forked from bartvdbraak/blender
1113 lines
37 KiB
Python
1113 lines
37 KiB
Python
#!BPY
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"""
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Name: 'Cal3D (.cfg .xaf .xsf .xmf .xrf)...'
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Blender: 243
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Group: 'Export'
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Tip: 'Export armature/bone/mesh/action data to the Cal3D format.'
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"""
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# export_cal3d.py
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# Copyright (C) 2003-2004 Jean-Baptiste LAMY -- jibalamy@free.fr
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# Copyright (C) 2004 Matthias Braun -- matze@braunis.de
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (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
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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__version__ = '0.9f'
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__author__ = 'Jean-Baptiste, Jiba, Lamy, Campbell Barton (Ideasman42)'
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__email__ = ['Authors email, jibalamy:free*fr']
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__url__ = ['Soya3ds homepage, http://home.gna.org/oomadness/en/soya/', 'Cal3d, http://cal3d.sourceforge.net']
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__bpydoc__ =\
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'''This script is a Blender => Cal3D converter.
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(See http://blender.org and http://cal3d.sourceforge.net)
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USAGE:
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To install it, place the script in your $HOME/.blender/scripts directory.
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Then open the File->Export->Cal3d v0.9 menu. And select the filename of the .cfg file.
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The exporter will create a set of other files with same prefix (ie. bla.cfg, bla.xsf,
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bla_Action1.xaf, bla_Action2.xaf, ...).
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You should be able to open the .cfg file in cal3d_miniviewer.
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NOT (YET) SUPPORTED:
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- Rotation, translation, or stretching Blender objects is still quite
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buggy, so AVOID MOVING / ROTATING / RESIZE OBJECTS (either mesh or armature) !
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Instead, edit the object (with tab), select all points / bones (with "a"),
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and move / rotate / resize them.<br>
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- no support for exporting springs yet<br>
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- no support for exporting material colors (most games should only use images
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I think...)
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KNOWN ISSUES:
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- Cal3D versions <=0.9.1 have a bug where animations aren't played when the root bone
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is not animated;<br>
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- Cal3D versions <=0.9.1 have a bug where objects that aren't influenced by any bones
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are not drawn (fixed in Cal3D CVS).
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NOTES:
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It requires a very recent version of Blender (>= 2.44).
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Build a model following a few rules:<br>
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- Use only a single armature;<br>
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- Use only a single rootbone (Cal3D doesn't support floating bones);<br>
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- Use only locrot keys (Cal3D doesn't support bone's size change);<br>
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- Don't try to create child/parent constructs in blender object, that gets exported
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incorrectly at the moment;<br>
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- Objects or animations whose names start by "_" are not exported (hidden object).
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You can pass as many parameters as you want at the end, "EXPORT_FOR_SOYA=1" is just an
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example. The parameters are the same as below.
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'''
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# True (=1) to export for the Soya 3D engine
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# (http://oomadness.tuxfamily.org/en/soya).
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# (=> rotate meshes and skeletons so as X is right, Y is top and -Z is front)
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# EXPORT_FOR_SOYA = 0
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# Enables LODs computation. LODs computation is quite slow, and the algo is
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# surely not optimal :-(
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LODS = 0
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# Scale the model (not supported by Soya).
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# See also BASE_MATRIX below, if you want to rotate/scale/translate the model at
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# the exportation.
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#########################################################################################
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# Code starts here.
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# The script should be quite re-useable for writing another Blender animation exporter.
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# Most of the hell of it is to deal with Blender's head-tail-roll bone's definition.
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import math
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import Blender
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import BPyMesh
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import BPySys
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import BPyArmature
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import BPyObject
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import bpy
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def best_armature_root(armature):
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'''
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Find the armature root bone with the most children, return that bone
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'''
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bones = [bone for bone in armature.bones.values() if bone.hasChildren() == True]
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if len(bones) == 1:
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return bones[0]
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# Get the best root since we have more then 1
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bones = [(len(bone.getAllChildren()), bone) for bone in bones]
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bones.sort()
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return bones[-1][1] # bone with most children
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Vector = Blender.Mathutils.Vector
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Quaternion = Blender.Mathutils.Quaternion
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Matrix = Blender.Mathutils.Matrix
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# HACK -- it seems that some Blender versions don't define sys.argv,
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# which may crash Python if a warning occurs.
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# if not hasattr(sys, 'argv'): sys.argv = ['???']
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def matrix_multiply(b, a):
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return [ [
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a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0],
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a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1],
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a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2],
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0.0,
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], [
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a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0],
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a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1],
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a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2],
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0.0,
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], [
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a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0],
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a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1],
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a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2],
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0.0,
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], [
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a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + b[3][0],
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a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + b[3][1],
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a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + b[3][2],
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1.0,
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] ]
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# multiplies 2 quaternions in x,y,z,w notation
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def quaternion_multiply(q1, q2):
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return Quaternion(\
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q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1],
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q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2],
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q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0],
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q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2],\
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)
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def matrix_translate(m, v):
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m[3][0] += v[0]
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m[3][1] += v[1]
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m[3][2] += v[2]
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return m
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def matrix2quaternion(m):
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s = math.sqrt(abs(m[0][0] + m[1][1] + m[2][2] + m[3][3]))
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if s == 0.0:
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x = abs(m[2][1] - m[1][2])
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y = abs(m[0][2] - m[2][0])
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z = abs(m[1][0] - m[0][1])
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if (x >= y) and (x >= z): return Quaternion(1.0, 0.0, 0.0, 0.0)
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elif (y >= x) and (y >= z): return Quaternion(0.0, 1.0, 0.0, 0.0)
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else: return Quaternion(0.0, 0.0, 1.0, 0.0)
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q = Quaternion([
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-(m[2][1] - m[1][2]) / (2.0 * s),
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-(m[0][2] - m[2][0]) / (2.0 * s),
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-(m[1][0] - m[0][1]) / (2.0 * s),
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0.5 * s,
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])
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q.normalize()
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#print q
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return q
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def vector_by_matrix_3x3(p, m):
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return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0],
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p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1],
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p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2]]
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def vector_add(v1, v2):
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return [v1[0]+v2[0], v1[1]+v2[1], v1[2]+v2[2]]
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def vector_sub(v1, v2):
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return [v1[0]-v2[0], v1[1]-v2[1], v1[2]-v2[2]]
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def quaternion2matrix(q):
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xx = q[0] * q[0]
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yy = q[1] * q[1]
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zz = q[2] * q[2]
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xy = q[0] * q[1]
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xz = q[0] * q[2]
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yz = q[1] * q[2]
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wx = q[3] * q[0]
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wy = q[3] * q[1]
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wz = q[3] * q[2]
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return Matrix([1.0 - 2.0 * (yy + zz), 2.0 * (xy + wz), 2.0 * (xz - wy), 0.0],
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[ 2.0 * (xy - wz), 1.0 - 2.0 * (xx + zz), 2.0 * (yz + wx), 0.0],
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[ 2.0 * (xz + wy), 2.0 * (yz - wx), 1.0 - 2.0 * (xx + yy), 0.0],
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[0.0 , 0.0 , 0.0 , 1.0])
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def matrix_invert(m):
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det = (m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2])
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- m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2])
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+ m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2]))
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if det == 0.0: return None
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det = 1.0 / det
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r = [ [
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det * (m[1][1] * m[2][2] - m[2][1] * m[1][2]),
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- det * (m[0][1] * m[2][2] - m[2][1] * m[0][2]),
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det * (m[0][1] * m[1][2] - m[1][1] * m[0][2]),
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0.0,
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], [
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- det * (m[1][0] * m[2][2] - m[2][0] * m[1][2]),
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det * (m[0][0] * m[2][2] - m[2][0] * m[0][2]),
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- det * (m[0][0] * m[1][2] - m[1][0] * m[0][2]),
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0.0
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], [
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det * (m[1][0] * m[2][1] - m[2][0] * m[1][1]),
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- det * (m[0][0] * m[2][1] - m[2][0] * m[0][1]),
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det * (m[0][0] * m[1][1] - m[1][0] * m[0][1]),
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0.0,
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] ]
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r.append([
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-(m[3][0] * r[0][0] + m[3][1] * r[1][0] + m[3][2] * r[2][0]),
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-(m[3][0] * r[0][1] + m[3][1] * r[1][1] + m[3][2] * r[2][1]),
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-(m[3][0] * r[0][2] + m[3][1] * r[1][2] + m[3][2] * r[2][2]),
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1.0,
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])
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return r
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def point_by_matrix(p, m):
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return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0] + m[3][0],
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p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1] + m[3][1],
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p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2] + m[3][2]]
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# Hack for having the model rotated right.
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# Put in BASE_MATRIX your own rotation if you need some.
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BASE_MATRIX = None
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# Cal3D data structures
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CAL3D_VERSION = 910
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MATERIALS = {} # keys are (mat.name, img.name)
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class Cal3DMaterial(object):
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__slots__ = 'amb', 'diff', 'spec', 'shininess', 'maps_filenames', 'id'
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def __init__(self, blend_world, blend_material, blend_images):
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# Material Settings
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if blend_world: amb = [ int(c*255) for c in blend_world.amb ]
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else: amb = [0,0,0] # Default value
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if blend_material:
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self.amb = tuple([int(c*blend_material.amb) for c in amb] + [255])
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self.diff = tuple([int(c*255) for c in blend_material.rgbCol] + [int(blend_material.alpha*255)])
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self.spec = tuple([int(c*255) for c in blend_material.rgbCol] + [int(blend_material.alpha*255)])
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self.shininess = (float(blend_material.hard)-1)/5.10
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else:
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self.amb = tuple(amb + [255])
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self.diff = (255,255,255,255)
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self.spec = (255,255,255,255)
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self.shininess = 1.0
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self.maps_filenames = []
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for image in blend_images:
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if image:
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self.maps_filenames.append( image.filename.split('\\')[-1].split('/')[-1] )
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self.id = len(MATERIALS)
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MATERIALS[blend_material, blend_images] = self
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# new xml format
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def writeCal3D(self, file):
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file.write('<?xml version="1.0"?>\n')
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file.write('<HEADER MAGIC="XRF" VERSION="%i"/>\n' % CAL3D_VERSION)
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file.write('<MATERIAL NUMMAPS="%s">\n' % len(self.maps_filenames))
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file.write('\t<AMBIENT>%i %i %i %i</AMBIENT>\n' % self.amb)
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file.write('\t<DIFFUSE>%i %i %i %i</DIFFUSE>\n' % self.diff)
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file.write('\t<SPECULAR>%i %i %i %i</SPECULAR>\n' % self.spec)
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file.write('\t<SHININESS>%.6f</SHININESS>\n' % self.shininess)
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for map_filename in self.maps_filenames:
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file.write('\t<MAP>%s</MAP>\n' % map_filename)
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file.write('</MATERIAL>\n')
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class Cal3DMesh(object):
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__slots__ = 'name', 'submeshes', 'matrix', 'matrix_normal'
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def __init__(self, ob, blend_mesh, blend_world):
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self.name = ob.name
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self.submeshes = []
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BPyMesh.meshCalcNormals(blend_mesh)
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self.matrix = ob.matrixWorld
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self.matrix_normal = self.matrix.copy().rotationPart()
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#if BASE_MATRIX:
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# matrix = matrix_multiply(BASE_MATRIX, matrix)
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face_groups = {}
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blend_materials = blend_mesh.materials
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uvlayers = ()
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mat = None # incase we have no materials
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if blend_mesh.faceUV:
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uvlayers = blend_mesh.getUVLayerNames()
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if len(uvlayers) == 1:
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for f in blend_mesh.faces:
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image = (f.image,) # bit in a tuple so we can match multi UV code
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if blend_materials: mat = blend_materials[f.mat] # if no materials, mat will always be None
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face_groups.setdefault( (mat,image), (mat,image,[]) )[2].append( f )
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else:
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# Multi UV's
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face_multi_images = [[] for i in xrange(len(blend_mesh.faces))]
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face_multi_uvs = [[[] for i in xrange(len(f)) ] for f in blend_mesh.faces]
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for uvlayer in uvlayers:
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blend_mesh.activeUVLayer = uvlayer
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for i, f in enumerate(blend_mesh.faces):
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face_multi_images[i].append(f.image)
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if f.image:
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for j, uv in enumerate(f.uv):
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face_multi_uvs[i][j].append( tuple(uv) )
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# Convert UV's to tuples so they can be compared with eachother
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# when creating new verts
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for fuv in face_multi_uvs:
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for i, uv in enumerate(fuv):
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fuv[i] = tuple(uv)
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for i, f in enumerate(blend_mesh.faces):
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image = tuple(face_multi_images[i])
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if blend_materials: mat = blend_materials[f.mat]
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face_groups.setdefault( (mat,image), (mat,image,[]) )[2].append( f )
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else:
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# No UV's
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for f in blend_mesh.faces:
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if blend_materials: mat = blend_materials[f.mat]
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face_groups.setdefault( (mat,()), (mat,(),[]) )[2].append( f )
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for blend_material, blend_images, faces in face_groups.itervalues():
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try: material = MATERIALS[blend_material, blend_images]
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except: material = MATERIALS[blend_material, blend_images] = Cal3DMaterial(blend_world, blend_material, blend_images)
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submesh = Cal3DSubMesh(self, material, len(self.submeshes))
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self.submeshes.append(submesh)
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# Check weather we need to write UVs, dont do it if theres no image
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# Multilayer UV's have alredy checked that they have images when
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# building face_multi_uvs
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if len(uvlayers) == 1:
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if blend_images == (None,):
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write_single_layer_uvs = False
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else:
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write_single_layer_uvs = True
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for face in faces:
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if not face.smooth:
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normal = face.no
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face_vertices = []
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face_v = face.v
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if len(uvlayers)>1:
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for i, blend_vert in enumerate(face_v):
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if face.smooth: normal = blend_vert.no
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vertex = submesh.getVertex(blend_mesh, blend_vert, normal, face_multi_uvs[face.index][i])
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face_vertices.append(vertex)
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elif len(uvlayers)==1:
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if write_single_layer_uvs:
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face_uv = face.uv
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for i, blend_vert in enumerate(face_v):
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if face.smooth: normal = blend_vert.no
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if write_single_layer_uvs: uvs = (tuple(face_uv[i]),)
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else: uvs = ()
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|
|
vertex = submesh.getVertex(blend_mesh, blend_vert, normal, uvs )
|
|
face_vertices.append(vertex)
|
|
else:
|
|
# No UVs
|
|
for i, blend_vert in enumerate(face_v):
|
|
if face.smooth: normal = blend_vert.no
|
|
vertex = submesh.getVertex(blend_mesh, blend_vert, normal, () )
|
|
face_vertices.append(vertex)
|
|
|
|
|
|
# Split faces with more than 3 vertices
|
|
for i in xrange(1, len(face) - 1):
|
|
submesh.faces.append(Cal3DFace(face_vertices[0], face_vertices[i], face_vertices[i + 1]))
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('<?xml version="1.0"?>\n')
|
|
file.write('<HEADER MAGIC="XMF" VERSION="%i"/>\n' % CAL3D_VERSION)
|
|
file.write('<MESH NUMSUBMESH="%i">\n' % len(self.submeshes))
|
|
for submesh in self.submeshes:
|
|
submesh.writeCal3D(file, self.matrix, self.matrix_normal)
|
|
file.write('</MESH>\n')
|
|
|
|
|
|
class Cal3DSubMesh(object):
|
|
__slots__ = 'material', 'vertices', 'vert_mapping', 'vert_count', 'faces', 'nb_lodsteps', 'springs', 'id'
|
|
def __init__(self, mesh, material, id):
|
|
self.material = material
|
|
self.vertices = []
|
|
self.vert_mapping = {} # map original indicies to local
|
|
self.vert_count = 0
|
|
self.faces = []
|
|
self.nb_lodsteps = 0
|
|
self.springs = []
|
|
self.id = id
|
|
|
|
def getVertex(self, blend_mesh, blend_vert, normal, maps):
|
|
'''
|
|
Request a vertex, and create a new one or return a matching vertex
|
|
'''
|
|
blend_index = blend_vert.index
|
|
index_map = self.vert_mapping.get(blend_index)
|
|
|
|
if index_map == None:
|
|
vertex = Cal3DVertex(blend_vert.co, normal, maps, blend_mesh.getVertexInfluences(blend_index))
|
|
self.vertices.append([vertex])
|
|
self.vert_mapping[blend_index] = len(self.vert_mapping)
|
|
self.vert_count +=1
|
|
return vertex
|
|
else:
|
|
vertex_list = self.vertices[index_map]
|
|
|
|
for v in vertex_list:
|
|
if v.normal == normal and\
|
|
v.maps == maps:
|
|
return v # reusing
|
|
|
|
# No match, add a new vert
|
|
# Use the first verts influences
|
|
vertex = Cal3DVertex(blend_vert.co, normal, maps, vertex_list[0].influences)
|
|
vertex_list.append(vertex)
|
|
# self.vert_mapping[blend_index] = len(self.vert_mapping)
|
|
self.vert_count +=1
|
|
return vertex
|
|
|
|
|
|
def compute_lods(self):
|
|
'''Computes LODs info for Cal3D (there's no Blender related stuff here).'''
|
|
|
|
print 'Start LODs computation...'
|
|
vertex2faces = {}
|
|
for face in self.faces:
|
|
for vertex in (face.vertex1, face.vertex2, face.vertex3):
|
|
l = vertex2faces.get(vertex)
|
|
if not l: vertex2faces[vertex] = [face]
|
|
else: l.append(face)
|
|
|
|
couple_treated = {}
|
|
couple_collapse_factor = []
|
|
for face in self.faces:
|
|
for a, b in ((face.vertex1, face.vertex2), (face.vertex1, face.vertex3), (face.vertex2, face.vertex3)):
|
|
a = a.cloned_from or a
|
|
b = b.cloned_from or b
|
|
if a.id > b.id: a, b = b, a
|
|
if not couple_treated.has_key((a, b)):
|
|
# The collapse factor is simply the distance between the 2 points :-(
|
|
# This should be improved !!
|
|
if vector_dotproduct(a.normal, b.normal) < 0.9: continue
|
|
couple_collapse_factor.append((point_distance(a.loc, b.loc), a, b))
|
|
couple_treated[a, b] = 1
|
|
|
|
couple_collapse_factor.sort()
|
|
|
|
collapsed = {}
|
|
new_vertices = []
|
|
new_faces = []
|
|
for factor, v1, v2 in couple_collapse_factor:
|
|
# Determines if v1 collapses to v2 or v2 to v1.
|
|
# We choose to keep the vertex which is on the smaller number of faces, since
|
|
# this one has more chance of being in an extrimity of the body.
|
|
# Though heuristic, this rule yields very good results in practice.
|
|
if len(vertex2faces[v1]) < len(vertex2faces[v2]): v2, v1 = v1, v2
|
|
elif len(vertex2faces[v1]) == len(vertex2faces[v2]):
|
|
if collapsed.get(v1, 0): v2, v1 = v1, v2 # v1 already collapsed, try v2
|
|
|
|
if (not collapsed.get(v1, 0)) and (not collapsed.get(v2, 0)):
|
|
collapsed[v1] = 1
|
|
collapsed[v2] = 1
|
|
|
|
# Check if v2 is already colapsed
|
|
while v2.collapse_to: v2 = v2.collapse_to
|
|
|
|
common_faces = filter(vertex2faces[v1].__contains__, vertex2faces[v2])
|
|
|
|
v1.collapse_to = v2
|
|
v1.face_collapse_count = len(common_faces)
|
|
|
|
for clone in v1.clones:
|
|
# Find the clone of v2 that correspond to this clone of v1
|
|
possibles = []
|
|
for face in vertex2faces[clone]:
|
|
possibles.append(face.vertex1)
|
|
possibles.append(face.vertex2)
|
|
possibles.append(face.vertex3)
|
|
clone.collapse_to = v2
|
|
for vertex in v2.clones:
|
|
if vertex in possibles:
|
|
clone.collapse_to = vertex
|
|
break
|
|
|
|
clone.face_collapse_count = 0
|
|
new_vertices.append(clone)
|
|
|
|
# HACK -- all faces get collapsed with v1 (and no faces are collapsed with v1's
|
|
# clones). This is why we add v1 in new_vertices after v1's clones.
|
|
# This hack has no other incidence that consuming a little few memory for the
|
|
# extra faces if some v1's clone are collapsed but v1 is not.
|
|
new_vertices.append(v1)
|
|
|
|
self.nb_lodsteps += 1 + len(v1.clones)
|
|
|
|
new_faces.extend(common_faces)
|
|
for face in common_faces:
|
|
face.can_collapse = 1
|
|
|
|
# Updates vertex2faces
|
|
vertex2faces[face.vertex1].remove(face)
|
|
vertex2faces[face.vertex2].remove(face)
|
|
vertex2faces[face.vertex3].remove(face)
|
|
vertex2faces[v2].extend(vertex2faces[v1])
|
|
|
|
new_vertices.extend(filter(lambda vertex: not vertex.collapse_to, self.vertices))
|
|
new_vertices.reverse() # Cal3D want LODed vertices at the end
|
|
for i in xrange(len(new_vertices)): new_vertices[i].id = i
|
|
self.vertices = new_vertices
|
|
|
|
new_faces.extend(filter(lambda face: not face.can_collapse, self.faces))
|
|
new_faces.reverse() # Cal3D want LODed faces at the end
|
|
self.faces = new_faces
|
|
|
|
print 'LODs computed : %s vertices can be removed (from a total of %s).' % (self.nb_lodsteps, len(self.vertices))
|
|
|
|
|
|
def writeCal3D(self, file, matrix, matrix_normal):
|
|
|
|
file.write('\t<SUBMESH NUMVERTICES="%i" NUMFACES="%i" MATERIAL="%i" ' % \
|
|
(self.vert_count, len(self.faces), self.material.id))
|
|
file.write('NUMLODSTEPS="%i" NUMSPRINGS="%i" NUMTEXCOORDS="%i">\n' % \
|
|
(self.nb_lodsteps, len(self.springs),
|
|
len(self.material.maps_filenames)))
|
|
|
|
i = 0
|
|
for v in self.vertices:
|
|
for item in v:
|
|
item.id = i
|
|
item.writeCal3D(file, matrix, matrix_normal)
|
|
i += 1
|
|
|
|
for item in self.springs:
|
|
item.writeCal3D(file)
|
|
for item in self.faces:
|
|
item.writeCal3D(file)
|
|
|
|
file.write('\t</SUBMESH>\n')
|
|
|
|
class Cal3DVertex(object):
|
|
__slots__ = 'loc','normal','collapse_to','face_collapse_count','maps','influences','weight','cloned_from','clones','id'
|
|
def __init__(self, loc, normal, maps, blend_influences):
|
|
self.loc = loc
|
|
self.normal = normal
|
|
self.collapse_to = None
|
|
self.face_collapse_count = 0
|
|
self.maps = maps
|
|
self.weight = None
|
|
|
|
self.cloned_from = None
|
|
self.clones = []
|
|
|
|
self.id = -1
|
|
|
|
if len(blend_influences) == 0 or isinstance(blend_influences[0], Cal3DInfluence):
|
|
# This is a copy from another vert
|
|
self.influences = blend_influences
|
|
else:
|
|
# Pass the blender influences
|
|
|
|
self.influences = []
|
|
# should this really be a warning? (well currently enabled,
|
|
# because blender has some bugs where it doesn't return
|
|
# influences in python api though they are set, and because
|
|
# cal3d<=0.9.1 had bugs where objects without influences
|
|
# aren't drawn.
|
|
#if not blend_influences:
|
|
# print 'A vertex of object "%s" has no influences.\n(This occurs on objects placed in an invisible layer, you can fix it by using a single layer)' % ob.name
|
|
|
|
# sum of influences is not always 1.0 in Blender ?!?!
|
|
sum = 0.0
|
|
|
|
for bone_name, weight in blend_influences:
|
|
sum += weight
|
|
|
|
for bone_name, weight in blend_influences:
|
|
bone = BONES.get(bone_name)
|
|
if not bone: # keys
|
|
# print 'Couldnt find bone "%s" which influences object "%s"' % (bone_name, ob.name)
|
|
continue
|
|
|
|
if weight:
|
|
self.influences.append(Cal3DInfluence(bone, weight / sum))
|
|
|
|
|
|
def writeCal3D(self, file, matrix, matrix_normal):
|
|
if self.collapse_to:
|
|
collapse_id = self.collapse_to.id
|
|
else:
|
|
collapse_id = -1
|
|
file.write('\t\t<VERTEX ID="%i" NUMINFLUENCES="%i">\n' % \
|
|
(self.id, len(self.influences)))
|
|
file.write('\t\t\t<POS>%.6f %.6f %.6f</POS>\n' % tuple(self.loc*matrix))
|
|
file.write('\t\t\t<NORM>%.6f %.6f %.6f</NORM>\n' % tuple( (self.normal*matrix_normal).normalize() ))
|
|
if collapse_id != -1:
|
|
file.write('\t\t\t<COLLAPSEID>%i</COLLAPSEID>\n' % collapse_id)
|
|
file.write('\t\t\t<COLLAPSECOUNT>%i</COLLAPSECOUNT>\n' % \
|
|
self.face_collapse_count)
|
|
|
|
for uv in self.maps:
|
|
# we cant have more UV's then our materials image maps
|
|
# check for this
|
|
file.write('\t\t\t<TEXCOORD>%.6f %.6f</TEXCOORD>\n' % uv)
|
|
|
|
for item in self.influences:
|
|
item.writeCal3D(file)
|
|
|
|
if self.weight != None:
|
|
file.write('\t\t\t<PHYSIQUE>%.6f</PHYSIQUE>\n' % len(self.weight))
|
|
file.write('\t\t</VERTEX>\n')
|
|
|
|
class Cal3DInfluence(object):
|
|
__slots__ = 'bone', 'weight'
|
|
def __init__(self, bone, weight):
|
|
self.bone = bone
|
|
self.weight = weight
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('\t\t\t<INFLUENCE ID="%i">%.6f</INFLUENCE>\n' % \
|
|
(self.bone.id, self.weight))
|
|
|
|
class Cal3DSpring(object):
|
|
__slots__ = 'vertex1', 'vertex2', 'spring_coefficient', 'idlelength'
|
|
def __init__(self, vertex1, vertex2):
|
|
self.vertex1 = vertex1
|
|
self.vertex2 = vertex2
|
|
self.spring_coefficient = 0.0
|
|
self.idlelength = 0.0
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('\t\t<SPRING VERTEXID="%i %i" COEF="%.6f" LENGTH="%.6f"/>\n' % \
|
|
(self.vertex1.id, self.vertex2.id, self.spring_coefficient, self.idlelength))
|
|
|
|
class Cal3DFace(object):
|
|
__slots__ = 'vertex1', 'vertex2', 'vertex3', 'can_collapse',
|
|
def __init__(self, vertex1, vertex2, vertex3):
|
|
self.vertex1 = vertex1
|
|
self.vertex2 = vertex2
|
|
self.vertex3 = vertex3
|
|
self.can_collapse = 0
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('\t\t<FACE VERTEXID="%i %i %i"/>\n' % \
|
|
(self.vertex1.id, self.vertex2.id, self.vertex3.id))
|
|
|
|
class Cal3DSkeleton(object):
|
|
__slots__ = 'bones'
|
|
def __init__(self):
|
|
self.bones = []
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('<?xml version="1.0"?>\n')
|
|
file.write('<HEADER MAGIC="XSF" VERSION="%i"/>\n' % CAL3D_VERSION)
|
|
file.write('<SKELETON NUMBONES="%i">\n' % len(self.bones))
|
|
for item in self.bones:
|
|
item.writeCal3D(file)
|
|
|
|
file.write('</SKELETON>\n')
|
|
|
|
BONES = {}
|
|
POSEBONES= {}
|
|
class Cal3DBone(object):
|
|
__slots__ = 'head', 'tail', 'name', 'cal3d_parent', 'loc', 'quat', 'children', 'matrix', 'lloc', 'lquat', 'id'
|
|
def __init__(self, skeleton, blend_bone, arm_matrix, cal3d_parent=None):
|
|
|
|
# def treat_bone(b, parent = None):
|
|
head = blend_bone.head['BONESPACE']
|
|
tail = blend_bone.tail['BONESPACE']
|
|
#print parent.quat
|
|
# Turns the Blender's head-tail-roll notation into a quaternion
|
|
#quat = matrix2quaternion(blender_bone2matrix(head, tail, blend_bone.roll['BONESPACE']))
|
|
quat = matrix2quaternion(blend_bone.matrix['BONESPACE'].copy().resize4x4())
|
|
|
|
# Pose location
|
|
ploc = POSEBONES[blend_bone.name].loc
|
|
|
|
if cal3d_parent:
|
|
# Compute the translation from the parent bone's head to the child
|
|
# bone's head, in the parent bone coordinate system.
|
|
# The translation is parent_tail - parent_head + child_head,
|
|
# but parent_tail and parent_head must be converted from the parent's parent
|
|
# system coordinate into the parent system coordinate.
|
|
|
|
parent_invert_transform = matrix_invert(quaternion2matrix(cal3d_parent.quat))
|
|
parent_head = vector_by_matrix_3x3(cal3d_parent.head, parent_invert_transform)
|
|
parent_tail = vector_by_matrix_3x3(cal3d_parent.tail, parent_invert_transform)
|
|
ploc = vector_add(ploc, blend_bone.head['BONESPACE'])
|
|
|
|
# EDIT!!! FIX BONE OFFSET BE CAREFULL OF THIS PART!!! ??
|
|
#diff = vector_by_matrix_3x3(head, parent_invert_transform)
|
|
parent_tail= vector_add(parent_tail, head)
|
|
# DONE!!!
|
|
|
|
parentheadtotail = vector_sub(parent_tail, parent_head)
|
|
# hmm this should be handled by the IPos, but isn't for non-animated
|
|
# bones which are transformed in the pose mode...
|
|
loc = parentheadtotail
|
|
|
|
else:
|
|
# Apply the armature's matrix to the root bones
|
|
head = point_by_matrix(head, arm_matrix)
|
|
tail = point_by_matrix(tail, arm_matrix)
|
|
|
|
loc = head
|
|
quat = matrix2quaternion(matrix_multiply(arm_matrix, quaternion2matrix(quat))) # Probably not optimal
|
|
|
|
self.head = head
|
|
self.tail = tail
|
|
|
|
self.cal3d_parent = cal3d_parent
|
|
self.name = blend_bone.name
|
|
self.loc = loc
|
|
self.quat = quat
|
|
self.children = []
|
|
|
|
self.matrix = matrix_translate(quaternion2matrix(quat), loc)
|
|
if cal3d_parent:
|
|
self.matrix = matrix_multiply(cal3d_parent.matrix, self.matrix)
|
|
|
|
# lloc and lquat are the bone => model space transformation (translation and rotation).
|
|
# They are probably specific to Cal3D.
|
|
m = matrix_invert(self.matrix)
|
|
self.lloc = m[3][0], m[3][1], m[3][2]
|
|
self.lquat = matrix2quaternion(m)
|
|
|
|
self.id = len(skeleton.bones)
|
|
skeleton.bones.append(self)
|
|
BONES[self.name] = self
|
|
|
|
if not blend_bone.hasChildren(): return
|
|
for blend_child in blend_bone.children:
|
|
self.children.append(Cal3DBone(skeleton, blend_child, arm_matrix, self))
|
|
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('\t<BONE ID="%i" NAME="%s" NUMCHILD="%i">\n' % \
|
|
(self.id, self.name, len(self.children)))
|
|
# We need to negate quaternion W value, but why ?
|
|
file.write('\t\t<TRANSLATION>%.6f %.6f %.6f</TRANSLATION>\n' % \
|
|
(self.loc[0], self.loc[1], self.loc[2]))
|
|
file.write('\t\t<ROTATION>%.6f %.6f %.6f %.6f</ROTATION>\n' % \
|
|
(self.quat[0], self.quat[1], self.quat[2], -self.quat[3]))
|
|
file.write('\t\t<LOCALTRANSLATION>%.6f %.6f %.6f</LOCALTRANSLATION>\n' % \
|
|
(self.lloc[0], self.lloc[1], self.lloc[2]))
|
|
file.write('\t\t<LOCALROTATION>%.6f %.6f %.6f %.6f</LOCALROTATION>\n' % \
|
|
(self.lquat[0], self.lquat[1], self.lquat[2], -self.lquat[3]))
|
|
if self.cal3d_parent:
|
|
file.write('\t\t<PARENTID>%i</PARENTID>\n' % self.cal3d_parent.id)
|
|
else:
|
|
file.write('\t\t<PARENTID>%i</PARENTID>\n' % -1)
|
|
|
|
for item in self.children:
|
|
file.write('\t\t<CHILDID>%i</CHILDID>\n' % item.id)
|
|
|
|
file.write('\t</BONE>\n')
|
|
|
|
class Cal3DAnimation:
|
|
def __init__(self, name, duration = 0.0):
|
|
self.name = name
|
|
self.duration = duration
|
|
self.tracks = {} # Map bone names to tracks
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('<?xml version="1.0"?>\n')
|
|
file.write('<HEADER MAGIC="XAF" VERSION="%i"/>\n' % CAL3D_VERSION)
|
|
file.write('<ANIMATION DURATION="%.6f" NUMTRACKS="%i">\n' % \
|
|
(self.duration, len(self.tracks)))
|
|
|
|
for item in self.tracks.itervalues():
|
|
item.writeCal3D(file)
|
|
|
|
file.write('</ANIMATION>\n')
|
|
|
|
class Cal3DTrack(object):
|
|
__slots__ = 'bone', 'keyframes'
|
|
def __init__(self, bone):
|
|
self.bone = bone
|
|
self.keyframes = []
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('\t<TRACK BONEID="%i" NUMKEYFRAMES="%i">\n' %
|
|
(self.bone.id, len(self.keyframes)))
|
|
for item in self.keyframes:
|
|
item.writeCal3D(file)
|
|
file.write('\t</TRACK>\n')
|
|
|
|
class Cal3DKeyFrame(object):
|
|
__slots__ = 'time', 'loc', 'quat'
|
|
def __init__(self, time, loc, quat):
|
|
self.time = time
|
|
self.loc = loc
|
|
self.quat = quat
|
|
|
|
def writeCal3D(self, file):
|
|
file.write('\t\t<KEYFRAME TIME="%.6f">\n' % self.time)
|
|
file.write('\t\t\t<TRANSLATION>%.6f %.6f %.6f</TRANSLATION>\n' % \
|
|
(self.loc[0], self.loc[1], self.loc[2]))
|
|
# We need to negate quaternion W value, but why ?
|
|
file.write('\t\t\t<ROTATION>%.6f %.6f %.6f %.6f</ROTATION>\n' % \
|
|
(self.quat[0], self.quat[1], self.quat[2], -self.quat[3]))
|
|
file.write('\t\t</KEYFRAME>\n')
|
|
|
|
def export_cal3d(filename, PREF_SCALE=0.1, PREF_BAKE_MOTION = True, PREF_ACT_ACTION_ONLY=True, PREF_SCENE_FRAMES=False):
|
|
if not filename.endswith('.cfg'):
|
|
filename += '.cfg'
|
|
|
|
file_only = filename.split('/')[-1].split('\\')[-1]
|
|
file_only_noext = file_only.split('.')[0]
|
|
base_only = filename[:-len(file_only)]
|
|
|
|
def new_name(dataname, ext):
|
|
return file_only_noext + '_' + BPySys.cleanName(dataname) + ext
|
|
|
|
#if EXPORT_FOR_SOYA:
|
|
# global BASE_MATRIX
|
|
# BASE_MATRIX = matrix_rotate_x(-math.pi / 2.0)
|
|
# Get the sce
|
|
|
|
sce = bpy.data.scenes.active
|
|
blend_world = sce.world
|
|
# ---- Export skeleton (armature) ----------------------------------------
|
|
|
|
skeleton = Cal3DSkeleton()
|
|
blender_armature = [ob for ob in sce.objects.context if ob.type == 'Armature']
|
|
if len(blender_armature) > 1: print "Found multiple armatures! using ",armatures[0].name
|
|
if blender_armature: blender_armature = blender_armature[0]
|
|
else:
|
|
# Try find a meshes armature
|
|
for ob in sce.objects.context:
|
|
blender_armature = BPyObject.getObjectArmature(ob)
|
|
if blender_armature:
|
|
break
|
|
|
|
if not blender_armature:
|
|
Blender.Draw.PupMenu('Aborting%t|No Armature in selection')
|
|
return
|
|
|
|
# we need pose bone locations
|
|
for pbone in blender_armature.getPose().bones.values():
|
|
POSEBONES[pbone.name] = pbone
|
|
|
|
Cal3DBone(skeleton, best_armature_root(blender_armature.getData()), blender_armature.matrixWorld)
|
|
|
|
# ---- Export Mesh data ---------------------------------------------------
|
|
meshes = []
|
|
for ob in sce.objects.context:
|
|
if ob.type != 'Mesh': continue
|
|
blend_mesh = ob.getData(mesh=1)
|
|
|
|
if not blend_mesh.faces: continue
|
|
meshes.append( Cal3DMesh(ob, blend_mesh, blend_world) )
|
|
|
|
# ---- Export animations --------------------------------------------------
|
|
backup_action = blender_armature.action
|
|
|
|
ANIMATIONS = []
|
|
SUPPORTED_IPOS = 'QuatW', 'QuatX', 'QuatY', 'QuatZ', 'LocX', 'LocY', 'LocZ'
|
|
|
|
if PREF_ACT_ACTION_ONLY: action_items = [(blender_armature.action.name, blender_armature.action)]
|
|
else: action_items = Blender.Armature.NLA.GetActions().items()
|
|
|
|
print len(action_items), 'action_items'
|
|
|
|
for animation_name, blend_action in action_items:
|
|
|
|
# get frame range
|
|
if PREF_SCENE_FRAMES:
|
|
action_start= Blender.Get('staframe')
|
|
action_end= Blender.Get('endframe')
|
|
else:
|
|
_frames = blend_action.getFrameNumbers()
|
|
action_start= min(_frames);
|
|
action_end= max(_frames);
|
|
del _frames
|
|
|
|
blender_armature.action = blend_action
|
|
|
|
if PREF_BAKE_MOTION:
|
|
# We need to set the action active if we are getting baked data
|
|
pose_data = BPyArmature.getBakedPoseData(blender_armature, action_start, action_end)
|
|
|
|
# Fake, all we need is bone names
|
|
blend_action_ipos_items = [(pbone, True) for pbone in POSEBONES.iterkeys()]
|
|
else:
|
|
# real (bone_name, ipo) pairs
|
|
blend_action_ipos_items = blend_action.getAllChannelIpos().items()
|
|
|
|
# Now we mau have some bones with no channels, easiest to add their names and an empty list here
|
|
# this way they are exported with dummy keyfraames at teh first used frame
|
|
action_bone_names = [name for name, ipo in blend_action_ipos_items]
|
|
for bone_name in BONES: # iterkeys
|
|
if bone_name not in action_bone_names:
|
|
blend_action_ipos_items.append( (bone_name, []) )
|
|
|
|
animation = Cal3DAnimation(animation_name)
|
|
# ----------------------------
|
|
ANIMATIONS.append(animation)
|
|
animation.duration = 0.0
|
|
|
|
for bone_name, ipo in blend_action_ipos_items:
|
|
# Baked bones may have no IPO's width motion still
|
|
if bone_name not in BONES:
|
|
print '\tNo Bone "' + bone_name + '" in (from Animation "' + animation_name + '") ?!?'
|
|
continue
|
|
|
|
# So we can loop without errors
|
|
if ipo==None: ipo = []
|
|
|
|
bone = BONES[bone_name]
|
|
track = animation.tracks[bone_name] = Cal3DTrack(bone)
|
|
|
|
if PREF_BAKE_MOTION:
|
|
for i in xrange(action_end - action_start):
|
|
cal3dtime = i / 25.0 # assume 25FPS by default
|
|
|
|
if cal3dtime > animation.duration:
|
|
animation.duration = cal3dtime
|
|
|
|
#print pose_data[i][bone_name], i
|
|
loc, quat = pose_data[i][bone_name]
|
|
|
|
loc = vector_by_matrix_3x3(loc, bone.matrix)
|
|
loc = vector_add(bone.loc, loc)
|
|
quat = quaternion_multiply(quat, bone.quat)
|
|
quat = Quaternion(quat)
|
|
|
|
quat.normalize()
|
|
quat = tuple(quat)
|
|
|
|
track.keyframes.append( Cal3DKeyFrame(cal3dtime, loc, quat) )
|
|
|
|
else:
|
|
#run 1: we need to find all time values where we need to produce keyframes
|
|
times = set()
|
|
for curve in ipo:
|
|
curve_name = curve.name
|
|
if curve_name in SUPPORTED_IPOS:
|
|
for p in curve.bezierPoints:
|
|
times.add( p.pt[0] )
|
|
|
|
times = list(times)
|
|
times.sort()
|
|
|
|
# Incase we have no keys here or ipo==None
|
|
if not times: times.append(action_start)
|
|
|
|
# run2: now create keyframes
|
|
for time in times:
|
|
cal3dtime = (time-1) / 25.0 # assume 25FPS by default
|
|
if cal3dtime > animation.duration:
|
|
animation.duration = cal3dtime
|
|
|
|
trans = Vector()
|
|
quat = Quaternion()
|
|
|
|
for curve in ipo:
|
|
val = curve.evaluate(time)
|
|
# val = 0.0
|
|
curve_name= curve.name
|
|
if curve_name == 'LocX': trans[0] = val
|
|
elif curve_name == 'LocY': trans[1] = val
|
|
elif curve_name == 'LocZ': trans[2] = val
|
|
elif curve_name == 'QuatW': quat[3] = val
|
|
elif curve_name == 'QuatX': quat[0] = val
|
|
elif curve_name == 'QuatY': quat[1] = val
|
|
elif curve_name == 'QuatZ': quat[2] = val
|
|
|
|
transt = vector_by_matrix_3x3(trans, bone.matrix)
|
|
loc = vector_add(bone.loc, transt)
|
|
quat = quaternion_multiply(quat, bone.quat)
|
|
quat = Quaternion(quat)
|
|
|
|
quat.normalize()
|
|
quat = tuple(quat)
|
|
|
|
track.keyframes.append( Cal3DKeyFrame(cal3dtime, loc, quat) )
|
|
|
|
|
|
if animation.duration <= 0:
|
|
print 'Ignoring Animation "' + animation_name + '": duration is 0.\n'
|
|
continue
|
|
|
|
# Restore the original armature
|
|
blender_armature.action = backup_action
|
|
# ------------------------------------- End Animation
|
|
|
|
|
|
|
|
cfg = open((filename), 'wb')
|
|
cfg.write('# Cal3D model exported from Blender with export_cal3d.py\n# from %s\n' % Blender.Get('filename'))
|
|
|
|
if PREF_SCALE != 1.0: cfg.write('scale=%.6f\n' % PREF_SCALE)
|
|
|
|
fname = file_only_noext + '.xsf'
|
|
file = open( base_only + fname, 'wb')
|
|
skeleton.writeCal3D(file)
|
|
file.close()
|
|
|
|
cfg.write('skeleton=%s\n' % fname)
|
|
|
|
for animation in ANIMATIONS:
|
|
if not animation.name.startswith('_'):
|
|
if animation.duration > 0.1: # Cal3D does not support animation with only one state
|
|
fname = new_name(animation.name, '.xaf')
|
|
file = open(base_only + fname, 'wb')
|
|
animation.writeCal3D(file)
|
|
file.close()
|
|
cfg.write('animation=%s\n' % fname)
|
|
|
|
for mesh in meshes:
|
|
if not mesh.name.startswith('_'):
|
|
fname = new_name(mesh.name, '.xmf')
|
|
file = open(base_only + fname, 'wb')
|
|
mesh.writeCal3D(file)
|
|
file.close()
|
|
|
|
cfg.write('mesh=%s\n' % fname)
|
|
|
|
materials = MATERIALS.values()
|
|
materials.sort(key = lambda a: a.id)
|
|
for material in materials:
|
|
# Just number materials, its less trouble
|
|
fname = new_name(str(material.id), '.xrf')
|
|
|
|
file = open(base_only + fname, 'wb')
|
|
material.writeCal3D(file)
|
|
file.close()
|
|
|
|
cfg.write('material=%s\n' % fname)
|
|
|
|
print 'Cal3D Saved to "%s.cfg"' % file_only_noext
|
|
|
|
# Warnings
|
|
if len(animation.tracks) < 2:
|
|
Blender.Draw.PupMenu('Warning, the armature has less then 2 tracks, file may not load in Cal3d')
|
|
|
|
|
|
def export_cal3d_ui(filename):
|
|
|
|
PREF_SCALE= Blender.Draw.Create(1.0)
|
|
PREF_BAKE_MOTION = Blender.Draw.Create(1)
|
|
PREF_ACT_ACTION_ONLY= Blender.Draw.Create(1)
|
|
PREF_SCENE_FRAMES= Blender.Draw.Create(0)
|
|
|
|
block = [\
|
|
('Scale: ', PREF_SCALE, 0.01, 100, 'The scale to set in the Cal3d .cfg file (unsupported by soya)'),\
|
|
('Baked Motion', PREF_BAKE_MOTION, 'use final pose position instead of ipo keyframes (IK and constraint support)'),\
|
|
('Active Action', PREF_ACT_ACTION_ONLY, 'Only export action applied to this armature, else export all actions.'),\
|
|
('Scene Frames', PREF_SCENE_FRAMES, 'Use scene frame range, else the actions start/end'),\
|
|
]
|
|
|
|
if not Blender.Draw.PupBlock('Cal3D Options', block):
|
|
return
|
|
|
|
Blender.Window.WaitCursor(1)
|
|
export_cal3d(filename, 1.0/PREF_SCALE.val, PREF_BAKE_MOTION.val, PREF_ACT_ACTION_ONLY.val, PREF_SCENE_FRAMES.val)
|
|
Blender.Window.WaitCursor(0)
|
|
|
|
|
|
#import os
|
|
if __name__ == '__main__':
|
|
Blender.Window.FileSelector(export_cal3d_ui, 'Cal3D Export', Blender.Get('filename').replace('.blend', '.cfg'))
|
|
#export_cal3d('/cally/data/skeleton/skeleton' + '.cfg', 1.0, True, False, False)
|
|
#export_cal3d('/test' + '.cfg')
|
|
#export_cal3d_ui('/test' + '.cfg')
|
|
#os.system('cd /; wine /cal3d_miniviewer.exe /skeleton.cfg')
|
|
#os.system('cd /cally/;wine cally')
|