blender/scripts/addons_core/io_scene_fbx/__init__.py
Thomas Barlow eb7a2f47d2 Fix #122794: FBX Subsurf Export applies the last Subsurf modifier
Disabling the last Subdivision Surface modifier was removed by mistake
in
blender/blender-addons/commit/bc801d7b1dad4be446435e0cab4d3a80e6bb1d04

This patch restores the mistakenly removed code that disables the last
Subdivision Surface modifier when the option to export FBX Subdivision
Surface is enabled.

The add-on's patch version has been increased.

Pull Request: https://projects.blender.org/blender/blender/pulls/122841
2024-06-07 12:55:29 +02:00

734 lines
26 KiB
Python

# SPDX-FileCopyrightText: 2011-2023 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier, @Mysteryem",
"version": (5, 12, 4),
"blender": (4, 2, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actions",
"warning": "",
"doc_url": "{BLENDER_MANUAL_URL}/addons/import_export/scene_fbx.html",
"support": 'OFFICIAL',
"category": "Import-Export",
}
if "bpy" in locals():
import importlib
if "import_fbx" in locals():
importlib.reload(import_fbx)
if "export_fbx_bin" in locals():
importlib.reload(export_fbx_bin)
if "export_fbx" in locals():
importlib.reload(export_fbx)
import bpy
from bpy.props import (
StringProperty,
BoolProperty,
FloatProperty,
EnumProperty,
CollectionProperty,
)
from bpy_extras.io_utils import (
ImportHelper,
ExportHelper,
orientation_helper,
path_reference_mode,
axis_conversion,
poll_file_object_drop,
)
@orientation_helper(axis_forward='-Z', axis_up='Y')
class ImportFBX(bpy.types.Operator, ImportHelper):
"""Load a FBX file"""
bl_idname = "import_scene.fbx"
bl_label = "Import FBX"
bl_options = {'UNDO', 'PRESET'}
directory: StringProperty()
filename_ext = ".fbx"
filter_glob: StringProperty(default="*.fbx", options={'HIDDEN'})
files: CollectionProperty(
name="File Path",
type=bpy.types.OperatorFileListElement,
)
ui_tab: EnumProperty(
items=(('MAIN', "Main", "Main basic settings"),
('ARMATURE', "Armatures", "Armature-related settings"),
),
name="ui_tab",
description="Import options categories",
)
use_manual_orientation: BoolProperty(
name="Manual Orientation",
description="Specify orientation and scale, instead of using embedded data in FBX file",
default=False,
)
global_scale: FloatProperty(
name="Scale",
min=0.001, max=1000.0,
default=1.0,
)
bake_space_transform: BoolProperty(
name="Apply Transform",
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
"target space is not aligned with Blender's space "
"(WARNING! experimental option, use at own risk, known to be broken with armatures/animations)",
default=False,
)
use_custom_normals: BoolProperty(
name="Custom Normals",
description="Import custom normals, if available (otherwise Blender will recompute them)",
default=True,
)
colors_type: EnumProperty(
name="Vertex Colors",
items=(('NONE', "None", "Do not import color attributes"),
('SRGB', "sRGB", "Expect file colors in sRGB color space"),
('LINEAR', "Linear", "Expect file colors in linear color space"),
),
description="Import vertex color attributes",
default='SRGB',
)
use_image_search: BoolProperty(
name="Image Search",
description="Search subdirs for any associated images (WARNING: may be slow)",
default=True,
)
use_alpha_decals: BoolProperty(
name="Alpha Decals",
description="Treat materials with alpha as decals (no shadow casting)",
default=False,
)
decal_offset: FloatProperty(
name="Decal Offset",
description="Displace geometry of alpha meshes",
min=0.0, max=1.0,
default=0.0,
)
use_anim: BoolProperty(
name="Import Animation",
description="Import FBX animation",
default=True,
)
anim_offset: FloatProperty(
name="Animation Offset",
description="Offset to apply to animation during import, in frames",
default=1.0,
)
use_subsurf: BoolProperty(
name="Subdivision Data",
description="Import FBX subdivision information as subdivision surface modifiers",
default=False,
)
use_custom_props: BoolProperty(
name="Custom Properties",
description="Import user properties as custom properties",
default=True,
)
use_custom_props_enum_as_string: BoolProperty(
name="Import Enums As Strings",
description="Store enumeration values as strings",
default=True,
)
ignore_leaf_bones: BoolProperty(
name="Ignore Leaf Bones",
description="Ignore the last bone at the end of each chain (used to mark the length of the previous bone)",
default=False,
)
force_connect_children: BoolProperty(
name="Force Connect Children",
description="Force connection of children bones to their parent, even if their computed head/tail "
"positions do not match (can be useful with pure-joints-type armatures)",
default=False,
)
automatic_bone_orientation: BoolProperty(
name="Automatic Bone Orientation",
description="Try to align the major bone axis with the bone children",
default=False,
)
primary_bone_axis: EnumProperty(
name="Primary Bone Axis",
items=(('X', "X Axis", ""),
('Y', "Y Axis", ""),
('Z', "Z Axis", ""),
('-X', "-X Axis", ""),
('-Y', "-Y Axis", ""),
('-Z', "-Z Axis", ""),
),
default='Y',
)
secondary_bone_axis: EnumProperty(
name="Secondary Bone Axis",
items=(('X', "X Axis", ""),
('Y', "Y Axis", ""),
('Z', "Z Axis", ""),
('-X', "-X Axis", ""),
('-Y', "-Y Axis", ""),
('-Z', "-Z Axis", ""),
),
default='X',
)
use_prepost_rot: BoolProperty(
name="Use Pre/Post Rotation",
description="Use pre/post rotation from FBX transform (you may have to disable that in some cases)",
default=True,
)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
import_panel_include(layout, self)
import_panel_transform(layout, self)
import_panel_animation(layout, self)
import_panel_armature(layout, self)
def execute(self, context):
keywords = self.as_keywords(ignore=("filter_glob", "directory", "ui_tab", "filepath", "files"))
from . import import_fbx
import os
if self.files:
ret = {'CANCELLED'}
dirname = os.path.dirname(self.filepath)
for file in self.files:
path = os.path.join(dirname, file.name)
if import_fbx.load(self, context, filepath=path, **keywords) == {'FINISHED'}:
ret = {'FINISHED'}
return ret
else:
return import_fbx.load(self, context, filepath=self.filepath, **keywords)
def invoke(self, context, event):
return self.invoke_popup(context)
def import_panel_include(layout, operator):
header, body = layout.panel("FBX_import_include", default_closed=False)
header.label(text="Include")
if body:
body.prop(operator, "use_custom_normals")
body.prop(operator, "use_subsurf")
body.prop(operator, "use_custom_props")
sub = body.row()
sub.enabled = operator.use_custom_props
sub.prop(operator, "use_custom_props_enum_as_string")
body.prop(operator, "use_image_search")
body.prop(operator, "colors_type")
def import_panel_transform(layout, operator):
header, body = layout.panel("FBX_import_transform", default_closed=False)
header.label(text="Transform")
if body:
body.prop(operator, "global_scale")
body.prop(operator, "decal_offset")
row = body.row()
row.prop(operator, "bake_space_transform")
row.label(text="", icon='ERROR')
body.prop(operator, "use_prepost_rot")
import_panel_transform_orientation(body, operator)
def import_panel_transform_orientation(layout, operator):
header, body = layout.panel("FBX_import_transform_manual_orientation", default_closed=False)
header.use_property_split = False
header.prop(operator, "use_manual_orientation", text="")
header.label(text="Manual Orientation")
if body:
body.enabled = operator.use_manual_orientation
body.prop(operator, "axis_forward")
body.prop(operator, "axis_up")
def import_panel_animation(layout, operator):
header, body = layout.panel("FBX_import_animation", default_closed=True)
header.use_property_split = False
header.prop(operator, "use_anim", text="")
header.label(text="Animation")
if body:
body.enabled = operator.use_anim
body.prop(operator, "anim_offset")
def import_panel_armature(layout, operator):
header, body = layout.panel("FBX_import_armature", default_closed=True)
header.label(text="Armature")
if body:
body.prop(operator, "ignore_leaf_bones")
body.prop(operator, "force_connect_children"),
body.prop(operator, "automatic_bone_orientation"),
sub = body.column()
sub.enabled = not operator.automatic_bone_orientation
sub.prop(operator, "primary_bone_axis")
sub.prop(operator, "secondary_bone_axis")
@orientation_helper(axis_forward='-Z', axis_up='Y')
class ExportFBX(bpy.types.Operator, ExportHelper):
"""Write a FBX file"""
bl_idname = "export_scene.fbx"
bl_label = "Export FBX"
bl_options = {'UNDO', 'PRESET'}
filename_ext = ".fbx"
filter_glob: StringProperty(default="*.fbx", options={'HIDDEN'})
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
use_selection: BoolProperty(
name="Selected Objects",
description="Export selected and visible objects only",
default=False,
)
use_visible: BoolProperty(
name='Visible Objects',
description='Export visible objects only',
default=False
)
use_active_collection: BoolProperty(
name="Active Collection",
description="Export only objects from the active collection (and its children)",
default=False,
)
collection: StringProperty(
name="Source Collection",
description="Export only objects from this collection (and its children)",
default="",
)
global_scale: FloatProperty(
name="Scale",
description="Scale all data (Some importers do not support scaled armatures!)",
min=0.001, max=1000.0,
soft_min=0.01, soft_max=1000.0,
default=1.0,
)
apply_unit_scale: BoolProperty(
name="Apply Unit",
description="Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)",
default=True,
)
apply_scale_options: EnumProperty(
items=(('FBX_SCALE_NONE', "All Local",
"Apply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0"),
('FBX_SCALE_UNITS', "FBX Units Scale",
"Apply custom scaling to each object transformation, and units scaling to FBX scale"),
('FBX_SCALE_CUSTOM', "FBX Custom Scale",
"Apply custom scaling to FBX scale, and units scaling to each object transformation"),
('FBX_SCALE_ALL', "FBX All",
"Apply custom scaling and units scaling to FBX scale"),
),
name="Apply Scalings",
description="How to apply custom and units scalings in generated FBX file "
"(Blender uses FBX scale to detect units on import, "
"but many other applications do not handle the same way)",
)
use_space_transform: BoolProperty(
name="Use Space Transform",
description="Apply global space transform to the object rotations. When disabled "
"only the axis space is written to the file and all object transforms are left as-is",
default=True,
)
bake_space_transform: BoolProperty(
name="Apply Transform",
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
"target space is not aligned with Blender's space "
"(WARNING! experimental option, use at own risk, known to be broken with armatures/animations)",
default=False,
)
object_types: EnumProperty(
name="Object Types",
options={'ENUM_FLAG'},
items=(('EMPTY', "Empty", ""),
('CAMERA', "Camera", ""),
('LIGHT', "Lamp", ""),
('ARMATURE', "Armature", "WARNING: not supported in dupli/group instances"),
('MESH', "Mesh", ""),
('OTHER', "Other", "Other geometry types, like curve, metaball, etc. (converted to meshes)"),
),
description="Which kind of object to export",
default={'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'},
)
use_mesh_modifiers: BoolProperty(
name="Apply Modifiers",
description="Apply modifiers to mesh objects (except Armature ones) - "
"WARNING: prevents exporting shape keys",
default=True,
)
use_mesh_modifiers_render: BoolProperty(
name="Use Modifiers Render Setting",
description="Use render settings when applying modifiers to mesh objects (DISABLED in Blender 2.8)",
default=True,
)
mesh_smooth_type: EnumProperty(
name="Smoothing",
items=(('OFF', "Normals Only", "Export only normals instead of writing edge or face smoothing data"),
('FACE', "Face", "Write face smoothing"),
('EDGE', "Edge", "Write edge smoothing"),
),
description="Export smoothing information "
"(prefer 'Normals Only' option if your target importer understand split normals)",
default='OFF',
)
colors_type: EnumProperty(
name="Vertex Colors",
items=(('NONE', "None", "Do not export color attributes"),
('SRGB', "sRGB", "Export colors in sRGB color space"),
('LINEAR', "Linear", "Export colors in linear color space"),
),
description="Export vertex color attributes",
default='SRGB',
)
prioritize_active_color: BoolProperty(
name="Prioritize Active Color",
description="Make sure active color will be exported first. Could be important "
"since some other software can discard other color attributes besides the first one",
default=False,
)
use_subsurf: BoolProperty(
name="Export Subdivision Surface",
description="Export the last Catmull-Rom subdivision modifier as FBX subdivision "
"(does not apply the modifier even if 'Apply Modifiers' is enabled)",
default=False,
)
use_mesh_edges: BoolProperty(
name="Loose Edges",
description="Export loose edges (as two-vertices polygons)",
default=False,
)
use_tspace: BoolProperty(
name="Tangent Space",
description="Add binormal and tangent vectors, together with normal they form the tangent space "
"(will only work correctly with tris/quads only meshes!)",
default=False,
)
use_triangles: BoolProperty(
name="Triangulate Faces",
description="Convert all faces to triangles",
default=False,
)
use_custom_props: BoolProperty(
name="Custom Properties",
description="Export custom properties",
default=False,
)
add_leaf_bones: BoolProperty(
name="Add Leaf Bones",
description="Append a final bone to the end of each chain to specify last bone length "
"(use this when you intend to edit the armature from exported data)",
default=True # False for commit!
)
primary_bone_axis: EnumProperty(
name="Primary Bone Axis",
items=(('X', "X Axis", ""),
('Y', "Y Axis", ""),
('Z', "Z Axis", ""),
('-X', "-X Axis", ""),
('-Y', "-Y Axis", ""),
('-Z', "-Z Axis", ""),
),
default='Y',
)
secondary_bone_axis: EnumProperty(
name="Secondary Bone Axis",
items=(('X', "X Axis", ""),
('Y', "Y Axis", ""),
('Z', "Z Axis", ""),
('-X', "-X Axis", ""),
('-Y', "-Y Axis", ""),
('-Z', "-Z Axis", ""),
),
default='X',
)
use_armature_deform_only: BoolProperty(
name="Only Deform Bones",
description="Only write deforming bones (and non-deforming ones when they have deforming children)",
default=False,
)
armature_nodetype: EnumProperty(
name="Armature FBXNode Type",
items=(('NULL', "Null", "'Null' FBX node, similar to Blender's Empty (default)"),
('ROOT', "Root", "'Root' FBX node, supposed to be the root of chains of bones..."),
('LIMBNODE', "LimbNode", "'LimbNode' FBX node, a regular joint between two bones..."),
),
description="FBX type of node (object) used to represent Blender's armatures "
"(use the Null type unless you experience issues with the other app, "
"as other choices may not import back perfectly into Blender...)",
default='NULL',
)
bake_anim: BoolProperty(
name="Baked Animation",
description="Export baked keyframe animation",
default=True,
)
bake_anim_use_all_bones: BoolProperty(
name="Key All Bones",
description="Force exporting at least one key of animation for all bones "
"(needed with some target applications, like UE4)",
default=True,
)
bake_anim_use_nla_strips: BoolProperty(
name="NLA Strips",
description="Export each non-muted NLA strip as a separated FBX's AnimStack, if any, "
"instead of global scene animation",
default=True,
)
bake_anim_use_all_actions: BoolProperty(
name="All Actions",
description="Export each action as a separated FBX's AnimStack, instead of global scene animation "
"(note that animated objects will get all actions compatible with them, "
"others will get no animation at all)",
default=True,
)
bake_anim_force_startend_keying: BoolProperty(
name="Force Start/End Keying",
description="Always add a keyframe at start and end of actions for animated channels",
default=True,
)
bake_anim_step: FloatProperty(
name="Sampling Rate",
description="How often to evaluate animated values (in frames)",
min=0.01, max=100.0,
soft_min=0.1, soft_max=10.0,
default=1.0,
)
bake_anim_simplify_factor: FloatProperty(
name="Simplify",
description="How much to simplify baked values (0.0 to disable, the higher the more simplified)",
min=0.0, max=100.0, # No simplification to up to 10% of current magnitude tolerance.
soft_min=0.0, soft_max=10.0,
default=1.0, # default: min slope: 0.005, max frame step: 10.
)
path_mode: path_reference_mode
embed_textures: BoolProperty(
name="Embed Textures",
description="Embed textures in FBX binary file (only for \"Copy\" path mode!)",
default=False,
)
batch_mode: EnumProperty(
name="Batch Mode",
items=(('OFF', "Off", "Active scene to file"),
('SCENE', "Scene", "Each scene as a file"),
('COLLECTION', "Collection",
"Each collection (data-block ones) as a file, does not include content of children collections"),
('SCENE_COLLECTION', "Scene Collections",
"Each collection (including master, non-data-block ones) of each scene as a file, "
"including content from children collections"),
('ACTIVE_SCENE_COLLECTION', "Active Scene Collections",
"Each collection (including master, non-data-block one) of the active scene as a file, "
"including content from children collections"),
),
)
use_batch_own_dir: BoolProperty(
name="Batch Own Dir",
description="Create a dir for each exported file",
default=True,
)
use_metadata: BoolProperty(
name="Use Metadata",
default=True,
options={'HIDDEN'},
)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
# Are we inside the File browser
is_file_browser = context.space_data.type == 'FILE_BROWSER'
export_main(layout, self, is_file_browser)
export_panel_include(layout, self, is_file_browser)
export_panel_transform(layout, self)
export_panel_geometry(layout, self)
export_panel_armature(layout, self)
export_panel_animation(layout, self)
@property
def check_extension(self):
return self.batch_mode == 'OFF'
def execute(self, context):
from mathutils import Matrix
if not self.filepath:
raise Exception("filepath not set")
global_matrix = (axis_conversion(to_forward=self.axis_forward,
to_up=self.axis_up,
).to_4x4()
if self.use_space_transform else Matrix())
keywords = self.as_keywords(ignore=("check_existing",
"filter_glob",
"ui_tab",
))
keywords["global_matrix"] = global_matrix
from . import export_fbx_bin
return export_fbx_bin.save(self, context, **keywords)
def export_main(layout, operator, is_file_browser):
row = layout.row(align=True)
row.prop(operator, "path_mode")
sub = row.row(align=True)
sub.enabled = (operator.path_mode == 'COPY')
sub.prop(operator, "embed_textures", text="", icon='PACKAGE' if operator.embed_textures else 'UGLYPACKAGE')
if is_file_browser:
row = layout.row(align=True)
row.prop(operator, "batch_mode")
sub = row.row(align=True)
sub.prop(operator, "use_batch_own_dir", text="", icon='NEWFOLDER')
def export_panel_include(layout, operator, is_file_browser):
header, body = layout.panel("FBX_export_include", default_closed=False)
header.label(text="Include")
if body:
sublayout = body.column(heading="Limit to")
sublayout.enabled = (operator.batch_mode == 'OFF')
if is_file_browser:
sublayout.prop(operator, "use_selection")
sublayout.prop(operator, "use_visible")
sublayout.prop(operator, "use_active_collection")
body.column().prop(operator, "object_types")
body.prop(operator, "use_custom_props")
def export_panel_transform(layout, operator):
header, body = layout.panel("FBX_export_transform", default_closed=False)
header.label(text="Transform")
if body:
body.prop(operator, "global_scale")
body.prop(operator, "apply_scale_options")
body.prop(operator, "axis_forward")
body.prop(operator, "axis_up")
body.prop(operator, "apply_unit_scale")
body.prop(operator, "use_space_transform")
row = body.row()
row.prop(operator, "bake_space_transform")
row.label(text="", icon='ERROR')
def export_panel_geometry(layout, operator):
header, body = layout.panel("FBX_export_geometry", default_closed=True)
header.label(text="Geometry")
if body:
body.prop(operator, "mesh_smooth_type")
body.prop(operator, "use_subsurf")
body.prop(operator, "use_mesh_modifiers")
#sub = body.row()
# sub.enabled = operator.use_mesh_modifiers and False # disabled in 2.8...
#sub.prop(operator, "use_mesh_modifiers_render")
body.prop(operator, "use_mesh_edges")
body.prop(operator, "use_triangles")
sub = body.row()
# ~ sub.enabled = operator.mesh_smooth_type in {'OFF'}
sub.prop(operator, "use_tspace")
body.prop(operator, "colors_type")
body.prop(operator, "prioritize_active_color")
def export_panel_armature(layout, operator):
header, body = layout.panel("FBX_export_armature", default_closed=True)
header.label(text="Armature")
if body:
body.prop(operator, "primary_bone_axis")
body.prop(operator, "secondary_bone_axis")
body.prop(operator, "armature_nodetype")
body.prop(operator, "use_armature_deform_only")
body.prop(operator, "add_leaf_bones")
def export_panel_animation(layout, operator):
header, body = layout.panel("FBX_export_bake_animation", default_closed=True)
header.use_property_split = False
header.prop(operator, "bake_anim", text="")
header.label(text="Animation")
if body:
body.enabled = operator.bake_anim
body.prop(operator, "bake_anim_use_all_bones")
body.prop(operator, "bake_anim_use_nla_strips")
body.prop(operator, "bake_anim_use_all_actions")
body.prop(operator, "bake_anim_force_startend_keying")
body.prop(operator, "bake_anim_step")
body.prop(operator, "bake_anim_simplify_factor")
class IO_FH_fbx(bpy.types.FileHandler):
bl_idname = "IO_FH_fbx"
bl_label = "FBX"
bl_import_operator = "import_scene.fbx"
bl_export_operator = "export_scene.fbx"
bl_file_extensions = ".fbx"
@classmethod
def poll_drop(cls, context):
return poll_file_object_drop(context)
def menu_func_import(self, context):
self.layout.operator(ImportFBX.bl_idname, text="FBX (.fbx)")
def menu_func_export(self, context):
self.layout.operator(ExportFBX.bl_idname, text="FBX (.fbx)")
classes = (
ImportFBX,
ExportFBX,
IO_FH_fbx,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
def unregister():
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
for cls in classes:
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()