Pose Library: Update to use the asset shelf (when enabled) #104546
@ -16,7 +16,7 @@ import bpy
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bl_info = {
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"name": "Autodesk 3DS format",
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"author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
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"version": (2, 4, 1),
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"version": (2, 4, 3),
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"blender": (3, 6, 0),
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"location": "File > Import-Export",
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"description": "3DS Import/Export meshes, UVs, materials, textures, "
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@ -109,6 +109,11 @@ class Export3DS(bpy.types.Operator, ExportHelper):
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description="Export selected objects only",
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default=False,
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)
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use_hierarchy: bpy.props.BoolProperty(
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name="Export Hierarchy",
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description="Export hierarchy chunks",
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default=False,
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)
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write_keyframe: BoolProperty(
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name="Write Keyframe",
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description="Write the keyframe data",
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|
@ -87,6 +87,8 @@ MASTERSCALE = 0x0100 # Master scale factor
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OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
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OBJECT_LIGHT = 0x4600 # This lets us know we are reading a light object
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OBJECT_CAMERA = 0x4700 # This lets us know we are reading a camera object
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OBJECT_HIERARCHY = 0x4F00 # Hierarchy id of the object
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OBJECT_PARENT = 0x4F10 # Parent id of the object
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# >------ Sub defines of LIGHT
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LIGHT_MULTIPLIER = 0x465B # The light energy factor
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@ -1477,7 +1479,7 @@ def make_ambient_node(world):
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# EXPORT #
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##########
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def save(operator, context, filepath="", use_selection=False, write_keyframe=False, global_matrix=None):
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def save(operator, context, filepath="", use_selection=False, use_hierarchy=False, write_keyframe=False, global_matrix=None):
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"""Save the Blender scene to a 3ds file."""
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# Time the export
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@ -1608,6 +1610,7 @@ def save(operator, context, filepath="", use_selection=False, write_keyframe=Fal
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scale = {}
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# Give all objects a unique ID and build a dictionary from object name to object id
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object_id = {}
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name_id = {}
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for ob, data, matrix in mesh_objects:
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@ -1615,6 +1618,7 @@ def save(operator, context, filepath="", use_selection=False, write_keyframe=Fal
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rotation[ob.name] = ob.rotation_euler.to_quaternion().inverted()
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scale[ob.name] = ob.scale
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name_id[ob.name] = len(name_id)
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object_id[ob.name] = len(object_id)
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for ob in empty_objects:
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translation[ob.name] = ob.location
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@ -1622,6 +1626,12 @@ def save(operator, context, filepath="", use_selection=False, write_keyframe=Fal
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scale[ob.name] = ob.scale
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name_id[ob.name] = len(name_id)
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for ob in light_objects:
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object_id[ob.name] = len(object_id)
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for ob in camera_objects:
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object_id[ob.name] = len(object_id)
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# Create object chunks for all meshes
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i = 0
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for ob, mesh, matrix in mesh_objects:
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@ -1633,20 +1643,32 @@ def save(operator, context, filepath="", use_selection=False, write_keyframe=Fal
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# Make a mesh chunk out of the mesh
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object_chunk.add_subchunk(make_mesh_chunk(ob, mesh, matrix, materialDict, translation))
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# Ensure the mesh has no over sized arrays, skip ones that do!
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# Add hierachy chunk with ID from object_id dictionary
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if use_hierarchy:
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obj_hierarchy_chunk = _3ds_chunk(OBJECT_HIERARCHY)
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obj_hierarchy_chunk.add_variable("hierarchy", _3ds_ushort(object_id[ob.name]))
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# Add parent chunk if object has a parent
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if ob.parent is not None and (ob.parent.name in object_id):
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obj_parent_chunk = _3ds_chunk(OBJECT_PARENT)
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obj_parent_chunk.add_variable("parent", _3ds_ushort(object_id[ob.parent.name]))
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obj_hierarchy_chunk.add_subchunk(obj_parent_chunk)
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object_chunk.add_subchunk(obj_hierarchy_chunk)
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# ensure the mesh has no over sized arrays - skip ones that do!
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# Otherwise we cant write since the array size wont fit into USHORT
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if object_chunk.validate():
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object_info.add_subchunk(object_chunk)
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else:
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operator.report({'WARNING'}, "Object %r can't be written into a 3DS file")
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# Export kf object node
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# Export object node
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if write_keyframe:
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kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale, name_id))
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i += i
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# Create chunks for all empties, only requires a kf object node
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# Create chunks for all empties - only requires a object node
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if write_keyframe:
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for ob in empty_objects:
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kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale, name_id))
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@ -1654,15 +1676,15 @@ def save(operator, context, filepath="", use_selection=False, write_keyframe=Fal
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# Create light object chunks
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for ob in light_objects:
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object_chunk = _3ds_chunk(OBJECT)
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light_chunk = _3ds_chunk(OBJECT_LIGHT)
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obj_light_chunk = _3ds_chunk(OBJECT_LIGHT)
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color_float_chunk = _3ds_chunk(RGB)
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energy_factor = _3ds_chunk(LIGHT_MULTIPLIER)
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light_energy_factor = _3ds_chunk(LIGHT_MULTIPLIER)
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object_chunk.add_variable("light", _3ds_string(sane_name(ob.name)))
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light_chunk.add_variable("location", _3ds_point_3d(ob.location))
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obj_light_chunk.add_variable("location", _3ds_point_3d(ob.location))
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color_float_chunk.add_variable("color", _3ds_float_color(ob.data.color))
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energy_factor.add_variable("energy", _3ds_float(ob.data.energy * 0.001))
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light_chunk.add_subchunk(color_float_chunk)
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light_chunk.add_subchunk(energy_factor)
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light_energy_factor.add_variable("energy", _3ds_float(ob.data.energy * 0.001))
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obj_light_chunk.add_subchunk(color_float_chunk)
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obj_light_chunk.add_subchunk(light_energy_factor)
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if ob.data.type == 'SPOT':
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cone_angle = math.degrees(ob.data.spot_size)
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@ -1684,10 +1706,24 @@ def save(operator, context, filepath="", use_selection=False, write_keyframe=Fal
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if ob.data.use_square:
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spot_square_chunk = _3ds_chunk(LIGHT_SPOT_RECTANGLE)
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spotlight_chunk.add_subchunk(spot_square_chunk)
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light_chunk.add_subchunk(spotlight_chunk)
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obj_light_chunk.add_subchunk(spotlight_chunk)
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# Add light to object info
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object_chunk.add_subchunk(light_chunk)
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# Add light to object chunk
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object_chunk.add_subchunk(obj_light_chunk)
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# Add hierachy chunks with ID from object_id dictionary
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if use_hierarchy:
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obj_hierarchy_chunk = _3ds_chunk(OBJECT_HIERARCHY)
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obj_parent_chunk = _3ds_chunk(OBJECT_PARENT)
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obj_hierarchy_chunk.add_variable("hierarchy", _3ds_ushort(object_id[ob.name]))
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if ob.parent is None or (ob.parent.name not in object_id):
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obj_parent_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
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else: # Get the parent ID from the object_id dict
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obj_parent_chunk.add_variable("parent", _3ds_ushort(object_id[ob.parent.name]))
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obj_hierarchy_chunk.add_subchunk(obj_parent_chunk)
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object_chunk.add_subchunk(obj_hierarchy_chunk)
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# Add light object and hierarchy chunks to object info
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object_info.add_subchunk(object_chunk)
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# Export light and spotlight target node
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@ -1714,6 +1750,20 @@ def save(operator, context, filepath="", use_selection=False, write_keyframe=Fal
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camera_chunk.add_variable("roll", _3ds_float(round(ob.rotation_euler[1], 6)))
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camera_chunk.add_variable("lens", _3ds_float(ob.data.lens))
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object_chunk.add_subchunk(camera_chunk)
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# Add hierachy chunks with ID from object_id dictionary
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if use_hierarchy:
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obj_hierarchy_chunk = _3ds_chunk(OBJECT_HIERARCHY)
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obj_parent_chunk = _3ds_chunk(OBJECT_PARENT)
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obj_hierarchy_chunk.add_variable("hierarchy", _3ds_ushort(object_id[ob.name]))
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if ob.parent is None or (ob.parent.name not in object_id):
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obj_parent_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
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else: # Get the parent ID from the object_id dict
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obj_parent_chunk.add_variable("parent", _3ds_ushort(object_id[ob.parent.name]))
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obj_hierarchy_chunk.add_subchunk(obj_parent_chunk)
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object_chunk.add_subchunk(obj_hierarchy_chunk)
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# Add light object and hierarchy chunks to object info
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object_info.add_subchunk(object_chunk)
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# Export camera and target node
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@ -1755,4 +1805,4 @@ def save(operator, context, filepath="", use_selection=False, write_keyframe=Fal
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# Debugging only: dump the chunk hierarchy
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# primary.dump()
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return {'FINISHED'}
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return {'FINISHED'}
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@ -92,6 +92,8 @@ MAT_MAP_BCOL = 0xA368 # Blue mapping
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OBJECT_MESH = 0x4100 # This lets us know that we are reading a new object
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OBJECT_LIGHT = 0x4600 # This lets us know we are reading a light object
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OBJECT_CAMERA = 0x4700 # This lets us know we are reading a camera object
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OBJECT_HIERARCHY = 0x4F00 # This lets us know the hierachy id of the object
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OBJECT_PARENT = 0x4F10 # This lets us know the parent id of the object
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# >------ Sub defines of LIGHT
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LIGHT_SPOTLIGHT = 0x4610 # The target of a spotlight
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@ -322,6 +324,9 @@ def add_texture_to_material(image, contextWrapper, pct, extend, alpha, scale, of
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contextWrapper._grid_to_location(1, 0, dst_node=contextWrapper.node_out, ref_node=shader)
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childs_list = []
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parent_list = []
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def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAIN, IMAGE_SEARCH, WORLD_MATRIX, KEYFRAME, CONVERSE):
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contextObName = None
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@ -461,6 +466,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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temp_chunk = Chunk()
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CreateBlenderObject = False
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CreateCameraObject = False
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CreateLightObject = False
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CreateTrackData = False
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@ -924,6 +930,23 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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contextMatrix = mathutils.Matrix(
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(data[:3] + [0], data[3:6] + [0], data[6:9] + [0], data[9:] + [1])).transposed()
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# If hierarchy chunk
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elif new_chunk.ID == OBJECT_HIERARCHY:
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child_id = read_short(new_chunk)
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childs_list.insert(child_id, contextObName)
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parent_list.insert(child_id, None)
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if child_id in parent_list:
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idp = parent_list.index(child_id)
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parent_list[idp] = contextObName
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elif new_chunk.ID == OBJECT_PARENT:
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parent_id = read_short(new_chunk)
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if parent_id > len(childs_list):
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parent_list[child_id] = parent_id
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parent_list.extend([None]*(parent_id-len(parent_list)))
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parent_list.insert(parent_id, contextObName)
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elif parent_id < len(childs_list):
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parent_list[child_id] = childs_list[parent_id]
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# If light chunk
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elif contextObName and new_chunk.ID == OBJECT_LIGHT: # Basic lamp support
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newLamp = bpy.data.lights.new("Lamp", 'POINT')
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@ -934,9 +957,9 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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temp_data = file.read(SZ_3FLOAT)
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contextLamp.location = struct.unpack('<3f', temp_data)
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new_chunk.bytes_read += SZ_3FLOAT
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contextMatrix = None # Reset matrix
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CreateBlenderObject = False
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CreateLightObject = True
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contextMatrix = None # Reset matrix
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elif CreateLightObject and new_chunk.ID == COLOR_F: # Light color
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temp_data = file.read(SZ_3FLOAT)
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contextLamp.data.color = struct.unpack('<3f', temp_data)
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@ -973,6 +996,21 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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contextLamp.data.show_cone = True
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elif CreateLightObject and new_chunk.ID == LIGHT_SPOT_RECTANGLE: # Square
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contextLamp.data.use_square = True
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elif CreateLightObject and new_chunk.ID == OBJECT_HIERARCHY:
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child_id = read_short(new_chunk)
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childs_list.insert(child_id, contextObName)
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parent_list.insert(child_id, None)
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if child_id in parent_list:
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idp = parent_list.index(child_id)
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parent_list[idp] = contextObName
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elif CreateLightObject and new_chunk.ID == OBJECT_PARENT:
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parent_id = read_short(new_chunk)
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if parent_id > len(childs_list):
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parent_list[child_id] = parent_id
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parent_list.extend([None]*(parent_id-len(parent_list)))
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parent_list.insert(parent_id, contextObName)
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elif parent_id < len(childs_list):
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parent_list[child_id] = childs_list[parent_id]
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# If camera chunk
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elif contextObName and new_chunk.ID == OBJECT_CAMERA: # Basic camera support
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@ -996,8 +1034,24 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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temp_data = file.read(SZ_FLOAT)
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contextCamera.data.lens = float(struct.unpack('<f', temp_data)[0]) # Focus
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new_chunk.bytes_read += SZ_FLOAT
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contextMatrix = None # Reset matrix
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CreateBlenderObject = False
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CreateCameraObject = True
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contextMatrix = None # Reset matrix
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elif CreateCameraObject and new_chunk.ID == OBJECT_HIERARCHY:
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child_id = read_short(new_chunk)
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childs_list.insert(child_id, contextObName)
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parent_list.insert(child_id, None)
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if child_id in parent_list:
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idp = parent_list.index(child_id)
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parent_list[idp] = contextObName
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elif CreateCameraObject and new_chunk.ID == OBJECT_PARENT:
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parent_id = read_short(new_chunk)
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if parent_id > len(childs_list):
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parent_list[child_id] = parent_id
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parent_list.extend([None]*(parent_id-len(parent_list)))
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parent_list.insert(parent_id, contextObName)
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elif parent_id < len(childs_list):
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parent_list[child_id] = childs_list[parent_id]
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# start keyframe section
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elif new_chunk.ID == EDITKEYFRAME:
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@ -1296,12 +1350,22 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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#pivot_list[ind] += pivot_list[parent] # Not sure this is correct, should parent space matrix be applied before combining?
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# if parent name
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for par, objs in parent_dictionary.items():
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parent = object_dictionary.get(par)
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for ob in objs:
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if parent is not None:
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ob.parent = parent
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# If hierarchy
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hierarchy = dict(zip(childs_list, parent_list))
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hierarchy.pop(None, ...)
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for idt, (child, parent) in enumerate(hierarchy.items()):
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child_obj = object_dictionary.get(child)
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parent_obj = object_dictionary.get(parent)
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if child_obj and parent_obj is not None:
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child_obj.parent = parent_obj
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# fix pivots
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for ind, ob in enumerate(object_list):
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if ob.type == 'MESH':
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@ -1312,14 +1376,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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ob.data.transform(pivot_matrix)
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def load_3ds(filepath,
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context,
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CONSTRAIN=10.0,
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IMAGE_SEARCH=True,
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WORLD_MATRIX=False,
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KEYFRAME=True,
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APPLY_MATRIX=True,
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CONVERSE=None):
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def load_3ds(filepath, context, CONSTRAIN=10.0, IMAGE_SEARCH=True, WORLD_MATRIX=False, KEYFRAME=True, APPLY_MATRIX=True, CONVERSE=None):
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print("importing 3DS: %r..." % (filepath), end="")
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@ -3,7 +3,7 @@
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bl_info = {
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"name": "FBX format",
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"author": "Campbell Barton, Bastien Montagne, Jens Restemeier, @Mysteryem",
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"version": (5, 3, 0),
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"version": (5, 3, 3),
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"blender": (3, 6, 0),
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"location": "File > Import-Export",
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"description": "FBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actions",
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|
@ -4,6 +4,7 @@
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# Script copyright (C) 2013 Blender Foundation
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BOOL = b'C'[0]
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INT8 = b'Z'[0]
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INT16 = b'Y'[0]
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INT32 = b'I'[0]
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INT64 = b'L'[0]
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|
@ -56,6 +56,13 @@ class FBXElem:
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self.props_type.append(data_types.BOOL)
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self.props.append(data)
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def add_int8(self, data):
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assert(isinstance(data, int))
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data = pack('<b', data)
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self.props_type.append(data_types.INT8)
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self.props.append(data)
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def add_int16(self, data):
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assert(isinstance(data, int))
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data = pack('<h', data)
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|
@ -77,7 +77,7 @@ from .fbx_utils import (
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# Animation.
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AnimationCurveNodeWrapper,
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# Objects.
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ObjectWrapper, fbx_name_class,
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ObjectWrapper, fbx_name_class, ensure_object_not_in_edit_mode,
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# Top level.
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FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
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)
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@ -2899,20 +2899,23 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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_objs_indices = {}
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for ma, (ma_key, ob_objs) in data_materials.items():
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for ob_obj in ob_objs:
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connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
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# Get index of this material for this object (or dupliobject).
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# Material indices for mesh faces are determined by their order in 'ma to ob' connections.
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# Only materials for meshes currently...
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# Note in case of dupliobjects a same me/ma idx will be generated several times...
|
||||
# Should not be an issue in practice, and it's needed in case we export duplis but not the original!
|
||||
if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
|
||||
connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
|
||||
continue
|
||||
_mesh_key, me, _free = data_meshes[ob_obj]
|
||||
material_indices = mesh_material_indices.setdefault(me, {})
|
||||
if ma in material_indices:
|
||||
# Material has already been found for this mesh.
|
||||
# XXX If a mesh has multiple material slots with the same material, they are combined into one slot.
|
||||
# Even if duplicate materials were exported without combining them into one slot, keeping duplicate
|
||||
# materials separated does not appear to be common behaviour of external software when importing FBX.
|
||||
continue
|
||||
connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
|
||||
idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
|
||||
material_indices[ma] = idx
|
||||
del _objs_indices
|
||||
@ -3494,6 +3497,14 @@ def save(operator, context,
|
||||
ctx_objects = context.view_layer.objects
|
||||
if use_visible:
|
||||
ctx_objects = tuple(obj for obj in ctx_objects if obj.visible_get())
|
||||
|
||||
# Ensure no Objects are in Edit mode.
|
||||
# Copy to a tuple for safety, to avoid the risk of modifying ctx_objects while iterating.
|
||||
for obj in tuple(ctx_objects):
|
||||
if not ensure_object_not_in_edit_mode(context, obj):
|
||||
operator.report({'ERROR'}, "%s could not be set out of Edit Mode, so cannot be exported" % obj.name)
|
||||
return {'CANCELLED'}
|
||||
|
||||
kwargs_mod["context_objects"] = ctx_objects
|
||||
|
||||
depsgraph = context.evaluated_depsgraph_get()
|
||||
@ -3525,6 +3536,16 @@ def save(operator, context,
|
||||
else:
|
||||
data_seq = tuple((scene, scene.name, 'objects') for scene in bpy.data.scenes if scene.objects)
|
||||
|
||||
# Ensure no Objects are in Edit mode.
|
||||
for data, data_name, data_obj_propname in data_seq:
|
||||
# Copy to a tuple for safety, to avoid the risk of modifying the data prop while iterating it.
|
||||
for obj in tuple(getattr(data, data_obj_propname)):
|
||||
if not ensure_object_not_in_edit_mode(context, obj):
|
||||
operator.report({'ERROR'},
|
||||
"%s in %s could not be set out of Edit Mode, so cannot be exported"
|
||||
% (obj.name, data_name))
|
||||
return {'CANCELLED'}
|
||||
|
||||
# call this function within a loop with BATCH_ENABLE == False
|
||||
|
||||
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
|
||||
|
@ -28,6 +28,7 @@ for each property.
|
||||
|
||||
The types are as follows:
|
||||
|
||||
* 'Z': - INT8
|
||||
* 'Y': - INT16
|
||||
* 'C': - BOOL
|
||||
* 'I': - INT32
|
||||
@ -106,6 +107,7 @@ def unpack_array(read, array_type, array_stride, array_byteswap):
|
||||
|
||||
|
||||
read_data_dict = {
|
||||
b'Z'[0]: lambda read: unpack(b'<b', read(1))[0], # 8 bit int
|
||||
b'Y'[0]: lambda read: unpack(b'<h', read(2))[0], # 16 bit int
|
||||
b'C'[0]: lambda read: unpack(b'?', read(1))[0], # 1 bit bool (yes/no)
|
||||
b'I'[0]: lambda read: unpack(b'<i', read(4))[0], # 32 bit int
|
||||
@ -221,6 +223,7 @@ def parse(fn, use_namedtuple=True):
|
||||
data_types = type(array)("data_types")
|
||||
data_types.__dict__.update(
|
||||
dict(
|
||||
INT8 = b'Z'[0],
|
||||
INT16 = b'Y'[0],
|
||||
BOOL = b'C'[0],
|
||||
INT32 = b'I'[0],
|
||||
|
@ -540,6 +540,58 @@ def fast_first_axis_unique(ar, return_unique=True, return_index=False, return_in
|
||||
return result
|
||||
|
||||
|
||||
def ensure_object_not_in_edit_mode(context, obj):
|
||||
"""Objects in Edit mode usually cannot be exported because much of the API used when exporting is not available for
|
||||
Objects in Edit mode.
|
||||
|
||||
Exiting the currently active Object (and any other Objects opened in multi-editing) from Edit mode is simple and
|
||||
should be done with `bpy.ops.mesh.mode_set(mode='OBJECT')` instead of using this function.
|
||||
|
||||
This function is for the rare case where an Object is in Edit mode, but the current context mode is not Edit mode.
|
||||
This can occur from a state where the current context mode is Edit mode, but then the active Object of the current
|
||||
View Layer is changed to a different Object that is not in Edit mode. This changes the current context mode, but
|
||||
leaves the other Object(s) in Edit mode.
|
||||
"""
|
||||
if obj.mode != 'EDIT':
|
||||
return True
|
||||
|
||||
# Get the active View Layer.
|
||||
view_layer = context.view_layer
|
||||
|
||||
# A View Layer belongs to a scene.
|
||||
scene = view_layer.id_data
|
||||
|
||||
# Get the current active Object of this View Layer, so we can restore it once done.
|
||||
orig_active = view_layer.objects.active
|
||||
|
||||
# Check if obj is in the View Layer. If obj is not in the View Layer, it cannot be set as the active Object.
|
||||
# We don't use `obj.name in view_layer.objects` because an Object from a Library could have the same name.
|
||||
is_in_view_layer = any(o == obj for o in view_layer.objects)
|
||||
|
||||
do_unlink_from_scene_collection = False
|
||||
try:
|
||||
if not is_in_view_layer:
|
||||
# There might not be any enabled collections in the View Layer, so link obj into the Scene Collection
|
||||
# instead, which is always available to all View Layers of that Scene.
|
||||
scene.collection.objects.link(obj)
|
||||
do_unlink_from_scene_collection = True
|
||||
view_layer.objects.active = obj
|
||||
|
||||
# Now we're finally ready to attempt to change obj's mode.
|
||||
if bpy.ops.object.mode_set.poll():
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
if obj.mode == 'EDIT':
|
||||
# The Object could not be set out of EDIT mode and therefore cannot be exported.
|
||||
return False
|
||||
finally:
|
||||
# Always restore the original active Object and unlink obj from the Scene Collection if it had to be linked.
|
||||
view_layer.objects.active = orig_active
|
||||
if do_unlink_from_scene_collection:
|
||||
scene.collection.objects.unlink(obj)
|
||||
|
||||
return True
|
||||
|
||||
|
||||
# ##### UIDs code. #####
|
||||
|
||||
# ID class (mere int).
|
||||
@ -722,6 +774,10 @@ def elem_data_single_bool(elem, name, value):
|
||||
return _elem_data_single(elem, name, value, "add_bool")
|
||||
|
||||
|
||||
def elem_data_single_int8(elem, name, value):
|
||||
return _elem_data_single(elem, name, value, "add_int8")
|
||||
|
||||
|
||||
def elem_data_single_int16(elem, name, value):
|
||||
return _elem_data_single(elem, name, value, "add_int16")
|
||||
|
||||
|
@ -27,6 +27,7 @@ for each property.
|
||||
|
||||
The types are as follows:
|
||||
|
||||
* 'Z': - INT8
|
||||
* 'Y': - INT16
|
||||
* 'C': - BOOL
|
||||
* 'I': - INT32
|
||||
@ -65,6 +66,8 @@ def parse_json_rec(fbx_root, json_node):
|
||||
for d, dt in zip(data, data_types):
|
||||
if dt == "C":
|
||||
e.add_bool(d)
|
||||
elif dt == "Z":
|
||||
e.add_int8(d)
|
||||
elif dt == "Y":
|
||||
e.add_int16(d)
|
||||
elif dt == "I":
|
||||
|
@ -67,6 +67,7 @@ def unpack_array(read, array_type, array_stride, array_byteswap):
|
||||
|
||||
|
||||
read_data_dict = {
|
||||
b'Z'[0]: lambda read: unpack(b'<b', read(1))[0], # byte
|
||||
b'Y'[0]: lambda read: unpack(b'<h', read(2))[0], # 16 bit int
|
||||
b'C'[0]: lambda read: unpack(b'?', read(1))[0], # 1 bit bool (yes/no)
|
||||
b'I'[0]: lambda read: unpack(b'<i', read(4))[0], # 32 bit int
|
||||
|
@ -658,7 +658,7 @@ class BTool_FindBrush(Operator):
|
||||
bpy.ops.object.select_all(action="TOGGLE")
|
||||
bpy.ops.object.select_all(action="DESELECT")
|
||||
bpy.context.view_layer.objects.active = ob
|
||||
ob.set_select(state=True)
|
||||
ob.select_set(state=True)
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
|
@ -142,7 +142,7 @@ def write_mesh(context, report_cb):
|
||||
filepath=filepath,
|
||||
apply_modifiers=True,
|
||||
export_selected_objects=True,
|
||||
scaling_factor=global_scale,
|
||||
global_scale=global_scale,
|
||||
path_mode=path_mode,
|
||||
export_normals=export_data_layers,
|
||||
export_uv=export_data_layers,
|
||||
|
@ -311,7 +311,6 @@ class PoseAssetUser:
|
||||
if not (
|
||||
context.object
|
||||
and context.object.mode == "POSE" # This condition may not be desired.
|
||||
and context.asset_library_ref
|
||||
and context.asset_file_handle
|
||||
):
|
||||
return False
|
||||
|
Loading…
Reference in New Issue
Block a user