#!BPY """ Name: 'Cal3D Exporter V0.7' Blender: 234 Group: 'Export' Tip: 'Export armature/bone data to the Cal3D library.' """ __author__ = ["Jean-Baptiste Lamy (Jiba)", "Chris Montijin", "Damien McGinnes"] __url__ = ("blender", "elysiun", "Cal3D, http://cal3d.sf.net") __version__ = "0.7" __bpydoc__ = """\ This script exports armature / bone data to the well known open source Cal3D library. Usage: Simply run the script to export available armatures. Supported:
Cal3D versions 0.7 -> 0.9. Known issues:
Material color is not supported yet;
Cal3D springs (for clothes and hair) are not supported yet;
Cal3d has a bug in that a cycle that doesn't have a root bone channel will segfault cal3d. Until cal3d supports this, add a keyframe for the root bone;
When you finish an animation and run the script you can get an error (something with KeyError). Just save your work and reload the model. This is usually caused by deleted items hanging around;
If a vertex is assigned to one or more bones, but has for each bone a weight of zero, there used to be a subdivision by zero error somewhere. As a workaround, if sum is 0.0 then sum becomes 1.0. It's recommended that you give weights to all bones to avoid problems. Notes:
Objects/bones/actions whose names start by "_" are not exported so call IK and null bones _LegIK, for example;
All your armature's exported bones must be connected to another bone (except for the root bone). Contrary to Blender, Cal3D doesn't support "floating" bones.
Actions that start with '@' will be exported as actions, others will be exported as cycles. """ # $Id$ # # Copyright (C) 2003 Jean-Baptiste LAMY -- jiba@tuxfamily.org # Copyright (C) 2004 Chris Montijin # Copyright (C) 2004 Damien McGinnes # # 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 # This script is a Blender 2.34 => Cal3D 0.7/0.8/0.9 converter. # (See http://blender.org and http://cal3d.sourceforge.net) # # This script was written by Jiba, modified by Chris and later modified by Damien # Changes: # # 0.7 Damien McGinnes # Added NLA functionality for IPOs - this simplifies # the animation export and speeds it up significantly # it also removes the constraints on channel names - # they no longer have to match the bone or action and # .L .R etc are supported # bones starting with _ are not exported # textures no longer flipped vertically # fixed a filename bug for .csf and .cfg # actions that are prefixed with '@' go into the cfg file # as actions rather than cycles # works with baked IK actions, unbaked ones wont work well # because you wont have the constraints evaluated # added an FPS slider into the gui # added registry saving for gui state. # # 0.6 Chris Montjin # Updated for Blender 2.32, 2.33 # added basic GUI # generally improved flexibility # # 0.5 Jiba # Initial Release for Blender 2.28 # HOW TO USE : # 1 - load the script in Blender's text editor # 2 - type M-P (meta/alt + P) and wait until script execution is finished # or install it in .scripts and access from the export menu # ADVICE # - Objects/bones/actions whose names start by "_" are not exported # so call IK and null bones _LegIK for example # - All your armature's exported bones must be connected to another bone (except # for the rootbone). Contrary to Blender, Cal3D doesn't support "floating" bones. # - Actions that start with '@' will be exported as actions, others will be # exported as cycles # BUGS / TODO : # - Material color is not supported yet # - Cal3D springs (for clothes and hair) are not supported yet # - Cal3d has a bug in that a cycle that doesnt have as rootbone channel # will segfault cal3d. until cal3d supports this, add a keyframe for the rootbone # REMARKS # 1. When you finished an animation and run the script # you can get an error (something with KeyError). Just save your work, # and reload the model. This is usualy caused by deleted items hanging around # 2. If a vertex is assigned to one or more bones, but is has a for each # bone a weight of zero, there was a subdivision by zero somewhere # Made a workaround (if sum is 0.0 then sum becomes 1.0). # I have not checked what the outcome of that is, so you better nail 'm, # and give it some weight... # Parameters : # The directory where the data are saved. SAVE_TO_DIR = "/tmp/tutorial/" # Delete all existing Cal3D files in directory? DELETE_ALL_FILES = 0 # What do you wanna export? If all are true then a .cfg file is created, # otherwise no .cfg file is made. You have to make one by hand. EXPORT_SKELETON = 1 EXPORT_ANIMATION = 0 EXPORT_MESH = 1 EXPORT_MATERIAL = 0 # Prefix for all created files FILE_PREFIX = "Test" # Remove path from imagelocation REMOVE_PATH_FROM_IMAGE = 0 # prefix or subdir for imagepathname (if you place your textures in a # subdir or just need a prefix or something). Only used when # REMOVE_PATH_FROM_IMAGE = 1. Set to "" if none. IMAGE_PREFIX = "textures/" # Export to new (>= 900) Cal3D XML-format EXPORT_TO_XML = 0 # Set scalefactor for model SCALE = 0.5 # frames per second - used to convert blender frames to times FPS = 25 # Use this dictionary to rename animations, as their name is lost at the # exportation. RENAME_ANIMATIONS = { # "OldName" : "NewName", } # True (=1) to export for the Soya 3D engine # (http://oomadness.tuxfamily.org/en/soya). # (=> rotate meshes and skeletons so as X is right, Y is top and -Z is front) EXPORT_FOR_SOYA = 0 # See also BASE_MATRIX below, if you want to rotate/scale/translate the model at # the exportation. # Enables LODs computation. LODs computation is quite slow, and the algo is # surely not optimal :-( LODS = 0 #remove the word '.BAKED' from exported baked animations REMOVE_BAKED = 1 ################################################################################ # Code starts here. # The script should be quite re-useable for writing another Blender animation # exporter. Most of the hell of it is to deal with Blender's head-tail-roll # bone's definition. import sys, os, os.path, struct, math, string import Blender from Blender.BGL import * from Blender.Draw import * from Blender.Armature import * from Blender.Registry import * # HACK -- it seems that some Blender versions don't define sys.argv, # which may crash Python if a warning occurs. if not hasattr(sys, "argv"): sys.argv = ["???"] # Math stuff def quaternion2matrix(q): xx = q[0] * q[0] yy = q[1] * q[1] zz = q[2] * q[2] xy = q[0] * q[1] xz = q[0] * q[2] yz = q[1] * q[2] wx = q[3] * q[0] wy = q[3] * q[1] wz = q[3] * q[2] return [ [1.0 - 2.0 * (yy + zz), 2.0 * (xy + wz), 2.0 * (xz - wy), 0.0], [2.0 * (xy - wz), 1.0 - 2.0 * (xx + zz), 2.0 * (yz + wx), 0.0], [2.0 * (xz + wy), 2.0 * (yz - wx), 1.0 - 2.0 * (xx + yy), 0.0], [0.0, 0.0, 0.0, 1.0] ] def matrix2quaternion(m): s = math.sqrt(abs(m[0][0] + m[1][1] + m[2][2] + m[3][3])) if s == 0.0: x = abs(m[2][1] - m[1][2]) y = abs(m[0][2] - m[2][0]) z = abs(m[1][0] - m[0][1]) if (x >= y) and (x >= z): return 1.0, 0.0, 0.0, 0.0 elif (y >= x) and (y >= z): return 0.0, 1.0, 0.0, 0.0 else: return 0.0, 0.0, 1.0, 0.0 return quaternion_normalize([ -(m[2][1] - m[1][2]) / (2.0 * s), -(m[0][2] - m[2][0]) / (2.0 * s), -(m[1][0] - m[0][1]) / (2.0 * s), 0.5 * s, ]) def quaternion_normalize(q): l = math.sqrt(q[0] * q[0] + q[1] * q[1] + q[2] * q[2] + q[3] * q[3]) return q[0] / l, q[1] / l, q[2] / l, q[3] / l def quaternion_multiply(q1, q2): r = [ q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1], q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2], q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0], q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2], ] d = math.sqrt(r[0] * r[0] + r[1] * r[1] + r[2] * r[2] + r[3] * r[3]) if d == 0: r[0] = d r[1] = d r[2] = d r[3] = d else: r[0] /= d r[1] /= d r[2] /= d r[3] /= d return r def matrix_translate(m, v): m[3][0] += v[0] m[3][1] += v[1] m[3][2] += v[2] return m def matrix_multiply(b, a): return [ [ a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0], a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1], a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2], 0.0, ], [ a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0], a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1], a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2], 0.0, ], [ a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0], a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1], a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2], 0.0, ], [ a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + b[3][0], a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + b[3][1], a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + b[3][2], 1.0, ] ] def matrix_invert(m): det = (m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]) - m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]) + m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2])) if det == 0.0: return None det = 1.0 / det r = [ [ det * (m[1][1] * m[2][2] - m[2][1] * m[1][2]), - det * (m[0][1] * m[2][2] - m[2][1] * m[0][2]), det * (m[0][1] * m[1][2] - m[1][1] * m[0][2]), 0.0, ], [ - det * (m[1][0] * m[2][2] - m[2][0] * m[1][2]), det * (m[0][0] * m[2][2] - m[2][0] * m[0][2]), - det * (m[0][0] * m[1][2] - m[1][0] * m[0][2]), 0.0 ], [ det * (m[1][0] * m[2][1] - m[2][0] * m[1][1]), - det * (m[0][0] * m[2][1] - m[2][0] * m[0][1]), det * (m[0][0] * m[1][1] - m[1][0] * m[0][1]), 0.0, ] ] r.append([ -(m[3][0] * r[0][0] + m[3][1] * r[1][0] + m[3][2] * r[2][0]), -(m[3][0] * r[0][1] + m[3][1] * r[1][1] + m[3][2] * r[2][1]), -(m[3][0] * r[0][2] + m[3][1] * r[1][2] + m[3][2] * r[2][2]), 1.0, ]) return r def matrix_rotate_x(angle): cos = math.cos(angle) sin = math.sin(angle) return [ [1.0, 0.0, 0.0, 0.0], [0.0, cos, sin, 0.0], [0.0, -sin, cos, 0.0], [0.0, 0.0, 0.0, 1.0], ] def matrix_rotate_y(angle): cos = math.cos(angle) sin = math.sin(angle) return [ [cos, 0.0, -sin, 0.0], [0.0, 1.0, 0.0, 0.0], [sin, 0.0, cos, 0.0], [0.0, 0.0, 0.0, 1.0], ] def matrix_rotate_z(angle): cos = math.cos(angle) sin = math.sin(angle) return [ [ cos, sin, 0.0, 0.0], [-sin, cos, 0.0, 0.0], [ 0.0, 0.0, 1.0, 0.0], [ 0.0, 0.0, 0.0, 1.0], ] def matrix_rotate(axis, angle): vx = axis[0] vy = axis[1] vz = axis[2] vx2 = vx * vx vy2 = vy * vy vz2 = vz * vz cos = math.cos(angle) sin = math.sin(angle) co1 = 1.0 - cos return [ [vx2 * co1 + cos, vx * vy * co1 + vz * sin, vz * vx * co1 - vy * sin, 0.0], [vx * vy * co1 - vz * sin, vy2 * co1 + cos, vy * vz * co1 + vx * sin, 0.0], [vz * vx * co1 + vy * sin, vy * vz * co1 - vx * sin, vz2 * co1 + cos, 0.0], [0.0, 0.0, 0.0, 1.0], ] def matrix_scale(fx, fy, fz): return [ [ fx, 0.0, 0.0, 0.0], [0.0, fy, 0.0, 0.0], [0.0, 0.0, fz, 0.0], [0.0, 0.0, 0.0, 1.0], ] def point_by_matrix(p, m): return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0] + m[3][0], p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1] + m[3][1], p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2] + m[3][2]] def point_distance(p1, p2): return math.sqrt((p2[0] - p1[0]) ** 2 + \ (p2[1] - p1[1]) ** 2 + (p2[2] - p1[2]) ** 2) def vector_by_matrix(p, m): return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0], p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1], p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2]] def vector_length(v): return math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]) def vector_normalize(v): l = math.sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]) return v[0] / l, v[1] / l, v[2] / l def vector_dotproduct(v1, v2): return v1[0] * v2[0] + v1[1] * v2[1] + v1[2] * v2[2] def vector_crossproduct(v1, v2): return [ v1[1] * v2[2] - v1[2] * v2[1], v1[2] * v2[0] - v1[0] * v2[2], v1[0] * v2[1] - v1[1] * v2[0], ] def vector_angle(v1, v2): s = vector_length(v1) * vector_length(v2) f = vector_dotproduct(v1, v2) / s if f >= 1.0: return 0.0 if f <= -1.0: return math.pi / 2.0 return math.atan(-f / math.sqrt(1.0 - f * f)) + math.pi / 2.0 def blender_bone2matrix(head, tail, roll): # Convert bone rest state (defined by bone.head, bone.tail and bone.roll) # to a matrix (the more standard notation). # Taken from blenkernel/intern/armature.c in Blender source. # See also DNA_armature_types.h:47. target = [0.0, 1.0, 0.0] delta = [tail[0] - head[0], tail[1] - head[1], tail[2] - head[2]] nor = vector_normalize(delta) axis = vector_crossproduct(target, nor) if vector_dotproduct(axis, axis) > 0.0000000000001: axis = vector_normalize(axis) theta = math.acos(vector_dotproduct(target, nor)) bMatrix = matrix_rotate(axis, theta) else: if vector_crossproduct(target, nor) > 0.0: updown = 1.0 else: updown = -1.0 # Quoted from Blender source : "I think this should work ..." bMatrix = [ [updown, 0.0, 0.0, 0.0], [0.0, updown, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0], ] rMatrix = matrix_rotate(nor, roll) return matrix_multiply(rMatrix, bMatrix) # Cal3D data structures CAL3D_VERSION = 700 CAL3D_XML_VERSION = 900 NEXT_MATERIAL_ID = 0 class Material: def __init__(self, map_filename = None): self.ambient_r = 255 self.ambient_g = 255 self.ambient_b = 255 self.ambient_a = 255 self.diffuse_r = 255 self.diffuse_g = 255 self.diffuse_b = 255 self.diffuse_a = 255 self.specular_r = 255 self.specular_g = 255 self.specular_b = 255 self.specular_a = 255 self.shininess = 1.0 if map_filename: self.maps_filenames = [map_filename] else: self.maps_filenames = [] MATERIALS[map_filename] = self global NEXT_MATERIAL_ID self.id = NEXT_MATERIAL_ID NEXT_MATERIAL_ID += 1 def to_cal3d(self): s = "CRF\0" + struct.pack("iBBBBBBBBBBBBfi", CAL3D_VERSION, self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a, self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a, self.specular_r, self.specular_g, self.specular_b, self.specular_a, self.shininess, len(self.maps_filenames)) for map_filename in self.maps_filenames: s += struct.pack("i", len(map_filename) + 1) s += map_filename + "\0" return s def to_cal3d_xml(self): s = "
\n" % CAL3D_XML_VERSION s += " \n" % len(self.maps_filenames) s += " %f %f %f %f\n" % \ (self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a) s += " %f %f %f %f\n" % \ (self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a) s += " %f %f %f %f\n" % \ (self.specular_r, self.specular_g, self.specular_b, self.specular_a) s += " %f\n" % self.shininess for map_filename in self.maps_filenames: s += " %s\n" % map_filename s += "\n" return s MATERIALS = {} class Mesh: def __init__(self, name): self.name = name self.submeshes = [] self.next_submesh_id = 0 def to_cal3d(self): s = "CMF\0" + struct.pack("ii", CAL3D_VERSION, len(self.submeshes)) s += "".join(map(SubMesh.to_cal3d, self.submeshes)) return s def to_cal3d_xml(self): s = "
\n" % CAL3D_XML_VERSION s += "\n" % len(self.submeshes) s += "".join(map(SubMesh.to_cal3d_xml, self.submeshes)) s += "\n" return s class SubMesh: def __init__(self, mesh, material): self.material = material self.vertices = [] self.faces = [] self.nb_lodsteps = 0 self.springs = [] self.next_vertex_id = 0 self.mesh = mesh self.id = mesh.next_submesh_id mesh.next_submesh_id += 1 mesh.submeshes.append(self) def compute_lods(self): """Computes LODs info for Cal3D (there's no Blender related stuff here).""" print "Start LODs computation..." vertex2faces = {} for face in self.faces: for vertex in (face.vertex1, face.vertex2, face.vertex3): l = vertex2faces.get(vertex) if not l: vertex2faces[vertex] = [face] else: l.append(face) couple_treated = {} couple_collapse_factor = [] for face in self.faces: for a, b in ((face.vertex1, face.vertex2), (face.vertex1, face.vertex3), (face.vertex2, face.vertex3)): a = a.cloned_from or a b = b.cloned_from or b if a.id > b.id: a, b = b, a if not couple_treated.has_key((a, b)): # The collapse factor is simply the distance between the 2 points :-( # This should be improved !! if vector_dotproduct(a.normal, b.normal) < 0.9: continue couple_collapse_factor.append((point_distance(a.loc, b.loc), a, b)) couple_treated[a, b] = 1 couple_collapse_factor.sort() collapsed = {} new_vertices = [] new_faces = [] for factor, v1, v2 in couple_collapse_factor: # Determines if v1 collapses to v2 or v2 to v1. # We choose to keep the vertex which is on the # smaller number of faces, since # this one has more chance of being in an extrimity of the body. # Though heuristic, this rule yields very good results in practice. if len(vertex2faces[v1]) < len(vertex2faces[v2]): v2, v1 = v1, v2 elif len(vertex2faces[v1]) == len(vertex2faces[v2]): if collapsed.get(v1, 0): v2, v1 = v1, v2 # v1 already collapsed, try v2 if (not collapsed.get(v1, 0)) and (not collapsed.get(v2, 0)): collapsed[v1] = 1 collapsed[v2] = 1 # Check if v2 is already collapsed while v2.collapse_to: v2 = v2.collapse_to common_faces = filter(vertex2faces[v1].__contains__, vertex2faces[v2]) v1.collapse_to = v2 v1.face_collapse_count = len(common_faces) for clone in v1.clones: # Find the clone of v2 that correspond to this clone of v1 possibles = [] for face in vertex2faces[clone]: possibles.append(face.vertex1) possibles.append(face.vertex2) possibles.append(face.vertex3) clone.collapse_to = v2 for vertex in v2.clones: if vertex in possibles: clone.collapse_to = vertex break clone.face_collapse_count = 0 new_vertices.append(clone) # HACK -- all faces get collapsed with v1 # (and no faces are collapsed with v1's # clones). This is why we add v1 in new_vertices after v1's clones. # This hack has no other incidence that consuming # a little few memory for the # extra faces if some v1's clone are collapsed but v1 is not. new_vertices.append(v1) self.nb_lodsteps += 1 + len(v1.clones) new_faces.extend(common_faces) for face in common_faces: face.can_collapse = 1 # Updates vertex2faces vertex2faces[face.vertex1].remove(face) vertex2faces[face.vertex2].remove(face) vertex2faces[face.vertex3].remove(face) vertex2faces[v2].extend(vertex2faces[v1]) new_vertices.extend(filter(lambda vertex: not vertex.collapse_to, self.vertices)) new_vertices.reverse() # Cal3D want LODed vertices at the end for i in range(len(new_vertices)): new_vertices[i].id = i self.vertices = new_vertices new_faces.extend(filter(lambda face: not face.can_collapse, self.faces)) new_faces.reverse() # Cal3D want LODed faces at the end self.faces = new_faces print "LODs computed : %s vertices can be removed (from a total of %s)." % \ (self.nb_lodsteps, len(self.vertices)) def rename_vertices(self, new_vertices): """Rename (change ID) of all vertices, such as self.vertices == new_vertices. """ for i in range(len(new_vertices)): new_vertices[i].id = i self.vertices = new_vertices def to_cal3d(self): s = struct.pack("iiiiii", self.material.id, len(self.vertices), len(self.faces), self.nb_lodsteps, len(self.springs), len(self.material.maps_filenames)) s += "".join(map(Vertex.to_cal3d, self.vertices)) s += "".join(map(Spring.to_cal3d, self.springs)) s += "".join(map(Face.to_cal3d, self.faces)) return s def to_cal3d_xml(self): s = " \n" % \ (self.nb_lodsteps, len(self.springs), len(self.material.maps_filenames)) s += "".join(map(Vertex.to_cal3d_xml, self.vertices)) s += "".join(map(Spring.to_cal3d_xml, self.springs)) s += "".join(map(Face.to_cal3d_xml, self.faces)) s += " \n" return s class Vertex: def __init__(self, submesh, loc, normal): self.loc = loc self.normal = normal self.collapse_to = None self.face_collapse_count = 0 self.maps = [] self.influences = [] self.weight = None self.cloned_from = None self.clones = [] self.submesh = submesh self.id = submesh.next_vertex_id submesh.next_vertex_id += 1 submesh.vertices.append(self) def to_cal3d(self): if self.collapse_to: collapse_id = self.collapse_to.id else: collapse_id = -1 s = struct.pack("ffffffii", self.loc[0], self.loc[1], self.loc[2], self.normal[0], self.normal[1], self.normal[2], collapse_id, self.face_collapse_count) s += "".join(map(Map.to_cal3d, self.maps)) s += struct.pack("i", len(self.influences)) s += "".join(map(Influence.to_cal3d, self.influences)) if not self.weight is None: s += struct.pack("f", len(self.weight)) return s def to_cal3d_xml(self): if self.collapse_to: collapse_id = self.collapse_to.id else: collapse_id = -1 s = " \n" % \ (self.id, len(self.influences)) s += " %f %f %f\n" % (self.loc[0], self.loc[1], self.loc[2]) s += " %f %f %f\n" % \ (self.normal[0], self.normal[1], self.normal[2]) if collapse_id != -1: s += " %i\n" % collapse_id s += " %i\n" % \ self.face_collapse_count s += "".join(map(Map.to_cal3d_xml, self.maps)) s += "".join(map(Influence.to_cal3d_xml, self.influences)) if not self.weight is None: s += " %f\n" % len(self.weight) s += " \n" return s class Map: def __init__(self, u, v): self.u = u self.v = v def to_cal3d(self): return struct.pack("ff", self.u, self.v) def to_cal3d_xml(self): return " %f %f\n" % (self.u, self.v) class Influence: def __init__(self, bone, weight): self.bone = bone self.weight = weight def to_cal3d(self): return struct.pack("if", self.bone.id, self.weight) def to_cal3d_xml(self): return " %f\n" % \ (self.bone.id, self.weight) class Spring: def __init__(self, vertex1, vertex2): self.vertex1 = vertex1 self.vertex2 = vertex2 self.spring_coefficient = 0.0 self.idlelength = 0.0 def to_cal3d(self): return struct.pack("iiff", self.vertex1.id, self.vertex2.id, self.spring_coefficient, self.idlelength) def to_cal3d_xml(self): return " \n" % \ (self.vertex1.id, self.vertex2.id, self.spring_coefficient, self.idlelength) class Face: def __init__(self, submesh, vertex1, vertex2, vertex3): self.vertex1 = vertex1 self.vertex2 = vertex2 self.vertex3 = vertex3 self.can_collapse = 0 self.submesh = submesh submesh.faces.append(self) def to_cal3d(self): return struct.pack("iii", self.vertex1.id, self.vertex2.id, self.vertex3.id) def to_cal3d_xml(self): return " \n" % \ (self.vertex1.id, self.vertex2.id, self.vertex3.id) class Skeleton: def __init__(self): self.bones = [] self.next_bone_id = 0 def to_cal3d(self): s = "CSF\0" + struct.pack("ii", CAL3D_VERSION, len(self.bones)) s += "".join(map(Bone.to_cal3d, self.bones)) return s def to_cal3d_xml(self): s = "
\n" % CAL3D_XML_VERSION s += "\n" % len(self.bones) s += "".join(map(Bone.to_cal3d_xml, self.bones)) s += "\n" return s BONES = {} class Bone: def __init__(self, skeleton, parent, name, loc, rot): self.parent = parent self.name = name self.loc = loc self.rot = rot self.children = [] self.matrix = matrix_translate(quaternion2matrix(rot), loc) if parent: self.matrix = matrix_multiply(parent.matrix, self.matrix) parent.children.append(self) # lloc and lrot are the bone => model space transformation # (translation and rotation). They are probably specific to Cal3D. m = matrix_invert(self.matrix) self.lloc = m[3][0], m[3][1], m[3][2] self.lrot = matrix2quaternion(m) self.skeleton = skeleton self.id = skeleton.next_bone_id skeleton.next_bone_id += 1 skeleton.bones.append(self) BONES[name] = self def to_cal3d(self): s = struct.pack("i", len(self.name) + 1) + self.name + "\0" # We need to negate quaternion W value, but why ? s += struct.pack("ffffffffffffff", self.loc[0], self.loc[1], self.loc[2], self.rot[0], self.rot[1], self.rot[2], -self.rot[3], self.lloc[0], self.lloc[1], self.lloc[2], self.lrot[0], self.lrot[1], self.lrot[2], -self.lrot[3]) if self.parent: s += struct.pack("i", self.parent.id) else: s += struct.pack("i", -1) s += struct.pack("i", len(self.children)) s += "".join(map(lambda bone: struct.pack("i", bone.id), self.children)) return s def to_cal3d_xml(self): s = " \n" % \ (self.id, self.name, len(self.children)) # We need to negate quaternion W value, but why ? s += " %f %f %f\n" % \ (self.loc[0], self.loc[1], self.loc[2]) s += " %f %f %f %f\n" % \ (self.rot[0], self.rot[1], self.rot[2], -self.rot[3]) s += " %f %f %f\n" % \ (self.lloc[0], self.lloc[1], self.lloc[2]) s += " %f %f %f %f\n" % \ (self.lrot[0], self.lrot[1], self.lrot[2], -self.lrot[3]) if self.parent: s += " %i\n" % self.parent.id else: s += " %i\n" % -1 s += "".join(map(lambda bone: " %i\n" % bone.id, self.children)) s += " \n" return s class Animation: def __init__(self, name, action, duration = 0.0): self.name = name self.action = action self.duration = duration self.tracks = {} # Map bone names to tracks def to_cal3d(self): s = "CAF\0" + struct.pack("ifi", CAL3D_VERSION, self.duration, len(self.tracks)) s += "".join(map(Track.to_cal3d, self.tracks.values())) return s def to_cal3d_xml(self): s = "
\n" % CAL3D_XML_VERSION s += "\n" % \ (self.duration, len(self.tracks)) s += "".join(map(Track.to_cal3d_xml, self.tracks.values())) s += "\n" return s class Track: def __init__(self, animation, bone): self.bone = bone self.keyframes = [] self.animation = animation animation.tracks[bone.name] = self def to_cal3d(self): s = struct.pack("ii", self.bone.id, len(self.keyframes)) s += "".join(map(KeyFrame.to_cal3d, self.keyframes)) return s def to_cal3d_xml(self): s = " \n" % \ (self.bone.id, len(self.keyframes)) s += "".join(map(KeyFrame.to_cal3d_xml, self.keyframes)) s += " \n" return s class KeyFrame: def __init__(self, track, time, loc, rot): self.time = time self.loc = loc self.rot = rot self.track = track track.keyframes.append(self) def to_cal3d(self): # We need to negate quaternion W value, but why ? return struct.pack("ffffffff", self.time, self.loc[0], self.loc[1], self.loc[2], self.rot[0], self.rot[1], self.rot[2], -self.rot[3]) def to_cal3d_xml(self): s = " \n" % self.time s += " %f %f %f\n" % \ (self.loc[0], self.loc[1], self.loc[2]) # We need to negate quaternion W value, but why ? s += " %f %f %f %f\n" % \ (self.rot[0], self.rot[1], self.rot[2], -self.rot[3]) s += " \n" return s def export(): global STATUS STATUS = "Start export..." Draw() # Hack for having the model rotated right. # Put in BASE_MATRIX your own rotation if you need some. if EXPORT_FOR_SOYA: BASE_MATRIX = matrix_rotate_x(-math.pi / 2.0) else: BASE_MATRIX = None # Get the scene scene = Blender.Scene.getCurrent() # Export skeleton (=armature) STATUS = "Calculate skeleton" Draw() skeleton = Skeleton() for obj in Blender.Object.Get(): data = obj.getData() if type(data) is Blender.Types.ArmatureType: matrix = obj.getMatrix() if BASE_MATRIX: matrix = matrix_multiply(BASE_MATRIX, matrix) def treat_bone(b, parent = None): #skip bones that start with _ #also skips children of that bone so be careful if b.getName()[0] == '_' : return head = b.getHead() tail = b.getTail() # Turns the Blender's head-tail-roll notation into a quaternion quat = matrix2quaternion(blender_bone2matrix(head, tail, b.getRoll())) if parent: # Compute the translation from the parent bone's head to the child # bone's head, in the parent bone coordinate system. # The translation is parent_tail - parent_head + child_head, # but parent_tail and parent_head must be converted from the parent's # parent system coordinate into the parent system coordinate. parent_invert_transform = matrix_invert(quaternion2matrix(parent.rot)) parent_head = vector_by_matrix(parent.head, parent_invert_transform) parent_tail = vector_by_matrix(parent.tail, parent_invert_transform) bone = Bone(skeleton, parent, b.getName(), [parent_tail[0] - parent_head[0] + head[0], parent_tail[1] - parent_head[1] + head[1], parent_tail[2] - parent_head[2] + head[2]], quat) else: # Apply the armature's matrix to the root bones head = point_by_matrix(head, matrix) tail = point_by_matrix(tail, matrix) quat = matrix2quaternion(matrix_multiply(matrix, quaternion2matrix(quat))) # Probably not optimal # Here, the translation is simply the head vector bone = Bone(skeleton, parent, b.getName(), head, quat) bone.head = head bone.tail = tail for child in b.getChildren(): treat_bone(child, bone) for b in data.getBones(): # treat this bone if not already treated as a child bone if not BONES.has_key(b.getName()): treat_bone(b) # Only one armature / skeleton break # Export Mesh data if EXPORT_MESH or EXPORT_MATERIAL: STATUS = "Calculate mesh and materials" Draw() meshes = [] for obj in Blender.Object.Get(): data = obj.getData() if (type(data) is Blender.Types.NMeshType) and data.faces and EXPORT_MESH: mesh = Mesh(obj.name) if mesh.name[0] == '_' : print "skipping object ", mesh.name continue meshes.append(mesh) matrix = obj.getMatrix() if BASE_MATRIX: matrix = matrix_multiply(BASE_MATRIX, matrix) faces = data.faces while faces: image = faces[0].image image_filename = image and image.filename # for windows image_filename_t = str(image_filename) #print image_filename_t # end for windows if REMOVE_PATH_FROM_IMAGE: if image_filename_t == "None": print "Something wrong with material (is none), set name to none..." image_file = "none.tga" else: # for windows if image_filename_t[0] == "/": tmplist = image_filename_t.split("/") else: tmplist = image_filename_t.split("\\") #print "tmplist: " + repr(tmplist) image_file = IMAGE_PREFIX + tmplist[-1] # end for windows # for linux # image_file = IMAGE_PREFIX + os.path.basename(image_filename) else: image_file = image_filename material = MATERIALS.get(image_file) or Material(image_file) # TODO add material color support here submesh = SubMesh(mesh, material) vertices = {} for face in faces[:]: if (face.image and face.image.filename) == image_filename: faces.remove(face) if not face.smooth: #if len(face.v) < 3 : # print "mesh contains a dodgy face, skipping it" # continue p1 = face.v[0].co p2 = face.v[1].co p3 = face.v[2].co normal = vector_normalize(vector_by_matrix(vector_crossproduct( [p3[0] - p2[0], p3[1] - p2[1], p3[2] - p2[2]], [p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2]], ), matrix)) face_vertices = [] for i in range(len(face.v)): vertex = vertices.get(face.v[i].index) if not vertex: coord = point_by_matrix (face.v[i].co, matrix) if face.smooth: normal = vector_normalize(vector_by_matrix(face.v[i].no, matrix)) vertex = vertices[face.v[i].index] = Vertex(submesh, coord, normal) influences = data.getVertexInfluences(face.v[i].index) if not influences: print "Warning: vertex %i (%i) has no influence !" % \ (face.v[i].index, face.v[i].sel) # sum of influences is not always 1.0 in Blender ?!?! sum = 0.0 for bone_name, weight in influences: sum += weight # Select vertex with no weight at all (sum = 0.0). # To find out which one it is, select part of vertices in mesh, # exit editmode and see if value between brackets is 1. If so, # the vertex is in selection. You can narrow the selection # this way, to find the offending vertex... if sum == 0.0: print "Warning: vertex %i in mesh %s (selected: %i) has influence sum of 0.0!" % \ (face.v[i].index, mesh.name, face.v[i].sel) print "Set the sum to 1.0, otherwise there will " + \ "be a division by zero. Better find the offending " + \ "vertex..." # face.v[i].sel = 1 # does not work??? sum = 1.0 if face.v[i].sel: print "Vertex %i is selected" % (face.v[i].index) for bone_name, weight in influences: #print "bone: %s, weight: %f, sum: %f" % (bone_name, weight, sum) vertex.influences.append(Influence(BONES[bone_name], weight / sum)) elif not face.smooth: # We cannot share vertex for non-smooth faces, # since Cal3D does not support vertex sharing # for 2 vertices with different normals. # => we must clone the vertex. old_vertex = vertex vertex = Vertex(submesh, vertex.loc, normal) vertex.cloned_from = old_vertex vertex.influences = old_vertex.influences old_vertex.clones.append(vertex) if data.hasFaceUV(): uv = [face.uv[i][0], face.uv[i][1]] #1.0 - face.uv[i][1]] if not vertex.maps: vertex.maps.append(Map(*uv)) elif (vertex.maps[0].u != uv[0]) or (vertex.maps[0].v != uv[1]): # This vertex can be shared for Blender, but not for Cal3D !!! # Cal3D does not support vertex sharing for 2 vertices with # different UV texture coodinates. # => we must clone the vertex. for clone in vertex.clones: if (clone.maps[0].u == uv[0]) and \ (clone.maps[0].v == uv[1]): vertex = clone break else: # Not yet cloned... old_vertex = vertex vertex = Vertex(submesh, vertex.loc, vertex.normal) vertex.cloned_from = old_vertex vertex.influences = old_vertex.influences vertex.maps.append(Map(*uv)) old_vertex.clones.append(vertex) face_vertices.append(vertex) # Split faces with more than 3 vertices for i in range(1, len(face.v) - 1): Face(submesh, face_vertices[0], face_vertices[i], face_vertices[i + 1]) # Computes LODs info if LODS: submesh.compute_lods() # Export animations if EXPORT_ANIMATION: ipoCurveType = ['LocX', 'LocY', 'LocZ', 'QuatX', 'QuatY', 'QuatZ', 'QuatW'] STATUS = "Calculate animations" Draw() ANIMATIONS = {} actions = Blender.Armature.NLA.GetActions() for a in actions: #skip actions beginning with _ if a[0] == '_' : continue #create the animation object animation_name = a #if the name starts with @ then it is a oneshot action otherwise its a cycle if a[0] == '@': animation_name = a.split("@")[1] aact = 1 else: aact = 0 print "Animationname: %s" % (animation_name) if REMOVE_BAKED: tmp = animation_name.split('.BAKED') animation_name = "".join(tmp) #check for duplicate animation names and work around test = animation_name suffix = 1 while ANIMATIONS.get(test): print "Warning %s already exists!! renaming" % animation_name test = "%s__%i" % (animation_name, suffix) suffix += 1 animation_name = test animation = ANIMATIONS[animation_name] = Animation(animation_name, aact) ipos = actions[a].getAllChannelIpos() for bone_name in ipos: #skip bones that start with _ if bone_name[0] == '_' : continue ipo = ipos[bone_name] try: nbez = ipo.getNBezPoints(0) except TypeError: print "No key frame for action %s, ipo %s, skipping..." % (a, bone_name) nbez = 0 bone = BONES[bone_name] track = animation.tracks.get(bone_name) if not track: track = animation.tracks[bone_name] = Track(animation, bone) track.finished = 0 curve = [] for ctype in ipoCurveType: curve.append(ipo.getCurve(ctype)) for bez in range(nbez): time1 = ipo.getCurveBeztriple(0, bez)[3] time = (time1 - 1.0) / FPS if animation.duration < time: animation.duration = time loc = bone.loc rot = bone.rot if (curve[0]): trans = vector_by_matrix(( curve[0].evaluate(time1), curve[1].evaluate(time1), curve[2].evaluate(time1)), bone.matrix) loc = [ bone.loc[0] + trans[0], bone.loc[1] + trans[1], bone.loc[2] + trans[2]] if (curve[3]): ipo_rot = [ curve[3].evaluate(time1), curve[4].evaluate(time1), curve[5].evaluate(time1), curve[6].evaluate(time1)] # We need to blend the rotation from the bone rest state # (=bone.rot) with ipo_rot. rot = quaternion_multiply(ipo_rot, bone.rot) KeyFrame(track, time, loc, rot) # Save all data STATUS = "Save files" Draw() EXPORT_ALL = EXPORT_SKELETON and EXPORT_ANIMATION and \ EXPORT_MESH and EXPORT_MATERIAL cfg_buffer = "" if FILE_PREFIX == "": std_fname = "cal3d" else: std_fname = "" if not os.path.exists(SAVE_TO_DIR): os.makedirs(SAVE_TO_DIR) else: if DELETE_ALL_FILES: for file in os.listdir(SAVE_TO_DIR): if file.endswith(".cfg") or file.endswith(".caf") or \ file.endswith(".cmf") or file.endswith(".csf") or \ file.endswith(".crf") or file.endswith(".xsf") or \ file.endswith(".xaf") or file.endswith(".xmf") or \ file.endswith(".xrf"): os.unlink(os.path.join(SAVE_TO_DIR, file)) cfg_buffer += "# Cal3D model exported from Blender with blender2cal3d.py\n\n" if EXPORT_ALL: cfg_buffer += "# --- Scale of model ---\n" cfg_buffer += "scale=%f\n\n" % SCALE else: cfg_buffer += "# Append this file to the model configuration file\n\n" if EXPORT_SKELETON: cfg_buffer += "# --- Skeleton ---\n" if EXPORT_TO_XML: open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + std_fname + \ os.path.basename(SAVE_TO_DIR) +".xsf"), "wb").write(skeleton.to_cal3d_xml()) cfg_buffer += "skeleton=%s.xsf\n" % (FILE_PREFIX + std_fname +\ os.path.basename(SAVE_TO_DIR)) else: open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + std_fname + \ os.path.basename(SAVE_TO_DIR) + ".csf"), "wb").write(skeleton.to_cal3d()) cfg_buffer += "skeleton=%s.csf\n" % (FILE_PREFIX + std_fname +\ os.path.basename(SAVE_TO_DIR)) cfg_buffer += "\n" if EXPORT_ANIMATION: cfg_buffer += "# --- Animations ---\n" for animation in ANIMATIONS.values(): # Cal3D does not support animation with only one state if animation.duration: animation.name = RENAME_ANIMATIONS.get(animation.name) or animation.name action_suffix="" if animation.action: action_suffix = "_action" if EXPORT_TO_XML: open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + \ animation.name + ".xaf"), "wb").write(animation.to_cal3d_xml()) cfg_buffer += "animation%s=%s.xaf\n" % (action_suffix, (FILE_PREFIX + animation.name)) else: open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + \ animation.name + ".caf"), "wb").write(animation.to_cal3d()) cfg_buffer += "animation%s=%s.caf\n" % (action_suffix, (FILE_PREFIX + animation.name)) # Prints animation names and durations print animation.name, "duration", animation.duration * FPS + 1.0 cfg_buffer += "\n" if EXPORT_MESH: cfg_buffer += "# --- Meshes ---\n" for mesh in meshes: if not mesh.name.startswith("_"): if EXPORT_TO_XML: open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + mesh.name + ".xmf"), "wb").write(mesh.to_cal3d_xml()) cfg_buffer += "mesh=%s.xmf\n" % (FILE_PREFIX + mesh.name) else: open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + mesh.name + ".cmf"), "wb").write(mesh.to_cal3d()) cfg_buffer += "mesh=%s.cmf\n" % (FILE_PREFIX + mesh.name) cfg_buffer += "\n" if EXPORT_MATERIAL: cfg_buffer += "# --- Materials ---\n" materials = MATERIALS.values() materials.sort(lambda a, b: cmp(a.id, b.id)) for material in materials: if material.maps_filenames: fname = os.path.splitext(os.path.basename(material.maps_filenames[0]))[0] else: fname = "plain" if EXPORT_TO_XML: open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + fname + ".xrf"), "wb").write(material.to_cal3d_xml()) cfg_buffer += "material=%s.xrf\n" % (FILE_PREFIX + fname) else: open(os.path.join(SAVE_TO_DIR, FILE_PREFIX + fname + ".crf"), "wb").write(material.to_cal3d()) cfg_buffer += "material=%s.crf\n" % (FILE_PREFIX + fname) cfg_buffer += "\n" if EXPORT_ALL: cfg_prefix = "" else: cfg_prefix = "append_to_" cfg = open(os.path.join(SAVE_TO_DIR, cfg_prefix + FILE_PREFIX + std_fname +\ os.path.basename(SAVE_TO_DIR) + ".cfg"), "wb") print >> cfg, cfg_buffer cfg.close() print "Saved to", SAVE_TO_DIR print "Done." STATUS = "Export finished." Draw() # ::: GUI around the whole thing, not very clean, but it works for me... _save_dir = Create(SAVE_TO_DIR) _file_prefix = Create(FILE_PREFIX) _image_prefix = Create(IMAGE_PREFIX) _scale = Create(SCALE) _framepsec = Create(FPS) STATUS = "Done nothing yet" def gui(): global EXPORT_TO_XML, EXPORT_SKELETON, EXPORT_ANIMATION, EXPORT_MESH, \ EXPORT_MATERIAL, SAVE_TO_DIR, _save_dir, _scale, SCALE, \ EXPORT_FOR_SOYA, REMOVE_PATH_FROM_IMAGE, LODS, _file_prefix, \ FILE_PREFIX, _image_prefix, IMAGE_PREFIX, DELETE_ALL_FILES, STATUS, \ _framepsec, FPS glRasterPos2i(8, 14) Text("Status: %s" % STATUS) _export_button = Button("Export (E)", 1, 8, 36, 100, 20, "Start export to Cal3D format") _quit_button = Button("Quit (Q)", 5, 108, 36, 100, 20, "Exit from script") _delete_toggle = Toggle("X", 15, 8, 64, 20, 20, DELETE_ALL_FILES, "Delete all existing Cal3D files in export directory") _SF_toggle = Toggle("_SF", 6, 28, 64, 45, 20, EXPORT_SKELETON, "Export skeleton (CSF/XSF)") _AF_toggle = Toggle("_AF", 7, 73, 64, 45, 20, EXPORT_ANIMATION, "Export animations (CAF/XAF)") _MF_toggle = Toggle("_MF", 8, 118, 64, 45, 20, EXPORT_MESH, "Export mesh (CMF/XMF)") _RF_toggle = Toggle("_RF", 9, 163, 64, 45, 20, EXPORT_MATERIAL, "Export materials (CRF/XRF)") _XML_toggle = Toggle("Export to XML", 2, 8, 84, 100, 20, EXPORT_TO_XML, "Export to Cal3D XML or binary fileformat") _soya_toggle = Toggle("Export for Soya", 10, 108, 84, 100, 20, EXPORT_FOR_SOYA, "Export for Soya 3D Engine") _imagepath_toggle = Toggle("X imagepath", 11, 8, 104, 100, 20, REMOVE_PATH_FROM_IMAGE, "Remove path from imagename") _lods_toggle = Toggle("Calculate LODS", 12, 108, 104, 100, 20, LODS, "Calculate LODS, quit slow and not optimal") _scale = Slider("S:", 4, 8, 132, 100, 20, SCALE, 0.00, 10.00, 0, \ "Sets the scale of the model (small number will scale up)") _framepsec = Slider("F:", 16, 108, 132, 100, 20, FPS, 0.00, 100.0, 0, \ "Sets the export framerate (FPS)") _image_prefix = String("Image prefix: ", 13, 8, 160, 200, 20, IMAGE_PREFIX, \ 256, "Prefix used for imagename (if you have the " + \ "textures in a subdirectory called textures, " + \ "the prefix would be \"textures\\\\\")") _file_prefix = String("File prefix: ", 14, 8, 180, 200, 20, FILE_PREFIX, \ 256, "Prefix to all exported Cal3D files "+ \ "(f.e. \"model_\")") _save_dir = String("Export to: ", 3, 8, 200, 200, 20, _save_dir.val, 256, \ "Directory to save files to") def event(evt, val): global STATUS if (evt == QKEY or evt == ESCKEY): Exit() return if evt == EKEY: update_reg() export() def bevent(evt): global EXPORT_TO_XML, EXPORT_SKELETON, EXPORT_ANIMATION, EXPORT_MESH, \ EXPORT_MATERIAL, _save_dir, SAVE_TO_DIR, _scale, SCALE, \ EXPORT_FOR_SOYA, REMOVE_PATH_FROM_IMAGE, LODS, _file_prefix, \ FILE_PREFIX, _image_prefix, IMAGE_PREFIX, DELETE_ALL_FILES, STATUS, \ _framepsec, FPS if evt == 1: update_reg() export() if evt == 2: EXPORT_TO_XML = 1 - EXPORT_TO_XML if evt == 3: SAVE_TO_DIR = _save_dir.val if evt == 4: SCALE = _scale.val if evt == 5: Exit() return if evt == 6: EXPORT_SKELETON = 1 - EXPORT_SKELETON if evt == 7: EXPORT_ANIMATION = 1 - EXPORT_ANIMATION if evt == 8: EXPORT_MESH = 1 - EXPORT_MESH if evt == 9: EXPORT_MATERIAL = 1 - EXPORT_MATERIAL if evt == 10: EXPORT_FOR_SOYA = 1 - EXPORT_FOR_SOYA if evt == 11: REMOVE_PATH_FROM_IMAGE = 1 - REMOVE_PATH_FROM_IMAGE if evt == 12: LODS = 1 - LODS if evt == 13: IMAGE_PREFIX = _image_prefix.val if evt == 14: FILE_PREFIX = _file_prefix.val if evt == 15: DELETE_ALL_FILES = 1 - DELETE_ALL_FILES if evt == 16: FPS = _framepsec.val Draw() def update_reg(): x = {} x['sd'] = SAVE_TO_DIR x['da'] = DELETE_ALL_FILES x['es'] = EXPORT_SKELETON x['ea'] = EXPORT_ANIMATION x['em'] = EXPORT_MESH x['emat'] = EXPORT_MATERIAL x['fp'] = FILE_PREFIX x['rp'] = REMOVE_PATH_FROM_IMAGE x['ip'] = IMAGE_PREFIX x['ex'] = EXPORT_TO_XML x['sc'] = SCALE x['fps'] = FPS x['soya'] = EXPORT_FOR_SOYA x['lod'] = LODS Blender.Registry.SetKey('Cal3dExporter', x) def get_from_reg(): global SAVE_TO_DIR, DELETE_ALL_FILES, EXPORT_SKELETON, \ EXPORT_ANIMATION, EXPORT_MESH, EXPORT_MATERIAL, FILE_PREFIX, \ REMOVE_PATH_FROM_IMAGE, IMAGE_PREFIX, EXPORT_TO_XML, SCALE, \ FPS, EXPORT_FOR_SOYA, LODS tmp = Blender.Registry.GetKey("Cal3dExporter") if tmp: SAVE_TO_DIR = tmp['sd'] #DELETE_ALL_FILES = tmp['da'] EXPORT_SKELETON = tmp['es'] EXPORT_ANIMATION = tmp['ea'] EXPORT_MESH = tmp['em'] EXPORT_MATERIAL = tmp['emat'] FILE_PREFIX = tmp['fp'] REMOVE_PATH_FROM_IMAGE = tmp['rp'] IMAGE_PREFIX = tmp['ip'] EXPORT_TO_XML = tmp['ex'] SCALE = tmp['sc'] FPS = tmp['fps'] EXPORT_FOR_SOYA = tmp['soya'] LODS = tmp['lod'] get_from_reg() Register(gui, event, bevent)