459b4ea5be
- own error, swapped diffuse and emit factors
2977 lines
99 KiB
Python
2977 lines
99 KiB
Python
#!BPY
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"""
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Name: 'Autodesk FBX (.fbx)...'
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Blender: 244
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Group: 'Export'
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Tooltip: 'Selection to an ASCII Autodesk FBX '
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"""
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__author__ = "Campbell Barton"
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__url__ = ['www.blender.org', 'blenderartists.org']
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__version__ = "1.1"
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__bpydoc__ = """\
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This script is an exporter to the FBX file format.
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http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
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"""
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# --------------------------------------------------------------------------
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# FBX Export v0.1 by Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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try:
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import time
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# import os # only needed for batch export, nbot used yet
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except:
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time = None # use this to check if they have python modules installed
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# for python 2.3 support
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try:
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set()
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except:
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try:
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from sets import Set as set
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except:
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set = None # so it complains you dont have a !
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# os is only needed for batch 'own dir' option
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try:
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import os
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except:
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os = None
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import Blender
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import bpy
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from Blender.Mathutils import Matrix, Vector, RotationMatrix
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import BPyObject
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import BPyMesh
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import BPySys
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import BPyMessages
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import sys
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## This was used to make V, but faster not to do all that
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##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}'
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##v = range(255)
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##for c in valid: v.remove(ord(c))
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v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,42,43,47,58,59,60,61,62,63,64,92,94,96,124,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254]
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invalid = ''.join([chr(i) for i in v])
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def cleanName(name):
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for ch in invalid: name = name.replace(ch, '_')
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return name
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del v, i
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def copy_file(source, dest):
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file = open(source, 'rb')
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data = file.read()
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file.close()
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file = open(dest, 'wb')
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file.write(data)
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file.close()
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def copy_images(dest_dir, textures):
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if not dest_dir.endswith(Blender.sys.sep):
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dest_dir += Blender.sys.sep
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image_paths = set()
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for img in textures:
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image_paths.add(Blender.sys.expandpath(img.filename))
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# Now copy images
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copyCount = 0
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for image_path in image_paths:
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if Blender.sys.exists(image_path):
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# Make a name for the target path.
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dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
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if not Blender.sys.exists(dest_image_path): # Image isnt alredy there
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print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
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try:
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copy_file(image_path, dest_image_path)
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copyCount+=1
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except:
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print '\t\tWarning, file failed to copy, skipping.'
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print '\tCopied %d images' % copyCount
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mtx4_identity = Matrix()
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# testing
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mtx_x90 = RotationMatrix( 90, 3, 'x') # used
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#mtx_x90n = RotationMatrix(-90, 3, 'x')
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#mtx_y90 = RotationMatrix( 90, 3, 'y')
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#mtx_y90n = RotationMatrix(-90, 3, 'y')
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#mtx_z90 = RotationMatrix( 90, 3, 'z')
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#mtx_z90n = RotationMatrix(-90, 3, 'z')
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#mtx4_x90 = RotationMatrix( 90, 4, 'x')
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mtx4_x90n = RotationMatrix(-90, 4, 'x') # used
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#mtx4_y90 = RotationMatrix( 90, 4, 'y')
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mtx4_y90n = RotationMatrix(-90, 4, 'y') # used
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mtx4_z90 = RotationMatrix( 90, 4, 'z') # used
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mtx4_z90n = RotationMatrix(-90, 4, 'z') # used
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def strip_path(p):
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return p.split('\\')[-1].split('/')[-1]
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# Used to add the scene name into the filename without using odd chars
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sane_name_mapping_ob = {}
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sane_name_mapping_mat = {}
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sane_name_mapping_tex = {}
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sane_name_mapping_take = {}
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sane_name_mapping_group = {}
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# Make sure reserved names are not used
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sane_name_mapping_ob['Scene'] = 'Scene_'
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sane_name_mapping_ob['blend_root'] = 'blend_root_'
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def increment_string(t):
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name = t
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num = ''
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while name and name[-1].isdigit():
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num = name[-1] + num
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name = name[:-1]
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if num: return '%s%d' % (name, int(num)+1)
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else: return name + '_0'
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# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
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def sane_name(data, dct):
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#if not data: return None
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name = data.name
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# dont cache, only ever call once for each data type now,
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# so as to avoid namespace collision between types - like with objects <-> bones
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#try: return dct[name]
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#except: pass
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orig_name = name
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if not name:
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name = 'unnamed' # blank string, ASKING FOR TROUBLE!
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else:
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#name = BPySys.cleanName(name)
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name = cleanName(name) # use our own
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while name in dct.itervalues(): name = increment_string(name)
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dct[orig_name] = name
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return name
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def sane_obname(data): return sane_name(data, sane_name_mapping_ob)
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def sane_matname(data): return sane_name(data, sane_name_mapping_mat)
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def sane_texname(data): return sane_name(data, sane_name_mapping_tex)
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def sane_takename(data): return sane_name(data, sane_name_mapping_take)
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def sane_groupname(data): return sane_name(data, sane_name_mapping_group)
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def mat4x4str(mat):
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return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ])
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def meshNormalizedWeights(me):
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try: # account for old bad BPyMesh
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groupNames, vWeightList = BPyMesh.meshWeight2List(me)
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except:
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return [],[]
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if not groupNames:
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return [],[]
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for i, vWeights in enumerate(vWeightList):
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tot = 0.0
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for w in vWeights:
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tot+=w
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if tot:
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for j, w in enumerate(vWeights):
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vWeights[j] = w/tot
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return groupNames, vWeightList
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header_comment = \
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'''; FBX 6.1.0 project file
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; Created by Blender FBX Exporter
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; for support mail: ideasman42@gmail.com
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; ----------------------------------------------------
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'''
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# This func can be called with just the filename
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def write(filename, batch_objects = None, \
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EXP_OBS_SELECTED = True,
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EXP_MESH = True,
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EXP_MESH_APPLY_MOD = True,
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EXP_MESH_HQ_NORMALS = False,
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EXP_ARMATURE = True,
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EXP_LAMP = True,
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EXP_CAMERA = True,
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EXP_EMPTY = True,
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EXP_IMAGE_COPY = False,
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GLOBAL_MATRIX = Matrix(),
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ANIM_ENABLE = True,
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ANIM_OPTIMIZE = True,
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ANIM_OPTIMIZE_PRECISSION = 6,
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ANIM_ACTION_ALL = False,
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BATCH_ENABLE = False,
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BATCH_GROUP = True,
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BATCH_SCENE = False,
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BATCH_FILE_PREFIX = '',
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BATCH_OWN_DIR = False
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):
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# ----------------- Batch support!
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if BATCH_ENABLE:
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if os == None: BATCH_OWN_DIR = False
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fbxpath = filename
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# get the path component of filename
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tmp_exists = Blender.sys.exists(fbxpath)
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if tmp_exists != 2: # a file, we want a path
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while fbxpath and fbxpath[-1] not in ('/', '\\'):
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fbxpath = fbxpath[:-1]
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if not filename:
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Draw.PupMenu('Error%t|Directory does not exist!')
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return
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tmp_exists = Blender.sys.exists(fbxpath)
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if tmp_exists != 2:
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Draw.PupMenu('Error%t|Directory does not exist!')
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return
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if not fbxpath.endswith(Blender.sys.sep):
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fbxpath += Blender.sys.sep
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del tmp_exists
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|
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if BATCH_GROUP:
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data_seq = bpy.data.groups
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else:
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data_seq = bpy.data.scenes
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# call this function within a loop with BATCH_ENABLE == False
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orig_sce = bpy.data.scenes.active
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new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
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for data in data_seq: # scene or group
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newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name)
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if BATCH_OWN_DIR:
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new_fbxpath = fbxpath + newname + Blender.sys.sep
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# path may alredy exist
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# TODO - might exist but be a file. unlikely but should probably account for it.
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if Blender.sys.exists(new_fbxpath) == 0:
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os.mkdir(new_fbxpath)
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filename = new_fbxpath + newname + '.fbx'
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print '\nBatch exporting %s as...\n\t"%s"' % (data, filename)
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if BATCH_GROUP: #group
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# group, so objects update properly, add a dummy scene.
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sce = bpy.data.scenes.new()
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sce.Layers = (1<<20) -1
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bpy.data.scenes.active = sce
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for ob_base in data.objects:
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sce.objects.link(ob_base)
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sce.update(1)
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# TODO - BUMMER! Armatures not in the group wont animate the mesh
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else:# scene
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data_seq.active = data
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|
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# Call self with modified args
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# Dont pass batch options since we alredy usedt them
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write(filename, data.objects,
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False,
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EXP_MESH,
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EXP_MESH_APPLY_MOD,
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EXP_MESH_HQ_NORMALS,
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EXP_ARMATURE,
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EXP_LAMP,
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EXP_CAMERA,
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EXP_EMPTY,
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EXP_IMAGE_COPY,
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GLOBAL_MATRIX,
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ANIM_ENABLE,
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ANIM_OPTIMIZE,
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ANIM_OPTIMIZE_PRECISSION,
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ANIM_ACTION_ALL
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)
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if BATCH_GROUP:
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# remove temp group scene
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bpy.data.scenes.unlink(sce)
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bpy.data.scenes.active = orig_sce
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return # so the script wont run after we have batch exported.
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# end batch support
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|
|
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# ----------------------------------------------
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# storage classes
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class my_bone_class:
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__slots__ =(\
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'blenName',\
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'blenBone',\
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'blenMeshes',\
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'restMatrix',\
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'parent',\
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'blenName',\
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'fbxName',\
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'fbxArm',\
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'__pose_bone',\
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'__anim_poselist')
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def __init__(self, blenBone, fbxArm):
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# This is so 2 armatures dont have naming conflicts since FBX bones use object namespace
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self.fbxName = sane_obname(blenBone)
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self.blenName = blenBone.name
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self.blenBone = blenBone
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self.blenMeshes = {} # fbxMeshObName : mesh
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self.fbxArm = fbxArm
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self.restMatrix = blenBone.matrix['ARMATURESPACE']
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# not used yet
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# self.restMatrixInv = self.restMatrix.copy().invert()
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# self.restMatrixLocal = None # set later, need parent matrix
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self.parent = None
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# not public
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pose = fbxArm.blenObject.getPose()
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self.__pose_bone = pose.bones[self.blenName]
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# store a list if matricies here, (poseMatrix, head, tail)
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# {frame:posematrix, frame:posematrix, ...}
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self.__anim_poselist = {}
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'''
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def calcRestMatrixLocal(self):
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if self.parent:
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self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert()
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else:
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self.restMatrixLocal = self.restMatrix.copy()
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'''
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def setPoseFrame(self, f):
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# cache pose info here, frame must be set beforehand
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# Didnt end up needing head or tail, if we do - here it is.
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'''
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self.__anim_poselist[f] = (\
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self.__pose_bone.poseMatrix.copy(),\
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self.__pose_bone.head.copy(),\
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self.__pose_bone.tail.copy() )
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'''
|
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self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()
|
|
|
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# get pose from frame.
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def getPoseMatrix(self, f):# ----------------------------------------------
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return self.__anim_poselist[f]
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|
'''
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def getPoseHead(self, f):
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#return self.__pose_bone.head.copy()
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|
return self.__anim_poselist[f][1].copy()
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def getPoseTail(self, f):
|
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#return self.__pose_bone.tail.copy()
|
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return self.__anim_poselist[f][2].copy()
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'''
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# end
|
|
|
|
def getAnimParRelMatrix(self, frame):
|
|
#arm_mat = self.fbxArm.matrixWorld
|
|
#arm_mat = self.fbxArm.parRelMatrix()
|
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if not self.parent:
|
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#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
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return mtx4_z90 * self.getPoseMatrix(frame)
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|
else:
|
|
#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()
|
|
|
|
# we need thes because cameras and lights modified rotations
|
|
def getAnimParRelMatrixRot(self, frame):
|
|
return self.getAnimParRelMatrix(frame)
|
|
|
|
def flushAnimData(self):
|
|
self.__anim_poselist.clear()
|
|
|
|
|
|
class my_object_generic:
|
|
# Other settings can be applied for each type - mesh, armature etc.
|
|
def __init__(self, ob, matrixWorld = None):
|
|
self.fbxName = sane_obname(ob)
|
|
self.blenObject = ob
|
|
self.fbxGroupNames = []
|
|
self.fbxParent = None # set later on IF the parent is in the selection.
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|
if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX
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|
else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
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self.__anim_poselist = {} # we should only access this
|
|
|
|
def parRelMatrix(self):
|
|
if self.fbxParent:
|
|
return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert()
|
|
else:
|
|
return self.matrixWorld
|
|
|
|
def setPoseFrame(self, f):
|
|
self.__anim_poselist[f] = self.blenObject.matrixWorld.copy()
|
|
|
|
def getAnimParRelMatrix(self, frame):
|
|
if self.fbxParent:
|
|
#return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
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return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert()
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|
else:
|
|
return self.__anim_poselist[frame] * GLOBAL_MATRIX
|
|
|
|
def getAnimParRelMatrixRot(self, frame):
|
|
type = self.blenObject.type
|
|
if self.fbxParent:
|
|
matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotationPart()
|
|
else:
|
|
matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
|
|
|
|
# Lamps need to be rotated
|
|
if type =='Lamp':
|
|
matrix_rot = mtx_x90 * matrix_rot
|
|
elif ob and type =='Camera':
|
|
y = Vector(0,1,0) * matrix_rot
|
|
matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
|
|
|
|
return matrix_rot
|
|
|
|
# ----------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
print '\nFBX export starting...', filename
|
|
start_time = Blender.sys.time()
|
|
try:
|
|
file = open(filename, 'w')
|
|
except:
|
|
return False
|
|
|
|
sce = bpy.data.scenes.active
|
|
world = sce.world
|
|
|
|
|
|
# ---------------------------- Write the header first
|
|
file.write(header_comment)
|
|
if time:
|
|
curtime = time.localtime()[0:6]
|
|
else:
|
|
curtime = [0,0,0,0,0,0]
|
|
#
|
|
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'))
|
|
|
|
pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
|
|
|
|
# --------------- funcs for exporting
|
|
def object_tx(ob, loc, matrix, matrix_mod = None):
|
|
'''
|
|
Matrix mod is so armature objects can modify their bone matricies
|
|
'''
|
|
if isinstance(ob, Blender.Types.BoneType):
|
|
|
|
# we know we have a matrix
|
|
# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
|
|
matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
|
|
|
|
parent = ob.parent
|
|
if parent:
|
|
#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
|
|
par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
|
|
matrix = matrix * par_matrix.copy().invert()
|
|
|
|
matrix_rot = matrix.rotationPart()
|
|
|
|
loc = tuple(matrix.translationPart())
|
|
scale = tuple(matrix.scalePart())
|
|
rot = tuple(matrix_rot.toEuler())
|
|
|
|
else:
|
|
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
|
|
#if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
|
|
if ob and not matrix: raise "error: this should never happen!"
|
|
|
|
matrix_rot = matrix
|
|
#if matrix:
|
|
# matrix = matrix_scale * matrix
|
|
|
|
if matrix:
|
|
loc = tuple(matrix.translationPart())
|
|
scale = tuple(matrix.scalePart())
|
|
|
|
matrix_rot = matrix.rotationPart()
|
|
# Lamps need to be rotated
|
|
if ob and ob.type =='Lamp':
|
|
matrix_rot = mtx_x90 * matrix_rot
|
|
rot = tuple(matrix_rot.toEuler())
|
|
elif ob and ob.type =='Camera':
|
|
y = Vector(0,1,0) * matrix_rot
|
|
matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
|
|
rot = tuple(matrix_rot.toEuler())
|
|
else:
|
|
rot = tuple(matrix_rot.toEuler())
|
|
else:
|
|
if not loc:
|
|
loc = 0,0,0
|
|
scale = 1,1,1
|
|
rot = 0,0,0
|
|
|
|
return loc, rot, scale, matrix, matrix_rot
|
|
|
|
def write_object_tx(ob, loc, matrix, matrix_mod= None):
|
|
'''
|
|
We have loc to set the location if non blender objects that have a location
|
|
|
|
matrix_mod is only used for bones at the moment
|
|
'''
|
|
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
|
|
|
|
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)
|
|
return loc, rot, scale, matrix, matrix_rot
|
|
|
|
def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=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''')
|
|
|
|
loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod)
|
|
|
|
# Rotation order, note, for FBX files Iv loaded normal order is 1
|
|
# setting to zero.
|
|
# eEULER_XYZ = 0
|
|
# 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", "",0
|
|
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 and type(ob) != Blender.Types.BoneType:
|
|
# 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')
|
|
|
|
return loc, rot, scale, matrix, matrix_rot
|
|
|
|
|
|
# -------------------------------------------- Armatures
|
|
#def write_bone(bone, name, matrix_mod):
|
|
def write_bone(my_bone):
|
|
file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
|
|
file.write('\n\t\tVersion: 232')
|
|
|
|
#poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
|
|
poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore
|
|
pose_items.append( (my_bone.fbxName, poseMatrix) )
|
|
|
|
|
|
# file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
|
|
file.write('\n\t\t\tProperty: "Size", "double", "",1')
|
|
|
|
#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length)
|
|
|
|
"""
|
|
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
|
|
((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
|
|
"""
|
|
|
|
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
|
|
(my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)
|
|
|
|
#file.write('\n\t\t\tProperty: "LimbLength", "double", "",1')
|
|
file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8')
|
|
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
|
|
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"')
|
|
file.write('\n\t\tTypeFlags: "Skeleton"')
|
|
file.write('\n\t}')
|
|
|
|
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_dummy(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_dummy('Producer Perspective', (0,71.3,287.5), 10, 4000, 0, (0,1,0))
|
|
write_camera_dummy('Producer Top', (0,4000,0), 1, 30000, 1, (0,0,-1))
|
|
write_camera_dummy('Producer Bottom', (0,-4000,0), 1, 30000, 1, (0,0,-1))
|
|
write_camera_dummy('Producer Front', (0,0,4000), 1, 30000, 1, (0,1,0))
|
|
write_camera_dummy('Producer Back', (0,0,-4000), 1, 30000, 1, (0,1,0))
|
|
write_camera_dummy('Producer Right', (4000,0,0), 1, 30000, 1, (0,1,0))
|
|
write_camera_dummy('Producer Left', (-4000,0,0), 1, 30000, 1, (0,1,0))
|
|
|
|
def write_camera(my_cam):
|
|
'''
|
|
Write a blender camera
|
|
'''
|
|
render = sce.render
|
|
width = render.sizeX
|
|
height = render.sizeY
|
|
aspect = float(width)/height
|
|
|
|
data = my_cam.blenObject.data
|
|
|
|
file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName )
|
|
file.write('\n\t\tVersion: 232')
|
|
loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
|
|
|
|
file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
|
|
file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.angle)
|
|
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: "FocalLength", "Real", "A+",14.0323972702026')
|
|
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units?
|
|
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto
|
|
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0')
|
|
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: "CameraFormat", "enum", "",0')
|
|
file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
|
|
file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height)
|
|
|
|
'''Camera aspect ratio modes.
|
|
0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant.
|
|
1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value.
|
|
2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels.
|
|
3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value.
|
|
4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value.
|
|
|
|
Definition at line 234 of file kfbxcamera.h. '''
|
|
|
|
file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2')
|
|
|
|
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' % data.clipStart)
|
|
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart)
|
|
file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0')
|
|
file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0')
|
|
file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect)
|
|
file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
|
|
file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0')
|
|
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", "",%.6f' % aspect)
|
|
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", "",0')
|
|
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\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: %.6f,%.6f,%.6f' % tuple(Vector(0,1,0) * matrix_rot) )
|
|
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector(0,0,-1)*matrix_rot) )
|
|
|
|
#file.write('\n\t\tUp: 0,0,0' )
|
|
#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_light(my_light):
|
|
light = my_light.blenObject.data
|
|
file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
|
|
file.write('\n\t\tVersion: 232')
|
|
|
|
write_object_props(my_light.blenObject, None, my_light.parRelMatrix())
|
|
|
|
# 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
|
|
|
|
mode = light.mode
|
|
if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
|
|
do_shadow = 1
|
|
else:
|
|
do_shadow = 0
|
|
|
|
if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
|
|
do_light = 0
|
|
else:
|
|
do_light = 1
|
|
|
|
scale = abs(GLOBAL_MATRIX.scalePart()[0]) # scale is always uniform in this case
|
|
|
|
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' % (min(light.energy*100, 200))) # clamp below 200
|
|
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
|
|
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' % (min(light.energy*100, 200))) # clamp below 200
|
|
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
|
|
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", "",%i' % do_light)
|
|
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", "",%i' % do_shadow)
|
|
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}')
|
|
|
|
# matrixOnly is not used at the moment
|
|
def write_null(my_null = None, fbxName = None, matrixOnly = None):
|
|
# ob can be null
|
|
if not fbxName: fbxName = my_null.fbxName
|
|
|
|
file.write('\n\tModel: "Model::%s", "Null" {' % fbxName)
|
|
file.write('\n\t\tVersion: 232')
|
|
|
|
# only use this for the root matrix at the moment
|
|
if matrixOnly:
|
|
poseMatrix = write_object_props(None, None, matrixOnly)[3]
|
|
|
|
else: # all other Null's
|
|
if my_null: poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
|
|
else: poseMatrix = write_object_props()[3]
|
|
|
|
pose_items.append((fbxName, poseMatrix))
|
|
|
|
file.write('''
|
|
}
|
|
MultiLayer: 0
|
|
MultiTake: 1
|
|
Shading: Y
|
|
Culling: "CullingOff"
|
|
TypeFlags: "Null"
|
|
}''')
|
|
|
|
# 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) # we wont use the mirror color
|
|
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_emit = mat.emit
|
|
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_emit = 0.0
|
|
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", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
|
|
file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)
|
|
|
|
file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
|
|
file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
|
|
file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
|
|
file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % 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", "",%.4f' % (1.0 - mat_alpha))
|
|
if not mat_shadeless:
|
|
file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
|
|
file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % 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", "ColorRGB", "",0,0,0')
|
|
file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
|
|
file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
|
|
if not mat_shadeless:
|
|
file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.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)
|
|
|
|
|
|
# WrapModeU/V 0==rep, 1==clamp, TODO add support
|
|
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''')
|
|
|
|
file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
|
|
file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY)
|
|
|
|
file.write('''
|
|
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
|
|
}''')
|
|
|
|
def write_deformer_skin(obname):
|
|
'''
|
|
Each mesh has its own deformer
|
|
'''
|
|
file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
|
|
file.write('''
|
|
Version: 100
|
|
MultiLayer: 0
|
|
Type: "Skin"
|
|
Properties60: {
|
|
}
|
|
Link_DeformAcuracy: 50
|
|
}''')
|
|
|
|
# in the example was 'Bip01 L Thigh_2'
|
|
def write_sub_deformer_skin(my_mesh, my_bone, weights):
|
|
|
|
'''
|
|
Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
|
|
So the SubDeformer needs the mesh-object name as a prefix to make it unique
|
|
|
|
Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
|
|
a but silly but dosnt really matter
|
|
'''
|
|
file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
|
|
|
|
file.write('''
|
|
Version: 100
|
|
MultiLayer: 0
|
|
Type: "Cluster"
|
|
Properties60: {
|
|
Property: "SrcModel", "object", ""
|
|
Property: "SrcModelReference", "object", ""
|
|
}
|
|
UserData: "", ""''')
|
|
|
|
# Support for bone parents
|
|
if my_mesh.fbxBoneParent:
|
|
if my_mesh.fbxBoneParent == my_bone:
|
|
# TODO - this is a bit lazy, we could have a simple write loop
|
|
# for this case because all weights are 1.0 but for now this is ok
|
|
# Parent Bones arent used all that much anyway.
|
|
vgroup_data = [(j, 1.0) for j in xrange(len(my_mesh.blenData.verts))]
|
|
else:
|
|
# This bone is not a parent of this mesh object, no weights
|
|
vgroup_data = []
|
|
|
|
else:
|
|
# Normal weight painted mesh
|
|
if my_bone.blenName in weights[0]:
|
|
# Before we used normalized wright list
|
|
#vgroup_data = me.getVertsFromGroup(bone.name, 1)
|
|
group_index = weights[0].index(my_bone.blenName)
|
|
vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]]
|
|
else:
|
|
vgroup_data = []
|
|
|
|
file.write('\n\t\tIndexes: ')
|
|
|
|
i = -1
|
|
for vg in vgroup_data:
|
|
if i == -1:
|
|
file.write('%i' % vg[0])
|
|
i=0
|
|
else:
|
|
if i==23:
|
|
file.write('\n\t\t')
|
|
i=0
|
|
file.write(',%i' % vg[0])
|
|
i+=1
|
|
|
|
file.write('\n\t\tWeights: ')
|
|
i = -1
|
|
for vg in vgroup_data:
|
|
if i == -1:
|
|
file.write('%.8f' % vg[1])
|
|
i=0
|
|
else:
|
|
if i==38:
|
|
file.write('\n\t\t')
|
|
i=0
|
|
file.write(',%.8f' % vg[1])
|
|
i+=1
|
|
|
|
if my_mesh.fbxParent:
|
|
# 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() )
|
|
else:
|
|
# 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 = mtx4_z90 * my_bone.restMatrix
|
|
matstr = mat4x4str(m)
|
|
matstr_i = mat4x4str(m.invert())
|
|
|
|
file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
|
|
file.write('\n\t\tTransformLink: %s' % matstr)
|
|
file.write('\n\t}')
|
|
|
|
def write_mesh(my_mesh):
|
|
|
|
me = my_mesh.blenData
|
|
|
|
# if there are non NULL materials on this mesh
|
|
if [mat for mat in my_mesh.blenMaterials if mat]: do_materials = True
|
|
else: do_materials = False
|
|
|
|
if my_mesh.blenTextures: do_textures = True
|
|
else: do_textures = False
|
|
|
|
|
|
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
|
|
file.write('\n\t\tVersion: 232') # newline is added in write_object_props
|
|
|
|
write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())
|
|
|
|
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
|
|
# note, no programs seem to use this info :/
|
|
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 do_textures:
|
|
file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
|
|
file.write('\n\t\t\tVersion: 101')
|
|
file.write('\n\t\t\tName: "%s"' % uvlayer)
|
|
|
|
if len(my_mesh.blenTextures) == 1:
|
|
file.write('\n\t\t\tMappingInformationType: "AllSame"')
|
|
else:
|
|
file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
|
|
|
|
file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
|
|
file.write('\n\t\t\tBlendMode: "Translucent"')
|
|
file.write('\n\t\t\tTextureAlpha: 1')
|
|
file.write('\n\t\t\tTextureId: ')
|
|
|
|
if len(my_mesh.blenTextures) == 1:
|
|
file.write('0')
|
|
else:
|
|
#texture_mapping_local = {None:0}
|
|
texture_mapping_local = {None:-1}
|
|
|
|
i = 0 # 1 for dummy
|
|
for tex in my_mesh.blenTextures:
|
|
texture_mapping_local[tex] = i
|
|
i+=1
|
|
|
|
i=-1
|
|
for f in me.faces:
|
|
img_key = f.image
|
|
|
|
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 do_materials:
|
|
file.write('\n\t\tLayerElementMaterial: 0 {')
|
|
file.write('\n\t\t\tVersion: 101')
|
|
file.write('\n\t\t\tName: ""')
|
|
|
|
if len(my_mesh.blenMaterials) == 1:
|
|
file.write('\n\t\t\tMappingInformationType: "AllSame"')
|
|
else:
|
|
file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
|
|
|
|
file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
|
|
file.write('\n\t\t\tMaterials: ')
|
|
|
|
if len(my_mesh.blenMaterials) == 1:
|
|
file.write('0')
|
|
else:
|
|
# Build a material mapping for this
|
|
#material_mapping_local = [0] * 16 # local-index : global index.
|
|
material_mapping_local = [-1] * 16 # local-index : global index.
|
|
i= 0 # 1
|
|
for j, mat in enumerate(my_mesh.blenMaterials):
|
|
if mat:
|
|
material_mapping_local[j] = i
|
|
i+=1
|
|
# else leave as -1
|
|
|
|
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 do_materials:
|
|
file.write('''
|
|
LayerElement: {
|
|
Type: "LayerElementMaterial"
|
|
TypedIndex: 0
|
|
}''')
|
|
|
|
# Always write this
|
|
if do_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 do_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}')
|
|
|
|
def write_group(name):
|
|
file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name)
|
|
|
|
file.write('''
|
|
Properties60: {
|
|
Property: "MultiLayer", "bool", "",0
|
|
Property: "Pickable", "bool", "",1
|
|
Property: "Transformable", "bool", "",1
|
|
Property: "Show", "bool", "",1
|
|
}
|
|
MultiLayer: 0
|
|
}''')
|
|
|
|
|
|
# add meshes here to clear because they are not used anywhere.
|
|
meshes_to_clear = []
|
|
|
|
ob_meshes = []
|
|
ob_lights = []
|
|
ob_cameras = []
|
|
# in fbx we export bones as children of the mesh
|
|
# armatures not a part of a mesh, will be added to ob_arms
|
|
ob_bones = []
|
|
ob_arms = []
|
|
ob_null = [] # emptys
|
|
|
|
# List of types that have blender objects (not bones)
|
|
ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
|
|
|
|
groups = [] # blender groups, only add ones that have objects in the selections
|
|
materials = {}
|
|
textures = {}
|
|
|
|
tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
|
|
|
|
# if EXP_OBS_SELECTED is false, use sceens objects
|
|
if not batch_objects:
|
|
if EXP_OBS_SELECTED: tmp_objects = sce.objects.context
|
|
else: tmp_objects = sce.objects
|
|
else:
|
|
tmp_objects = batch_objects
|
|
|
|
if EXP_ARMATURE:
|
|
# This is needed so applying modifiers dosnt apply the armature deformation, its also needed
|
|
# ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
|
|
# set every armature to its rest, backup the original values so we done mess up the scene
|
|
ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]
|
|
|
|
for arm in bpy.data.armatures:
|
|
arm.restPosition = True
|
|
|
|
if ob_arms_orig_rest:
|
|
for ob_base in bpy.data.objects:
|
|
#if ob_base.type == 'Armature':
|
|
ob_base.makeDisplayList()
|
|
|
|
# This causes the makeDisplayList command to effect the mesh
|
|
Blender.Set('curframe', Blender.Get('curframe'))
|
|
|
|
|
|
for ob_base in tmp_objects:
|
|
for ob, mtx in BPyObject.getDerivedObjects(ob_base):
|
|
#for ob in [ob_base,]:
|
|
tmp_ob_type = ob.type
|
|
if tmp_ob_type == 'Camera':
|
|
if EXP_CAMERA:
|
|
ob_cameras.append(my_object_generic(ob, mtx))
|
|
elif tmp_ob_type == 'Lamp':
|
|
if EXP_LAMP:
|
|
ob_lights.append(my_object_generic(ob, mtx))
|
|
elif tmp_ob_type == 'Armature':
|
|
if EXP_ARMATURE:
|
|
# TODO - armatures dont work in dupligroups!
|
|
if ob not in ob_arms: ob_arms.append(ob)
|
|
# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
|
|
elif tmp_ob_type == 'Empty':
|
|
if EXP_EMPTY:
|
|
ob_null.append(my_object_generic(ob, mtx))
|
|
elif EXP_MESH:
|
|
origData = True
|
|
if tmp_ob_type != 'Mesh':
|
|
me = bpy.data.meshes.new()
|
|
try: me.getFromObject(ob)
|
|
except: me = None
|
|
if me:
|
|
meshes_to_clear.append( me )
|
|
mats = me.materials
|
|
origData = False
|
|
else:
|
|
# Mesh Type!
|
|
if EXP_MESH_APPLY_MOD:
|
|
me = bpy.data.meshes.new()
|
|
me.getFromObject(ob)
|
|
|
|
# so we keep the vert groups
|
|
if EXP_ARMATURE:
|
|
orig_mesh = ob.getData(mesh=1)
|
|
if orig_mesh.getVertGroupNames():
|
|
ob.copy().link(me)
|
|
# If new mesh has no vgroups we can try add if verts are teh same
|
|
if not me.getVertGroupNames(): # vgroups were not kept by the modifier
|
|
if len(me.verts) == len(orig_mesh.verts):
|
|
groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh)
|
|
BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
|
|
|
|
# print ob, me, me.getVertGroupNames()
|
|
meshes_to_clear.append( me )
|
|
origData = False
|
|
mats = me.materials
|
|
else:
|
|
me = ob.getData(mesh=1)
|
|
mats = me.materials
|
|
|
|
# Support object colors
|
|
tmp_colbits = ob.colbits
|
|
if tmp_colbits:
|
|
tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
|
|
for i in xrange(16):
|
|
if tmp_colbits & (1<<i):
|
|
mats[i] = tmp_ob_mats[i]
|
|
del tmp_ob_mats
|
|
del tmp_colbits
|
|
|
|
|
|
if me:
|
|
# This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
|
|
# so strictly this is bad. but only in rare cases would it have negative results
|
|
# say with dupliverts the objects would rotate a bit differently
|
|
if EXP_MESH_HQ_NORMALS:
|
|
BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
|
|
|
|
for mat in mats:
|
|
# 2.44 use mat.lib too for uniqueness
|
|
if mat: materials[mat] = mat
|
|
|
|
texture_mapping_local = {}
|
|
if me.faceUV:
|
|
uvlayer_orig = me.activeUVLayer
|
|
for uvlayer in me.getUVLayerNames():
|
|
me.activeUVLayer = uvlayer
|
|
for f in me.faces:
|
|
img = f.image
|
|
textures[img] = texture_mapping_local[img] = img
|
|
|
|
me.activeUVLayer = uvlayer_orig
|
|
|
|
if EXP_ARMATURE:
|
|
armob = BPyObject.getObjectArmature(ob)
|
|
blenParentBoneName = None
|
|
|
|
# Note - Fixed in BPyObject but for now just copy the function because testers wont have up to date modukes,
|
|
# TODO - remove this for 2.45 release since getObjectArmature has been fixed
|
|
if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.ARMATURE:
|
|
armob = ob.parent
|
|
|
|
# parent bone - special case
|
|
if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
|
|
armob = ob.parent
|
|
blenParentBoneName = ob.parentbonename
|
|
|
|
|
|
if armob and armob not in ob_arms:
|
|
ob_arms.append(armob)
|
|
|
|
else:
|
|
blenParentBoneName = armob = None
|
|
|
|
my_mesh = my_object_generic(ob, mtx)
|
|
my_mesh.blenData = me
|
|
my_mesh.origData = origData
|
|
my_mesh.blenMaterials = mats
|
|
my_mesh.blenTextures = texture_mapping_local.values()
|
|
|
|
# if only 1 null texture then empty the list
|
|
if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
|
|
my_mesh.blenTextures = []
|
|
|
|
my_mesh.fbxArm = armob # replace with my_object_generic armature instance later
|
|
my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later
|
|
|
|
ob_meshes.append( my_mesh )
|
|
|
|
if EXP_ARMATURE:
|
|
# now we have the meshes, restore the rest arm position
|
|
for i, arm in enumerate(bpy.data.armatures):
|
|
arm.restPosition = ob_arms_orig_rest[i]
|
|
|
|
if ob_arms_orig_rest:
|
|
for ob_base in bpy.data.objects:
|
|
if ob_base.type == 'Armature':
|
|
ob_base.makeDisplayList()
|
|
# This causes the makeDisplayList command to effect the mesh
|
|
Blender.Set('curframe', Blender.Get('curframe'))
|
|
|
|
del tmp_ob_type, tmp_objects
|
|
|
|
# now we have collected all armatures, add bones
|
|
for i, ob in enumerate(ob_arms):
|
|
|
|
ob_arms[i] = my_arm = my_object_generic(ob)
|
|
|
|
my_arm.fbxBones = []
|
|
my_arm.blenData = ob.data
|
|
my_arm.blenAction = ob.action
|
|
my_arm.blenActionList = []
|
|
|
|
# fbxName, blenderObject, my_bones, blenderActions
|
|
#ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
|
|
|
|
for bone in my_arm.blenData.bones.values():
|
|
my_bone = my_bone_class(bone, my_arm)
|
|
my_arm.fbxBones.append( my_bone )
|
|
ob_bones.append( my_bone )
|
|
|
|
# add the meshes to the bones and replace the meshes armature with own armature class
|
|
#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
|
|
for my_mesh in ob_meshes:
|
|
# Replace
|
|
# ...this could be sped up with dictionary mapping but its unlikely for
|
|
# it ever to be a bottleneck - (would need 100+ meshes using armatures)
|
|
if my_mesh.fbxArm:
|
|
for my_arm in ob_arms:
|
|
if my_arm.blenObject == my_mesh.fbxArm:
|
|
my_mesh.fbxArm = my_arm
|
|
break
|
|
|
|
for my_bone in ob_bones:
|
|
|
|
# The mesh uses this bones armature!
|
|
if my_bone.fbxArm == my_mesh.fbxArm:
|
|
my_bone.blenMeshes[my_mesh.fbxName] = me
|
|
|
|
|
|
# parent bone: replace bone names with our class instances
|
|
# my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match.
|
|
if my_mesh.fbxBoneParent == my_bone.blenName:
|
|
my_mesh.fbxBoneParent = my_bone
|
|
|
|
bone_deformer_count = 0 # count how many bones deform a mesh
|
|
my_bone_blenParent = None
|
|
for my_bone in ob_bones:
|
|
my_bone_blenParent = my_bone.blenBone.parent
|
|
if my_bone_blenParent:
|
|
for my_bone_parent in ob_bones:
|
|
# Note 2.45rc2 you can compare bones normally
|
|
if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm:
|
|
my_bone.parent = my_bone_parent
|
|
break
|
|
|
|
# Not used at the moment
|
|
# my_bone.calcRestMatrixLocal()
|
|
bone_deformer_count += len(my_bone.blenMeshes)
|
|
|
|
del my_bone_blenParent
|
|
|
|
|
|
# Build blenObject -> fbxObject mapping
|
|
# this is needed for groups as well as fbxParenting
|
|
bpy.data.objects.tag = False
|
|
tmp_obmapping = {}
|
|
for ob_generic in ob_all_typegroups:
|
|
for ob_base in ob_generic:
|
|
ob_base.blenObject.tag = True
|
|
tmp_obmapping[ob_base.blenObject] = ob_base
|
|
|
|
# Build Groups from objects we export
|
|
for blenGroup in bpy.data.groups:
|
|
fbxGroupName = None
|
|
for ob in blenGroup.objects:
|
|
if ob.tag:
|
|
if fbxGroupName == None:
|
|
fbxGroupName = sane_groupname(blenGroup)
|
|
groups.append((fbxGroupName, blenGroup))
|
|
|
|
tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames
|
|
|
|
groups.sort() # not really needed
|
|
|
|
# Assign parents using this mapping
|
|
for ob_generic in ob_all_typegroups:
|
|
for my_ob in ob_generic:
|
|
parent = my_ob.blenObject.parent
|
|
if parent and parent.tag: # does it exist and is it in the mapping
|
|
my_ob.fbxParent = tmp_obmapping[parent]
|
|
|
|
|
|
del tmp_obmapping
|
|
# Finished finding groups we use
|
|
|
|
|
|
materials = [(sane_matname(mat), mat) for mat in materials.itervalues() if mat]
|
|
textures = [(sane_texname(img), img) for img in textures.itervalues() if img]
|
|
materials.sort() # sort by name
|
|
textures.sort()
|
|
|
|
camera_count = 8
|
|
file.write('''
|
|
|
|
; Object definitions
|
|
;------------------------------------------------------------------
|
|
|
|
Definitions: {
|
|
Version: 100
|
|
Count: %i''' % (\
|
|
1+1+camera_count+\
|
|
len(ob_meshes)+\
|
|
len(ob_lights)+\
|
|
len(ob_cameras)+\
|
|
len(ob_arms)+\
|
|
len(ob_null)+\
|
|
len(ob_bones)+\
|
|
bone_deformer_count+\
|
|
len(materials)+\
|
|
(len(textures)*2))) # add 1 for the root model 1 for global settings
|
|
|
|
del bone_deformer_count
|
|
|
|
file.write('''
|
|
ObjectType: "Model" {
|
|
Count: %i
|
|
}''' % (\
|
|
1+camera_count+\
|
|
len(ob_meshes)+\
|
|
len(ob_lights)+\
|
|
len(ob_cameras)+\
|
|
len(ob_arms)+\
|
|
len(ob_null)+\
|
|
len(ob_bones))) # 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
|
|
|
|
tmp = 0
|
|
# Add deformer nodes
|
|
for my_mesh in ob_meshes:
|
|
if my_mesh.fbxArm:
|
|
tmp+=1
|
|
|
|
# Add subdeformers
|
|
for my_bone in ob_bones:
|
|
tmp += len(my_bone.blenMeshes)
|
|
|
|
if tmp:
|
|
file.write('''
|
|
ObjectType: "Deformer" {
|
|
Count: %i
|
|
}''' % tmp)
|
|
del tmp
|
|
|
|
# we could avoid writing this possibly but for now just write it
|
|
|
|
file.write('''
|
|
ObjectType: "Pose" {
|
|
Count: 1
|
|
}''')
|
|
|
|
if groups:
|
|
file.write('''
|
|
ObjectType: "GroupSelection" {
|
|
Count: %i
|
|
}''' % len(groups))
|
|
|
|
file.write('''
|
|
ObjectType: "GlobalSettings" {
|
|
Count: 1
|
|
}
|
|
}''')
|
|
|
|
file.write('''
|
|
|
|
; Object properties
|
|
;------------------------------------------------------------------
|
|
|
|
Objects: {''')
|
|
|
|
# To comply with other FBX FILES
|
|
write_camera_switch()
|
|
|
|
# Write the null object
|
|
write_null(None, 'blend_root')# , GLOBAL_MATRIX)
|
|
|
|
for my_null in ob_null:
|
|
write_null(my_null)
|
|
|
|
for my_arm in ob_arms:
|
|
write_null(my_arm)
|
|
|
|
for my_cam in ob_cameras:
|
|
write_camera(my_cam)
|
|
|
|
for my_light in ob_lights:
|
|
write_light(my_light)
|
|
|
|
for my_mesh in ob_meshes:
|
|
write_mesh(my_mesh)
|
|
|
|
#for bonename, bone, obname, me, armob in ob_bones:
|
|
for my_bone in ob_bones:
|
|
write_bone(my_bone)
|
|
|
|
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
|
|
|
|
for groupname, group in groups:
|
|
write_group(groupname)
|
|
|
|
# NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do.
|
|
|
|
# Write armature modifiers
|
|
# TODO - add another MODEL? - because of this skin definition.
|
|
for my_mesh in ob_meshes:
|
|
if my_mesh.fbxArm:
|
|
write_deformer_skin(my_mesh.fbxName)
|
|
|
|
# Get normalized weights for temorary use
|
|
if my_mesh.fbxBoneParent:
|
|
weights = None
|
|
else:
|
|
weights = meshNormalizedWeights(my_mesh.blenData)
|
|
|
|
#for bonename, bone, obname, bone_mesh, armob in ob_bones:
|
|
for my_bone in ob_bones:
|
|
if me in my_bone.blenMeshes.itervalues():
|
|
write_sub_deformer_skin(my_mesh, my_bone, weights)
|
|
|
|
# Write pose's really weired, only needed when an armature and mesh are used together
|
|
# each by themselves dont need pose data. for now only pose meshes and bones
|
|
|
|
file.write('''
|
|
Pose: "Pose::BIND_POSES", "BindPose" {
|
|
Type: "BindPose"
|
|
Version: 100
|
|
Properties60: {
|
|
}
|
|
NbPoseNodes: ''')
|
|
file.write(str(len(pose_items)))
|
|
|
|
|
|
for fbxName, matrix in pose_items:
|
|
file.write('\n\t\tPoseNode: {')
|
|
file.write('\n\t\t\tNode: "Model::%s"' % fbxName )
|
|
if matrix: file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix))
|
|
else: file.write('\n\t\t\tMatrix: %s' % mat4x4str(mtx4_identity))
|
|
file.write('\n\t\t}')
|
|
|
|
file.write('\n\t}')
|
|
|
|
|
|
# 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", "",100
|
|
}
|
|
}
|
|
''')
|
|
file.write('}')
|
|
|
|
file.write('''
|
|
|
|
; Object relations
|
|
;------------------------------------------------------------------
|
|
|
|
Relations: {''')
|
|
|
|
file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}')
|
|
|
|
for my_null in ob_null:
|
|
file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName)
|
|
|
|
for my_arm in ob_arms:
|
|
file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName)
|
|
|
|
for my_mesh in ob_meshes:
|
|
file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName)
|
|
|
|
# TODO - limbs can have the same name for multiple armatures, should prefix.
|
|
#for bonename, bone, obname, me, armob in ob_bones:
|
|
for my_bone in ob_bones:
|
|
file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName)
|
|
|
|
for my_cam in ob_cameras:
|
|
file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName)
|
|
|
|
for my_light in ob_lights:
|
|
file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName)
|
|
|
|
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)
|
|
|
|
# deformers - modifiers
|
|
for my_mesh in ob_meshes:
|
|
if my_mesh.fbxArm:
|
|
file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName)
|
|
|
|
#for bonename, bone, obname, me, armob in ob_bones:
|
|
for my_bone in ob_bones:
|
|
for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName
|
|
# is this bone effecting a mesh?
|
|
file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName))
|
|
|
|
# This should be at the end
|
|
# file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}')
|
|
|
|
for groupname, group in groups:
|
|
file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname)
|
|
|
|
file.write('\n}')
|
|
file.write('''
|
|
|
|
; Object connections
|
|
;------------------------------------------------------------------
|
|
|
|
Connections: {''')
|
|
|
|
# NOTE - The FBX SDK dosnt care about the order but some importers DO!
|
|
# for instance, defining the material->mesh connection
|
|
# before the mesh->blend_root crashes cinema4d
|
|
|
|
|
|
# write the fake root node
|
|
file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"')
|
|
|
|
for ob_generic in ob_all_typegroups: # all blender 'Object's we support
|
|
for my_ob in ob_generic:
|
|
if my_ob.fbxParent:
|
|
file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName))
|
|
else:
|
|
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_ob.fbxName)
|
|
|
|
if materials:
|
|
for my_mesh in ob_meshes:
|
|
# Connect all materials to all objects, not good form but ok for now.
|
|
for mat in my_mesh.blenMaterials:
|
|
if mat:
|
|
file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat.name], my_mesh.fbxName))
|
|
|
|
if textures:
|
|
for my_mesh in ob_meshes:
|
|
if my_mesh.blenTextures:
|
|
# file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName)
|
|
for tex in my_mesh.blenTextures:
|
|
if tex:
|
|
file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName))
|
|
|
|
for texname, tex in textures:
|
|
file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname))
|
|
|
|
for my_mesh in ob_meshes:
|
|
if my_mesh.fbxArm:
|
|
file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName))
|
|
|
|
#for bonename, bone, obname, me, armob in ob_bones:
|
|
for my_bone in ob_bones:
|
|
for fbxMeshObName in my_bone.blenMeshes: # .keys()
|
|
file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName))
|
|
|
|
# limbs -> deformers
|
|
# for bonename, bone, obname, me, armob in ob_bones:
|
|
for my_bone in ob_bones:
|
|
for fbxMeshObName in my_bone.blenMeshes: # .keys()
|
|
file.write('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName))
|
|
|
|
|
|
#for bonename, bone, obname, me, armob in ob_bones:
|
|
for my_bone in ob_bones:
|
|
# Always parent to armature now
|
|
if my_bone.parent:
|
|
file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName) )
|
|
else:
|
|
# the armature object is written as an empty and all root level bones connect to it
|
|
file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName) )
|
|
|
|
# groups
|
|
if groups:
|
|
for ob_generic in ob_all_typegroups:
|
|
for ob_base in ob_generic:
|
|
for fbxGroupName in ob_base.fbxGroupNames:
|
|
file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName))
|
|
|
|
for my_arm in ob_arms:
|
|
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_arm.fbxName)
|
|
|
|
file.write('\n}')
|
|
|
|
|
|
# Needed for scene footer as well as animation
|
|
render = sce.render
|
|
|
|
# from the FBX sdk
|
|
#define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000))
|
|
def fbx_time(t):
|
|
# 0.5 + val is the same as rounding.
|
|
return int(0.5 + ((t/fps) * 46186158000))
|
|
|
|
fps = float(render.fps)
|
|
start = render.sFrame
|
|
end = render.eFrame
|
|
if end < start: start, end = end, start
|
|
if start==end: ANIM_ENABLE = False
|
|
|
|
# animations for these object types
|
|
ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms
|
|
|
|
if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]:
|
|
|
|
frame_orig = Blender.Get('curframe')
|
|
|
|
if ANIM_OPTIMIZE:
|
|
ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION
|
|
|
|
# default action, when no actions are avaioable
|
|
tmp_actions = [None] # None is the default action
|
|
blenActionDefault = None
|
|
action_lastcompat = None
|
|
|
|
if ANIM_ACTION_ALL:
|
|
bpy.data.actions.tag = False
|
|
tmp_actions = list(bpy.data.actions)
|
|
|
|
|
|
# find which actions are compatible with the armatures
|
|
# blenActions is not yet initialized so do it now.
|
|
tmp_act_count = 0
|
|
for my_arm in ob_arms:
|
|
|
|
# get the default name
|
|
if not blenActionDefault:
|
|
blenActionDefault = my_arm.blenAction
|
|
|
|
arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones])
|
|
|
|
for action in tmp_actions:
|
|
|
|
action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
|
|
|
|
if action_chan_names: # at least one channel matches.
|
|
my_arm.blenActionList.append(action)
|
|
action.tag = True
|
|
tmp_act_count += 1
|
|
|
|
# incase there is no actions applied to armatures
|
|
action_lastcompat = action
|
|
|
|
if tmp_act_count:
|
|
# unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature.
|
|
if not blenActionDefault:
|
|
blenActionDefault = action_lastcompat
|
|
|
|
del action_lastcompat
|
|
|
|
file.write('''
|
|
;Takes and animation section
|
|
;----------------------------------------------------
|
|
|
|
Takes: {''')
|
|
|
|
if blenActionDefault:
|
|
file.write('\n\tCurrent: "%s"' % sane_takename(blenActionDefault))
|
|
else:
|
|
file.write('\n\tCurrent: "Default Take"')
|
|
|
|
for blenAction in tmp_actions:
|
|
# we have tagged all actious that are used be selected armatures
|
|
if blenAction:
|
|
if blenAction.tag:
|
|
print '\taction: "%s" exporting...' % blenAction.name
|
|
else:
|
|
print '\taction: "%s" has no armature using it, skipping' % blenAction.name
|
|
continue
|
|
|
|
if blenAction == None:
|
|
# Warning, this only accounts for tmp_actions being [None]
|
|
file.write('\n\tTake: "Default Take" {')
|
|
act_start = start
|
|
act_end = end
|
|
else:
|
|
# use existing name
|
|
if blenAction == blenActionDefault: # have we alredy got the name
|
|
file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name])
|
|
else:
|
|
file.write('\n\tTake: "%s" {' % sane_takename(blenAction))
|
|
|
|
tmp = blenAction.getFrameNumbers()
|
|
if tmp:
|
|
act_start = min(tmp)
|
|
act_end = max(tmp)
|
|
del tmp
|
|
else:
|
|
# Fallback on this, theres not much else we can do? :/
|
|
# when an action has no length
|
|
act_start = start
|
|
act_end = end
|
|
|
|
# Set the action active
|
|
for my_bone in ob_arms:
|
|
if blenAction in my_bone.blenActionList:
|
|
ob.action = blenAction
|
|
# print '\t\tSetting Action!', blenAction
|
|
# sce.update(1)
|
|
|
|
file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed
|
|
file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
|
|
file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
|
|
|
|
file.write('''
|
|
|
|
;Models animation
|
|
;----------------------------------------------------''')
|
|
|
|
|
|
# set pose data for all bones
|
|
# do this here incase the action changes
|
|
'''
|
|
for my_bone in ob_bones:
|
|
my_bone.flushAnimData()
|
|
'''
|
|
i = act_start
|
|
while i <= act_end:
|
|
Blender.Set('curframe', i)
|
|
for ob_generic in ob_anim_lists:
|
|
for my_ob in ob_generic:
|
|
#Blender.Window.RedrawAll()
|
|
if ob_generic == ob_meshes and my_ob.fbxArm:
|
|
# We cant animate armature meshes!
|
|
pass
|
|
else:
|
|
my_ob.setPoseFrame(i)
|
|
|
|
i+=1
|
|
|
|
|
|
#for bonename, bone, obname, me, armob in ob_bones:
|
|
for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms):
|
|
|
|
for my_ob in ob_generic:
|
|
|
|
if ob_generic == ob_meshes and my_ob.fbxArm:
|
|
# do nothing,
|
|
pass
|
|
else:
|
|
|
|
file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
|
|
file.write('\n\t\t\tVersion: 1.1')
|
|
file.write('\n\t\t\tChannel: "Transform" {')
|
|
|
|
context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
|
|
|
|
# ----------------
|
|
# ----------------
|
|
for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
|
|
|
|
if TX_CHAN=='T': context_bone_anim_vecs = [mtx[0].translationPart() for mtx in context_bone_anim_mats]
|
|
elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].toEuler() for mtx in context_bone_anim_mats]
|
|
else: context_bone_anim_vecs = [mtx[0].scalePart() for mtx in context_bone_anim_mats]
|
|
|
|
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
|
|
|
|
for i in xrange(3):
|
|
# Loop on each axis of the bone
|
|
file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
|
|
file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
|
|
file.write('\n\t\t\t\t\t\tKeyVer: 4005')
|
|
|
|
if not ANIM_OPTIMIZE:
|
|
# Just write all frames, simple but in-eficient
|
|
file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
|
|
file.write('\n\t\t\t\t\t\tKey: ')
|
|
frame = act_start
|
|
while frame <= act_end:
|
|
if frame!=act_start:
|
|
file.write(',')
|
|
|
|
# Curve types are
|
|
# C,n is for bezier? - linear is best for now so we can do simple keyframe removal
|
|
file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
|
|
#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
|
|
frame+=1
|
|
else:
|
|
# remove unneeded keys, j is the frame, needed when some frames are removed.
|
|
context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ]
|
|
|
|
# last frame to fisrt frame, missing 1 frame on either side.
|
|
# removeing in a backwards loop is faster
|
|
for j in xrange( (act_end-act_start)-1, 0, -1 ):
|
|
# Is this key reduenant?
|
|
if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
|
|
abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
|
|
del context_bone_anim_keys[j]
|
|
|
|
if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
|
|
# This axis has no moton, its okay to skip KeyCount and Keys in this case
|
|
pass
|
|
else:
|
|
# We only need to write these if there is at least one
|
|
file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
|
|
file.write('\n\t\t\t\t\t\tKey: ')
|
|
for val, frame in context_bone_anim_keys:
|
|
if frame != context_bone_anim_keys[0][1]: # not the first
|
|
file.write(',')
|
|
# frame is alredy one less then blenders frame
|
|
file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame), val ))
|
|
#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val ))
|
|
|
|
if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0')
|
|
elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0')
|
|
elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1')
|
|
|
|
file.write('\n\t\t\t\t\t}')
|
|
file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) )
|
|
file.write('\n\t\t\t\t}')
|
|
|
|
# ---------------
|
|
|
|
file.write('\n\t\t\t}')
|
|
file.write('\n\t\t}')
|
|
|
|
# end the take
|
|
file.write('\n\t}')
|
|
|
|
# end action loop. set original actions
|
|
# do this after every loop incase actions effect eachother.
|
|
for my_bone in ob_arms:
|
|
my_bone.blenObject.action = my_bone.blenAction
|
|
|
|
file.write('\n}')
|
|
|
|
Blender.Set('curframe', frame_orig)
|
|
|
|
else:
|
|
# no animation
|
|
file.write('\n;Takes and animation section')
|
|
file.write('\n;----------------------------------------------------')
|
|
file.write('\n')
|
|
file.write('\nTakes: {')
|
|
file.write('\n\tCurrent: ""')
|
|
file.write('\n}')
|
|
|
|
|
|
# write meshes animation
|
|
#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
|
|
|
|
|
|
# Clear mesh data Only when writing with modifiers applied
|
|
for me in meshes_to_clear:
|
|
me.verts = None
|
|
|
|
|
|
|
|
# --------------------------- Footer
|
|
if world:
|
|
has_mist = world.mode & 1
|
|
mist_intense, mist_start, mist_end, mist_height = world.mist
|
|
world_hor = world.hor
|
|
else:
|
|
has_mist = mist_intense = mist_start = mist_end = mist_height = 0
|
|
world_hor = 0,0,0
|
|
|
|
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"' % int(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' % fbx_time(start-1))
|
|
file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1))
|
|
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')
|
|
|
|
# Incase sombody imports this, clean up by clearing global dicts
|
|
sane_name_mapping_ob.clear()
|
|
sane_name_mapping_mat.clear()
|
|
sane_name_mapping_tex.clear()
|
|
|
|
ob_arms[:] = []
|
|
ob_bones[:] = []
|
|
ob_cameras[:] = []
|
|
ob_lights[:] = []
|
|
ob_meshes[:] = []
|
|
ob_null[:] = []
|
|
|
|
|
|
# copy images if enabled
|
|
if EXP_IMAGE_COPY:
|
|
copy_images( Blender.sys.dirname(filename), [ tex[1] for tex in textures if tex[1] != None ])
|
|
|
|
print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
|
|
return True
|
|
|
|
|
|
# --------------------------------------------
|
|
# UI Function - not a part of the exporter.
|
|
# this is to seperate the user interface from the rest of the exporter.
|
|
from Blender import Draw, Window
|
|
EVENT_NONE = 0
|
|
EVENT_EXIT = 1
|
|
EVENT_REDRAW = 2
|
|
EVENT_FILESEL = 3
|
|
|
|
GLOBALS = {}
|
|
|
|
# export opts
|
|
|
|
def do_redraw(e,v): GLOBALS['EVENT'] = e
|
|
|
|
# toggle between these 2, only allow one on at once
|
|
def do_obs_sel(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
GLOBALS['EXP_OBS_SCENE'].val = 0
|
|
GLOBALS['EXP_OBS_SELECTED'].val = 1
|
|
|
|
def do_obs_sce(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
GLOBALS['EXP_OBS_SCENE'].val = 1
|
|
GLOBALS['EXP_OBS_SELECTED'].val = 0
|
|
|
|
def do_obs_sce(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
GLOBALS['EXP_OBS_SCENE'].val = 1
|
|
GLOBALS['EXP_OBS_SELECTED'].val = 0
|
|
|
|
def do_batch_type_grp(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
GLOBALS['BATCH_GROUP'].val = 1
|
|
GLOBALS['BATCH_SCENE'].val = 0
|
|
|
|
def do_batch_type_sce(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
GLOBALS['BATCH_GROUP'].val = 0
|
|
GLOBALS['BATCH_SCENE'].val = 1
|
|
|
|
def do_anim_act_all(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
GLOBALS['ANIM_ACTION_ALL'][0].val = 1
|
|
GLOBALS['ANIM_ACTION_ALL'][1].val = 0
|
|
|
|
def do_anim_act_cur(e,v):
|
|
if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val:
|
|
Draw.PupMenu('Warning%t|Cant use this with batch export group option')
|
|
else:
|
|
GLOBALS['EVENT'] = e
|
|
GLOBALS['ANIM_ACTION_ALL'][0].val = 0
|
|
GLOBALS['ANIM_ACTION_ALL'][1].val = 1
|
|
|
|
def fbx_ui_exit(e,v):
|
|
GLOBALS['EVENT'] = e
|
|
|
|
def do_help(e,v):
|
|
url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx'
|
|
print 'Trying to open web browser with documentation at this address...'
|
|
print '\t' + url
|
|
|
|
try:
|
|
import webbrowser
|
|
webbrowser.open(url)
|
|
except:
|
|
print '...could not open a browser window.'
|
|
|
|
|
|
|
|
# run when export is pressed
|
|
#def fbx_ui_write(e,v):
|
|
def fbx_ui_write(filename):
|
|
|
|
# Dont allow overwriting files when saving normally
|
|
if not GLOBALS['BATCH_ENABLE'].val:
|
|
if not BPyMessages.Warning_SaveOver(filename):
|
|
return
|
|
|
|
GLOBALS['EVENT'] = EVENT_EXIT
|
|
|
|
# Keep the order the same as above for simplicity
|
|
# the [] is a dummy arg used for objects
|
|
|
|
Blender.Window.WaitCursor(1)
|
|
|
|
# Make the matrix
|
|
GLOBAL_MATRIX = mtx4_identity
|
|
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['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
|
|
if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
|
|
|
|
ret = write(\
|
|
filename, None,\
|
|
GLOBALS['EXP_OBS_SELECTED'].val,\
|
|
GLOBALS['EXP_MESH'].val,\
|
|
GLOBALS['EXP_MESH_APPLY_MOD'].val,\
|
|
GLOBALS['EXP_MESH_HQ_NORMALS'].val,\
|
|
GLOBALS['EXP_ARMATURE'].val,\
|
|
GLOBALS['EXP_LAMP'].val,\
|
|
GLOBALS['EXP_CAMERA'].val,\
|
|
GLOBALS['EXP_EMPTY'].val,\
|
|
GLOBALS['EXP_IMAGE_COPY'].val,\
|
|
GLOBAL_MATRIX,\
|
|
GLOBALS['ANIM_ENABLE'].val,\
|
|
GLOBALS['ANIM_OPTIMIZE'].val,\
|
|
GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\
|
|
GLOBALS['ANIM_ACTION_ALL'][0].val,\
|
|
GLOBALS['BATCH_ENABLE'].val,\
|
|
GLOBALS['BATCH_GROUP'].val,\
|
|
GLOBALS['BATCH_SCENE'].val,\
|
|
GLOBALS['BATCH_FILE_PREFIX'].val,\
|
|
GLOBALS['BATCH_OWN_DIR'].val,\
|
|
)
|
|
|
|
Blender.Window.WaitCursor(0)
|
|
GLOBALS.clear()
|
|
|
|
if ret == False:
|
|
Draw.PupMenu('Error%t|Path cannot be written to!')
|
|
|
|
|
|
def fbx_ui():
|
|
# Only to center the UI
|
|
x,y = GLOBALS['MOUSE']
|
|
x-=180; y-=0 # offset... just to get it centered
|
|
|
|
Draw.Label('Export Objects...', x+20,y+165, 200, 20)
|
|
|
|
if not GLOBALS['BATCH_ENABLE'].val:
|
|
Draw.BeginAlign()
|
|
GLOBALS['EXP_OBS_SELECTED'] = Draw.Toggle('Selected Objects', EVENT_REDRAW, x+20, y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val, 'Export selected objects on visible layers', do_obs_sel)
|
|
GLOBALS['EXP_OBS_SCENE'] = Draw.Toggle('Scene Objects', EVENT_REDRAW, x+180, y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val, 'Export all objects in this scene', do_obs_sce)
|
|
Draw.EndAlign()
|
|
|
|
Draw.BeginAlign()
|
|
GLOBALS['_SCALE'] = Draw.Number('Scale:', EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val, 0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)')
|
|
GLOBALS['_XROT90'] = Draw.Toggle('Rot X90', EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val, 'Rotate all objects 90 degrese about the X axis')
|
|
GLOBALS['_YROT90'] = Draw.Toggle('Rot Y90', EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val, 'Rotate all objects 90 degrese about the Y axis')
|
|
GLOBALS['_ZROT90'] = Draw.Toggle('Rot Z90', EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val, 'Rotate all objects 90 degrese about the Z axis')
|
|
Draw.EndAlign()
|
|
|
|
y -= 35
|
|
|
|
Draw.BeginAlign()
|
|
GLOBALS['EXP_EMPTY'] = Draw.Toggle('Empty', EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val, 'Export empty objects')
|
|
GLOBALS['EXP_CAMERA'] = Draw.Toggle('Camera', EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val, 'Export camera objects')
|
|
GLOBALS['EXP_LAMP'] = Draw.Toggle('Lamp', EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val, 'Export lamp objects')
|
|
GLOBALS['EXP_ARMATURE'] = Draw.Toggle('Armature', EVENT_NONE, x+200, y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val, 'Export armature objects')
|
|
GLOBALS['EXP_MESH'] = Draw.Toggle('Mesh', EVENT_REDRAW, x+260, y+120, 80, 20, GLOBALS['EXP_MESH'].val, 'Export mesh objects', do_redraw) #, do_axis_z)
|
|
Draw.EndAlign()
|
|
|
|
if GLOBALS['EXP_MESH'].val:
|
|
# below mesh but
|
|
Draw.BeginAlign()
|
|
GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Toggle('Modifiers', EVENT_NONE, x+260, y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val, 'Apply modifiers to mesh objects') #, do_axis_z)
|
|
GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Toggle('HQ Normals', EVENT_NONE, x+260, y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val, 'Generate high quality normals') #, do_axis_z)
|
|
Draw.EndAlign()
|
|
|
|
GLOBALS['EXP_IMAGE_COPY'] = Draw.Toggle('Copy Image Files', EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val, 'Copy image files to the destination path') #, do_axis_z)
|
|
|
|
|
|
Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20)
|
|
|
|
GLOBALS['ANIM_ENABLE'] = Draw.Toggle('Enable Animation', EVENT_REDRAW, x+20, y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val, 'Export keyframe animation', do_redraw)
|
|
if GLOBALS['ANIM_ENABLE'].val:
|
|
Draw.BeginAlign()
|
|
GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw)
|
|
if GLOBALS['ANIM_OPTIMIZE'].val:
|
|
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 3, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)')
|
|
Draw.EndAlign()
|
|
|
|
Draw.BeginAlign()
|
|
GLOBALS['ANIM_ACTION_ALL'][1] = Draw.Toggle('Current Action', EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val, 'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur)
|
|
GLOBALS['ANIM_ACTION_ALL'][0] = Draw.Toggle('All Actions', EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val, 'Use all actions for armatures', do_anim_act_all)
|
|
Draw.EndAlign()
|
|
|
|
|
|
Draw.Label('Export Batch...', x+20,y-60, 300, 20)
|
|
GLOBALS['BATCH_ENABLE'] = Draw.Toggle('Enable Batch', EVENT_REDRAW, x+20, y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val, 'Automate exporting multiple scenes or groups to files', do_redraw)
|
|
|
|
if GLOBALS['BATCH_ENABLE'].val:
|
|
Draw.BeginAlign()
|
|
GLOBALS['BATCH_GROUP'] = Draw.Toggle('Group > File', EVENT_REDRAW, x+20, y-105, 160, 20, GLOBALS['BATCH_GROUP'].val, 'Export each group as an FBX file', do_batch_type_grp)
|
|
GLOBALS['BATCH_SCENE'] = Draw.Toggle('Scene > File', EVENT_REDRAW, x+180, y-105, 160, 20, GLOBALS['BATCH_SCENE'].val, 'Export each scene as an FBX file', do_batch_type_sce)
|
|
|
|
# Own dir requires OS module
|
|
if os:
|
|
GLOBALS['BATCH_OWN_DIR'] = Draw.Toggle('Own Dir', EVENT_NONE, x+20, y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val, 'Create a dir for each exported file')
|
|
GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+100, y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ')
|
|
else:
|
|
GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+20, y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ')
|
|
|
|
|
|
Draw.EndAlign()
|
|
|
|
#y+=80
|
|
|
|
'''
|
|
Draw.BeginAlign()
|
|
GLOBALS['FILENAME'] = Draw.String('path: ', EVENT_NONE, x+20, y-170, 300, 20, GLOBALS['FILENAME'].val, 64, 'Prefix each file with this name ')
|
|
Draw.PushButton('..', EVENT_FILESEL, x+320, y-170, 20, 20, 'Select the path', do_redraw)
|
|
'''
|
|
# Until batch is added
|
|
#
|
|
|
|
|
|
#Draw.BeginAlign()
|
|
Draw.PushButton('Online Help', EVENT_REDRAW, x+20, y-160, 100, 20, 'Open online help in a browser window', do_help)
|
|
Draw.PushButton('Cancel', EVENT_EXIT, x+130, y-160, 100, 20, 'Exit the exporter', fbx_ui_exit)
|
|
Draw.PushButton('Export', EVENT_FILESEL, x+240, y-160, 100, 20, 'Export the fbx file', do_redraw)
|
|
|
|
#Draw.PushButton('Export', EVENT_EXIT, x+180, y-160, 160, 20, 'Export the fbx file', fbx_ui_write)
|
|
#Draw.EndAlign()
|
|
|
|
# exit when mouse out of the view?
|
|
# GLOBALS['EVENT'] = EVENT_EXIT
|
|
|
|
#def write_ui(filename):
|
|
def write_ui():
|
|
|
|
# globals
|
|
GLOBALS['EVENT'] = 2
|
|
#GLOBALS['MOUSE'] = Window.GetMouseCoords()
|
|
GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
|
|
GLOBALS['FILENAME'] = ''
|
|
'''
|
|
# IF called from the fileselector
|
|
if filename == None:
|
|
GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx'))
|
|
else:
|
|
GLOBALS['FILENAME'].val = filename
|
|
'''
|
|
GLOBALS['EXP_OBS_SELECTED'] = Draw.Create(1) # dont need 2 variables but just do this for clarity
|
|
GLOBALS['EXP_OBS_SCENE'] = Draw.Create(0)
|
|
|
|
GLOBALS['EXP_MESH'] = Draw.Create(1)
|
|
GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Create(1)
|
|
GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Create(0)
|
|
GLOBALS['EXP_ARMATURE'] = Draw.Create(1)
|
|
GLOBALS['EXP_LAMP'] = Draw.Create(1)
|
|
GLOBALS['EXP_CAMERA'] = Draw.Create(1)
|
|
GLOBALS['EXP_EMPTY'] = Draw.Create(1)
|
|
GLOBALS['EXP_IMAGE_COPY'] = Draw.Create(0)
|
|
# animation opts
|
|
GLOBALS['ANIM_ENABLE'] = Draw.Create(1)
|
|
GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1)
|
|
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(6) # decimal places
|
|
GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action
|
|
|
|
# batch export options
|
|
GLOBALS['BATCH_ENABLE'] = Draw.Create(0)
|
|
GLOBALS['BATCH_GROUP'] = Draw.Create(1) # cant have both of these enabled at once.
|
|
GLOBALS['BATCH_SCENE'] = Draw.Create(0) # see above
|
|
GLOBALS['BATCH_FILE_PREFIX'] = Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1])
|
|
GLOBALS['BATCH_OWN_DIR'] = Draw.Create(0)
|
|
# done setting globals
|
|
|
|
# Used by the user interface
|
|
GLOBALS['_SCALE'] = Draw.Create(1.0)
|
|
GLOBALS['_XROT90'] = Draw.Create(True)
|
|
GLOBALS['_YROT90'] = Draw.Create(False)
|
|
GLOBALS['_ZROT90'] = Draw.Create(False)
|
|
|
|
# horrible ugly hack so tooltips draw, dosnt always work even
|
|
# Fixed in Draw.UIBlock for 2.45rc2, but keep this until 2.45 is released
|
|
Window.SetKeyQualifiers(0)
|
|
while Window.GetMouseButtons(): Blender.sys.sleep(10)
|
|
for i in xrange(100): Window.QHandle(i)
|
|
# END HORRID HACK
|
|
|
|
# best not do move the cursor
|
|
# Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()])
|
|
|
|
# hack so the toggle buttons redraw. this is not nice at all
|
|
while GLOBALS['EVENT'] != EVENT_EXIT:
|
|
|
|
if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val:
|
|
#Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ")
|
|
GLOBALS['ANIM_ACTION_ALL'][0].val = 1
|
|
GLOBALS['ANIM_ACTION_ALL'][1].val = 0
|
|
|
|
if GLOBALS['EVENT'] == EVENT_FILESEL:
|
|
if GLOBALS['BATCH_ENABLE'].val:
|
|
txt = 'Batch FBX Dir'
|
|
name = Blender.sys.expandpath('//')
|
|
else:
|
|
txt = 'Export FBX'
|
|
name = Blender.sys.makename(ext='.fbx')
|
|
|
|
Blender.Window.FileSelector(fbx_ui_write, txt, name)
|
|
#fbx_ui_write('/test.fbx')
|
|
break
|
|
|
|
Draw.UIBlock(fbx_ui)
|
|
|
|
|
|
# GLOBALS.clear()
|
|
#test = [write_ui]
|
|
if __name__ == '__main__':
|
|
# Cant call the file selector first because of a bug in the interface that crashes it.
|
|
# Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))
|
|
#write('/scratch/test.fbx')
|
|
#write_ui('/scratch/test.fbx')
|
|
|
|
if not set:
|
|
Draw.PupMenu('Error%t|A full install of python2.3 or python 2.4+ is needed to run this script.')
|
|
else:
|
|
write_ui()
|