blender/release/scripts/export_fbx.py
Campbell Barton c96cde42bd 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)
2007-08-29 09:50:08 +00:00

2931 lines
97 KiB
Python

#!BPY
"""
Name: 'Autodesk FBX (.fbx)...'
Blender: 244
Group: 'Export'
Tooltip: 'Selection to an ASCII Autodesk FBX '
"""
__author__ = "Campbell Barton"
__url__ = ['www.blender.org', 'blenderartists.org']
__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.
"""
# --------------------------------------------------------------------------
# FBX Export v0.1 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
try:
import time
# import os # only needed for batch export, nbot used yet
except:
time = None # use this to check if they have python modules installed
# for python 2.3 support
try:
set()
except:
try:
from sets import Set as set
except:
set = None # so it complains you dont have a !
# os is only needed for batch 'own dir' option
try:
import os
except:
os = None
import Blender
import bpy
from Blender.Mathutils import Matrix, Vector, RotationMatrix
import BPyObject
import BPyMesh
import BPySys
import BPyMessages
import sys
## This was used to make V, but faster not to do all that
##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}'
##v = range(255)
##for c in valid: v.remove(ord(c))
v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,42,43,47,58,59,60,61,62,63,64,92,94,96,124,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254]
invalid = ''.join([chr(i) for i in v])
def cleanName(name):
for ch in invalid: name = name.replace(ch, '_')
return name
del v, i
def copy_file(source, dest):
file = open(source, 'rb')
data = file.read()
file.close()
file = open(dest, 'wb')
file.write(data)
file.close()
def copy_images(dest_dir, textures):
if not dest_dir.endswith(Blender.sys.sep):
dest_dir += Blender.sys.sep
image_paths = set()
for img in textures:
image_paths.add(Blender.sys.expandpath(img.filename))
# Now copy images
copyCount = 0
for image_path in image_paths:
if Blender.sys.exists(image_path):
# Make a name for the target path.
dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
if not Blender.sys.exists(dest_image_path): # Image isnt alredy there
print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
try:
copy_file(image_path, dest_image_path)
copyCount+=1
except:
print '\t\tWarning, file failed to copy, skipping.'
print '\tCopied %d images' % copyCount
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)
def strip_path(p):
return p.split('\\')[-1].split('/')[-1]
# Used to add the scene name into the filename without using odd chars
sane_name_mapping_ob = {}
sane_name_mapping_mat = {}
sane_name_mapping_tex = {}
sane_name_mapping_take = {}
# Make sure reserved names are not used
sane_name_mapping_ob['Scene'] = 'Scene_'
sane_name_mapping_ob['blend_root'] = 'blend_root_'
def increment_string(t):
name = t
num = ''
while name and name[-1].isdigit():
num = name[-1] + num
name = name[:-1]
if num: return '%s%d' % (name, int(num)+1)
else: return name + '_0'
# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
def sane_name(data, dct):
#if not data: return None
name = data.name
# dont cache, only ever call once for each data type now,
# so as to avoid namespace collision between types - like with objects <-> bones
#try: return dct[name]
#except: pass
orig_name = name
if not name:
name = 'unnamed' # blank string, ASKING FOR TROUBLE!
else:
#name = BPySys.cleanName(name)
name = cleanName(name) # use our own
while name in dct.itervalues(): name = increment_string(name)
dct[orig_name] = name
return name
def sane_obname(data): return sane_name(data, sane_name_mapping_ob)
def sane_matname(data): return sane_name(data, sane_name_mapping_mat)
def sane_texname(data): return sane_name(data, sane_name_mapping_tex)
def sane_takename(data): return sane_name(data, sane_name_mapping_take)
def mat4x4str(mat):
return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ])
def meshNormalizedWeights(me):
try: # account for old bad BPyMesh
groupNames, vWeightList = BPyMesh.meshWeight2List(me)
except:
return [],[]
if not groupNames:
return [],[]
for i, vWeights in enumerate(vWeightList):
tot = 0.0
for w in vWeights:
tot+=w
if tot:
for j, w in enumerate(vWeights):
vWeights[j] = w/tot
return groupNames, vWeightList
header_comment = \
'''; FBX 6.1.0 project file
; Created by Blender FBX Exporter
; for support mail: ideasman42@gmail.com
; ----------------------------------------------------
'''
# This func can be called with just the filename
def write(filename, batch_objects = None, \
EXP_OBS_SELECTED = True,
EXP_MESH = True,
EXP_MESH_APPLY_MOD = True,
EXP_MESH_HQ_NORMALS = False,
EXP_ARMATURE = True,
EXP_LAMP = True,
EXP_CAMERA = True,
EXP_EMPTY = True,
EXP_IMAGE_COPY = False,
GLOBAL_MATRIX = Matrix(),
ANIM_ENABLE = True,
ANIM_OPTIMIZE = True,
ANIM_OPTIMIZE_PRECISSION = 6,
ANIM_ACTION_ALL = False,
BATCH_ENABLE = False,
BATCH_GROUP = True,
BATCH_SCENE = False,
BATCH_FILE_PREFIX = '',
BATCH_OWN_DIR = False
):
# ----------------- Batch support!
if BATCH_ENABLE:
if os == None: BATCH_OWN_DIR = False
fbxpath = filename
# get the path component of filename
tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2: # a file, we want a path
while fbxpath and fbxpath[-1] not in ('/', '\\'):
fbxpath = fbxpath[:-1]
if not filename:
Draw.PupMenu('Error%t|Directory does not exist!')
return
tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2:
Draw.PupMenu('Error%t|Directory does not exist!')
return
if not fbxpath.endswith(Blender.sys.sep):
fbxpath += Blender.sys.sep
del tmp_exists
if BATCH_GROUP:
data_seq = bpy.data.groups
else:
data_seq = bpy.data.scenes
# call this function within a loop with BATCH_ENABLE == False
orig_sce = bpy.data.scenes.active
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
for data in data_seq: # scene or group
newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name)
if BATCH_OWN_DIR:
new_fbxpath = fbxpath + newname + Blender.sys.sep
# path may alredy exist
# TODO - might exist but be a file. unlikely but should probably account for it.
if Blender.sys.exists(new_fbxpath) == 0:
os.mkdir(new_fbxpath)
filename = new_fbxpath + newname + '.fbx'
print '\nBatch exporting %s as...\n\t"%s"' % (data, filename)
if BATCH_GROUP: #group
# group, so objects update properly, add a dummy scene.
sce = bpy.data.scenes.new()
sce.Layers = (1<<20) -1
bpy.data.scenes.active = sce
for ob_base in data.objects:
sce.objects.link(ob_base)
sce.update(1)
# TODO - BUMMER! Armatures not in the group wont animate the mesh
else:# scene
data_seq.active = data
# Call self with modified args
# Dont pass batch options since we alredy usedt them
write(filename, data.objects,
False,
EXP_MESH,
EXP_MESH_APPLY_MOD,
EXP_MESH_HQ_NORMALS,
EXP_ARMATURE,
EXP_LAMP,
EXP_CAMERA,
EXP_EMPTY,
EXP_IMAGE_COPY,
GLOBAL_MATRIX,
ANIM_ENABLE,
ANIM_OPTIMIZE,
ANIM_OPTIMIZE_PRECISSION,
ANIM_ACTION_ALL
)
if BATCH_GROUP:
# remove temp group scene
bpy.data.scenes.unlink(sce)
bpy.data.scenes.active = orig_sce
return # so the script wont run after we have batch exported.
# end batch support
# ----------------------------------------------
# storage classes
class my_bone_class:
__slots__ =(\
'blenName',\
'blenBone',\
'blenMeshes',\
'restMatrix',\
'parent',\
'blenName',\
'fbxName',\
'fbxArm',\
'__pose_bone',\
'__anim_poselist')
def __init__(self, blenBone, fbxArm):
# This is so 2 armatures dont have naming conflicts since FBX bones use object namespace
self.fbxName = sane_obname(blenBone)
self.blenName = blenBone.name
self.blenBone = blenBone
self.blenMeshes = {} # fbxMeshObName : mesh
self.fbxArm = fbxArm
self.restMatrix = blenBone.matrix['ARMATURESPACE']
# not used yet
# self.restMatrixInv = self.restMatrix.copy().invert()
# self.restMatrixLocal = None # set later, need parent matrix
self.parent = None
# not public
pose = fbxArm.blenObject.getPose()
self.__pose_bone = pose.bones[self.blenName]
# store a list if matricies here, (poseMatrix, head, tail)
# {frame:posematrix, frame:posematrix, ...}
self.__anim_poselist = {}
'''
def calcRestMatrixLocal(self):
if self.parent:
self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert()
else:
self.restMatrixLocal = self.restMatrix.copy()
'''
def setPoseFrame(self, f):
# cache pose info here, frame must be set beforehand
# Didnt end up needing head or tail, if we do - here it is.
'''
self.__anim_poselist[f] = (\
self.__pose_bone.poseMatrix.copy(),\
self.__pose_bone.head.copy(),\
self.__pose_bone.tail.copy() )
'''
self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()
# get pose from frame.
def getPoseMatrix(self, f):# ----------------------------------------------
return self.__anim_poselist[f]
'''
def getPoseHead(self, f):
#return self.__pose_bone.head.copy()
return self.__anim_poselist[f][1].copy()
def getPoseTail(self, f):
#return self.__pose_bone.tail.copy()
return self.__anim_poselist[f][2].copy()
'''
# end
def getAnimMatrix(self, frame):
arm_mat = self.fbxArm.matrixWorld
if not self.parent:
return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat)
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()
class my_object_generic:
# Other settings can be applied for each type - mesh, armature etc.
def __init__(self, ob):
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')
sce = bpy.data.scenes.active
world = sce.world
# ---------------------------- Write the header first
file.write(header_comment)
if time:
curtime = time.localtime()[0:6]
else:
curtime = [0,0,0,0,0,0]
#
file.write(\
'''FBXHeaderExtension: {
FBXHeaderVersion: 1003
FBXVersion: 6100
CreationTimeStamp: {
Version: 1000
Year: %.4i
Month: %.2i
Day: %.2i
Hour: %.2i
Minute: %.2i
Second: %.2i
Millisecond: 0
}
Creator: "FBX SDK/FBX Plugins build 20070228"
OtherFlags: {
FlagPLE: 0
}
}''' % (curtime))
file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version'))
pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
# --------------- funcs for exporting
def object_tx(ob, loc, matrix, matrix_mod = None):
'''
Matrix mod is so armature objects can modify their bone matricies
'''
if isinstance(ob, Blender.Types.BoneType):
# we know we have a matrix
matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
parent = ob.parent
if parent:
par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
matrix = matrix * par_matrix.copy().invert()
matrix_rot = matrix.rotationPart()
loc = tuple(matrix.translationPart())
scale = tuple(matrix.scalePart())
rot = tuple(matrix_rot.toEuler())
else:
if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
matrix_rot = matrix
#if matrix:
# matrix = matrix_scale * matrix
if matrix:
loc = tuple(matrix.translationPart())
scale = tuple(matrix.scalePart())
matrix_rot = matrix.rotationPart()
# Lamps need to be rotated
if ob and ob.type =='Lamp':
matrix_rot = mtx_x90 * matrix_rot
rot = tuple(matrix_rot.toEuler())
elif ob and ob.type =='Camera':
y = Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
rot = tuple(matrix_rot.toEuler())
else:
rot = tuple(matrix_rot.toEuler())
else:
if not loc:
loc = 0,0,0
scale = 1,1,1
rot = 0,0,0
return loc, rot, scale, matrix, matrix_rot
def write_object_tx(ob, loc, matrix, matrix_mod= None):
'''
We have loc to set the location if non blender objects that have a location
matrix_mod is only used for bones at the moment
'''
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
return loc, rot, scale, matrix, matrix_rot
def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None):
# if the type is 0 its an empty otherwise its a mesh
# only difference at the moment is one has a color
file.write('''
Properties60: {
Property: "QuaternionInterpolate", "bool", "",0
Property: "Visibility", "Visibility", "A+",1''')
loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod)
# Rotation order, note, for FBX files Iv loaded normal order is 1
# setting to zero.
# eEULER_XYZ = 0
# eEULER_XZY
# eEULER_YZX
# eEULER_YXZ
# eEULER_ZXY
# eEULER_ZYX
file.write('''
Property: "RotationOffset", "Vector3D", "",0,0,0
Property: "RotationPivot", "Vector3D", "",0,0,0
Property: "ScalingOffset", "Vector3D", "",0,0,0
Property: "ScalingPivot", "Vector3D", "",0,0,0
Property: "TranslationActive", "bool", "",0
Property: "TranslationMin", "Vector3D", "",0,0,0
Property: "TranslationMax", "Vector3D", "",0,0,0
Property: "TranslationMinX", "bool", "",0
Property: "TranslationMinY", "bool", "",0
Property: "TranslationMinZ", "bool", "",0
Property: "TranslationMaxX", "bool", "",0
Property: "TranslationMaxY", "bool", "",0
Property: "TranslationMaxZ", "bool", "",0
Property: "RotationOrder", "enum", "",0
Property: "RotationSpaceForLimitOnly", "bool", "",0
Property: "AxisLen", "double", "",10
Property: "PreRotation", "Vector3D", "",0,0,0
Property: "PostRotation", "Vector3D", "",0,0,0
Property: "RotationActive", "bool", "",0
Property: "RotationMin", "Vector3D", "",0,0,0
Property: "RotationMax", "Vector3D", "",0,0,0
Property: "RotationMinX", "bool", "",0
Property: "RotationMinY", "bool", "",0
Property: "RotationMinZ", "bool", "",0
Property: "RotationMaxX", "bool", "",0
Property: "RotationMaxY", "bool", "",0
Property: "RotationMaxZ", "bool", "",0
Property: "RotationStiffnessX", "double", "",0
Property: "RotationStiffnessY", "double", "",0
Property: "RotationStiffnessZ", "double", "",0
Property: "MinDampRangeX", "double", "",0
Property: "MinDampRangeY", "double", "",0
Property: "MinDampRangeZ", "double", "",0
Property: "MaxDampRangeX", "double", "",0
Property: "MaxDampRangeY", "double", "",0
Property: "MaxDampRangeZ", "double", "",0
Property: "MinDampStrengthX", "double", "",0
Property: "MinDampStrengthY", "double", "",0
Property: "MinDampStrengthZ", "double", "",0
Property: "MaxDampStrengthX", "double", "",0
Property: "MaxDampStrengthY", "double", "",0
Property: "MaxDampStrengthZ", "double", "",0
Property: "PreferedAngleX", "double", "",0
Property: "PreferedAngleY", "double", "",0
Property: "PreferedAngleZ", "double", "",0
Property: "InheritType", "enum", "",0
Property: "ScalingActive", "bool", "",0
Property: "ScalingMin", "Vector3D", "",1,1,1
Property: "ScalingMax", "Vector3D", "",1,1,1
Property: "ScalingMinX", "bool", "",0
Property: "ScalingMinY", "bool", "",0
Property: "ScalingMinZ", "bool", "",0
Property: "ScalingMaxX", "bool", "",0
Property: "ScalingMaxY", "bool", "",0
Property: "ScalingMaxZ", "bool", "",0
Property: "GeometricTranslation", "Vector3D", "",0,0,0
Property: "GeometricRotation", "Vector3D", "",0,0,0
Property: "GeometricScaling", "Vector3D", "",1,1,1
Property: "LookAtProperty", "object", ""
Property: "UpVectorProperty", "object", ""
Property: "Show", "bool", "",1
Property: "NegativePercentShapeSupport", "bool", "",1
Property: "DefaultAttributeIndex", "int", "",0''')
if ob and type(ob) != Blender.Types.BoneType:
# Only mesh objects have color
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Size", "double", "",100')
file.write('\n\t\t\tProperty: "Look", "enum", "",1')
return loc, rot, scale, matrix, matrix_rot
# -------------------------------------------- Armatures
#def write_bone(bone, name, matrix_mod):
def write_bone(my_bone):
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]
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", "",1')
#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld)).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)
"""
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
(my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)
#file.write('\n\t\t\tProperty: "LimbLength", "double", "",1')
file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 1')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Skeleton"')
file.write('\n\t}')
def write_camera_switch():
file.write('''
Model: "Model::Camera Switcher", "CameraSwitcher" {
Version: 232''')
write_object_props()
file.write('''
Property: "Color", "Color", "A",0.8,0.8,0.8
Property: "Camera Index", "Integer", "A+",100
}
MultiLayer: 0
MultiTake: 1
Hidden: "True"
Shading: W
Culling: "CullingOff"
Version: 101
Name: "Model::Camera Switcher"
CameraId: 0
CameraName: 100
CameraIndexName:
}''')
def write_camera_dummy(name, loc, near, far, proj_type, up):
file.write('\n\tModel: "Model::%s", "Camera" {' % name )
file.write('\n\t\tVersion: 232')
write_object_props(None, loc)
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40')
file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0')
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0')
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63')
file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
file.write('\n\t\t\tProperty: "GateFit", "enum", "",0')
file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486')
file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
file.write('\n\t\t\tProperty: "AspectW", "double", "",320')
file.write('\n\t\t\tProperty: "AspectH", "double", "",200')
file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1')
file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far)
file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816')
file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612')
file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333')
file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4')
file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
file.write('\n\t\t\tProperty: "Center", "bool", "",1')
file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333')
file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type)
file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tHidden: "True"')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %i,%i,%i' % up)
file.write('\n\t\tLookAt: 0,0,0')
file.write('\n\t\tShowInfoOnMoving: 1')
file.write('\n\t\tShowAudio: 0')
file.write('\n\t\tAudioColor: 0,1,0')
file.write('\n\t\tCameraOrthoZoom: 1')
file.write('\n\t}')
def write_camera_default():
# This sucks but to match FBX converter its easier to
# write the cameras though they are not needed.
write_camera_dummy('Producer Perspective', (0,71.3,287.5), 10, 4000, 0, (0,1,0))
write_camera_dummy('Producer Top', (0,4000,0), 1, 30000, 1, (0,0,-1))
write_camera_dummy('Producer Bottom', (0,-4000,0), 1, 30000, 1, (0,0,-1))
write_camera_dummy('Producer Front', (0,0,4000), 1, 30000, 1, (0,1,0))
write_camera_dummy('Producer Back', (0,0,-4000), 1, 30000, 1, (0,1,0))
write_camera_dummy('Producer Right', (4000,0,0), 1, 30000, 1, (0,1,0))
write_camera_dummy('Producer Left', (-4000,0,0), 1, 30000, 1, (0,1,0))
def write_camera(my_cam):
'''
Write a blender camera
'''
render = sce.render
width = render.sizeX
height = render.sizeY
aspect = float(width)/height
data = my_cam.blenObject.data
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)
file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.angle)
file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026')
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units?
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0')
file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
file.write('\n\t\t\tProperty: "GateFit", "enum", "",0')
file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height)
'''Camera aspect ratio modes.
0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant.
1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value.
2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels.
3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value.
4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value.
Definition at line 234 of file kfbxcamera.h. '''
file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2')
file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0')
file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0')
file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect)
file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0')
file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
file.write('\n\t\t\tProperty: "Center", "bool", "",1')
file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect)
file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",0')
file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector(0,1,0) * matrix_rot) )
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector(0,0,-1)*matrix_rot) )
#file.write('\n\t\tUp: 0,0,0' )
#file.write('\n\t\tLookAt: 0,0,0' )
file.write('\n\t\tShowInfoOnMoving: 1')
file.write('\n\t\tShowAudio: 0')
file.write('\n\t\tAudioColor: 0,1,0')
file.write('\n\t\tCameraOrthoZoom: 1')
file.write('\n\t}')
def write_light(my_light):
light = my_light.blenObject.data
file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
file.write('\n\t\tVersion: 232')
write_object_props(my_light.blenObject)
# Why are these values here twice?????? - oh well, follow the holy sdk's output
# Blender light types match FBX's, funny coincidence, we just need to
# be sure that all unsupported types are made into a point light
#ePOINT,
#eDIRECTIONAL
#eSPOT
light_type = light.type
if light_type > 3: light_type = 0
mode = light.mode
if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
do_shadow = 1
else:
do_shadow = 0
if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
do_light = 0
else:
do_light = 1
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')
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
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: "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: "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)
file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "DecayType", "enum", "",0')
file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist)
file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0')
file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0')
file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow)
file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 0')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
file.write('\n\t\tTypeFlags: "Light"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t}')
# matrixOnly is not used at the moment
def write_null(my_null = None, fbxName = None, matrixOnly = None):
# ob can be null
if not fbxName: fbxName = my_null.fbxName
file.write('\n\tModel: "Model::%s", "Null" {' % fbxName)
file.write('\n\t\tVersion: 232')
# only use this for the root matrix at the moment
if matrixOnly:
poseMatrix = write_object_props(None, None, matrixOnly)[3]
else: # all other Null's
if my_null: poseMatrix = write_object_props(my_null.blenObject)[3]
else: poseMatrix = write_object_props()[3]
pose_items.append((fbxName, poseMatrix))
file.write('''
}
MultiLayer: 0
MultiTake: 1
Shading: Y
Culling: "CullingOff"
TypeFlags: "Null"
}''')
# Material Settings
if world: world_amb = world.getAmb()
else: world_amb = (0,0,0) # Default value
def write_material(matname, mat):
file.write('\n\tMaterial: "Material::%s", "" {' % matname)
# Todo, add more material Properties.
if mat:
mat_cold = tuple(mat.rgbCol)
mat_cols = tuple(mat.specCol)
#mat_colm = tuple(mat.mirCol) # we wont use the mirror color
mat_colamb = tuple([c for c in world_amb])
mat_dif = mat.ref
mat_amb = mat.amb
mat_hard = (float(mat.hard)-1)/5.10
mat_spec = mat.spec/2.0
mat_alpha = mat.alpha
mat_emit = mat.emit
mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
if mat_shadeless:
mat_shader = 'Lambert'
else:
if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT:
mat_shader = 'Lambert'
else:
mat_shader = 'Phong'
else:
mat_cols = mat_cold = 0.8, 0.8, 0.8
mat_colamb = 0.0,0.0,0.0
# mat_colm
mat_dif = 1.0
mat_amb = 0.5
mat_hard = 20.0
mat_spec = 0.2
mat_alpha = 1.0
mat_emit = 0.0
mat_shadeless = False
mat_shader = 'Phong'
file.write('\n\t\tVersion: 102')
file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower())
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tProperties60: {')
file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_dif)
file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_emit)
file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha))
if not mat_shadeless:
file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec)
file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0')
file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0')
file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
if not mat_shadeless:
file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
if not mat_shadeless:
file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0')
file.write('\n\t\t}')
file.write('\n\t}')
def write_video(texname, tex):
# Same as texture really!
file.write('\n\tVideo: "Video::%s", "Clip" {' % texname)
file.write('''
Type: "Clip"
Properties60: {
Property: "FrameRate", "double", "",0
Property: "LastFrame", "int", "",0
Property: "Width", "int", "",0
Property: "Height", "int", "",0''')
if tex:
fname = tex.filename
fname_strip = strip_path(fname)
else:
fname = fname_strip = ''
file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
file.write('''
Property: "StartFrame", "int", "",0
Property: "StopFrame", "int", "",0
Property: "PlaySpeed", "double", "",1
Property: "Offset", "KTime", "",0
Property: "InterlaceMode", "enum", "",0
Property: "FreeRunning", "bool", "",0
Property: "Loop", "bool", "",0
Property: "AccessMode", "enum", "",0
}
UseMipMap: 0''')
file.write('\n\t\tFilename: "%s"' % fname_strip)
if fname_strip: fname_strip = '/' + fname_strip
file.write('\n\t\tRelativeFilename: "fbx%s"' % fname_strip) # make relative
file.write('\n\t}')
def write_texture(texname, tex, num):
# if tex == None then this is a dummy tex
file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
file.write('\n\t\tType: "TextureVideoClip"')
file.write('\n\t\tVersion: 202')
# TODO, rare case _empty_ exists as a name.
file.write('\n\t\tTextureName: "Texture::%s"' % texname)
file.write('''
Properties60: {
Property: "Translation", "Vector", "A+",0,0,0
Property: "Rotation", "Vector", "A+",0,0,0
Property: "Scaling", "Vector", "A+",1,1,1''')
file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
# WrapModeU/V 0==rep, 1==clamp, TODO add support
file.write('''
Property: "TextureTypeUse", "enum", "",0
Property: "CurrentTextureBlendMode", "enum", "",1
Property: "UseMaterial", "bool", "",0
Property: "UseMipMap", "bool", "",0
Property: "CurrentMappingType", "enum", "",0
Property: "UVSwap", "bool", "",0''')
file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY)
file.write('''
Property: "TextureRotationPivot", "Vector3D", "",0,0,0
Property: "TextureScalingPivot", "Vector3D", "",0,0,0
Property: "VideoProperty", "object", ""
}''')
file.write('\n\t\tMedia: "Video::%s"' % texname)
if tex:
fname = tex.filename
file.write('\n\t\tFileName: "%s"' % strip_path(fname))
file.write('\n\t\tRelativeFilename: "fbx/%s"' % strip_path(fname)) # need some make relative command
else:
file.write('\n\t\tFileName: ""')
file.write('\n\t\tRelativeFilename: "fbx"')
file.write('''
ModelUVTranslation: 0,0
ModelUVScaling: 1,1
Texture_Alpha_Source: "None"
Cropping: 0,0,0,0
}''')
def write_deformer_skin(obname):
'''
Each mesh has its own deformer
'''
file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
file.write('''
Version: 100
MultiLayer: 0
Type: "Skin"
Properties60: {
}
Link_DeformAcuracy: 50
}''')
# 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):
'''
Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
So the SubDeformer needs the mesh-object name as a prefix to make it unique
Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
a but silly but dosnt really matter
'''
file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
file.write('''
Version: 100
MultiLayer: 0
Type: "Cluster"
Properties60: {
Property: "SrcModel", "object", ""
Property: "SrcModelReference", "object", ""
}
UserData: "", ""''')
# Support for bone parents
if my_mesh.fbxBoneParent:
if my_mesh.fbxBoneParent == my_bone:
# TODO - this is a bit lazy, we could have a simple write loop
# for this case because all weights are 1.0 but for now this is ok
# Parent Bones arent used all that much anyway.
vgroup_data = [(j, 1.0) for j in xrange(len(my_mesh.blenData.verts))]
else:
# This bone is not a parent of this mesh object, no weights
vgroup_data = []
else:
# Normal weight painted mesh
if my_bone.blenName in weights[0]:
# Before we used normalized wright list
#vgroup_data = me.getVertsFromGroup(bone.name, 1)
group_index = weights[0].index(my_bone.blenName)
vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]]
else:
vgroup_data = []
file.write('\n\t\tIndexes: ')
i = -1
for vg in vgroup_data:
if i == -1:
file.write('%i' % vg[0])
i=0
else:
if i==23:
file.write('\n\t\t')
i=0
file.write(',%i' % vg[0])
i+=1
file.write('\n\t\tWeights: ')
i = -1
for vg in vgroup_data:
if i == -1:
file.write('%.8f' % vg[1])
i=0
else:
if i==38:
file.write('\n\t\t')
i=0
file.write(',%.8f' % vg[1])
i+=1
m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld)
matstr = mat4x4str(m)
matstr_i = mat4x4str(m.invert())
file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
file.write('\n\t\tTransformLink: %s' % matstr)
file.write('\n\t}')
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
if my_mesh.blenTextures: do_textures = True
else: do_textures = False
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)
file.write('\n\t\t}')
file.write('\n\t\tMultiLayer: 0')
file.write('\n\t\tMultiTake: 1')
file.write('\n\t\tShading: Y')
file.write('\n\t\tCulling: "CullingOff"')
# 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
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:
fi = [v.index for v in f]
# flip the last index, odd but it looks like
# this is how fbx tells one face from another
fi[-1] = -(fi[-1]+1)
fi = tuple(fi)
if i==-1:
if len(f) == 3: file.write('%i,%i,%i' % fi )
else: file.write('%i,%i,%i,%i' % fi )
i=0
else:
if i==13:
file.write('\n\t\t')
i=0
if len(f) == 3: file.write(',%i,%i,%i' % fi )
else: file.write(',%i,%i,%i,%i' % fi )
i+=1
ed_val = [None, None]
LOOSE = Blender.Mesh.EdgeFlags.LOOSE
for ed in me.edges:
if ed.flag & LOOSE:
ed_val[0] = ed.v1.index
ed_val[1] = -(ed.v2.index+1)
if i==-1:
file.write('%i,%i' % tuple(ed_val) )
i=0
else:
if i==13:
file.write('\n\t\t')
i=0
file.write(',%i,%i' % tuple(ed_val) )
i+=1
del LOOSE
file.write('\n\t\tGeometryVersion: 124')
file.write('''
LayerElementNormal: 0 {
Version: 101
Name: ""
MappingInformationType: "ByVertice"
ReferenceInformationType: "Direct"
Normals: ''')
# wont handle non uniform scaling properly
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
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
collayers = []
if me.vertexColors:
collayers = me.getColorLayerNames()
collayer_orig = me.activeColorLayer
for colindex, collayer in enumerate(collayers):
me.activeColorLayer = collayer
file.write('\n\t\tLayerElementColor: %i {' % colindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % collayer)
file.write('''
MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
Colors: ''')
i = -1
ii = 0 # Count how many Colors we write
for f in me.faces:
for col in f.col:
if i==-1:
file.write('%i,%i,%i' % (col[0], col[1], col[2]))
i=0
else:
if i==7:
file.write('\n\t\t\t\t')
i=0
file.write(',%i,%i,%i' % (col[0], col[1], col[2]))
i+=1
ii+=1 # One more Color
file.write('\n\t\t\tColorIndex: ')
i = -1
for j in xrange(ii):
if i == -1:
file.write('%i' % j)
i=0
else:
if i==55:
file.write('\n\t\t\t\t')
i=0
file.write(',%i' % j)
i+=1
file.write('\n\t\t}')
# Write UV and texture layers.
uvlayers = []
if me.faceUV:
uvlayers = me.getUVLayerNames()
uvlayer_orig = me.activeUVLayer
for uvindex, uvlayer in enumerate(uvlayers):
me.activeUVLayer = uvlayer
file.write('\n\t\tLayerElementUV: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('''
MappingInformationType: "ByPolygonVertex"
ReferenceInformationType: "IndexToDirect"
UV: ''')
i = -1
ii = 0 # Count how many UVs we write
for f in me.faces:
for uv in f.uv:
if i==-1:
file.write('%.6f,%.6f' % tuple(uv))
i=0
else:
if i==7:
file.write('\n ')
i=0
file.write(',%.6f,%.6f' % tuple(uv))
i+=1
ii+=1 # One more UV
file.write('\n\t\t\tUVIndex: ')
i = -1
for j in xrange(ii):
if i == -1:
file.write('%i' % j)
i=0
else:
if i==55:
file.write('\n\t\t\t\t')
i=0
file.write(',%i' % j)
i+=1
file.write('\n\t\t}')
if do_textures:
file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer)
if len(my_mesh.blenTextures) == 1:
file.write('\n\t\t\tMappingInformationType: "AllSame"')
else:
file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
file.write('\n\t\t\tBlendMode: "Translucent"')
file.write('\n\t\t\tTextureAlpha: 1')
file.write('\n\t\t\tTextureId: ')
if len(my_mesh.blenTextures) == 1:
file.write('0')
else:
#texture_mapping_local = {None:0}
texture_mapping_local = {None:-1}
i = 0 # 1 for dummy
for tex in my_mesh.blenTextures:
texture_mapping_local[tex] = i
i+=1
i=-1
for f in me.faces:
img_key = f.image
if i==-1:
i=0
file.write( '%s' % texture_mapping_local[img_key])
else:
if i==55:
file.write('\n ')
i=0
file.write(',%s' % texture_mapping_local[img_key])
i+=1
else:
file.write('''
LayerElementTexture: 0 {
Version: 101
Name: ""
MappingInformationType: "NoMappingInformation"
ReferenceInformationType: "IndexToDirect"
BlendMode: "Translucent"
TextureAlpha: 1
TextureId: ''')
file.write('\n\t\t}')
me.activeUVLayer = uvlayer_orig
# Done with UV/textures.
if do_materials:
file.write('\n\t\tLayerElementMaterial: 0 {')
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: ""')
if len(my_mesh.blenMaterials) == 1:
file.write('\n\t\t\tMappingInformationType: "AllSame"')
else:
file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
file.write('\n\t\t\tMaterials: ')
if len(my_mesh.blenMaterials) == 1:
file.write('0')
else:
# Build a material mapping for this
#material_mapping_local = [0] * 16 # local-index : global index.
material_mapping_local = [-1] * 16 # local-index : global index.
i= 0 # 1
for j, mat in enumerate(my_mesh.blenMaterials):
if mat:
material_mapping_local[j] = i
i+=1
# else leave as -1
len_material_mapping_local = len(material_mapping_local)
i=-1
for f in me.faces:
f_mat = f.mat
if f_mat >= len_material_mapping_local:
f_mat = 0
if i==-1:
i=0
file.write( '%s' % (material_mapping_local[f_mat]))
else:
if i==55:
file.write('\n\t\t\t\t')
i=0
file.write(',%s' % (material_mapping_local[f_mat]))
i+=1
file.write('\n\t\t}')
file.write('''
Layer: 0 {
Version: 100
LayerElement: {
Type: "LayerElementNormal"
TypedIndex: 0
}''')
if do_materials:
file.write('''
LayerElement: {
Type: "LayerElementMaterial"
TypedIndex: 0
}''')
# Always write this
if do_textures:
file.write('''
LayerElement: {
Type: "LayerElementTexture"
TypedIndex: 0
}''')
if me.vertexColors:
file.write('''
LayerElement: {
Type: "LayerElementColor"
TypedIndex: 0
}''')
if me.faceUV:
file.write('''
LayerElement: {
Type: "LayerElementUV"
TypedIndex: 0
}''')
file.write('\n\t\t}')
if len(uvlayers) > 1:
for i in xrange(1, len(uvlayers)):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
file.write('''
LayerElement: {
Type: "LayerElementUV"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
if do_textures:
file.write('''
LayerElement: {
Type: "LayerElementTexture"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
file.write('\n\t\t}')
if len(collayers) > 1:
# Take into account any UV layers
layer_offset = 0
if uvlayers: layer_offset = len(uvlayers)-1
for i in xrange(layer_offset, len(collayers)+layer_offset):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
file.write('''
LayerElement: {
Type: "LayerElementColor"''')
file.write('\n\t\t\t\tTypedIndex: %i' % i)
file.write('\n\t\t\t}')
file.write('\n\t\t}')
file.write('\n\t}')
# add meshes here to clear because they are not used anywhere.
meshes_to_clear = []
ob_meshes = []
ob_lights = []
ob_cameras = []
# in fbx we export bones as children of the mesh
# armatures not a part of a mesh, will be added to ob_arms
ob_bones = []
ob_arms = []
ob_null = [] # emptys
materials = {}
textures = {}
tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
# if EXP_OBS_SELECTED is false, use sceens objects
if not batch_objects:
if EXP_OBS_SELECTED: tmp_objects = sce.objects.context
else: tmp_objects = sce.objects
else:
tmp_objects = batch_objects
if EXP_ARMATURE:
# This is needed so applying modifiers dosnt apply the armature deformation, its also needed
# ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
# set every armature to its rest, backup the original values so we done mess up the scene
ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]
for arm in bpy.data.armatures:
arm.restPosition = True
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
#if ob_base.type == 'Armature':
ob_base.makeDisplayList()
# 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,]:
tmp_ob_type = ob.type
if tmp_ob_type == 'Camera':
if EXP_CAMERA:
ob_cameras.append(my_object_generic(ob))
elif tmp_ob_type == 'Lamp':
if EXP_LAMP:
ob_lights.append(my_object_generic(ob))
elif tmp_ob_type == 'Armature':
if EXP_ARMATURE:
if ob not in ob_arms: ob_arms.append(ob)
# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
elif tmp_ob_type == 'Empty':
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)
except: me = None
if me:
meshes_to_clear.append( me )
mats = me.materials
origData = False
else:
# Mesh Type!
if EXP_MESH_APPLY_MOD:
me = bpy.data.meshes.new()
me.getFromObject(ob)
# so we keep the vert groups
if EXP_ARMATURE:
orig_mesh = ob.getData(mesh=1)
if orig_mesh.getVertGroupNames():
ob.copy().link(me)
# If new mesh has no vgroups we can try add if verts are teh same
if not me.getVertGroupNames(): # vgroups were not kept by the modifier
if len(me.verts) == len(orig_mesh.verts):
groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh)
BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
# print ob, me, me.getVertGroupNames()
meshes_to_clear.append( me )
origData = False
mats = me.materials
else:
me = ob.getData(mesh=1)
mats = me.materials
# Support object colors
tmp_colbits = ob.colbits
if tmp_colbits:
tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
for i in xrange(16):
if tmp_colbits & (1<<i):
mats[i] = tmp_ob_mats[i]
del tmp_ob_mats
del tmp_colbits
if me:
# This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# so strictly this is bad. but only in rare cases would it have negative results
# say with dupliverts the objects would rotate a bit differently
if EXP_MESH_HQ_NORMALS:
BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
for mat in mats:
# 2.44 use mat.lib too for uniqueness
if mat: materials[mat] = mat
texture_mapping_local = {}
if me.faceUV:
uvlayer_orig = me.activeUVLayer
for uvlayer in me.getUVLayerNames():
me.activeUVLayer = uvlayer
for f in me.faces:
img = f.image
textures[img] = texture_mapping_local[img] = img
me.activeUVLayer = uvlayer_orig
if EXP_ARMATURE:
armob = BPyObject.getObjectArmature(ob)
blenParentBoneName = None
# Note - Fixed in BPyObject but for now just copy the function because testers wont have up to date modukes,
# TODO - remove this for 2.45 release since getObjectArmature has been fixed
if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.ARMATURE:
armob = ob.parent
# parent bone - special case
if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
armob = ob.parent
blenParentBoneName = ob.parentbonename
if armob and armob not in ob_arms:
ob_arms.append(armob)
else:
blenParentBoneName = armob = None
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()
# if only 1 null texture then empty the list
if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
my_mesh.blenTextures = []
my_mesh.fbxArm = armob # replace with my_object_generic armature instance later
my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later
ob_meshes.append( my_mesh )
if EXP_ARMATURE:
# now we have the meshes, restore the rest arm position
for i, arm in enumerate(bpy.data.armatures):
arm.restPosition = ob_arms_orig_rest[i]
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
if ob_base.type == 'Armature':
ob_base.makeDisplayList()
# This causes the makeDisplayList command to effect the mesh
Blender.Set('curframe', Blender.Get('curframe'))
del tmp_ob_type, tmp_objects
# now we have collected all armatures, add bones
for i, ob in enumerate(ob_arms):
ob_arms[i] = my_arm = my_object_generic(ob)
my_arm.fbxBones = []
my_arm.blenData = ob.data
my_arm.blenAction = ob.action
my_arm.blenActionList = []
# fbxName, blenderObject, my_bones, blenderActions
#ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
for bone in my_arm.blenData.bones.values():
my_bone = my_bone_class(bone, my_arm)
my_arm.fbxBones.append( my_bone )
ob_bones.append( my_bone )
# add the meshes to the bones and replace the meshes armature with own armature class
#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
for my_mesh in ob_meshes:
# Replace
# ...this could be sped up with dictionary mapping but its unlikely for
# it ever to be a bottleneck - (would need 100+ meshes using armatures)
if my_mesh.fbxArm:
for my_arm in ob_arms:
if my_arm.blenObject == my_mesh.fbxArm:
my_mesh.fbxArm = my_arm
break
for my_bone in ob_bones:
# The mesh uses this bones armature!
if my_bone.fbxArm == my_mesh.fbxArm:
my_bone.blenMeshes[my_mesh.fbxName] = me
# parent bone: replace bone names with our class instances
# my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match.
if my_mesh.fbxBoneParent == my_bone.blenName:
my_mesh.fbxBoneParent = my_bone
bone_deformer_count = 0 # count how many bones deform a mesh
my_bone_blenParent = None
for my_bone in ob_bones:
my_bone_blenParent = my_bone.blenBone.parent
if my_bone_blenParent:
for my_bone_parent in ob_bones:
# Note 2.45rc2 you can compare bones normally
if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm:
my_bone.parent = my_bone_parent
break
# Not used at the moment
# my_bone.calcRestMatrixLocal()
bone_deformer_count += len(my_bone.blenMeshes)
del my_bone_blenParent
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
textures.sort()
camera_count = 8
file.write('''
; Object definitions
;------------------------------------------------------------------
Definitions: {
Version: 100
Count: %i''' % (\
1+1+camera_count+\
len(ob_meshes)+\
len(ob_lights)+\
len(ob_cameras)+\
len(ob_arms)+\
len(ob_null)+\
len(ob_bones)+\
bone_deformer_count+\
len(materials)+\
(len(textures)*2))) # add 1 for the root model 1 for global settings
del bone_deformer_count
file.write('''
ObjectType: "Model" {
Count: %i
}''' % (\
1+camera_count+\
len(ob_meshes)+\
len(ob_lights)+\
len(ob_cameras)+\
len(ob_arms)+\
len(ob_null)+\
len(ob_bones))) # add 1 for the root model
file.write('''
ObjectType: "Geometry" {
Count: %i
}''' % len(ob_meshes))
if materials:
file.write('''
ObjectType: "Material" {
Count: %i
}''' % len(materials))
if textures:
file.write('''
ObjectType: "Texture" {
Count: %i
}''' % len(textures)) # add 1 for an empty tex
file.write('''
ObjectType: "Video" {
Count: %i
}''' % len(textures)) # add 1 for an empty tex
tmp = 0
# Add deformer nodes
for my_mesh in ob_meshes:
if my_mesh.fbxArm:
tmp+=1
# Add subdeformers
for my_bone in ob_bones:
tmp += len(my_bone.blenMeshes)
if tmp:
file.write('''
ObjectType: "Deformer" {
Count: %i
}''' % tmp)
del tmp
# we could avoid writing this possibly but for now just write it
file.write('''
ObjectType: "Pose" {
Count: 1
}''')
file.write('''
ObjectType: "GlobalSettings" {
Count: 1
}
}''')
file.write('''
; Object properties
;------------------------------------------------------------------
Objects: {''')
# To comply with other FBX FILES
write_camera_switch()
# Write the null object
write_null(None, 'blend_root')# , GLOBAL_MATRIX)
for my_null in ob_null:
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.
for my_cam in ob_cameras:
write_camera(my_cam)
for my_light in ob_lights:
write_light(my_light)
for my_mesh in ob_meshes:
write_mesh(my_mesh)
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
write_bone(my_bone)
write_camera_default()
for matname, mat in materials:
write_material(matname, mat)
# each texture uses a video, odd
for texname, tex in textures:
write_video(texname, tex)
i = 0
for texname, tex in textures:
write_texture(texname, tex, i)
i+=1
# NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do.
# Write armature modifiers
# TODO - add another MODEL? - because of this skin definition.
for my_mesh in ob_meshes:
if my_mesh.fbxArm:
write_deformer_skin(my_mesh.fbxName)
# Get normalized weights for temorary use
if my_mesh.fbxBoneParent:
weights = None
else:
weights = meshNormalizedWeights(my_mesh.blenData)
#for bonename, bone, obname, bone_mesh, armob in ob_bones:
for my_bone in ob_bones:
if me in my_bone.blenMeshes.itervalues():
write_sub_deformer_skin(my_mesh, my_bone, weights)
# Write pose's really weired, only needed when an armature and mesh are used together
# each by themselves dont need pose data. for now only pose meshes and bones
file.write('''
Pose: "Pose::BIND_POSES", "BindPose" {
Type: "BindPose"
Version: 100
Properties60: {
}
NbPoseNodes: ''')
file.write(str(len(pose_items)))
for fbxName, matrix in pose_items:
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(mtx4_identity))
file.write('\n\t\t}')
file.write('\n\t}')
# Finish Writing Objects
# Write global settings
file.write('''
GlobalSettings: {
Version: 1000
Properties60: {
Property: "UpAxis", "int", "",1
Property: "UpAxisSign", "int", "",1
Property: "FrontAxis", "int", "",2
Property: "FrontAxisSign", "int", "",1
Property: "CoordAxis", "int", "",0
Property: "CoordAxisSign", "int", "",1
Property: "UnitScaleFactor", "double", "",1
}
}
''')
file.write('}')
file.write('''
; Object relations
;------------------------------------------------------------------
Relations: {''')
file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}')
for my_null in ob_null:
file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName)
for my_arm in ob_arms:
file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName)
for my_mesh in ob_meshes:
file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName)
# TODO - limbs can have the same name for multiple armatures, should prefix.
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName)
for my_cam in ob_cameras:
file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName)
for my_light in ob_lights:
file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName)
file.write('''
Model: "Model::Producer Perspective", "Camera" {
}
Model: "Model::Producer Top", "Camera" {
}
Model: "Model::Producer Bottom", "Camera" {
}
Model: "Model::Producer Front", "Camera" {
}
Model: "Model::Producer Back", "Camera" {
}
Model: "Model::Producer Right", "Camera" {
}
Model: "Model::Producer Left", "Camera" {
}
Model: "Model::Camera Switcher", "CameraSwitcher" {
}''')
for matname, mat in materials:
file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
if textures:
for texname, tex in textures:
file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname)
for texname, tex in textures:
file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname)
# deformers - modifiers
for my_mesh in ob_meshes:
if my_mesh.fbxArm:
file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName)
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName
# is this bone effecting a mesh?
file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName))
# This should be at the end
# file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}')
file.write('\n}')
file.write('''
; Object connections
;------------------------------------------------------------------
Connections: {''')
# NOTE - The FBX SDK dosnt care about the order but some importers DO!
# for instance, defining the material->mesh connection
# before the mesh->blend_root crashes cinema4d
# 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)
if materials:
for my_mesh in ob_meshes:
# Connect all materials to all objects, not good form but ok for now.
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:
if my_mesh.blenTextures:
# file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName)
for tex in my_mesh.blenTextures:
if tex:
file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName))
for texname, tex in textures:
file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname))
for my_mesh in ob_meshes:
if my_mesh.fbxArm:
file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName))
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
for fbxMeshObName in my_bone.blenMeshes: # .keys()
file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName))
# limbs -> deformers
# for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
for fbxMeshObName in my_bone.blenMeshes: # .keys()
file.write('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName))
#for bonename, bone, obname, me, armob in ob_bones:
for my_bone in ob_bones:
# Always parent to armature now
if my_bone.parent:
file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName) )
else:
# the armature object is written as an empty and all root level bones connect to it
file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName) )
file.write('\n}')
# Needed for scene footer as well as animation
render = sce.render
# from the FBX sdk
#define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000))
def fbx_time(t):
# 0.5 + val is the same as rounding.
return int(0.5 + ((t/fps) * 46186158000))
fps = float(render.fps)
start = render.sFrame
end = render.eFrame
if end < start: start, end = end, start
if ANIM_ENABLE and ob_bones: # at the moment can only export bone anim
frame_orig = Blender.Get('curframe')
if ANIM_OPTIMIZE:
ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION
# default action, when no actions are avaioable
tmp_actions = [None] # None is the default action
blenActionDefault = None
action_lastcompat = None
if ANIM_ACTION_ALL:
bpy.data.actions.tag = False
tmp_actions = list(bpy.data.actions)
# find which actions are compatible with the armatures
# blenActions is not yet initialized so do it now.
tmp_act_count = 0
for my_arm in ob_arms:
# get the default name
if not blenActionDefault:
blenActionDefault = my_arm.blenAction
arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones])
for action in tmp_actions:
action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
if action_chan_names: # at least one channel matches.
my_arm.blenActionList.append(action)
action.tag = True
tmp_act_count += 1
# incase there is no actions applied to armatures
action_lastcompat = action
if tmp_act_count:
# unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature.
if not blenActionDefault:
blenActionDefault = action_lastcompat
del action_lastcompat
file.write('''
;Takes and animation section
;----------------------------------------------------
Takes: {''')
if blenActionDefault:
file.write('\n\tCurrent: "%s"' % sane_takename(blenActionDefault))
else:
file.write('\n\tCurrent: "Default Take"')
for blenAction in tmp_actions:
# we have tagged all actious that are used be selected armatures
if blenAction:
if blenAction.tag:
print '\taction: "%s" exporting...' % blenAction.name
else:
print '\taction: "%s" has no armature using it, skipping' % blenAction.name
continue
if blenAction == None:
# Warning, this only accounts for tmp_actions being [None]
file.write('\n\tTake: "Default Take" {')
act_start = start
act_end = end
else:
# use existing name
if blenAction == blenActionDefault: # have we alredy got the name
file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name])
else:
file.write('\n\tTake: "%s" {' % sane_takename(blenAction))
tmp = blenAction.getFrameNumbers()
act_start = min(tmp)
act_end = max(tmp)
del tmp
# Set the action active
for my_bone in ob_arms:
if blenAction in my_bone.blenActionList:
ob.action = blenAction
# print '\t\tSetting Action!', blenAction
# sce.update(1)
file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed
file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
file.write('''
;Models animation
;----------------------------------------------------''')
# set pose data for all bones
# do this here incase the action changes
'''
for my_bone in ob_bones:
my_bone.flushAnimData()
'''
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()
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 ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights):
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_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[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
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 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(',')
# 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) ]
# 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 ))
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}')
# end action loop. set original actions
# do this after every loop incase actions effect eachother.
for my_bone in ob_arms:
my_bone.blenObject.action = my_bone.blenAction
file.write('\n}')
Blender.Set('curframe', frame_orig)
else:
# no animation
file.write('\n;Takes and animation section')
file.write('\n;----------------------------------------------------')
file.write('\n')
file.write('\nTakes: {')
file.write('\n\tCurrent: ""')
file.write('\n}')
# write meshes animation
#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
# Clear mesh data Only when writing with modifiers applied
for me in meshes_to_clear:
me.verts = None
# --------------------------- Footer
if world:
has_mist = world.mode & 1
mist_intense, mist_start, mist_end, mist_height = world.mist
world_hor = world.hor
else:
has_mist = mist_intense = mist_start = mist_end = mist_height = 0
world_hor = 0,0,0
file.write('\n;Version 5 settings')
file.write('\n;------------------------------------------------------------------')
file.write('\n')
file.write('\nVersion5: {')
file.write('\n\tAmbientRenderSettings: {')
file.write('\n\t\tVersion: 101')
file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb))
file.write('\n\t}')
file.write('\n\tFogOptions: {')
file.write('\n\t\tFlogEnable: %i' % has_mist)
file.write('\n\t\tFogMode: 0')
file.write('\n\t\tFogDensity: %.3f' % mist_intense)
file.write('\n\t\tFogStart: %.3f' % mist_start)
file.write('\n\t\tFogEnd: %.3f' % mist_end)
file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor))
file.write('\n\t}')
file.write('\n\tSettings: {')
file.write('\n\t\tFrameRate: "%i"' % int(fps))
file.write('\n\t\tTimeFormat: 1')
file.write('\n\t\tSnapOnFrames: 0')
file.write('\n\t\tReferenceTimeIndex: -1')
file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start-1))
file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1))
file.write('\n\t}')
file.write('\n\tRendererSetting: {')
file.write('\n\t\tDefaultCamera: "Producer Perspective"')
file.write('\n\t\tDefaultViewingMode: 0')
file.write('\n\t}')
file.write('\n}')
file.write('\n')
# Incase sombody imports this, clean up by clearing global dicts
sane_name_mapping_ob.clear()
sane_name_mapping_mat.clear()
sane_name_mapping_tex.clear()
ob_arms[:] = []
ob_bones[:] = []
ob_cameras[:] = []
ob_lights[:] = []
ob_meshes[:] = []
ob_null[:] = []
# copy images if enabled
if EXP_IMAGE_COPY:
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)
# --------------------------------------------
# UI Function - not a part of the exporter.
# this is to seperate the user interface from the rest of the exporter.
from Blender import Draw, Window
EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_REDRAW = 2
EVENT_FILESEL = 3
GLOBALS = {}
# export opts
def do_redraw(e,v): GLOBALS['EVENT'] = e
# toggle between these 2, only allow one on at once
def do_obs_sel(e,v):
GLOBALS['EVENT'] = e
GLOBALS['EXP_OBS_SCENE'].val = 0
GLOBALS['EXP_OBS_SELECTED'].val = 1
def do_obs_sce(e,v):
GLOBALS['EVENT'] = e
GLOBALS['EXP_OBS_SCENE'].val = 1
GLOBALS['EXP_OBS_SELECTED'].val = 0
def do_obs_sce(e,v):
GLOBALS['EVENT'] = e
GLOBALS['EXP_OBS_SCENE'].val = 1
GLOBALS['EXP_OBS_SELECTED'].val = 0
def do_batch_type_grp(e,v):
GLOBALS['EVENT'] = e
GLOBALS['BATCH_GROUP'].val = 1
GLOBALS['BATCH_SCENE'].val = 0
def do_batch_type_sce(e,v):
GLOBALS['EVENT'] = e
GLOBALS['BATCH_GROUP'].val = 0
GLOBALS['BATCH_SCENE'].val = 1
def do_anim_act_all(e,v):
GLOBALS['EVENT'] = e
GLOBALS['ANIM_ACTION_ALL'][0].val = 1
GLOBALS['ANIM_ACTION_ALL'][1].val = 0
def do_anim_act_cur(e,v):
if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val:
Draw.PupMenu('Warning%t|Cant use this with batch export group option')
else:
GLOBALS['EVENT'] = e
GLOBALS['ANIM_ACTION_ALL'][0].val = 0
GLOBALS['ANIM_ACTION_ALL'][1].val = 1
def fbx_ui_exit(e,v):
GLOBALS['EVENT'] = e
def do_help(e,v):
url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx'
print 'Trying to open web browser with documentation at this address...'
print '\t' + url
try:
import webbrowser
webbrowser.open(url)
except:
print '...could not open a browser window.'
# run when export is pressed
#def fbx_ui_write(e,v):
def fbx_ui_write(filename):
# Dont allow overwriting files when saving normally
if not GLOBALS['BATCH_ENABLE'].val:
if not BPyMessages.Warning_SaveOver(filename):
return
GLOBALS['EVENT'] = EVENT_EXIT
# Keep the order the same as above for simplicity
# the [] is a dummy arg used for objects
Blender.Window.WaitCursor(1)
# Make the 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
if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
write(\
filename, None,\
GLOBALS['EXP_OBS_SELECTED'].val,\
GLOBALS['EXP_MESH'].val,\
GLOBALS['EXP_MESH_APPLY_MOD'].val,\
GLOBALS['EXP_MESH_HQ_NORMALS'].val,\
GLOBALS['EXP_ARMATURE'].val,\
GLOBALS['EXP_LAMP'].val,\
GLOBALS['EXP_CAMERA'].val,\
GLOBALS['EXP_EMPTY'].val,\
GLOBALS['EXP_IMAGE_COPY'].val,\
GLOBAL_MATRIX,\
GLOBALS['ANIM_ENABLE'].val,\
GLOBALS['ANIM_OPTIMIZE'].val,\
GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\
GLOBALS['ANIM_ACTION_ALL'][0].val,\
GLOBALS['BATCH_ENABLE'].val,\
GLOBALS['BATCH_GROUP'].val,\
GLOBALS['BATCH_SCENE'].val,\
GLOBALS['BATCH_FILE_PREFIX'].val,\
GLOBALS['BATCH_OWN_DIR'].val,\
)
Blender.Window.WaitCursor(0)
GLOBALS.clear()
def fbx_ui():
# Only to center the UI
x,y = GLOBALS['MOUSE']
x-=180; y-=0 # offset... just to get it centered
Draw.Label('Export Objects...', x+20,y+165, 200, 20)
if not GLOBALS['BATCH_ENABLE'].val:
Draw.BeginAlign()
GLOBALS['EXP_OBS_SELECTED'] = Draw.Toggle('Selected Objects', EVENT_REDRAW, x+20, y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val, 'Export selected objects on visible layers', do_obs_sel)
GLOBALS['EXP_OBS_SCENE'] = Draw.Toggle('Scene Objects', EVENT_REDRAW, x+180, y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val, 'Export all objects in this scene', do_obs_sce)
Draw.EndAlign()
Draw.BeginAlign()
GLOBALS['_SCALE'] = Draw.Number('Scale:', EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val, 0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)')
GLOBALS['_XROT90'] = Draw.Toggle('Rot X90', EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val, 'Rotate all objects 90 degrese about the X axis')
GLOBALS['_YROT90'] = Draw.Toggle('Rot Y90', EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val, 'Rotate all objects 90 degrese about the Y axis')
GLOBALS['_ZROT90'] = Draw.Toggle('Rot Z90', EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val, 'Rotate all objects 90 degrese about the Z axis')
Draw.EndAlign()
y -= 35
Draw.BeginAlign()
GLOBALS['EXP_EMPTY'] = Draw.Toggle('Empty', EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val, 'Export empty objects')
GLOBALS['EXP_CAMERA'] = Draw.Toggle('Camera', EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val, 'Export camera objects')
GLOBALS['EXP_LAMP'] = Draw.Toggle('Lamp', EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val, 'Export lamp objects')
GLOBALS['EXP_ARMATURE'] = Draw.Toggle('Armature', EVENT_NONE, x+200, y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val, 'Export armature objects')
GLOBALS['EXP_MESH'] = Draw.Toggle('Mesh', EVENT_REDRAW, x+260, y+120, 80, 20, GLOBALS['EXP_MESH'].val, 'Export mesh objects', do_redraw) #, do_axis_z)
Draw.EndAlign()
if GLOBALS['EXP_MESH'].val:
# below mesh but
Draw.BeginAlign()
GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Toggle('Modifiers', EVENT_NONE, x+260, y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val, 'Apply modifiers to mesh objects') #, do_axis_z)
GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Toggle('HQ Normals', EVENT_NONE, x+260, y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val, 'Generate high quality normals') #, do_axis_z)
Draw.EndAlign()
GLOBALS['EXP_IMAGE_COPY'] = Draw.Toggle('Copy Image Files', EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val, 'Copy image files to the destination path') #, do_axis_z)
Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20)
GLOBALS['ANIM_ENABLE'] = Draw.Toggle('Enable Animation', EVENT_REDRAW, x+20, y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val, 'Export keyframe animation', do_redraw)
if GLOBALS['ANIM_ENABLE'].val:
Draw.BeginAlign()
GLOBALS['ANIM_OPTIMIZE'] = Draw.Toggle('Optimize Keyframes', EVENT_REDRAW, x+20, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val, 'Remove double keyframes', do_redraw)
if GLOBALS['ANIM_OPTIMIZE'].val:
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Number('Precission: ', EVENT_NONE, x+180, y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val, 3, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)')
Draw.EndAlign()
Draw.BeginAlign()
GLOBALS['ANIM_ACTION_ALL'][1] = Draw.Toggle('Current Action', EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val, 'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur)
GLOBALS['ANIM_ACTION_ALL'][0] = Draw.Toggle('All Actions', EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val, 'Use all actions for armatures', do_anim_act_all)
Draw.EndAlign()
Draw.Label('Export Batch...', x+20,y-60, 300, 20)
GLOBALS['BATCH_ENABLE'] = Draw.Toggle('Enable Batch', EVENT_REDRAW, x+20, y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val, 'Automate exporting multiple scenes or groups to files', do_redraw)
if GLOBALS['BATCH_ENABLE'].val:
Draw.BeginAlign()
GLOBALS['BATCH_GROUP'] = Draw.Toggle('Group > File', EVENT_REDRAW, x+20, y-105, 160, 20, GLOBALS['BATCH_GROUP'].val, 'Export each group as an FBX file', do_batch_type_grp)
GLOBALS['BATCH_SCENE'] = Draw.Toggle('Scene > File', EVENT_REDRAW, x+180, y-105, 160, 20, GLOBALS['BATCH_SCENE'].val, 'Export each scene as an FBX file', do_batch_type_sce)
# Own dir requires OS module
if os:
GLOBALS['BATCH_OWN_DIR'] = Draw.Toggle('Own Dir', EVENT_NONE, x+20, y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val, 'Create a dir for each exported file')
GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+100, y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ')
else:
GLOBALS['BATCH_FILE_PREFIX'] = Draw.String('Prefix: ', EVENT_NONE, x+20, y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64, 'Prefix each file with this name ')
Draw.EndAlign()
#y+=80
'''
Draw.BeginAlign()
GLOBALS['FILENAME'] = Draw.String('path: ', EVENT_NONE, x+20, y-170, 300, 20, GLOBALS['FILENAME'].val, 64, 'Prefix each file with this name ')
Draw.PushButton('..', EVENT_FILESEL, x+320, y-170, 20, 20, 'Select the path', do_redraw)
'''
# Until batch is added
#
#Draw.BeginAlign()
Draw.PushButton('Online Help', EVENT_REDRAW, x+20, y-160, 100, 20, 'Open online help in a browser window', do_help)
Draw.PushButton('Cancel', EVENT_EXIT, x+130, y-160, 100, 20, 'Exit the exporter', fbx_ui_exit)
Draw.PushButton('Export', EVENT_FILESEL, x+240, y-160, 100, 20, 'Export the fbx file', do_redraw)
#Draw.PushButton('Export', EVENT_EXIT, x+180, y-160, 160, 20, 'Export the fbx file', fbx_ui_write)
#Draw.EndAlign()
# exit when mouse out of the view?
# GLOBALS['EVENT'] = EVENT_EXIT
#def write_ui(filename):
def write_ui():
# globals
GLOBALS['EVENT'] = 2
#GLOBALS['MOUSE'] = Window.GetMouseCoords()
GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
GLOBALS['FILENAME'] = ''
'''
# IF called from the fileselector
if filename == None:
GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx'))
else:
GLOBALS['FILENAME'].val = filename
'''
GLOBALS['EXP_OBS_SELECTED'] = Draw.Create(1) # dont need 2 variables but just do this for clarity
GLOBALS['EXP_OBS_SCENE'] = Draw.Create(0)
GLOBALS['EXP_MESH'] = Draw.Create(1)
GLOBALS['EXP_MESH_APPLY_MOD'] = Draw.Create(1)
GLOBALS['EXP_MESH_HQ_NORMALS'] = Draw.Create(0)
GLOBALS['EXP_ARMATURE'] = Draw.Create(1)
GLOBALS['EXP_LAMP'] = Draw.Create(1)
GLOBALS['EXP_CAMERA'] = Draw.Create(1)
GLOBALS['EXP_EMPTY'] = Draw.Create(1)
GLOBALS['EXP_IMAGE_COPY'] = Draw.Create(0)
# animation opts
GLOBALS['ANIM_ENABLE'] = Draw.Create(1)
GLOBALS['ANIM_OPTIMIZE'] = Draw.Create(1)
GLOBALS['ANIM_OPTIMIZE_PRECISSION'] = Draw.Create(6) # decimal places
GLOBALS['ANIM_ACTION_ALL'] = [Draw.Create(0), Draw.Create(1)] # not just the current action
# batch export options
GLOBALS['BATCH_ENABLE'] = Draw.Create(0)
GLOBALS['BATCH_GROUP'] = Draw.Create(1) # cant have both of these enabled at once.
GLOBALS['BATCH_SCENE'] = Draw.Create(0) # see above
GLOBALS['BATCH_FILE_PREFIX'] = Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1])
GLOBALS['BATCH_OWN_DIR'] = Draw.Create(0)
# done setting globals
# Used by the user interface
GLOBALS['_SCALE'] = Draw.Create(1.0)
GLOBALS['_XROT90'] = Draw.Create(True)
GLOBALS['_YROT90'] = Draw.Create(False)
GLOBALS['_ZROT90'] = Draw.Create(False)
# horrible ugly hack so tooltips draw, dosnt always work even
# Fixed in Draw.UIBlock for 2.45rc2, but keep this until 2.45 is released
Window.SetKeyQualifiers(0)
while Window.GetMouseButtons(): Blender.sys.sleep(10)
for i in xrange(100): Window.QHandle(i)
# END HORRID HACK
# best not do move the cursor
# Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()])
# hack so the toggle buttons redraw. this is not nice at all
while GLOBALS['EVENT'] != EVENT_EXIT:
if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val:
#Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ")
GLOBALS['ANIM_ACTION_ALL'][0].val = 1
GLOBALS['ANIM_ACTION_ALL'][1].val = 0
if GLOBALS['EVENT'] == EVENT_FILESEL:
if GLOBALS['BATCH_ENABLE'].val:
txt = 'Batch FBX Dir'
name = ''
else:
txt = 'Export FBX'
name = Blender.sys.makename(ext='.fbx')
Blender.Window.FileSelector(fbx_ui_write, txt, name)
break
Draw.UIBlock(fbx_ui)
# GLOBALS.clear()
#test = [write_ui]
if __name__ == '__main__':
# Cant call the file selector first because of a bug in the interface that crashes it.
# Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))
#write('/scratch/test.fbx')
#write_ui('/scratch/test.fbx')
if not set:
Draw.PupMenu('Error%t|A full install of python2.3 or python 2.4+ is needed to run this script.')
else:
write_ui()