Objects can now be animated (camera paths, lamps etc)

However meshes that use an armature cant use object animation.

faster exporting for non modifier applied, armature meshes (transform all verts using wrapped C func)
This commit is contained in:
Campbell Barton 2007-08-29 09:50:08 +00:00
parent 1d43cae37b
commit c96cde42bd

@ -118,6 +118,8 @@ def copy_images(dest_dir, textures):
print '\tCopied %d images' % copyCount
mtx4_identity = Matrix()
mtx_z90 = RotationMatrix(90, 3, 'z')
mtx_x90 = RotationMatrix(90, 3, 'x')
@ -439,6 +441,10 @@ def write(filename, batch_objects = None, \
else:
return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
# we need thes because cameras and lights modified rotations
def getAnimMatrixRot(self, frame):
return self.getAnimMatrix(frame)
def flushAnimData(self):
self.__anim_poselist.clear()
@ -449,15 +455,33 @@ def write(filename, batch_objects = None, \
self.fbxName = sane_obname(ob)
self.blenObject = ob
self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
self.__anim_poselist = {}
def setPoseFrame(self, f):
self.__anim_poselist[f] = self.blenObject.matrixWorld.copy()
def getAnimMatrix(self, frame):
return self.__anim_poselist[frame] * GLOBAL_MATRIX
def getAnimMatrixRot(self, frame):
type = self.blenObject.type
matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
# Lamps need to be rotated
if type =='Lamp':
matrix_rot = mtx_x90 * matrix_rot
elif ob and type =='Camera':
y = Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
return matrix_rot
# ----------------------------------------------
print '\nFBX export starting...', filename
start_time = Blender.sys.time()
file = open(filename, 'w')
@ -531,7 +555,7 @@ def write(filename, batch_objects = None, \
matrix_rot = matrix.rotationPart()
# Lamps need to be rotated
if ob and ob.type =='Lamp':
matrix_rot = mtx_x90 * matrix.rotationPart()
matrix_rot = mtx_x90 * matrix_rot
rot = tuple(matrix_rot.toEuler())
elif ob and ob.type =='Camera':
y = Vector(0,1,0) * matrix_rot
@ -1275,9 +1299,10 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tTransformLink: %s' % matstr)
file.write('\n\t}')
#def write_mesh(obname, ob, mtx, me, mats, arm, armname):
def write_mesh(my_mesh):
me = my_mesh.blenData
# if there are non NULL materials on this mesh
if [mat for mat in my_mesh.blenMaterials if mat]: do_materials = True
else: do_materials = False
@ -1289,11 +1314,26 @@ def write(filename, batch_objects = None, \
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
file.write('\n\t\tVersion: 232') # newline is added in write_object_props
if my_mesh.fbxArm:
if my_mesh.origData:
do_tx_write = True
else:
do_tx_write = False
me.transform(my_mesh.matrixWorld)
else:
do_tx_write = False
# When we have an armature...
if my_mesh.fbxArm:
# Apply the mesh matrix because bones arnt applied correctly if we use object transformation
# Other then that, object matricies work well on meshes.
# if this can be fixd, be sure to remove matrix multiplication on the verts.
#write_object_props(ob, None, mtx)
write_object_props(my_mesh.blenObject, None, Matrix())
write_object_props(my_mesh.blenObject, None, mtx4_identity)
else:
write_object_props(my_mesh.blenObject, None, my_mesh.matrixWorld)
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
@ -1301,21 +1341,30 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
me = my_mesh.blenData
# Write the Real Mesh data here
file.write('\n\t\tVertices: ')
i=-1
if do_tx_write :# transform verts on write?
for v in me.verts:
if i==-1:
file.write('%.6f,%.6f,%.6f' % tuple(v.co * my_mesh.matrixWorld))
i=0
file.write('%.6f,%.6f,%.6f' % tuple(v.co * my_mesh.matrixWorld)); i=0
else:
if i==7:
file.write('\n\t\t')
i=0
file.write('\n\t\t'); i=0
file.write(',%.6f,%.6f,%.6f'% tuple(v.co * my_mesh.matrixWorld))
i+=1
else: # same as above but has alredy been transformed
for v in me.verts:
if i==-1:
file.write('%.6f,%.6f,%.6f' % tuple(v.co)); i=0
else:
if i==7:
file.write('\n\t\t'); i=0
file.write(',%.6f,%.6f,%.6f'% tuple(v.co))
i+=1
file.write('\n\t\tPolygonVertexIndex: ')
i=-1
for f in me.faces:
@ -1367,19 +1416,33 @@ def write(filename, batch_objects = None, \
mtx_rot = my_mesh.matrixWorld.rotationPart()
i=-1
if do_tx_write: # transform normals on write?
for v in me.verts:
if i==-1:
file.write('%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot))
i=0
file.write('%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot)); i=0
else:
if i==2:
file.write('\n ')
i=0
file.write('\n '); i=0
file.write(',%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot))
i+=1
file.write('\n\t\t}')
else: # same as above but has alredy been transformed
for v in me.verts:
if i==-1:
file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0
else:
if i==2:
file.write('\n '); i=0
file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
i+=1
file.write('\n\t\t}')
# Write VertexColor Layers
collayers = []
if me.vertexColors:
@ -1721,6 +1784,7 @@ def write(filename, batch_objects = None, \
if EXP_EMPTY:
ob_null.append(my_object_generic(ob))
elif EXP_MESH:
origData = True
if tmp_ob_type != 'Mesh':
me = bpy.data.meshes.new()
try: me.getFromObject(ob)
@ -1728,6 +1792,7 @@ def write(filename, batch_objects = None, \
if me:
meshes_to_clear.append( me )
mats = me.materials
origData = False
else:
# Mesh Type!
if EXP_MESH_APPLY_MOD:
@ -1747,6 +1812,7 @@ def write(filename, batch_objects = None, \
# print ob, me, me.getVertGroupNames()
meshes_to_clear.append( me )
origData = False
mats = me.materials
else:
me = ob.getData(mesh=1)
@ -1806,10 +1872,9 @@ def write(filename, batch_objects = None, \
else:
blenParentBoneName = armob = None
#ob_meshes.append( (obname, ob, mtx, me, mats, armob, armname) )
my_mesh = my_object_generic(ob)
my_mesh.blenData = me
my_mesh.origData = origData
my_mesh.blenMaterials = mats
my_mesh.blenTextures = texture_mapping_local.values()
@ -2068,7 +2133,7 @@ Objects: {''')
file.write('\n\t\tPoseNode: {')
file.write('\n\t\t\tNode: "Model::%s"' % fbxName )
if matrix: file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix))
else: file.write('\n\t\t\tMatrix: %s' % mat4x4str(Matrix()))
else: file.write('\n\t\t\tMatrix: %s' % mat4x4str(mtx4_identity))
file.write('\n\t\t}')
file.write('\n\t}')
@ -2367,27 +2432,42 @@ Takes: {''')
i = act_start
while i <= act_end:
Blender.Set('curframe', i)
for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights):
for my_ob in ob_generic:
#Blender.Window.RedrawAll()
for my_bone in ob_bones:
my_bone.setPoseFrame(i)
if ob_generic == ob_meshes and my_ob.fbxArm:
# We cant animate armature meshes!
pass
else:
my_ob.setPoseFrame(i)
i+=1
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights):
file.write('\n\t\tModel: "Model::%s" {' % my_bone.fbxName) # ??? - not sure why this is needed
for my_ob in ob_generic:
if ob_generic == ob_meshes and my_ob.fbxArm:
# do nothing,
pass
else:
file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
file.write('\n\t\t\tVersion: 1.1')
file.write('\n\t\t\tChannel: "Transform" {')
context_bone_anim_mats = [ my_bone.getAnimMatrix(frame) for frame in xrange(act_start, act_end+1) ]
context_bone_anim_mats = [ (my_ob.getAnimMatrix(frame), my_ob.getAnimMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
# ----------------
# ----------------
for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
if TX_CHAN=='T': context_bone_anim_vecs = [mtx.translationPart() for mtx in context_bone_anim_mats]
elif TX_CHAN=='R': context_bone_anim_vecs = [mtx.toEuler() for mtx in context_bone_anim_mats]
else: context_bone_anim_vecs = [mtx.scalePart() for mtx in context_bone_anim_mats]
if TX_CHAN=='T': context_bone_anim_vecs = [mtx[0].translationPart() for mtx in context_bone_anim_mats]
elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].toEuler() for mtx in context_bone_anim_mats]
else: context_bone_anim_vecs = [mtx[0].scalePart() for mtx in context_bone_anim_mats]
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
@ -2629,7 +2709,7 @@ def fbx_ui_write(filename):
Blender.Window.WaitCursor(1)
# Make the matrix
GLOBAL_MATRIX = Matrix()
GLOBAL_MATRIX = mtx4_identity
GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val
if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n
if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n