fbx update from stable (parent/child hierarchy isnt flattened anymore)

This commit is contained in:
Campbell Barton 2007-09-08 08:49:56 +00:00
parent bdad8d0de6
commit d18d0aaabb

@ -12,11 +12,7 @@ __version__ = "1.1"
__bpydoc__ = """\
This script is an exporter to the FBX file format.
Usage:
Select the objects you wish to export and run this script from "File->Export" menu.
All objects that can be represented as a mesh (mesh, curve, metaball, surface, text3d)
will be exported as mesh data.
http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
"""
# --------------------------------------------------------------------------
# FBX Export v0.1 by Campbell Barton (AKA Ideasman)
@ -120,32 +116,20 @@ def copy_images(dest_dir, textures):
mtx4_identity = Matrix()
mtx_z90 = RotationMatrix(90, 3, 'z')
mtx_x90 = RotationMatrix(90, 3, 'x')
# testing
mtx_x90 = RotationMatrix( 90, 3, 'x')
mtx_x90n = RotationMatrix(-90, 3, 'x')
mtx_y90 = RotationMatrix( 90, 3, 'y')
mtx_y90n = RotationMatrix(-90, 3, 'y')
mtx_z90 = RotationMatrix( 90, 3, 'z')
mtx_z90n = RotationMatrix(-90, 3, 'z')
mtx4_x90 = RotationMatrix( 90, 4, 'x')
mtx4_x90n = RotationMatrix(-90, 4, 'x')
mtx4_y90 = RotationMatrix( 90, 4, 'y')
mtx4_y90n = RotationMatrix(-90, 4, 'y')
mtx4_z90 = RotationMatrix( 90, 4, 'z')
mtx4_z90n = RotationMatrix(-90, 4, 'z')
XVEC = Vector(1, 0, 0)
XVECN = Vector(-1, 0, 0)
YVEC = Vector(0, 1, 0)
YVECN = Vector(0, -1, 0)
ZVEC = Vector(0, 0, 1)
ZVECN = Vector(0, 0, -1)
mtx_x90 = RotationMatrix( 90, 3, 'x') # used
#mtx_x90n = RotationMatrix(-90, 3, 'x')
#mtx_y90 = RotationMatrix( 90, 3, 'y')
#mtx_y90n = RotationMatrix(-90, 3, 'y')
#mtx_z90 = RotationMatrix( 90, 3, 'z')
#mtx_z90n = RotationMatrix(-90, 3, 'z')
#mtx4_x90 = RotationMatrix( 90, 4, 'x')
mtx4_x90n = RotationMatrix(-90, 4, 'x') # used
#mtx4_y90 = RotationMatrix( 90, 4, 'y')
mtx4_y90n = RotationMatrix(-90, 4, 'y') # used
mtx4_z90 = RotationMatrix( 90, 4, 'z') # used
mtx4_z90n = RotationMatrix(-90, 4, 'z') # used
def strip_path(p):
return p.split('\\')[-1].split('/')[-1]
@ -256,9 +240,6 @@ def write(filename, batch_objects = None, \
BATCH_FILE_PREFIX = '',
BATCH_OWN_DIR = False
):
# ----------------- Batch support!
if BATCH_ENABLE:
@ -267,7 +248,6 @@ def write(filename, batch_objects = None, \
fbxpath = filename
# get the path component of filename
tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2: # a file, we want a path
@ -436,16 +416,19 @@ def write(filename, batch_objects = None, \
'''
# end
def getAnimMatrix(self, frame):
arm_mat = self.fbxArm.matrixWorld
def getAnimParRelMatrix(self, frame):
#arm_mat = self.fbxArm.matrixWorld
#arm_mat = self.fbxArm.parRelMatrix()
if not self.parent:
return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat)
#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
return mtx4_z90 * self.getPoseMatrix(frame)
else:
return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
#return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat))) * (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
return (mtx4_z90 * (self.getPoseMatrix(frame))) * (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert()
# we need thes because cameras and lights modified rotations
def getAnimMatrixRot(self, frame):
return self.getAnimMatrix(frame)
def getAnimParRelMatrixRot(self, frame):
return self.getAnimParRelMatrix(frame)
def flushAnimData(self):
self.__anim_poselist.clear()
@ -457,19 +440,33 @@ def write(filename, batch_objects = None, \
self.fbxName = sane_obname(ob)
self.blenObject = ob
self.fbxGroupNames = []
self.fbxParent = None # set later on IF the parent is in the selection.
if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX
else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
self.__anim_poselist = {}
self.__anim_poselist = {} # we should only access this
def parRelMatrix(self):
if self.fbxParent:
return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert()
else:
return self.matrixWorld
def setPoseFrame(self, f):
self.__anim_poselist[f] = self.blenObject.matrixWorld.copy()
def getAnimMatrix(self, frame):
return self.__anim_poselist[frame] * GLOBAL_MATRIX
def getAnimParRelMatrix(self, frame):
if self.fbxParent:
#return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert()
else:
return self.__anim_poselist[frame] * GLOBAL_MATRIX
def getAnimMatrixRot(self, frame):
def getAnimParRelMatrixRot(self, frame):
type = self.blenObject.type
matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
if self.fbxParent:
matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotationPart()
else:
matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
# Lamps need to be rotated
if type =='Lamp':
@ -488,7 +485,11 @@ def write(filename, batch_objects = None, \
print '\nFBX export starting...', filename
start_time = Blender.sys.time()
file = open(filename, 'w')
try:
file = open(filename, 'w')
except:
return False
sce = bpy.data.scenes.active
world = sce.world
@ -533,11 +534,13 @@ def write(filename, batch_objects = None, \
if isinstance(ob, Blender.Types.BoneType):
# we know we have a matrix
matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
parent = ob.parent
if parent:
par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = matrix * par_matrix.copy().invert()
matrix_rot = matrix.rotationPart()
@ -547,7 +550,10 @@ def write(filename, batch_objects = None, \
rot = tuple(matrix_rot.toEuler())
else:
if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
#if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
if ob and not matrix: raise "error: this should never happen!"
matrix_rot = matrix
#if matrix:
# matrix = matrix_scale * matrix
@ -686,18 +692,19 @@ def write(filename, batch_objects = None, \
file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
file.write('\n\t\tVersion: 232')
poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.matrixWorld)[3]
#poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore
pose_items.append( (my_bone.fbxName, poseMatrix) )
# file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.matrixWorld).length)
# file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
file.write('\n\t\t\tProperty: "Size", "double", "",1')
#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld)).length)
#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length)
"""
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.matrixWorld).length)
((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
"""
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
@ -849,7 +856,7 @@ def write(filename, batch_objects = None, \
file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName )
file.write('\n\t\tVersion: 232')
loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject)
loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.angle)
@ -954,7 +961,7 @@ def write(filename, batch_objects = None, \
file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
file.write('\n\t\tVersion: 232')
write_object_props(my_light.blenObject)
write_object_props(my_light.blenObject, None, my_light.parRelMatrix())
# Why are these values here twice?????? - oh well, follow the holy sdk's output
@ -977,6 +984,8 @@ def write(filename, batch_objects = None, \
else:
do_light = 1
scale = abs(GLOBAL_MATRIX.scalePart()[0]) # scale is always uniform in this case
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
@ -985,11 +994,11 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % light.spotSize)
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % light.spotSize)
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
@ -1029,7 +1038,7 @@ def write(filename, batch_objects = None, \
poseMatrix = write_object_props(None, None, matrixOnly)[3]
else: # all other Null's
if my_null: poseMatrix = write_object_props(my_null.blenObject)[3]
if my_null: poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
else: poseMatrix = write_object_props()[3]
pose_items.append((fbxName, poseMatrix))
@ -1223,8 +1232,6 @@ def write(filename, batch_objects = None, \
}''')
# in the example was 'Bip01 L Thigh_2'
#def write_sub_deformer_skin(obname, group_name, bone, me, matrix_mod):
#def write_sub_deformer_skin(obname, group_name, bone, weights, matrix_mod):
def write_sub_deformer_skin(my_mesh, my_bone, weights):
'''
@ -1294,8 +1301,14 @@ def write(filename, batch_objects = None, \
file.write(',%.8f' % vg[1])
i+=1
if my_mesh.fbxParent:
# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() )
else:
# Yes! this is it... - but dosnt work when the mesh is a.
m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() )
m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld)
#m = mtx4_z90 * my_bone.restMatrix
matstr = mat4x4str(m)
matstr_i = mat4x4str(m.invert())
@ -1318,26 +1331,7 @@ 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(my_mesh.blenObject, None, mtx4_identity)
else:
write_object_props(my_mesh.blenObject, None, my_mesh.matrixWorld)
write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
@ -1350,24 +1344,14 @@ def write(filename, batch_objects = None, \
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
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
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
@ -1417,34 +1401,18 @@ def write(filename, batch_objects = None, \
Normals: ''')
i=-1
if do_tx_write: # transform normals on write?
mtx_rot = my_mesh.matrixWorld.rotationPart()
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
# wont handle non uniform scaling properly
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}')
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
# note, no programs seem to use this info :/
collayers = []
if me.vertexColors:
collayers = me.getColorLayerNames()
@ -1752,6 +1720,9 @@ def write(filename, batch_objects = None, \
ob_arms = []
ob_null = [] # emptys
# List of types that have blender objects (not bones)
ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
groups = [] # blender groups, only add ones that have objects in the selections
materials = {}
textures = {}
@ -1782,7 +1753,7 @@ def write(filename, batch_objects = None, \
# This causes the makeDisplayList command to effect the mesh
Blender.Set('curframe', Blender.Get('curframe'))
for ob_base in tmp_objects:
for ob, mtx in BPyObject.getDerivedObjects(ob_base):
#for ob in [ob_base,]:
@ -1979,16 +1950,16 @@ def write(filename, batch_objects = None, \
del my_bone_blenParent
# Build a list of groups we use.
# Build blenObject -> fbxObject mapping
# this is needed for groups as well as fbxParenting
bpy.data.objects.tag = False
tmp_obmapping = {}
for ob_generic in (ob_meshes, ob_arms, ob_cameras, ob_lights, ob_null):
for ob_generic in ob_all_typegroups:
for ob_base in ob_generic:
ob_base.blenObject.tag = True
tmp_obmapping[ob_base.blenObject] = ob_base.fbxGroupNames
tmp_obmapping[ob_base.blenObject] = ob_base
# Build Groups from objects we export
for blenGroup in bpy.data.groups:
fbxGroupName = None
for ob in blenGroup.objects:
@ -1997,14 +1968,22 @@ def write(filename, batch_objects = None, \
fbxGroupName = sane_groupname(blenGroup)
groups.append((fbxGroupName, blenGroup))
tmp_obmapping[ob].append(fbxGroupName) # also adds to the objects fbxGroupNames
tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames
groups.sort() # not really needed
# Assign parents using this mapping
for ob_generic in ob_all_typegroups:
for my_ob in ob_generic:
parent = my_ob.blenObject.parent
if parent and parent.tag: # does it exist and is it in the mapping
my_ob.fbxParent = tmp_obmapping[parent]
del tmp_obmapping
# Finished finding groups we use
materials = [(sane_matname(mat), mat) for mat in materials.itervalues() if mat]
textures = [(sane_texname(img), img) for img in textures.itervalues() if img]
materials.sort() # sort by name
@ -2118,8 +2097,7 @@ Objects: {''')
write_null(my_null)
for my_arm in ob_arms:
# Dont pass the object because that writes the armature transformation which is alredy applied to the bones.
write_null(None, my_arm.fbxName) # armatures are just null's with bone children.
write_null(my_arm)
for my_cam in ob_cameras:
write_camera(my_cam)
@ -2299,23 +2277,12 @@ Connections: {''')
# write the fake root node
file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"')
for my_null in ob_null:
#if ob.parent:
# file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (obname, sane_name_mapping_ob[ob.parent.name]))
#else:
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_null.fbxName)
for my_mesh in ob_meshes:
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_mesh.fbxName)
for my_arm in ob_arms:
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_arm.fbxName)
for my_cam in ob_cameras:
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_cam.fbxName)
for my_light in ob_lights:
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_light.fbxName)
for ob_generic in ob_all_typegroups: # all blender 'Object's we support
for my_ob in ob_generic:
if my_ob.fbxParent:
file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName))
else:
file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_ob.fbxName)
if materials:
for my_mesh in ob_meshes:
@ -2323,7 +2290,6 @@ Connections: {''')
for mat in my_mesh.blenMaterials:
if mat:
file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat.name], my_mesh.fbxName))
if textures:
for my_mesh in ob_meshes:
@ -2363,7 +2329,7 @@ Connections: {''')
# groups
if groups:
for ob_generic in (ob_meshes, ob_arms, ob_cameras, ob_lights, ob_null):
for ob_generic in ob_all_typegroups:
for ob_base in ob_generic:
for fbxGroupName in ob_base.fbxGroupNames:
file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName))
@ -2387,9 +2353,10 @@ Connections: {''')
start = render.sFrame
end = render.eFrame
if end < start: start, end = end, start
if start==end: ANIM_ENABLE = False
# animations for these object types
ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights
ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms
if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]:
@ -2520,11 +2487,10 @@ Takes: {''')
#for bonename, bone, obname, me, armob in ob_bones:
for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights):
for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms):
for my_ob in ob_generic:
if ob_generic == ob_meshes and my_ob.fbxArm:
# do nothing,
pass
@ -2534,7 +2500,7 @@ Takes: {''')
file.write('\n\t\t\tVersion: 1.1')
file.write('\n\t\t\tChannel: "Transform" {')
context_bone_anim_mats = [ (my_ob.getAnimMatrix(frame), my_ob.getAnimMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
# ----------------
# ----------------
@ -2695,6 +2661,7 @@ Takes: {''')
copy_images( Blender.sys.dirname(filename), [ tex[1] for tex in textures if tex[1] != None ])
print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
return True
# --------------------------------------------
@ -2790,7 +2757,7 @@ def fbx_ui_write(filename):
if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
write(\
ret = write(\
filename, None,\
GLOBALS['EXP_OBS_SELECTED'].val,\
GLOBALS['EXP_MESH'].val,\
@ -2815,6 +2782,9 @@ def fbx_ui_write(filename):
Blender.Window.WaitCursor(0)
GLOBALS.clear()
if ret == False:
Draw.PupMenu('Error%t|Path cannot be written to!')
def fbx_ui():
@ -2986,6 +2956,7 @@ def write_ui():
name = Blender.sys.makename(ext='.fbx')
Blender.Window.FileSelector(fbx_ui_write, txt, name)
#fbx_ui_write('/test.fbx')
break
Draw.UIBlock(fbx_ui)