script now passes pep8 checking tool.

This commit is contained in:
Campbell Barton 2011-01-09 17:35:29 +00:00
parent d9c24f7e7c
commit 7bc46973d2

@ -34,6 +34,7 @@ import shutil # for file copying
import bpy import bpy
from mathutils import Vector, Euler, Matrix from mathutils import Vector, Euler, Matrix
# XXX not used anymore, images are copied one at a time # XXX not used anymore, images are copied one at a time
def copy_images(dest_dir, textures): def copy_images(dest_dir, textures):
import shutil import shutil
@ -61,6 +62,7 @@ def copy_images(dest_dir, textures):
print('\tCopied %d images' % copyCount) print('\tCopied %d images' % copyCount)
# I guess FBX uses degrees instead of radians (Arystan). # I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX. # Call this function just before writing to FBX.
# 180 / math.pi == 57.295779513 # 180 / math.pi == 57.295779513
@ -81,15 +83,17 @@ sane_name_mapping_group = {}
sane_name_mapping_ob['Scene'] = 'Scene_' sane_name_mapping_ob['Scene'] = 'Scene_'
sane_name_mapping_ob['blend_root'] = 'blend_root_' sane_name_mapping_ob['blend_root'] = 'blend_root_'
def increment_string(t): def increment_string(t):
name = t name = t
num = '' num = ''
while name and name[-1].isdigit(): while name and name[-1].isdigit():
num = name[-1] + num num = name[-1] + num
name = name[:-1] name = name[:-1]
if num: return '%s%d' % (name, int(num)+1) if num:
else: return name + '_0' return '%s%d' % (name, int(num) + 1)
else:
return name + '_0'
# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up. # todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
@ -103,8 +107,7 @@ def sane_name(data, dct):
other = None other = None
use_other = False use_other = False
if data: name = data.name name = data.name if data else None
else: name = None
orig_name = name orig_name = name
if other: if other:
@ -124,7 +127,8 @@ def sane_name(data, dct):
name = bpy.path.clean_name(name) # use our own name = bpy.path.clean_name(name) # use our own
while name in iter(dct.values()): name = increment_string(name) while name in iter(dct.values()):
name = increment_string(name)
if use_other: # even if other is None - orig_name_other will be a string or None if use_other: # even if other is None - orig_name_other will be a string or None
dct[orig_name, orig_name_other] = name dct[orig_name, orig_name_other] = name
@ -133,11 +137,25 @@ def sane_name(data, dct):
return name return name
def sane_obname(data): return sane_name(data, sane_name_mapping_ob)
def sane_matname(data): return sane_name(data, sane_name_mapping_mat) def sane_obname(data):
def sane_texname(data): return sane_name(data, sane_name_mapping_tex) return sane_name(data, sane_name_mapping_ob)
def sane_takename(data): return sane_name(data, sane_name_mapping_take)
def sane_groupname(data): return sane_name(data, sane_name_mapping_group)
def sane_matname(data):
return sane_name(data, sane_name_mapping_mat)
def sane_texname(data):
return sane_name(data, sane_name_mapping_tex)
def sane_takename(data):
return sane_name(data, sane_name_mapping_take)
def sane_groupname(data):
return sane_name(data, sane_name_mapping_group)
# def derived_paths(fname_orig, basepath, FORCE_CWD=False): # def derived_paths(fname_orig, basepath, FORCE_CWD=False):
# ''' # '''
@ -162,6 +180,7 @@ def sane_groupname(data): return sane_name(data, sane_name_mapping_group)
def mat4x4str(mat): def mat4x4str(mat):
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]) 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])
# XXX not used # XXX not used
# duplicated in OBJ exporter # duplicated in OBJ exporter
def getVertsFromGroup(me, group_index): def getVertsFromGroup(me, group_index):
@ -174,6 +193,7 @@ def getVertsFromGroup(me, group_index):
return ret return ret
# ob must be OB_MESH # ob must be OB_MESH
def BPyMesh_meshWeight2List(ob, me): def BPyMesh_meshWeight2List(ob, me):
''' Takes a mesh and return its group names and a list of lists, one list per vertex. ''' Takes a mesh and return its group names and a list of lists, one list per vertex.
@ -197,10 +217,10 @@ def BPyMesh_meshWeight2List(ob, me):
return groupNames, vWeightList return groupNames, vWeightList
def meshNormalizedWeights(ob, me): def meshNormalizedWeights(ob, me):
try: # account for old bad BPyMesh try: # account for old bad BPyMesh
groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me) groupNames, vWeightList = BPyMesh_meshWeight2List(ob, me)
# groupNames, vWeightList = BPyMesh.meshWeight2List(me)
except: except:
return [], [] return [], []
@ -226,6 +246,7 @@ header_comment = \
''' '''
# This func can be called with just the filepath # This func can be called with just the filepath
def save(operator, context, filepath="", def save(operator, context, filepath="",
GLOBAL_MATRIX=None, GLOBAL_MATRIX=None,
@ -266,21 +287,18 @@ def save(operator, context, filepath="",
# get the path component of filepath # get the path component of filepath
tmp_exists = bpy.utils.exists(fbxpath) tmp_exists = bpy.utils.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2: # a file, we want a path if tmp_exists != 2: # a file, we want a path
fbxpath = os.path.dirname(fbxpath) fbxpath = os.path.dirname(fbxpath)
# while fbxpath and fbxpath[-1] not in ('/', '\\'): # while fbxpath and fbxpath[-1] not in ('/', '\\'):
# fbxpath = fbxpath[:-1] # fbxpath = fbxpath[:-1]
if not fbxpath: if not fbxpath:
# if not filepath:
# XXX # XXX
print('Error%t|Directory does not exist!') print('Error%t|Directory does not exist!')
# Draw.PupMenu('Error%t|Directory does not exist!') # Draw.PupMenu('Error%t|Directory does not exist!')
return return
tmp_exists = bpy.utils.exists(fbxpath) tmp_exists = bpy.utils.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2: if tmp_exists != 2:
# XXX # XXX
@ -292,7 +310,6 @@ def save(operator, context, filepath="",
fbxpath += os.sep fbxpath += os.sep
del tmp_exists del tmp_exists
if BATCH_GROUP: if BATCH_GROUP:
data_seq = bpy.data.groups data_seq = bpy.data.groups
else: else:
@ -300,13 +317,11 @@ def save(operator, context, filepath="",
# call this function within a loop with BATCH_ENABLE == False # call this function within a loop with BATCH_ENABLE == False
orig_sce = context.scene orig_sce = context.scene
# orig_sce = bpy.data.scenes.active
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
for data in data_seq: # scene or group for data in data_seq: # scene or group
newname = BATCH_FILE_PREFIX + bpy.path.clean_name(data.name) newname = BATCH_FILE_PREFIX + bpy.path.clean_name(data.name)
if BATCH_OWN_DIR: if BATCH_OWN_DIR:
new_fbxpath = fbxpath + newname + os.sep new_fbxpath = fbxpath + newname + os.sep
# path may already exist # path may already exist
@ -316,7 +331,6 @@ def save(operator, context, filepath="",
# if Blender.sys.exists(new_fbxpath) == 0: # if Blender.sys.exists(new_fbxpath) == 0:
os.mkdir(new_fbxpath) os.mkdir(new_fbxpath)
filepath = new_fbxpath + newname + '.fbx' filepath = new_fbxpath + newname + '.fbx'
print('\nBatch exporting %s as...\n\t%r' % (data, filepath)) print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
@ -335,11 +349,8 @@ def save(operator, context, filepath="",
# TODO - BUMMER! Armatures not in the group wont animate the mesh # TODO - BUMMER! Armatures not in the group wont animate the mesh
else: # scene else: # scene
data_seq.active = data data_seq.active = data
# Call self with modified args # Call self with modified args
# Dont pass batch options since we already usedt them # Dont pass batch options since we already usedt them
write(filepath, data.objects, write(filepath, data.objects,
@ -408,7 +419,6 @@ def save(operator, context, filepath="",
# not public # not public
pose = fbxArm.blenObject.pose pose = fbxArm.blenObject.pose
# pose = fbxArm.blenObject.getPose()
self.__pose_bone = pose.bones[self.blenName] self.__pose_bone = pose.bones[self.blenName]
# store a list if matricies here, (poseMatrix, head, tail) # store a list if matricies here, (poseMatrix, head, tail)
@ -434,7 +444,6 @@ def save(operator, context, filepath="",
''' '''
self.__anim_poselist[f] = self.__pose_bone.matrix.copy() self.__anim_poselist[f] = self.__pose_bone.matrix.copy()
# self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()
# get pose from frame. # get pose from frame.
def getPoseMatrix(self, f): # ---------------------------------------------- def getPoseMatrix(self, f): # ----------------------------------------------
@ -466,7 +475,6 @@ def save(operator, context, filepath="",
def flushAnimData(self): def flushAnimData(self):
self.__anim_poselist.clear() self.__anim_poselist.clear()
class my_object_generic(object): class my_object_generic(object):
__slots__ = ("fbxName", __slots__ = ("fbxName",
"blenObject", "blenObject",
@ -492,9 +500,11 @@ def save(operator, context, filepath="",
self.blenObject = ob self.blenObject = ob
self.fbxGroupNames = [] self.fbxGroupNames = []
self.fbxParent = None # set later on IF the parent is in the selection. self.fbxParent = None # set later on IF the parent is in the selection.
if matrixWorld: self.matrixWorld = GLOBAL_MATRIX * matrixWorld if matrixWorld:
else: self.matrixWorld = GLOBAL_MATRIX * ob.matrix_world self.matrixWorld = GLOBAL_MATRIX * matrixWorld
# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX else:
self.matrixWorld = GLOBAL_MATRIX * ob.matrix_world
self.__anim_poselist = {} # we should only access this self.__anim_poselist = {} # we should only access this
def parRelMatrix(self): def parRelMatrix(self):
@ -535,10 +545,6 @@ def save(operator, context, filepath="",
# ---------------------------------------------- # ----------------------------------------------
print('\nFBX export starting... %r' % filepath) print('\nFBX export starting... %r' % filepath)
start_time = time.clock() start_time = time.clock()
try: try:
@ -549,7 +555,6 @@ def save(operator, context, filepath="",
scene = context.scene scene = context.scene
world = scene.world world = scene.world
# ---------------------------- Write the header first # ---------------------------- Write the header first
file.write(header_comment) file.write(header_comment)
if time: if time:
@ -580,7 +585,6 @@ def save(operator, context, filepath="",
file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime) file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
file.write('\nCreator: "Blender version %s"' % bpy.app.version_string) file.write('\nCreator: "Blender version %s"' % bpy.app.version_string)
pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
# --------------- funcs for exporting # --------------- funcs for exporting
@ -612,7 +616,8 @@ def save(operator, context, filepath="",
else: else:
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore # 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.matrix_world * GLOBAL_MATRIX #if ob and not matrix: matrix = ob.matrix_world * GLOBAL_MATRIX
if ob and not matrix: raise Exception("error: this should never happen!") if ob and not matrix:
raise Exception("error: this should never happen!")
matrix_rot = matrix matrix_rot = matrix
#if matrix: #if matrix:
@ -627,7 +632,7 @@ def save(operator, context, filepath="",
matrix_rot = matrix_rot * mtx_x90 matrix_rot = matrix_rot * mtx_x90
elif ob and ob.type == 'CAMERA': elif ob and ob.type == 'CAMERA':
y = Vector((0.0, 1.0, 0.0)) * matrix_rot y = Vector((0.0, 1.0, 0.0)) * matrix_rot
matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot matrix_rot = Matrix.Rotation(math.pi / 2.0, 3, y) * matrix_rot
# else do nothing. # else do nothing.
loc = tuple(loc) loc = tuple(loc)
@ -635,9 +640,9 @@ def save(operator, context, filepath="",
scale = tuple(scale) scale = tuple(scale)
else: else:
if not loc: if not loc:
loc = 0,0,0 loc = 0.0, 0.0, 0.0
scale = 1,1,1 scale = 1.0, 1.0, 1.0
rot = 0,0,0 rot = 0.0, 0.0, 0.0
return loc, rot, scale, matrix, matrix_rot return loc, rot, scale, matrix, matrix_rot
@ -746,7 +751,6 @@ def save(operator, context, filepath="",
return loc, rot, scale, matrix, matrix_rot return loc, rot, scale, matrix, matrix_rot
# -------------------------------------------- Armatures # -------------------------------------------- Armatures
#def write_bone(bone, name, matrix_mod): #def write_bone(bone, name, matrix_mod):
def write_bone(my_bone): def write_bone(my_bone):
@ -757,7 +761,6 @@ def save(operator, context, filepath="",
poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore
pose_items.append((my_bone.fbxName, poseMatrix)) 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", "",%.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') file.write('\n\t\t\tProperty: "Size", "double", "",1')
@ -1035,7 +1038,8 @@ def save(operator, context, filepath="",
light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4} light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
light_type = light_type_items[light.type] light_type = light_type_items[light.type]
if light_type > 2: light_type = 1 # hemi and area lights become directional if light_type > 2:
light_type = 1 # hemi and area lights become directional
# mode = light.mode # mode = light.mode
if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW': if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW':
@ -1059,13 +1063,13 @@ def save(operator, context, filepath="",
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0') file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""') 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: "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: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
if light.type == 'SPOT': if light.type == 'SPOT':
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size)) file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50') file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color)) file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200 file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy * 100.0, 200.0))) # clamp below 200
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50') 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: "LightType", "enum", "",%i' % light_type)
@ -1096,7 +1100,8 @@ def save(operator, context, filepath="",
# matrixOnly is not used at the moment # matrixOnly is not used at the moment
def write_null(my_null=None, fbxName=None, matrixOnly=None): def write_null(my_null=None, fbxName=None, matrixOnly=None):
# ob can be null # ob can be null
if not fbxName: fbxName = my_null.fbxName if not fbxName:
fbxName = my_null.fbxName
file.write('\n\tModel: "Model::%s", "Null" {' % fbxName) file.write('\n\tModel: "Model::%s", "Null" {' % fbxName)
file.write('\n\t\tVersion: 232') file.write('\n\t\tVersion: 232')
@ -1106,8 +1111,10 @@ def save(operator, context, filepath="",
poseMatrix = write_object_props(None, None, matrixOnly)[3] poseMatrix = write_object_props(None, None, matrixOnly)[3]
else: # all other Null's else: # all other Null's
if my_null: poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3] if my_null:
else: poseMatrix = write_object_props()[3] poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
else:
poseMatrix = write_object_props()[3]
pose_items.append((fbxName, poseMatrix)) pose_items.append((fbxName, poseMatrix))
@ -1121,9 +1128,10 @@ def save(operator, context, filepath="",
}''') }''')
# Material Settings # Material Settings
if world: world_amb = tuple(world.ambient_color) if world:
# if world: world_amb = world.getAmb() world_amb = world.ambient_color[:]
else: world_amb = (0,0,0) # Default value else:
world_amb = 0.0, 0.0, 0.0 # default value
def write_material(matname, mat): def write_material(matname, mat):
file.write('\n\tMaterial: "Material::%s", "" {' % matname) file.write('\n\tMaterial: "Material::%s", "" {' % matname)
@ -1137,7 +1145,7 @@ def save(operator, context, filepath="",
mat_dif = mat.diffuse_intensity mat_dif = mat.diffuse_intensity
mat_amb = mat.ambient mat_amb = mat.ambient
mat_hard = (float(mat.specular_hardness)-1)/5.10 mat_hard = (float(mat.specular_hardness) - 1.0) / 5.10
mat_spec = mat.specular_intensity / 2.0 mat_spec = mat.specular_intensity / 2.0
mat_alpha = mat.alpha mat_alpha = mat.alpha
mat_emit = mat.emit mat_emit = mat.emit
@ -1234,7 +1242,6 @@ def save(operator, context, filepath="",
file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip) file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
file.write(''' file.write('''
Property: "StartFrame", "int", "",0 Property: "StartFrame", "int", "",0
Property: "StopFrame", "int", "",0 Property: "StopFrame", "int", "",0
@ -1248,11 +1255,11 @@ def save(operator, context, filepath="",
UseMipMap: 0''') UseMipMap: 0''')
file.write('\n\t\tFilename: "%s"' % fname_strip) file.write('\n\t\tFilename: "%s"' % fname_strip)
if fname_strip: fname_strip = '/' + fname_strip if fname_strip:
fname_strip = '/' + fname_strip
file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
file.write('\n\t}') file.write('\n\t}')
def write_texture(texname, tex, num): def write_texture(texname, tex, num):
# if tex is None then this is a dummy tex # if tex is None then this is a dummy tex
file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname) file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
@ -1268,7 +1275,6 @@ def save(operator, context, filepath="",
Property: "Scaling", "Vector", "A+",1,1,1''') Property: "Scaling", "Vector", "A+",1,1,1''')
file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num) file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
# WrapModeU/V 0==rep, 1==clamp, TODO add support # WrapModeU/V 0==rep, 1==clamp, TODO add support
file.write(''' file.write('''
Property: "TextureTypeUse", "enum", "",0 Property: "TextureTypeUse", "enum", "",0
@ -1430,7 +1436,6 @@ def save(operator, context, filepath="",
file.write('\n\t\tShading: Y') file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"') file.write('\n\t\tCulling: "CullingOff"')
# Write the Real Mesh data here # Write the Real Mesh data here
file.write('\n\t\tVertices: ') file.write('\n\t\tVertices: ')
i = -1 i = -1
@ -1484,7 +1489,6 @@ def save(operator, context, filepath="",
file.write(',%i,%i' % ed_val) file.write(',%i,%i' % ed_val)
i += 1 i += 1
file.write('\n\t\tEdges: ') file.write('\n\t\tEdges: ')
i = -1 i = -1
for ed in me_edges: for ed in me_edges:
@ -1511,10 +1515,12 @@ def save(operator, context, filepath="",
i = -1 i = -1
for v in me_vertices: for v in me_vertices:
if i == -1: if i == -1:
file.write('%.15f,%.15f,%.15f' % v.normal[:]); i=0 file.write('%.15f,%.15f,%.15f' % v.normal[:])
i = 0
else: else:
if i == 2: if i == 2:
file.write('\n '); i=0 file.write('\n\t\t\t ')
i = 0
file.write(',%.15f,%.15f,%.15f' % v.normal[:]) file.write(',%.15f,%.15f,%.15f' % v.normal[:])
i += 1 i += 1
file.write('\n\t\t}') file.write('\n\t\t}')
@ -1531,10 +1537,12 @@ def save(operator, context, filepath="",
i = -1 i = -1
for f in me_faces: for f in me_faces:
if i == -1: if i == -1:
file.write('%i' % f.use_smooth); i=0 file.write('%i' % f.use_smooth)
i = 0
else: else:
if i == 54: if i == 54:
file.write('\n '); i=0 file.write('\n\t\t\t ')
i = 0
file.write(',%i' % f.use_smooth) file.write(',%i' % f.use_smooth)
i += 1 i += 1
@ -1552,16 +1560,17 @@ def save(operator, context, filepath="",
i = -1 i = -1
for ed in me_edges: for ed in me_edges:
if i == -1: if i == -1:
file.write('%i' % (ed.use_edge_sharp)); i=0 file.write('%i' % (ed.use_edge_sharp))
i = 0
else: else:
if i == 54: if i == 54:
file.write('\n '); i=0 file.write('\n\t\t\t ')
i = 0
file.write(',%i' % (ed.use_edge_sharp)) file.write(',%i' % (ed.use_edge_sharp))
i += 1 i += 1
file.write('\n\t\t}') file.write('\n\t\t}')
# Write VertexColor Layers # Write VertexColor Layers
# note, no programs seem to use this info :/ # note, no programs seem to use this info :/
collayers = [] collayers = []
@ -1613,8 +1622,6 @@ def save(operator, context, filepath="",
file.write('\n\t\t}') file.write('\n\t\t}')
# Write UV and texture layers. # Write UV and texture layers.
uvlayers = [] uvlayers = []
if do_uvs: if do_uvs:
@ -1715,9 +1722,7 @@ def save(operator, context, filepath="",
TextureId: ''') TextureId: ''')
file.write('\n\t\t}') file.write('\n\t\t}')
# Done with UV/textures. # Done with UV/textures.
if do_materials: if do_materials:
file.write('\n\t\tLayerElementMaterial: 0 {') file.write('\n\t\tLayerElementMaterial: 0 {')
file.write('\n\t\t\tVersion: 101') file.write('\n\t\t\tVersion: 101')
@ -1752,11 +1757,15 @@ def save(operator, context, filepath="",
i = -1 i = -1
for f, uf in zip(me_faces, uv_faces): for f, uf in zip(me_faces, uv_faces):
# for f in me_faces: # for f in me_faces:
try: mat = mats[f.material_index] try:
except:mat = None mat = mats[f.material_index]
except:
mat = None
if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/ if do_uvs:
else: tex = None tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
else:
tex = None
if i == -1: if i == -1:
i = 0 i = 0
@ -1808,7 +1817,6 @@ def save(operator, context, filepath="",
TypedIndex: 0 TypedIndex: 0
}''') }''')
file.write('\n\t\t}') file.write('\n\t\t}')
if len(uvlayers) > 1: if len(uvlayers) > 1:
@ -1838,7 +1846,8 @@ def save(operator, context, filepath="",
if len(collayers) > 1: if len(collayers) > 1:
# Take into account any UV layers # Take into account any UV layers
layer_offset = 0 layer_offset = 0
if uvlayers: layer_offset = len(uvlayers)-1 if uvlayers:
layer_offset = len(uvlayers) - 1
for i in range(layer_offset, len(collayers) + layer_offset): for i in range(layer_offset, len(collayers) + layer_offset):
file.write('\n\t\tLayer: %i {' % i) file.write('\n\t\tLayer: %i {' % i)
@ -1866,7 +1875,6 @@ def save(operator, context, filepath="",
MultiLayer: 0 MultiLayer: 0
}''') }''')
# add meshes here to clear because they are not used anywhere. # add meshes here to clear because they are not used anywhere.
meshes_to_clear = [] meshes_to_clear = []
@ -1890,8 +1898,10 @@ def save(operator, context, filepath="",
# if EXP_OBS_SELECTED is false, use sceens objects # if EXP_OBS_SELECTED is false, use sceens objects
if not batch_objects: if not batch_objects:
if EXP_OBS_SELECTED: tmp_objects = context.selected_objects if EXP_OBS_SELECTED:
else: tmp_objects = scene.objects tmp_objects = context.selected_objects
else:
tmp_objects = scene.objects
else: else:
tmp_objects = batch_objects tmp_objects = batch_objects
@ -1912,7 +1922,6 @@ def save(operator, context, filepath="",
# This causes the makeDisplayList command to effect the mesh # This causes the makeDisplayList command to effect the mesh
scene.frame_set(scene.frame_current) scene.frame_set(scene.frame_current)
for ob_base in tmp_objects: for ob_base in tmp_objects:
# ignore dupli children # ignore dupli children
@ -1936,7 +1945,8 @@ def save(operator, context, filepath="",
elif tmp_ob_type == 'ARMATURE': elif tmp_ob_type == 'ARMATURE':
if EXP_ARMATURE: if EXP_ARMATURE:
# TODO - armatures dont work in dupligroups! # TODO - armatures dont work in dupligroups!
if ob not in ob_arms: ob_arms.append(ob) if ob not in ob_arms:
ob_arms.append(ob)
# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)" # ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
elif tmp_ob_type == 'EMPTY': elif tmp_ob_type == 'EMPTY':
if EXP_EMPTY: if EXP_EMPTY:
@ -1944,10 +1954,11 @@ def save(operator, context, filepath="",
elif EXP_MESH: elif EXP_MESH:
origData = True origData = True
if tmp_ob_type != 'MESH': if tmp_ob_type != 'MESH':
# me = bpy.data.meshes.new() try:
try: me = ob.create_mesh(scene, True, 'PREVIEW') me = ob.create_mesh(scene, True, 'PREVIEW')
# try: me.getFromObject(ob) except:
except: me = None me = None
if me: if me:
meshes_to_clear.append(me) meshes_to_clear.append(me)
mats = me.materials mats = me.materials
@ -1955,9 +1966,7 @@ def save(operator, context, filepath="",
else: else:
# Mesh Type! # Mesh Type!
if EXP_MESH_APPLY_MOD: if EXP_MESH_APPLY_MOD:
# me = bpy.data.meshes.new()
me = ob.create_mesh(scene, True, 'PREVIEW') me = ob.create_mesh(scene, True, 'PREVIEW')
# me.getFromObject(ob)
# print ob, me, me.getVertGroupNames() # print ob, me, me.getVertGroupNames()
meshes_to_clear.append(me) meshes_to_clear.append(me)
@ -1965,7 +1974,6 @@ def save(operator, context, filepath="",
mats = me.materials mats = me.materials
else: else:
me = ob.data me = ob.data
# me = ob.getData(mesh=1)
mats = me.materials mats = me.materials
# # Support object colors # # Support object colors
@ -1978,7 +1986,6 @@ def save(operator, context, filepath="",
# del tmp_ob_mats # del tmp_ob_mats
# del tmp_colbits # del tmp_colbits
if me: if me:
# # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled. # # 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 # # so strictly this is bad. but only in rare cases would it have negative results
@ -1994,8 +2001,10 @@ def save(operator, context, filepath="",
tex = uf.image tex = uf.image
textures[tex] = texture_mapping_local[tex] = None textures[tex] = texture_mapping_local[tex] = None
try: mat = mats[f.material_index] try:
except: mat = None mat = mats[f.material_index]
except:
mat = None
materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5 materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
@ -2016,7 +2025,6 @@ def save(operator, context, filepath="",
armob = ob.parent armob = ob.parent
blenParentBoneName = ob.parent_bone blenParentBoneName = ob.parent_bone
if armob and armob not in ob_arms: if armob and armob not in ob_arms:
ob_arms.append(armob) ob_arms.append(armob)
@ -2044,8 +2052,8 @@ def save(operator, context, filepath="",
ob_meshes.append(my_mesh) ob_meshes.append(my_mesh)
# not forgetting to free dupli_list # not forgetting to free dupli_list
if ob_base.dupli_list: ob_base.free_dupli_list() if ob_base.dupli_list:
ob_base.free_dupli_list()
if EXP_ARMATURE: if EXP_ARMATURE:
# now we have the meshes, restore the rest arm position # now we have the meshes, restore the rest arm position
@ -2102,7 +2110,6 @@ def save(operator, context, filepath="",
if my_bone.blenBone.use_deform: if my_bone.blenBone.use_deform:
my_bone.blenMeshes[my_mesh.fbxName] = me my_bone.blenMeshes[my_mesh.fbxName] = me
# parent bone: replace bone names with our class instances # 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. # my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match.
if my_mesh.fbxBoneParent == my_bone.blenName: if my_mesh.fbxBoneParent == my_bone.blenName:
@ -2125,10 +2132,9 @@ def save(operator, context, filepath="",
del my_bone_blenParent del my_bone_blenParent
# Build blenObject -> fbxObject mapping # Build blenObject -> fbxObject mapping
# this is needed for groups as well as fbxParenting # this is needed for groups as well as fbxParenting
for ob in bpy.data.objects: ob.tag = False bpy.data.objects.tag(False)
# using a list of object names for tagging (Arystan) # using a list of object names for tagging (Arystan)
@ -2158,11 +2164,9 @@ def save(operator, context, filepath="",
if parent and parent.tag: # does it exist and is it in the mapping if parent and parent.tag: # does it exist and is it in the mapping
my_ob.fbxParent = tmp_obmapping[parent] my_ob.fbxParent = tmp_obmapping[parent]
del tmp_obmapping del tmp_obmapping
# Finished finding groups we use # Finished finding groups we use
materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()] materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex] textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex]
materials.sort() # sort by name materials.sort() # sort by name
@ -2338,7 +2342,6 @@ Objects: {''')
NbPoseNodes: ''') NbPoseNodes: ''')
file.write(str(len(pose_items))) file.write(str(len(pose_items)))
for fbxName, matrix in pose_items: for fbxName, matrix in pose_items:
file.write('\n\t\tPoseNode: {') file.write('\n\t\tPoseNode: {')
file.write('\n\t\t\tNode: "Model::%s"' % fbxName) file.write('\n\t\t\tNode: "Model::%s"' % fbxName)
@ -2347,7 +2350,6 @@ Objects: {''')
file.write('\n\t}') file.write('\n\t}')
# Finish Writing Objects # Finish Writing Objects
# Write global settings # Write global settings
file.write(''' file.write('''
@ -2451,7 +2453,6 @@ Connections: {''')
# for instance, defining the material->mesh connection # for instance, defining the material->mesh connection
# before the mesh->blend_root crashes cinema4d # before the mesh->blend_root crashes cinema4d
# write the fake root node # write the fake root node
file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"') file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"')
@ -2466,11 +2467,8 @@ Connections: {''')
for my_mesh in ob_meshes: for my_mesh in ob_meshes:
# Connect all materials to all objects, not good form but ok for now. # Connect all materials to all objects, not good form but ok for now.
for mat, tex in my_mesh.blenMaterials: for mat, tex in my_mesh.blenMaterials:
if mat: mat_name = mat.name mat_name = mat.name if mat else None
else: mat_name = None tex_name = tex.name if tex else None
if tex: tex_name = tex.name
else: tex_name = None
file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName)) file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName))
@ -2500,7 +2498,6 @@ Connections: {''')
for fbxMeshObName in my_bone.blenMeshes: # .keys() 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)) 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 bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones: for my_bone in ob_bones:
# Always parent to armature now # Always parent to armature now
@ -2522,7 +2519,6 @@ Connections: {''')
file.write('\n}') file.write('\n}')
# Needed for scene footer as well as animation # Needed for scene footer as well as animation
render = scene.render render = scene.render
@ -2535,7 +2531,8 @@ Connections: {''')
fps = float(render.fps) fps = float(render.fps)
start = scene.frame_start start = scene.frame_start
end = scene.frame_end end = scene.frame_end
if end < start: start, end = end, st if end < start:
start, end = end, st
# comment the following line, otherwise we dont get the pose # comment the following line, otherwise we dont get the pose
# if start==end: ANIM_ENABLE = False # if start==end: ANIM_ENABLE = False
@ -2562,7 +2559,6 @@ Connections: {''')
# bpy.data.actions.tag = False # bpy.data.actions.tag = False
tmp_actions = bpy.data.actions[:] tmp_actions = bpy.data.actions[:]
# find which actions are compatible with the armatures # find which actions are compatible with the armatures
# blenActions is not yet initialized so do it now. # blenActions is not yet initialized so do it now.
tmp_act_count = 0 tmp_act_count = 0
@ -2650,7 +2646,6 @@ Takes: {''')
;Models animation ;Models animation
;----------------------------------------------------''') ;----------------------------------------------------''')
# set pose data for all bones # set pose data for all bones
# do this here incase the action changes # do this here incase the action changes
''' '''
@ -2671,7 +2666,6 @@ Takes: {''')
i += 1 i += 1
#for bonename, bone, obname, me, armob in ob_bones: #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 ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms):
@ -2692,8 +2686,10 @@ Takes: {''')
# ---------------- # ----------------
for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
if TX_CHAN=='T': context_bone_anim_vecs = [mtx[0].translation_part() for mtx in context_bone_anim_mats] if TX_CHAN == 'T':
elif TX_CHAN=='S': context_bone_anim_vecs = [mtx[0].scale_part() for mtx in context_bone_anim_mats] context_bone_anim_vecs = [mtx[0].translation_part() for mtx in context_bone_anim_mats]
elif TX_CHAN == 'S':
context_bone_anim_vecs = [mtx[0].scale_part() for mtx in context_bone_anim_mats]
elif TX_CHAN == 'R': elif TX_CHAN == 'R':
# Was.... # Was....
# elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() for mtx in context_bone_anim_mats] # elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].to_euler() for mtx in context_bone_anim_mats]
@ -2702,8 +2698,10 @@ Takes: {''')
context_bone_anim_vecs = [] context_bone_anim_vecs = []
prev_eul = None prev_eul = None
for mtx in context_bone_anim_mats: for mtx in context_bone_anim_mats:
if prev_eul: prev_eul = mtx[1].to_euler('XYZ', prev_eul) if prev_eul:
else: prev_eul = mtx[1].to_euler() prev_eul = mtx[1].to_euler('XYZ', prev_eul)
else:
prev_eul = mtx[1].to_euler()
context_bone_anim_vecs.append(tuple_rad_to_deg(prev_eul)) context_bone_anim_vecs.append(tuple_rad_to_deg(prev_eul))
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
@ -2779,9 +2777,12 @@ Takes: {''')
# frame is already one less then blenders frame # frame is already one less then blenders frame
file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (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') if i == 0:
elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0') file.write('\n\t\t\t\t\t\tColor: 1,0,0')
elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1') 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\t}')
file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER + 1)) file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER + 1))
@ -2814,11 +2815,9 @@ Takes: {''')
file.write('\n\tCurrent: ""') file.write('\n\tCurrent: ""')
file.write('\n}') file.write('\n}')
# write meshes animation # write meshes animation
#for obname, ob, mtx, me, mats, arm, armname in ob_meshes: #for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
# Clear mesh data Only when writing with modifiers applied # Clear mesh data Only when writing with modifiers applied
for me in meshes_to_clear: for me in meshes_to_clear:
bpy.data.meshes.remove(me) bpy.data.meshes.remove(me)
@ -2881,12 +2880,10 @@ Takes: {''')
ob_meshes[:] = [] ob_meshes[:] = []
ob_null[:] = [] ob_null[:] = []
# copy images if enabled # copy images if enabled
# if EXP_IMAGE_COPY: # if EXP_IMAGE_COPY:
# # copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ]) # # copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ])
# bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath) # bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath)
file.close() file.close()
print('export finished in %.4f sec.' % (time.clock() - start_time)) print('export finished in %.4f sec.' % (time.clock() - start_time))