Fix #21224, "FBX export has object translation issues".

Reversed the order of all matrix multiplications to confirm to API change.
This commit is contained in:
Arystanbek Dyussenov 2010-03-12 16:50:52 +00:00
parent 4a8849b030
commit a44f9a6df4

@ -545,10 +545,10 @@ def write(filename, batch_objects = None, \
#arm_mat = self.fbxArm.parRelMatrix() #arm_mat = self.fbxArm.parRelMatrix()
if not self.parent: if not self.parent:
#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore #return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
return mtx4_z90 * self.getPoseMatrix(frame) return self.getPoseMatrix(frame) * mtx4_z90
else: else:
#return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert() #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
return (mtx4_z90 * (self.getPoseMatrix(frame))) * (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert() return (self.parent.getPoseMatrix(frame) * mtx4_z90).invert() * ((self.getPoseMatrix(frame)) * mtx4_z90)
# we need thes because cameras and lights modified rotations # we need thes because cameras and lights modified rotations
def getAnimParRelMatrixRot(self, frame): def getAnimParRelMatrixRot(self, frame):
@ -565,14 +565,14 @@ def write(filename, batch_objects = None, \
self.blenObject = ob self.blenObject = ob
self.fbxGroupNames = [] self.fbxGroupNames = []
self.fbxParent = None # set later on IF the parent is in the selection. self.fbxParent = None # set later on IF the parent is in the selection.
if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX if matrixWorld: self.matrixWorld = GLOBAL_MATRIX * matrixWorld
else: self.matrixWorld = ob.matrix * GLOBAL_MATRIX else: self.matrixWorld = GLOBAL_MATRIX * ob.matrix
# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX # else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
self.__anim_poselist = {} # we should only access this self.__anim_poselist = {} # we should only access this
def parRelMatrix(self): def parRelMatrix(self):
if self.fbxParent: if self.fbxParent:
return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert() return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld
else: else:
return self.matrixWorld return self.matrixWorld
@ -583,24 +583,24 @@ def write(filename, batch_objects = None, \
def getAnimParRelMatrix(self, frame): def getAnimParRelMatrix(self, frame):
if self.fbxParent: if self.fbxParent:
#return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX #return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert() return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
else: else:
return self.__anim_poselist[frame] * GLOBAL_MATRIX return GLOBAL_MATRIX * self.__anim_poselist[frame]
def getAnimParRelMatrixRot(self, frame): def getAnimParRelMatrixRot(self, frame):
type = self.blenObject.type type = self.blenObject.type
if self.fbxParent: if self.fbxParent:
matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotation_part() matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part()
else: else:
matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotation_part() matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()
# Lamps need to be rotated # Lamps need to be rotated
if type =='LAMP': if type =='LAMP':
matrix_rot = mtx_x90 * matrix_rot matrix_rot = matrix_rot * mtx_x90
elif type =='CAMERA': elif type =='CAMERA':
# elif ob and type =='Camera': # elif ob and type =='Camera':
y = Mathutils.Vector(0,1,0) * matrix_rot y = matrix_rot * Mathutils.Vector(0,1,0)
matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, y) matrix_rot = Mathutils.RotationMatrix(math.pi/2, 3, y) * matrix_rot
return matrix_rot return matrix_rot
@ -666,15 +666,15 @@ def write(filename, batch_objects = None, \
# we know we have a matrix # we know we have a matrix
# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod) # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
matrix = mtx4_z90 * ob.matrix_local # dont apply armature matrix anymore matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore # matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
parent = ob.parent parent = ob.parent
if parent: if parent:
#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod) #par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
par_matrix = mtx4_z90 * parent.matrix_local # dont apply armature matrix anymore par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore # par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = matrix * par_matrix.copy().invert() matrix = par_matrix.copy().invert() * matrix
matrix_rot = matrix.rotation_part() matrix_rot = matrix.rotation_part()
@ -698,11 +698,11 @@ def write(filename, batch_objects = None, \
matrix_rot = matrix.rotation_part() matrix_rot = matrix.rotation_part()
# Lamps need to be rotated # Lamps need to be rotated
if ob and ob.type =='Lamp': if ob and ob.type =='Lamp':
matrix_rot = mtx_x90 * matrix_rot matrix_rot = matrix_rot * mtx_x90
rot = tuple(matrix_rot.to_euler()) rot = tuple(matrix_rot.to_euler())
elif ob and ob.type =='Camera': elif ob and ob.type =='Camera':
y = Mathutils.Vector(0,1,0) * matrix_rot y = matrix_rot * Mathutils.Vector(0,1,0)
matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, y) matrix_rot = Mathutils.RotationMatrix(math.pi/2, 3, y) * matrix_rot
rot = tuple(matrix_rot.to_euler()) rot = tuple(matrix_rot.to_euler())
else: else:
rot = tuple(matrix_rot.to_euler()) rot = tuple(matrix_rot.to_euler())
@ -1087,8 +1087,8 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tTypeFlags: "Camera"') file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124') file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc) file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,1,0) * matrix_rot) ) file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(matrix_rot * Mathutils.Vector(0,1,0)) )
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,0,-1)*matrix_rot) ) file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(matrix_rot * Mathutils.Vector(0,0,-1)) )
#file.write('\n\t\tUp: 0,0,0' ) #file.write('\n\t\tUp: 0,0,0' )
#file.write('\n\t\tLookAt: 0,0,0' ) #file.write('\n\t\tLookAt: 0,0,0' )
@ -1485,10 +1485,10 @@ def write(filename, batch_objects = None, \
if my_mesh.fbxParent: if my_mesh.fbxParent:
# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible! # TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
else: else:
# Yes! this is it... - but dosnt work when the mesh is a. # Yes! this is it... - but dosnt work when the mesh is a.
m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() ) m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
#m = mtx4_z90 * my_bone.restMatrix #m = mtx4_z90 * my_bone.restMatrix
matstr = mat4x4str(m) matstr = mat4x4str(m)
@ -2812,7 +2812,7 @@ Takes: {''')
# Set the action active # Set the action active
for my_bone in ob_arms: for my_bone in ob_arms:
if blenAction in my_bone.blenActionList: if blenAction in my_bone.blenActionList:
ob.action = blenAction ob.animation_data.action = blenAction
# print '\t\tSetting Action!', blenAction # print '\t\tSetting Action!', blenAction
# scene.update(1) # scene.update(1)
@ -2969,7 +2969,7 @@ Takes: {''')
# end action loop. set original actions # end action loop. set original actions
# do this after every loop incase actions effect eachother. # do this after every loop incase actions effect eachother.
for my_bone in ob_arms: for my_bone in ob_arms:
my_bone.blenObject.action = my_bone.blenAction my_bone.blenObject.animation_data.action = my_bone.blenAction
file.write('\n}') file.write('\n}')
@ -3150,9 +3150,9 @@ def fbx_ui_write(filename, context):
# Make the matrix # Make the matrix
GLOBAL_MATRIX = mtx4_identity GLOBAL_MATRIX = mtx4_identity
GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val
if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
ret = write(\ ret = write(\
filename, None,\ filename, None,\
@ -3403,9 +3403,9 @@ class ExportFBX(bpy.types.Operator):
GLOBAL_MATRIX = mtx4_identity GLOBAL_MATRIX = mtx4_identity
GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.properties.TX_SCALE GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.properties.TX_SCALE
if self.properties.TX_XROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n if self.properties.TX_XROT90: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
if self.properties.TX_YROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n if self.properties.TX_YROT90: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
if self.properties.TX_ZROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n if self.properties.TX_ZROT90: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
write(self.properties.path, write(self.properties.path,
None, # XXX None, # XXX