FBX Import: Fix pre-, post- and geometric rotations #104561

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Bastien Montagne merged 1 commits from Mysteryem/blender-addons:fbx_fix_pre_post_rotations_pr into main 2023-04-28 17:21:50 +02:00
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@ -372,7 +372,7 @@ def blen_read_custom_properties(fbx_obj, blen_obj, settings):
def blen_read_object_transform_do(transform_data): def blen_read_object_transform_do(transform_data):
# This is a nightmare. FBX SDK uses Maya way to compute the transformation matrix of a node - utterly simple: # This is a nightmare. FBX SDK uses Maya way to compute the transformation matrix of a node - utterly simple:
# #
# WorldTransform = ParentWorldTransform @ T @ Roff @ Rp @ Rpre @ R @ Rpost @ Rp-1 @ Soff @ Sp @ S @ Sp-1 # WorldTransform = ParentWorldTransform @ T @ Roff @ Rp @ Rpre @ R @ Rpost-1 @ Rp-1 @ Soff @ Sp @ S @ Sp-1
# #
# Where all those terms are 4 x 4 matrices that contain: # Where all those terms are 4 x 4 matrices that contain:
# WorldTransform: Transformation matrix of the node in global space. # WorldTransform: Transformation matrix of the node in global space.
@ -382,7 +382,7 @@ def blen_read_object_transform_do(transform_data):
# Rp: Rotation pivot # Rp: Rotation pivot
# Rpre: Pre-rotation # Rpre: Pre-rotation
# R: Rotation # R: Rotation
# Rpost: Post-rotation # Rpost-1: Inverse of the post-rotation (FBX 2011 documentation incorrectly specifies this without inversion)
# Rp-1: Inverse of the rotation pivot # Rp-1: Inverse of the rotation pivot
# Soff: Scaling offset # Soff: Scaling offset
# Sp: Scaling pivot # Sp: Scaling pivot
@ -402,14 +402,15 @@ def blen_read_object_transform_do(transform_data):
# S: Scaling # S: Scaling
# OT: Geometric transform translation # OT: Geometric transform translation
# OR: Geometric transform rotation # OR: Geometric transform rotation
# OS: Geometric transform translation # OS: Geometric transform scale
# #
# Notes: # Notes:
# Geometric transformations ***are not inherited***: ParentWorldTransform does not contain the OT, OR, OS # Geometric transformations ***are not inherited***: ParentWorldTransform does not contain the OT, OR, OS
# of WorldTransform's parent node. # of WorldTransform's parent node.
# The R matrix takes into account the rotation order. Other rotation matrices are always 'XYZ' order.
# #
# Taken from http://download.autodesk.com/us/fbx/20112/FBX_SDK_HELP/ # Taken from https://help.autodesk.com/view/FBX/2020/ENU/
# index.html?url=WS1a9193826455f5ff1f92379812724681e696651.htm,topicNumber=d0e7429 # ?guid=FBX_Developer_Help_nodes_and_scene_graph_fbx_nodes_computing_transformation_matrix_html
# translation # translation
lcl_translation = Matrix.Translation(transform_data.loc) lcl_translation = Matrix.Translation(transform_data.loc)
@ -418,9 +419,9 @@ def blen_read_object_transform_do(transform_data):
# rotation # rotation
to_rot = lambda rot, rot_ord: Euler(convert_deg_to_rad_iter(rot), rot_ord).to_matrix().to_4x4() to_rot = lambda rot, rot_ord: Euler(convert_deg_to_rad_iter(rot), rot_ord).to_matrix().to_4x4()
lcl_rot = to_rot(transform_data.rot, transform_data.rot_ord) @ transform_data.rot_alt_mat lcl_rot = to_rot(transform_data.rot, transform_data.rot_ord) @ transform_data.rot_alt_mat
pre_rot = to_rot(transform_data.pre_rot, transform_data.rot_ord) pre_rot = to_rot(transform_data.pre_rot, 'XYZ')
pst_rot = to_rot(transform_data.pst_rot, transform_data.rot_ord) pst_rot = to_rot(transform_data.pst_rot, 'XYZ')
geom_rot = to_rot(transform_data.geom_rot, transform_data.rot_ord) geom_rot = to_rot(transform_data.geom_rot, 'XYZ')
rot_ofs = Matrix.Translation(transform_data.rot_ofs) rot_ofs = Matrix.Translation(transform_data.rot_ofs)
rot_piv = Matrix.Translation(transform_data.rot_piv) rot_piv = Matrix.Translation(transform_data.rot_piv)
@ -439,7 +440,7 @@ def blen_read_object_transform_do(transform_data):
rot_piv @ rot_piv @
pre_rot @ pre_rot @
lcl_rot @ lcl_rot @
pst_rot @ pst_rot.inverted_safe() @
rot_piv.inverted_safe() @ rot_piv.inverted_safe() @
sca_ofs @ sca_ofs @
sca_piv @ sca_piv @