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:
2007-04-27 17:19:26 +00:00
parent ad470b6971
commit c84d18a679
4 changed files with 119 additions and 96 deletions

View File

@@ -1,13 +1,13 @@
#!BPY
""" Registration info for Blender menus:
Name: 'DirectX(.x)...'
Blender: 242
Group: 'Export'
Tip: 'Export to DirectX text file format format.'
"""
__author__ = "Arben (Ben) Omari"
__url__ = ("blender", "elysiun", "Author's site, http://www.omariben.too.it")
# Name: 'DirectX (.x)...'
# Blender: 242
# Group: 'Export'
# Tooltip: 'Export to DirectX text file format format for XNA Animation Component Library.'
"""
__author__ = "minahito (original:Arben (Ben) Omari)"
__url__ = ("blender", "elysiun", "Adjuster's site http://sunday-lab.blogspot.com/, Author's site http://www.omariben.too.it")
__version__ = "3.0"
__bpydoc__ = """\
@@ -36,6 +36,10 @@ DX exporter.
# Grab the latest version here :www.omariben.too.it
# [Notice]
# This script is the custom version of Mr.Arben Omari's great work.
# If you have a question about the adjusted part, visit http://sunday-lab.blogspot.com/.
import Blender
from Blender import Types, Object, NMesh, Material,Armature,Mesh
from Blender.Mathutils import *
@@ -61,6 +65,16 @@ toggle6_val = 0
toggle7_val = 0
anim_tick = Draw.Create(25)
#***********************************************
# DirectX file spec only allows letters, digits, and
# underscore in Names.
#***********************************************
def make_legal_name(starting_name):
new_name = starting_name.replace('.','_')
new_name = new_name.replace(' ','_')
if new_name[0].isdigit():
new_name = '_' + new_name
return new_name
#***********************************************
# MAIN
@@ -81,10 +95,10 @@ def event(evt, val):
return
def button_event(evt):
global toggle_val,toggle1_val,toggle2_val,toggle3_val,toggle4_val,toggle5_val,toggle6_val,toggle7_val
global toggle_val,toggle1_val,toggle2_val,toggle3_val,toggle4_val,toggle5_val,toggle6_val,toggle7_val
global flip_z,swap_yz,flip_norm,anim,ticks,speed,no_light,Bl_norm,recalc_norm
arg = __script__['arg']
if evt == 1:
if evt == 1:
toggle_val = 1 - toggle_val
anim = toggle_val
Draw.Redraw(1)
@@ -278,8 +292,6 @@ def rectFill(x,y,width,height):
Draw.Register(draw, event, button_event)
#***********************************************
#***********************************************
# EXPORTER
@@ -332,9 +344,7 @@ class xExport:
if obj.type == "Empty" :
mat = self.getLocMat(obj)
mat_c = Matrix(mat)
name = obj.name
name_f = name.replace(".","")
self.writeArmFrames(mat_c, name_f)
self.writeArmFrames(mat_c, make_legal_name(obj.name))
if type(mesh) == Types.ArmatureType :
Child_obj = self.getArmChildren(obj)
chld_obj = obj
@@ -384,6 +394,8 @@ class xExport:
self.writeObjFrames(obj)
ch_l = self.getChildren(obj)
for ch in ch_l:
if ch and ch.type == "Armature":
ch_list.append(ch)
self.writeObjFrames(ch)
@@ -396,7 +408,7 @@ class xExport:
self.file.write("} // End of the Root Frame\n")
if anim :
self.file.write("AnimationSet {\n")
self.file.write("AnimationSet AnimationSet0 {\n")
for obj in Blender.Scene.GetCurrent().objects:
if obj.type in ('Mesh', 'Empty'):
ip_list = obj.ipo
@@ -432,7 +444,7 @@ class xExport:
self.writeMeshMaterialList(obj, mesh, tex)
self.writeMeshNormals(obj, mesh)
self.writeMeshTextureCoords(obj, mesh)
self.file.write(" } // End of the Frame %s \n" % (obj.name))
self.file.write(" } // End of the Mesh %s \n" % (obj.name))
#***********************************************
@@ -459,7 +471,7 @@ class xExport:
self.file.write("}\n")
ip_list = obj.ipo
if ip_list != None :
self.file.write("AnimationSet {\n")
self.file.write("AnimationSet AnimationSet0 {\n")
self.writeAnimationObj(obj)
self.file.write("}\n")
else :
@@ -494,9 +506,8 @@ class xExport:
root_bon = bon
space += 1
mat_r = self.writeAnimCombineMatrix(root_bon,1)
name_r = root_bon.name
name_f = name_r.replace(".","")
self.writeArmFrames(mat_r, name_f)
self.writeArmFrames(mat_r, make_legal_name(root_bon.name))
bon_c = root_bon.children
self.writeChildren(bon_c)
self.file.write(" } // End of the Bone %s \n" % (root_bon.name))
@@ -508,9 +519,7 @@ class xExport:
def writeBon(self,bon):
global space
mat_r = self.writeAnimCombineMatrix(bon,1)
name_r = bon.name
name_f = name_r.replace(".","")
self.writeArmFrames(mat_r, name_f)
self.writeArmFrames(mat_r, make_legal_name(bon.name))
def writeChildren(self,bon_c):
@@ -627,7 +636,7 @@ class xExport:
bo_list = []
weight_list = []
name = bo.name
f_name = name.replace(".","")
f_name = make_legal_name(name)
try :
vert_list = mesh.getVertsFromGroup(name,1)
le = 0
@@ -771,9 +780,7 @@ template SkinWeights {\n\
global index_list,flip_z
#TransformMatrix
mat = self.getLocMat(obj)
name_f = obj.name.replace(".","")
name_f = name_f.replace(" ","")
self.writeArmFrames(mat, name_f)
self.writeArmFrames(mat, make_legal_name(obj.name))
mesh = NMesh.GetRawFromObject(obj.name)
self.file.write("Mesh {\n")
numface=len(mesh.faces)
@@ -815,27 +822,18 @@ template SkinWeights {\n\
coun,counter = 0, 0
for face in mesh.faces :
coun += 1
separator = ','
if coun == numface:
if len(face.v) == 3:
self.file.write("3; %d, %d, %d;;\n" % (counter + a3, counter + b3, counter + c3))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %d, %d, %d, %d;;\n" % (counter + a4, counter + b4, counter + c4, counter + d4))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices"
print " It my be not exported correctly."
else:
if len(face.v) == 3:
self.file.write("3; %d, %d, %d;,\n" % (counter + a3, counter + b3, counter + c3))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %d, %d, %d, %d;,\n" % (counter + a4, counter + b4, counter + c4, counter + d4))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices"
print " It my be not exported correctly."
separator = ';'
if len(face.v) == 3:
self.file.write("3; %d, %d, %d;%c\n" % (counter + a3, counter + b3, counter + c3, separator))
counter += 3
elif len(face.v) == 4:
self.file.write("4; %d, %d, %d, %d;%c\n" % (counter + a4, counter + b4, counter + c4, counter + d4, separator))
counter += 4
elif len(face.v) < 3:
print "WARNING:the mesh has faces with less then 3 vertices"
print " It my be not exported correctly."
#***********************************************
@@ -870,9 +868,7 @@ template SkinWeights {\n\
##MATERIAL NAME
for mat in mesh.getMaterials():
self.file.write(" Material")
name_m = mat.name
name_f = name_m.replace(".","")
self.file.write(" %s "% (name_f))
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)))

View File

@@ -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:
@@ -1018,15 +1026,13 @@ 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)
@@ -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')

View File

@@ -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')

View File

@@ -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