export_cal3d - exporting all actions (option) wasnt working
export_fbx - blender cameras now work properly (converted lens angle, rotate to the right axis) Made meshes, armatures and cameras use the same namespace. DirectX8Exporter - update from David Teviotdale, change names of exported objects so some DX readers dont fail xsi_export - Null materials made the export fail (python error). This may not be a correct solution since material indicies could be messed up now. I have no way of reading these files.
This commit is contained in:
		@@ -1,13 +1,13 @@
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		||||
#!BPY
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		||||
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		||||
""" Registration info for Blender menus:
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		||||
Name: 'DirectX(.x)...'
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		||||
Blender: 242
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Group: 'Export'
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		||||
Tip: 'Export to DirectX text file format format.'
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"""
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__author__ = "Arben (Ben) Omari"
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__url__ = ("blender", "elysiun", "Author's site, http://www.omariben.too.it")
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# Name: 'DirectX (.x)...'
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		||||
# Blender: 242
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# Group: 'Export'
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# Tooltip: 'Export to DirectX text file format format for XNA Animation Component Library.'
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"""
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__author__ = "minahito (original:Arben (Ben) Omari)"
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__url__ = ("blender", "elysiun", "Adjuster's site http://sunday-lab.blogspot.com/, Author's site http://www.omariben.too.it")
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__version__ = "3.0"
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__bpydoc__ = """\
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@@ -36,6 +36,10 @@ DX exporter.
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		||||
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# Grab the latest version here :www.omariben.too.it
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		||||
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# [Notice]
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# This script is the custom version of Mr.Arben Omari's great work.
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# If you have a question about the adjusted part, visit http://sunday-lab.blogspot.com/.
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import Blender
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from Blender import Types, Object, NMesh, Material,Armature,Mesh
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from Blender.Mathutils import *
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@@ -61,6 +65,16 @@ toggle6_val = 0
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toggle7_val = 0
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anim_tick = Draw.Create(25)
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#***********************************************
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# DirectX file spec only allows letters, digits, and 
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# underscore in Names.
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#***********************************************
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def make_legal_name(starting_name):
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    new_name = starting_name.replace('.','_')
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    new_name = new_name.replace(' ','_')
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    if new_name[0].isdigit():
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        new_name = '_' + new_name
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    return new_name
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#***********************************************
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# MAIN
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@@ -81,10 +95,10 @@ def event(evt, val):
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			return
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def button_event(evt): 
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  	global toggle_val,toggle1_val,toggle2_val,toggle3_val,toggle4_val,toggle5_val,toggle6_val,toggle7_val
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	global toggle_val,toggle1_val,toggle2_val,toggle3_val,toggle4_val,toggle5_val,toggle6_val,toggle7_val
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	global flip_z,swap_yz,flip_norm,anim,ticks,speed,no_light,Bl_norm,recalc_norm
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	arg = __script__['arg']
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  	if evt == 1:
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	if evt == 1:
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		toggle_val = 1 - toggle_val
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		anim = toggle_val
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		Draw.Redraw(1)
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@@ -256,7 +270,7 @@ def draw():
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		Draw.Text("http://www.omariben.too.it")
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		glRasterPos2i(20,35)
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		Draw.Text("aromar@tin.it")
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def rect(x,y,width,height):
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		glBegin(GL_LINE_LOOP)
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		glVertex2i(x,y)
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@@ -278,8 +292,6 @@ def rectFill(x,y,width,height):
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Draw.Register(draw, event, button_event)
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#***********************************************
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#***********************************************
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#                EXPORTER
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@@ -332,9 +344,7 @@ class xExport:
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		if obj.type == "Empty" :
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			mat = self.getLocMat(obj)
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			mat_c = Matrix(mat)
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			name = obj.name
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			name_f = name.replace(".","")
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			self.writeArmFrames(mat_c, name_f)
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			self.writeArmFrames(mat_c, make_legal_name(obj.name))
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		if type(mesh) == Types.ArmatureType :
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			Child_obj = self.getArmChildren(obj)
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			chld_obj = obj
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@@ -384,6 +394,8 @@ class xExport:
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			self.writeObjFrames(obj)
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			ch_l = self.getChildren(obj)
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			for ch in ch_l:
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				if ch and ch.type == "Armature":
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					ch_list.append(ch)
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					self.writeObjFrames(ch)
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@@ -396,7 +408,7 @@ class xExport:
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		self.file.write("}  // End of the Root Frame\n")		
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		if anim :
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			self.file.write("AnimationSet {\n")
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			self.file.write("AnimationSet AnimationSet0 {\n")
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			for obj in Blender.Scene.GetCurrent().objects:
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				if obj.type in ('Mesh', 'Empty'):
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					ip_list = obj.ipo
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@@ -432,7 +444,7 @@ class xExport:
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		self.writeMeshMaterialList(obj, mesh, tex)
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		self.writeMeshNormals(obj, mesh)
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		self.writeMeshTextureCoords(obj, mesh)
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		self.file.write("  }  // End of the Frame %s \n" % (obj.name))
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		self.file.write("  }  // End of the Mesh %s \n" % (obj.name))
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	#***********************************************
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@@ -459,7 +471,7 @@ class xExport:
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					self.file.write("}\n")
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				ip_list = obj.ipo
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				if ip_list != None :
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					self.file.write("AnimationSet {\n")
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					self.file.write("AnimationSet AnimationSet0 {\n")
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					self.writeAnimationObj(obj)
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					self.file.write("}\n")
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			else :
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@@ -494,9 +506,8 @@ class xExport:
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				root_bon = bon
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		space += 1
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		mat_r = self.writeAnimCombineMatrix(root_bon,1)
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		name_r = root_bon.name
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		name_f = name_r.replace(".","")
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		self.writeArmFrames(mat_r, name_f)
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		self.writeArmFrames(mat_r, make_legal_name(root_bon.name))
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		bon_c = root_bon.children
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		self.writeChildren(bon_c)
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		self.file.write("  }  // End of the Bone %s \n" % (root_bon.name))	
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@@ -508,9 +519,7 @@ class xExport:
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	def writeBon(self,bon):
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		global space
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		mat_r = self.writeAnimCombineMatrix(bon,1)
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		name_r = bon.name
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		name_f = name_r.replace(".","")
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		self.writeArmFrames(mat_r, name_f)
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		self.writeArmFrames(mat_r, make_legal_name(bon.name))
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	def writeChildren(self,bon_c):
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@@ -627,7 +636,7 @@ class xExport:
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			bo_list = []
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			weight_list = []
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			name = bo.name 
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			f_name = name.replace(".","")
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			f_name = make_legal_name(name)
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			try :
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				vert_list = mesh.getVertsFromGroup(name,1)
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				le = 0
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@@ -771,9 +780,7 @@ template SkinWeights {\n\
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		global index_list,flip_z
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		#TransformMatrix
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		mat = self.getLocMat(obj)
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		name_f = obj.name.replace(".","")
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		name_f = name_f.replace(" ","")
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		self.writeArmFrames(mat, name_f)
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		self.writeArmFrames(mat, make_legal_name(obj.name))
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		mesh = NMesh.GetRawFromObject(obj.name)
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		self.file.write("Mesh {\n")    
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		numface=len(mesh.faces)
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@@ -815,27 +822,18 @@ template SkinWeights {\n\
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		coun,counter = 0, 0
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		for face in mesh.faces :
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			coun += 1
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			separator = ','
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			if coun == numface:
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				if len(face.v) == 3:
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					self.file.write("3; %d, %d, %d;;\n" % (counter + a3, counter + b3, counter + c3))
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					counter += 3
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				elif len(face.v) == 4:
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					self.file.write("4; %d, %d, %d, %d;;\n" % (counter + a4, counter + b4, counter + c4, counter + d4))
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					counter += 4
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				elif len(face.v) < 3:
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					print "WARNING:the mesh has faces with less then 3 vertices"
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					print "        It my be not exported correctly."
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			else:
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				if len(face.v) == 3:
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					self.file.write("3; %d, %d, %d;,\n" % (counter + a3, counter + b3, counter + c3))
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					counter += 3
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				elif len(face.v) == 4:
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					self.file.write("4; %d, %d, %d, %d;,\n" % (counter + a4, counter + b4, counter + c4, counter + d4))
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					counter += 4
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				elif len(face.v) < 3:
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					print "WARNING:the mesh has faces with less then 3 vertices"
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					print "        It my be not exported correctly."
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			    separator = ';'
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			if len(face.v) == 3:
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				self.file.write("3; %d, %d, %d;%c\n" % (counter + a3, counter + b3, counter + c3, separator))
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				counter += 3
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			elif len(face.v) == 4:
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				self.file.write("4; %d, %d, %d, %d;%c\n" % (counter + a4, counter + b4, counter + c4, counter + d4, separator))
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		||||
				counter += 4
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			elif len(face.v) < 3:
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		||||
				print "WARNING:the mesh has faces with less then 3 vertices"
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		||||
				print "        It my be not exported correctly."
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
	#***********************************************
 | 
			
		||||
@@ -870,9 +868,7 @@ template SkinWeights {\n\
 | 
			
		||||
		##MATERIAL NAME
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		for mat in mesh.getMaterials():
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		||||
			self.file.write("  Material")
 | 
			
		||||
			name_m = mat.name
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		||||
			name_f = name_m.replace(".","")
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		||||
			self.file.write(" %s "% (name_f))
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		||||
			self.file.write(" %s "% (make_legal_name(mat.name)))
 | 
			
		||||
			self.file.write("{\n")
 | 
			
		||||
			self.file.write("    %f; %f; %f;" % (mat.R, mat.G, mat.B))
 | 
			
		||||
			self.file.write("%s;;\n" % (mat.alpha))
 | 
			
		||||
@@ -1081,7 +1077,7 @@ template SkinWeights {\n\
 | 
			
		||||
		for bon in arm.bones.values() :
 | 
			
		||||
			point_list = []
 | 
			
		||||
			name = bon.name
 | 
			
		||||
			name_f = name.replace(".", "")
 | 
			
		||||
			name_f = make_legal_name(name)
 | 
			
		||||
			try :
 | 
			
		||||
				ip_bon_channel = ip[bon.name]
 | 
			
		||||
				ip_bon_name = ip_bon_channel.getName()
 | 
			
		||||
@@ -1139,11 +1135,9 @@ template SkinWeights {\n\
 | 
			
		||||
			a = po.getPoints()
 | 
			
		||||
			point_list.append(int(a[0]))
 | 
			
		||||
		
 | 
			
		||||
		name = obj.name
 | 
			
		||||
		name_f = name.replace(".", "")
 | 
			
		||||
		self.file.write(" Animation {\n")
 | 
			
		||||
		self.file.write("  { ")
 | 
			
		||||
		self.file.write("%s }\n" % (name_f))
 | 
			
		||||
		self.file.write("%s }\n" % (make_legal_name(obj.name)))
 | 
			
		||||
		self.file.write("   AnimationKey { \n")
 | 
			
		||||
		self.file.write("   4;\n")
 | 
			
		||||
		self.file.write("   %d; \n" % (len(point_list)))
 | 
			
		||||
@@ -1170,4 +1164,4 @@ template SkinWeights {\n\
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
	
 | 
			
		||||
	
 | 
			
		||||
	
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
#!BPY
 | 
			
		||||
"""
 | 
			
		||||
Name: 'Cal3D XML (.cfg)...'
 | 
			
		||||
Name: 'Cal3D (.cfg .xaf .xsf .xmf .xrf)...'
 | 
			
		||||
Blender: 243
 | 
			
		||||
Group: 'Export'
 | 
			
		||||
Tip: 'Export armature/bone/mesh/action data to the Cal3D format.'
 | 
			
		||||
@@ -386,7 +386,7 @@ class Cal3DMesh(object):
 | 
			
		||||
				if len(uvlayers)>1:
 | 
			
		||||
					for i, blend_vert in enumerate(face_v):
 | 
			
		||||
						if face.smooth:		normal = blend_vert.no
 | 
			
		||||
						vertex = submesh.getVertex(blend_mesh, blend_vert.index, blend_vert.co, normal, face_multi_uvs[face.index][i])
 | 
			
		||||
						vertex = submesh.getVertex(blend_mesh, blend_vert, normal, face_multi_uvs[face.index][i])
 | 
			
		||||
						face_vertices.append(vertex)
 | 
			
		||||
				
 | 
			
		||||
				elif len(uvlayers)==1:
 | 
			
		||||
@@ -398,13 +398,13 @@ class Cal3DMesh(object):
 | 
			
		||||
						if write_single_layer_uvs:	uvs = (tuple(face_uv[i]),)
 | 
			
		||||
						else:						uvs = ()
 | 
			
		||||
						
 | 
			
		||||
						vertex = submesh.getVertex(blend_mesh, blend_vert.index, blend_vert.co, normal, uvs )	
 | 
			
		||||
						vertex = submesh.getVertex(blend_mesh, blend_vert, normal, uvs )	
 | 
			
		||||
						face_vertices.append(vertex)
 | 
			
		||||
				else:
 | 
			
		||||
					# No UVs
 | 
			
		||||
					for i, blend_vert in enumerate(face_v):
 | 
			
		||||
						if face.smooth:		normal = blend_vert.no
 | 
			
		||||
						vertex = submesh.getVertex(blend_mesh, blend_vert.index, blend_vert.co, normal, () )
 | 
			
		||||
						vertex = submesh.getVertex(blend_mesh, blend_vert, normal, () )
 | 
			
		||||
						face_vertices.append(vertex)
 | 
			
		||||
				
 | 
			
		||||
				
 | 
			
		||||
@@ -433,12 +433,15 @@ class Cal3DSubMesh(object):
 | 
			
		||||
		self.springs    = []
 | 
			
		||||
		self.id = id
 | 
			
		||||
	
 | 
			
		||||
	def getVertex(self, blend_mesh, blend_index, loc, normal, maps):
 | 
			
		||||
		
 | 
			
		||||
	def getVertex(self, blend_mesh, blend_vert, normal, maps):
 | 
			
		||||
		'''
 | 
			
		||||
		Request a vertex, and create a new one or return a matching vertex
 | 
			
		||||
		'''
 | 
			
		||||
		blend_index = blend_vert.index
 | 
			
		||||
		index_map = self.vert_mapping.get(blend_index)
 | 
			
		||||
		
 | 
			
		||||
		if index_map == None:
 | 
			
		||||
			vertex = Cal3DVertex(loc, normal, maps, blend_mesh.getVertexInfluences(blend_index))
 | 
			
		||||
			vertex = Cal3DVertex(blend_vert.co, normal, maps, blend_mesh.getVertexInfluences(blend_index))
 | 
			
		||||
			self.vertices.append([vertex])
 | 
			
		||||
			self.vert_mapping[blend_index] = len(self.vert_mapping)
 | 
			
		||||
			self.vert_count +=1
 | 
			
		||||
@@ -453,7 +456,7 @@ class Cal3DSubMesh(object):
 | 
			
		||||
			
 | 
			
		||||
			# No match, add a new vert
 | 
			
		||||
			# Use the first verts influences
 | 
			
		||||
			vertex = Cal3DVertex(loc, normal, maps, vertex_list[0].influences)
 | 
			
		||||
			vertex = Cal3DVertex(blend_vert.co, normal, maps, vertex_list[0].influences)
 | 
			
		||||
			vertex_list.append(vertex)
 | 
			
		||||
			# self.vert_mapping[blend_index] = len(self.vert_mapping)
 | 
			
		||||
			self.vert_count +=1
 | 
			
		||||
@@ -899,7 +902,9 @@ def export_cal3d(filename, PREF_SCALE=0.1, PREF_BAKE_MOTION = True, PREF_ACT_ACT
 | 
			
		||||
	SUPPORTED_IPOS = 'QuatW', 'QuatX', 'QuatY', 'QuatZ', 'LocX', 'LocY', 'LocZ'
 | 
			
		||||
	
 | 
			
		||||
	if PREF_ACT_ACTION_ONLY:	action_items = [(blender_armature.action.name, blender_armature.action)]
 | 
			
		||||
	else:						action_items = Blender.Armature.NLA.GetActions().iteritems()
 | 
			
		||||
	else:						action_items = Blender.Armature.NLA.GetActions().items()
 | 
			
		||||
	
 | 
			
		||||
	print len(action_items), 'action_items'
 | 
			
		||||
	
 | 
			
		||||
	for animation_name, blend_action in action_items:
 | 
			
		||||
		
 | 
			
		||||
@@ -913,9 +918,10 @@ def export_cal3d(filename, PREF_SCALE=0.1, PREF_BAKE_MOTION = True, PREF_ACT_ACT
 | 
			
		||||
			action_end=		max(_frames);
 | 
			
		||||
			del _frames
 | 
			
		||||
		
 | 
			
		||||
		blender_armature.action = blend_action
 | 
			
		||||
		
 | 
			
		||||
		if PREF_BAKE_MOTION:
 | 
			
		||||
			# We need to set the action active if we are getting baked data
 | 
			
		||||
			blend_action.setActive(blender_armature)
 | 
			
		||||
			pose_data = BPyArmature.getBakedPoseData(blender_armature, action_start, action_end)
 | 
			
		||||
			
 | 
			
		||||
			# Fake, all we need is bone names
 | 
			
		||||
@@ -932,6 +938,8 @@ def export_cal3d(filename, PREF_SCALE=0.1, PREF_BAKE_MOTION = True, PREF_ACT_ACT
 | 
			
		||||
					blend_action_ipos_items.append( (bone_name, []) )
 | 
			
		||||
		
 | 
			
		||||
		animation = Cal3DAnimation(animation_name)
 | 
			
		||||
		# ----------------------------
 | 
			
		||||
		ANIMATIONS.append(animation)
 | 
			
		||||
		animation.duration = 0.0
 | 
			
		||||
		
 | 
			
		||||
		for bone_name, ipo in blend_action_ipos_items:
 | 
			
		||||
@@ -1018,16 +1026,14 @@ def export_cal3d(filename, PREF_SCALE=0.1, PREF_BAKE_MOTION = True, PREF_ACT_ACT
 | 
			
		||||
			continue
 | 
			
		||||
	
 | 
			
		||||
	# Restore the original armature
 | 
			
		||||
	backup_action.setActive(blender_armature)
 | 
			
		||||
	blender_armature.action = backup_action
 | 
			
		||||
	# ------------------------------------- End Animation
 | 
			
		||||
	
 | 
			
		||||
	
 | 
			
		||||
	# ----------------------------
 | 
			
		||||
	ANIMATIONS.append(animation)
 | 
			
		||||
	
 | 
			
		||||
	
 | 
			
		||||
	cfg = open((filename), 'wb')
 | 
			
		||||
	cfg.write('# Cal3D model exported from Blender with export_cal3d.py\n')
 | 
			
		||||
 | 
			
		||||
	cfg.write('# Cal3D model exported from Blender with export_cal3d.py\n# from %s\n' % Blender.Get('filename'))
 | 
			
		||||
	
 | 
			
		||||
	if PREF_SCALE != 1.0:	cfg.write('scale=%.6f\n' % PREF_SCALE)
 | 
			
		||||
	
 | 
			
		||||
	fname = file_only_noext + '.xsf'
 | 
			
		||||
@@ -1099,6 +1105,8 @@ def export_cal3d_ui(filename):
 | 
			
		||||
#import os
 | 
			
		||||
if __name__ == '__main__':
 | 
			
		||||
	Blender.Window.FileSelector(export_cal3d_ui, 'Cal3D Export', Blender.Get('filename').replace('.blend', '.cfg'))
 | 
			
		||||
	#export_cal3d('/cally/data/skeleton/skeleton' + '.cfg', 1.0, True, False, False)
 | 
			
		||||
	#export_cal3d('/test' + '.cfg')
 | 
			
		||||
	#export_cal3d_ui('/test' + '.cfg')
 | 
			
		||||
	#os.system('cd /; wine /cal3d_miniviewer.exe /test.cfg')
 | 
			
		||||
	#os.system('cd /; wine /cal3d_miniviewer.exe /skeleton.cfg')
 | 
			
		||||
	#os.system('cd /cally/;wine cally')
 | 
			
		||||
 
 | 
			
		||||
@@ -47,13 +47,12 @@ import BPyMesh
 | 
			
		||||
import BPySys
 | 
			
		||||
import BPyMessages
 | 
			
		||||
import time
 | 
			
		||||
from math import degrees
 | 
			
		||||
from math import degrees, atan, pi
 | 
			
		||||
# 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_arm = {}
 | 
			
		||||
sane_name_mapping_cam = {}
 | 
			
		||||
 | 
			
		||||
def strip_path(p):
 | 
			
		||||
	return p.split('\\')[-1].split('/')[-1]
 | 
			
		||||
@@ -72,8 +71,6 @@ def sane_name(data, dct):
 | 
			
		||||
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_armname(data):		return sane_name(data, sane_name_mapping_arm)
 | 
			
		||||
def sane_camname(data):		return sane_name(data, sane_name_mapping_cam)
 | 
			
		||||
 | 
			
		||||
# May use this later
 | 
			
		||||
"""
 | 
			
		||||
@@ -130,16 +127,25 @@ def write_scene(file, sce, world):
 | 
			
		||||
		'''
 | 
			
		||||
		
 | 
			
		||||
		if ob and not matrix:	matrix = ob.matrixWorld
 | 
			
		||||
		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 = Blender.Mathutils.RotationMatrix(90, 4, 'x') * matrix
 | 
			
		||||
			
 | 
			
		||||
			rot = tuple(matrix.rotationPart().toEuler())
 | 
			
		||||
				matrix_rot = Blender.Mathutils.RotationMatrix(90, 4, 'x') * matrix
 | 
			
		||||
				rot = tuple(matrix_rot.toEuler())
 | 
			
		||||
			elif ob and ob.type =='Camera':
 | 
			
		||||
				y = Blender.Mathutils.Vector(0,1,0) * matrix_rot
 | 
			
		||||
				matrix_rot = matrix_rot * Blender.Mathutils.RotationMatrix(90, 3, 'r', y)
 | 
			
		||||
				rot = tuple(matrix_rot.toEuler())
 | 
			
		||||
			else:
 | 
			
		||||
				rot = tuple(matrix_rot.toEuler())
 | 
			
		||||
		else:
 | 
			
		||||
			if not loc:
 | 
			
		||||
				loc = 0,0,0
 | 
			
		||||
@@ -149,7 +155,7 @@ def write_scene(file, sce, world):
 | 
			
		||||
		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
 | 
			
		||||
		return loc, rot, scale, matrix, matrix_rot
 | 
			
		||||
	
 | 
			
		||||
	def write_object_props(ob=None, loc=None, matrix=None):
 | 
			
		||||
		# if the type is 0 its an empty otherwise its a mesh
 | 
			
		||||
@@ -159,7 +165,7 @@ def write_scene(file, sce, world):
 | 
			
		||||
			Property: "QuaternionInterpolate", "bool", "",0
 | 
			
		||||
			Property: "Visibility", "Visibility", "A+",1''')
 | 
			
		||||
		
 | 
			
		||||
		loc, rot, scale, matrix = write_object_tx(ob, loc, matrix)
 | 
			
		||||
		loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix)
 | 
			
		||||
		
 | 
			
		||||
		# Rotation order
 | 
			
		||||
		# eEULER_XYZ
 | 
			
		||||
@@ -240,7 +246,7 @@ def write_scene(file, sce, world):
 | 
			
		||||
			file.write('\n\t\t\tProperty: "Size", "double", "",100')
 | 
			
		||||
			file.write('\n\t\t\tProperty: "Look", "enum", "",1')
 | 
			
		||||
		
 | 
			
		||||
		return loc, rot, scale, matrix
 | 
			
		||||
		return loc, rot, scale, matrix, matrix_rot
 | 
			
		||||
	
 | 
			
		||||
	def write_camera_switch():
 | 
			
		||||
		file.write('''
 | 
			
		||||
@@ -374,12 +380,15 @@ def write_scene(file, sce, world):
 | 
			
		||||
		aspect	= float(width)/height
 | 
			
		||||
		
 | 
			
		||||
		data = ob.data
 | 
			
		||||
		
 | 
			
		||||
		angle= 360.0 * atan(16.0/data.lens) / pi;
 | 
			
		||||
		
 | 
			
		||||
		file.write('\n\tModel: "Model::%s", "Camera" {' % name )
 | 
			
		||||
		file.write('\n\t\tVersion: 232')
 | 
			
		||||
		loc, rot, scale, matrix = write_object_props(ob)
 | 
			
		||||
		loc, rot, scale, matrix, matrix_rot = write_object_props(ob)
 | 
			
		||||
		
 | 
			
		||||
		file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
 | 
			
		||||
		file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.lens)
 | 
			
		||||
		file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % 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')
 | 
			
		||||
@@ -464,8 +473,12 @@ def write_scene(file, sce, world):
 | 
			
		||||
		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(Blender.Mathutils.Vector(0,1,0)*matrix) )
 | 
			
		||||
		file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Blender.Mathutils.Vector(0,0,-1)*matrix) )
 | 
			
		||||
		file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Blender.Mathutils.Vector(0,1,0) * matrix_rot) )
 | 
			
		||||
		file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Blender.Mathutils.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')
 | 
			
		||||
@@ -542,7 +555,7 @@ def write_scene(file, sce, world):
 | 
			
		||||
		if mat:
 | 
			
		||||
			mat_cold = tuple(mat.rgbCol)
 | 
			
		||||
			mat_cols = tuple(mat.specCol)
 | 
			
		||||
			#mat_colm = tuple(mat.mirCol)
 | 
			
		||||
			#mat_colm = tuple(mat.mirCol) # we wont use the mirror color
 | 
			
		||||
			mat_colamb = tuple([c for c in world_amb])
 | 
			
		||||
			
 | 
			
		||||
			mat_dif = mat.ref
 | 
			
		||||
@@ -700,7 +713,7 @@ def write_scene(file, sce, world):
 | 
			
		||||
			#for ob in [ob_base,]:
 | 
			
		||||
			ob_type = ob.type
 | 
			
		||||
			if ob_type == 'Camera':
 | 
			
		||||
				ob_cameras.append((sane_camname(ob), ob))
 | 
			
		||||
				ob_cameras.append((sane_obname(ob), ob))
 | 
			
		||||
			elif ob_type == 'Lamp':
 | 
			
		||||
				ob_lights.append((sane_obname(ob), ob))
 | 
			
		||||
			
 | 
			
		||||
@@ -727,7 +740,7 @@ def write_scene(file, sce, world):
 | 
			
		||||
					arm = BPyObject.getObjectArmature(ob)
 | 
			
		||||
					
 | 
			
		||||
					if arm:
 | 
			
		||||
						armname = sane_armname(arm)
 | 
			
		||||
						armname = sane_obname(arm)
 | 
			
		||||
						bones = arm.bones.values()
 | 
			
		||||
						armatures_totbones += len(bones)
 | 
			
		||||
						armatures.append((arm, armname, bones))
 | 
			
		||||
@@ -1236,6 +1249,9 @@ Objects:  {''')
 | 
			
		||||
Relations:  {''')
 | 
			
		||||
 | 
			
		||||
	file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}')
 | 
			
		||||
	for obname, ob in ob_cameras:
 | 
			
		||||
		file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % obname)
 | 
			
		||||
	
 | 
			
		||||
	for obname, ob in ob_lights:
 | 
			
		||||
		file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % obname)
 | 
			
		||||
	
 | 
			
		||||
@@ -1280,6 +1296,9 @@ Connections:  {''')
 | 
			
		||||
	# write the fake root node
 | 
			
		||||
	file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"')
 | 
			
		||||
	
 | 
			
		||||
	for obname, ob in ob_cameras:
 | 
			
		||||
		file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % obname)
 | 
			
		||||
	
 | 
			
		||||
	for obname, ob in ob_lights:
 | 
			
		||||
		file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % obname)
 | 
			
		||||
	
 | 
			
		||||
@@ -1359,8 +1378,6 @@ def write_footer(file, sce, world):
 | 
			
		||||
	sane_name_mapping_ob.clear()
 | 
			
		||||
	sane_name_mapping_mat.clear()
 | 
			
		||||
	sane_name_mapping_tex.clear()
 | 
			
		||||
	sane_name_mapping_arm.clear()
 | 
			
		||||
	sane_name_mapping_cam.clear()
 | 
			
		||||
	
 | 
			
		||||
 | 
			
		||||
import bpy
 | 
			
		||||
@@ -1368,8 +1385,8 @@ def write_ui(filename):
 | 
			
		||||
	if not filename.lower().endswith('.fbx'):
 | 
			
		||||
		filename += '.fbx'
 | 
			
		||||
	
 | 
			
		||||
	if not BPyMessages.Warning_SaveOver(filename):
 | 
			
		||||
		return
 | 
			
		||||
	#if not BPyMessages.Warning_SaveOver(filename):
 | 
			
		||||
	#	return
 | 
			
		||||
	sce = bpy.data.scenes.active
 | 
			
		||||
	world = sce.world
 | 
			
		||||
	
 | 
			
		||||
@@ -1382,3 +1399,4 @@ def write_ui(filename):
 | 
			
		||||
 | 
			
		||||
if __name__ == '__main__':
 | 
			
		||||
	Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))
 | 
			
		||||
	#write_ui('/test.fbx')
 | 
			
		||||
 
 | 
			
		||||
@@ -171,7 +171,10 @@ def get_materials(obj):
 | 
			
		||||
  mats.extend(obj.getData(mesh=1).materials)
 | 
			
		||||
 | 
			
		||||
  # return the materials list
 | 
			
		||||
  return mats
 | 
			
		||||
  
 | 
			
		||||
  # Is this correct!!?? - None materials raise an error otherwise
 | 
			
		||||
  # but it might screw up the indicies.. TODO... check the exported files.
 | 
			
		||||
  return [m for m in mats if m] 
 | 
			
		||||
 | 
			
		||||
# ---------------------------------------------------------------------------
 | 
			
		||||
# do_header writes out the header data
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user