path -> filepath (for rna and operators, as agreed on with elubie) path -> data_path (for windowmanager context functions, this was alredy used in many places)
		
			
				
	
	
		
			3456 lines
		
	
	
		
			136 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			3456 lines
		
	
	
		
			136 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 | |
| #
 | |
| # ##### END GPL LICENSE BLOCK #####
 | |
| 
 | |
| # <pep8 compliant>
 | |
| 
 | |
| __author__ = "Campbell Barton"
 | |
| __url__ = ['www.blender.org', 'blenderartists.org']
 | |
| __version__ = "1.2"
 | |
| 
 | |
| __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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 | |
| #
 | |
| # ***** END GPL LICENCE BLOCK *****
 | |
| # --------------------------------------------------------------------------
 | |
| 
 | |
| import os
 | |
| import time
 | |
| import math # math.pi
 | |
| import shutil # for file copying
 | |
| 
 | |
| import bpy
 | |
| from mathutils import Vector, Euler, Matrix, RotationMatrix
 | |
| 
 | |
| def copy_file(source, dest):
 | |
|     # XXX - remove, can use shutil
 | |
|     file = open(source, 'rb')
 | |
|     data = file.read()
 | |
|     file.close()
 | |
| 
 | |
|     file = open(dest, 'wb')
 | |
|     file.write(data)
 | |
|     file.close()
 | |
| 
 | |
| 
 | |
| # XXX not used anymore, images are copied one at a time
 | |
| def copy_images(dest_dir, textures):
 | |
|     if not dest_dir.endswith(os.sep):
 | |
|         dest_dir += os.sep
 | |
| 
 | |
|     image_paths = set()
 | |
|     for tex in textures:
 | |
|         image_paths.add(bpy.utils.expandpath(tex.filepath))
 | |
| 
 | |
|     # 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)
 | |
| 
 | |
| # I guess FBX uses degrees instead of radians (Arystan).
 | |
| # Call this function just before writing to FBX.
 | |
| def eulerRadToDeg(eul):
 | |
|     ret = Euler()
 | |
| 
 | |
|     ret.x = 180 / math.pi * eul[0]
 | |
|     ret.y = 180 / math.pi * eul[1]
 | |
|     ret.z = 180 / math.pi * eul[2]
 | |
| 
 | |
|     return ret
 | |
| 
 | |
| mtx4_identity = Matrix()
 | |
| 
 | |
| # testing
 | |
| mtx_x90		= RotationMatrix( math.pi/2, 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(-math.pi/2, 4, 'X') # used
 | |
| #mtx4_y90	= RotationMatrix( 90, 4, 'y')
 | |
| mtx4_y90n	= RotationMatrix(-math.pi/2, 4, 'Y') # used
 | |
| mtx4_z90	= RotationMatrix( math.pi/2, 4, 'Z') # used
 | |
| mtx4_z90n	= RotationMatrix(-math.pi/2, 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
 | |
| 
 | |
|     if type(data)==tuple: # materials are paired up with images
 | |
|         data, other = data
 | |
|         use_other = True
 | |
|     else:
 | |
|         other = None
 | |
|         use_other = False
 | |
| 
 | |
|     if data:	name = data.name
 | |
|     else:		name = None
 | |
|     orig_name = name
 | |
| 
 | |
|     if other:
 | |
|         orig_name_other = other.name
 | |
|         name = '%s #%s' % (name, orig_name_other)
 | |
|     else:
 | |
|         orig_name_other = None
 | |
| 
 | |
|     # 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
 | |
| 
 | |
|     if not name:
 | |
|         name = 'unnamed' # blank string, ASKING FOR TROUBLE!
 | |
|     else:
 | |
| 
 | |
|         name = bpy.utils.clean_name(name) # use our own
 | |
| 
 | |
|     while name in iter(dct.values()):	name = increment_string(name)
 | |
| 
 | |
|     if use_other: # even if other is None - orig_name_other will be a string or None
 | |
|         dct[orig_name, orig_name_other] = name
 | |
|     else:
 | |
|         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 = bpy.utils.expandpath(fname_orig)
 | |
| # # 	fname = Blender.sys.expandpath(fname_orig)
 | |
| # 	fname_strip = os.path.basename(fname)
 | |
| # # 	fname_strip = strip_path(fname)
 | |
| # 	if FORCE_CWD:
 | |
| # 		fname_rel = '.' + os.sep + fname_strip
 | |
| # 	else:
 | |
| # 		fname_rel = bpy.utils.relpath(fname, basepath)
 | |
| # # 		fname_rel = Blender.sys.relpath(fname, basepath)
 | |
| # 	if fname_rel.startswith('//'): fname_rel = '.' + os.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 ])
 | |
| 
 | |
| # XXX not used
 | |
| # duplicated in OBJ exporter
 | |
| def getVertsFromGroup(me, group_index):
 | |
|     ret = []
 | |
| 
 | |
|     for i, v in enumerate(me.verts):
 | |
|         for g in v.groups:
 | |
|             if g.group == group_index:
 | |
|                 ret.append((i, g.weight))
 | |
| 
 | |
|         return ret
 | |
| 
 | |
| # ob must be OB_MESH
 | |
| def BPyMesh_meshWeight2List(ob):
 | |
|     ''' Takes a mesh and return its group names and a list of lists, one list per vertex.
 | |
|     aligning the each vert list with the group names, each list contains float value for the weight.
 | |
|     These 2 lists can be modified and then used with list2MeshWeight to apply the changes.
 | |
|     '''
 | |
| 
 | |
|     me = ob.data
 | |
| 
 | |
|     # Clear the vert group.
 | |
|     groupNames= [g.name for g in ob.vertex_groups]
 | |
|     len_groupNames= len(groupNames)
 | |
| 
 | |
|     if not len_groupNames:
 | |
|         # no verts? return a vert aligned empty list
 | |
|         return [[] for i in range(len(me.verts))], []
 | |
|     else:
 | |
|         vWeightList= [[0.0]*len_groupNames for i in range(len(me.verts))]
 | |
| 
 | |
|     for i, v in enumerate(me.verts):
 | |
|         for g in v.groups:
 | |
|             vWeightList[i][g.group] = g.weight
 | |
| 
 | |
|     return groupNames, vWeightList
 | |
| 
 | |
| def meshNormalizedWeights(me):
 | |
|     try: # account for old bad BPyMesh
 | |
|         groupNames, vWeightList = BPyMesh_meshWeight2List(me)
 | |
| # 		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, \
 | |
|         context = 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_FILE_PREFIX =			'',
 | |
|         BATCH_OWN_DIR =				False
 | |
|     ):
 | |
| 
 | |
|     bpy.ops.object.mode_set(mode='OBJECT')
 | |
| 
 | |
|     # ----------------- Batch support!
 | |
|     if BATCH_ENABLE:
 | |
|         if os == None:	BATCH_OWN_DIR = False
 | |
| 
 | |
|         fbxpath = filename
 | |
| 
 | |
|         # get the path component of filename
 | |
|         tmp_exists = bpy.utils.exists(fbxpath)
 | |
| # 		tmp_exists = Blender.sys.exists(fbxpath)
 | |
| 
 | |
|         if tmp_exists != 2: # a file, we want a path
 | |
|             fbxpath = os.path.dirname(fbxpath)
 | |
| # 			while fbxpath and fbxpath[-1] not in ('/', '\\'):
 | |
| # 				fbxpath = fbxpath[:-1]
 | |
|             if not fbxpath:
 | |
| # 			if not filename:
 | |
|                 # XXX
 | |
|                 print('Error%t|Directory does not exist!')
 | |
| # 				Draw.PupMenu('Error%t|Directory does not exist!')
 | |
|                 return
 | |
| 
 | |
|             tmp_exists = bpy.utils.exists(fbxpath)
 | |
| # 			tmp_exists = Blender.sys.exists(fbxpath)
 | |
| 
 | |
|         if tmp_exists != 2:
 | |
|             # XXX
 | |
|             print('Error%t|Directory does not exist!')
 | |
| # 			Draw.PupMenu('Error%t|Directory does not exist!')
 | |
|             return
 | |
| 
 | |
|         if not fbxpath.endswith(os.sep):
 | |
|             fbxpath += os.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 = context.scene
 | |
| # 		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 + bpy.utils.clean_name(data.name)
 | |
| # 			newname = BATCH_FILE_PREFIX + BPySys.bpy.utils.clean_name(data.name)
 | |
| 
 | |
| 
 | |
|             if BATCH_OWN_DIR:
 | |
|                 new_fbxpath = fbxpath + newname + os.sep
 | |
|                 # path may alredy exist
 | |
|                 # TODO - might exist but be a file. unlikely but should probably account for it.
 | |
| 
 | |
|                 if bpy.utils.exists(new_fbxpath) == 0:
 | |
| # 				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))
 | |
| 
 | |
|             # XXX don't know what to do with this, probably do the same? (Arystan)
 | |
|             if BATCH_GROUP: #group
 | |
|                 # group, so objects update properly, add a dummy scene.
 | |
|                 scene = bpy.data.scenes.new()
 | |
|                 scene.Layers = (1<<20) -1
 | |
|                 bpy.data.scenes.active = scene
 | |
|                 for ob_base in data.objects:
 | |
|                     scene.objects.link(ob_base)
 | |
| 
 | |
|                 scene.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,
 | |
|                 context,
 | |
|                 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.remove_scene(scene)
 | |
| # 				bpy.data.scenes.unlink(scene)
 | |
| 
 | |
|         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 = os.path.dirname(filename) or '.'
 | |
|     basepath += os.sep
 | |
| # 	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_local
 | |
| # 			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.pose
 | |
| # 			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.matrix.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 self.getPoseMatrix(frame) * mtx4_z90
 | |
|             else:
 | |
|                 #return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat)))  *  (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
 | |
|                 return (self.parent.getPoseMatrix(frame) * mtx4_z90).invert() * ((self.getPoseMatrix(frame)) * mtx4_z90)
 | |
| 
 | |
|         # 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 = GLOBAL_MATRIX * matrixWorld
 | |
|             else:				self.matrixWorld = GLOBAL_MATRIX * ob.matrix
 | |
| # 			else:				self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
 | |
|             self.__anim_poselist = {} # we should only access this
 | |
| 
 | |
|         def parRelMatrix(self):
 | |
|             if self.fbxParent:
 | |
|                 return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld
 | |
|             else:
 | |
|                 return self.matrixWorld
 | |
| 
 | |
|         def setPoseFrame(self, f):
 | |
|             self.__anim_poselist[f] =  self.blenObject.matrix.copy()
 | |
| # 			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 (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
 | |
|             else:
 | |
|                 return GLOBAL_MATRIX * self.__anim_poselist[frame]
 | |
| 
 | |
|         def getAnimParRelMatrixRot(self, frame):
 | |
|             type = self.blenObject.type
 | |
|             if self.fbxParent:
 | |
|                 matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part()
 | |
|             else:
 | |
|                 matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()
 | |
| 
 | |
|             # Lamps need to be rotated
 | |
|             if type =='LAMP':
 | |
|                 matrix_rot = matrix_rot * mtx_x90
 | |
|             elif type =='CAMERA':
 | |
| # 			elif ob and type =='Camera':
 | |
|                 y = matrix_rot * Vector((0.0, 1.0, 0.0))
 | |
|                 matrix_rot = RotationMatrix(math.pi/2, 3, y) * matrix_rot
 | |
| 
 | |
|             return matrix_rot
 | |
| 
 | |
|     # ----------------------------------------------
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
|     print('\nFBX export starting...', filename)
 | |
|     start_time = time.clock()
 | |
| # 	start_time = Blender.sys.time()
 | |
|     try:
 | |
|         file = open(filename, 'w')
 | |
|     except:
 | |
|         return False
 | |
| 
 | |
|     scene = context.scene
 | |
| # 	scene = bpy.data.scenes.active
 | |
|     world = scene.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: "Blender version %s"' % bpy.app.version_string)
 | |
| 
 | |
| 
 | |
|     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, bpy.types.Bone):
 | |
| # 		if isinstance(ob, Blender.Types.BoneType):
 | |
| 
 | |
|             # we know we have a matrix
 | |
|             # matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
 | |
|             matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
 | |
| # 			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 = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
 | |
| # 				par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
 | |
|                 matrix = par_matrix.copy().invert() * matrix
 | |
| 
 | |
|             matrix_rot =	matrix.rotation_part()
 | |
| 
 | |
|             loc =			tuple(matrix.translation_part())
 | |
|             scale =			tuple(matrix.scale_part())
 | |
|             rot =			tuple(matrix_rot.to_euler())
 | |
| 
 | |
|         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 Exception("error: this should never happen!")
 | |
| 
 | |
|             matrix_rot = matrix
 | |
|             #if matrix:
 | |
|             #	matrix = matrix_scale * matrix
 | |
| 
 | |
|             if matrix:
 | |
|                 loc = tuple(matrix.translation_part())
 | |
|                 scale = tuple(matrix.scale_part())
 | |
| 
 | |
|                 matrix_rot = matrix.rotation_part()
 | |
|                 # Lamps need to be rotated
 | |
|                 if ob and ob.type =='Lamp':
 | |
|                     matrix_rot = matrix_rot * mtx_x90
 | |
|                     rot = tuple(matrix_rot.to_euler())
 | |
|                 elif ob and ob.type =='Camera':
 | |
|                     y = matrix_rot * Vector((0.0, 1.0, 0.0))
 | |
|                     matrix_rot = RotationMatrix(math.pi/2, 3, y) * matrix_rot
 | |
|                     rot = tuple(matrix_rot.to_euler())
 | |
|                 else:
 | |
|                     rot = tuple(matrix_rot.to_euler())
 | |
|             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' % tuple(eulerRadToDeg(rot)))
 | |
| # 		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 not isinstance(ob, bpy.types.Bone):
 | |
| # 		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_local - my_bone.blenBone.tail_local).length)
 | |
| # 			(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 = scene.render
 | |
|         width	= render.resolution_x
 | |
|         height	= render.resolution_y
 | |
| # 		render = scene.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' % math.degrees(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.shift_x) # not sure if this is in the correct units?
 | |
| # 		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.shift_y) # ditto
 | |
| # 		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.clip_start)
 | |
| # 		file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart)
 | |
|         file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end)
 | |
| # 		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(matrix_rot * Vector((0.0, 1.0, 0.0))))
 | |
|         file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(matrix_rot * Vector((0.0, 0.0, -1.0))))
 | |
| 
 | |
|         #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_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
 | |
|         light_type = light_type_items[light.type]
 | |
| # 		light_type = light.type
 | |
|         if light_type > 2: light_type = 1 # hemi and area lights become directional
 | |
| 
 | |
| # 		mode = light.mode
 | |
|         if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW':
 | |
| # 		if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
 | |
|             do_shadow = 1
 | |
|         else:
 | |
|             do_shadow = 0
 | |
| 
 | |
|         if light.only_shadow or (not light.diffuse and not light.specular):
 | |
| # 		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.scale_part()[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
 | |
|         if light.type == 'SPOT':
 | |
|             file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % math.degrees(light.spot_size))
 | |
| # 		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.color))
 | |
| # 		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
 | |
| #
 | |
|         # duplication? see ^ (Arystan)
 | |
| # 		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.distance)
 | |
| # 		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 = tuple(world.ambient_color)
 | |
| # 	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.diffuse_color)
 | |
| # 			mat_cold = tuple(mat.rgbCol)
 | |
|             mat_cols = tuple(mat.specular_color)
 | |
| # 			mat_cols = tuple(mat.specCol)
 | |
|             #mat_colm = tuple(mat.mirCol) # we wont use the mirror color
 | |
|             mat_colamb = world_amb
 | |
| # 			mat_colamb = tuple([c for c in world_amb])
 | |
| 
 | |
|             mat_dif = mat.diffuse_intensity
 | |
| # 			mat_dif = mat.ref
 | |
|             mat_amb = mat.ambient
 | |
| # 			mat_amb = mat.amb
 | |
|             mat_hard = (float(mat.specular_hardness)-1)/5.10
 | |
| # 			mat_hard = (float(mat.hard)-1)/5.10
 | |
|             mat_spec = mat.specular_intensity/2.0
 | |
| # 			mat_spec = mat.spec/2.0
 | |
|             mat_alpha = mat.alpha
 | |
|             mat_emit = mat.emit
 | |
|             mat_shadeless = mat.shadeless
 | |
| # 			mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
 | |
|             if mat_shadeless:
 | |
|                 mat_shader = 'Lambert'
 | |
|             else:
 | |
|                 if mat.diffuse_shader == 'LAMBERT':
 | |
| # 				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 copy_image(image):
 | |
|         fn = bpy.utils.expandpath(image.filepath)
 | |
|         fn_strip = os.path.basename(fn)
 | |
| 
 | |
|         if EXP_IMAGE_COPY:
 | |
|             rel = fn_strip
 | |
|             fn_abs_dest = os.path.join(basepath, fn_strip)
 | |
|             if not os.path.exists(fn_abs_dest):
 | |
|                 shutil.copy(fn, fn_abs_dest)
 | |
|         else:
 | |
|             rel = os.path.relpath(fn, basepath)
 | |
| 
 | |
|         return (rel, fn_strip)
 | |
| 
 | |
|     # tex is an Image (Arystan)
 | |
|     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_rel, fname_strip = copy_image(tex)
 | |
| # 			fname, fname_strip, fname_rel = derived_paths(tex.filepath, 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.clamp_x)
 | |
| # 		file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
 | |
|         file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clamp_y)
 | |
| # 		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_rel, fname_strip = copy_image(tex)
 | |
| # 			fname, fname_strip, fname_rel = derived_paths(tex.filepath, 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 range(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 = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
 | |
|         else:
 | |
|             # Yes! this is it...  - but dosnt work when the mesh is a.
 | |
|             m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
 | |
| 
 | |
|         #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 my_mesh.blenMaterials:	do_materials = True
 | |
|         else:						do_materials = False
 | |
| 
 | |
|         if my_mesh.blenTextures:	do_textures = True
 | |
|         else:						do_textures = False
 | |
| 
 | |
|         do_uvs = len(me.uv_textures) > 0
 | |
| # 		do_uvs = me.faceUV
 | |
| 
 | |
| 
 | |
|         file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
 | |
|         file.write('\n\t\tVersion: 232') # newline is added in write_object_props
 | |
| 
 | |
|         poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
 | |
|         pose_items.append((my_mesh.fbxName, poseMatrix))
 | |
| 
 | |
|         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 = f.verts[:]
 | |
| 
 | |
|             # last index XORd w. -1 indicates end of face
 | |
|             fi[-1] = fi[-1] ^ -1
 | |
|             fi = tuple(fi)
 | |
| 
 | |
|             if i==-1:
 | |
|                 if len(fi) == 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(fi) == 3:	file.write(',%i,%i,%i' % fi )
 | |
|                 else:				file.write(',%i,%i,%i,%i' % fi )
 | |
|             i+=1
 | |
| 
 | |
|         # write loose edges as faces.
 | |
|         for ed in me.edges:
 | |
|             if ed.loose:
 | |
|                 ed_val = ed.verts[:]
 | |
|                 ed_val = ed_val[0], ed_val[-1] ^ -1
 | |
| 
 | |
|                 if i==-1:
 | |
|                     file.write('%i,%i' % ed_val)
 | |
|                     i=0
 | |
|                 else:
 | |
|                     if i==13:
 | |
|                         file.write('\n\t\t')
 | |
|                         i=0
 | |
|                     file.write(',%i,%i' % ed_val)
 | |
|             i+=1
 | |
| 
 | |
| 
 | |
|         file.write('\n\t\tEdges: ')
 | |
|         i=-1
 | |
|         for ed in me.edges:
 | |
|                 if i==-1:
 | |
|                     file.write('%i,%i' % (ed.verts[0], ed.verts[1]))
 | |
| # 					file.write('%i,%i' % (ed.v1.index, ed.v2.index))
 | |
|                     i=0
 | |
|                 else:
 | |
|                     if i==13:
 | |
|                         file.write('\n\t\t')
 | |
|                         i=0
 | |
|                     file.write(',%i,%i' % (ed.verts[0], ed.verts[1]))
 | |
| # 					file.write(',%i,%i' % (ed.v1.index, ed.v2.index))
 | |
|                 i+=1
 | |
| 
 | |
|         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.normal));	i=0
 | |
| # 				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.normal))
 | |
| # 				file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
 | |
|             i+=1
 | |
|         file.write('\n\t\t}')
 | |
| 
 | |
|         # Write Face Smoothing
 | |
|         file.write('''
 | |
|         LayerElementSmoothing: 0 {
 | |
|             Version: 102
 | |
|             Name: ""
 | |
|             MappingInformationType: "ByPolygon"
 | |
|             ReferenceInformationType: "Direct"
 | |
|             Smoothing: ''')
 | |
| 
 | |
|         i=-1
 | |
|         for f in me.faces:
 | |
|             if i==-1:
 | |
|                 file.write('%i' % f.smooth);	i=0
 | |
|             else:
 | |
|                 if i==54:
 | |
|                     file.write('\n			 ');	i=0
 | |
|                 file.write(',%i' % f.smooth)
 | |
|             i+=1
 | |
| 
 | |
|         file.write('\n\t\t}')
 | |
| 
 | |
|         # Write Edge Smoothing
 | |
|         file.write('''
 | |
|         LayerElementSmoothing: 0 {
 | |
|             Version: 101
 | |
|             Name: ""
 | |
|             MappingInformationType: "ByEdge"
 | |
|             ReferenceInformationType: "Direct"
 | |
|             Smoothing: ''')
 | |
| 
 | |
| # 		SHARP = Blender.Mesh.EdgeFlags.SHARP
 | |
|         i=-1
 | |
|         for ed in me.edges:
 | |
|             if i==-1:
 | |
|                 file.write('%i' % (ed.sharp));	i=0
 | |
| # 				file.write('%i' % ((ed.flag&SHARP)!=0));	i=0
 | |
|             else:
 | |
|                 if i==54:
 | |
|                     file.write('\n			 ');	i=0
 | |
|                 file.write(',%i' % (ed.sharp))
 | |
| # 				file.write(',%i' % ((ed.flag&SHARP)!=0))
 | |
|             i+=1
 | |
| 
 | |
|         file.write('\n\t\t}')
 | |
| # 		del SHARP
 | |
| 
 | |
|         # small utility function
 | |
|         # returns a slice of data depending on number of face verts
 | |
|         # data is either a MeshTextureFace or MeshColor
 | |
|         def face_data(data, face):
 | |
|             totvert = len(f.verts)
 | |
| 
 | |
|             return data[:totvert]
 | |
| 
 | |
| 
 | |
|         # Write VertexColor Layers
 | |
|         # note, no programs seem to use this info :/
 | |
|         collayers = []
 | |
|         if len(me.vertex_colors):
 | |
| # 		if me.vertexColors:
 | |
|             collayers = me.vertex_colors
 | |
| # 			collayers = me.getColorLayerNames()
 | |
|             collayer_orig = me.active_vertex_color
 | |
| # 			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.name)
 | |
| # 				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, cf in zip(me.faces, collayer.data):
 | |
|                     colors = [cf.color1, cf.color2, cf.color3, cf.color4]
 | |
| 
 | |
|                     # determine number of verts
 | |
|                     colors = face_data(colors, f)
 | |
| 
 | |
|                     for col in colors:
 | |
|                         if i==-1:
 | |
|                             file.write('%.4f,%.4f,%.4f,1' % tuple(col))
 | |
|                             i=0
 | |
|                         else:
 | |
|                             if i==7:
 | |
|                                 file.write('\n\t\t\t\t')
 | |
|                                 i=0
 | |
|                             file.write(',%.4f,%.4f,%.4f,1' % tuple(col))
 | |
|                         i+=1
 | |
|                         ii+=1 # One more Color
 | |
| 
 | |
| # 				for f in me.faces:
 | |
| # 					for col in f.col:
 | |
| # 						if i==-1:
 | |
| # 							file.write('%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
 | |
| # 							i=0
 | |
| # 						else:
 | |
| # 							if i==7:
 | |
| # 								file.write('\n\t\t\t\t')
 | |
| # 								i=0
 | |
| # 							file.write(',%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
 | |
| # 						i+=1
 | |
| # 						ii+=1 # One more Color
 | |
| 
 | |
|                 file.write('\n\t\t\tColorIndex: ')
 | |
|                 i = -1
 | |
|                 for j in range(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 do_uvs:
 | |
|             uvlayers = me.uv_textures
 | |
| # 			uvlayers = me.getUVLayerNames()
 | |
|             uvlayer_orig = me.active_uv_texture
 | |
| # 			uvlayer_orig = me.activeUVLayer
 | |
|             for uvindex, uvlayer in enumerate(me.uv_textures):
 | |
| # 			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.name)
 | |
| # 				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 uf in uvlayer.data:
 | |
| #               for f in me.faces:
 | |
|                     # workaround, since uf.uv iteration is wrong atm
 | |
|                     for uv in uf.uv:
 | |
| #                   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 range(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.name)
 | |
| # 					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:-1}
 | |
| 
 | |
|                         i = 0 # 1 for dummy
 | |
|                         for tex in my_mesh.blenTextures:
 | |
|                             if tex: # None is set above
 | |
|                                 texture_mapping_local[tex] = i
 | |
|                                 i+=1
 | |
| 
 | |
|                         i=-1
 | |
|                         for f in uvlayer.data:
 | |
| # 						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 = {} # local-mat & tex : global index.
 | |
| 
 | |
|                 for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
 | |
|                     material_mapping_local[mat_tex_pair] = j
 | |
| 
 | |
|                 len_material_mapping_local = len(material_mapping_local)
 | |
| 
 | |
|                 mats = my_mesh.blenMaterialList
 | |
| 
 | |
|                 if me.active_uv_texture:
 | |
|                     uv_faces = me.active_uv_texture.data
 | |
|                 else:
 | |
|                     uv_faces = [None] * len(me.faces)
 | |
| 
 | |
|                 i=-1
 | |
|                 for f, uf in zip(me.faces, uv_faces):
 | |
| # 				for f in me.faces:
 | |
|                     try:	mat = mats[f.material_index]
 | |
| # 					try:	mat = mats[f.mat]
 | |
|                     except:mat = None
 | |
| 
 | |
|                     if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
 | |
| # 					if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
 | |
|                     else: tex = None
 | |
| 
 | |
|                     if i==-1:
 | |
|                         i=0
 | |
|                         file.write( '%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
 | |
|                     else:
 | |
|                         if i==55:
 | |
|                             file.write('\n\t\t\t\t')
 | |
|                             i=0
 | |
| 
 | |
|                         file.write(',%s' % (material_mapping_local[mat, tex]))
 | |
|                     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.vertex_colors:
 | |
| # 		if me.vertexColors:
 | |
|             file.write('''
 | |
|             LayerElement:  {
 | |
|                 Type: "LayerElementColor"
 | |
|                 TypedIndex: 0
 | |
|             }''')
 | |
| 
 | |
|         if do_uvs: # same as me.faceUV
 | |
|             file.write('''
 | |
|             LayerElement:  {
 | |
|                 Type: "LayerElementUV"
 | |
|                 TypedIndex: 0
 | |
|             }''')
 | |
| 
 | |
| 
 | |
|         file.write('\n\t\t}')
 | |
| 
 | |
|         if len(uvlayers) > 1:
 | |
|             for i in range(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 range(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 = {} # (mat, image) keys, should be a set()
 | |
|     textures = {} # should be a set()
 | |
| 
 | |
|     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 = context.selected_objects
 | |
| # 		if EXP_OBS_SELECTED:	tmp_objects = scene.objects.context
 | |
|         else:					tmp_objects = scene.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.pose_position for arm in bpy.data.armatures]
 | |
| # 		ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]
 | |
| 
 | |
|         for arm in bpy.data.armatures:
 | |
|             arm.pose_position = 'REST'
 | |
| # 			arm.restPosition = True
 | |
| 
 | |
|         if ob_arms_orig_rest:
 | |
|             for ob_base in bpy.data.objects:
 | |
|                 if ob_base.type == 'ARMATURE':
 | |
|                     ob_base.update(scene)
 | |
| 
 | |
|             # This causes the makeDisplayList command to effect the mesh
 | |
|             scene.set_frame(scene.frame_current)
 | |
| # 			Blender.Set('curframe', Blender.Get('curframe'))
 | |
| 
 | |
| 
 | |
|     for ob_base in tmp_objects:
 | |
| 
 | |
|         # ignore dupli children
 | |
|         if ob_base.parent and ob_base.parent.dupli_type != 'NONE':
 | |
|             continue
 | |
| 
 | |
|         obs = [(ob_base, ob_base.matrix)]
 | |
|         if ob_base.dupli_type != 'NONE':
 | |
|             ob_base.create_dupli_list(scene)
 | |
|             obs = [(dob.object, dob.matrix) for dob in ob_base.dupli_list]
 | |
| 
 | |
|         for ob, mtx in obs:
 | |
| # 		for ob, mtx in BPyObject.getDerivedObjects(ob_base):
 | |
|             tmp_ob_type = ob.type
 | |
|             if tmp_ob_type == 'CAMERA':
 | |
| # 			if tmp_ob_type == 'Camera':
 | |
|                 if EXP_CAMERA:
 | |
|                     ob_cameras.append(my_object_generic(ob, mtx))
 | |
|             elif tmp_ob_type == 'LAMP':
 | |
| # 			elif tmp_ob_type == 'Lamp':
 | |
|                 if EXP_LAMP:
 | |
|                     ob_lights.append(my_object_generic(ob, mtx))
 | |
|             elif tmp_ob_type == 'ARMATURE':
 | |
| # 			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':
 | |
| # 			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':
 | |
| # 				if tmp_ob_type != 'Mesh':
 | |
| # 					me = bpy.data.meshes.new()
 | |
|                     try:	me = ob.create_mesh(scene, True, 'PREVIEW')
 | |
| # 					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 = ob.create_mesh(scene, True, 'PREVIEW')
 | |
| # 						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.data
 | |
| # 						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.
 | |
| 
 | |
|                     texture_mapping_local = {}
 | |
|                     material_mapping_local = {}
 | |
|                     if len(me.uv_textures) > 0:
 | |
| # 					if me.faceUV:
 | |
|                         uvlayer_orig = me.active_uv_texture
 | |
| # 						uvlayer_orig = me.activeUVLayer
 | |
|                         for uvlayer in me.uv_textures:
 | |
| # 						for uvlayer in me.getUVLayerNames():
 | |
| # 							me.activeUVLayer = uvlayer
 | |
|                             for f, uf in zip(me.faces, uvlayer.data):
 | |
| # 							for f in me.faces:
 | |
|                                 tex = uf.image
 | |
| # 								tex = f.image
 | |
|                                 textures[tex] = texture_mapping_local[tex] = None
 | |
| 
 | |
|                                 try: mat = mats[f.material_index]
 | |
| # 								try: mat = mats[f.mat]
 | |
|                                 except: mat = None
 | |
| 
 | |
|                                 materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
 | |
| 
 | |
| 
 | |
| # 							me.activeUVLayer = uvlayer_orig
 | |
|                     else:
 | |
|                         for mat in mats:
 | |
|                             # 2.44 use mat.lib too for uniqueness
 | |
|                             materials[mat, None] = material_mapping_local[mat, None] = None
 | |
|                         else:
 | |
|                             materials[None, None] = None
 | |
| 
 | |
|                     if EXP_ARMATURE:
 | |
|                         armob = ob.find_armature()
 | |
|                         blenParentBoneName = None
 | |
| 
 | |
|                         # parent bone - special case
 | |
|                         if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \
 | |
|                                 ob.parent_type == 'BONE':
 | |
| # 						if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
 | |
|                             armob = ob.parent
 | |
|                             blenParentBoneName = ob.parent_bone
 | |
| # 							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 =	list(material_mapping_local.keys())
 | |
|                     my_mesh.blenMaterialList = mats
 | |
|                     my_mesh.blenTextures =	list(texture_mapping_local.keys())
 | |
| 
 | |
|                     # 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 )
 | |
| 
 | |
|         # not forgetting to free dupli_list
 | |
|         if ob_base.dupli_list: ob_base.free_dupli_list()
 | |
| 
 | |
| 
 | |
|     if EXP_ARMATURE:
 | |
|         # now we have the meshes, restore the rest arm position
 | |
|         for i, arm in enumerate(bpy.data.armatures):
 | |
|             arm.pose_position = ob_arms_orig_rest[i]
 | |
| # 			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.update(scene)
 | |
|             # This causes the makeDisplayList command to effect the mesh
 | |
|             scene.set_frame(scene.frame_current)
 | |
| # 			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
 | |
|         if ob.animation_data:
 | |
|             my_arm.blenAction =	ob.animation_data.action
 | |
|         else:
 | |
|             my_arm.blenAction = None
 | |
| # 		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:
 | |
| # 		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
 | |
| # 	for ob in bpy.data.objects:	ob.tag = False
 | |
| # 	bpy.data.objects.tag = False
 | |
| 
 | |
|     # using a list of object names for tagging (Arystan)
 | |
|     tagged_objects = []
 | |
| 
 | |
|     tmp_obmapping = {}
 | |
|     for ob_generic in ob_all_typegroups:
 | |
|         for ob_base in ob_generic:
 | |
|             tagged_objects.append(ob_base.blenObject.name)
 | |
| # 			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.name in tagged_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.name in tagged_objects: # does it exist and is it in the mapping
 | |
| # 			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_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
 | |
|     textures =	[(sane_texname(tex), tex) for tex in textures.keys()  if tex]
 | |
|     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, tex) in materials:
 | |
|         write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard)
 | |
| 
 | |
|     # 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.blenObject)
 | |
| # 				weights = meshNormalizedWeights(my_mesh.blenData)
 | |
| 
 | |
|             #for bonename, bone, obname, bone_mesh, armob in ob_bones:
 | |
|             for my_bone in ob_bones:
 | |
|                 if me in iter(my_bone.blenMeshes.values()):
 | |
|                     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, tex) 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, tex in my_mesh.blenMaterials:
 | |
|                 if mat:	mat_name = mat.name
 | |
|                 else:	mat_name = None
 | |
| 
 | |
|                 if tex:	tex_name = tex.name
 | |
|                 else:	tex_name = None
 | |
| 
 | |
|                 file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_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 = scene.render
 | |
| # 	render = scene.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 =	scene.frame_start
 | |
| # 	start =	render.sFrame
 | |
|     end =	scene.frame_end
 | |
| # 	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 = scene.frame_current
 | |
| # 		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
 | |
| 
 | |
|         # instead of tagging
 | |
|         tagged_actions = []
 | |
| 
 | |
|         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([g.name for g in action.groups]) )
 | |
| # 					action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
 | |
| 
 | |
|                     if action_chan_names: # at least one channel matches.
 | |
|                         my_arm.blenActionList.append(action)
 | |
|                         tagged_actions.append(action.name)
 | |
| # 						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.name in tagged_actions:
 | |
| # 				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))
 | |
| 
 | |
|                 act_start, act_end = blenAction.get_frame_range()
 | |
| # 				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.animation_data.action = blenAction
 | |
|                         # print '\t\tSetting Action!', blenAction
 | |
|                 # scene.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:
 | |
|                 scene.set_frame(i)
 | |
| # 				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 range(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].translation_part()	for mtx in context_bone_anim_mats]
 | |
|                             elif	TX_CHAN=='S':	context_bone_anim_vecs = [mtx[0].scale_part()		for mtx in context_bone_anim_mats]
 | |
|                             elif	TX_CHAN=='R':
 | |
|                                 # Was....
 | |
|                                 # elif 	TX_CHAN=='R':	context_bone_anim_vecs = [mtx[1].to_euler()			for mtx in context_bone_anim_mats]
 | |
|                                 #
 | |
|                                 # ...but we need to use the previous euler for compatible conversion.
 | |
|                                 context_bone_anim_vecs = []
 | |
|                                 prev_eul = None
 | |
|                                 for mtx in context_bone_anim_mats:
 | |
|                                     if prev_eul:	prev_eul = mtx[1].to_euler('XYZ', prev_eul)
 | |
|                                     else:			prev_eul = mtx[1].to_euler()
 | |
|                                     context_bone_anim_vecs.append(eulerRadToDeg(prev_eul))
 | |
| # 									context_bone_anim_vecs.append(prev_eul)
 | |
| 
 | |
|                             file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
 | |
| 
 | |
|                             for i in range(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' for constant, 'L' for linear
 | |
|                                         # 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,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 ):
 | |
|                                     # j = (act_end-act_start)-1
 | |
|                                     j = len(context_bone_anim_keys)-2
 | |
|                                     while j > 0 and len(context_bone_anim_keys) > 2:
 | |
|                                         # print j, len(context_bone_anim_keys)
 | |
|                                         # Is this key the same as the ones next to it?
 | |
| 
 | |
|                                         # co-linear horizontal...
 | |
|                                         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]
 | |
| 
 | |
|                                         else:
 | |
|                                             frame_range = float(context_bone_anim_keys[j+1][1] - context_bone_anim_keys[j-1][1])
 | |
|                                             frame_range_fac1 = (context_bone_anim_keys[j+1][1] - context_bone_anim_keys[j][1]) / frame_range
 | |
|                                             frame_range_fac2 = 1.0 - frame_range_fac1
 | |
| 
 | |
|                                             if abs(((context_bone_anim_keys[j-1][0]*frame_range_fac1 + context_bone_anim_keys[j+1][0]*frame_range_fac2)) - context_bone_anim_keys[j][0]) < ANIM_OPTIMIZE_PRECISSION_FLOAT:
 | |
|                                                 del context_bone_anim_keys[j]
 | |
|                                             else:
 | |
|                                                 j-=1
 | |
| 
 | |
|                                         # keep the index below the list length
 | |
|                                         if j > len(context_bone_anim_keys)-2:
 | |
|                                             j = len(context_bone_anim_keys)-2
 | |
| 
 | |
|                                     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,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.animation_data.action = my_bone.blenAction
 | |
| 
 | |
|         file.write('\n}')
 | |
| 
 | |
|         scene.set_frame(frame_orig)
 | |
| # 		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:
 | |
|         bpy.data.meshes.remove(me)
 | |
| # 		me.verts = None
 | |
| 
 | |
|     # --------------------------- Footer
 | |
|     if world:
 | |
|         m = world.mist
 | |
|         has_mist = m.use_mist
 | |
|         mist_intense = m.intensity
 | |
|         mist_start = m.start
 | |
|         mist_end = m.depth
 | |
|         mist_height = m.height
 | |
| # 		mist_intense, mist_start, mist_end, mist_height = world.mist
 | |
|         world_hor = world.horizon_color
 | |
| # 		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 ])
 | |
| # 		bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath)
 | |
| 
 | |
|     print('export finished in %.4f sec.' % (time.clock() - start_time))
 | |
| # 	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_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:
 | |
|         Blender.Draw.PupMenu("Error%t|Opening a webbrowser requires a full python installation")
 | |
|         print('...could not open a browser window.')
 | |
| 
 | |
| 
 | |
| 
 | |
| # run when export is pressed
 | |
| #def fbx_ui_write(e,v):
 | |
| def fbx_ui_write(filename, context):
 | |
| 
 | |
|     # 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 = mtx4_x90n * GLOBAL_MATRIX
 | |
|     if GLOBALS['_YROT90'].val:	GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
 | |
|     if GLOBALS['_ZROT90'].val:	GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
 | |
| 
 | |
|     ret = write(\
 | |
|         filename, None,\
 | |
|         context,
 | |
|         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 degrees 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 degrees 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 degrees 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,	1, 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(4) # 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()
 | |
| from bpy.props import *
 | |
| class ExportFBX(bpy.types.Operator):
 | |
|     '''Selection to an ASCII Autodesk FBX'''
 | |
|     bl_idname = "export.fbx"
 | |
|     bl_label = "Export FBX"
 | |
| 
 | |
|     # List of operator properties, the attributes will be assigned
 | |
|     # to the class instance from the operator settings before calling.
 | |
| 
 | |
| 
 | |
|     filepath = StringProperty(name="File Path", description="Filepath used for exporting the FBX file", maxlen= 1024, default="")
 | |
|     check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
 | |
| 
 | |
|     EXP_OBS_SELECTED = BoolProperty(name="Selected Objects", description="Export selected objects on visible layers", default=True)
 | |
| # 	EXP_OBS_SCENE = BoolProperty(name="Scene Objects", description="Export all objects in this scene", default=True)
 | |
|     TX_SCALE = FloatProperty(name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0)
 | |
|     TX_XROT90 = BoolProperty(name="Rot X90", description="Rotate all objects 90 degrees about the X axis", default=True)
 | |
|     TX_YROT90 = BoolProperty(name="Rot Y90", description="Rotate all objects 90 degrees about the Y axis", default=False)
 | |
|     TX_ZROT90 = BoolProperty(name="Rot Z90", description="Rotate all objects 90 degrees about the Z axis", default=False)
 | |
|     EXP_EMPTY = BoolProperty(name="Empties", description="Export empty objects", default=True)
 | |
|     EXP_CAMERA = BoolProperty(name="Cameras", description="Export camera objects", default=True)
 | |
|     EXP_LAMP = BoolProperty(name="Lamps", description="Export lamp objects", default=True)
 | |
|     EXP_ARMATURE = BoolProperty(name="Armatures", description="Export armature objects", default=True)
 | |
|     EXP_MESH = BoolProperty(name="Meshes", description="Export mesh objects", default=True)
 | |
|     EXP_MESH_APPLY_MOD = BoolProperty(name="Modifiers", description="Apply modifiers to mesh objects", default=True)
 | |
|     EXP_MESH_HQ_NORMALS = BoolProperty(name="HQ Normals", description="Generate high quality normals", default=True)
 | |
|     EXP_IMAGE_COPY = BoolProperty(name="Copy Image Files", description="Copy image files to the destination path", default=False)
 | |
|     # armature animation
 | |
|     ANIM_ENABLE = BoolProperty(name="Enable Animation", description="Export keyframe animation", default=True)
 | |
|     ANIM_OPTIMIZE = BoolProperty(name="Optimize Keyframes", description="Remove double keyframes", default=True)
 | |
|     ANIM_OPTIMIZE_PRECISSION = FloatProperty(name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0)
 | |
| # 	ANIM_ACTION_ALL = BoolProperty(name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True)
 | |
|     ANIM_ACTION_ALL = BoolProperty(name="All Actions", description="Use all actions for armatures, if false, use current action", default=False)
 | |
|     # batch
 | |
|     BATCH_ENABLE = BoolProperty(name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False)
 | |
|     BATCH_GROUP = BoolProperty(name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False)
 | |
|     BATCH_OWN_DIR = BoolProperty(name="Own Dir", description="Create a dir for each exported file", default=True)
 | |
|     BATCH_FILE_PREFIX = StringProperty(name="Prefix", description="Prefix each file with this name", maxlen=1024, default="")
 | |
| 
 | |
| 
 | |
|     def poll(self, context):
 | |
|         return context.active_object
 | |
| 
 | |
|     def execute(self, context):
 | |
|         if not self.properties.filepath:
 | |
|             raise Exception("filepath not set")
 | |
| 
 | |
|         GLOBAL_MATRIX = mtx4_identity
 | |
|         GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.properties.TX_SCALE
 | |
|         if self.properties.TX_XROT90: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
 | |
|         if self.properties.TX_YROT90: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
 | |
|         if self.properties.TX_ZROT90: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
 | |
| 
 | |
|         write(self.properties.filepath,
 | |
|               None, # XXX
 | |
|               context,
 | |
|               self.properties.EXP_OBS_SELECTED,
 | |
|               self.properties.EXP_MESH,
 | |
|               self.properties.EXP_MESH_APPLY_MOD,
 | |
| # 			  self.properties.EXP_MESH_HQ_NORMALS,
 | |
|               self.properties.EXP_ARMATURE,
 | |
|               self.properties.EXP_LAMP,
 | |
|               self.properties.EXP_CAMERA,
 | |
|               self.properties.EXP_EMPTY,
 | |
|               self.properties.EXP_IMAGE_COPY,
 | |
|               GLOBAL_MATRIX,
 | |
|               self.properties.ANIM_ENABLE,
 | |
|               self.properties.ANIM_OPTIMIZE,
 | |
|               self.properties.ANIM_OPTIMIZE_PRECISSION,
 | |
|               self.properties.ANIM_ACTION_ALL,
 | |
|               self.properties.BATCH_ENABLE,
 | |
|               self.properties.BATCH_GROUP,
 | |
|               self.properties.BATCH_FILE_PREFIX,
 | |
|               self.properties.BATCH_OWN_DIR)
 | |
| 
 | |
|         return {'FINISHED'}
 | |
| 
 | |
|     def invoke(self, context, event):
 | |
|         wm = context.manager
 | |
|         wm.add_fileselect(self)
 | |
|         return {'RUNNING_MODAL'}
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| # if __name__ == "__main__":
 | |
| # 	bpy.ops.EXPORT_OT_ply(filepath="/tmp/test.ply")
 | |
| 
 | |
| 
 | |
| # NOTES (all line numbers correspond to original export_fbx.py (under release/scripts)
 | |
| # - Draw.PupMenu alternative in 2.5?, temporarily replaced PupMenu with print
 | |
| # - get rid of bpy.utils.clean_name somehow
 | |
| # + fixed: isinstance(inst, bpy.types.*) doesn't work on RNA objects: line 565
 | |
| # + get rid of BPyObject_getObjectArmature, move it in RNA?
 | |
| # - BATCH_ENABLE and BATCH_GROUP options: line 327
 | |
| # - implement all BPyMesh_* used here with RNA
 | |
| # - getDerivedObjects is not fully replicated with .dupli* funcs
 | |
| # - talk to Campbell, this code won't work? lines 1867-1875
 | |
| # - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893
 | |
| # - no hq normals: 1900-1901
 | |
| 
 | |
| # TODO
 | |
| 
 | |
| # - bpy.data.remove_scene: line 366
 | |
| # - bpy.sys.time move to bpy.sys.util?
 | |
| # - new scene creation, activation: lines 327-342, 368
 | |
| # - uses bpy.utils.expandpath, *.relpath - replace at least relpath
 | |
| 
 | |
| # SMALL or COSMETICAL
 | |
| # - find a way to get blender version, and put it in bpy.util?, old was Blender.Get('version')
 | |
| 
 | |
| 
 | |
| def menu_func(self, context):
 | |
|     default_path = bpy.data.filepath.replace(".blend", ".fbx")
 | |
|     self.layout.operator(ExportFBX.bl_idname, text="Autodesk FBX (.fbx)").filepath = default_path
 | |
| 
 | |
| 
 | |
| def register():
 | |
|     bpy.types.register(ExportFBX)
 | |
|     bpy.types.INFO_MT_file_export.append(menu_func)
 | |
| 
 | |
| 
 | |
| def unregister():
 | |
|     bpy.types.unregister(ExportFBX)
 | |
|     bpy.types.INFO_MT_file_export.remove(menu_func)
 | |
| 
 | |
| if __name__ == "__main__":
 | |
|     register()
 |