blender/release/scripts/DirectX8Exporter.py
Willian Padovani Germano 4b01aa7aa5 Scripts:
The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.

All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
2006-01-29 19:17:53 +00:00

888 lines
26 KiB
Python

#!BPY
""" Registration info for Blender menus:
Name: 'DirectX(.x)...'
Blender: 240
Group: 'Export'
Submenu: 'Export all the scene' export
Submenu: 'Export selected obj' exportsel
Tip: 'Export to DirectX text file format format.'
"""
__author__ = "Arben (Ben) Omari"
__url__ = ("blender", "elysiun", "Author's site, http://www.omariben.too.it")
__version__ = "2.0"
__bpydoc__ = """\
This script exports a Blender mesh with armature to DirectX 8's text file
format.
Notes:<br>
Check author's site or the elYsiun forum for a new beta version of the
DX exporter.
"""
# DirectXExporter.py version 2.0
# Copyright (C) 2006 Arben OMARI -- omariarben@everyday.com
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
# This script export meshes created with Blender in DirectX8 file format
# it exports meshes,armatures,materials,normals,texturecoords and animations
# Grab the latest version here :www.omariben.too.it
import Blender
from Blender import Types, Object, NMesh, Material,Armature
from Blender.Mathutils import *
import math
global mat_flip,index_list,space,bone_list,mat_dict
bone_list =[]
index_list = []
mat_dict = {}
space = 0
ANIM = 1
NORMAL = 1
TEXCOORDS = 1
TEXTURE = 1
mat_flip = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, -1, 0], [0, 0, 0, 1])
#***********************************************
#***********************************************
# EXPORTER
#***********************************************
#***********************************************
class xExport:
def __init__(self, filename):
self.file = open(filename, "w")
#*********************************************************************************************************************************************
#***********************************************
#Select Scene objects
#***********************************************
def SelectObjs(self):
global chld_obj
print "exporting..."
self.writeHeader()
for obj in Object.Get():
mesh = obj.getData()
if type(mesh) == Types.NMeshType :
chld_obj = obj.getParent()
if chld_obj :
dt_chld_obj = chld_obj.getData()
if type(dt_chld_obj) == Types.ArmatureType :
self.writeRootBone(chld_obj, obj)
else :
self.exportMesh(obj)
self.file.write("AnimationSet {\n")
for obj in Object.Get():
mesh = obj.getData()
if type(mesh) == Types.NMeshType :
ip_list = obj.getIpo()
if ip_list != None :
self.writeAnimationObj(obj)
elif type(mesh) == Types.ArmatureType :
act_list = obj.getAction()
if act_list != None :
self.writeAnimation(obj)
ip_list = obj.getIpo()
if ip_list != None :
self.writeAnimationObjArm(obj)
self.file.write("}\n")
self.writeEnd()
#***********************************************
#Export Mesh without Armature
#***********************************************
def exportMesh(self, obj):
tex = []
mesh = obj.getData()
self.writeTextures(obj, tex)
self.writeMeshcoord(obj, mesh)
self.writeMeshMaterialList(obj, mesh, tex)
self.writeMeshNormals(obj, mesh)
self.writeMeshTextureCoords(obj, mesh)
self.file.write(" }\n")
self.file.write("}\n")
#***********************************************
#Export the Selected Mesh
#***********************************************
def exportSelMesh(self):
print "exporting ..."
self.writeHeader()
tex = []
obj = Object.GetSelected()[0]
mesh = obj.getData()
if type(mesh) == Types.NMeshType :
self.writeTextures(obj, tex)
self.writeMeshcoord(obj, mesh)
self.writeMeshMaterialList(obj, mesh, tex)
self.writeMeshNormals(obj, mesh)
self.writeMeshTextureCoords(obj, mesh)
self.file.write(" }\n")
self.file.write("}\n")
ip_list = obj.getIpo()
if ip_list != None :
self.file.write("AnimationSet {\n")
self.writeAnimationObj(obj)
self.file.write("}\n")
print "exporting ..."
else :
print "The selected object is not a mesh"
print "...finished"
#***********************************************
#Export Mesh with Armature
#***********************************************
def exportMeshArm(self,arm,arm_ob,ch_obj):
tex = []
mesh = ch_obj.getData()
self.writeTextures(ch_obj, tex)
self.writeMeshcoordArm(ch_obj, mesh,arm_ob)
self.writeMeshMaterialList(ch_obj, mesh, tex)
self.writeMeshNormals(ch_obj, mesh)
self.writeMeshTextureCoords(ch_obj, mesh)
self.writeSkinWeights(arm,mesh)
self.file.write(" }\n")
self.file.write("}\n")
#***********************************************
#Export Root Bone
#***********************************************
def writeRootBone(self,am_ob,child_obj):
global mat_flip,space,root_bon,mat_ob
arms = am_ob.getData()
self.writeArmFrames(mat_flip, "RootFrame")
for bon in arms.bones.values():
if bon.hasParent():
pass
else:
root_bon = bon
space += 1
mat_rb = self.writeCombineMatrix(root_bon)
mat_r = mat_rb #* am_ob.matrixLocal
name_r = root_bon.name
name_f = name_r.replace(".","")
self.writeArmFrames(mat_r, name_f)
bon_c = self.findChildrens(root_bon)
self.writeChildren(bon_c)
self.file.write(" }\n")
self.exportMeshArm(arms,am_ob,child_obj)
#***********************************************
#Create Children structure
#***********************************************
def writeBon(self,bon):
global space
mat_r = self.writeCombineMatrix(bon)
name_r = bon.name
name_f = name_r.replace(".","")
self.writeArmFrames(mat_r, name_f)
def findChildrens(self,bon):
bon_c = bon.children
return bon_c
def writeChildren(self,bon_c):
global space,bone_list
space += 1
if bon_c:
for bo in bon_c:
if bo.name not in bone_list:
self.writeBon(bo)
bone_list.append(bo.name)
bo_c = bo.children
self.writeChildren(bo_c)
self.closeBrackets()
def closeBrackets(self):
global space
space = space-1
tab = " "
self.file.write("%s" % (tab * space))
self.file.write("}\n")
#***********************************************
#Offset Matrix
#***********************************************
def writeMatrixOffset(self,bon):
global chld_obj
Blender.Set('curframe', 1)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
mat_b.invert()
return mat_b
#***********************************************
#Combine Matrix
#***********************************************
def writeCombineMatrix(self,bon):
global chld_obj
Blender.Set('curframe', 1)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
if bon.hasParent():
pare = bon.parent
pos_p = pose.bones[pare.name]
mat_p = pos_p.poseMatrix
else:
mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
mat_p.invert()
mat_f = mat_b * mat_p
return mat_f
#***********************************************
#Combine Matrix
#***********************************************
def writeAnimCombineMatrix(self,bon,fre):
global chld_obj
Blender.Set('curframe', fre)
pose = chld_obj.getPose()
pos_b = pose.bones[bon.name]
mat_b = pos_b.poseMatrix
if bon.hasParent():
pare = bon.parent
pos_p = pose.bones[pare.name]
mat_p = pos_p.poseMatrix
else:
mat_p = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
mat_p.invert()
mat_f = mat_b * mat_p
return mat_f
#*********************************************************************************************************************************************
#***********************************************
#Write SkinWeights
#***********************************************
def writeSkinWeights(self, arm, mesh):
global index_list
v_dict = {}
Blender.Set('curframe',1)
self.file.write(" XSkinMeshHeader {\n")
max_infl = 0
#this part supply the missing getVertexInfluences(index)
for v in index_list:
v_dict[v] = []
for bo in arm.bones.values() :
name = bo.name
try :
vertx_list = mesh.getVertsFromGroup(name,1)
for vn in vertx_list:
v_dict[vn[0]].append(name)
#---------------------------------------------------
for inde in vertx_list :
vert_infl = v_dict[inde[0]]
ln_infl = len(vert_infl)
if ln_infl > max_infl :
max_infl = ln_infl
except:
pass
self.file.write(" %d; \n" % (max_infl))
self.file.write(" %d; \n" % (max_infl * 3))
self.file.write(" %d; \n" % (len(arm.bones.values())))
self.file.write(" }\n")
for bo in arm.bones.values() :
bo_list = []
weight_list = []
name = bo.name
f_name = name.replace(".","")
try :
vert_list = mesh.getVertsFromGroup(name,1)
le = 0
for indx in vert_list:
ver_infl = v_dict[indx[0]]
len_infl = float(len(ver_infl))
infl = 1 / len_infl
i = -1
for el in index_list :
i += 1
if el == indx[0] :
le +=1
bo_list.append(i)
weight_list.append(infl)
self.file.write(" SkinWeights {\n")
self.file.write(' "%s"; \n' % (f_name))
self.file.write(' %d; \n' % (le))
count = 0
for ind in bo_list :
count += 1
if count == len(bo_list):
self.file.write(" %d; \n" % (ind))
else :
self.file.write(" %d, \n" % (ind))
cou = 0
for wegh in weight_list :
cou += 1
if cou == len(weight_list):
self.file.write(" %f; \n" % (round(wegh,6)))
else :
self.file.write(" %f, \n" % (round(wegh,6)))
matx = self.writeMatrixOffset(bo)
self.writeOffsFrames(matx, name)
except :
pass
self.file.write(" }\n")
#***********************************************
# Write Matrices
#***********************************************
def writeArmFrames(self, matx, name):
global space
tab = " "
self.file.write("%s" % (tab * space))
self.file.write("Frame ")
self.file.write("%s {\n\n" % (name))
self.file.write("%s" % (tab * space))
self.file.write(" FrameTransformMatrix {\n")
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f;;\n" %
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
self.file.write("%s" % (tab * space))
self.file.write(" }\n")
#***********************************************
# Write Matrices
#***********************************************
def writeOffsFrames(self, matx, name):
space = 1
tab = " "
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f,\n" %
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],4)))
self.file.write("%s" % (tab * space))
self.file.write(" %f,%f,%f,%f;;\n" %
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
self.file.write("%s" % (tab * space))
self.file.write(" }\n")
#*********************************************************************************************************************************************
#***********************************************
#HEADER
#***********************************************
def writeHeader(self):
self.file.write("xof 0303txt 0032\n\n\n")
self.file.write("template VertexDuplicationIndices { \n\
<b8d65549-d7c9-4995-89cf-53a9a8b031e3>\n\
DWORD nIndices;\n\
DWORD nOriginalVertices;\n\
array DWORD indices[nIndices];\n\
}\n\
template XSkinMeshHeader {\n\
<3cf169ce-ff7c-44ab-93c0-f78f62d172e2>\n\
WORD nMaxSkinWeightsPerVertex;\n\
WORD nMaxSkinWeightsPerFace;\n\
WORD nBones;\n\
}\n\
template SkinWeights {\n\
<6f0d123b-bad2-4167-a0d0-80224f25fabb>\n\
STRING transformNodeName;\n\
DWORD nWeights;\n\
array DWORD vertexIndices[nWeights];\n\
array float weights[nWeights];\n\
Matrix4x4 matrixOffset;\n\
}\n\n")
#***********************************************
#CLOSE FILE
#***********************************************
def writeEnd(self):
self.file.close()
print "... finished"
#***********************************************
#EXPORT TEXTURES
#***********************************************
def writeTextures(self,name, tex):
mesh = name.data
for face in mesh.faces:
if face.image and face.image.name not in tex:
tex.append(face.image.name)
#***********************************************
#EXPORT MESH DATA with Armature
#***********************************************
def writeMeshcoordArm(self, name, meshEX,arm_ob):
global index_list
#ROTATION
mat_arm = arm_ob.matrixWorld
mat_ob = name.getMatrix('localspace')
mat_ob.invert()
mat = mat_arm * mat_ob
mat.invert()
name_f = name.name.replace(".","")
self.writeArmFrames(mat, name_f)
mesh = NMesh.GetRawFromObject(name.name)
self.file.write("Mesh {\n")
numface=len(mesh.faces)
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
#VERTICES COORDINATES
counter = 0
for face in mesh.faces:
counter += 1
for n in range(len(face.v)):
index_list.append(face.v[n].index)
vec_vert = Vector([face.v[n].co[0], face.v[n].co[1], face.v[n].co[2], 1])
f_vec_vert = vec_vert * mat
self.file.write("%f; %f; %f;" % (round(f_vec_vert[0],4), round(f_vec_vert[1],4), round(f_vec_vert[2],4)))
if counter == numface :
if n == len(face.v)-1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
#FACES NUMBER
self.file.write("%s;\n" % (numface))
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
if coun == numface:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices"
print " It my be not exported correctly."
else:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices"
print " It my be not exported correctly."
#***********************************************
#EXPORT MESH DATA without Armature
#***********************************************
def writeMeshcoord(self, name, mesh):
global index_list
#ROTATION
mat_ob = mat_flip * name.matrixWorld
name_f = name.name.replace(".","")
self.writeArmFrames(mat_ob, name_f)
self.file.write("Mesh {\n")
numface=len(mesh.faces)
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
#VERTICES COORDINATES
counter = 0
for face in mesh.faces:
counter += 1
for n in range(len(face.v)):
index_list.append(face.v[n].index)
self.file.write("%s; %s; %s;" % (face.v[n].co[0], face.v[n].co[1], face.v[n].co[2]))
if counter == numface :
if n == len(face.v)-1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
#FACES NUMBER
self.file.write("%s;\n" % (numface))
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
if coun == numface:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices(edges and points)"
print " It my be not exported correctly."
else:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices(edges and points)\n"
print " It my be not exported correctly."
#***********************************************
#MESH MATERIAL LIST
#***********************************************
def writeMeshMaterialList(self, name, obj, tex):
self.file.write(" MeshMaterialList {\n")
#HOW MANY MATERIALS ARE USED
count = 0
for mat in Material.Get():
count+=1
self.file.write(" %s;\n" % (len(tex) + count))
#HOW MANY FACES IT HAS
numfaces=len(obj.faces)
self.file.write(" %s;\n" % (numfaces))
##MATERIALS INDEX FOR EVERY FACE
counter = 0
for face in obj.faces :
counter += 1
mater = face.materialIndex
if counter == numfaces:
if face.image and face.image.name in tex :
self.file.write(" %s;;\n" % (tex.index(face.image.name) + count))
else :
self.file.write(" %s;;\n" % (mater))
else :
if face.image and face.image.name in tex :
self.file.write(" %s,\n" % (tex.index(face.image.name) + count))
else :
self.file.write(" %s,\n" % (mater))
##MATERIAL NAME
for mat in Material.Get():
self.file.write(" Material")
name_m = mat.name
name_f = name_m.replace(".","")
self.file.write(" %s "% (name_f))
self.file.write("{\n")
self.file.write(" %s; %s; %s;" % (mat.R, mat.G, mat.B))
self.file.write("%s;;\n" % (mat.alpha))
self.file.write(" %s;\n" % (mat.spec))
self.file.write(" %s; %s; %s;;\n" % (mat.specR, mat.specG, mat.specB))
self.file.write(" 0.0; 0.0; 0.0;;\n")
self.file.write(" }\n")
for mat in tex:
self.file.write(" Material Mat")
self.file.write("%s "% (len(tex)))
self.file.write("{\n")
self.file.write(" 1.0; 1.0; 1.0; 1.0;;\n")
self.file.write(" 1.0;\n")
self.file.write(" 1.0; 1.0; 1.0;;\n")
self.file.write(" 0.0; 0.0; 0.0;;\n")
self.file.write(" TextureFilename {")
self.file.write(' "%s" ;'% (mat))
self.file.write(" }\n")
self.file.write(" }\n")
self.file.write(" }\n")
#***********************************************
#MESH NORMALS
#***********************************************
def writeMeshNormals(self,name,mesh):
self.file.write(" MeshNormals {\n")
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert = numvert + len(face.v)
self.file.write("%s;\n" % (numvert))
numfaces=len(mesh.faces)
#VERTICES NORMAL
counter = 0
for face in mesh.faces:
counter += 1
for n in range(len(face.v)):
self.file.write(" %s; %s; %s;" % ((round(face.v[n].no[0],6)),(round(face.v[n].no[1],6)),(round(face.v[n].no[2],6))))
if counter == numfaces :
if n == len(face.v)-1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
#FACES NUMBER
self.file.write("%s;\n" % (numfaces))
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
if coun == numfaces:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;;\n" % (counter, counter + 2, counter + 1))
counter += 3
else :
self.file.write("4; %s, %s, %s, %s;;\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
else:
if len(face.v) == 3:
self.file.write("3; %s, %s, %s;,\n" % (counter, counter + 2, counter + 1))
counter += 3
else :
self.file.write("4; %s, %s, %s, %s;,\n" % (counter, counter + 3, counter + 2, counter + 1))
counter += 4
self.file.write("}\n")
#***********************************************
#MESH TEXTURE COORDS
#***********************************************
def writeMeshTextureCoords(self, name, mesh):
if mesh.hasFaceUV():
self.file.write("MeshTextureCoords {\n")
#VERTICES NUMBER
numvert = 0
for face in mesh.faces:
numvert += len(face.v)
self.file.write("%s;\n" % (numvert))
#UV COORDS
numfaces = len(mesh.faces)
counter = -1
co = 0
for face in mesh.faces:
counter += 1
co += 1
for n in range(len(face.v)):
self.file.write("%s;%s;" % (mesh.faces[counter].uv[n][0], -mesh.faces[counter].uv[n][1]))
if co == numfaces :
if n == len(face.v) - 1 :
self.file.write(";\n")
else :
self.file.write(",\n")
else :
self.file.write(",\n")
self.file.write("}\n")
#***********************************************#***********************************************#***********************************************
#***********************************************
#FRAMES
#***********************************************
def writeFrames(self, matx):
self.file.write("%s,%s,%s,%s," %
(round(matx[0][0],4),round(matx[0][1],4),round(matx[0][2],4),round(matx[0][3],6)))
self.file.write("%s,%s,%s,%s," %
(round(matx[1][0],4),round(matx[1][1],4),round(matx[1][2],4),round(matx[1][3],6)))
self.file.write("%s,%s,%s,%s," %
(round(matx[2][0],4),round(matx[2][1],4),round(matx[2][2],4),round(matx[2][3],6)))
self.file.write("%s,%s,%s,%s;;" %
(round(matx[3][0],4),round(matx[3][1],4),round(matx[3][2],4),round(matx[3][3],6)))
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimation(self,arm_ob):
global mat_dict
arm = arm_ob.getData()
act_list = arm_ob.getAction()
ip = act_list.getAllChannelIpos()
for bon in arm.bones.values() :
point_list = []
name = bon.name
name_f = name.replace(".", "")
try :
ip_bon_channel = ip[bon.name]
ip_bon_name = ip_bon_channel.getName()
ip_bon = Blender.Ipo.Get(ip_bon_name)
poi = ip_bon.getCurves()
for po in poi[3].getPoints():
a = po.getPoints()
point_list.append(int(a[0]))
#point_list.pop(0)
self.file.write(" Animation { \n")
self.file.write(" {%s}\n" %(name_f))
self.file.write(" AnimationKey { \n")
self.file.write(" 4;\n")
self.file.write(" %s; \n" % (len(point_list)))
for fr in point_list:
mat = self.writeAnimCombineMatrix(bon,fr)
self.file.write(" %s;" % (fr))
self.file.write("16;")
self.writeFrames(mat)
if fr == point_list[len(point_list)-1]:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
self.file.write("\n")
except:
pass
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimationObj(self, obj):
point_list = []
ip = obj.getIpo()
poi = ip.getCurves()
for po in poi[0].getPoints():
a = po.getPoints()
point_list.append(int(a[0]))
point_list.pop(0)
self.file.write(" Animation {\n")
self.file.write(" {")
self.file.write("%s }\n" % (obj.name))
self.file.write(" AnimationKey { \n")
self.file.write(" 4;\n")
self.file.write(" %s; \n" % (len(point_list)+1))
self.file.write(" %s;" % (1))
self.file.write("16;")
Blender.Set('curframe',1)
mat = obj.matrixWorld * mat_flip
self.writeFrames(mat)
self.file.write(",\n")
for fr in point_list:
self.file.write(" %s;" % (fr))
self.file.write("16;")
Blender.Set('curframe',fr)
mat_new = obj.matrixWorld * mat_flip
self.writeFrames(mat_new)
if fr == point_list[len(point_list)-1]:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
#***********************************************
#WRITE ANIMATION KEYS
#***********************************************
def writeAnimationObjArm(self, obj):
point_list = []
ip = obj.getIpo()
poi = ip.getCurves()
for po in poi[0].getPoints():
a = po.getPoints()
point_list.append(int(a[0]))
point_list.pop(0)
self.file.write(" Animation {\n")
self.file.write(" {RootFrame}\n" )
self.file.write(" AnimationKey { \n")
self.file.write(" 4;\n")
self.file.write(" %s; \n" % (len(point_list)+1))
self.file.write(" %s;" % (1))
self.file.write("16;")
Blender.Set('curframe',1)
mat = mat_flip * obj.getMatrix('worldspace')
self.writeFrames(mat)
self.file.write(",\n")
for fr in point_list:
self.file.write(" %s;" % (fr))
self.file.write("16;")
Blender.Set('curframe',fr)
mat_new = mat_flip * obj.getMatrix('worldspace')
self.writeFrames(mat_new)
if fr == point_list[len(point_list)-1]:
self.file.write(";\n")
else:
self.file.write(",\n")
self.file.write(" }\n")
self.file.write(" }\n")
#***********************************************#***********************************************#***********************************************
#***********************************************
# MAIN
#***********************************************
def my_callback(filename):
if filename.find('.x', -2) <= 0: filename += '.x'
xexport = xExport(filename)
xexport.SelectObjs()
def my_callback_sel(filename):
if filename.find('.x', -2) <= 0: filename += '.x'
xexport = xExport(filename)
xexport.exportSelMesh()
arg = __script__['arg']
if arg == 'exportsel':
fname = Blender.sys.makename(ext = ".x")
Blender.Window.FileSelector(my_callback_sel, "Export DirectX", fname)
else:
fname = Blender.sys.makename(ext = ".x")
Blender.Window.FileSelector(my_callback, "Export DirectX", fname)