2982 lines
		
	
	
		
			100 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			2982 lines
		
	
	
		
			100 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| #!BPY
 | |
| """
 | |
| Name: 'Autodesk FBX (.fbx)...'
 | |
| Blender: 244
 | |
| Group: 'Export'
 | |
| Tooltip: 'Selection to an ASCII Autodesk FBX '
 | |
| """
 | |
| __author__ = "Campbell Barton"
 | |
| __url__ = ['www.blender.org', 'blenderartists.org']
 | |
| __version__ = "1.1"
 | |
| 
 | |
| __bpydoc__ = """\
 | |
| This script is an exporter to the FBX file format.
 | |
| 
 | |
| http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
 | |
| """
 | |
| # --------------------------------------------------------------------------
 | |
| # FBX Export v0.1 by Campbell Barton (AKA Ideasman)
 | |
| # --------------------------------------------------------------------------
 | |
| # ***** BEGIN GPL LICENSE BLOCK *****
 | |
| #
 | |
| # This program is free software; you can redistribute it and/or
 | |
| # modify it under the terms of the GNU General Public License
 | |
| # as published by the Free Software Foundation; either version 2
 | |
| # of the License, or (at your option) any later version.
 | |
| #
 | |
| # This program is distributed in the hope that it will be useful,
 | |
| # but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
| # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | |
| # GNU General Public License for more details.
 | |
| #
 | |
| # You should have received a copy of the GNU General Public License
 | |
| # along with this program; if not, write to the Free Software Foundation,
 | |
| # Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 | |
| #
 | |
| # ***** END GPL LICENCE BLOCK *****
 | |
| # --------------------------------------------------------------------------
 | |
| 
 | |
| try:
 | |
| 	import time
 | |
| 	# import os # only needed for batch export, nbot used yet
 | |
| except:
 | |
| 	time = None # use this to check if they have python modules installed
 | |
| 
 | |
| # for python 2.3 support
 | |
| try:
 | |
| 	set()
 | |
| except:
 | |
| 	try:
 | |
| 		from sets import Set as set
 | |
| 	except:
 | |
| 		set = None # so it complains you dont have a !
 | |
| 
 | |
| # os is only needed for batch 'own dir' option
 | |
| try:
 | |
| 	import os
 | |
| except:
 | |
| 	os = None
 | |
| 
 | |
| import Blender
 | |
| import bpy
 | |
| from Blender.Mathutils import Matrix, Vector, RotationMatrix
 | |
| 
 | |
| import BPyObject
 | |
| import BPyMesh
 | |
| import BPySys
 | |
| import BPyMessages
 | |
| 
 | |
| ## This was used to make V, but faster not to do all that
 | |
| ##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}'
 | |
| ##v = range(255)
 | |
| ##for c in valid: v.remove(ord(c))
 | |
| v = [0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,42,43,47,58,59,60,61,62,63,64,92,94,96,124,126,127,128,129,130,131,132,133,134,135,136,137,138,139,140,141,142,143,144,145,146,147,148,149,150,151,152,153,154,155,156,157,158,159,160,161,162,163,164,165,166,167,168,169,170,171,172,173,174,175,176,177,178,179,180,181,182,183,184,185,186,187,188,189,190,191,192,193,194,195,196,197,198,199,200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216,217,218,219,220,221,222,223,224,225,226,227,228,229,230,231,232,233,234,235,236,237,238,239,240,241,242,243,244,245,246,247,248,249,250,251,252,253,254]
 | |
| invalid = ''.join([chr(i) for i in v])
 | |
| def cleanName(name):
 | |
| 	for ch in invalid:	name = name.replace(ch, '_')
 | |
| 	return name
 | |
| del v, i
 | |
| 
 | |
| 
 | |
| def copy_file(source, dest):
 | |
| 	file = open(source, 'rb')
 | |
| 	data = file.read()
 | |
| 	file.close()
 | |
| 	
 | |
| 	file = open(dest, 'wb')
 | |
| 	file.write(data)
 | |
| 	file.close()
 | |
| 
 | |
| 
 | |
| def copy_images(dest_dir, textures):
 | |
| 	if not dest_dir.endswith(Blender.sys.sep):
 | |
| 		dest_dir += Blender.sys.sep
 | |
| 	
 | |
| 	image_paths = set()
 | |
| 	for img in textures:
 | |
| 		image_paths.add(Blender.sys.expandpath(img.filename))
 | |
| 	
 | |
| 	# Now copy images
 | |
| 	copyCount = 0
 | |
| 	for image_path in image_paths:
 | |
| 		if Blender.sys.exists(image_path):
 | |
| 			# Make a name for the target path.
 | |
| 			dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
 | |
| 			if not Blender.sys.exists(dest_image_path): # Image isnt alredy there
 | |
| 				print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
 | |
| 				try:
 | |
| 					copy_file(image_path, dest_image_path)
 | |
| 					copyCount+=1
 | |
| 				except:
 | |
| 					print '\t\tWarning, file failed to copy, skipping.'
 | |
| 	
 | |
| 	print '\tCopied %d images' % copyCount
 | |
| 
 | |
| mtx4_identity = Matrix()
 | |
| 
 | |
| # testing
 | |
| mtx_x90		= RotationMatrix( 90, 3, 'x') # used
 | |
| #mtx_x90n	= RotationMatrix(-90, 3, 'x')
 | |
| #mtx_y90	= RotationMatrix( 90, 3, 'y')
 | |
| #mtx_y90n	= RotationMatrix(-90, 3, 'y')
 | |
| #mtx_z90	= RotationMatrix( 90, 3, 'z')
 | |
| #mtx_z90n	= RotationMatrix(-90, 3, 'z')
 | |
| 
 | |
| #mtx4_x90	= RotationMatrix( 90, 4, 'x')
 | |
| mtx4_x90n	= RotationMatrix(-90, 4, 'x') # used
 | |
| #mtx4_y90	= RotationMatrix( 90, 4, 'y')
 | |
| mtx4_y90n	= RotationMatrix(-90, 4, 'y') # used
 | |
| mtx4_z90	= RotationMatrix( 90, 4, 'z') # used
 | |
| mtx4_z90n	= RotationMatrix(-90, 4, 'z') # used
 | |
| 
 | |
| def strip_path(p):
 | |
| 	return p.split('\\')[-1].split('/')[-1]
 | |
| 
 | |
| # Used to add the scene name into the filename without using odd chars	
 | |
| sane_name_mapping_ob = {}
 | |
| sane_name_mapping_mat = {}
 | |
| sane_name_mapping_tex = {}
 | |
| sane_name_mapping_take = {}
 | |
| sane_name_mapping_group = {}
 | |
| 
 | |
| # Make sure reserved names are not used
 | |
| sane_name_mapping_ob['Scene'] = 'Scene_'
 | |
| sane_name_mapping_ob['blend_root'] = 'blend_root_'
 | |
| 
 | |
| def increment_string(t):
 | |
| 	name = t
 | |
| 	num = ''
 | |
| 	while name and name[-1].isdigit():
 | |
| 		num = name[-1] + num
 | |
| 		name = name[:-1]
 | |
| 	if num:	return '%s%d' % (name, int(num)+1)	
 | |
| 	else:	return name + '_0'
 | |
| 
 | |
| 
 | |
| 
 | |
| # todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
 | |
| def sane_name(data, dct):
 | |
| 	#if not data: return None
 | |
| 	name = data.name
 | |
| 	
 | |
| 	# dont cache, only ever call once for each data type now,
 | |
| 	# so as to avoid namespace collision between types - like with objects <-> bones
 | |
| 	#try:		return dct[name]
 | |
| 	#except:		pass
 | |
| 	
 | |
| 	orig_name = name
 | |
| 	if not name:
 | |
| 		name = 'unnamed' # blank string, ASKING FOR TROUBLE!
 | |
| 	else:
 | |
| 		#name = BPySys.cleanName(name)
 | |
| 		name = cleanName(name) # use our own
 | |
| 	
 | |
| 	while name in dct.itervalues():	name = increment_string(name)
 | |
| 	
 | |
| 	dct[orig_name] = name
 | |
| 	return name
 | |
| 
 | |
| def sane_obname(data):		return sane_name(data, sane_name_mapping_ob)
 | |
| def sane_matname(data):		return sane_name(data, sane_name_mapping_mat)
 | |
| def sane_texname(data):		return sane_name(data, sane_name_mapping_tex)
 | |
| def sane_takename(data):	return sane_name(data, sane_name_mapping_take)
 | |
| def sane_groupname(data):	return sane_name(data, sane_name_mapping_group)
 | |
| 
 | |
| def derived_paths(fname_orig, basepath, FORCE_CWD=False):
 | |
| 	'''
 | |
| 	fname_orig - blender path, can be relative
 | |
| 	basepath - fname_rel will be relative to this
 | |
| 	FORCE_CWD - dont use the basepath, just add a ./ to the filename.
 | |
| 		use when we know the file will be in the basepath.
 | |
| 	'''
 | |
| 	fname = Blender.sys.expandpath(fname_orig)
 | |
| 	fname_strip = strip_path(fname)
 | |
| 	if FORCE_CWD:	fname_rel = '.' + Blender.sys.sep + fname_strip
 | |
| 	else:				fname_rel = Blender.sys.relpath(fname, basepath)
 | |
| 	if fname_rel.startswith('//'): fname_rel = '.' + Blender.sys.sep + fname_rel[2:]
 | |
| 	return fname, fname_strip, fname_rel
 | |
| 
 | |
| 
 | |
| def mat4x4str(mat):
 | |
| 	return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ])
 | |
| 
 | |
| def meshNormalizedWeights(me):
 | |
| 	try: # account for old bad BPyMesh
 | |
| 		groupNames, vWeightList = BPyMesh.meshWeight2List(me)
 | |
| 	except:
 | |
| 		return [],[]
 | |
| 	
 | |
| 	if not groupNames:
 | |
| 		return [],[]
 | |
| 	
 | |
| 	for i, vWeights in enumerate(vWeightList):
 | |
| 		tot = 0.0
 | |
| 		for w in vWeights:
 | |
| 			tot+=w
 | |
| 		
 | |
| 		if tot:
 | |
| 			for j, w in enumerate(vWeights):
 | |
| 				vWeights[j] = w/tot
 | |
| 	
 | |
| 	return groupNames, vWeightList
 | |
| 
 | |
| header_comment = \
 | |
| '''; FBX 6.1.0 project file
 | |
| ; Created by Blender FBX Exporter
 | |
| ; for support mail: ideasman42@gmail.com
 | |
| ; ----------------------------------------------------
 | |
| 
 | |
| '''
 | |
| 
 | |
| # This func can be called with just the filename
 | |
| def write(filename, batch_objects = None, \
 | |
| 		EXP_OBS_SELECTED =			True,
 | |
| 		EXP_MESH =					True,
 | |
| 		EXP_MESH_APPLY_MOD =		True,
 | |
| 		EXP_MESH_HQ_NORMALS =		False,
 | |
| 		EXP_ARMATURE =				True,
 | |
| 		EXP_LAMP =					True,
 | |
| 		EXP_CAMERA =				True,
 | |
| 		EXP_EMPTY =					True,
 | |
| 		EXP_IMAGE_COPY =			False,
 | |
| 		GLOBAL_MATRIX =				Matrix(),
 | |
| 		ANIM_ENABLE =				True,
 | |
| 		ANIM_OPTIMIZE =				True,
 | |
| 		ANIM_OPTIMIZE_PRECISSION =	6,
 | |
| 		ANIM_ACTION_ALL =			False,
 | |
| 		BATCH_ENABLE =				False,
 | |
| 		BATCH_GROUP =				True,
 | |
| 		BATCH_SCENE =				False,
 | |
| 		BATCH_FILE_PREFIX =			'',
 | |
| 		BATCH_OWN_DIR =				False
 | |
| 	):
 | |
| 	
 | |
| 	# ----------------- Batch support!
 | |
| 	if BATCH_ENABLE:
 | |
| 		if os == None:	BATCH_OWN_DIR = False
 | |
| 		
 | |
| 		fbxpath = filename
 | |
| 		
 | |
| 		# get the path component of filename
 | |
| 		tmp_exists = Blender.sys.exists(fbxpath)
 | |
| 		
 | |
| 		if tmp_exists != 2: # a file, we want a path
 | |
| 			while fbxpath and fbxpath[-1] not in ('/', '\\'):
 | |
| 				fbxpath = fbxpath[:-1]
 | |
| 			if not filename:
 | |
| 				Draw.PupMenu('Error%t|Directory does not exist!')
 | |
| 				return
 | |
| 			
 | |
| 			tmp_exists = Blender.sys.exists(fbxpath)
 | |
| 		
 | |
| 		if tmp_exists != 2:
 | |
| 			Draw.PupMenu('Error%t|Directory does not exist!')
 | |
| 			return
 | |
| 		
 | |
| 		if not fbxpath.endswith(Blender.sys.sep):
 | |
| 			fbxpath += Blender.sys.sep
 | |
| 		del tmp_exists
 | |
| 		
 | |
| 		
 | |
| 		if BATCH_GROUP:
 | |
| 			data_seq = bpy.data.groups
 | |
| 		else:
 | |
| 			data_seq = bpy.data.scenes
 | |
| 		
 | |
| 		# call this function within a loop with BATCH_ENABLE == False
 | |
| 		orig_sce = bpy.data.scenes.active
 | |
| 		
 | |
| 		
 | |
| 		new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
 | |
| 		for data in data_seq: # scene or group
 | |
| 			newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name)
 | |
| 			
 | |
| 			
 | |
| 			if BATCH_OWN_DIR:
 | |
| 				new_fbxpath = fbxpath + newname + Blender.sys.sep
 | |
| 				# path may alredy exist
 | |
| 				# TODO - might exist but be a file. unlikely but should probably account for it.
 | |
| 				
 | |
| 				if Blender.sys.exists(new_fbxpath) == 0:
 | |
| 					os.mkdir(new_fbxpath)
 | |
| 				
 | |
| 			
 | |
| 			filename = new_fbxpath + newname + '.fbx'
 | |
| 			
 | |
| 			print '\nBatch exporting %s as...\n\t"%s"' % (data, filename)
 | |
| 			
 | |
| 			if BATCH_GROUP: #group
 | |
| 				# group, so objects update properly, add a dummy scene.
 | |
| 				sce = bpy.data.scenes.new()
 | |
| 				sce.Layers = (1<<20) -1
 | |
| 				bpy.data.scenes.active = sce
 | |
| 				for ob_base in data.objects:
 | |
| 					sce.objects.link(ob_base)
 | |
| 				
 | |
| 				sce.update(1)
 | |
| 				
 | |
| 				# TODO - BUMMER! Armatures not in the group wont animate the mesh
 | |
| 				
 | |
| 			else:# scene
 | |
| 				
 | |
| 				
 | |
| 				data_seq.active = data
 | |
| 			
 | |
| 			
 | |
| 			# Call self with modified args
 | |
| 			# Dont pass batch options since we alredy usedt them
 | |
| 			write(filename, data.objects,
 | |
| 				False,
 | |
| 				EXP_MESH,
 | |
| 				EXP_MESH_APPLY_MOD,
 | |
| 				EXP_MESH_HQ_NORMALS,
 | |
| 				EXP_ARMATURE,
 | |
| 				EXP_LAMP,
 | |
| 				EXP_CAMERA,
 | |
| 				EXP_EMPTY,
 | |
| 				EXP_IMAGE_COPY,
 | |
| 				GLOBAL_MATRIX,
 | |
| 				ANIM_ENABLE,
 | |
| 				ANIM_OPTIMIZE,
 | |
| 				ANIM_OPTIMIZE_PRECISSION,
 | |
| 				ANIM_ACTION_ALL
 | |
| 			)
 | |
| 			
 | |
| 			if BATCH_GROUP:
 | |
| 				# remove temp group scene
 | |
| 				bpy.data.scenes.unlink(sce)
 | |
| 		
 | |
| 		bpy.data.scenes.active = orig_sce
 | |
| 		
 | |
| 		return # so the script wont run after we have batch exported.
 | |
| 	
 | |
| 	# end batch support
 | |
| 	
 | |
| 	# Use this for working out paths relative to the export location
 | |
| 	basepath = Blender.sys.dirname(filename)
 | |
| 	
 | |
| 	# ----------------------------------------------
 | |
| 	# storage classes
 | |
| 	class my_bone_class:
 | |
| 		__slots__ =(\
 | |
| 		  'blenName',\
 | |
| 		  'blenBone',\
 | |
| 		  'blenMeshes',\
 | |
| 		  'restMatrix',\
 | |
| 		  'parent',\
 | |
| 		  'blenName',\
 | |
| 		  'fbxName',\
 | |
| 		  'fbxArm',\
 | |
| 		  '__pose_bone',\
 | |
| 		  '__anim_poselist')
 | |
| 		
 | |
| 		def __init__(self, blenBone, fbxArm):
 | |
| 			
 | |
| 			# This is so 2 armatures dont have naming conflicts since FBX bones use object namespace
 | |
| 			self.fbxName = sane_obname(blenBone)
 | |
| 			
 | |
| 			self.blenName =			blenBone.name
 | |
| 			self.blenBone =			blenBone
 | |
| 			self.blenMeshes =		{}					# fbxMeshObName : mesh
 | |
| 			self.fbxArm =			fbxArm
 | |
| 			self.restMatrix =		blenBone.matrix['ARMATURESPACE']
 | |
| 			
 | |
| 			# not used yet
 | |
| 			# self.restMatrixInv =	self.restMatrix.copy().invert()
 | |
| 			# self.restMatrixLocal =	None # set later, need parent matrix
 | |
| 			
 | |
| 			self.parent =			None
 | |
| 			
 | |
| 			# not public
 | |
| 			pose = fbxArm.blenObject.getPose()
 | |
| 			self.__pose_bone =		pose.bones[self.blenName]
 | |
| 			
 | |
| 			# store a list if matricies here, (poseMatrix, head, tail)
 | |
| 			# {frame:posematrix, frame:posematrix, ...}
 | |
| 			self.__anim_poselist = {}
 | |
| 		
 | |
| 		'''
 | |
| 		def calcRestMatrixLocal(self):
 | |
| 			if self.parent:
 | |
| 				self.restMatrixLocal = self.restMatrix * self.parent.restMatrix.copy().invert()
 | |
| 			else:
 | |
| 				self.restMatrixLocal = self.restMatrix.copy()
 | |
| 		'''
 | |
| 		def setPoseFrame(self, f):
 | |
| 			# cache pose info here, frame must be set beforehand
 | |
| 			
 | |
| 			# Didnt end up needing head or tail, if we do - here it is.
 | |
| 			'''
 | |
| 			self.__anim_poselist[f] = (\
 | |
| 				self.__pose_bone.poseMatrix.copy(),\
 | |
| 				self.__pose_bone.head.copy(),\
 | |
| 				self.__pose_bone.tail.copy() )
 | |
| 			'''
 | |
| 			
 | |
| 			self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()
 | |
| 		
 | |
| 		# get pose from frame.
 | |
| 		def getPoseMatrix(self, f):# ----------------------------------------------
 | |
| 			return self.__anim_poselist[f]
 | |
| 		'''
 | |
| 		def getPoseHead(self, f):
 | |
| 			#return self.__pose_bone.head.copy()
 | |
| 			return self.__anim_poselist[f][1].copy()
 | |
| 		def getPoseTail(self, f):
 | |
| 			#return self.__pose_bone.tail.copy()
 | |
| 			return self.__anim_poselist[f][2].copy()
 | |
| 		'''
 | |
| 		# end
 | |
| 		
 | |
| 		def getAnimParRelMatrix(self, frame):
 | |
| 			#arm_mat = self.fbxArm.matrixWorld
 | |
| 			#arm_mat = self.fbxArm.parRelMatrix()
 | |
| 			if not self.parent:
 | |
| 				#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
 | |
| 				return mtx4_z90 * self.getPoseMatrix(frame)
 | |
| 			else:
 | |
| 				#return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat)))  *  (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
 | |
| 				return (mtx4_z90 * (self.getPoseMatrix(frame)))  *  (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert()
 | |
| 		
 | |
| 		# we need thes because cameras and lights modified rotations
 | |
| 		def getAnimParRelMatrixRot(self, frame):
 | |
| 			return self.getAnimParRelMatrix(frame)
 | |
| 		
 | |
| 		def flushAnimData(self):
 | |
| 			self.__anim_poselist.clear()
 | |
| 
 | |
| 
 | |
| 	class my_object_generic:
 | |
| 		# Other settings can be applied for each type - mesh, armature etc.
 | |
| 		def __init__(self, ob, matrixWorld = None):
 | |
| 			self.fbxName = sane_obname(ob)
 | |
| 			self.blenObject = ob
 | |
| 			self.fbxGroupNames = []
 | |
| 			self.fbxParent = None # set later on IF the parent is in the selection.
 | |
| 			if matrixWorld:		self.matrixWorld = matrixWorld * GLOBAL_MATRIX
 | |
| 			else:				self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
 | |
| 			self.__anim_poselist = {} # we should only access this
 | |
| 		
 | |
| 		def parRelMatrix(self):
 | |
| 			if self.fbxParent:
 | |
| 				return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert()
 | |
| 			else:
 | |
| 				return self.matrixWorld
 | |
| 		
 | |
| 		def setPoseFrame(self, f):
 | |
| 			self.__anim_poselist[f] =  self.blenObject.matrixWorld.copy()
 | |
| 		
 | |
| 		def getAnimParRelMatrix(self, frame):
 | |
| 			if self.fbxParent:
 | |
| 				#return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
 | |
| 				return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert()
 | |
| 			else:
 | |
| 				return self.__anim_poselist[frame] * GLOBAL_MATRIX
 | |
| 		
 | |
| 		def getAnimParRelMatrixRot(self, frame):
 | |
| 			type = self.blenObject.type
 | |
| 			if self.fbxParent:
 | |
| 				matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotationPart()
 | |
| 			else:
 | |
| 				matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
 | |
| 			
 | |
| 			# Lamps need to be rotated
 | |
| 			if type =='Lamp':
 | |
| 				matrix_rot = mtx_x90 * matrix_rot
 | |
| 			elif ob and type =='Camera':
 | |
| 				y = Vector(0,1,0) * matrix_rot
 | |
| 				matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
 | |
| 			
 | |
| 			return matrix_rot
 | |
| 			
 | |
| 	# ----------------------------------------------
 | |
| 	
 | |
| 	
 | |
| 	
 | |
| 	
 | |
| 	
 | |
| 	print '\nFBX export starting...', filename
 | |
| 	start_time = Blender.sys.time()
 | |
| 	try:
 | |
| 		file = open(filename, 'w')
 | |
| 	except:
 | |
| 		return False
 | |
| 	
 | |
| 	sce = bpy.data.scenes.active
 | |
| 	world = sce.world
 | |
| 	
 | |
| 	
 | |
| 	# ---------------------------- Write the header first
 | |
| 	file.write(header_comment)
 | |
| 	if time:
 | |
| 		curtime = time.localtime()[0:6]
 | |
| 	else:
 | |
| 		curtime = [0,0,0,0,0,0]
 | |
| 	# 
 | |
| 	file.write(\
 | |
| '''FBXHeaderExtension:  {
 | |
| 	FBXHeaderVersion: 1003
 | |
| 	FBXVersion: 6100
 | |
| 	CreationTimeStamp:  {
 | |
| 		Version: 1000
 | |
| 		Year: %.4i
 | |
| 		Month: %.2i
 | |
| 		Day: %.2i
 | |
| 		Hour: %.2i
 | |
| 		Minute: %.2i
 | |
| 		Second: %.2i
 | |
| 		Millisecond: 0
 | |
| 	}
 | |
| 	Creator: "FBX SDK/FBX Plugins build 20070228"
 | |
| 	OtherFlags:  {
 | |
| 		FlagPLE: 0
 | |
| 	}
 | |
| }''' % (curtime))
 | |
| 	
 | |
| 	file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
 | |
| 	file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version'))
 | |
| 	
 | |
| 	pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
 | |
| 	
 | |
| 	# --------------- funcs for exporting
 | |
| 	def object_tx(ob, loc, matrix, matrix_mod = None):
 | |
| 		'''
 | |
| 		Matrix mod is so armature objects can modify their bone matricies
 | |
| 		'''
 | |
| 		if isinstance(ob, Blender.Types.BoneType):
 | |
| 			
 | |
| 			# we know we have a matrix
 | |
| 			# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
 | |
| 			matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
 | |
| 			
 | |
| 			parent = ob.parent
 | |
| 			if parent:
 | |
| 				#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
 | |
| 				par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
 | |
| 				matrix = matrix * par_matrix.copy().invert()
 | |
| 				
 | |
| 			matrix_rot =	matrix.rotationPart()
 | |
| 			
 | |
| 			loc =			tuple(matrix.translationPart())
 | |
| 			scale =			tuple(matrix.scalePart())
 | |
| 			rot =			tuple(matrix_rot.toEuler())
 | |
| 			
 | |
| 		else:
 | |
| 			# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
 | |
| 			#if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
 | |
| 			if ob and not matrix: raise "error: this should never happen!"
 | |
| 			
 | |
| 			matrix_rot = matrix
 | |
| 			#if matrix:
 | |
| 			#	matrix = matrix_scale * matrix
 | |
| 			
 | |
| 			if matrix:
 | |
| 				loc = tuple(matrix.translationPart())
 | |
| 				scale = tuple(matrix.scalePart())
 | |
| 				
 | |
| 				matrix_rot = matrix.rotationPart()
 | |
| 				# Lamps need to be rotated
 | |
| 				if ob and ob.type =='Lamp':
 | |
| 					matrix_rot = mtx_x90 * matrix_rot
 | |
| 					rot = tuple(matrix_rot.toEuler())
 | |
| 				elif ob and ob.type =='Camera':
 | |
| 					y = Vector(0,1,0) * matrix_rot
 | |
| 					matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
 | |
| 					rot = tuple(matrix_rot.toEuler())
 | |
| 				else:
 | |
| 					rot = tuple(matrix_rot.toEuler())
 | |
| 			else:
 | |
| 				if not loc:
 | |
| 					loc = 0,0,0
 | |
| 				scale = 1,1,1
 | |
| 				rot = 0,0,0
 | |
| 		
 | |
| 		return loc, rot, scale, matrix, matrix_rot
 | |
| 	
 | |
| 	def write_object_tx(ob, loc, matrix, matrix_mod= None):
 | |
| 		'''
 | |
| 		We have loc to set the location if non blender objects that have a location
 | |
| 		
 | |
| 		matrix_mod is only used for bones at the moment
 | |
| 		'''
 | |
| 		loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
 | |
| 		file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
 | |
| 		file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
 | |
| 		return loc, rot, scale, matrix, matrix_rot
 | |
| 	
 | |
| 	def write_object_props(ob=None, loc=None, matrix=None, matrix_mod=None):
 | |
| 		# if the type is 0 its an empty otherwise its a mesh
 | |
| 		# only difference at the moment is one has a color
 | |
| 		file.write('''
 | |
| 		Properties60:  {
 | |
| 			Property: "QuaternionInterpolate", "bool", "",0
 | |
| 			Property: "Visibility", "Visibility", "A+",1''')
 | |
| 		
 | |
| 		loc, rot, scale, matrix, matrix_rot = write_object_tx(ob, loc, matrix, matrix_mod)
 | |
| 		
 | |
| 		# Rotation order, note, for FBX files Iv loaded normal order is 1
 | |
| 		# setting to zero.
 | |
| 		# eEULER_XYZ = 0
 | |
| 		# eEULER_XZY
 | |
| 		# eEULER_YZX
 | |
| 		# eEULER_YXZ
 | |
| 		# eEULER_ZXY
 | |
| 		# eEULER_ZYX
 | |
| 		
 | |
| 		file.write('''
 | |
| 			Property: "RotationOffset", "Vector3D", "",0,0,0
 | |
| 			Property: "RotationPivot", "Vector3D", "",0,0,0
 | |
| 			Property: "ScalingOffset", "Vector3D", "",0,0,0
 | |
| 			Property: "ScalingPivot", "Vector3D", "",0,0,0
 | |
| 			Property: "TranslationActive", "bool", "",0
 | |
| 			Property: "TranslationMin", "Vector3D", "",0,0,0
 | |
| 			Property: "TranslationMax", "Vector3D", "",0,0,0
 | |
| 			Property: "TranslationMinX", "bool", "",0
 | |
| 			Property: "TranslationMinY", "bool", "",0
 | |
| 			Property: "TranslationMinZ", "bool", "",0
 | |
| 			Property: "TranslationMaxX", "bool", "",0
 | |
| 			Property: "TranslationMaxY", "bool", "",0
 | |
| 			Property: "TranslationMaxZ", "bool", "",0
 | |
| 			Property: "RotationOrder", "enum", "",0
 | |
| 			Property: "RotationSpaceForLimitOnly", "bool", "",0
 | |
| 			Property: "AxisLen", "double", "",10
 | |
| 			Property: "PreRotation", "Vector3D", "",0,0,0
 | |
| 			Property: "PostRotation", "Vector3D", "",0,0,0
 | |
| 			Property: "RotationActive", "bool", "",0
 | |
| 			Property: "RotationMin", "Vector3D", "",0,0,0
 | |
| 			Property: "RotationMax", "Vector3D", "",0,0,0
 | |
| 			Property: "RotationMinX", "bool", "",0
 | |
| 			Property: "RotationMinY", "bool", "",0
 | |
| 			Property: "RotationMinZ", "bool", "",0
 | |
| 			Property: "RotationMaxX", "bool", "",0
 | |
| 			Property: "RotationMaxY", "bool", "",0
 | |
| 			Property: "RotationMaxZ", "bool", "",0
 | |
| 			Property: "RotationStiffnessX", "double", "",0
 | |
| 			Property: "RotationStiffnessY", "double", "",0
 | |
| 			Property: "RotationStiffnessZ", "double", "",0
 | |
| 			Property: "MinDampRangeX", "double", "",0
 | |
| 			Property: "MinDampRangeY", "double", "",0
 | |
| 			Property: "MinDampRangeZ", "double", "",0
 | |
| 			Property: "MaxDampRangeX", "double", "",0
 | |
| 			Property: "MaxDampRangeY", "double", "",0
 | |
| 			Property: "MaxDampRangeZ", "double", "",0
 | |
| 			Property: "MinDampStrengthX", "double", "",0
 | |
| 			Property: "MinDampStrengthY", "double", "",0
 | |
| 			Property: "MinDampStrengthZ", "double", "",0
 | |
| 			Property: "MaxDampStrengthX", "double", "",0
 | |
| 			Property: "MaxDampStrengthY", "double", "",0
 | |
| 			Property: "MaxDampStrengthZ", "double", "",0
 | |
| 			Property: "PreferedAngleX", "double", "",0
 | |
| 			Property: "PreferedAngleY", "double", "",0
 | |
| 			Property: "PreferedAngleZ", "double", "",0
 | |
| 			Property: "InheritType", "enum", "",0
 | |
| 			Property: "ScalingActive", "bool", "",0
 | |
| 			Property: "ScalingMin", "Vector3D", "",1,1,1
 | |
| 			Property: "ScalingMax", "Vector3D", "",1,1,1
 | |
| 			Property: "ScalingMinX", "bool", "",0
 | |
| 			Property: "ScalingMinY", "bool", "",0
 | |
| 			Property: "ScalingMinZ", "bool", "",0
 | |
| 			Property: "ScalingMaxX", "bool", "",0
 | |
| 			Property: "ScalingMaxY", "bool", "",0
 | |
| 			Property: "ScalingMaxZ", "bool", "",0
 | |
| 			Property: "GeometricTranslation", "Vector3D", "",0,0,0
 | |
| 			Property: "GeometricRotation", "Vector3D", "",0,0,0
 | |
| 			Property: "GeometricScaling", "Vector3D", "",1,1,1
 | |
| 			Property: "LookAtProperty", "object", ""
 | |
| 			Property: "UpVectorProperty", "object", ""
 | |
| 			Property: "Show", "bool", "",1
 | |
| 			Property: "NegativePercentShapeSupport", "bool", "",1
 | |
| 			Property: "DefaultAttributeIndex", "int", "",0''')
 | |
| 		if ob and type(ob) != Blender.Types.BoneType:
 | |
| 			# Only mesh objects have color 
 | |
| 			file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
 | |
| 			file.write('\n\t\t\tProperty: "Size", "double", "",100')
 | |
| 			file.write('\n\t\t\tProperty: "Look", "enum", "",1')
 | |
| 		
 | |
| 		return loc, rot, scale, matrix, matrix_rot
 | |
| 	
 | |
| 	
 | |
| 	# -------------------------------------------- Armatures
 | |
| 	#def write_bone(bone, name, matrix_mod):
 | |
| 	def write_bone(my_bone):
 | |
| 		file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
 | |
| 		file.write('\n\t\tVersion: 232')
 | |
| 		
 | |
| 		#poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
 | |
| 		poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore
 | |
| 		pose_items.append( (my_bone.fbxName, poseMatrix) )
 | |
| 		
 | |
| 		
 | |
| 		# file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
 | |
| 		file.write('\n\t\t\tProperty: "Size", "double", "",1')
 | |
| 		
 | |
| 		#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length)
 | |
| 		
 | |
| 		"""
 | |
| 		file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
 | |
| 			((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
 | |
| 		"""
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
 | |
| 			(my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)
 | |
| 		
 | |
| 		#file.write('\n\t\t\tProperty: "LimbLength", "double", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8')
 | |
| 		file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
 | |
| 		file.write('\n\t\t}')
 | |
| 		file.write('\n\t\tMultiLayer: 0')
 | |
| 		file.write('\n\t\tMultiTake: 1')
 | |
| 		file.write('\n\t\tShading: Y')
 | |
| 		file.write('\n\t\tCulling: "CullingOff"')
 | |
| 		file.write('\n\t\tTypeFlags: "Skeleton"')
 | |
| 		file.write('\n\t}')
 | |
| 	
 | |
| 	def write_camera_switch():
 | |
| 		file.write('''
 | |
| 	Model: "Model::Camera Switcher", "CameraSwitcher" {
 | |
| 		Version: 232''')
 | |
| 		
 | |
| 		write_object_props()
 | |
| 		file.write('''
 | |
| 			Property: "Color", "Color", "A",0.8,0.8,0.8
 | |
| 			Property: "Camera Index", "Integer", "A+",100
 | |
| 		}
 | |
| 		MultiLayer: 0
 | |
| 		MultiTake: 1
 | |
| 		Hidden: "True"
 | |
| 		Shading: W
 | |
| 		Culling: "CullingOff"
 | |
| 		Version: 101
 | |
| 		Name: "Model::Camera Switcher"
 | |
| 		CameraId: 0
 | |
| 		CameraName: 100
 | |
| 		CameraIndexName: 
 | |
| 	}''')
 | |
| 	
 | |
| 	def write_camera_dummy(name, loc, near, far, proj_type, up):
 | |
| 		file.write('\n\tModel: "Model::%s", "Camera" {' % name )
 | |
| 		file.write('\n\t\tVersion: 232')
 | |
| 		write_object_props(None, loc)
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
 | |
| 		file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
 | |
| 		file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",40')
 | |
| 		file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
 | |
| 		file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
 | |
| 		file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",0')
 | |
| 		file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",0')
 | |
| 		file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0.63,0.63,0.63')
 | |
| 		file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
 | |
| 		file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
 | |
| 		file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
 | |
| 		file.write('\n\t\t\tProperty: "GateFit", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",21.3544940948486')
 | |
| 		file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "AspectW", "double", "",320')
 | |
| 		file.write('\n\t\t\tProperty: "AspectH", "double", "",200')
 | |
| 		file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
 | |
| 		file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % near)
 | |
| 		file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % far)
 | |
| 		file.write('\n\t\t\tProperty: "FilmWidth", "double", "",0.816')
 | |
| 		file.write('\n\t\t\tProperty: "FilmHeight", "double", "",0.612')
 | |
| 		file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",1.33333333333333')
 | |
| 		file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",4')
 | |
| 		file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
 | |
| 		file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
 | |
| 		file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "Center", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
 | |
| 		file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",1.33333333333333')
 | |
| 		file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
 | |
| 		file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
 | |
| 		file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
 | |
| 		file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",%i' % proj_type)
 | |
| 		file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
 | |
| 		file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
 | |
| 		file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
 | |
| 		file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
 | |
| 		file.write('\n\t\t}')
 | |
| 		file.write('\n\t\tMultiLayer: 0')
 | |
| 		file.write('\n\t\tMultiTake: 0')
 | |
| 		file.write('\n\t\tHidden: "True"')
 | |
| 		file.write('\n\t\tShading: Y')
 | |
| 		file.write('\n\t\tCulling: "CullingOff"')
 | |
| 		file.write('\n\t\tTypeFlags: "Camera"')
 | |
| 		file.write('\n\t\tGeometryVersion: 124')
 | |
| 		file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
 | |
| 		file.write('\n\t\tUp: %i,%i,%i' % up)
 | |
| 		file.write('\n\t\tLookAt: 0,0,0')
 | |
| 		file.write('\n\t\tShowInfoOnMoving: 1')
 | |
| 		file.write('\n\t\tShowAudio: 0')
 | |
| 		file.write('\n\t\tAudioColor: 0,1,0')
 | |
| 		file.write('\n\t\tCameraOrthoZoom: 1')
 | |
| 		file.write('\n\t}')
 | |
| 	
 | |
| 	def write_camera_default():
 | |
| 		# This sucks but to match FBX converter its easier to
 | |
| 		# write the cameras though they are not needed.
 | |
| 		write_camera_dummy('Producer Perspective',	(0,71.3,287.5), 10, 4000, 0, (0,1,0))
 | |
| 		write_camera_dummy('Producer Top',			(0,4000,0), 1, 30000, 1, (0,0,-1))
 | |
| 		write_camera_dummy('Producer Bottom',			(0,-4000,0), 1, 30000, 1, (0,0,-1))
 | |
| 		write_camera_dummy('Producer Front',			(0,0,4000), 1, 30000, 1, (0,1,0))
 | |
| 		write_camera_dummy('Producer Back',			(0,0,-4000), 1, 30000, 1, (0,1,0))
 | |
| 		write_camera_dummy('Producer Right',			(4000,0,0), 1, 30000, 1, (0,1,0))
 | |
| 		write_camera_dummy('Producer Left',			(-4000,0,0), 1, 30000, 1, (0,1,0))
 | |
| 	
 | |
| 	def write_camera(my_cam):
 | |
| 		'''
 | |
| 		Write a blender camera
 | |
| 		'''
 | |
| 		render = sce.render
 | |
| 		width	= render.sizeX
 | |
| 		height	= render.sizeY
 | |
| 		aspect	= float(width)/height
 | |
| 		
 | |
| 		data = my_cam.blenObject.data
 | |
| 		
 | |
| 		file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName )
 | |
| 		file.write('\n\t\tVersion: 232')
 | |
| 		loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
 | |
| 		file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.angle)
 | |
| 		file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
 | |
| 		file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
 | |
| 		file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026')
 | |
| 		file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units?
 | |
| 		file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto 
 | |
| 		file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0')
 | |
| 		file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
 | |
| 		file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "Motion Blur Intensity", "Real", "A+",1')
 | |
| 		file.write('\n\t\t\tProperty: "UseMotionBlur", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "UseRealTimeMotionBlur", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ResolutionMode", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ApertureMode", "enum", "",2')
 | |
| 		file.write('\n\t\t\tProperty: "GateFit", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "CameraFormat", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "AspectW", "double", "",%i' % width)
 | |
| 		file.write('\n\t\t\tProperty: "AspectH", "double", "",%i' % height)
 | |
| 		
 | |
| 		'''Camera aspect ratio modes.
 | |
| 			0 If the ratio mode is eWINDOW_SIZE, both width and height values aren't relevant.
 | |
| 			1 If the ratio mode is eFIXED_RATIO, the height value is set to 1.0 and the width value is relative to the height value.
 | |
| 			2 If the ratio mode is eFIXED_RESOLUTION, both width and height values are in pixels.
 | |
| 			3 If the ratio mode is eFIXED_WIDTH, the width value is in pixels and the height value is relative to the width value.
 | |
| 			4 If the ratio mode is eFIXED_HEIGHT, the height value is in pixels and the width value is relative to the height value. 
 | |
| 		
 | |
| 		Definition at line 234 of file kfbxcamera.h. '''
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "PixelAspectRatio", "double", "",2')
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "UseFrameColor", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FrameColor", "ColorRGB", "",0.3,0.3,0.3')
 | |
| 		file.write('\n\t\t\tProperty: "ShowName", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ShowGrid", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart)
 | |
| 		file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart)
 | |
| 		file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0')
 | |
| 		file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0')
 | |
| 		file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect)
 | |
| 		file.write('\n\t\t\tProperty: "FilmSqueezeRatio", "double", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "FilmFormatIndex", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ViewFrustum", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "ViewFrustumNearFarPlane", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ViewFrustumBackPlaneMode", "enum", "",2')
 | |
| 		file.write('\n\t\t\tProperty: "BackPlaneDistance", "double", "",100')
 | |
| 		file.write('\n\t\t\tProperty: "BackPlaneDistanceMode", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "ViewCameraToLookAt", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "LockMode", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "LockInterestNavigation", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FitImage", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "Crop", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "Center", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "KeepRatio", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "BackgroundMode", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "BackgroundAlphaTreshold", "double", "",0.5')
 | |
| 		file.write('\n\t\t\tProperty: "ForegroundTransparent", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "DisplaySafeArea", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "SafeAreaDisplayStyle", "enum", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "SafeAreaAspectRatio", "double", "",%.6f' % aspect)
 | |
| 		file.write('\n\t\t\tProperty: "Use2DMagnifierZoom", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "2D Magnifier Zoom", "Real", "A+",100')
 | |
| 		file.write('\n\t\t\tProperty: "2D Magnifier X", "Real", "A+",50')
 | |
| 		file.write('\n\t\t\tProperty: "2D Magnifier Y", "Real", "A+",50')
 | |
| 		file.write('\n\t\t\tProperty: "CameraProjectionType", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "UseRealTimeDOFAndAA", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "UseDepthOfField", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FocusSource", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FocusAngle", "double", "",3.5')
 | |
| 		file.write('\n\t\t\tProperty: "FocusDistance", "double", "",200')
 | |
| 		file.write('\n\t\t\tProperty: "UseAntialiasing", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "AntialiasingIntensity", "double", "",0.77777')
 | |
| 		file.write('\n\t\t\tProperty: "UseAccumulationBuffer", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FrameSamplingCount", "int", "",7')
 | |
| 		
 | |
| 		file.write('\n\t\t}')
 | |
| 		file.write('\n\t\tMultiLayer: 0')
 | |
| 		file.write('\n\t\tMultiTake: 0')
 | |
| 		file.write('\n\t\tShading: Y')
 | |
| 		file.write('\n\t\tCulling: "CullingOff"')
 | |
| 		file.write('\n\t\tTypeFlags: "Camera"')
 | |
| 		file.write('\n\t\tGeometryVersion: 124')
 | |
| 		file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
 | |
| 		file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector(0,1,0) * matrix_rot) )
 | |
| 		file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector(0,0,-1)*matrix_rot) )
 | |
| 		
 | |
| 		#file.write('\n\t\tUp: 0,0,0' )
 | |
| 		#file.write('\n\t\tLookAt: 0,0,0' )
 | |
| 		
 | |
| 		file.write('\n\t\tShowInfoOnMoving: 1')
 | |
| 		file.write('\n\t\tShowAudio: 0')
 | |
| 		file.write('\n\t\tAudioColor: 0,1,0')
 | |
| 		file.write('\n\t\tCameraOrthoZoom: 1')
 | |
| 		file.write('\n\t}')
 | |
| 	
 | |
| 	def write_light(my_light):
 | |
| 		light = my_light.blenObject.data
 | |
| 		file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
 | |
| 		file.write('\n\t\tVersion: 232')
 | |
| 		
 | |
| 		write_object_props(my_light.blenObject, None, my_light.parRelMatrix())
 | |
| 		
 | |
| 		# Why are these values here twice?????? - oh well, follow the holy sdk's output
 | |
| 		
 | |
| 		# Blender light types match FBX's, funny coincidence, we just need to
 | |
| 		# be sure that all unsupported types are made into a point light
 | |
| 		#ePOINT, 
 | |
| 		#eDIRECTIONAL
 | |
| 		#eSPOT
 | |
| 		light_type = light.type
 | |
| 		if light_type > 3: light_type = 0
 | |
| 		
 | |
| 		mode = light.mode
 | |
| 		if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
 | |
| 			do_shadow = 1
 | |
| 		else:
 | |
| 			do_shadow = 0
 | |
| 		
 | |
| 		if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
 | |
| 			do_light = 0
 | |
| 		else:
 | |
| 			do_light = 1
 | |
| 		
 | |
| 		scale = abs(GLOBAL_MATRIX.scalePart()[0]) # scale is always uniform in this case
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
 | |
| 		file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
 | |
| 		file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
 | |
| 		file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
 | |
| 		file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
 | |
| 		file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
 | |
| 		file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
 | |
| 		file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
 | |
| 		file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
 | |
| 		file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
 | |
| 		file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
 | |
| 		file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
 | |
| 		file.write('\n\t\t\tProperty: "DrawGroundProjection", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "DrawFrontFacingVolumetricLight", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
 | |
| 		file.write('\n\t\t\tProperty: "DecayType", "enum", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist)
 | |
| 		file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "EnableFarAttenuation", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FarAttenuationStart", "double", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "FarAttenuationEnd", "double", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "CastShadows", "bool", "",%i' % do_shadow)
 | |
| 		file.write('\n\t\t\tProperty: "ShadowColor", "ColorRGBA", "",0,0,0,1')
 | |
| 		file.write('\n\t\t}')
 | |
| 		file.write('\n\t\tMultiLayer: 0')
 | |
| 		file.write('\n\t\tMultiTake: 0')
 | |
| 		file.write('\n\t\tShading: Y')
 | |
| 		file.write('\n\t\tCulling: "CullingOff"')
 | |
| 		file.write('\n\t\tTypeFlags: "Light"')
 | |
| 		file.write('\n\t\tGeometryVersion: 124')
 | |
| 		file.write('\n\t}')
 | |
| 	
 | |
| 	# matrixOnly is not used at the moment
 | |
| 	def write_null(my_null = None, fbxName = None, matrixOnly = None):
 | |
| 		# ob can be null
 | |
| 		if not fbxName: fbxName = my_null.fbxName
 | |
| 		
 | |
| 		file.write('\n\tModel: "Model::%s", "Null" {' % fbxName)
 | |
| 		file.write('\n\t\tVersion: 232')
 | |
| 		
 | |
| 		# only use this for the root matrix at the moment
 | |
| 		if matrixOnly:
 | |
| 			poseMatrix = write_object_props(None, None, matrixOnly)[3]
 | |
| 		
 | |
| 		else: # all other Null's
 | |
| 			if my_null:		poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
 | |
| 			else:			poseMatrix = write_object_props()[3]
 | |
| 		
 | |
| 		pose_items.append((fbxName, poseMatrix))
 | |
| 		
 | |
| 		file.write('''
 | |
| 		}
 | |
| 		MultiLayer: 0
 | |
| 		MultiTake: 1
 | |
| 		Shading: Y
 | |
| 		Culling: "CullingOff"
 | |
| 		TypeFlags: "Null"
 | |
| 	}''')
 | |
| 	
 | |
| 	# Material Settings
 | |
| 	if world:	world_amb = world.getAmb()
 | |
| 	else:		world_amb = (0,0,0) # Default value
 | |
| 	
 | |
| 	def write_material(matname, mat):
 | |
| 		file.write('\n\tMaterial: "Material::%s", "" {' % matname)
 | |
| 		
 | |
| 		# Todo, add more material Properties.
 | |
| 		if mat:
 | |
| 			mat_cold = tuple(mat.rgbCol)
 | |
| 			mat_cols = tuple(mat.specCol)
 | |
| 			#mat_colm = tuple(mat.mirCol) # we wont use the mirror color
 | |
| 			mat_colamb = tuple([c for c in world_amb])
 | |
| 			
 | |
| 			mat_dif = mat.ref
 | |
| 			mat_amb = mat.amb
 | |
| 			mat_hard = (float(mat.hard)-1)/5.10
 | |
| 			mat_spec = mat.spec/2.0
 | |
| 			mat_alpha = mat.alpha
 | |
| 			mat_emit = mat.emit
 | |
| 			mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
 | |
| 			if mat_shadeless:
 | |
| 				mat_shader = 'Lambert'
 | |
| 			else:
 | |
| 				if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT:
 | |
| 					mat_shader = 'Lambert'
 | |
| 				else:
 | |
| 					mat_shader = 'Phong'
 | |
| 		else:
 | |
| 			mat_cols = mat_cold = 0.8, 0.8, 0.8
 | |
| 			mat_colamb = 0.0,0.0,0.0
 | |
| 			# mat_colm 
 | |
| 			mat_dif = 1.0
 | |
| 			mat_amb = 0.5
 | |
| 			mat_hard = 20.0
 | |
| 			mat_spec = 0.2
 | |
| 			mat_alpha = 1.0
 | |
| 			mat_emit = 0.0
 | |
| 			mat_shadeless = False
 | |
| 			mat_shader = 'Phong'
 | |
| 		
 | |
| 		file.write('\n\t\tVersion: 102')
 | |
| 		file.write('\n\t\tShadingModel: "%s"' % mat_shader.lower())
 | |
| 		file.write('\n\t\tMultiLayer: 0')
 | |
| 		
 | |
| 		file.write('\n\t\tProperties60:  {')
 | |
| 		file.write('\n\t\t\tProperty: "ShadingModel", "KString", "", "%s"' % mat_shader)
 | |
| 		file.write('\n\t\t\tProperty: "MultiLayer", "bool", "",0')
 | |
| 		file.write('\n\t\t\tProperty: "EmissiveColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold) # emit and diffuse color are he same in blender
 | |
| 		file.write('\n\t\t\tProperty: "EmissiveFactor", "double", "",%.4f' % mat_emit)
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "AmbientColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_colamb)
 | |
| 		file.write('\n\t\t\tProperty: "AmbientFactor", "double", "",%.4f' % mat_amb)
 | |
| 		file.write('\n\t\t\tProperty: "DiffuseColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cold)
 | |
| 		file.write('\n\t\t\tProperty: "DiffuseFactor", "double", "",%.4f' % mat_dif)
 | |
| 		file.write('\n\t\t\tProperty: "Bump", "Vector3D", "",0,0,0')
 | |
| 		file.write('\n\t\t\tProperty: "TransparentColor", "ColorRGB", "",1,1,1')
 | |
| 		file.write('\n\t\t\tProperty: "TransparencyFactor", "double", "",%.4f' % (1.0 - mat_alpha))
 | |
| 		if not mat_shadeless:
 | |
| 			file.write('\n\t\t\tProperty: "SpecularColor", "ColorRGB", "",%.4f,%.4f,%.4f' % mat_cols)
 | |
| 			file.write('\n\t\t\tProperty: "SpecularFactor", "double", "",%.4f' % mat_spec)
 | |
| 			file.write('\n\t\t\tProperty: "ShininessExponent", "double", "",80.0')
 | |
| 			file.write('\n\t\t\tProperty: "ReflectionColor", "ColorRGB", "",0,0,0')
 | |
| 			file.write('\n\t\t\tProperty: "ReflectionFactor", "double", "",1')
 | |
| 		file.write('\n\t\t\tProperty: "Emissive", "ColorRGB", "",0,0,0')
 | |
| 		file.write('\n\t\t\tProperty: "Ambient", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_colamb)
 | |
| 		file.write('\n\t\t\tProperty: "Diffuse", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cold)
 | |
| 		if not mat_shadeless:
 | |
| 			file.write('\n\t\t\tProperty: "Specular", "ColorRGB", "",%.1f,%.1f,%.1f' % mat_cols)
 | |
| 			file.write('\n\t\t\tProperty: "Shininess", "double", "",%.1f' % mat_hard)
 | |
| 		file.write('\n\t\t\tProperty: "Opacity", "double", "",%.1f' % mat_alpha)
 | |
| 		if not mat_shadeless:
 | |
| 			file.write('\n\t\t\tProperty: "Reflectivity", "double", "",0')
 | |
| 
 | |
| 		file.write('\n\t\t}')
 | |
| 		file.write('\n\t}')
 | |
| 	
 | |
| 	def write_video(texname, tex):
 | |
| 		# Same as texture really!
 | |
| 		file.write('\n\tVideo: "Video::%s", "Clip" {' % texname)
 | |
| 		
 | |
| 		file.write('''
 | |
| 		Type: "Clip"
 | |
| 		Properties60:  {
 | |
| 			Property: "FrameRate", "double", "",0
 | |
| 			Property: "LastFrame", "int", "",0
 | |
| 			Property: "Width", "int", "",0
 | |
| 			Property: "Height", "int", "",0''')
 | |
| 		if tex:
 | |
| 			fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
 | |
| 		else:
 | |
| 			fname = fname_strip = fname_rel = ''
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "Path", "charptr", "", "%s"' % fname_strip)
 | |
| 		
 | |
| 		
 | |
| 		file.write('''
 | |
| 			Property: "StartFrame", "int", "",0
 | |
| 			Property: "StopFrame", "int", "",0
 | |
| 			Property: "PlaySpeed", "double", "",1
 | |
| 			Property: "Offset", "KTime", "",0
 | |
| 			Property: "InterlaceMode", "enum", "",0
 | |
| 			Property: "FreeRunning", "bool", "",0
 | |
| 			Property: "Loop", "bool", "",0
 | |
| 			Property: "AccessMode", "enum", "",0
 | |
| 		}
 | |
| 		UseMipMap: 0''')
 | |
| 		
 | |
| 		file.write('\n\t\tFilename: "%s"' % fname_strip)
 | |
| 		if fname_strip: fname_strip = '/' + fname_strip
 | |
| 		file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # make relative
 | |
| 		file.write('\n\t}')
 | |
| 
 | |
| 	
 | |
| 	def write_texture(texname, tex, num):
 | |
| 		# if tex == None then this is a dummy tex
 | |
| 		file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {' % texname)
 | |
| 		file.write('\n\t\tType: "TextureVideoClip"')
 | |
| 		file.write('\n\t\tVersion: 202')
 | |
| 		# TODO, rare case _empty_ exists as a name.
 | |
| 		file.write('\n\t\tTextureName: "Texture::%s"' % texname)
 | |
| 		
 | |
| 		file.write('''
 | |
| 		Properties60:  {
 | |
| 			Property: "Translation", "Vector", "A+",0,0,0
 | |
| 			Property: "Rotation", "Vector", "A+",0,0,0
 | |
| 			Property: "Scaling", "Vector", "A+",1,1,1''')
 | |
| 		file.write('\n\t\t\tProperty: "Texture alpha", "Number", "A+",%i' % num)
 | |
| 		
 | |
| 		
 | |
| 		# WrapModeU/V 0==rep, 1==clamp, TODO add support
 | |
| 		file.write('''
 | |
| 			Property: "TextureTypeUse", "enum", "",0
 | |
| 			Property: "CurrentTextureBlendMode", "enum", "",1
 | |
| 			Property: "UseMaterial", "bool", "",0
 | |
| 			Property: "UseMipMap", "bool", "",0
 | |
| 			Property: "CurrentMappingType", "enum", "",0
 | |
| 			Property: "UVSwap", "bool", "",0''')
 | |
| 		
 | |
| 		file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
 | |
| 		file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY)
 | |
| 		
 | |
| 		file.write('''
 | |
| 			Property: "TextureRotationPivot", "Vector3D", "",0,0,0
 | |
| 			Property: "TextureScalingPivot", "Vector3D", "",0,0,0
 | |
| 			Property: "VideoProperty", "object", ""
 | |
| 		}''')
 | |
| 		
 | |
| 		file.write('\n\t\tMedia: "Video::%s"' % texname)
 | |
| 		
 | |
| 		if tex:
 | |
| 			fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
 | |
| 		else:
 | |
| 			fname = fname_strip = fname_rel = ''
 | |
| 		
 | |
| 		file.write('\n\t\tFileName: "%s"' % fname_strip)
 | |
| 		file.write('\n\t\tRelativeFilename: "%s"' % fname_rel) # need some make relative command
 | |
| 		
 | |
| 		file.write('''
 | |
| 		ModelUVTranslation: 0,0
 | |
| 		ModelUVScaling: 1,1
 | |
| 		Texture_Alpha_Source: "None"
 | |
| 		Cropping: 0,0,0,0
 | |
| 	}''')
 | |
| 
 | |
| 	def write_deformer_skin(obname):
 | |
| 		'''
 | |
| 		Each mesh has its own deformer
 | |
| 		'''
 | |
| 		file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {' % obname)
 | |
| 		file.write('''
 | |
| 		Version: 100
 | |
| 		MultiLayer: 0
 | |
| 		Type: "Skin"
 | |
| 		Properties60:  {
 | |
| 		}
 | |
| 		Link_DeformAcuracy: 50
 | |
| 	}''')
 | |
| 	
 | |
| 	# in the example was 'Bip01 L Thigh_2'
 | |
| 	def write_sub_deformer_skin(my_mesh, my_bone, weights):
 | |
| 	
 | |
| 		'''
 | |
| 		Each subdeformer is spesific to a mesh, but the bone it links to can be used by many sub-deformers
 | |
| 		So the SubDeformer needs the mesh-object name as a prefix to make it unique
 | |
| 		
 | |
| 		Its possible that there is no matching vgroup in this mesh, in that case no verts are in the subdeformer,
 | |
| 		a but silly but dosnt really matter
 | |
| 		'''
 | |
| 		file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {' % (my_mesh.fbxName, my_bone.fbxName))
 | |
| 		
 | |
| 		file.write('''
 | |
| 		Version: 100
 | |
| 		MultiLayer: 0
 | |
| 		Type: "Cluster"
 | |
| 		Properties60:  {
 | |
| 			Property: "SrcModel", "object", ""
 | |
| 			Property: "SrcModelReference", "object", ""
 | |
| 		}
 | |
| 		UserData: "", ""''')
 | |
| 		
 | |
| 		# Support for bone parents
 | |
| 		if my_mesh.fbxBoneParent:
 | |
| 			if my_mesh.fbxBoneParent == my_bone:
 | |
| 				# TODO - this is a bit lazy, we could have a simple write loop
 | |
| 				# for this case because all weights are 1.0 but for now this is ok
 | |
| 				# Parent Bones arent used all that much anyway.
 | |
| 				vgroup_data = [(j, 1.0) for j in xrange(len(my_mesh.blenData.verts))]
 | |
| 			else:
 | |
| 				# This bone is not a parent of this mesh object, no weights
 | |
| 				vgroup_data = []
 | |
| 			
 | |
| 		else:
 | |
| 			# Normal weight painted mesh
 | |
| 			if my_bone.blenName in weights[0]:
 | |
| 				# Before we used normalized wright list
 | |
| 				#vgroup_data = me.getVertsFromGroup(bone.name, 1)
 | |
| 				group_index = weights[0].index(my_bone.blenName)
 | |
| 				vgroup_data = [(j, weight[group_index]) for j, weight in enumerate(weights[1]) if weight[group_index]] 
 | |
| 			else:
 | |
| 				vgroup_data = []
 | |
| 		
 | |
| 		file.write('\n\t\tIndexes: ')
 | |
| 		
 | |
| 		i = -1
 | |
| 		for vg in vgroup_data:
 | |
| 			if i == -1:
 | |
| 				file.write('%i'  % vg[0])
 | |
| 				i=0
 | |
| 			else:
 | |
| 				if i==23:
 | |
| 					file.write('\n\t\t')
 | |
| 					i=0
 | |
| 				file.write(',%i' % vg[0])
 | |
| 			i+=1
 | |
| 		
 | |
| 		file.write('\n\t\tWeights: ')
 | |
| 		i = -1
 | |
| 		for vg in vgroup_data:
 | |
| 			if i == -1:
 | |
| 				file.write('%.8f'  % vg[1])
 | |
| 				i=0
 | |
| 			else:
 | |
| 				if i==38:
 | |
| 					file.write('\n\t\t')
 | |
| 					i=0
 | |
| 				file.write(',%.8f' % vg[1])
 | |
| 			i+=1
 | |
| 		
 | |
| 		if my_mesh.fbxParent:
 | |
| 			# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
 | |
| 			m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() )
 | |
| 		else:
 | |
| 			# Yes! this is it...  - but dosnt work when the mesh is a.
 | |
| 			m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() )
 | |
| 		
 | |
| 		#m = mtx4_z90 * my_bone.restMatrix
 | |
| 		matstr = mat4x4str(m)
 | |
| 		matstr_i = mat4x4str(m.invert())
 | |
| 		
 | |
| 		file.write('\n\t\tTransform: %s' % matstr_i) # THIS IS __NOT__ THE GLOBAL MATRIX AS DOCUMENTED :/
 | |
| 		file.write('\n\t\tTransformLink: %s' % matstr)
 | |
| 		file.write('\n\t}')
 | |
| 	
 | |
| 	def write_mesh(my_mesh):
 | |
| 		
 | |
| 		me = my_mesh.blenData
 | |
| 		
 | |
| 		# if there are non NULL materials on this mesh
 | |
| 		if [mat for mat in my_mesh.blenMaterials if mat]: 	do_materials = True
 | |
| 		else:												do_materials = False
 | |
| 		
 | |
| 		if my_mesh.blenTextures:	do_textures = True
 | |
| 		else:						do_textures = False			
 | |
| 		
 | |
| 		
 | |
| 		file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
 | |
| 		file.write('\n\t\tVersion: 232') # newline is added in write_object_props
 | |
| 		
 | |
| 		write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())
 | |
| 		
 | |
| 		file.write('\n\t\t}')
 | |
| 		file.write('\n\t\tMultiLayer: 0')
 | |
| 		file.write('\n\t\tMultiTake: 1')
 | |
| 		file.write('\n\t\tShading: Y')
 | |
| 		file.write('\n\t\tCulling: "CullingOff"')
 | |
| 		
 | |
| 		
 | |
| 		# Write the Real Mesh data here
 | |
| 		file.write('\n\t\tVertices: ')
 | |
| 		i=-1
 | |
| 		
 | |
| 		for v in me.verts:
 | |
| 			if i==-1:
 | |
| 				file.write('%.6f,%.6f,%.6f' % tuple(v.co));	i=0
 | |
| 			else:
 | |
| 				if i==7:
 | |
| 					file.write('\n\t\t');	i=0
 | |
| 				file.write(',%.6f,%.6f,%.6f'% tuple(v.co))
 | |
| 			i+=1
 | |
| 				
 | |
| 		file.write('\n\t\tPolygonVertexIndex: ')
 | |
| 		i=-1
 | |
| 		for f in me.faces:
 | |
| 			fi = [v.index for v in f]
 | |
| 			# flip the last index, odd but it looks like
 | |
| 			# this is how fbx tells one face from another
 | |
| 			fi[-1] = -(fi[-1]+1)
 | |
| 			fi = tuple(fi)
 | |
| 			if i==-1:
 | |
| 				if len(f) == 3:		file.write('%i,%i,%i' % fi )
 | |
| 				else:				file.write('%i,%i,%i,%i' % fi )
 | |
| 				i=0
 | |
| 			else:
 | |
| 				if i==13:
 | |
| 					file.write('\n\t\t')
 | |
| 					i=0
 | |
| 				if len(f) == 3:		file.write(',%i,%i,%i' % fi )
 | |
| 				else:				file.write(',%i,%i,%i,%i' % fi )
 | |
| 			i+=1
 | |
| 		
 | |
| 		ed_val = [None, None]
 | |
| 		LOOSE = Blender.Mesh.EdgeFlags.LOOSE
 | |
| 		for ed in me.edges:
 | |
| 			if ed.flag & LOOSE:
 | |
| 				ed_val[0] = ed.v1.index
 | |
| 				ed_val[1] = -(ed.v2.index+1)
 | |
| 				if i==-1:
 | |
| 					file.write('%i,%i' % tuple(ed_val) )
 | |
| 					i=0
 | |
| 				else:
 | |
| 					if i==13:
 | |
| 						file.write('\n\t\t')
 | |
| 						i=0
 | |
| 					file.write(',%i,%i' % tuple(ed_val) )
 | |
| 				i+=1
 | |
| 		del LOOSE
 | |
| 		
 | |
| 		file.write('\n\t\tGeometryVersion: 124')
 | |
| 		
 | |
| 		file.write('''
 | |
| 		LayerElementNormal: 0 {
 | |
| 			Version: 101
 | |
| 			Name: ""
 | |
| 			MappingInformationType: "ByVertice"
 | |
| 			ReferenceInformationType: "Direct"
 | |
| 			Normals: ''')
 | |
| 		
 | |
| 		i=-1
 | |
| 		for v in me.verts:
 | |
| 			if i==-1:
 | |
| 				file.write('%.15f,%.15f,%.15f' % tuple(v.no));	i=0
 | |
| 			else:
 | |
| 				if i==2:
 | |
| 					file.write('\n			 ');	i=0
 | |
| 				file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
 | |
| 			i+=1
 | |
| 		file.write('\n\t\t}')
 | |
| 		
 | |
| 		# Write VertexColor Layers
 | |
| 		# note, no programs seem to use this info :/
 | |
| 		collayers = []
 | |
| 		if me.vertexColors:
 | |
| 			collayers = me.getColorLayerNames()
 | |
| 			collayer_orig = me.activeColorLayer
 | |
| 			for colindex, collayer in enumerate(collayers):
 | |
| 				me.activeColorLayer = collayer
 | |
| 				file.write('\n\t\tLayerElementColor: %i {' % colindex)
 | |
| 				file.write('\n\t\t\tVersion: 101')
 | |
| 				file.write('\n\t\t\tName: "%s"' % collayer)
 | |
| 				
 | |
| 				file.write('''
 | |
| 			MappingInformationType: "ByPolygonVertex"
 | |
| 			ReferenceInformationType: "IndexToDirect"
 | |
| 			Colors: ''')
 | |
| 			
 | |
| 				i = -1
 | |
| 				ii = 0 # Count how many Colors we write
 | |
| 				
 | |
| 				for f in me.faces:
 | |
| 					for col in f.col:
 | |
| 						if i==-1:
 | |
| 							file.write('%i,%i,%i,255' % (col[0], col[1], col[2]))
 | |
| 							i=0
 | |
| 						else:
 | |
| 							if i==7:
 | |
| 								file.write('\n\t\t\t\t')
 | |
| 								i=0
 | |
| 							file.write(',%i,%i,%i,255' % (col[0], col[1], col[2]))
 | |
| 						i+=1
 | |
| 						ii+=1 # One more Color
 | |
| 				
 | |
| 				file.write('\n\t\t\tColorIndex: ')
 | |
| 				i = -1
 | |
| 				for j in xrange(ii):
 | |
| 					if i == -1:
 | |
| 						file.write('%i' % j)
 | |
| 						i=0
 | |
| 					else:
 | |
| 						if i==55:
 | |
| 							file.write('\n\t\t\t\t')
 | |
| 							i=0
 | |
| 						file.write(',%i' % j)
 | |
| 					i+=1
 | |
| 				
 | |
| 				file.write('\n\t\t}')
 | |
| 		
 | |
| 		
 | |
| 		
 | |
| 		# Write UV and texture layers.
 | |
| 		uvlayers = []
 | |
| 		if me.faceUV:
 | |
| 			uvlayers = me.getUVLayerNames()
 | |
| 			uvlayer_orig = me.activeUVLayer
 | |
| 			for uvindex, uvlayer in enumerate(uvlayers):
 | |
| 				me.activeUVLayer = uvlayer
 | |
| 				file.write('\n\t\tLayerElementUV: %i {' % uvindex)
 | |
| 				file.write('\n\t\t\tVersion: 101')
 | |
| 				file.write('\n\t\t\tName: "%s"' % uvlayer)
 | |
| 				
 | |
| 				file.write('''
 | |
| 			MappingInformationType: "ByPolygonVertex"
 | |
| 			ReferenceInformationType: "IndexToDirect"
 | |
| 			UV: ''')
 | |
| 			
 | |
| 				i = -1
 | |
| 				ii = 0 # Count how many UVs we write
 | |
| 				
 | |
| 				for f in me.faces:
 | |
| 					for uv in f.uv:
 | |
| 						if i==-1:
 | |
| 							file.write('%.6f,%.6f' % tuple(uv))
 | |
| 							i=0
 | |
| 						else:
 | |
| 							if i==7:
 | |
| 								file.write('\n			 ')
 | |
| 								i=0
 | |
| 							file.write(',%.6f,%.6f' % tuple(uv))
 | |
| 						i+=1
 | |
| 						ii+=1 # One more UV
 | |
| 				
 | |
| 				file.write('\n\t\t\tUVIndex: ')
 | |
| 				i = -1
 | |
| 				for j in xrange(ii):
 | |
| 					if i == -1:
 | |
| 						file.write('%i'  % j)
 | |
| 						i=0
 | |
| 					else:
 | |
| 						if i==55:
 | |
| 							file.write('\n\t\t\t\t')
 | |
| 							i=0
 | |
| 						file.write(',%i' % j)
 | |
| 					i+=1
 | |
| 				
 | |
| 				file.write('\n\t\t}')
 | |
| 				
 | |
| 				if do_textures:
 | |
| 					file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
 | |
| 					file.write('\n\t\t\tVersion: 101')
 | |
| 					file.write('\n\t\t\tName: "%s"' % uvlayer)
 | |
| 					
 | |
| 					if len(my_mesh.blenTextures) == 1:
 | |
| 						file.write('\n\t\t\tMappingInformationType: "AllSame"')
 | |
| 					else:
 | |
| 						file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
 | |
| 					
 | |
| 					file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
 | |
| 					file.write('\n\t\t\tBlendMode: "Translucent"')
 | |
| 					file.write('\n\t\t\tTextureAlpha: 1')
 | |
| 					file.write('\n\t\t\tTextureId: ')
 | |
| 					
 | |
| 					if len(my_mesh.blenTextures) == 1:
 | |
| 						file.write('0')
 | |
| 					else:
 | |
| 						#texture_mapping_local = {None:0}
 | |
| 						texture_mapping_local = {None:-1}
 | |
| 						
 | |
| 						i = 0 # 1 for dummy
 | |
| 						for tex in my_mesh.blenTextures:
 | |
| 							texture_mapping_local[tex] = i
 | |
| 							i+=1
 | |
| 						
 | |
| 						i=-1
 | |
| 						for f in me.faces:
 | |
| 							img_key = f.image
 | |
| 							
 | |
| 							if i==-1:
 | |
| 								i=0
 | |
| 								file.write( '%s' % texture_mapping_local[img_key])
 | |
| 							else:
 | |
| 								if i==55:
 | |
| 									file.write('\n			 ')
 | |
| 									i=0
 | |
| 								
 | |
| 								file.write(',%s' % texture_mapping_local[img_key])
 | |
| 							i+=1
 | |
| 				
 | |
| 				else:
 | |
| 					file.write('''
 | |
| 		LayerElementTexture: 0 {
 | |
| 			Version: 101
 | |
| 			Name: ""
 | |
| 			MappingInformationType: "NoMappingInformation"
 | |
| 			ReferenceInformationType: "IndexToDirect"
 | |
| 			BlendMode: "Translucent"
 | |
| 			TextureAlpha: 1
 | |
| 			TextureId: ''')
 | |
| 				file.write('\n\t\t}')
 | |
| 			
 | |
| 			me.activeUVLayer = uvlayer_orig
 | |
| 			
 | |
| 		# Done with UV/textures.
 | |
| 		
 | |
| 		if do_materials:
 | |
| 			file.write('\n\t\tLayerElementMaterial: 0 {')
 | |
| 			file.write('\n\t\t\tVersion: 101')
 | |
| 			file.write('\n\t\t\tName: ""')
 | |
| 			
 | |
| 			if len(my_mesh.blenMaterials) == 1:
 | |
| 				file.write('\n\t\t\tMappingInformationType: "AllSame"')
 | |
| 			else:
 | |
| 				file.write('\n\t\t\tMappingInformationType: "ByPolygon"')
 | |
| 			
 | |
| 			file.write('\n\t\t\tReferenceInformationType: "IndexToDirect"')
 | |
| 			file.write('\n\t\t\tMaterials: ')
 | |
| 			
 | |
| 			if len(my_mesh.blenMaterials) == 1:
 | |
| 				file.write('0')
 | |
| 			else:
 | |
| 				# Build a material mapping for this 
 | |
| 				#material_mapping_local = [0] * 16 # local-index : global index.
 | |
| 				material_mapping_local = [-1] * 16 # local-index : global index.
 | |
| 				i= 0 # 1
 | |
| 				for j, mat in enumerate(my_mesh.blenMaterials):
 | |
| 					if mat:
 | |
| 						material_mapping_local[j] = i
 | |
| 						i+=1
 | |
| 					# else leave as -1
 | |
| 				
 | |
| 				len_material_mapping_local = len(material_mapping_local)
 | |
| 				
 | |
| 				i=-1
 | |
| 				for f in me.faces:
 | |
| 					f_mat = f.mat
 | |
| 					if f_mat >= len_material_mapping_local:
 | |
| 						f_mat = 0
 | |
| 					
 | |
| 					if i==-1:
 | |
| 						i=0
 | |
| 						file.write( '%s' % (material_mapping_local[f_mat]))
 | |
| 					else:
 | |
| 						if i==55:
 | |
| 							file.write('\n\t\t\t\t')
 | |
| 							i=0
 | |
| 						
 | |
| 						file.write(',%s' % (material_mapping_local[f_mat]))
 | |
| 					i+=1
 | |
| 			
 | |
| 			file.write('\n\t\t}')
 | |
| 		
 | |
| 		file.write('''
 | |
| 		Layer: 0 {
 | |
| 			Version: 100
 | |
| 			LayerElement:  {
 | |
| 				Type: "LayerElementNormal"
 | |
| 				TypedIndex: 0
 | |
| 			}''')
 | |
| 		
 | |
| 		if do_materials:
 | |
| 			file.write('''
 | |
| 			LayerElement:  {
 | |
| 				Type: "LayerElementMaterial"
 | |
| 				TypedIndex: 0
 | |
| 			}''')
 | |
| 			
 | |
| 		# Always write this
 | |
| 		if do_textures:
 | |
| 			file.write('''
 | |
| 			LayerElement:  {
 | |
| 				Type: "LayerElementTexture"
 | |
| 				TypedIndex: 0
 | |
| 			}''')
 | |
| 		
 | |
| 		if me.vertexColors:
 | |
| 			file.write('''
 | |
| 			LayerElement:  {
 | |
| 				Type: "LayerElementColor"
 | |
| 				TypedIndex: 0
 | |
| 			}''')
 | |
| 		
 | |
| 		if me.faceUV:
 | |
| 			file.write('''
 | |
| 			LayerElement:  {
 | |
| 				Type: "LayerElementUV"
 | |
| 				TypedIndex: 0
 | |
| 			}''')
 | |
| 		
 | |
| 		
 | |
| 		file.write('\n\t\t}')
 | |
| 		
 | |
| 		if len(uvlayers) > 1:
 | |
| 			for i in xrange(1, len(uvlayers)):
 | |
| 				
 | |
| 				file.write('\n\t\tLayer: %i {' % i)
 | |
| 				file.write('\n\t\t\tVersion: 100')
 | |
| 				
 | |
| 				file.write('''
 | |
| 			LayerElement:  {
 | |
| 				Type: "LayerElementUV"''')
 | |
| 				
 | |
| 				file.write('\n\t\t\t\tTypedIndex: %i' % i)
 | |
| 				file.write('\n\t\t\t}')
 | |
| 				
 | |
| 				if do_textures:
 | |
| 					
 | |
| 					file.write('''
 | |
| 			LayerElement:  {
 | |
| 				Type: "LayerElementTexture"''')
 | |
| 					
 | |
| 					file.write('\n\t\t\t\tTypedIndex: %i' % i)
 | |
| 					file.write('\n\t\t\t}')
 | |
| 				
 | |
| 				file.write('\n\t\t}')
 | |
| 		
 | |
| 		if len(collayers) > 1:
 | |
| 			# Take into account any UV layers
 | |
| 			layer_offset = 0
 | |
| 			if uvlayers: layer_offset = len(uvlayers)-1
 | |
| 			
 | |
| 			for i in xrange(layer_offset, len(collayers)+layer_offset):
 | |
| 				file.write('\n\t\tLayer: %i {' % i)
 | |
| 				file.write('\n\t\t\tVersion: 100')
 | |
| 				
 | |
| 				file.write('''
 | |
| 			LayerElement:  {
 | |
| 				Type: "LayerElementColor"''')
 | |
| 				
 | |
| 				file.write('\n\t\t\t\tTypedIndex: %i' % i)
 | |
| 				file.write('\n\t\t\t}')
 | |
| 				file.write('\n\t\t}')
 | |
| 		file.write('\n\t}')
 | |
| 	
 | |
| 	def write_group(name):
 | |
| 		file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {' % name)
 | |
| 		
 | |
| 		file.write('''
 | |
| 		Properties60:  {
 | |
| 			Property: "MultiLayer", "bool", "",0
 | |
| 			Property: "Pickable", "bool", "",1
 | |
| 			Property: "Transformable", "bool", "",1
 | |
| 			Property: "Show", "bool", "",1
 | |
| 		}
 | |
| 		MultiLayer: 0
 | |
| 	}''')
 | |
| 	
 | |
| 	
 | |
| 	# add meshes here to clear because they are not used anywhere.
 | |
| 	meshes_to_clear = []
 | |
| 	
 | |
| 	ob_meshes = []	
 | |
| 	ob_lights = []
 | |
| 	ob_cameras = []
 | |
| 	# in fbx we export bones as children of the mesh
 | |
| 	# armatures not a part of a mesh, will be added to ob_arms
 | |
| 	ob_bones = [] 
 | |
| 	ob_arms = []
 | |
| 	ob_null = [] # emptys
 | |
| 	
 | |
| 	# List of types that have blender objects (not bones)
 | |
| 	ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
 | |
| 	
 | |
| 	groups = [] # blender groups, only add ones that have objects in the selections
 | |
| 	materials = {}
 | |
| 	textures = {}
 | |
| 	
 | |
| 	tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
 | |
| 	
 | |
| 	# if EXP_OBS_SELECTED is false, use sceens objects
 | |
| 	if not batch_objects:
 | |
| 		if EXP_OBS_SELECTED:	tmp_objects = sce.objects.context
 | |
| 		else:					tmp_objects = sce.objects
 | |
| 	else:
 | |
| 		tmp_objects = batch_objects
 | |
| 	
 | |
| 	if EXP_ARMATURE:
 | |
| 		# This is needed so applying modifiers dosnt apply the armature deformation, its also needed
 | |
| 		# ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
 | |
| 		# set every armature to its rest, backup the original values so we done mess up the scene
 | |
| 		ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]
 | |
| 		
 | |
| 		for arm in bpy.data.armatures:
 | |
| 			arm.restPosition = True
 | |
| 		
 | |
| 		if ob_arms_orig_rest:
 | |
| 			for ob_base in bpy.data.objects:
 | |
| 				#if ob_base.type == 'Armature':
 | |
| 				ob_base.makeDisplayList()
 | |
| 					
 | |
| 			# This causes the makeDisplayList command to effect the mesh
 | |
| 			Blender.Set('curframe', Blender.Get('curframe'))
 | |
| 			
 | |
| 	
 | |
| 	for ob_base in tmp_objects:
 | |
| 		for ob, mtx in BPyObject.getDerivedObjects(ob_base):
 | |
| 			#for ob in [ob_base,]:
 | |
| 			tmp_ob_type = ob.type
 | |
| 			if tmp_ob_type == 'Camera':
 | |
| 				if EXP_CAMERA:
 | |
| 					ob_cameras.append(my_object_generic(ob, mtx))
 | |
| 			elif tmp_ob_type == 'Lamp':
 | |
| 				if EXP_LAMP:
 | |
| 					ob_lights.append(my_object_generic(ob, mtx))
 | |
| 			elif tmp_ob_type == 'Armature':
 | |
| 				if EXP_ARMATURE:
 | |
| 					# TODO - armatures dont work in dupligroups!
 | |
| 					if ob not in ob_arms: ob_arms.append(ob)
 | |
| 					# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
 | |
| 			elif tmp_ob_type == 'Empty':
 | |
| 				if EXP_EMPTY:
 | |
| 					ob_null.append(my_object_generic(ob, mtx))
 | |
| 			elif EXP_MESH:
 | |
| 				origData = True
 | |
| 				if tmp_ob_type != 'Mesh':
 | |
| 					me = bpy.data.meshes.new()
 | |
| 					try:	me.getFromObject(ob)
 | |
| 					except:	me = None
 | |
| 					if me:
 | |
| 						meshes_to_clear.append( me )
 | |
| 						mats = me.materials
 | |
| 						origData = False
 | |
| 				else:
 | |
| 					# Mesh Type!
 | |
| 					if EXP_MESH_APPLY_MOD:
 | |
| 						me = bpy.data.meshes.new()
 | |
| 						me.getFromObject(ob)
 | |
| 						
 | |
| 						# so we keep the vert groups
 | |
| 						if EXP_ARMATURE:
 | |
| 							orig_mesh = ob.getData(mesh=1)
 | |
| 							if orig_mesh.getVertGroupNames():
 | |
| 								ob.copy().link(me)
 | |
| 								# If new mesh has no vgroups we can try add if verts are teh same
 | |
| 								if not me.getVertGroupNames(): # vgroups were not kept by the modifier
 | |
| 									if len(me.verts) == len(orig_mesh.verts):
 | |
| 										groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh)
 | |
| 										BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
 | |
| 						
 | |
| 						# print ob, me, me.getVertGroupNames()
 | |
| 						meshes_to_clear.append( me )
 | |
| 						origData = False
 | |
| 						mats = me.materials
 | |
| 					else:
 | |
| 						me = ob.getData(mesh=1)
 | |
| 						mats = me.materials
 | |
| 						
 | |
| 						# Support object colors
 | |
| 						tmp_colbits = ob.colbits
 | |
| 						if tmp_colbits:
 | |
| 							tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
 | |
| 							for i in xrange(16):
 | |
| 								if tmp_colbits & (1<<i):
 | |
| 									mats[i] = tmp_ob_mats[i]
 | |
| 							del tmp_ob_mats
 | |
| 						del tmp_colbits
 | |
| 							
 | |
| 					
 | |
| 				if me:
 | |
| 					# This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
 | |
| 					# so strictly this is bad. but only in rare cases would it have negative results
 | |
| 					# say with dupliverts the objects would rotate a bit differently
 | |
| 					if EXP_MESH_HQ_NORMALS:
 | |
| 						BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
 | |
| 					
 | |
| 					for mat in mats:
 | |
| 						# 2.44 use mat.lib too for uniqueness
 | |
| 						if mat: materials[mat] = mat
 | |
| 					
 | |
| 					texture_mapping_local = {}
 | |
| 					if me.faceUV:
 | |
| 						uvlayer_orig = me.activeUVLayer
 | |
| 						for uvlayer in me.getUVLayerNames():
 | |
| 							me.activeUVLayer = uvlayer
 | |
| 							for f in me.faces:
 | |
| 								img = f.image
 | |
| 								textures[img] = texture_mapping_local[img] = img
 | |
| 							
 | |
| 							me.activeUVLayer = uvlayer_orig
 | |
| 					
 | |
| 					if EXP_ARMATURE:
 | |
| 						armob = BPyObject.getObjectArmature(ob)
 | |
| 						blenParentBoneName = None
 | |
| 						
 | |
| 						# Note - Fixed in BPyObject but for now just copy the function because testers wont have up to date modukes,
 | |
| 						# TODO - remove this for 2.45 release since getObjectArmature has been fixed
 | |
| 						if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.ARMATURE:
 | |
| 							armob = ob.parent
 | |
| 						
 | |
| 						# parent bone - special case
 | |
| 						if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
 | |
| 							armob = ob.parent
 | |
| 							blenParentBoneName = ob.parentbonename
 | |
| 						
 | |
| 							
 | |
| 						if armob and armob not in ob_arms:
 | |
| 							ob_arms.append(armob)
 | |
| 					
 | |
| 					else:
 | |
| 						blenParentBoneName = armob = None
 | |
| 					
 | |
| 					my_mesh = my_object_generic(ob, mtx)
 | |
| 					my_mesh.blenData =		me
 | |
| 					my_mesh.origData = 		origData
 | |
| 					my_mesh.blenMaterials =	mats
 | |
| 					my_mesh.blenTextures =	texture_mapping_local.values()
 | |
| 					
 | |
| 					# if only 1 null texture then empty the list
 | |
| 					if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
 | |
| 						my_mesh.blenTextures = []
 | |
| 					
 | |
| 					my_mesh.fbxArm =	armob					# replace with my_object_generic armature instance later
 | |
| 					my_mesh.fbxBoneParent = blenParentBoneName	# replace with my_bone instance later
 | |
| 					
 | |
| 					ob_meshes.append( my_mesh )
 | |
| 	
 | |
| 	if EXP_ARMATURE:
 | |
| 		# now we have the meshes, restore the rest arm position
 | |
| 		for i, arm in enumerate(bpy.data.armatures):
 | |
| 			arm.restPosition = ob_arms_orig_rest[i]
 | |
| 			
 | |
| 		if ob_arms_orig_rest:
 | |
| 			for ob_base in bpy.data.objects:
 | |
| 				if ob_base.type == 'Armature':
 | |
| 					ob_base.makeDisplayList()
 | |
| 			# This causes the makeDisplayList command to effect the mesh
 | |
| 			Blender.Set('curframe', Blender.Get('curframe'))
 | |
| 	
 | |
| 	del tmp_ob_type, tmp_objects
 | |
| 	
 | |
| 	# now we have collected all armatures, add bones
 | |
| 	for i, ob in enumerate(ob_arms):
 | |
| 		
 | |
| 		ob_arms[i] = my_arm = my_object_generic(ob)
 | |
| 		
 | |
| 		my_arm.fbxBones =		[]
 | |
| 		my_arm.blenData =		ob.data
 | |
| 		my_arm.blenAction =		ob.action
 | |
| 		my_arm.blenActionList =	[]
 | |
| 		
 | |
| 		# fbxName, blenderObject, my_bones, blenderActions
 | |
| 		#ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
 | |
| 		
 | |
| 		for bone in my_arm.blenData.bones.values():
 | |
| 			my_bone = my_bone_class(bone, my_arm)
 | |
| 			my_arm.fbxBones.append( my_bone )
 | |
| 			ob_bones.append( my_bone )
 | |
| 	
 | |
| 	# add the meshes to the bones and replace the meshes armature with own armature class
 | |
| 	#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
 | |
| 	for my_mesh in ob_meshes:
 | |
| 		# Replace 
 | |
| 		# ...this could be sped up with dictionary mapping but its unlikely for
 | |
| 		# it ever to be a bottleneck - (would need 100+ meshes using armatures)
 | |
| 		if my_mesh.fbxArm:
 | |
| 			for my_arm in ob_arms:
 | |
| 				if my_arm.blenObject == my_mesh.fbxArm:
 | |
| 					my_mesh.fbxArm = my_arm
 | |
| 					break
 | |
| 		
 | |
| 		for my_bone in ob_bones:
 | |
| 			
 | |
| 			# The mesh uses this bones armature!
 | |
| 			if my_bone.fbxArm == my_mesh.fbxArm:
 | |
| 				my_bone.blenMeshes[my_mesh.fbxName] = me
 | |
| 				
 | |
| 				
 | |
| 				# parent bone: replace bone names with our class instances
 | |
| 				# my_mesh.fbxBoneParent is None or a blender bone name initialy, replacing if the names match.
 | |
| 				if my_mesh.fbxBoneParent == my_bone.blenName:
 | |
| 					my_mesh.fbxBoneParent = my_bone
 | |
| 	
 | |
| 	bone_deformer_count = 0 # count how many bones deform a mesh
 | |
| 	my_bone_blenParent = None
 | |
| 	for my_bone in ob_bones:
 | |
| 		my_bone_blenParent = my_bone.blenBone.parent
 | |
| 		if my_bone_blenParent:
 | |
| 			for my_bone_parent in ob_bones:
 | |
| 				# Note 2.45rc2 you can compare bones normally
 | |
| 				if my_bone_blenParent.name == my_bone_parent.blenName and my_bone.fbxArm == my_bone_parent.fbxArm:
 | |
| 					my_bone.parent = my_bone_parent
 | |
| 					break
 | |
| 		
 | |
| 		# Not used at the moment
 | |
| 		# my_bone.calcRestMatrixLocal()
 | |
| 		bone_deformer_count += len(my_bone.blenMeshes)
 | |
| 	
 | |
| 	del my_bone_blenParent 
 | |
| 	
 | |
| 	
 | |
| 	# Build blenObject -> fbxObject mapping
 | |
| 	# this is needed for groups as well as fbxParenting
 | |
| 	bpy.data.objects.tag = False
 | |
| 	tmp_obmapping = {}
 | |
| 	for ob_generic in ob_all_typegroups:
 | |
| 		for ob_base in ob_generic:
 | |
| 			ob_base.blenObject.tag = True
 | |
| 			tmp_obmapping[ob_base.blenObject] = ob_base
 | |
| 	
 | |
| 	# Build Groups from objects we export
 | |
| 	for blenGroup in bpy.data.groups:
 | |
| 		fbxGroupName = None
 | |
| 		for ob in blenGroup.objects:
 | |
| 			if ob.tag:
 | |
| 				if fbxGroupName == None:
 | |
| 					fbxGroupName = sane_groupname(blenGroup)
 | |
| 					groups.append((fbxGroupName, blenGroup))
 | |
| 				
 | |
| 				tmp_obmapping[ob].fbxGroupNames.append(fbxGroupName) # also adds to the objects fbxGroupNames
 | |
| 	
 | |
| 	groups.sort() # not really needed
 | |
| 	
 | |
| 	# Assign parents using this mapping
 | |
| 	for ob_generic in ob_all_typegroups:
 | |
| 		for my_ob in ob_generic:
 | |
| 			parent = my_ob.blenObject.parent
 | |
| 			if parent and parent.tag: # does it exist and is it in the mapping
 | |
| 				my_ob.fbxParent = tmp_obmapping[parent]
 | |
| 	
 | |
| 	
 | |
| 	del tmp_obmapping
 | |
| 	# Finished finding groups we use
 | |
| 	
 | |
| 	
 | |
| 	materials =	[(sane_matname(mat), mat) for mat in materials.itervalues() if mat]
 | |
| 	textures =	[(sane_texname(img), img) for img in textures.itervalues()  if img]
 | |
| 	materials.sort() # sort by name
 | |
| 	textures.sort()
 | |
| 	
 | |
| 	camera_count = 8
 | |
| 	file.write('''
 | |
| 
 | |
| ; Object definitions
 | |
| ;------------------------------------------------------------------
 | |
| 
 | |
| Definitions:  {
 | |
| 	Version: 100
 | |
| 	Count: %i''' % (\
 | |
| 		1+1+camera_count+\
 | |
| 		len(ob_meshes)+\
 | |
| 		len(ob_lights)+\
 | |
| 		len(ob_cameras)+\
 | |
| 		len(ob_arms)+\
 | |
| 		len(ob_null)+\
 | |
| 		len(ob_bones)+\
 | |
| 		bone_deformer_count+\
 | |
| 		len(materials)+\
 | |
| 		(len(textures)*2))) # add 1 for the root model 1 for global settings
 | |
| 	
 | |
| 	del bone_deformer_count
 | |
| 	
 | |
| 	file.write('''
 | |
| 	ObjectType: "Model" {
 | |
| 		Count: %i
 | |
| 	}''' % (\
 | |
| 		1+camera_count+\
 | |
| 		len(ob_meshes)+\
 | |
| 		len(ob_lights)+\
 | |
| 		len(ob_cameras)+\
 | |
| 		len(ob_arms)+\
 | |
| 		len(ob_null)+\
 | |
| 		len(ob_bones))) # add 1 for the root model
 | |
| 	
 | |
| 	file.write('''
 | |
| 	ObjectType: "Geometry" {
 | |
| 		Count: %i
 | |
| 	}''' % len(ob_meshes))
 | |
| 	
 | |
| 	if materials:
 | |
| 		file.write('''
 | |
| 	ObjectType: "Material" {
 | |
| 		Count: %i
 | |
| 	}''' % len(materials))
 | |
| 	
 | |
| 	if textures:
 | |
| 		file.write('''
 | |
| 	ObjectType: "Texture" {
 | |
| 		Count: %i
 | |
| 	}''' % len(textures)) # add 1 for an empty tex
 | |
| 		file.write('''
 | |
| 	ObjectType: "Video" {
 | |
| 		Count: %i
 | |
| 	}''' % len(textures)) # add 1 for an empty tex
 | |
| 	
 | |
| 	tmp = 0
 | |
| 	# Add deformer nodes
 | |
| 	for my_mesh in ob_meshes:
 | |
| 		if my_mesh.fbxArm:
 | |
| 			tmp+=1
 | |
| 	
 | |
| 	# Add subdeformers
 | |
| 	for my_bone in ob_bones:
 | |
| 		tmp += len(my_bone.blenMeshes)
 | |
| 	
 | |
| 	if tmp:
 | |
| 		file.write('''
 | |
| 	ObjectType: "Deformer" {
 | |
| 		Count: %i
 | |
| 	}''' % tmp)
 | |
| 	del tmp
 | |
| 	
 | |
| 	# we could avoid writing this possibly but for now just write it
 | |
| 	
 | |
| 	file.write('''
 | |
| 	ObjectType: "Pose" {
 | |
| 		Count: 1
 | |
| 	}''')
 | |
| 	
 | |
| 	if groups:
 | |
| 		file.write('''
 | |
| 	ObjectType: "GroupSelection" {
 | |
| 		Count: %i
 | |
| 	}''' % len(groups))
 | |
| 	
 | |
| 	file.write('''
 | |
| 	ObjectType: "GlobalSettings" {
 | |
| 		Count: 1
 | |
| 	}
 | |
| }''')
 | |
| 
 | |
| 	file.write('''
 | |
| 
 | |
| ; Object properties
 | |
| ;------------------------------------------------------------------
 | |
| 
 | |
| Objects:  {''')
 | |
| 	
 | |
| 	# To comply with other FBX FILES
 | |
| 	write_camera_switch()
 | |
| 	
 | |
| 	# Write the null object
 | |
| 	write_null(None, 'blend_root')# , GLOBAL_MATRIX) 
 | |
| 	
 | |
| 	for my_null in ob_null:
 | |
| 		write_null(my_null)
 | |
| 	
 | |
| 	for my_arm in ob_arms:
 | |
| 		write_null(my_arm)
 | |
| 	
 | |
| 	for my_cam in ob_cameras:
 | |
| 		write_camera(my_cam)
 | |
| 
 | |
| 	for my_light in ob_lights:
 | |
| 		write_light(my_light)
 | |
| 	
 | |
| 	for my_mesh in ob_meshes:
 | |
| 		write_mesh(my_mesh)
 | |
| 
 | |
| 	#for bonename, bone, obname, me, armob in ob_bones:
 | |
| 	for my_bone in ob_bones:
 | |
| 		write_bone(my_bone)
 | |
| 	
 | |
| 	write_camera_default()
 | |
| 	
 | |
| 	for matname, mat in materials:
 | |
| 		write_material(matname, mat)
 | |
| 	
 | |
| 	# each texture uses a video, odd
 | |
| 	for texname, tex in textures:
 | |
| 		write_video(texname, tex)
 | |
| 	i = 0
 | |
| 	for texname, tex in textures:
 | |
| 		write_texture(texname, tex, i)
 | |
| 		i+=1
 | |
| 	
 | |
| 	for groupname, group in groups:
 | |
| 		write_group(groupname)
 | |
| 	
 | |
| 	# NOTE - c4d and motionbuilder dont need normalized weights, but deep-exploration 5 does and (max?) do.
 | |
| 	
 | |
| 	# Write armature modifiers
 | |
| 	# TODO - add another MODEL? - because of this skin definition.
 | |
| 	for my_mesh in ob_meshes:
 | |
| 		if my_mesh.fbxArm:
 | |
| 			write_deformer_skin(my_mesh.fbxName)
 | |
| 			
 | |
| 			# Get normalized weights for temorary use
 | |
| 			if my_mesh.fbxBoneParent:
 | |
| 				weights = None
 | |
| 			else:
 | |
| 				weights = meshNormalizedWeights(my_mesh.blenData)
 | |
| 			
 | |
| 			#for bonename, bone, obname, bone_mesh, armob in ob_bones:
 | |
| 			for my_bone in ob_bones:
 | |
| 				if me in my_bone.blenMeshes.itervalues():
 | |
| 					write_sub_deformer_skin(my_mesh, my_bone, weights)
 | |
| 	
 | |
| 	# Write pose's really weired, only needed when an armature and mesh are used together
 | |
| 	# each by themselves dont need pose data. for now only pose meshes and bones
 | |
| 	
 | |
| 	file.write('''
 | |
| 	Pose: "Pose::BIND_POSES", "BindPose" {
 | |
| 		Type: "BindPose"
 | |
| 		Version: 100
 | |
| 		Properties60:  {
 | |
| 		}
 | |
| 		NbPoseNodes: ''')
 | |
| 	file.write(str(len(pose_items)))
 | |
| 	
 | |
| 
 | |
| 	for fbxName, matrix in pose_items:
 | |
| 		file.write('\n\t\tPoseNode:  {')
 | |
| 		file.write('\n\t\t\tNode: "Model::%s"' % fbxName )
 | |
| 		if matrix:		file.write('\n\t\t\tMatrix: %s' % mat4x4str(matrix))
 | |
| 		else:			file.write('\n\t\t\tMatrix: %s' % mat4x4str(mtx4_identity))
 | |
| 		file.write('\n\t\t}')
 | |
| 	
 | |
| 	file.write('\n\t}')
 | |
| 	
 | |
| 	
 | |
| 	# Finish Writing Objects
 | |
| 	# Write global settings
 | |
| 	file.write('''
 | |
| 	GlobalSettings:  {
 | |
| 		Version: 1000
 | |
| 		Properties60:  {
 | |
| 			Property: "UpAxis", "int", "",1
 | |
| 			Property: "UpAxisSign", "int", "",1
 | |
| 			Property: "FrontAxis", "int", "",2
 | |
| 			Property: "FrontAxisSign", "int", "",1
 | |
| 			Property: "CoordAxis", "int", "",0
 | |
| 			Property: "CoordAxisSign", "int", "",1
 | |
| 			Property: "UnitScaleFactor", "double", "",100
 | |
| 		}
 | |
| 	}
 | |
| ''')	
 | |
| 	file.write('}')
 | |
| 	
 | |
| 	file.write('''
 | |
| 
 | |
| ; Object relations
 | |
| ;------------------------------------------------------------------
 | |
| 
 | |
| Relations:  {''')
 | |
| 
 | |
| 	file.write('\n\tModel: "Model::blend_root", "Null" {\n\t}')
 | |
| 
 | |
| 	for my_null in ob_null:
 | |
| 		file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_null.fbxName)
 | |
| 
 | |
| 	for my_arm in ob_arms:
 | |
| 		file.write('\n\tModel: "Model::%s", "Null" {\n\t}' % my_arm.fbxName)
 | |
| 
 | |
| 	for my_mesh in ob_meshes:
 | |
| 		file.write('\n\tModel: "Model::%s", "Mesh" {\n\t}' % my_mesh.fbxName)
 | |
| 
 | |
| 	# TODO - limbs can have the same name for multiple armatures, should prefix.
 | |
| 	#for bonename, bone, obname, me, armob in ob_bones:
 | |
| 	for my_bone in ob_bones:
 | |
| 		file.write('\n\tModel: "Model::%s", "Limb" {\n\t}' % my_bone.fbxName)
 | |
| 	
 | |
| 	for my_cam in ob_cameras:
 | |
| 		file.write('\n\tModel: "Model::%s", "Camera" {\n\t}' % my_cam.fbxName)
 | |
| 	
 | |
| 	for my_light in ob_lights:
 | |
| 		file.write('\n\tModel: "Model::%s", "Light" {\n\t}' % my_light.fbxName)
 | |
| 	
 | |
| 	file.write('''
 | |
| 	Model: "Model::Producer Perspective", "Camera" {
 | |
| 	}
 | |
| 	Model: "Model::Producer Top", "Camera" {
 | |
| 	}
 | |
| 	Model: "Model::Producer Bottom", "Camera" {
 | |
| 	}
 | |
| 	Model: "Model::Producer Front", "Camera" {
 | |
| 	}
 | |
| 	Model: "Model::Producer Back", "Camera" {
 | |
| 	}
 | |
| 	Model: "Model::Producer Right", "Camera" {
 | |
| 	}
 | |
| 	Model: "Model::Producer Left", "Camera" {
 | |
| 	}
 | |
| 	Model: "Model::Camera Switcher", "CameraSwitcher" {
 | |
| 	}''')
 | |
| 	
 | |
| 	for matname, mat in materials:
 | |
| 		file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
 | |
| 
 | |
| 	if textures:
 | |
| 		for texname, tex in textures:
 | |
| 			file.write('\n\tTexture: "Texture::%s", "TextureVideoClip" {\n\t}' % texname)
 | |
| 		for texname, tex in textures:
 | |
| 			file.write('\n\tVideo: "Video::%s", "Clip" {\n\t}' % texname)
 | |
| 
 | |
| 	# deformers - modifiers
 | |
| 	for my_mesh in ob_meshes:
 | |
| 		if my_mesh.fbxArm:
 | |
| 			file.write('\n\tDeformer: "Deformer::Skin %s", "Skin" {\n\t}' % my_mesh.fbxName)
 | |
| 	
 | |
| 	#for bonename, bone, obname, me, armob in ob_bones:
 | |
| 	for my_bone in ob_bones:
 | |
| 		for fbxMeshObName in my_bone.blenMeshes: # .keys() - fbxMeshObName
 | |
| 			# is this bone effecting a mesh?
 | |
| 			file.write('\n\tDeformer: "SubDeformer::Cluster %s %s", "Cluster" {\n\t}' % (fbxMeshObName, my_bone.fbxName))
 | |
| 	
 | |
| 	# This should be at the end
 | |
| 	# file.write('\n\tPose: "Pose::BIND_POSES", "BindPose" {\n\t}')
 | |
| 	
 | |
| 	for groupname, group in groups:
 | |
| 		file.write('\n\tGroupSelection: "GroupSelection::%s", "Default" {\n\t}' % groupname)
 | |
| 	
 | |
| 	file.write('\n}')
 | |
| 	file.write('''
 | |
| 
 | |
| ; Object connections
 | |
| ;------------------------------------------------------------------
 | |
| 
 | |
| Connections:  {''')
 | |
| 	
 | |
| 	# NOTE - The FBX SDK dosnt care about the order but some importers DO!
 | |
| 	# for instance, defining the material->mesh connection
 | |
| 	# before the mesh->blend_root crashes cinema4d
 | |
| 	
 | |
| 
 | |
| 	# write the fake root node
 | |
| 	file.write('\n\tConnect: "OO", "Model::blend_root", "Model::Scene"')
 | |
| 	
 | |
| 	for ob_generic in ob_all_typegroups: # all blender 'Object's we support
 | |
| 		for my_ob in ob_generic:
 | |
| 			if my_ob.fbxParent:
 | |
| 				file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_ob.fbxName, my_ob.fbxParent.fbxName))
 | |
| 			else:
 | |
| 				file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_ob.fbxName)
 | |
| 	
 | |
| 	if materials:
 | |
| 		for my_mesh in ob_meshes:
 | |
| 			# Connect all materials to all objects, not good form but ok for now.
 | |
| 			for mat in my_mesh.blenMaterials:
 | |
| 				if mat:
 | |
| 					file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat.name], my_mesh.fbxName))
 | |
| 	
 | |
| 	if textures:
 | |
| 		for my_mesh in ob_meshes:
 | |
| 			if my_mesh.blenTextures:
 | |
| 				# file.write('\n\tConnect: "OO", "Texture::_empty_", "Model::%s"' % my_mesh.fbxName)
 | |
| 				for tex in my_mesh.blenTextures:
 | |
| 					if tex:
 | |
| 						file.write('\n\tConnect: "OO", "Texture::%s", "Model::%s"' % (sane_name_mapping_tex[tex.name], my_mesh.fbxName))
 | |
| 		
 | |
| 		for texname, tex in textures:
 | |
| 			file.write('\n\tConnect: "OO", "Video::%s", "Texture::%s"' % (texname, texname))
 | |
| 	
 | |
| 	for my_mesh in ob_meshes:
 | |
| 		if my_mesh.fbxArm:
 | |
| 			file.write('\n\tConnect: "OO", "Deformer::Skin %s", "Model::%s"' % (my_mesh.fbxName, my_mesh.fbxName))
 | |
| 	
 | |
| 	#for bonename, bone, obname, me, armob in ob_bones:
 | |
| 	for my_bone in ob_bones:
 | |
| 		for fbxMeshObName in my_bone.blenMeshes: # .keys()
 | |
| 			file.write('\n\tConnect: "OO", "SubDeformer::Cluster %s %s", "Deformer::Skin %s"' % (fbxMeshObName, my_bone.fbxName, fbxMeshObName))
 | |
| 	
 | |
| 	# limbs -> deformers
 | |
| 	# for bonename, bone, obname, me, armob in ob_bones:
 | |
| 	for my_bone in ob_bones:
 | |
| 		for fbxMeshObName in my_bone.blenMeshes: # .keys()
 | |
| 			file.write('\n\tConnect: "OO", "Model::%s", "SubDeformer::Cluster %s %s"' % (my_bone.fbxName, fbxMeshObName, my_bone.fbxName))
 | |
| 	
 | |
| 	
 | |
| 	#for bonename, bone, obname, me, armob in ob_bones:
 | |
| 	for my_bone in ob_bones:
 | |
| 		# Always parent to armature now
 | |
| 		if my_bone.parent:
 | |
| 			file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.parent.fbxName) )
 | |
| 		else:
 | |
| 			# the armature object is written as an empty and all root level bones connect to it
 | |
| 			file.write('\n\tConnect: "OO", "Model::%s", "Model::%s"' % (my_bone.fbxName, my_bone.fbxArm.fbxName) )
 | |
| 	
 | |
| 	# groups
 | |
| 	if groups:
 | |
| 		for ob_generic in ob_all_typegroups:
 | |
| 			for ob_base in ob_generic:
 | |
| 				for fbxGroupName in ob_base.fbxGroupNames:
 | |
| 					file.write('\n\tConnect: "OO", "Model::%s", "GroupSelection::%s"' % (ob_base.fbxName, fbxGroupName))
 | |
| 	
 | |
| 	for my_arm in ob_arms:
 | |
| 		file.write('\n\tConnect: "OO", "Model::%s", "Model::blend_root"' % my_arm.fbxName)
 | |
| 	
 | |
| 	file.write('\n}')
 | |
| 	
 | |
| 	
 | |
| 	# Needed for scene footer as well as animation
 | |
| 	render = sce.render
 | |
| 	
 | |
| 	# from the FBX sdk
 | |
| 	#define KTIME_ONE_SECOND        KTime (K_LONGLONG(46186158000))
 | |
| 	def fbx_time(t):
 | |
| 		# 0.5 + val is the same as rounding.
 | |
| 		return int(0.5 + ((t/fps) * 46186158000))
 | |
| 	
 | |
| 	fps = float(render.fps)	
 | |
| 	start =	render.sFrame
 | |
| 	end =	render.eFrame
 | |
| 	if end < start: start, end = end, start
 | |
| 	if start==end: ANIM_ENABLE = False
 | |
| 	
 | |
| 	# animations for these object types
 | |
| 	ob_anim_lists = ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms
 | |
| 	
 | |
| 	if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]:
 | |
| 		
 | |
| 		frame_orig = Blender.Get('curframe')
 | |
| 		
 | |
| 		if ANIM_OPTIMIZE:
 | |
| 			ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION
 | |
| 		
 | |
| 		# default action, when no actions are avaioable
 | |
| 		tmp_actions = [None] # None is the default action
 | |
| 		blenActionDefault = None
 | |
| 		action_lastcompat = None
 | |
| 		
 | |
| 		if ANIM_ACTION_ALL:
 | |
| 			bpy.data.actions.tag = False
 | |
| 			tmp_actions = list(bpy.data.actions)
 | |
| 			
 | |
| 			
 | |
| 			# find which actions are compatible with the armatures
 | |
| 			# blenActions is not yet initialized so do it now.
 | |
| 			tmp_act_count = 0
 | |
| 			for my_arm in ob_arms:
 | |
| 				
 | |
| 				# get the default name
 | |
| 				if not blenActionDefault:
 | |
| 					blenActionDefault = my_arm.blenAction
 | |
| 				
 | |
| 				arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones])
 | |
| 				
 | |
| 				for action in tmp_actions:
 | |
| 					
 | |
| 					action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
 | |
| 					
 | |
| 					if action_chan_names: # at least one channel matches.
 | |
| 						my_arm.blenActionList.append(action)
 | |
| 						action.tag = True
 | |
| 						tmp_act_count += 1
 | |
| 						
 | |
| 						# incase there is no actions applied to armatures
 | |
| 						action_lastcompat = action
 | |
| 			
 | |
| 			if tmp_act_count:
 | |
| 				# unlikely to ever happen but if no actions applied to armatures, just use the last compatible armature.
 | |
| 				if not blenActionDefault:
 | |
| 					blenActionDefault = action_lastcompat
 | |
| 		
 | |
| 		del action_lastcompat
 | |
| 		
 | |
| 		file.write('''
 | |
| ;Takes and animation section
 | |
| ;----------------------------------------------------
 | |
| 
 | |
| Takes:  {''')
 | |
| 		
 | |
| 		if blenActionDefault:
 | |
| 			file.write('\n\tCurrent: "%s"' % sane_takename(blenActionDefault))
 | |
| 		else:
 | |
| 			file.write('\n\tCurrent: "Default Take"')
 | |
| 		
 | |
| 		for blenAction in tmp_actions:
 | |
| 			# we have tagged all actious that are used be selected armatures
 | |
| 			if blenAction:
 | |
| 				if blenAction.tag:
 | |
| 					print '\taction: "%s" exporting...' % blenAction.name
 | |
| 				else:
 | |
| 					print '\taction: "%s" has no armature using it, skipping' % blenAction.name
 | |
| 					continue
 | |
| 			
 | |
| 			if blenAction == None:
 | |
| 				# Warning, this only accounts for tmp_actions being [None]
 | |
| 				file.write('\n\tTake: "Default Take" {')
 | |
| 				act_start =	start
 | |
| 				act_end =	end
 | |
| 			else:
 | |
| 				# use existing name
 | |
| 				if blenAction == blenActionDefault: # have we alredy got the name
 | |
| 					file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name])
 | |
| 				else:
 | |
| 					file.write('\n\tTake: "%s" {' % sane_takename(blenAction))
 | |
| 					
 | |
| 				tmp = blenAction.getFrameNumbers()
 | |
| 				if tmp:
 | |
| 					act_start =	min(tmp)
 | |
| 					act_end =	max(tmp)
 | |
| 					del tmp
 | |
| 				else:
 | |
| 					# Fallback on this, theres not much else we can do? :/
 | |
| 					# when an action has no length
 | |
| 					act_start =	start
 | |
| 					act_end =	end
 | |
| 				
 | |
| 				# Set the action active
 | |
| 				for my_bone in ob_arms:
 | |
| 					if blenAction in my_bone.blenActionList:
 | |
| 						ob.action = blenAction
 | |
| 						# print '\t\tSetting Action!', blenAction
 | |
| 				# sce.update(1)
 | |
| 			
 | |
| 			file.write('\n\t\tFileName: "Default_Take.tak"') # ??? - not sure why this is needed
 | |
| 			file.write('\n\t\tLocalTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
 | |
| 			file.write('\n\t\tReferenceTime: %i,%i' % (fbx_time(act_start-1), fbx_time(act_end-1))) # ??? - not sure why this is needed
 | |
| 			
 | |
| 			file.write('''
 | |
| 
 | |
| 		;Models animation
 | |
| 		;----------------------------------------------------''')
 | |
| 			
 | |
| 			
 | |
| 			# set pose data for all bones
 | |
| 			# do this here incase the action changes
 | |
| 			'''
 | |
| 			for my_bone in ob_bones:
 | |
| 				my_bone.flushAnimData()
 | |
| 			'''
 | |
| 			i = act_start
 | |
| 			while i <= act_end:
 | |
| 				Blender.Set('curframe', i)
 | |
| 				for ob_generic in ob_anim_lists:
 | |
| 					for my_ob in ob_generic:
 | |
| 						#Blender.Window.RedrawAll()
 | |
| 						if ob_generic == ob_meshes and my_ob.fbxArm:
 | |
| 							# We cant animate armature meshes!
 | |
| 							pass
 | |
| 						else:
 | |
| 							my_ob.setPoseFrame(i)
 | |
| 						
 | |
| 				i+=1
 | |
| 			
 | |
| 			
 | |
| 			#for bonename, bone, obname, me, armob in ob_bones:
 | |
| 			for ob_generic in (ob_bones, ob_meshes, ob_null, ob_cameras, ob_lights, ob_arms):
 | |
| 					
 | |
| 				for my_ob in ob_generic:
 | |
| 					
 | |
| 					if ob_generic == ob_meshes and my_ob.fbxArm:
 | |
| 						# do nothing,
 | |
| 						pass
 | |
| 					else:
 | |
| 							
 | |
| 						file.write('\n\t\tModel: "Model::%s" {' % my_ob.fbxName) # ??? - not sure why this is needed
 | |
| 						file.write('\n\t\t\tVersion: 1.1')
 | |
| 						file.write('\n\t\t\tChannel: "Transform" {')
 | |
| 						
 | |
| 						context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
 | |
| 						
 | |
| 						# ----------------
 | |
| 						# ----------------
 | |
| 						for TX_LAYER, TX_CHAN in enumerate('TRS'): # transform, rotate, scale
 | |
| 							
 | |
| 							if		TX_CHAN=='T':	context_bone_anim_vecs = [mtx[0].translationPart()	for mtx in context_bone_anim_mats]
 | |
| 							elif 	TX_CHAN=='R':	context_bone_anim_vecs = [mtx[1].toEuler()			for mtx in context_bone_anim_mats]
 | |
| 							else:					context_bone_anim_vecs = [mtx[0].scalePart()		for mtx in context_bone_anim_mats]
 | |
| 							
 | |
| 							file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
 | |
| 							
 | |
| 							for i in xrange(3):
 | |
| 								# Loop on each axis of the bone
 | |
| 								file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
 | |
| 								file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
 | |
| 								file.write('\n\t\t\t\t\t\tKeyVer: 4005')
 | |
| 								
 | |
| 								if not ANIM_OPTIMIZE:
 | |
| 									# Just write all frames, simple but in-eficient
 | |
| 									file.write('\n\t\t\t\t\t\tKeyCount: %i' % (1 + act_end - act_start))
 | |
| 									file.write('\n\t\t\t\t\t\tKey: ')
 | |
| 									frame = act_start
 | |
| 									while frame <= act_end:
 | |
| 										if frame!=act_start:
 | |
| 											file.write(',')
 | |
| 										
 | |
| 										# Curve types are 
 | |
| 										# C,n is for bezier? - linear is best for now so we can do simple keyframe removal
 | |
| 										file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n'  % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
 | |
| 										#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L'  % (fbx_time(frame-1), context_bone_anim_vecs[frame-act_start][i] ))
 | |
| 										frame+=1
 | |
| 								else:
 | |
| 									# remove unneeded keys, j is the frame, needed when some frames are removed.
 | |
| 									context_bone_anim_keys = [ (vec[i], j) for j, vec in enumerate(context_bone_anim_vecs) ]
 | |
| 									
 | |
| 									# last frame to fisrt frame, missing 1 frame on either side.
 | |
| 									# removeing in a backwards loop is faster
 | |
| 									for j in xrange( (act_end-act_start)-1, 0, -1 ):
 | |
| 										# Is this key reduenant?
 | |
| 										if	abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j-1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT and\
 | |
| 											abs(context_bone_anim_keys[j][0] - context_bone_anim_keys[j+1][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
 | |
| 											del context_bone_anim_keys[j]
 | |
| 									
 | |
| 									if len(context_bone_anim_keys) == 2 and context_bone_anim_keys[0][0] == context_bone_anim_keys[1][0]:
 | |
| 										# This axis has no moton, its okay to skip KeyCount and Keys in this case
 | |
| 										pass
 | |
| 									else:
 | |
| 										# We only need to write these if there is at least one 
 | |
| 										file.write('\n\t\t\t\t\t\tKeyCount: %i' % len(context_bone_anim_keys))
 | |
| 										file.write('\n\t\t\t\t\t\tKey: ')
 | |
| 										for val, frame in context_bone_anim_keys:
 | |
| 											if frame != context_bone_anim_keys[0][1]: # not the first
 | |
| 												file.write(',')
 | |
| 											# frame is alredy one less then blenders frame
 | |
| 											file.write('\n\t\t\t\t\t\t\t%i,%.15f,C,n'  % (fbx_time(frame), val ))
 | |
| 											#file.write('\n\t\t\t\t\t\t\t%i,%.15f,L'  % (fbx_time(frame), val ))
 | |
| 								
 | |
| 								if		i==0:	file.write('\n\t\t\t\t\t\tColor: 1,0,0')
 | |
| 								elif	i==1:	file.write('\n\t\t\t\t\t\tColor: 0,1,0')
 | |
| 								elif	i==2:	file.write('\n\t\t\t\t\t\tColor: 0,0,1')
 | |
| 								
 | |
| 								file.write('\n\t\t\t\t\t}')
 | |
| 							file.write('\n\t\t\t\t\tLayerType: %i' % (TX_LAYER+1) )
 | |
| 							file.write('\n\t\t\t\t}')
 | |
| 						
 | |
| 						# --------------- 
 | |
| 						
 | |
| 						file.write('\n\t\t\t}')
 | |
| 						file.write('\n\t\t}')
 | |
| 			
 | |
| 			# end the take
 | |
| 			file.write('\n\t}')
 | |
| 			
 | |
| 			# end action loop. set original actions 
 | |
| 			# do this after every loop incase actions effect eachother.
 | |
| 			for my_bone in ob_arms:
 | |
| 				my_bone.blenObject.action = my_bone.blenAction
 | |
| 		
 | |
| 		file.write('\n}')
 | |
| 		
 | |
| 		Blender.Set('curframe', frame_orig)
 | |
| 		
 | |
| 	else:
 | |
| 		# no animation
 | |
| 		file.write('\n;Takes and animation section')
 | |
| 		file.write('\n;----------------------------------------------------')
 | |
| 		file.write('\n')
 | |
| 		file.write('\nTakes:  {')
 | |
| 		file.write('\n\tCurrent: ""')
 | |
| 		file.write('\n}')
 | |
| 	
 | |
| 	
 | |
| 	# write meshes animation
 | |
| 	#for obname, ob, mtx, me, mats, arm, armname in ob_meshes:
 | |
| 		
 | |
| 	
 | |
| 	# Clear mesh data Only when writing with modifiers applied
 | |
| 	for me in meshes_to_clear:
 | |
| 		me.verts = None
 | |
| 	
 | |
| 	
 | |
| 	
 | |
| 	# --------------------------- Footer
 | |
| 	if world:
 | |
| 		has_mist = world.mode & 1
 | |
| 		mist_intense, mist_start, mist_end, mist_height = world.mist
 | |
| 		world_hor = world.hor
 | |
| 	else:
 | |
| 		has_mist = mist_intense = mist_start = mist_end = mist_height = 0
 | |
| 		world_hor = 0,0,0
 | |
| 	
 | |
| 	file.write('\n;Version 5 settings')
 | |
| 	file.write('\n;------------------------------------------------------------------')
 | |
| 	file.write('\n')
 | |
| 	file.write('\nVersion5:  {')
 | |
| 	file.write('\n\tAmbientRenderSettings:  {')
 | |
| 	file.write('\n\t\tVersion: 101')
 | |
| 	file.write('\n\t\tAmbientLightColor: %.1f,%.1f,%.1f,0' % tuple(world_amb))
 | |
| 	file.write('\n\t}')
 | |
| 	file.write('\n\tFogOptions:  {')
 | |
| 	file.write('\n\t\tFlogEnable: %i' % has_mist)
 | |
| 	file.write('\n\t\tFogMode: 0')
 | |
| 	file.write('\n\t\tFogDensity: %.3f' % mist_intense)
 | |
| 	file.write('\n\t\tFogStart: %.3f' % mist_start)
 | |
| 	file.write('\n\t\tFogEnd: %.3f' % mist_end)
 | |
| 	file.write('\n\t\tFogColor: %.1f,%.1f,%.1f,1' % tuple(world_hor))
 | |
| 	file.write('\n\t}')
 | |
| 	file.write('\n\tSettings:  {')
 | |
| 	file.write('\n\t\tFrameRate: "%i"' % int(fps))
 | |
| 	file.write('\n\t\tTimeFormat: 1')
 | |
| 	file.write('\n\t\tSnapOnFrames: 0')
 | |
| 	file.write('\n\t\tReferenceTimeIndex: -1')
 | |
| 	file.write('\n\t\tTimeLineStartTime: %i' % fbx_time(start-1))
 | |
| 	file.write('\n\t\tTimeLineStopTime: %i' % fbx_time(end-1))
 | |
| 	file.write('\n\t}')
 | |
| 	file.write('\n\tRendererSetting:  {')
 | |
| 	file.write('\n\t\tDefaultCamera: "Producer Perspective"')
 | |
| 	file.write('\n\t\tDefaultViewingMode: 0')
 | |
| 	file.write('\n\t}')
 | |
| 	file.write('\n}')
 | |
| 	file.write('\n')
 | |
| 	
 | |
| 	# Incase sombody imports this, clean up by clearing global dicts
 | |
| 	sane_name_mapping_ob.clear()
 | |
| 	sane_name_mapping_mat.clear()
 | |
| 	sane_name_mapping_tex.clear()
 | |
| 	
 | |
| 	ob_arms[:] =	[]
 | |
| 	ob_bones[:] =	[]
 | |
| 	ob_cameras[:] =	[]
 | |
| 	ob_lights[:] =	[]
 | |
| 	ob_meshes[:] =	[]
 | |
| 	ob_null[:] =	[]
 | |
| 	
 | |
| 	
 | |
| 	# copy images if enabled
 | |
| 	if EXP_IMAGE_COPY:
 | |
| 		copy_images( basepath,  [ tex[1] for tex in textures if tex[1] != None ])	
 | |
| 	
 | |
| 	print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
 | |
| 	return True
 | |
| 	
 | |
| 
 | |
| # --------------------------------------------
 | |
| # UI Function - not a part of the exporter.
 | |
| # this is to seperate the user interface from the rest of the exporter.
 | |
| from Blender import Draw, Window
 | |
| EVENT_NONE = 0
 | |
| EVENT_EXIT = 1
 | |
| EVENT_REDRAW = 2
 | |
| EVENT_FILESEL = 3
 | |
| 
 | |
| GLOBALS = {}
 | |
| 
 | |
| # export opts
 | |
| 
 | |
| def do_redraw(e,v):		GLOBALS['EVENT'] = e
 | |
| 
 | |
| # toggle between these 2, only allow one on at once
 | |
| def do_obs_sel(e,v):
 | |
| 	GLOBALS['EVENT'] = e
 | |
| 	GLOBALS['EXP_OBS_SCENE'].val = 0
 | |
| 	GLOBALS['EXP_OBS_SELECTED'].val = 1
 | |
| 
 | |
| def do_obs_sce(e,v):
 | |
| 	GLOBALS['EVENT'] = e
 | |
| 	GLOBALS['EXP_OBS_SCENE'].val = 1
 | |
| 	GLOBALS['EXP_OBS_SELECTED'].val = 0
 | |
| 
 | |
| def do_obs_sce(e,v):
 | |
| 	GLOBALS['EVENT'] = e
 | |
| 	GLOBALS['EXP_OBS_SCENE'].val = 1
 | |
| 	GLOBALS['EXP_OBS_SELECTED'].val = 0
 | |
| 
 | |
| def do_batch_type_grp(e,v):
 | |
| 	GLOBALS['EVENT'] = e
 | |
| 	GLOBALS['BATCH_GROUP'].val = 1
 | |
| 	GLOBALS['BATCH_SCENE'].val = 0
 | |
| 
 | |
| def do_batch_type_sce(e,v):
 | |
| 	GLOBALS['EVENT'] = e
 | |
| 	GLOBALS['BATCH_GROUP'].val = 0
 | |
| 	GLOBALS['BATCH_SCENE'].val = 1
 | |
| 
 | |
| def do_anim_act_all(e,v):
 | |
| 	GLOBALS['EVENT'] = e
 | |
| 	GLOBALS['ANIM_ACTION_ALL'][0].val = 1
 | |
| 	GLOBALS['ANIM_ACTION_ALL'][1].val = 0
 | |
| 
 | |
| def do_anim_act_cur(e,v):
 | |
| 	if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val:
 | |
| 		Draw.PupMenu('Warning%t|Cant use this with batch export group option')
 | |
| 	else:
 | |
| 		GLOBALS['EVENT'] = e
 | |
| 		GLOBALS['ANIM_ACTION_ALL'][0].val = 0
 | |
| 		GLOBALS['ANIM_ACTION_ALL'][1].val = 1
 | |
| 
 | |
| def fbx_ui_exit(e,v):
 | |
| 	GLOBALS['EVENT'] = e
 | |
| 
 | |
| def do_help(e,v):
 | |
| 	url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx'
 | |
| 	print 'Trying to open web browser with documentation at this address...'
 | |
| 	print '\t' + url
 | |
| 	
 | |
| 	try:
 | |
| 		import webbrowser
 | |
| 		webbrowser.open(url)
 | |
| 	except:
 | |
| 		print '...could not open a browser window.'
 | |
| 
 | |
| 	
 | |
| 
 | |
| # run when export is pressed
 | |
| #def fbx_ui_write(e,v):
 | |
| def fbx_ui_write(filename):
 | |
| 	
 | |
| 	# Dont allow overwriting files when saving normally
 | |
| 	if not GLOBALS['BATCH_ENABLE'].val:
 | |
| 		if not BPyMessages.Warning_SaveOver(filename):
 | |
| 			return
 | |
| 	
 | |
| 	GLOBALS['EVENT'] = EVENT_EXIT
 | |
| 	
 | |
| 	# Keep the order the same as above for simplicity
 | |
| 	# the [] is a dummy arg used for objects
 | |
| 	
 | |
| 	Blender.Window.WaitCursor(1)
 | |
| 	
 | |
| 	# Make the matrix
 | |
| 	GLOBAL_MATRIX = mtx4_identity
 | |
| 	GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val
 | |
| 	if GLOBALS['_XROT90'].val:	GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n
 | |
| 	if GLOBALS['_YROT90'].val:	GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
 | |
| 	if GLOBALS['_ZROT90'].val:	GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
 | |
| 	
 | |
| 	ret = write(\
 | |
| 		filename, None,\
 | |
| 		GLOBALS['EXP_OBS_SELECTED'].val,\
 | |
| 		GLOBALS['EXP_MESH'].val,\
 | |
| 		GLOBALS['EXP_MESH_APPLY_MOD'].val,\
 | |
| 		GLOBALS['EXP_MESH_HQ_NORMALS'].val,\
 | |
| 		GLOBALS['EXP_ARMATURE'].val,\
 | |
| 		GLOBALS['EXP_LAMP'].val,\
 | |
| 		GLOBALS['EXP_CAMERA'].val,\
 | |
| 		GLOBALS['EXP_EMPTY'].val,\
 | |
| 		GLOBALS['EXP_IMAGE_COPY'].val,\
 | |
| 		GLOBAL_MATRIX,\
 | |
| 		GLOBALS['ANIM_ENABLE'].val,\
 | |
| 		GLOBALS['ANIM_OPTIMIZE'].val,\
 | |
| 		GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,\
 | |
| 		GLOBALS['ANIM_ACTION_ALL'][0].val,\
 | |
| 		GLOBALS['BATCH_ENABLE'].val,\
 | |
| 		GLOBALS['BATCH_GROUP'].val,\
 | |
| 		GLOBALS['BATCH_SCENE'].val,\
 | |
| 		GLOBALS['BATCH_FILE_PREFIX'].val,\
 | |
| 		GLOBALS['BATCH_OWN_DIR'].val,\
 | |
| 	)
 | |
| 	
 | |
| 	Blender.Window.WaitCursor(0)
 | |
| 	GLOBALS.clear()
 | |
| 	
 | |
| 	if ret == False:
 | |
| 		Draw.PupMenu('Error%t|Path cannot be written to!')
 | |
| 
 | |
| 
 | |
| def fbx_ui():
 | |
| 	# Only to center the UI
 | |
| 	x,y = GLOBALS['MOUSE']
 | |
| 	x-=180; y-=0 # offset... just to get it centered
 | |
| 	
 | |
| 	Draw.Label('Export Objects...', x+20,y+165, 200, 20)
 | |
| 	
 | |
| 	if not GLOBALS['BATCH_ENABLE'].val:
 | |
| 		Draw.BeginAlign()
 | |
| 		GLOBALS['EXP_OBS_SELECTED'] =	Draw.Toggle('Selected Objects',	EVENT_REDRAW, x+20,  y+145, 160, 20, GLOBALS['EXP_OBS_SELECTED'].val,	'Export selected objects on visible layers', do_obs_sel)
 | |
| 		GLOBALS['EXP_OBS_SCENE'] =		Draw.Toggle('Scene Objects',	EVENT_REDRAW, x+180,  y+145, 160, 20, GLOBALS['EXP_OBS_SCENE'].val,		'Export all objects in this scene', do_obs_sce)
 | |
| 		Draw.EndAlign()
 | |
| 	
 | |
| 	Draw.BeginAlign()
 | |
| 	GLOBALS['_SCALE'] =		Draw.Number('Scale:',	EVENT_NONE, x+20, y+120, 140, 20, GLOBALS['_SCALE'].val,	0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)')
 | |
| 	GLOBALS['_XROT90'] =	Draw.Toggle('Rot X90',	EVENT_NONE, x+160, y+120, 60, 20, GLOBALS['_XROT90'].val,		'Rotate all objects 90 degrese about the X axis')
 | |
| 	GLOBALS['_YROT90'] =	Draw.Toggle('Rot Y90',	EVENT_NONE, x+220, y+120, 60, 20, GLOBALS['_YROT90'].val,		'Rotate all objects 90 degrese about the Y axis')
 | |
| 	GLOBALS['_ZROT90'] =	Draw.Toggle('Rot Z90',	EVENT_NONE, x+280, y+120, 60, 20, GLOBALS['_ZROT90'].val,		'Rotate all objects 90 degrese about the Z axis')
 | |
| 	Draw.EndAlign()
 | |
| 	
 | |
| 	y -= 35
 | |
| 	
 | |
| 	Draw.BeginAlign()
 | |
| 	GLOBALS['EXP_EMPTY'] =		Draw.Toggle('Empty',	EVENT_NONE, x+20, y+120, 60, 20, GLOBALS['EXP_EMPTY'].val,		'Export empty objects')
 | |
| 	GLOBALS['EXP_CAMERA'] =		Draw.Toggle('Camera',	EVENT_NONE, x+80, y+120, 60, 20, GLOBALS['EXP_CAMERA'].val,		'Export camera objects')
 | |
| 	GLOBALS['EXP_LAMP'] =		Draw.Toggle('Lamp',		EVENT_NONE, x+140, y+120, 60, 20, GLOBALS['EXP_LAMP'].val,		'Export lamp objects')
 | |
| 	GLOBALS['EXP_ARMATURE'] =	Draw.Toggle('Armature',	EVENT_NONE, x+200,  y+120, 60, 20, GLOBALS['EXP_ARMATURE'].val,	'Export armature objects')
 | |
| 	GLOBALS['EXP_MESH'] =		Draw.Toggle('Mesh',		EVENT_REDRAW, x+260,  y+120, 80, 20, GLOBALS['EXP_MESH'].val,	'Export mesh objects', do_redraw) #, do_axis_z)
 | |
| 	Draw.EndAlign()
 | |
| 	
 | |
| 	if GLOBALS['EXP_MESH'].val:
 | |
| 		# below mesh but
 | |
| 		Draw.BeginAlign()
 | |
| 		GLOBALS['EXP_MESH_APPLY_MOD'] =		Draw.Toggle('Modifiers',	EVENT_NONE, x+260,  y+100, 80, 20, GLOBALS['EXP_MESH_APPLY_MOD'].val,		'Apply modifiers to mesh objects') #, do_axis_z)
 | |
| 		GLOBALS['EXP_MESH_HQ_NORMALS'] =	Draw.Toggle('HQ Normals',		EVENT_NONE, x+260,  y+80, 80, 20, GLOBALS['EXP_MESH_HQ_NORMALS'].val,		'Generate high quality normals') #, do_axis_z)
 | |
| 		Draw.EndAlign()
 | |
| 	
 | |
| 	GLOBALS['EXP_IMAGE_COPY'] =		Draw.Toggle('Copy Image Files',	EVENT_NONE, x+20, y+80, 160, 20, GLOBALS['EXP_IMAGE_COPY'].val,		'Copy image files to the destination path') #, do_axis_z)
 | |
| 	
 | |
| 	
 | |
| 	Draw.Label('Export Armature Animation...', x+20,y+45, 300, 20)
 | |
| 	
 | |
| 	GLOBALS['ANIM_ENABLE'] =	Draw.Toggle('Enable Animation',		EVENT_REDRAW, x+20,  y+25, 160, 20, GLOBALS['ANIM_ENABLE'].val,		'Export keyframe animation', do_redraw)
 | |
| 	if GLOBALS['ANIM_ENABLE'].val:
 | |
| 		Draw.BeginAlign()
 | |
| 		GLOBALS['ANIM_OPTIMIZE'] =				Draw.Toggle('Optimize Keyframes',	EVENT_REDRAW, x+20,  y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE'].val,	'Remove double keyframes', do_redraw)
 | |
| 		if GLOBALS['ANIM_OPTIMIZE'].val:
 | |
| 			GLOBALS['ANIM_OPTIMIZE_PRECISSION'] =	Draw.Number('Precission: ',			EVENT_NONE, x+180,  y+0, 160, 20, GLOBALS['ANIM_OPTIMIZE_PRECISSION'].val,	3, 16, 'Tolerence for comparing double keyframes (higher for greater accuracy)')
 | |
| 		Draw.EndAlign()
 | |
| 		
 | |
| 		Draw.BeginAlign()
 | |
| 		GLOBALS['ANIM_ACTION_ALL'][1] =	Draw.Toggle('Current Action',	EVENT_REDRAW, x+20, y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][1].val,		'Use actions currently applied to the armatures (use scene start/end frame)', do_anim_act_cur)
 | |
| 		GLOBALS['ANIM_ACTION_ALL'][0] =		Draw.Toggle('All Actions',	EVENT_REDRAW, x+180,y-25, 160, 20, GLOBALS['ANIM_ACTION_ALL'][0].val,		'Use all actions for armatures', do_anim_act_all)
 | |
| 		Draw.EndAlign()
 | |
| 	
 | |
| 	
 | |
| 	Draw.Label('Export Batch...', x+20,y-60, 300, 20)
 | |
| 	GLOBALS['BATCH_ENABLE'] =	Draw.Toggle('Enable Batch',		EVENT_REDRAW, x+20,  y-80, 160, 20, GLOBALS['BATCH_ENABLE'].val,		'Automate exporting multiple scenes or groups to files', do_redraw)
 | |
| 	
 | |
| 	if GLOBALS['BATCH_ENABLE'].val:
 | |
| 		Draw.BeginAlign()
 | |
| 		GLOBALS['BATCH_GROUP'] =	Draw.Toggle('Group > File',	EVENT_REDRAW, x+20,  y-105, 160, 20, GLOBALS['BATCH_GROUP'].val,		'Export each group as an FBX file', do_batch_type_grp)
 | |
| 		GLOBALS['BATCH_SCENE'] =	Draw.Toggle('Scene > File',	EVENT_REDRAW, x+180,  y-105, 160, 20, GLOBALS['BATCH_SCENE'].val,	'Export each scene as an FBX file', do_batch_type_sce)
 | |
| 		
 | |
| 		# Own dir requires OS module
 | |
| 		if os:
 | |
| 			GLOBALS['BATCH_OWN_DIR'] =		Draw.Toggle('Own Dir',	EVENT_NONE, x+20,  y-125, 80, 20, GLOBALS['BATCH_OWN_DIR'].val,		'Create a dir for each exported file')
 | |
| 			GLOBALS['BATCH_FILE_PREFIX'] =	Draw.String('Prefix: ',	EVENT_NONE, x+100,  y-125, 240, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64,	'Prefix each file with this name ')
 | |
| 		else:
 | |
| 			GLOBALS['BATCH_FILE_PREFIX'] =	Draw.String('Prefix: ',	EVENT_NONE, x+20,  y-125, 320, 20, GLOBALS['BATCH_FILE_PREFIX'].val, 64,	'Prefix each file with this name ')
 | |
| 		
 | |
| 		
 | |
| 		Draw.EndAlign()
 | |
| 
 | |
| 	#y+=80
 | |
| 		
 | |
| 	'''
 | |
| 	Draw.BeginAlign()
 | |
| 	GLOBALS['FILENAME'] =	Draw.String('path: ',	EVENT_NONE, x+20,  y-170, 300, 20, GLOBALS['FILENAME'].val, 64,	'Prefix each file with this name ')
 | |
| 	Draw.PushButton('..',	EVENT_FILESEL, x+320,  y-170, 20, 20,		'Select the path', do_redraw)
 | |
| 	'''
 | |
| 	# Until batch is added
 | |
| 	#
 | |
| 	
 | |
| 	
 | |
| 	#Draw.BeginAlign()
 | |
| 	Draw.PushButton('Online Help',	EVENT_REDRAW, x+20, y-160, 100, 20,	'Open online help in a browser window', do_help)
 | |
| 	Draw.PushButton('Cancel',		EVENT_EXIT, x+130, y-160, 100, 20,	'Exit the exporter', fbx_ui_exit)
 | |
| 	Draw.PushButton('Export',		EVENT_FILESEL, x+240, y-160, 100, 20,	'Export the fbx file', do_redraw)
 | |
| 	
 | |
| 	#Draw.PushButton('Export',	EVENT_EXIT, x+180, y-160, 160, 20,	'Export the fbx file', fbx_ui_write)
 | |
| 	#Draw.EndAlign()
 | |
| 	
 | |
| 	# exit when mouse out of the view?
 | |
| 	# GLOBALS['EVENT'] = EVENT_EXIT
 | |
| 
 | |
| #def write_ui(filename):
 | |
| def write_ui():
 | |
| 	
 | |
| 	# globals
 | |
| 	GLOBALS['EVENT'] = EVENT_REDRAW
 | |
| 	#GLOBALS['MOUSE'] = Window.GetMouseCoords()
 | |
| 	GLOBALS['MOUSE'] = [i/2 for i in Window.GetScreenSize()]
 | |
| 	GLOBALS['FILENAME'] = ''
 | |
| 	'''
 | |
| 	# IF called from the fileselector
 | |
| 	if filename == None:
 | |
| 		GLOBALS['FILENAME'] = filename # Draw.Create(Blender.sys.makename(ext='.fbx'))
 | |
| 	else:
 | |
| 		GLOBALS['FILENAME'].val = filename
 | |
| 	'''
 | |
| 	GLOBALS['EXP_OBS_SELECTED'] =			Draw.Create(1) # dont need 2 variables but just do this for clarity
 | |
| 	GLOBALS['EXP_OBS_SCENE'] =				Draw.Create(0)
 | |
| 
 | |
| 	GLOBALS['EXP_MESH'] =					Draw.Create(1)
 | |
| 	GLOBALS['EXP_MESH_APPLY_MOD'] =			Draw.Create(1)
 | |
| 	GLOBALS['EXP_MESH_HQ_NORMALS'] =		Draw.Create(0)
 | |
| 	GLOBALS['EXP_ARMATURE'] =				Draw.Create(1)
 | |
| 	GLOBALS['EXP_LAMP'] =					Draw.Create(1)
 | |
| 	GLOBALS['EXP_CAMERA'] =					Draw.Create(1)
 | |
| 	GLOBALS['EXP_EMPTY'] =					Draw.Create(1)
 | |
| 	GLOBALS['EXP_IMAGE_COPY'] =				Draw.Create(0)
 | |
| 	# animation opts
 | |
| 	GLOBALS['ANIM_ENABLE'] =				Draw.Create(1)
 | |
| 	GLOBALS['ANIM_OPTIMIZE'] =				Draw.Create(1)
 | |
| 	GLOBALS['ANIM_OPTIMIZE_PRECISSION'] =	Draw.Create(6) # decimal places
 | |
| 	GLOBALS['ANIM_ACTION_ALL'] =			[Draw.Create(0), Draw.Create(1)] # not just the current action
 | |
| 	
 | |
| 	# batch export options
 | |
| 	GLOBALS['BATCH_ENABLE'] =				Draw.Create(0)
 | |
| 	GLOBALS['BATCH_GROUP'] =				Draw.Create(1) # cant have both of these enabled at once.
 | |
| 	GLOBALS['BATCH_SCENE'] =				Draw.Create(0) # see above
 | |
| 	GLOBALS['BATCH_FILE_PREFIX'] =			Draw.Create(Blender.sys.makename(ext='_').split('\\')[-1].split('/')[-1])
 | |
| 	GLOBALS['BATCH_OWN_DIR'] =				Draw.Create(0)
 | |
| 	# done setting globals
 | |
| 	
 | |
| 	# Used by the user interface
 | |
| 	GLOBALS['_SCALE'] =						Draw.Create(1.0)
 | |
| 	GLOBALS['_XROT90'] =					Draw.Create(True)
 | |
| 	GLOBALS['_YROT90'] =					Draw.Create(False)
 | |
| 	GLOBALS['_ZROT90'] =					Draw.Create(False)
 | |
| 	
 | |
| 	# best not do move the cursor
 | |
| 	# Window.SetMouseCoords(*[i/2 for i in Window.GetScreenSize()])
 | |
| 	
 | |
| 	# hack so the toggle buttons redraw. this is not nice at all
 | |
| 	while GLOBALS['EVENT'] != EVENT_EXIT:
 | |
| 		
 | |
| 		if GLOBALS['BATCH_ENABLE'].val and GLOBALS['BATCH_GROUP'].val and GLOBALS['ANIM_ACTION_ALL'][1].val:
 | |
| 			#Draw.PupMenu("Warning%t|Cant batch export groups with 'Current Action' ")
 | |
| 			GLOBALS['ANIM_ACTION_ALL'][0].val = 1
 | |
| 			GLOBALS['ANIM_ACTION_ALL'][1].val = 0
 | |
| 		
 | |
| 		if GLOBALS['EVENT'] == EVENT_FILESEL:
 | |
| 			if GLOBALS['BATCH_ENABLE'].val:
 | |
| 				txt = 'Batch FBX Dir'
 | |
| 				name = Blender.sys.expandpath('//')
 | |
| 			else:
 | |
| 				txt = 'Export FBX'
 | |
| 				name = Blender.sys.makename(ext='.fbx')
 | |
| 			
 | |
| 			Blender.Window.FileSelector(fbx_ui_write, txt, name)
 | |
| 			#fbx_ui_write('/test.fbx')
 | |
| 			break
 | |
| 		
 | |
| 		Draw.UIBlock(fbx_ui, 0)
 | |
| 	
 | |
| 	
 | |
| 	# GLOBALS.clear()
 | |
| #test = [write_ui]
 | |
| if __name__ == '__main__':
 | |
| 	# Cant call the file selector first because of a bug in the interface that crashes it.
 | |
| 	# Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))
 | |
| 	#write('/scratch/test.fbx')
 | |
| 	#write_ui('/scratch/test.fbx')
 | |
| 	
 | |
| 	if not set:
 | |
| 		Draw.PupMenu('Error%t|A full install of python2.3 or python 2.4+ is needed to run this script.')
 | |
| 	else:
 | |
| 		write_ui()
 |