forked from bartvdbraak/blender
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:
parent
1d43cae37b
commit
c96cde42bd
@ -118,6 +118,8 @@ def copy_images(dest_dir, textures):
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print '\tCopied %d images' % copyCount
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mtx4_identity = Matrix()
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mtx_z90 = RotationMatrix(90, 3, 'z')
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mtx_x90 = RotationMatrix(90, 3, 'x')
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@ -439,6 +441,10 @@ def write(filename, batch_objects = None, \
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else:
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return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
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# we need thes because cameras and lights modified rotations
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def getAnimMatrixRot(self, frame):
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return self.getAnimMatrix(frame)
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def flushAnimData(self):
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self.__anim_poselist.clear()
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@ -449,15 +455,33 @@ def write(filename, batch_objects = None, \
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self.fbxName = sane_obname(ob)
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self.blenObject = ob
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self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
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self.__anim_poselist = {}
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def setPoseFrame(self, f):
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self.__anim_poselist[f] = self.blenObject.matrixWorld.copy()
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def getAnimMatrix(self, frame):
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return self.__anim_poselist[frame] * GLOBAL_MATRIX
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def getAnimMatrixRot(self, frame):
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type = self.blenObject.type
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matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
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# Lamps need to be rotated
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if type =='Lamp':
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matrix_rot = mtx_x90 * matrix_rot
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elif ob and type =='Camera':
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y = Vector(0,1,0) * matrix_rot
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matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
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return matrix_rot
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# ----------------------------------------------
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print '\nFBX export starting...', filename
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start_time = Blender.sys.time()
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file = open(filename, 'w')
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@ -531,7 +555,7 @@ def write(filename, batch_objects = None, \
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matrix_rot = matrix.rotationPart()
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# Lamps need to be rotated
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if ob and ob.type =='Lamp':
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matrix_rot = mtx_x90 * matrix.rotationPart()
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matrix_rot = mtx_x90 * matrix_rot
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rot = tuple(matrix_rot.toEuler())
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elif ob and ob.type =='Camera':
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y = Vector(0,1,0) * matrix_rot
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@ -1275,9 +1299,10 @@ def write(filename, batch_objects = None, \
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file.write('\n\t\tTransformLink: %s' % matstr)
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file.write('\n\t}')
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#def write_mesh(obname, ob, mtx, me, mats, arm, armname):
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def write_mesh(my_mesh):
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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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@ -1289,11 +1314,26 @@ def write(filename, batch_objects = None, \
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file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
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file.write('\n\t\tVersion: 232') # newline is added in write_object_props
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# Apply the mesh matrix because bones arnt applied correctly if we use object transformation
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# Other then that, object matricies work well on meshes.
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# if this can be fixd, be sure to remove matrix multiplication on the verts.
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#write_object_props(ob, None, mtx)
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write_object_props(my_mesh.blenObject, None, Matrix())
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if my_mesh.fbxArm:
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if my_mesh.origData:
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do_tx_write = True
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else:
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do_tx_write = False
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me.transform(my_mesh.matrixWorld)
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else:
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do_tx_write = False
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# When we have an armature...
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if my_mesh.fbxArm:
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# Apply the mesh matrix because bones arnt applied correctly if we use object transformation
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# Other then that, object matricies work well on meshes.
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# if this can be fixd, be sure to remove matrix multiplication on the verts.
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write_object_props(my_mesh.blenObject, None, mtx4_identity)
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else:
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write_object_props(my_mesh.blenObject, None, my_mesh.matrixWorld)
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file.write('\n\t\t}')
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file.write('\n\t\tMultiLayer: 0')
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@ -1301,21 +1341,30 @@ def write(filename, batch_objects = None, \
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file.write('\n\t\tShading: Y')
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file.write('\n\t\tCulling: "CullingOff"')
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me = my_mesh.blenData
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# Write the Real Mesh data here
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file.write('\n\t\tVertices: ')
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i=-1
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for v in me.verts:
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if i==-1:
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file.write('%.6f,%.6f,%.6f' % tuple(v.co * my_mesh.matrixWorld))
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i=0
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else:
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if i==7:
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file.write('\n\t\t')
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i=0
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file.write(',%.6f,%.6f,%.6f'% tuple(v.co * my_mesh.matrixWorld))
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i+=1
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if do_tx_write :# transform verts on write?
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for v in me.verts:
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if i==-1:
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file.write('%.6f,%.6f,%.6f' % tuple(v.co * my_mesh.matrixWorld)); i=0
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else:
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if i==7:
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file.write('\n\t\t'); i=0
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file.write(',%.6f,%.6f,%.6f'% tuple(v.co * my_mesh.matrixWorld))
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i+=1
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else: # same as above but has alredy been transformed
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for v in me.verts:
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if i==-1:
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file.write('%.6f,%.6f,%.6f' % tuple(v.co)); i=0
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else:
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if i==7:
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file.write('\n\t\t'); i=0
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file.write(',%.6f,%.6f,%.6f'% tuple(v.co))
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i+=1
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file.write('\n\t\tPolygonVertexIndex: ')
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i=-1
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for f in me.faces:
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@ -1367,17 +1416,31 @@ def write(filename, batch_objects = None, \
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mtx_rot = my_mesh.matrixWorld.rotationPart()
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i=-1
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for v in me.verts:
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if i==-1:
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file.write('%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot))
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i=0
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else:
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if i==2:
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file.write('\n ')
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i=0
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file.write(',%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot))
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i+=1
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file.write('\n\t\t}')
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if do_tx_write: # transform normals on write?
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for v in me.verts:
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if i==-1:
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file.write('%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot)); i=0
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else:
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if i==2:
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file.write('\n '); i=0
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file.write(',%.15f,%.15f,%.15f' % tuple(v.no * mtx_rot))
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i+=1
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file.write('\n\t\t}')
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else: # same as above but has alredy been transformed
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for v in me.verts:
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if i==-1:
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file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0
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else:
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if i==2:
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file.write('\n '); i=0
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file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
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i+=1
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file.write('\n\t\t}')
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# Write VertexColor Layers
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@ -1721,6 +1784,7 @@ def write(filename, batch_objects = None, \
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if EXP_EMPTY:
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ob_null.append(my_object_generic(ob))
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elif EXP_MESH:
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origData = True
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if tmp_ob_type != 'Mesh':
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me = bpy.data.meshes.new()
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try: me.getFromObject(ob)
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@ -1728,6 +1792,7 @@ def write(filename, batch_objects = None, \
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if me:
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meshes_to_clear.append( me )
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mats = me.materials
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origData = False
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else:
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# Mesh Type!
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if EXP_MESH_APPLY_MOD:
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@ -1747,6 +1812,7 @@ def write(filename, batch_objects = None, \
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# print ob, me, me.getVertGroupNames()
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meshes_to_clear.append( me )
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origData = False
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mats = me.materials
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else:
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me = ob.getData(mesh=1)
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@ -1806,10 +1872,9 @@ def write(filename, batch_objects = None, \
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else:
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blenParentBoneName = armob = None
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#ob_meshes.append( (obname, ob, mtx, me, mats, armob, armname) )
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my_mesh = my_object_generic(ob)
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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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@ -2068,7 +2133,7 @@ Objects: {''')
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file.write('\n\t\tPoseNode: {')
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file.write('\n\t\t\tNode: "Model::%s"' % fbxName )
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if matrix: file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix))
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else: file.write('\n\t\t\tMatrix: %s' % mat4x4str(Matrix()))
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else: file.write('\n\t\t\tMatrix: %s' % mat4x4str(mtx4_identity))
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file.write('\n\t\t}')
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file.write('\n\t}')
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@ -2367,88 +2432,103 @@ Takes: {''')
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i = act_start
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while i <= act_end:
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Blender.Set('curframe', i)
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#Blender.Window.RedrawAll()
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for my_bone in ob_bones:
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my_bone.setPoseFrame(i)
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for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights):
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for my_ob in ob_generic:
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#Blender.Window.RedrawAll()
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if ob_generic == ob_meshes and my_ob.fbxArm:
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# We cant animate armature meshes!
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pass
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else:
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my_ob.setPoseFrame(i)
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i+=1
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#for bonename, bone, obname, me, armob in ob_bones:
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for my_bone in ob_bones:
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for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights):
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file.write('\n\t\tModel: "Model::%s" {' % my_bone.fbxName) # ??? - not sure why this is needed
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file.write('\n\t\t\tVersion: 1.1')
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file.write('\n\t\t\tChannel: "Transform" {')
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for my_ob in ob_generic:
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context_bone_anim_mats = [ my_bone.getAnimMatrix(frame) for frame in xrange(act_start, act_end+1) ]
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# ----------------
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for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
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if ob_generic == ob_meshes and my_ob.fbxArm:
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# do nothing,
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pass
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else:
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if TX_CHAN=='T': context_bone_anim_vecs = [mtx.translationPart() for mtx in context_bone_anim_mats]
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elif TX_CHAN=='R': context_bone_anim_vecs = [mtx.toEuler() for mtx in context_bone_anim_mats]
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else: context_bone_anim_vecs = [mtx.scalePart() for mtx in context_bone_anim_mats]
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file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
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file.write('\n\t\t\tVersion: 1.1')
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file.write('\n\t\t\tChannel: "Transform" {')
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file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
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context_bone_anim_mats = [ (my_ob.getAnimMatrix(frame), my_ob.getAnimMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
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for i in xrange(3):
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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: 4005')
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# ----------------
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# ----------------
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for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
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if not ANIM_OPTIMIZE:
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# Just write all frames, simple but in-eficient
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file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
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file.write('\n\t\t\t\t\t\tKey: ')
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frame = act_start
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while frame <= act_end:
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if frame!=act_start:
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file.write(',')
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if TX_CHAN=='T': context_bone_anim_vecs = [mtx[0].translationPart() for mtx in context_bone_anim_mats]
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elif TX_CHAN=='R': context_bone_anim_vecs = [mtx[1].toEuler() for mtx in context_bone_anim_mats]
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else: context_bone_anim_vecs = [mtx[0].scalePart() for mtx in context_bone_anim_mats]
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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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context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ]
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file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
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# last frame to fisrt frame, missing 1 frame on either side.
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# removeing in a backwards loop is faster
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for j in xrange( (act_end-act_start)-1, 0, -1 ):
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# Is this key reduenant?
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if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
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abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
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del context_bone_anim_keys[j]
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for i in xrange(3):
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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: 4005')
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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, 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 not ANIM_OPTIMIZE:
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# Just write all frames, simple but in-eficient
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file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
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file.write('\n\t\t\t\t\t\tKey: ')
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frame = act_start
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while frame <= act_end:
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if frame!=act_start:
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file.write(',')
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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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elif i==2: file.write('\n\t\t\t\t\t\tColor: 0,0,1')
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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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context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ]
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file.write('\n\t\t\t\t\t}')
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file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) )
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file.write('\n\t\t\t\t}')
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# last frame to fisrt frame, missing 1 frame on either side.
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# removeing in a backwards loop is faster
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for j in xrange( (act_end-act_start)-1, 0, -1 ):
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# Is this key reduenant?
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if abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
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abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
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del context_bone_anim_keys[j]
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# ---------------
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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, 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
|
||||
|
Loading…
Reference in New Issue
Block a user