forked from bartvdbraak/blender
fbx export update
* normalize bone weights (deep exploration 5 assumed they were normalized and does crazy stuff otherwise) * fixed some mistakes in last commit.
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f51acfb724
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@ -161,7 +161,6 @@ def increment_string(t):
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name = name[:-1]
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if num: return '%s%d' % (name, int(num)+1)
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else: return name + '_0'
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# storage classes
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class my_bone_class:
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@ -256,6 +255,25 @@ class my_bone_class:
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def mat4x4str(mat):
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return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ])
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def meshNormalizedWeights(me):
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try: # account for old bad BPyMesh
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groupNames, vWeightList = BPyMesh.meshWeight2List(me)
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except:
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return [],[]
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if not groupNames:
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return [],[]
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for i, vWeights in enumerate(vWeightList):
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tot = 0.0
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for w in vWeights:
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tot+=w
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if tot:
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for j, w in enumerate(vWeights):
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vWeights[j] = w/tot
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return groupNames, vWeightList
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header_comment = \
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'''; FBX 6.1.0 project file
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@ -1007,7 +1025,8 @@ def write(filename, batch_objects = None, \
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}''')
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# in the example was 'Bip01 L Thigh_2'
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def write_sub_deformer_skin(obname, group_name, bone, me, matrix_mod):
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#def write_sub_deformer_skin(obname, group_name, bone, me, matrix_mod):
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def write_sub_deformer_skin(obname, group_name, bone, weights, matrix_mod):
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'''
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Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
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So the SubDeformer needs the mesh-object name as a prefix to make it unique
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@ -1028,7 +1047,10 @@ def write(filename, batch_objects = None, \
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UserData: "", ""''')
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try:
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vgroup_data = me.getVertsFromGroup(bone.name, 1)
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# Before we used normalized wright list
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#vgroup_data = me.getVertsFromGroup(bone.name, 1)
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group_index = weights[0].index(bone.name)
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vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]]
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except:
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vgroup_data = []
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@ -1040,7 +1062,7 @@ def write(filename, batch_objects = None, \
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file.write('%i' % vg[0])
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i=0
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else:
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if i==38:
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if i==23:
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file.write('\n\t\t')
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i=0
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file.write(',%i' % vg[0])
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@ -1699,6 +1721,10 @@ Objects: {''')
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write_texture(texname, tex, i)
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i+=1
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# Get normalized weights for temorary use
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# NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do.
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tmp_normalized_weights = dict([(me.name, meshNormalizedWeights(me)) for obname, ob, mtx, me, mats, arm, armname in ob_meshes])
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# Write armature modifiers
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# TODO - add another MODEL? - because of this skin definition.
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for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
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@ -1709,7 +1735,8 @@ Objects: {''')
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for mybone in ob_bones:
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if me in mybone.blenMeshes.itervalues():
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#write_sub_deformer_skin(obname, bonename, bone, me, armob.matrixWorld)
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write_sub_deformer_skin(obname, mybone.fbxName, mybone.blenBone, me, mybone.blenArmature.matrixWorld)
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#write_sub_deformer_skin(obname, mybone.fbxName, mybone.blenBone, me, mybone.blenArmature.matrixWorld)
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write_sub_deformer_skin(obname, mybone.fbxName, mybone.blenBone, tmp_normalized_weights[me.name], mybone.blenArmature.matrixWorld)
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# Write pose's really weired, only needed when an armature and mesh are used together
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# each by themselves dont need pose data. for now only pose meshes and bones
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@ -1964,11 +1991,6 @@ Connections: {''')
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# unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature.
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if not action_default:
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action_default = action_lastcompat
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if action_default:
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file.write('\n\tCurrent: "%s"' % sane_takename(action_default))
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else:
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file.write('\n\tCurrent: "Default Take"')
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del action_lastcompat
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@ -1978,6 +2000,11 @@ Connections: {''')
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Takes: {''')
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if action_default:
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file.write('\n\tCurrent: "%s"' % sane_takename(action_default))
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else:
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file.write('\n\tCurrent: "Default Take"')
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for blenAction in tmp_actions:
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# we have tagged all actious that are used be selected armatures
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if blenAction:
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@ -2006,9 +2033,9 @@ Takes: {''')
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# print '\t\tSetting Action!', blenAction
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# sce.update(1)
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# file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed
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file.write('\n\t\tLocalTime: %i,%i"' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
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file.write('\n\t\tReferenceTime: %i,%i"' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
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file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed
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file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
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file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
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file.write('''
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@ -2053,7 +2080,7 @@ Takes: {''')
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# Loop on each axis of the bone
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file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
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file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
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file.write('\n\t\t\t\t\t\tKeyVer: 4004')
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file.write('\n\t\t\t\t\t\tKeyVer: 4005')
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if not ANIM_OPTIMIZE:
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# Just write all frames, simple but in-eficient
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@ -2064,7 +2091,10 @@ Takes: {''')
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if frame!=act_start:
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file.write(',')
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# Curve types are
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# C,n is for bezier? - linear is best for now so we can do simple keyframe removal
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file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
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#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
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frame+=1
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else:
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# remove unneeded keys, j is the frame, needed when some frames are removed.
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@ -2079,16 +2109,18 @@ Takes: {''')
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del context_bone_anim_keys[j]
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if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
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# This axis has no moton
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context_bone_anim_keys = []
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file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
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file.write('\n\t\t\t\t\t\tKey: ')
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for val, frame in context_bone_anim_keys:
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if frame!=act_start:
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file.write(',')
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# frame is alredy one less then blenders frame
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file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame), val ))
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# This axis has no moton, its okay to skip KeyCount and Keys in this case
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pass
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else:
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# We only need to write these if there is at least one
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file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
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file.write('\n\t\t\t\t\t\tKey: ')
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for val, frame in context_bone_anim_keys:
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if frame!=act_start:
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file.write(',')
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# frame is alredy one less then blenders frame
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file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame), val ))
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#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val ))
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if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0')
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elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0')
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@ -2248,7 +2280,7 @@ def fbx_ui_write(filename):
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# Keep the order the same as above for simplicity
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# the [] is a dummy arg used for objects
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print GLOBALS.keys()
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write(\
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filename, None,\
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GLOBALS['EXP_OBS_SELECTED'].val,\
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@ -2417,7 +2449,7 @@ def write_ui():
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#test = [write_ui]
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if __name__ == '__main__':
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# Cant call the file selector first because of a bug in the interface that crashes it.
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#Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))
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# Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))
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#write('/scratch/test.fbx')
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#write_ui('/scratch/test.fbx')
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write_ui()
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