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
# 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())
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(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
for v in me.verts:
if i==-1:
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(',%.6f,%.6f,%.6f'% tuple(v.co * my_mesh.matrixWorld))
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
else:
if i==7:
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:
@ -1367,17 +1416,31 @@ def write(filename, batch_objects = None, \
mtx_rot = my_mesh.matrixWorld.rotationPart()
i=-1
for v in me.verts:
if i==-1:
file.write('%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot))
i=0
else:
if i==2:
file.write('\n ')
i=0
file.write(',%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot))
i+=1
file.write('\n\t\t}')
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
else:
if i==2:
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
@ -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}')
@ -2367,88 +2432,103 @@ Takes: {''')
i = act_start
while i <= act_end:
Blender.Set('curframe', i)
#Blender.Window.RedrawAll()
for my_bone in ob_bones:
my_bone.setPoseFrame(i)
for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights):
for my_ob in ob_generic:
#Blender.Window.RedrawAll()
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
file.write('\n\t\t\tVersion: 1.1')
file.write('\n\t\t\tChannel: "Transform" {')
for my_ob in ob_generic:
context_bone_anim_mats = [ my_bone.getAnimMatrix(frame) for frame in xrange(act_start, act_end+1) ]
# ----------------
for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
if ob_generic == ob_meshes and my_ob.fbxArm:
# do nothing,
pass
else:
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]
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" {')
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
context_bone_anim_mats = [ (my_ob.getAnimMatrix(frame), my_ob.getAnimMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
for i in xrange(3):
# Loop on each axis of the bone
file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
file.write('\n\t\t\t\t\t\tKeyVer: 4005')
# ----------------
# ----------------
for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
if not ANIM_OPTIMIZE:
# Just write all frames, simple but in-eficient
file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
file.write('\n\t\t\t\t\t\tKey: ')
frame = act_start
while frame <= act_end:
if frame!=act_start:
file.write(',')
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]
# Curve types are
# C,n is for bezier? - linear is best for now so we can do simple keyframe removal
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] ))
#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] ))
frame+=1
else:
# remove unneeded keys, j is the frame, needed when some frames are removed.
context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ]
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
# last frame to fisrt frame, missing 1 frame on either side.
# removeing in a backwards loop is faster
for j in xrange( (act_end-act_start)-1, 0, -1 ):
# Is this key reduenant?
if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
del context_bone_anim_keys[j]
for i in xrange(3):
# Loop on each axis of the bone
file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
file.write('\n\t\t\t\t\t\tKeyVer: 4005')
if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
# This axis has no moton, its okay to skip KeyCount and Keys in this case
pass
else:
# We only need to write these if there is at least one
file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
file.write('\n\t\t\t\t\t\tKey: ')
for val, frame in context_bone_anim_keys:
if frame!=act_start:
file.write(',')
# frame is alredy one less then blenders frame
file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame), val ))
#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val ))
if not ANIM_OPTIMIZE:
# Just write all frames, simple but in-eficient
file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
file.write('\n\t\t\t\t\t\tKey: ')
frame = act_start
while frame <= act_end:
if frame!=act_start:
file.write(',')
if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0')
elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0')
elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1')
# Curve types are
# C,n is for bezier? - linear is best for now so we can do simple keyframe removal
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] ))
#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] ))
frame+=1
else:
# remove unneeded keys, j is the frame, needed when some frames are removed.
context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ]
file.write('\n\t\t\t\t\t}')
file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) )
file.write('\n\t\t\t\t}')
# last frame to fisrt frame, missing 1 frame on either side.
# removeing in a backwards loop is faster
for j in xrange( (act_end-act_start)-1, 0, -1 ):
# Is this key reduenant?
if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
del context_bone_anim_keys[j]
# ---------------
if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
# This axis has no moton, its okay to skip KeyCount and Keys in this case
pass
else:
# We only need to write these if there is at least one
file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
file.write('\n\t\t\t\t\t\tKey: ')
for val, frame in context_bone_anim_keys:
if frame!=act_start:
file.write(',')
# frame is alredy one less then blenders frame
file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n' % (fbx_time(frame), val ))
#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L' % (fbx_time(frame), val ))
file.write('\n\t\t\t}')
file.write('\n\t\t}')
if i==0: file.write('\n\t\t\t\t\t\tColor: 1,0,0')
elif i==1: file.write('\n\t\t\t\t\t\tColor: 0,1,0')
elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1')
file.write('\n\t\t\t\t\t}')
file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) )
file.write('\n\t\t\t\t}')
# ---------------
file.write('\n\t\t\t}')
file.write('\n\t\t}')
# end the take
file.write('\n\t}')
@ -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