_keys:
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final_keys[fbx_group] = (get_blender_anim_curve_node_key(obj, fbx_group), OrderedDict(), fbx_gname)
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final_keys[fbx_group][1][fbx_item] = (fbx_item_key, dtx[idx], c, True if len(c) > 1 else False)
# And now, remove anim groups (i.e. groups of curves affecting a single FBX property) with no curve at all!
del_groups = []
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for grp, (_k, data, _n) in final_keys.items():
if True in (d[3] for d in data.values()):
continue
del_groups.append(grp)
for grp in del_groups:
del final_keys[grp]
if final_keys:
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animations[obj] = (get_blender_anim_layer_key(scene, obj), final_keys)
astack_key = get_blender_anim_stack_key(scene, ref_id)
alayer_key = get_blender_anim_layer_key(scene, ref_id)
name = (ref_id.name if ref_id else scene.name).encode()
if start_zero:
f_end -= f_start
f_start = 0.0
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return (astack_key, animations, alayer_key, name, f_start, f_end) if animations else None
def fbx_animations_objects(scene_data):
"""
Generate global animation data from objects.
"""
scene = scene_data.scene
animations = []
frame_start = 1e100
frame_end = -1e100
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# Per-NLA strip animstacks.
if scene_data.settings.bake_anim_use_nla_strips:
strips = []
for obj in scene_data.objects:
# NLA tracks only for objects, not bones!
if not isinstance(obj, Object) or not obj.animation_data:
continue
for track in obj.animation_data.nla_tracks:
if track.mute:
continue
for strip in track.strips:
if strip.mute:
continue
strips.append(strip)
strip.mute = True
for strip in strips:
strip.mute = False
anim = fbx_animations_objects_do(scene_data, strip, strip.frame_start, strip.frame_end, True)
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if anim is not None:
animations.append(anim)
f_start, f_end = anim [4:6]
if f_start < frame_start:
frame_start = f_start
if f_end > frame_end:
frame_end = f_end
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strip.mute = True
for strip in strips:
strip.mute = False
# Global (containing everything) animstack.
if not scene_data.settings.bake_anim_use_nla_strips or not animations:
anim = fbx_animations_objects_do(scene_data, None, scene.frame_start, scene.frame_end, False)
if anim is not None:
animations.append(anim)
if scene.frame_start < frame_start:
frame_start = scene.frame_start
if scene.frame_end > frame_end:
frame_end = scene.frame_end
return animations, frame_start, frame_end
def fbx_data_from_scene(scene, settings):
"""
Do some pre-processing over scene's data...
"""
objtypes = settings.object_types
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objects = settings.context_objects
##### Gathering data...
# This is rather simple for now, maybe we could end generating templates with most-used values
# instead of default ones?
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objects = OrderedDict((obj, get_blenderID_key(obj)) for obj in objects if obj.type in objtypes)
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data_lamps = OrderedDict((obj.data, get_blenderID_key(obj.data)) for obj in objects if obj.type == 'LAMP')
# Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
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data_cameras = OrderedDict((obj, get_blenderID_key(obj.data)) for obj in objects if obj.type == 'CAMERA')
# Yep! Contains nothing, but needed!
data_empties = OrderedDict((obj, get_blender_empty_key(obj)) for obj in objects if obj.type == 'EMPTY')
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data_meshes = OrderedDict()
for obj in objects:
if obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
continue
if settings.use_mesh_modifiers or obj.type in BLENDER_OTHER_OBJECT_TYPES:
tmp_mods = []
if obj.type == 'MESH' and settings.bake_anim:
# For meshes, when anim export is enabled, disable Armature modifiers here!
for mod in obj.modifiers:
if mod.type == 'ARMATURE':
tmp_mods.append((mod, mod.show_render))
mod.show_render = False
tmp_me = obj.to_mesh(scene, apply_modifiers=True, settings='RENDER')
data_meshes[obj] = (get_blenderID_key(tmp_me), tmp_me, True)
# Re-enable temporary disabled modifiers.
for mod, show_render in tmp_mods:
mod.show_render = show_render
else:
data_meshes[obj] = (get_blenderID_key(obj.data), obj.data, False)
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data_bones = OrderedDict()
data_deformers = OrderedDict()
bones_to_posebones = dict()
arm_parents = set()
for obj in tuple(objects.keys()):
if obj.type not in {'ARMATURE'}:
continue
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fbx_skeleton_from_armature(scene, settings, obj, objects, data_meshes, bones_to_posebones,
data_bones, data_deformers, arm_parents)
# Some world settings are embedded in FBX materials...
if scene.world:
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data_world = OrderedDict(((scene.world, get_blenderID_key(scene.world)),))
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data_world = OrderedDict()
# TODO: Check all the mat stuff works even when mats are linked to Objects
# (we can then have the same mesh used with different materials...).
# *Should* work, as FBX always links its materials to Models (i.e. objects).
# XXX However, material indices would probably break...
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data_materials = OrderedDict()
for obj in objects:
# Only meshes for now!
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if not isinstance(obj, Object) or obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
continue
for mat_s in obj.material_slots:
mat = mat_s.material
# Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
# However, I doubt anything else than Lambert/Phong is really portable!
# We support any kind of 'surface' shader though, better to have some kind of default Lambert than nothing.
# TODO: Support nodes (*BIG* todo!).
if mat.type in {'SURFACE'} and not mat.use_nodes:
if mat in data_materials:
data_materials[mat][1].append(obj)
else:
data_materials[mat] = (get_blenderID_key(mat), [obj])
# Note FBX textures also hold their mapping info.
# TODO: Support layers?
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data_textures = OrderedDict()
# FbxVideo also used to store static images...
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data_videos = OrderedDict()
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# For now, do not use world textures, don't think they can be linked to anything FBX wise...
for mat in data_materials.keys():
for tex in mat.texture_slots:
if tex is None:
continue
# For now, only consider image textures.
# Note FBX does has support for procedural, but this is not portable at all (opaque blob),
# so not useful for us.
# TODO I think ENVIRONMENT_MAP should be usable in FBX as well, but for now let it aside.
#if tex.texture.type not in {'IMAGE', 'ENVIRONMENT_MAP'}:
if tex.texture.type not in {'IMAGE'}:
continue
img = tex.texture.image
if img is None:
continue
# Find out whether we can actually use this texture for this material, in FBX context.
tex_fbx_props = fbx_mat_properties_from_texture(tex)
if not tex_fbx_props:
continue
if tex in data_textures:
data_textures[tex][1][mat] = tex_fbx_props
else:
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data_textures[tex] = (get_blenderID_key(tex), OrderedDict(((mat, tex_fbx_props),)))
if img in data_videos:
data_videos[img][1].append(tex)
else:
data_videos[img] = (get_blenderID_key(img), [tex])
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animations = ()
if settings.bake_anim:
# From objects & bones only for a start.
tmp_scdata = FBXData( # Kind of hack, we need a temp scene_data for object's space handling to bake animations...
None, None, None,
settings, scene, objects, None, 0.0, 0.0,
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data_empties, data_lamps, data_cameras, data_meshes, None,
bones_to_posebones, data_bones, data_deformers,
data_world, data_materials, data_textures, data_videos,
)
animations, frame_start, frame_end = fbx_animations_objects(tmp_scdata)
##### Creation of templates...
templates = OrderedDict()
templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
if data_empties:
templates[b"Null"] = fbx_template_def_null(scene, settings, nbr_users=len(data_empties))
if data_lamps:
templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lamps))
if data_cameras:
templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras))
if data_bones:
templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones))
if data_meshes:
templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=len(data_meshes))
if objects:
templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects))
if arm_parents:
# Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures
templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents))
if data_deformers:
nbr = len(data_deformers)
nbr += sum(len(clusters) for def_me in data_deformers.values() for a, b, clusters in def_me.values())
templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr)
# No world support in FBX...
"""
if data_world:
templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
"""
if data_materials:
templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))
if data_textures:
templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))
if data_videos:
templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))
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nbr_astacks = len(animations)
nbr_acnodes = 0
nbr_acurves = 0
for _astack_key, astack, _al, _n, _fs, _fe in animations:
for _alayer_key, alayer in astack.values():
for _acnode_key, acnode, _acnode_name in alayer.values():
nbr_acnodes += 1
for _acurve_key, _dval, acurve, acurve_valid in acnode.values():
if acurve:
nbr_acurves += 1
templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks)
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# Would be nice to have one layer per animated object, but this seems tricky and not that well supported.
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# So for now, only one layer per anim stack.
templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks)
templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes)
templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves)
templates_users = sum(tmpl.nbr_users for tmpl in templates.values())
##### Creation of connections...
connections = []
# Objects (with classical parenting).
for obj, obj_key in objects.items():
# Bones are handled later.
if isinstance(obj, Object):
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par = obj.parent
par_key = 0 # Convention, "root" node (never explicitly written).
if par and par in objects:
par_type = obj.parent_type
if par_type in {'OBJECT', 'BONE'}:
# Meshes parented to armature also have 'OBJECT' par_type, in FBX this is handled separately,
# we do not want an extra object parenting!
if (par, obj) not in arm_parents:
par_key = objects[par]
else:
print("Sorry, “{}” parenting type is not supported".format(par_type))
connections.append((b"OO", get_fbxuid_from_key(obj_key), get_fbxuid_from_key(par_key), None))
# Armature & Bone chains.
for bo, (bo_key, _bo_data_key, arm) in data_bones.items():
par = bo.parent
if not par: # Root bone.
par = arm
if par not in objects:
continue
connections.append((b"OO", get_fbxuid_from_key(bo_key), get_fbxuid_from_key(objects[par]), None))
# Empties
for empty_obj, empty_key in data_empties.items():
empty_obj_key = objects[empty_obj]
connections.append((b"OO", get_fbxuid_from_key(empty_key), get_fbxuid_from_key(empty_obj_key), None))
# Cameras
for obj_cam, cam_key in data_cameras.items():
cam_obj_key = objects[obj_cam]
connections.append((b"OO", get_fbxuid_from_key(cam_key), get_fbxuid_from_key(cam_obj_key), None))
# Object data.
for obj, obj_key in objects.items():
if isinstance(obj, Bone):
_bo_key, bo_data_key, _arm = data_bones[obj]
assert(_bo_key == obj_key)
connections.append((b"OO", get_fbxuid_from_key(bo_data_key), get_fbxuid_from_key(obj_key), None))
elif obj.type == 'LAMP':
lamp_key = data_lamps[obj.data]
connections.append((b"OO", get_fbxuid_from_key(lamp_key), get_fbxuid_from_key(obj_key), None))
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elif obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:
mesh_key, _me, _free = data_meshes[obj]
connections.append((b"OO", get_fbxuid_from_key(mesh_key), get_fbxuid_from_key(obj_key), None))
# Deformers (armature-to-geometry, only for meshes currently)...
for arm, deformed_meshes in data_deformers.items():
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for me, (skin_key, obj, clusters) in deformed_meshes.items():
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mesh_key, _me, _free = data_meshes[obj]
assert(me == _me)
connections.append((b"OO", get_fbxuid_from_key(skin_key), get_fbxuid_from_key(mesh_key), None))
for bo, clstr_key in clusters.items():
# cluster -> skin
connections.append((b"OO", get_fbxuid_from_key(clstr_key), get_fbxuid_from_key(skin_key), None))
# bone -> cluster
connections.append((b"OO", get_fbxuid_from_key(objects[bo]), get_fbxuid_from_key(clstr_key), None))
# Materials
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mesh_mat_indices = OrderedDict()
_objs_indices = {}
for mat, (mat_key, objs) in data_materials.items():
for obj in objs:
obj_key = objects[obj]
connections.append((b"OO", get_fbxuid_from_key(mat_key), get_fbxuid_from_key(obj_key), None))
# Get index of this mat for this object.
# Mat indices for mesh faces are determined by their order in 'mat to ob' connections.
# Only mats for meshes currently...
me = obj.data
idx = _objs_indices[obj] = _objs_indices.get(obj, -1) + 1
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mesh_mat_indices.setdefault(me, OrderedDict())[mat] = idx
del _objs_indices
# Textures
for tex, (tex_key, mats) in data_textures.items():
for mat, fbx_mat_props in mats.items():
mat_key, _objs = data_materials[mat]
for fbx_prop in fbx_mat_props:
# texture -> material properties
connections.append((b"OP", get_fbxuid_from_key(tex_key), get_fbxuid_from_key(mat_key), fbx_prop))
# Images
for vid, (vid_key, texs) in data_videos.items():
for tex in texs:
tex_key, _texs = data_textures[tex]
connections.append((b"OO", get_fbxuid_from_key(vid_key), get_fbxuid_from_key(tex_key), None))
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for astack_key, astack, alayer_key, _name, _fstart, _fend in animations:
# Animstack itself is linked nowhere!
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astack_id = get_fbxuid_from_key(astack_key)
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# For now, only one layer!
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alayer_id = get_fbxuid_from_key(alayer_key)
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connections.append((b"OO", alayer_id, astack_id, None))
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for obj, (alayer_key, acurvenodes) in astack.items():
obj_id = get_fbxuid_from_key(objects[obj])
# Animlayer -> animstack.
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# alayer_id = get_fbxuid_from_key(alayer_key)
# connections.append((b"OO", alayer_id, astack_id, None))
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for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
# Animcurvenode -> animalayer.
acurvenode_id = get_fbxuid_from_key(acurvenode_key)
connections.append((b"OO", acurvenode_id, alayer_id, None))
# Animcurvenode -> object property.
connections.append((b"OP", acurvenode_id, obj_id, fbx_prop.encode()))
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for fbx_item, (acurve_key, dafault_value, acurve, acurve_valid) in acurves.items():
if acurve:
# Animcurve -> Animcurvenode.
connections.append((b"OP", get_fbxuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
##### And pack all this!
return FBXData(
templates, templates_users, connections,
settings, scene, objects, animations, frame_start, frame_end,
data_empties, data_lamps, data_cameras, data_meshes, mesh_mat_indices,
bones_to_posebones, data_bones, data_deformers,
data_world, data_materials, data_textures, data_videos,
)
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def fbx_scene_data_cleanup(scene_data):
"""
Some final cleanup...
"""
# Delete temp meshes.
for _key, me, free in scene_data.data_meshes.values():
if free:
bpy.data.meshes.remove(me)
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##### Top-level FBX elements generators. #####
def fbx_header_elements(root, scene_data, time=None):
"""
Write boiling code of FBX root.
time is expected to be a datetime.datetime object, or None (using now() in this case).
"""
##### Start of FBXHeaderExtension element.
header_ext = elem_empty(root, b"FBXHeaderExtension")
elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)
elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)
# No encryption!
elem_data_single_int32(header_ext, b"EncryptionType", 0)
if time is None:
time = datetime.datetime.now()
elem = elem_empty(header_ext, b"CreationTimeStamp")
elem_data_single_int32(elem, b"Version", 1000)
elem_data_single_int32(elem, b"Year", time.year)
elem_data_single_int32(elem, b"Month", time.month)
elem_data_single_int32(elem, b"Day", time.day)
elem_data_single_int32(elem, b"Hour", time.hour)
elem_data_single_int32(elem, b"Minute", time.minute)
elem_data_single_int32(elem, b"Second", time.second)
elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)
elem_data_single_string_unicode(header_ext, b"Creator", "Blender version %s" % bpy.app.version_string)
# 'SceneInfo' seems mandatory to get a valid FBX file...
# TODO use real values!
# XXX Should we use scene.name.encode() here?
scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
scene_info.add_string(b"UserData")
elem_data_single_string(scene_info, b"Type", b"UserData")
elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
meta_data = elem_empty(scene_info, b"MetaData")
elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
elem_data_single_string(meta_data, b"Title", b"")
elem_data_single_string(meta_data, b"Subject", b"")
elem_data_single_string(meta_data, b"Author", b"")
elem_data_single_string(meta_data, b"Keywords", b"")
elem_data_single_string(meta_data, b"Revision", b"")
elem_data_single_string(meta_data, b"Comment", b"")
props = elem_properties(scene_info)
elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
original = elem_props_compound(props, b"Original")
original("p_string", b"ApplicationVendor", "Blender Foundation")
original("p_string", b"ApplicationName", "Blender")
original("p_string", b"ApplicationVersion", "2.70")
original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
original("p_string", b"FileName", "/foobar.fbx")
lastsaved = elem_props_compound(props, b"LastSaved")
lastsaved("p_string", b"ApplicationVendor", "Blender Foundation")
lastsaved("p_string", b"ApplicationName", "Blender")
lastsaved("p_string", b"ApplicationVersion", "2.70")
lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
##### End of FBXHeaderExtension element.
# FileID is replaced by dummy value currently...
elem_data_single_bytes(root, b"FileId", b"FooBar")
# CreationTime is replaced by dummy value currently, but anyway...
elem_data_single_string_unicode(root, b"CreationTime",
"{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
"".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
time.microsecond * 1000))
elem_data_single_string_unicode(root, b"Creator", "Blender version %s" % bpy.app.version_string)
##### Start of GlobalSettings element.
global_settings = elem_empty(root, b"GlobalSettings")
elem_data_single_int32(global_settings, b"Version", 1000)
props = elem_properties(global_settings)
up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
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elem_props_set(props, "p_double", b"UnitScaleFactor", 1.0)
elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", 1.0)
elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")
# Global timing data.
r = scene_data.scene.render
fps = r.fps / r.fps_base
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fbx_fps, fbx_fps_mode = FBX_FRAMERATES[0] # Custom framerate.
for ref_fps, fps_mode in FBX_FRAMERATES:
if similar_values(fps, ref_fps):
fbx_fps = ref_fps
fbx_fps_mode = fps_mode
elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode)
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elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
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elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps)
##### End of GlobalSettings element.
def fbx_documents_elements(root, scene_data):
"""
Write 'Document' part of FBX root.
Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
time is expected to be a datetime.datetime object, or None (using now() in this case).
"""
name = scene_data.scene.name
##### Start of Documents element.
docs = elem_empty(root, b"Documents")
elem_data_single_int32(docs, b"Count", 1)
doc_uid = get_fbxuid_from_key("__FBX_Document__" + name)
doc = elem_data_single_int64(docs, b"Document", doc_uid)
doc.add_string_unicode(name)
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doc.add_string_unicode(name)
props = elem_properties(doc)
elem_props_set(props, "p_object", b"SourceObject")
elem_props_set(props, "p_string", b"ActiveAnimStackName", "")
# XXX Some kind of ID? Offset?
# Anyway, as long as we have only one doc, probably not an issue.
elem_data_single_int64(doc, b"RootNode", 0)
def fbx_references_elements(root, scene_data):
"""
Have no idea what references are in FBX currently... Just writing empty element.
"""
docs = elem_empty(root, b"References")
def fbx_definitions_elements(root, scene_data):
"""
Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
"""
definitions = elem_empty(root, b"Definitions")
elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
elem_data_single_int32(definitions, b"Count", scene_data.templates_users)
fbx_templates_generate(definitions, scene_data.templates)
def fbx_objects_elements(root, scene_data):
"""
Data (objects, geometry, material, textures, armatures, etc.
"""
objects = elem_empty(root, b"Objects")
for empty in scene_data.data_empties.keys():
fbx_data_empty_elements(objects, empty, scene_data)
for lamp in scene_data.data_lamps.keys():
fbx_data_lamp_elements(objects, lamp, scene_data)
for cam in scene_data.data_cameras.keys():
fbx_data_camera_elements(objects, cam, scene_data)
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for me_obj in scene_data.data_meshes.keys():
fbx_data_mesh_elements(objects, me_obj, scene_data)
for obj in scene_data.objects.keys():
fbx_data_object_elements(objects, obj, scene_data)
for obj in scene_data.objects.keys():
if not isinstance(obj, Object) or obj.type not in {'ARMATURE'}:
continue
fbx_data_armature_elements(objects, obj, scene_data)
for mat in scene_data.data_materials.keys():
fbx_data_material_elements(objects, mat, scene_data)
for tex in scene_data.data_textures.keys():
fbx_data_texture_file_elements(objects, tex, scene_data)
for vid in scene_data.data_videos.keys():
fbx_data_video_elements(objects, vid, scene_data)
fbx_data_animation_elements(objects, scene_data)
def fbx_connections_elements(root, scene_data):
"""
Relations between Objects (which material uses which texture, and so on).
"""
connections = elem_empty(root, b"Connections")
for c in scene_data.connections:
elem_connection(connections, *c)
def fbx_takes_elements(root, scene_data):
"""
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Animations.
# XXX Are takes needed at all in new anim system?
takes = elem_empty(root, b"Takes")
elem_data_single_string(takes, b"Current", b"")
animations = scene_data.animations
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if not animations:
return
scene = scene_data.scene
take_name = scene.name.encode()
fps = scene.render.fps / scene.render.fps_base
scene_start_ktime = int(units_convert(scene_data.frame_start / fps, "second", "ktime"))
scene_end_ktime = int(units_convert(scene_data.frame_end + 1 / fps, "second", "ktime")) # +1 is unity hack...
take = elem_data_single_string(takes, b"Take", take_name)
elem_data_single_string(take, b"FileName", take_name + b".tak")
take_loc_time = elem_data_single_int64(take, b"LocalTime", scene_start_ktime)
take_loc_time.add_int64(scene_end_ktime)
take_ref_time = elem_data_single_int64(take, b"ReferenceTime", scene_start_ktime)
take_ref_time.add_int64(scene_end_ktime)
##### "Main" functions. #####
FBXSettingsMedia = namedtuple("FBXSettingsMedia", (
"path_mode", "base_src", "base_dst", "subdir",
"embed_textures", "copy_set",
))
FBXSettings = namedtuple("FBXSettings", (
"to_axes", "global_matrix", "global_scale",
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"bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
"context_objects", "object_types", "use_mesh_modifiers",
"mesh_smooth_type", "use_mesh_edges", "use_tspace", "use_armature_deform_only",
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"bake_anim", "bake_anim_use_nla_strips", "bake_anim_step", "bake_anim_simplify_factor",
"use_metadata", "media_settings", "use_custom_properties",
))
# This func can be called with just the filepath
def save_single(operator, scene, filepath="",
global_matrix=Matrix(),
axis_up="Z",
axis_forward="Y",
context_objects=None,
object_types=None,
use_mesh_modifiers=True,
mesh_smooth_type='FACE',
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bake_anim_use_nla_strips=True,
bake_anim_step=1.0,
bake_anim_simplify_factor=1.0,
use_metadata=True,
path_mode='AUTO',
use_mesh_edges=True,
use_tspace=True,
embed_textures=False,
use_custom_properties=False,
bake_space_transform=False,
**kwargs
):
if object_types is None:
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object_types = {'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'}
if 'OTHER' in object_types:
object_types |= BLENDER_OTHER_OBJECT_TYPES
global_scale = global_matrix.median_scale
global_matrix_inv = global_matrix.inverted()
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# For transforming mesh normals.
global_matrix_inv_transposed = global_matrix_inv.transposed()
# Only embed textures in COPY mode!
if embed_textures and path_mode != 'COPY':
embed_textures = False
media_settings = FBXSettingsMedia(
path_mode,
os.path.dirname(bpy.data.filepath), # base_src
os.path.dirname(filepath), # base_dst
# Local dir where to put images (medias), using FBX conventions.
os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir
embed_textures,
set(), # copy_set
)
settings = FBXSettings(
(axis_up, axis_forward), global_matrix, global_scale,
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bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
context_objects, object_types, use_mesh_modifiers,
mesh_smooth_type, use_mesh_edges, use_tspace, False,
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bake_anim, bake_anim_use_nla_strips, bake_anim_step, bake_anim_simplify_factor,
False, media_settings, use_custom_properties,
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import bpy_extras.io_utils
print('\nFBX export starting... %r' % filepath)
start_time = time.process_time()
# Generate some data about exported scene...
scene_data = fbx_data_from_scene(scene, settings)
root = elem_empty(None, b"") # Root element has no id, as it is not saved per se!
# Mostly FBXHeaderExtension and GlobalSettings.
fbx_header_elements(root, scene_data)
# Documents and References are pretty much void currently.
fbx_documents_elements(root, scene_data)
fbx_references_elements(root, scene_data)
# Templates definitions.
fbx_definitions_elements(root, scene_data)
# Actual data.
fbx_objects_elements(root, scene_data)
# How data are inter-connected.
fbx_connections_elements(root, scene_data)
# Animation.
fbx_takes_elements(root, scene_data)
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# Cleanup!
fbx_scene_data_cleanup(scene_data)
# And we are down, we can write the whole thing!
encode_bin.write(filepath, root, FBX_VERSION)
# copy all collected files, if we did not embed them.
if not media_settings.embed_textures:
bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)
print('export finished in %.4f sec.' % (time.process_time() - start_time))
return {'FINISHED'}
# defaults for applications, currently only unity but could add others.
def defaults_unity3d():
return {
"global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
"use_selection": False,
"object_types": {'ARMATURE', 'EMPTY', 'MESH'},
"use_mesh_modifiers": True,
#"use_armature_deform_only": True,
"bake_anim": True,