blender/release/scripts/export_fbx.py
Campbell Barton 60af30ec8a lightwave_import - tested with many more new files, fixed a rare error (probably bad file)
export_fbx - export lamps, (point/spot/sun), Mesh edges, Dupli'Objects and static particles as edges. bug fix in material export and better reuse of some standard text chunks.
fly mode, added acceleration on mouse-wheel and +/- so flicking the mousewheel has more effect and dosnt feel so slugish.
BPySys.py - cleanName, dumb mistake.
2007-04-21 11:23:45 +00:00

1252 lines
39 KiB
Python

#!BPY
"""
Name: 'Autodesk FBX (.fbx)...'
Blender: 243
Group: 'Export'
Tooltip: 'Selection to an ASCII Autodesk FBX '
"""
__author__ = "Campbell Barton"
__url__ = ['www.blender.org', 'blenderartists.org']
__version__ = "1.1"
__bpydoc__ = """\
This script is an exporter to the FBX file format.
Usage:
Select the objects you wish to export and run this script from "File->Export" menu.
All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d)
will be exported as mesh data.
"""
# --------------------------------------------------------------------------
# FBX Export v0.1 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# 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.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
import BPyObject
import BPyMesh
import BPySys
import BPyMessages
import time
from math import degrees
# Used to add the scene name into the filename without using odd chars
sane_name_mapping_ob = {}
sane_name_mapping_mat = {}
sane_name_mapping_tex = {}
sane_name_mapping_arm = {}
def strip_path(p):
return p.split('\\')[-1].split('/')[-1]
def sane_name(data, dct):
if not data: return None
name = data.name
try: return dct[name]
except: pass
orig_name = name
name = BPySys.cleanName(name)
dct[orig_name] = name
return name
def sane_obname(data):
return sane_name(data, sane_name_mapping_ob)
def sane_matname(data):
return sane_name(data, sane_name_mapping_mat)
def sane_texname(data):
return sane_name(data, sane_name_mapping_tex)
def sane_armname(data):
return sane_name(data, sane_name_mapping_arm)
# May use this later
"""
# Auto class, use for datastorage only, a like a dictionary but with limited slots
def auto_class(slots):
exec('class container_class(object): __slots__=%s' % slots)
return container_class
"""
header_comment = \
'''; FBX 6.1.0 project file
; Created by Blender FBX Exporter
; for support mail cbarton@metavr.com
; ----------------------------------------------------
'''
def write_header(file):
file.write(header_comment)
curtime = time.localtime()[0:6]
#
file.write(\
'''FBXHeaderExtension: {
FBXHeaderVersion: 1003
FBXVersion: 6100
CreationTimeStamp: {
Version: 1000
Year: %.4i
Month: %.2i
Day: %.2i
Hour: %.2i
Minute: %.2i
Second: %.2i
Millisecond: 0
}
Creator: "FBX SDK/FBX Plugins build 20070228"
OtherFlags: {
FlagPLE: 0
}
}''' % (curtime))
file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version'))
def write_scene(file, sce, world):
def write_object_tx(ob, loc, matrix):
'''
We have loc to set the location if non blender objects that have a location
'''
if ob and not matrix: matrix = ob.matrixWorld
if matrix:
loc = tuple(matrix.translationPart())
scale = tuple(matrix.scalePart())
# Lamps need to be rotated
if ob and ob.type =='Lamp':
matrix = Blender.Mathutils.RotationMatrix(90, 4, 'x') * matrix
rot = tuple(matrix.rotationPart().toEuler())
else:
if not loc:
loc = 0,0,0
scale = 1,1,1
rot = 0,0,0
file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
def write_object_props(ob=None, loc=None, matrix=None):
# if the type is 0 its an empty otherwise its a mesh
# only difference at the moment is one has a color
file.write('''
Properties60: {
Property: "QuaternionInterpolate", "bool", "",0
Property: "Visibility", "Visibility", "A+",1''')
write_object_tx(ob, loc, matrix)
# Rotation order
# eEULER_XYZ
# eEULER_XZY
# eEULER_YZX
# eEULER_YXZ
# eEULER_ZXY
# eEULER_ZYX
file.write('''
Property: "RotationOffset", "Vector3D", "",0,0,0
Property: "RotationPivot", "Vector3D", "",0,0,0
Property: "ScalingOffset", "Vector3D", "",0,0,0
Property: "ScalingPivot", "Vector3D", "",0,0,0
Property: "TranslationActive", "bool", "",0
Property: "TranslationMin", "Vector3D", "",0,0,0
Property: "TranslationMax", "Vector3D", "",0,0,0
Property: "TranslationMinX", "bool", "",0
Property: "TranslationMinY", "bool", "",0
Property: "TranslationMinZ", "bool", "",0
Property: "TranslationMaxX", "bool", "",0
Property: "TranslationMaxY", "bool", "",0
Property: "TranslationMaxZ", "bool", "",0
Property: "RotationOrder", "enum", "",1
Property: "RotationSpaceForLimitOnly", "bool", "",0
Property: "AxisLen", "double", "",10
Property: "PreRotation", "Vector3D", "",0,0,0
Property: "PostRotation", "Vector3D", "",0,0,0
Property: "RotationActive", "bool", "",0
Property: "RotationMin", "Vector3D", "",0,0,0
Property: "RotationMax", "Vector3D", "",0,0,0
Property: "RotationMinX", "bool", "",0
Property: "RotationMinY", "bool", "",0
Property: "RotationMinZ", "bool", "",0
Property: "RotationMaxX", "bool", "",0
Property: "RotationMaxY", "bool", "",0
Property: "RotationMaxZ", "bool", "",0
Property: "RotationStiffnessX", "double", "",0
Property: "RotationStiffnessY", "double", "",0
Property: "RotationStiffnessZ", "double", "",0
Property: "MinDampRangeX", "double", "",0
Property: "MinDampRangeY", "double", "",0
Property: "MinDampRangeZ", "double", "",0
Property: "MaxDampRangeX", "double", "",0
Property: "MaxDampRangeY", "double", "",0
Property: "MaxDampRangeZ", "double", "",0
Property: "MinDampStrengthX", "double", "",0
Property: "MinDampStrengthY", "double", "",0
Property: "MinDampStrengthZ", "double", "",0
Property: "MaxDampStrengthX", "double", "",0
Property: "MaxDampStrengthY", "double", "",0
Property: "MaxDampStrengthZ", "double", "",0
Property: "PreferedAngleX", "double", "",0
Property: "PreferedAngleY", "double", "",0
Property: "PreferedAngleZ", "double", "",0
Property: "InheritType", "enum", "",0
Property: "ScalingActive", "bool", "",0
Property: "ScalingMin", "Vector3D", "",1,1,1
Property: "ScalingMax", "Vector3D", "",1,1,1
Property: "ScalingMinX", "bool", "",0
Property: "ScalingMinY", "bool", "",0
Property: "ScalingMinZ", "bool", "",0
Property: "ScalingMaxX", "bool", "",0
Property: "ScalingMaxY", "bool", "",0
Property: "ScalingMaxZ", "bool", "",0
Property: "GeometricTranslation", "Vector3D", "",0,0,0
Property: "GeometricRotation", "Vector3D", "",0,0,0
Property: "GeometricScaling", "Vector3D", "",1,1,1
Property: "LookAtProperty", "object", ""
Property: "UpVectorProperty", "object", ""
Property: "Show", "bool", "",1
Property: "NegativePercentShapeSupport", "bool", "",1
Property: "DefaultAttributeIndex", "int", "",0''')
if ob:
# Only mesh objects have color
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Size", "double", "",100')
file.write('\n\t\t\tProperty: "Look", "enum", "",1')
def write_camera_switch():
file.write('''
Model: "Model::Camera Switcher", "CameraSwitcher" {
Version: 232''')
write_object_props()
file.write('''
Property: "Color", "Color", "A",0.8,0.8,0.8
Property: "Camera Index", "Integer", "A+",100
}
MultiLayer: 0
MultiTake: 1
Hidden: "True"
Shading: W
Culling: "CullingOff"
Version: 101
Name: "Model::Camera Switcher"
CameraId: 0
CameraName: 100
CameraIndexName:
}''')
def write_camera(name, loc, near, far, proj_type, up):
file.write('\n\tModel: "Model::%s", "Camera" {' % name )
file.write('\n\t\tVersion: 232')
write_object_props(None, loc)
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40')
file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0')
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0')
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63')
file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
file.write('\n\t\t\tProperty: "GateFit", "enum", "",0')
file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486')
file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
file.write('\n\t\t\tProperty: "AspectW", "double", "",320')
file.write('\n\t\t\tProperty: "AspectH", "double", "",200')
file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1')
file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far)
file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816')
file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612')
file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333')
file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4')
file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
file.write('\n\t\t\tProperty: "Center", "bool", "",1')
file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333')
file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type)
file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tHidden: "True"')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %i,%i,%i' % up)
file.write('\n\t\tLookAt: 0,0,0')
file.write('\n\t\tShowInfoOnMoving: 1')
file.write('\n\t\tShowAudio: 0')
file.write('\n\t\tAudioColor: 0,1,0')
file.write('\n\t\tCameraOrthoZoom: 1')
file.write('\n\t}')
def write_camera_default():
# This sucks but to match FBX converter its easier to
# write the cameras though they are not needed.
write_camera('Producer Perspective', (0,71.3,287.5), 10, 4000, 0, (0,1,0))
write_camera('Producer Top', (0,4000,0), 1, 30000, 1, (0,0,-1))
write_camera('Producer Bottom', (0,-4000,0), 1, 30000, 1, (0,0,-1))
write_camera('Producer Front', (0,0,4000), 1, 30000, 1, (0,1,0))
write_camera('Producer Back', (0,0,-4000), 1, 30000, 1, (0,1,0))
write_camera('Producer Right', (4000,0,0), 1, 30000, 1, (0,1,0))
write_camera('Producer Left', (-4000,0,0), 1, 30000, 1, (0,1,0))
def write_light(ob, name):
light = ob.data
file.write('\n\tModel: "Model::%s", "Light" {' % name)
file.write('\n\t\tVersion: 232')
write_object_props(ob)
# Why are these values here twice?????? - oh well, follow the holy sdk's output
# Blender light types match FBX's, funny coincidence, we just need to
# be sure that all unsupported types are made into a point light
#ePOINT,
#eDIRECTIONAL
#eSPOT
light_type = light.type
if light_type > 3: light_type = 0
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (light.energy*100))
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % light.spotSize)
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (light.energy*100))
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % light.spotSize)
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "DecayType", "enum", "",0')
file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist)
file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0')
file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0')
file.write('\n\t\t\tProperty: "CastShadows", "bool", "",0')
file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Light"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t}')
# Material Settings
if world:
world_amb = world.getAmb()
else:
world_amb = (0,0,0) # Default value
def write_material(matname, mat):
file.write('\n\tMaterial: "Material::%s", "" {' % matname)
# Todo, add more material Properties.
if mat:
mat_cold = tuple(mat.rgbCol)
mat_cols = tuple(mat.specCol)
#mat_colm = tuple(mat.mirCol)
mat_colamb = tuple([c for c in world_amb])
mat_dif = mat.ref
mat_amb = mat.amb
mat_hard = (float(mat.hard)-1)/5.10
mat_spec = mat.spec/2.0
mat_alpha = mat.alpha
mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
if mat_shadeless:
mat_shader = 'Lambert'
else:
if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT:
mat_shader = 'Lambert'
else:
mat_shader = 'Phong'
else:
mat_cols = mat_cold = 0.8, 0.8, 0.8
mat_colamb = 0.0,0.0,0.0
# mat_colm
mat_dif = 1.0
mat_amb = 0.5
mat_hard = 20.0
mat_spec = 0.2
mat_alpha = 1.0
mat_shadeless = False
mat_shader = 'Phong'
file.write('\n\t\tVersion: 102')
file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower())
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tProperties60: {')
file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",0,0,0')
file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",1')
file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.1f' % mat_amb)
file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.1f' % mat_dif)
file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",0')
if not mat_shadeless:
file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.1f' % mat_spec)
file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0')
file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
file.write('\n\t\t\tProperty: "Emissive", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "Ambient", "Vector3D", "",%.1f,%.1f,%.1f' % mat_colamb)
file.write('\n\t\t\tProperty: "Diffuse", "Vector3D", "",%.1f,%.1f,%.1f' % mat_cold)
if not mat_shadeless:
file.write('\n\t\t\tProperty: "Specular", "Vector3D", "",%.1f,%.1f,%.1f' % mat_cols)
file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
if not mat_shadeless:
file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0')
file.write('\n\t\t}')
file.write('\n\t}')
def write_video(texname, tex):
# Same as texture really!
file.write('\n\tVideo: "Video::%s", "Clip" {' % texname)
file.write('''
Type: "Clip"
Properties60: {
Property: "FrameRate", "double", "",0
Property: "LastFrame", "int", "",0
Property: "Width", "int", "",0
Property: "Height", "int", "",0''')
if tex:
fname = tex.filename
fname_strip = strip_path(fname)
else:
fname = fname_strip = ''
file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
file.write('''
Property: "StartFrame", "int", "",0
Property: "StopFrame", "int", "",0
Property: "PlaySpeed", "double", "",1
Property: "Offset", "KTime", "",0
Property: "InterlaceMode", "enum", "",0
Property: "FreeRunning", "bool", "",0
Property: "Loop", "bool", "",0
Property: "AccessMode", "enum", "",0
}
UseMipMap: 0''')
file.write('\n\t\tFilename: "%s"' % fname_strip)
if fname_strip: fname_strip = '/' + fname_strip
file.write('\n\t\tRelativeFilename: "fbx%s"' % fname_strip) # make relative
file.write('\n\t}')
def write_texture(texname, tex, num):
# if tex == None then this is a dummy tex
file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
file.write('\n\t\tType: "TextureVideoClip"')
file.write('\n\t\tVersion: 202')
# TODO, rare case _empty_ exists as a name.
file.write('\n\t\tTextureName: "Texture::%s"' % texname)
file.write('''
Properties60: {
Property: "Translation", "Vector", "A+",0,0,0
Property: "Rotation", "Vector", "A+",0,0,0
Property: "Scaling", "Vector", "A+",1,1,1''')
file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
file.write('''
Property: "TextureTypeUse", "enum", "",0
Property: "CurrentTextureBlendMode", "enum", "",1
Property: "UseMaterial", "bool", "",0
Property: "UseMipMap", "bool", "",0
Property: "CurrentMappingType", "enum", "",0
Property: "UVSwap", "bool", "",0
Property: "WrapModeU", "enum", "",0
Property: "WrapModeV", "enum", "",0
Property: "TextureRotationPivot", "Vector3D", "",0,0,0
Property: "TextureScalingPivot", "Vector3D", "",0,0,0
Property: "VideoProperty", "object", ""
}''')
file.write('\n\t\tMedia: "Video::%s"' % texname)
if tex:
fname = tex.filename
file.write('\n\t\tFileName: "%s"' % strip_path(fname))
file.write('\n\t\tRelativeFilename: "fbx/%s"' % strip_path(fname)) # need some make relative command
else:
file.write('\n\t\tFileName: ""')
file.write('\n\t\tRelativeFilename: "fbx"')
file.write('''
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}''')
ob_meshes = []
ob_lights = []
materials = {}
textures = {}
armatures = [] # We should export standalone armatures also
armatures_totbones = 0 # we need this because each bone is a model
for ob_base in sce.objects.context:
for ob, mtx in BPyObject.getDerivedObjects(ob_base):
#for ob in [ob_base,]:
ob_type = ob.type
if ob_type == 'Lamp':
ob_lights.append((sane_obname(ob), ob))
else:
if ob_type == 'Mesh': me = ob.getData(mesh=1)
else: me = BPyMesh.getMeshFromObject(ob)
if me:
mats = me.materials
for mat in mats:
# 2.44 use mat.lib too for uniqueness
if mat: materials[mat.name] = mat
if me.faceUV:
uvlayer_orig = me.activeUVLayer
for uvlayer in me.getUVLayerNames():
me.activeUVLayer = uvlayer
for f in me.faces:
img = f.image
if img: textures[img.name] = img
me.activeUVLayer = uvlayer_orig
arm = BPyObject.getObjectArmature(ob)
if arm:
armname = sane_armname(arm)
bones = arm.bones.values()
armatures_totbones += len(bones)
armatures.append((arm, armname, bones))
else:
armname = None
#### me.transform(ob.matrixWorld) # Export real ob coords.
#### High Quality, not realy needed for now.
#BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
ob_meshes.append( (sane_obname(ob), ob, mtx, me, mats, arm, armname) )
del ob_type
materials = [(sane_matname(mat), mat) for mat in materials.itervalues()]
textures = [(sane_texname(img), img) for img in textures.itervalues()]
materials.sort() # sort by name
textures.sort()
if not materials:
materials = [('null', None)]
material_mapping = {} # blen name : index
if textures:
texture_mapping_local = {None:0} # ditto
i = 0
for texname, tex in textures:
texture_mapping_local[tex.name] = i
i+=1
textures.insert(0, ('_empty_', None))
i = 0
for matname, mat in materials:
if mat: mat = mat.name
material_mapping[mat] = i
i+=1
camera_count = 8
file.write('''
; Object definitions
;------------------------------------------------------------------
Definitions: {
Version: 100
Count: %i''' % (1+1+camera_count+len(ob_meshes)+len(ob_lights)+len(armatures)+armatures_totbones+len(materials)+(len(textures)*2))) # add 1 for the root model 1 for global settings
file.write('''
ObjectType: "Model" {
Count: %i
}''' % (1+camera_count+len(ob_meshes)+len(ob_lights)+len(armatures)+armatures_totbones)) # add 1 for the root model
file.write('''
ObjectType: "Geometry" {
Count: %i
}''' % len(ob_meshes))
if materials:
file.write('''
ObjectType: "Material" {
Count: %i
}''' % len(materials))
if textures:
file.write('''
ObjectType: "Texture" {
Count: %i
}''' % len(textures)) # add 1 for an empty tex
file.write('''
ObjectType: "Video" {
Count: %i
}''' % len(textures)) # add 1 for an empty tex
file.write('''
ObjectType: "GlobalSettings" {
Count: 1
}
}
''')
file.write(\
'''
; Object properties
;------------------------------------------------------------------
Objects: {''')
# To comply with other FBX FILES
write_camera_switch()
# Write the null object
file.write('''
Model: "Model::blend_root", "Null" {
Version: 232''')
write_object_props()
file.write('''
}
MultiLayer: 0
MultiTake: 1
Shading: Y
Culling: "CullingOff"
TypeFlags: "Null"
}''')
for obname, ob in ob_lights:
write_light(ob, obname)
for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
file.write('\n\tModel: "Model::%s", "Mesh" {' % sane_obname(ob))
file.write('\n\t\tVersion: 232') # newline is added in write_object_props
write_object_props(ob, None, mtx)
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 1')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
# Write the Real Mesh data here
file.write('\n\t\tVertices: ')
i=-1
for v in me.verts:
if i==-1:
file.write('%.6f,%.6f,%.6f' % tuple(v.co))
i=0
else:
if i==7:
file.write('\n\t\t')
i=0
file.write(',%.6f,%.6f,%.6f'% tuple(v.co))
i+=1
file.write('\n\t\tPolygonVertexIndex: ')
i=-1
for f in me.faces:
fi = [v.index for v in f]
# flip the last index, odd but it looks like
# this is how fbx tells one face from another
fi[-1] = -(fi[-1]+1)
fi = tuple(fi)
if i==-1:
if len(f) == 3: file.write('%i,%i,%i' % fi )
else: file.write('%i,%i,%i,%i' % fi )
i=0
else:
if i==13:
file.write('\n\t\t')
i=0
if len(f) == 3: file.write(',%i,%i,%i' % fi )
else: file.write(',%i,%i,%i,%i' % fi )
i+=1
ed_val = [None, None]
LOOSE = Blender.Mesh.EdgeFlags.LOOSE
for ed in me.edges:
if ed.flag & LOOSE:
ed_val[0] = ed.v1.index
ed_val[1] = -(ed.v2.index+1)
if i==-1:
file.write('%i,%i' % tuple(ed_val) )
i=0
else:
if i==13:
file.write('\n\t\t')
i=0
file.write(',%i,%i' % tuple(ed_val) )
i+=1
del LOOSE
file.write('\n\t\tGeometryVersion: 124')
file.write('''
LayerElementNormal: 0 {
Version: 101
Name: ""
MappingInformationType: "ByVertice"
ReferenceInformationType: "Direct"
Normals: ''')
i=-1
for v in me.verts:
if i==-1:
file.write('%.15f,%.15f,%.15f' % tuple(v.no))
i=0
else:
if i==2:
file.write('\n ')
i=0
file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
i+=1
file.write('\n\t\t}')
# Write VertexColor Layers
collayers = []
if me.vertexColors:
collayers = me.getColorLayerNames()
collayer_orig = me.activeColorLayer
for colindex, collayer in enumerate(collayers):
me.activeColorLayer = collayer
file.write('\n\t\tLayerElementColor: %i {' % colindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % collayer)
file.write('''
MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
Colors: ''')
i = -1
ii = 0 # Count how many Colors we write
for f in me.faces:
for col in f.col:
if i==-1:
file.write('%i,%i,%i' % (col[0], col[1], col[2]))
i=0
else:
if i==7:
file.write('\n\t\t\t\t')
i=0
file.write(',%i,%i,%i' % (col[0], col[1], col[2]))
i+=1
ii+=1 # One more Color
file.write('\n\t\t\tColorIndex: ')
i = -1
for j in xrange(ii):
if i == -1:
file.write('%i' % j)
i=0
else:
if i==55:
file.write('\n\t\t\t\t')
i=0
file.write(',%i' % j)
i+=1
file.write('\n\t\t}')
# Write UV and texture layers.
uvlayers = []
if me.faceUV:
uvlayers = me.getUVLayerNames()
uvlayer_orig = me.activeUVLayer
for uvindex, uvlayer in enumerate(uvlayers):
me.activeUVLayer = uvlayer
file.write('\n\t\tLayerElementUV: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('''
MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
UV: ''')
i = -1
ii = 0 # Count how many UVs we write
for f in me.faces:
for uv in f.uv:
if i==-1:
file.write('%.6f,%.6f' % tuple(uv))
i=0
else:
if i==7:
file.write('\n ')
i=0
file.write(',%.6f,%.6f' % tuple(uv))
i+=1
ii+=1 # One more UV
file.write('\n\t\t\tUVIndex: ')
i = -1
for j in xrange(ii):
if i == -1:
file.write('%i' % j)
i=0
else:
if i==55:
file.write('\n\t\t\t\t')
i=0
file.write(',%i' % j)
i+=1
file.write('\n\t\t}')
if textures:
file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('''
MappingInformationType: "ByPolygon"
ReferenceInformationType: "IndexToDirect"
BlendMode: "Translucent"
TextureAlpha: 1
TextureId: ''')
i=-1
for f in me.faces:
img_key = f.image
if img_key: img_key = img_key.name
if i==-1:
i=0
file.write( '%s' % texture_mapping_local[img_key])
else:
if i==55:
file.write('\n ')
i=0
file.write(',%s' % texture_mapping_local[img_key])
i+=1
else:
file.write('''
LayerElementTexture: 0 {
Version: 101
Name: ""
MappingInformationType: "NoMappingInformation"
ReferenceInformationType: "IndexToDirect"
BlendMode: "Translucent"
TextureAlpha: 1
TextureId: ''')
file.write('\n\t\t}')
me.activeUVLayer = uvlayer_orig
# Done with UV/textures.
if materials:
file.write('''
LayerElementMaterial: 0 {
Version: 101
Name: ""
MappingInformationType: "ByPolygon"
ReferenceInformationType: "IndexToDirect"
Materials: ''')
# Build a material mapping for this
material_mapping_local = {} # local-index : global index.
for i, mat in enumerate(mats):
if mat:
material_mapping_local[i] = material_mapping[mat.name]
else:
material_mapping_local[i] = 0 # None material is zero for now.
if not material_mapping_local:
material_mapping_local[0] = 0
len_material_mapping_local = len(material_mapping_local)
i=-1
for f in me.faces:
f_mat = f.mat
if f_mat >= len_material_mapping_local:
f_mat = 0
if i==-1:
i=0
file.write( '%s' % material_mapping_local[f_mat])
else:
if i==55:
file.write('\n\t\t\t\t')
i=0
file.write(',%s' % material_mapping_local[f_mat])
i+=1
file.write('\n\t\t}')
file.write('''
Layer: 0 {
Version: 100
LayerElement: {
Type: "LayerElementNormal"
TypedIndex: 0
}''')
if materials:
file.write('''
LayerElement: {
Type: "LayerElementMaterial"
TypedIndex: 0
}''')
# Always write this
if textures:
file.write('''
LayerElement: {
Type: "LayerElementTexture"
TypedIndex: 0
}''')
if me.vertexColors:
file.write('''
LayerElement: {
Type: "LayerElementColor"
TypedIndex: 0
}''')
if me.faceUV:
file.write('''
LayerElement: {
Type: "LayerElementUV"
TypedIndex: 0
}''')
file.write('\n\t\t}')
if len(uvlayers) > 1:
for i in xrange(1, len(uvlayers)):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
file.write('''
LayerElement: {
Type: "LayerElementUV"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
if textures:
file.write('''
LayerElement: {
Type: "LayerElementTexture"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
file.write('\n\t\t}')
if len(collayers) > 1:
# Take into account any UV layers
layer_offset = 0
if uvlayers: layer_offset = len(uvlayers)-1
for i in xrange(layer_offset, len(collayers)+layer_offset):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
file.write('''
LayerElement: {
Type: "LayerElementColor"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
file.write('\n\t\t}')
file.write('\n\t}')
write_camera_default()
for matname, mat in materials:
write_material(matname, mat)
# each texture uses a video, odd
for texname, tex in textures:
write_video(texname, tex)
i = 0
for texname, tex in textures:
write_texture(texname, tex, i)
i+=1
# Finish Writing Objects
# Write global settings
file.write('''
GlobalSettings: {
Version: 1000
Properties60: {
Property: "UpAxis", "int", "",1
Property: "UpAxisSign", "int", "",1
Property: "FrontAxis", "int", "",2
Property: "FrontAxisSign", "int", "",1
Property: "CoordAxis", "int", "",0
Property: "CoordAxisSign", "int", "",1
Property: "UnitScaleFactor", "double", "",1
}
}
''')
file.write('}')
file.write('''
; Object relations
;------------------------------------------------------------------
Relations: {''')
file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}')
for obname, ob in ob_lights:
file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % obname)
for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % obname)
file.write('''
Model: "Model::Producer Perspective", "Camera" {
}
Model: "Model::Producer Top", "Camera" {
}
Model: "Model::Producer Bottom", "Camera" {
}
Model: "Model::Producer Front", "Camera" {
}
Model: "Model::Producer Back", "Camera" {
}
Model: "Model::Producer Right", "Camera" {
}
Model: "Model::Producer Left", "Camera" {
}
Model: "Model::Camera Switcher", "CameraSwitcher" {
}''')
for matname, mat in materials:
file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
if textures:
for texname, tex in textures:
file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname)
for texname, tex in textures:
file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname)
file.write('\n}')
file.write('''
; Object connections
;------------------------------------------------------------------
Connections: {''')
# write the fake root node
file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"')
for obname, ob in ob_lights:
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % obname)
for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % obname)
for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
# Connect all materials to all objects, not good form but ok for now.
for mat in mats:
file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_matname(mat), obname))
if textures:
for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
for texname, tex in textures:
file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (texname, obname))
for texname, tex in textures:
file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname))
file.write('\n}')
# Clear mesh data Only when writing with modifiers applied
#for obname, ob, me, mats, arm, armname in objects:
# me.verts = None
def write_footer(file, sce, world):
tuple(world.hor)
tuple(world.amb)
has_mist = world.mode & 1
mist_intense, mist_start, mist_end, mist_height = world.mist
render = sce.render
file.write('\n;Takes and animation section')
file.write('\n;----------------------------------------------------')
file.write('\n')
file.write('\nTakes: {')
file.write('\n\tCurrent: ""')
file.write('\n}')
file.write('\n;Version 5 settings')
file.write('\n;------------------------------------------------------------------')
file.write('\n')
file.write('\nVersion5: {')
file.write('\n\tAmbientRenderSettings: {')
file.write('\n\t\tVersion: 101')
file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world.amb))
file.write('\n\t}')
file.write('\n\tFogOptions: {')
file.write('\n\t\tFlogEnable: %i' % has_mist)
file.write('\n\t\tFogMode: 0')
file.write('\n\t\tFogDensity: %.3f' % mist_intense)
file.write('\n\t\tFogStart: %.3f' % mist_start)
file.write('\n\t\tFogEnd: %.3f' % mist_end)
file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world.hor))
file.write('\n\t}')
file.write('\n\tSettings: {')
file.write('\n\t\tFrameRate: "%i"' % render.fps)
file.write('\n\t\tTimeFormat: 1')
file.write('\n\t\tSnapOnFrames: 0')
file.write('\n\t\tReferenceTimeIndex: -1')
file.write('\n\t\tTimeLineStartTime: %i' % render.sFrame)
file.write('\n\t\tTimeLineStopTime: %i' % render.eFrame)
file.write('\n\t}')
file.write('\n\tRendererSetting: {')
file.write('\n\t\tDefaultCamera: "Producer Perspective"')
file.write('\n\t\tDefaultViewingMode: 0')
file.write('\n\t}')
file.write('\n}')
file.write('\n')
import bpy
def write_ui(filename):
if not BPyMessages.Warning_SaveOver(filename):
return
sce = bpy.data.scenes.active
world = sce.world
Blender.Window.WaitCursor(1)
file = open(filename, 'w')
write_header(file)
write_scene(file, sce, world)
write_footer(file, sce, world)
Blender.Window.WaitCursor(0)
if __name__ == '__main__':
Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))