forked from bartvdbraak/blender
[#18328] FBX exporter not exporting multi-texture materials properly
even though the format allows materials and textures to be written separately the textures wont load right in maya or 3dsmax unless each texture has its own material.
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de4f811b4b
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899c669557
@ -93,8 +93,8 @@ def copy_images(dest_dir, textures):
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dest_dir += Blender.sys.sep
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image_paths = set()
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for img in textures:
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image_paths.add(Blender.sys.expandpath(img.filename))
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for tex in textures:
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image_paths.add(Blender.sys.expandpath(tex.filename))
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# Now copy images
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copyCount = 0
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@ -157,14 +157,29 @@ def increment_string(t):
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# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
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def sane_name(data, dct):
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#if not data: return None
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name = data.name
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if type(data)==tuple: # materials are paired up with images
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data, other = data
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use_other = True
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else:
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other = None
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use_other = False
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if data: name = data.name
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else: name = None
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orig_name = name
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if other:
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orig_name_other = other.name
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name = '%s #%s' % (name, orig_name_other)
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else:
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orig_name_other = None
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# dont cache, only ever call once for each data type now,
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# so as to avoid namespace collision between types - like with objects <-> bones
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#try: return dct[name]
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#except: pass
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orig_name = name
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if not name:
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name = 'unnamed' # blank string, ASKING FOR TROUBLE!
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else:
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@ -173,7 +188,11 @@ def sane_name(data, dct):
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while name in dct.itervalues(): name = increment_string(name)
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dct[orig_name] = name
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if use_other: # even if other is None - orig_name_other will be a string or None
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dct[orig_name, orig_name_other] = name
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else:
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dct[orig_name] = name
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return name
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def sane_obname(data): return sane_name(data, sane_name_mapping_ob)
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@ -1333,11 +1352,13 @@ def write(filename, batch_objects = None, \
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me = my_mesh.blenData
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# if there are non NULL materials on this mesh
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if [mat for mat in my_mesh.blenMaterials if mat]: do_materials = True
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else: do_materials = False
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if my_mesh.blenMaterials: do_materials = True
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else: do_materials = False
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if my_mesh.blenTextures: do_textures = True
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else: do_textures = False
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else: do_textures = False
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do_uvs = me.faceUV
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file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
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@ -1516,7 +1537,7 @@ def write(filename, batch_objects = None, \
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# Write UV and texture layers.
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uvlayers = []
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if me.faceUV:
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if do_uvs:
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uvlayers = me.getUVLayerNames()
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uvlayer_orig = me.activeUVLayer
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for uvindex, uvlayer in enumerate(uvlayers):
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@ -1635,32 +1656,32 @@ def write(filename, batch_objects = None, \
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file.write('0')
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else:
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# Build a material mapping for this
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#material_mapping_local = [0] * 16 # local-index : global index.
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material_mapping_local = [-1] * 16 # local-index : global index.
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i= 0 # 1
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for j, mat in enumerate(my_mesh.blenMaterials):
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if mat:
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material_mapping_local[j] = i
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i+=1
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# else leave as -1
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material_mapping_local = {} # local-mat & tex : global index.
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for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
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material_mapping_local[mat_tex_pair] = j
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len_material_mapping_local = len(material_mapping_local)
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mats = my_mesh.blenMaterialList
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i=-1
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for f in me.faces:
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f_mat = f.mat
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if f_mat >= len_material_mapping_local:
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f_mat = 0
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try: mat = mats[f.mat]
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except:mat = None
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if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
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else: tex = None
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if i==-1:
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i=0
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file.write( '%s' % (material_mapping_local[f_mat]))
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file.write( '%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
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else:
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if i==55:
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file.write('\n\t\t\t\t')
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i=0
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file.write(',%s' % (material_mapping_local[f_mat]))
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file.write(',%s' % (material_mapping_local[mat, tex]))
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i+=1
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file.write('\n\t\t}')
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@ -1695,7 +1716,7 @@ def write(filename, batch_objects = None, \
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TypedIndex: 0
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}''')
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if me.faceUV:
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if do_uvs: # same as me.faceUV
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file.write('''
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LayerElement: {
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Type: "LayerElementUV"
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@ -1777,8 +1798,8 @@ def write(filename, batch_objects = None, \
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ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
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groups = [] # blender groups, only add ones that have objects in the selections
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materials = {}
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textures = {}
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materials = {} # (mat, image) keys, should be a set()
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textures = {} # should be a set()
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tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
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@ -1878,20 +1899,29 @@ def write(filename, batch_objects = None, \
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if EXP_MESH_HQ_NORMALS:
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BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
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for mat in mats:
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# 2.44 use mat.lib too for uniqueness
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if mat: materials[mat] = mat
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texture_mapping_local = {}
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material_mapping_local = {}
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if me.faceUV:
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uvlayer_orig = me.activeUVLayer
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for uvlayer in me.getUVLayerNames():
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me.activeUVLayer = uvlayer
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for f in me.faces:
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img = f.image
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textures[img] = texture_mapping_local[img] = img
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tex = f.image
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textures[tex] = texture_mapping_local[tex] = None
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try: mat = mats[f.mat]
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except: mat = None
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materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
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me.activeUVLayer = uvlayer_orig
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else:
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for mat in mats:
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# 2.44 use mat.lib too for uniqueness
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materials[mat, None] = material_mapping_local[mat, None] = None
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else:
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materials[None, None] = None
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if EXP_ARMATURE:
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armob = BPyObject.getObjectArmature(ob)
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@ -1912,8 +1942,9 @@ def write(filename, batch_objects = None, \
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my_mesh = my_object_generic(ob, mtx)
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my_mesh.blenData = me
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my_mesh.origData = origData
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my_mesh.blenMaterials = mats
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my_mesh.blenTextures = texture_mapping_local.values()
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my_mesh.blenMaterials = material_mapping_local.keys()
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my_mesh.blenMaterialList = mats
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my_mesh.blenTextures = texture_mapping_local.keys()
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# if only 1 null texture then empty the list
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if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
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@ -2032,8 +2063,8 @@ def write(filename, batch_objects = None, \
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# Finished finding groups we use
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materials = [(sane_matname(mat), mat) for mat in materials.itervalues() if mat]
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textures = [(sane_texname(img), img) for img in textures.itervalues() if img]
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materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.iterkeys()]
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textures = [(sane_texname(tex), tex) for tex in textures.iterkeys() if tex]
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materials.sort() # sort by name
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textures.sort()
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@ -2162,8 +2193,8 @@ Objects: {''')
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write_camera_default()
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for matname, mat in materials:
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write_material(matname, mat)
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for matname, (mat, tex) in materials:
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write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard)
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# each texture uses a video, odd
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for texname, tex in textures:
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@ -2283,7 +2314,7 @@ Relations: {''')
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Model: "Model::Camera Switcher", "CameraSwitcher" {
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}''')
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for matname, mat in materials:
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for matname, (mat, tex) in materials:
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file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
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if textures:
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@ -2335,9 +2366,14 @@ Connections: {''')
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if materials:
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for my_mesh in ob_meshes:
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# Connect all materials to all objects, not good form but ok for now.
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for mat in my_mesh.blenMaterials:
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if mat:
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file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat.name], my_mesh.fbxName))
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for mat, tex in my_mesh.blenMaterials:
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if mat: mat_name = mat.name
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else: mat_name = None
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if tex: tex_name = tex.name
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else: tex_name = None
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file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName))
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if textures:
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for my_mesh in ob_meshes:
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