Newer
Older
def use_bake_space_transform(scene_data, obj):
# NOTE: Only applies to object types supporting this!!! Currently, only meshes...
# Also, do not apply it to children objects.
# TODO: Check whether this can work for bones too...
return (scene_data.settings.bake_space_transform and not isinstance(obj, (PoseBone, Bone)) and
Bastien Montagne
committed
obj.type in BLENDER_OBJECT_TYPES_MESHLIKE and not has_valid_parent(scene_data, obj))
def fbx_object_matrix(scene_data, obj, armature=None, local_space=False, global_space=False):
Generate object transform matrix (*always* in matching *FBX* space!).
If local_space is True, returned matrix is *always* in local space.
Else if global_space is True, returned matrix is always in world space.
If both local_space and global_space are False, returned matrix is in parent space if parent is valid,
else in world space.
Note local_space has precedence over global_space.
If obj is a bone, and global_space is True, armature must be provided (it's the bone's armature object!).
Applies specific rotation to bones, lamps and cameras (conversion Blender -> FBX).
"""
is_posebone = isinstance(obj, PoseBone)
is_bone = is_posebone or isinstance(obj, Bone)
# Objects which are not bones and do not have any parent are *always* in global space (unless local_space is True!).
is_global = not local_space and (global_space or not (is_bone or has_valid_parent(scene_data, obj)))
# Up till here, our matrix is in local space, time to bring it in its final desired space.
if is_bone:
bo = obj
matrix = (bo.matrix if is_posebone else bo.matrix_local) * MAT_CONVERT_BONE
# Bones are in armature (object) space currently, either bring them to global space or real
# local space (relative to parent bone).
if is_global:
matrix = armature.matrix_world * matrix
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
else: # Handle parent bone is needed.
par_matrix = None
if is_posebone and bo.bone.parent:
par_matrix = scene_data.bones_to_posebones[bo.bone.parent].matrix
elif bo.parent:
par_matrix = bo.parent.matrix_local
if par_matrix:
par_matrix = par_matrix * MAT_CONVERT_BONE
matrix = par_matrix.inverted() * matrix
else:
matrix = obj.matrix_local
# Lamps, and cameras need to be rotated (in local space!).
if obj.type == 'LAMP':
matrix = matrix * MAT_CONVERT_LAMP
elif obj.type == 'CAMERA':
matrix = matrix * MAT_CONVERT_CAMERA
if obj.parent:
if is_global:
# Move matrix to global Blender space.
matrix = obj.parent.matrix_world * matrix
elif use_bake_space_transform(scene_data, obj.parent):
# Blender's and FBX's local space of parent may differ if we use bake_space_transform...
# Apply parent's *Blender* local space...
matrix = obj.parent.matrix_local * matrix
# ...and move it back into parent's *FBX* local space.
par_mat = fbx_object_matrix(scene_data, obj.parent, local_space=True)
matrix = par_mat.inverted() * matrix
if use_bake_space_transform(scene_data, obj):
# If we bake the transforms we need to post-multiply inverse global transform.
# This means that the global transform will not apply to children of this transform.
matrix = matrix * scene_data.settings.global_matrix_inv
if is_global:
# In any case, pre-multiply the global matrix to get it in FBX global space!
matrix = scene_data.settings.global_matrix * matrix
return matrix
Bastien Montagne
committed
def fbx_object_tx(scene_data, obj, rot_euler_compat=None):
"""
Generate object transform data (always in local space when possible).
"""
matrix = fbx_object_matrix(scene_data, obj)
loc, rot, scale = matrix.decompose()
matrix_rot = rot.to_matrix()
Bastien Montagne
committed
# quat -> euler, we always use 'XYZ' order, use ref rotation if given.
if rot_euler_compat is not None:
rot = rot.to_euler('XYZ', rot_euler_compat)
else:
rot = rot.to_euler('XYZ')
return loc, rot, scale, matrix, matrix_rot
def fbx_name_class(name, cls):
return FBX_NAME_CLASS_SEP.join((name, cls))
def fbx_data_element_custom_properties(props, bid):
"""
Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
"""
for k, v in bid.items():
if isinstance(v, str):
elem_props_set(props, "p_string", k.encode(), v, custom=True)
elif isinstance(v, int):
elem_props_set(props, "p_integer", k.encode(), v, custom=True)
if isinstance(v, float):
Bastien Montagne
committed
elem_props_set(props, "p_double", k.encode(), v, custom=True)
def fbx_data_empty_elements(root, empty, scene_data):
"""
Write the Empty data block.
"""
empty_key = scene_data.data_empties[empty]
null = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(empty_key))
null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
null.add_string(b"Null")
elem_data_single_string(null, b"TypeFlags", b"Null")
Bastien Montagne
committed
tmpl = elem_props_template_init(scene_data.templates, b"Null")
props = elem_properties(null)
Bastien Montagne
committed
elem_props_template_finalize(tmpl, props)
# No custom properties, already saved with object (Model).
def fbx_data_lamp_elements(root, lamp, scene_data):
"""
Write the Lamp data block.
"""
gscale = scene_data.settings.global_scale
lamp_key = scene_data.data_lamps[lamp]
do_light = True
decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT']
do_shadow = False
shadow_color = Vector((0.0, 0.0, 0.0))
if lamp.type not in {'HEMI'}:
if lamp.type not in {'SUN', 'AREA'}:
decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type]
do_light = (not lamp.use_only_shadow) and (lamp.use_specular or lamp.use_diffuse)
do_shadow = lamp.shadow_method not in {'NOSHADOW'}
shadow_color = lamp.shadow_color
light = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(lamp_key))
light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
light.add_string(b"Light")
elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION) # Sic...
Bastien Montagne
committed
tmpl = elem_props_template_init(scene_data.templates, b"Light")
props = elem_properties(light)
elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale)
elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
if lamp.type in {'SPOT'}:
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
Bastien Montagne
committed
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, lamp)
def fbx_data_camera_elements(root, cam_obj, scene_data):
"""
Write the Camera data blocks.
"""
gscale = scene_data.settings.global_scale
cam_data = cam_obj.data
cam_key = scene_data.data_cameras[cam_obj]
# Real data now, good old camera!
# Object transform info.
loc, rot, scale, matrix, matrix_rot = fbx_object_tx(scene_data, cam_obj)
up = matrix_rot * Vector((0.0, 1.0, 0.0))
to = matrix_rot * Vector((0.0, 0.0, -1.0))
# Render settings.
# TODO We could export much more...
render = scene_data.scene.render
width = render.resolution_x
height = render.resolution_y
aspect = width / height
# Film width & height from mm to inches
filmwidth = units_convert(cam_data.sensor_width, "millimeter", "inch")
filmheight = units_convert(cam_data.sensor_height, "millimeter", "inch")
filmaspect = filmwidth / filmheight
# Film offset
offsetx = filmwidth * cam_data.shift_x
offsety = filmaspect * filmheight * cam_data.shift_y
cam = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(cam_key))
cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
cam.add_string(b"Camera")
Bastien Montagne
committed
tmpl = elem_props_template_init(scene_data.templates, b"Camera")
props = elem_properties(cam)
Bastien Montagne
committed
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to) # Point, not vector!
# Should we use world value?
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)
elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3) # FocalLength.
elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2) # FitHorizontal.
elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
# No need to convert to inches here...
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1) # RelativeToCamera.
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)
Bastien Montagne
committed
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, cam_data)
elem_data_single_string(cam, b"TypeFlags", b"Camera")
elem_data_single_int32(cam, b"GeometryVersion", 124) # Sic...
elem_data_vec_float64(cam, b"Position", loc)
elem_data_vec_float64(cam, b"Up", up)
elem_data_vec_float64(cam, b"LookAt", to)
elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
elem_data_single_int32(cam, b"ShowAudio", 0)
elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)
def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
"""
Write the Mesh (Geometry) data block.
"""
Bastien Montagne
committed
# Ugly helper... :/
def _infinite_gen(val):
while 1:
yield val
Bastien Montagne
committed
me_key, me, _free = scene_data.data_meshes[me_obj]
# In case of multiple instances of same mesh, only write it once!
if me_key in done_meshes:
return
# No gscale/gmat here, all data are supposed to be in object space.
smooth_type = scene_data.settings.mesh_smooth_type
do_bake_space_transform = use_bake_space_transform(scene_data, me_obj)
# 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 = scene_data.settings.global_matrix if do_bake_space_transform else None
# We need to apply the inverse transpose of the global matrix when transforming normals.
Bastien Montagne
committed
geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
if geom_mat_no is not None:
# Remove translation & scaling!
geom_mat_no.translation = Vector()
geom_mat_no.normalize()
geom = elem_data_single_int64(root, b"Geometry", get_fbxuid_from_key(me_key))
geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
geom.add_string(b"Mesh")
tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
props = elem_properties(geom)
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, me)
elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)
# Vertex cos.
t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
me.vertices.foreach_get("co", t_co)
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)))
t_co = _vcos_transformed_gen(t_co, geom_mat_co)
elem_data_single_float64_array(geom, b"Vertices", t_co)
del t_co
# Polygon indices.
#
# We do loose edges as two-vertices faces, if enabled...
#
# Note we have to process Edges in the same time, as they are based on poly's loops...
loop_nbr = len(me.loops)
t_pvi = array.array(data_types.ARRAY_INT32, (0,)) * loop_nbr
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
t_ls = [None] * len(me.polygons)
me.loops.foreach_get("vertex_index", t_pvi)
me.polygons.foreach_get("loop_start", t_ls)
# Add "fake" faces for loose edges.
if scene_data.settings.use_mesh_edges:
t_le = tuple(e.vertices for e in me.edges if e.is_loose)
t_pvi.extend(chain(*t_le))
t_ls.extend(range(loop_nbr, loop_nbr + len(t_le), 2))
del t_le
# Edges...
# Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
# The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
# Advantage: Only one index per edge.
# Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
# for loose edges).
# We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
# (like e.g. crease).
t_eli = array.array(data_types.ARRAY_INT32)
edges_map = {}
edges_nbr = 0
if t_ls and t_pvi:
t_ls = set(t_ls)
todo_edges = [None] * len(me.edges) * 2
me.edges.foreach_get("vertices", todo_edges)
todo_edges = set((v1, v2) if v1 < v2 else (v2, v1) for v1, v2 in zip(*(iter(todo_edges),) * 2))
li = 0
vi = vi_start = t_pvi[0]
for li_next, vi_next in enumerate(t_pvi[1:] + t_pvi[:1], start=1):
if li_next in t_ls: # End of a poly's loop.
vi2 = vi_start
vi_start = vi_next
else:
vi2 = vi_next
e_key = (vi, vi2) if vi < vi2 else (vi2, vi)
if e_key in todo_edges:
t_eli.append(li)
todo_edges.remove(e_key)
edges_map[e_key] = edges_nbr
edges_nbr += 1
vi = vi_next
li = li_next
# End of edges!
# We have to ^-1 last index of each loop.
for ls in t_ls:
t_pvi[ls - 1] ^= -1
# And finally we can write data!
elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
elem_data_single_int32_array(geom, b"Edges", t_eli)
del t_pvi
del t_ls
del t_eli
# And now, layers!
# Smoothing.
if smooth_type in {'FACE', 'EDGE'}:
t_ps = None
_map = b""
if smooth_type == 'FACE':
t_ps = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
me.polygons.foreach_get("use_smooth", t_ps)
_map = b"ByPolygon"
else: # EDGE
# Write Edge Smoothing.
t_ps = array.array(data_types.ARRAY_INT32, (0,)) * edges_nbr
for e in me.edges:
if e.key not in edges_map:
continue # Only loose edges, in theory!
t_ps[edges_map[e.key]] = not e.use_edge_sharp
_map = b"ByEdge"
lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
elem_data_single_string(lay_smooth, b"Name", b"")
elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps) # Sight, int32 for bool...
del t_ps
# TODO: Edge crease (LayerElementCrease).
# And we are done with edges!
del edges_map
# Loop normals.
# NOTE: this is not supported by importer currently.
# XXX Official docs says normals should use IndexToDirect,
# but this does not seem well supported by apps currently...
me.calc_normals_split()
def _nortuples_gen(raw_nors, m):
Bastien Montagne
committed
# Great, now normals are also expected 4D!
# XXX Back to 3D normals for now!
#gen = zip(*(iter(raw_nors),) * 3 + (_infinite_gen(1.0),))
gen = zip(*(iter(raw_nors),) * 3)
return gen if m is None else (m * Vector(v) for v in gen)
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
me.loops.foreach_get("normal", t_ln)
t_ln = _nortuples_gen(t_ln, geom_mat_no)
t_ln = tuple(t_ln) # No choice... :/
lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
elem_data_single_string(lay_nor, b"Name", b"")
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")
ln2idx = tuple(set(t_ln))
elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx))
# Normal weights, no idea what it is.
#t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(ln2idx)
#elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)
ln2idx = {nor: idx for idx, nor in enumerate(ln2idx)}
elem_data_single_int32_array(lay_nor, b"NormalsIndex", (ln2idx[n] for n in t_ln))
else:
lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
elem_data_single_string(lay_nor, b"Name", b"")
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Normals", chain(*t_ln))
# Normal weights, no idea what it is.
#t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
#elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
del t_ln
# tspace
tspacenumber = 0
if scene_data.settings.use_tspace:
tspacenumber = len(me.uv_layers)
if tspacenumber:
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
#t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
for idx, uvlayer in enumerate(me.uv_layers):
name = uvlayer.name
me.calc_tangents(name)
# Loop bitangents (aka binormals).
# NOTE: this is not supported by importer currently.
me.loops.foreach_get("bitangent", t_ln)
lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION)
elem_data_single_string_unicode(lay_nor, b"Name", name)
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Binormals", chain(*_nortuples_gen(t_ln, geom_mat_no)))
# Binormal weights, no idea what it is.
#elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)
# Loop tangents.
# NOTE: this is not supported by importer currently.
me.loops.foreach_get("tangent", t_ln)
lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx)
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION)
elem_data_single_string_unicode(lay_nor, b"Name", name)
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
elem_data_single_float64_array(lay_nor, b"Tangents", chain(*_nortuples_gen(t_ln, geom_mat_no)))
# Tangent weights, no idea what it is.
#elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
me.free_tangents()
me.free_normals_split()
Bastien Montagne
committed
del _nortuples_gen
# Write VertexColor Layers
# note, no programs seem to use this info :/
vcolnumber = len(me.vertex_colors)
if vcolnumber:
def _coltuples_gen(raw_cols):
return zip(*(iter(raw_cols),) * 3 + (_infinite_gen(1.0),)) # We need a fake alpha...
t_lc = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
for colindex, collayer in enumerate(me.vertex_colors):
collayer.data.foreach_get("color", t_lc)
lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex)
elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION)
elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name)
elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect")
col2idx = tuple(set(_coltuples_gen(t_lc)))
elem_data_single_float64_array(lay_vcol, b"Colors", chain(*col2idx)) # Flatten again...
col2idx = {col: idx for idx, col in enumerate(col2idx)}
elem_data_single_int32_array(lay_vcol, b"ColorIndex", (col2idx[c] for c in _coltuples_gen(t_lc)))
del col2idx
del t_lc
del _coltuples_gen
# Write UV layers.
# Note: LayerElementTexture is deprecated since FBX 2011 - luckily!
# Textures are now only related to materials, in FBX!
uvnumber = len(me.uv_layers)
if uvnumber:
def _uvtuples_gen(raw_uvs):
return zip(*(iter(raw_uvs),) * 2)
t_luv = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 2
for uvindex, uvlayer in enumerate(me.uv_layers):
uvlayer.data.foreach_get("uv", t_luv)
lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex)
elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION)
elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name)
elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex")
elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect")
uv2idx = tuple(set(_uvtuples_gen(t_luv)))
elem_data_single_float64_array(lay_uv, b"UV", chain(*uv2idx)) # Flatten again...
uv2idx = {uv: idx for idx, uv in enumerate(uv2idx)}
elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv] for uv in _uvtuples_gen(t_luv)))
del uv2idx
del t_luv
del _uvtuples_gen
# Face's materials.
me_fbxmats_idx = None
if me in scene_data.mesh_mat_indices:
me_fbxmats_idx = scene_data.mesh_mat_indices[me]
me_blmats = me.materials
if me_fbxmats_idx and me_blmats:
lay_mat = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
elem_data_single_int32(lay_mat, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
elem_data_single_string(lay_mat, b"Name", b"")
nbr_mats = len(me_fbxmats_idx)
if nbr_mats > 1:
t_pm = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
me.polygons.foreach_get("material_index", t_pm)
# We have to validate mat indices, and map them to FBX indices.
blmats_to_fbxmats_idxs = [me_fbxmats_idx[m] for m in me_blmats]
mat_idx_limit = len(blmats_to_fbxmats_idxs)
def_mat = blmats_to_fbxmats_idxs[0]
_gen = (blmats_to_fbxmats_idxs[m] if m < mat_idx_limit else def_mat for m in t_pm)
t_pm = array.array(data_types.ARRAY_INT32, _gen)
elem_data_single_string(lay_mat, b"MappingInformationType", b"ByPolygon")
# XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one
# value per polygon...
# But looks like FBX expects it to be IndexToDirect here (maybe because materials are already
# indices??? *sigh*).
elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect")
elem_data_single_int32_array(lay_mat, b"Materials", t_pm)
del t_pm
else:
elem_data_single_string(lay_mat, b"MappingInformationType", b"AllSame")
elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect")
elem_data_single_int32_array(lay_mat, b"Materials", [0])
# And the "layer TOC"...
layer = elem_data_single_int32(geom, b"Layer", 0)
elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
lay_nor = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal")
elem_data_single_int32(lay_nor, b"TypedIndex", 0)
if tspacenumber:
lay_binor = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
elem_data_single_int32(lay_binor, b"TypedIndex", 0)
lay_tan = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
elem_data_single_int32(lay_tan, b"TypedIndex", 0)
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
if smooth_type in {'FACE', 'EDGE'}:
lay_smooth = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing")
elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
if vcolnumber:
lay_vcol = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
elem_data_single_int32(lay_vcol, b"TypedIndex", 0)
if uvnumber:
lay_uv = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
elem_data_single_int32(lay_uv, b"TypedIndex", 0)
if me_fbxmats_idx is not None:
lay_mat = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_mat, b"Type", b"LayerElementMaterial")
elem_data_single_int32(lay_mat, b"TypedIndex", 0)
# Add other uv and/or vcol layers...
for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber),
fillvalue=0):
layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx))
elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
if vcolidx:
lay_vcol = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx)
if uvidx:
lay_uv = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
elem_data_single_int32(lay_uv, b"TypedIndex", uvidx)
if tspaceidx:
lay_binor = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx)
lay_tan = elem_empty(layer, b"LayerElement")
elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx)
done_meshes.add(me_key)
def fbx_data_material_elements(root, mat, scene_data):
"""
Write the Material data block.
"""
ambient_color = (0.0, 0.0, 0.0)
if scene_data.data_world:
ambient_color = next(iter(scene_data.data_world.keys())).ambient_color
mat_key, _objs = scene_data.data_materials[mat]
# Approximation...
mat_type = b"Phong" if mat.specular_shader in {'COOKTORR', 'PHONG', 'BLINN'} else b"Lambert"
fbx_mat = elem_data_single_int64(root, b"Material", get_fbxuid_from_key(mat_key))
fbx_mat.add_string(fbx_name_class(mat.name.encode(), b"Material"))
fbx_mat.add_string(b"")
elem_data_single_int32(fbx_mat, b"Version", FBX_MATERIAL_VERSION)
# those are not yet properties, it seems...
elem_data_single_string(fbx_mat, b"ShadingModel", mat_type)
elem_data_single_int32(fbx_mat, b"MultiLayer", 0) # Should be bool...
Bastien Montagne
committed
tmpl = elem_props_template_init(scene_data.templates, b"Material")
props = elem_properties(fbx_mat)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode())
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", mat.diffuse_color)
elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", mat.diffuse_color)
elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", mat.diffuse_intensity)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"TransparentColor",
mat.diffuse_color if mat.use_transparency else (1.0, 1.0, 1.0))
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor",
1.0 - mat.alpha if mat.use_transparency else 0.0)
elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0)
elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
# Not sure about those...
b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
Bastien Montagne
committed
b"BumpFactor": (1.0, "p_double"),
b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
Bastien Montagne
committed
b"DisplacementFactor": (0.0, "p_double"),
if mat_type == b"Phong":
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", mat.specular_color)
elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity / 2.0)
# See Material template about those two!
elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10)
elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", mat.mirror_color)
elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor",
mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0)
Bastien Montagne
committed
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, mat)
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
def _gen_vid_path(img, scene_data):
msetts = scene_data.settings.media_settings
fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode,
msetts.subdir, msetts.copy_set, img.library)
fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel)))
return fname_abs, fname_rel
def fbx_data_texture_file_elements(root, tex, scene_data):
"""
Write the (file) Texture data block.
"""
# XXX All this is very fuzzy to me currently...
# Textures do not seem to use properties as much as they could.
# For now assuming most logical and simple stuff.
tex_key, _mats = scene_data.data_textures[tex]
img = tex.texture.image
fname_abs, fname_rel = _gen_vid_path(img, scene_data)
fbx_tex = elem_data_single_int64(root, b"Texture", get_fbxuid_from_key(tex_key))
fbx_tex.add_string(fbx_name_class(tex.name.encode(), b"Texture"))
fbx_tex.add_string(b"")
elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip")
elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION)
elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(tex.name.encode(), b"Texture"))
elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video"))
elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs)
elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)
alpha_source = 0 # None
if img.use_alpha:
if tex.texture.use_calculate_alpha:
alpha_source = 1 # RGBIntensity as alpha.
else:
alpha_source = 2 # Black, i.e. alpha channel.
# BlendMode not useful for now, only affects layered textures afaics.
mapping = 0 # None.
if tex.texture_coords in {'ORCO'}: # XXX Others?
if tex.mapping in {'FLAT'}:
mapping = 1 # Planar
elif tex.mapping in {'CUBE'}:
mapping = 4 # Box
elif tex.mapping in {'TUBE'}:
mapping = 3 # Cylindrical
elif tex.mapping in {'SPHERE'}:
mapping = 2 # Spherical
elif tex.texture_coords in {'UV'}:
# XXX *HOW* do we link to correct UVLayer???
mapping = 6 # UV
wrap_mode = 1 # Clamp
if tex.texture.extension in {'REPEAT'}:
wrap_mode = 0 # Repeat
Bastien Montagne
committed
tmpl = elem_props_template_init(scene_data.templates, b"TextureFile")
props = elem_properties(fbx_tex)
elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source)
elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
img.alpha_mode in {'STRAIGHT'}) # Or is it PREMUL?
elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.offset)
elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", tex.scale)
elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", tex.texture.use_mipmap)
Bastien Montagne
committed
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, tex.texture)
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
def fbx_data_video_elements(root, vid, scene_data):
"""
Write the actual image data block.
"""
vid_key, _texs = scene_data.data_videos[vid]
fname_abs, fname_rel = _gen_vid_path(vid, scene_data)
fbx_vid = elem_data_single_int64(root, b"Video", get_fbxuid_from_key(vid_key))
fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video"))
fbx_vid.add_string(b"Clip")
elem_data_single_string(fbx_vid, b"Type", b"Clip")
# XXX No Version???
elem_data_single_string_unicode(fbx_vid, b"FileName", fname_abs)
elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel)
if scene_data.settings.media_settings.embed_textures:
try:
with open(vid.filepath, 'br') as f:
elem_data_single_byte_array(fbx_vid, b"Content", f.read())
except Exception as e:
print("WARNING: embeding file {} failed ({})".format(vid.filepath, e))
elem_data_single_byte_array(fbx_vid, b"Content", b"")
else:
elem_data_single_byte_array(fbx_vid, b"Content", b"")
def fbx_data_armature_elements(root, armature, scene_data):
"""
Write:
* Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!).
* Deformers (i.e. Skin), bind between an armature and a mesh.
** SubDeformers (i.e. Cluster), one per bone/vgroup pair.
* BindPose.
Note armature itself has no data, it is a mere "Null" Model...
"""
mat_world_arm = fbx_object_matrix(scene_data, armature, global_space=True)
# Bones "data".
for bo in armature.data.bones:
_bo_key, bo_data_key, _arm = scene_data.data_bones[bo]
fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbxuid_from_key(bo_data_key))
fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute"))
fbx_bo.add_string(b"LimbNode")
elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
Bastien Montagne
committed
tmpl = elem_props_template_init(scene_data.templates, b"Bone")
props = elem_properties(fbx_bo)
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_double", b"Size", (bo.tail_local - bo.head_local).length)
Bastien Montagne
committed
elem_props_template_finalize(tmpl, props)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, bo)
# Deformers and BindPoses.
# Note: we might also use Deformers for our "parent to vertex" stuff???
deformer = scene_data.data_deformers.get(armature, None)
if deformer is not None:
for me, (skin_key, obj, clusters) in deformer.items():
# BindPose.
# We assume bind pose for our bones are their "Editmode" pose...
# All matrices are expected in global (world) space.
bindpose_key = get_blender_armature_bindpose_key(armature, me)
fbx_pose = elem_data_single_int64(root, b"Pose", get_fbxuid_from_key(bindpose_key))
fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
fbx_pose.add_string(b"BindPose")
elem_data_single_string(fbx_pose, b"Type", b"BindPose")
elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + len(armature.data.bones))
# First node is mesh/object.
mat_world_obj = fbx_object_matrix(scene_data, obj, global_space=True)
fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
elem_data_single_int64(fbx_posenode, b"Node", get_fbxuid_from_key(scene_data.objects[obj]))
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix_to_array(mat_world_obj))
# And all bones of armature!
mat_world_bones = {}
for bo in armature.data.bones:
bomat = fbx_object_matrix(scene_data, bo, armature, global_space=True)
mat_world_bones[bo] = bomat
fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
elem_data_single_int64(fbx_posenode, b"Node", get_fbxuid_from_key(scene_data.objects[bo]))
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix_to_array(bomat))
# Deformer.
fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbxuid_from_key(skin_key))
fbx_skin.add_string(fbx_name_class(armature.name.encode(), b"Deformer"))
fbx_skin.add_string(b"Skin")
elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
Bastien Montagne
committed
# Pre-process vertex weights (also to check vertices assigned ot more than four bones).
bo_vg_idx = {bo.name: obj.vertex_groups[bo.name].index for bo in clusters.keys()}
valid_idxs = set(bo_vg_idx.values())
vgroups = {vg.index: OrderedDict() for vg in obj.vertex_groups}
verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs),
key=lambda e: e[1], reverse=True)
for v in me.vertices)
for idx, vgs in enumerate(verts_vgroups):
for vg_idx, w in vgs:
vgroups[vg_idx][idx] = w
for bo, clstr_key in clusters.items():
# Find which vertices are affected by this bone/vgroup pair, and matching weights.
Bastien Montagne
committed
vg_idx = bo_vg_idx[bo.name]
indices = vgroups[vg_idx].keys()
weights = vgroups[vg_idx].values()
# Create the cluster.
fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbxuid_from_key(clstr_key))
fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer"))
fbx_clstr.add_string(b"Cluster")
elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION)
# No idea what that user data might be...
fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"")
fbx_userdata.add_string(b"")
if indices:
elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
# Transform, TransformLink and TransformAssociateModel matrices...
# They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though.
# WARNING! Even though official FBX API presents Transform in global space,
# **it is stored in bone space in FBX data!** See:
# http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-
# by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
elem_data_single_float64_array(fbx_clstr, b"Transform",
matrix_to_array(mat_world_bones[bo].inverted() * mat_world_obj))
elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix_to_array(mat_world_bones[bo]))
elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix_to_array(mat_world_arm))
def fbx_data_object_elements(root, obj, scene_data):
"""
Write the Object (Model) data blocks.
Note we handle "Model" part of bones as well here!
"""
obj_type = b"Null" # default, sort of empty...
if isinstance(obj, Bone):
obj_type = b"LimbNode"
Bastien Montagne
committed
elif (obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
obj_type = b"Mesh"
elif (obj.type == 'LAMP'):
obj_type = b"Light"
elif (obj.type == 'CAMERA'):
obj_type = b"Camera"
obj_key = scene_data.objects[obj]
model = elem_data_single_int64(root, b"Model", get_fbxuid_from_key(obj_key))
model.add_string(fbx_name_class(obj.name.encode(), b"Model"))
model.add_string(obj_type)
elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
# Object transform info.
loc, rot, scale, matrix, matrix_rot = fbx_object_tx(scene_data, obj)
rot = tuple(units_convert_iter(rot, "radian", "degree"))
Bastien Montagne
committed
tmpl = elem_props_template_init(scene_data.templates, b"Model")
# For now add only loc/rot/scale...
props = elem_properties(model)
elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc)
elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot)
elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, obj)
# Those settings would obviously need to be edited in a complete version of the exporter, may depends on
# object type, etc.
elem_data_single_int32(model, b"MultiLayer", 0)
elem_data_single_int32(model, b"MultiTake", 0)
elem_data_single_bool(model, b"Shading", True)
elem_data_single_string(model, b"Culling", b"CullingOff")
if isinstance(obj, Object) and obj.type == 'CAMERA':
# Why, oh why are FBX cameras such a mess???
# And WHY add camera data HERE??? Not even sure this is needed...
render = scene_data.scene.render
width = render.resolution_x * 1.0
height = render.resolution_y * 1.0
elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0) # Don't know what it means
Bastien Montagne
committed
elem_props_template_set(tmpl, props, "p_double", b"AspectW", width)
elem_props_template_set(tmpl, props, "p_double", b"AspectH", height)
elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True)
elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0) # Don't know what it means
elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True)
Bastien Montagne
committed
elem_props_template_finalize(tmpl, props)
def fbx_data_animation_elements(root, scene_data):
"""
Write animation data.
"""
animations = scene_data.animations
if not animations:
return
scene = scene_data.scene
fps = scene.render.fps / scene.render.fps_base
def keys_to_ktimes(keys):
return (int(v) for v in units_convert_iter((f / fps for f, _v in keys), "second", "ktime"))
Bastien Montagne
committed
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
# Animation stacks.
for astack_key, alayers, alayer_key, name, f_start, f_end in animations:
astack = elem_data_single_int64(root, b"AnimationStack", get_fbxuid_from_key(astack_key))
astack.add_string(fbx_name_class(name, b"AnimStack"))
astack.add_string(b"")
astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack")
astack_props = elem_properties(astack)
r = scene_data.scene.render
fps = r.fps / r.fps_base
start = int(units_convert(f_start / fps, "second", "ktime"))
end = int(units_convert(f_end / fps, "second", "ktime"))
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start)
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end)
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start)
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end)
elem_props_template_finalize(astack_tmpl, astack_props)
# For now, only one layer for all animations.
alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbxuid_from_key(alayer_key))
alayer.add_string(fbx_name_class(name, b"AnimLayer"))
alayer.add_string(b"")
for obj, (alayer_key, acurvenodes) in alayers.items():