io_scene_3ds: Added animation export option #104613

Merged
Sebastian Sille merged 2 commits from blender-addons-io_scene_3ds into main 2023-05-20 04:39:57 +02:00
2 changed files with 474 additions and 155 deletions

View File

@ -65,12 +65,12 @@ class Import3DS(bpy.types.Operator, ImportHelper):
"importing incorrectly", "importing incorrectly",
default=True, default=True,
) )
read_keyframe: bpy.props.BoolProperty( read_keyframe: BoolProperty(
name="Read Keyframe", name="Read Keyframe",
description="Read the keyframe data", description="Read the keyframe data",
default=True, default=True,
) )
use_world_matrix: bpy.props.BoolProperty( use_world_matrix: BoolProperty(
name="World Space", name="World Space",
description="Transform to matrix world", description="Transform to matrix world",
default=False, default=False,
@ -109,6 +109,11 @@ class Export3DS(bpy.types.Operator, ExportHelper):
description="Export selected objects only", description="Export selected objects only",
default=False, default=False,
) )
write_keyframe: BoolProperty(
name="Write Keyframe",
description="Write the keyframe data",
default=True,
)
def execute(self, context): def execute(self, context):
from . import export_3ds from . import export_3ds

View File

@ -121,6 +121,7 @@ KFDATA_KFCURTIME = 0xB009 # Frame current
KFDATA_KFHDR = 0xB00A # Keyframe header KFDATA_KFHDR = 0xB00A # Keyframe header
# >------ sub defines of OBJECT_NODE_TAG # >------ sub defines of OBJECT_NODE_TAG
PARENT_NAME = 0x80F0 # Object parent name tree
OBJECT_NODE_ID = 0xB030 # Object hierachy ID OBJECT_NODE_ID = 0xB030 # Object hierachy ID
OBJECT_NODE_HDR = 0xB010 # Hierachy tree header OBJECT_NODE_HDR = 0xB010 # Hierachy tree header
OBJECT_INSTANCE_NAME = 0xB011 # Object instance name OBJECT_INSTANCE_NAME = 0xB011 # Object instance name
@ -166,7 +167,7 @@ def sane_name(name):
def uv_key(uv): def uv_key(uv):
return round(uv[0], 6), round(uv[1], 6) return round(uv[0], 6), round(uv[1], 6)
# size defines: # size defines
SZ_SHORT = 2 SZ_SHORT = 2
SZ_INT = 4 SZ_INT = 4
SZ_FLOAT = 4 SZ_FLOAT = 4
@ -239,7 +240,7 @@ class _3ds_string(object):
file.write(struct.pack(binary_format, self.value)) file.write(struct.pack(binary_format, self.value))
def __str__(self): def __str__(self):
return str(self.value) return str((self.value).decode("ASCII"))
class _3ds_point_3d(object): class _3ds_point_3d(object):
@ -260,11 +261,11 @@ class _3ds_point_3d(object):
# Used for writing a track # Used for writing a track
'''
class _3ds_point_4d(object): class _3ds_point_4d(object):
"""Class representing a four-dimensional point for a 3ds file, for instance a quaternion.""" """Class representing a four-dimensional point for a 3ds file, for instance a quaternion."""
__slots__ = "w", "x", "y", "z" __slots__ = "w", "x", "y", "z"
def __init__(self, point=(0.0,0.0,0.0,0.0)):
def __init__(self, point):
self.w, self.x, self.y, self.z = point self.w, self.x, self.y, self.z = point
def get_size(self): def get_size(self):
@ -276,7 +277,6 @@ class _3ds_point_4d(object):
def __str__(self): def __str__(self):
return '(%f, %f, %f, %f)' % (self.w, self.x, self.y, self.z) return '(%f, %f, %f, %f)' % (self.w, self.x, self.y, self.z)
'''
class _3ds_point_uv(object): class _3ds_point_uv(object):
@ -342,9 +342,7 @@ class _3ds_face(object):
def get_size(self): def get_size(self):
return 4 * SZ_SHORT return 4 * SZ_SHORT
# no need to validate every face vert. the oversized array will # no need to validate every face vert. the oversized array will catch this problem
# catch this problem
def write(self, file): def write(self, file):
# The last short is used for face flags # The last short is used for face flags
file.write(struct.pack('<4H', self.vindex[0], self.vindex[1], self.vindex[2], self.flag)) file.write(struct.pack('<4H', self.vindex[0], self.vindex[1], self.vindex[2], self.flag))
@ -363,7 +361,7 @@ class _3ds_array(object):
self.values = [] self.values = []
self.size = SZ_SHORT self.size = SZ_SHORT
# add an item: # add an item
def add(self, item): def add(self, item):
self.values.append(item) self.values.append(item)
self.size += item.get_size() self.size += item.get_size()
@ -387,7 +385,6 @@ class _3ds_array(object):
class _3ds_named_variable(object): class _3ds_named_variable(object):
"""Convenience class for named variables.""" """Convenience class for named variables."""
__slots__ = "value", "name" __slots__ = "value", "name"
def __init__(self, name, val=None): def __init__(self, name, val=None):
@ -485,9 +482,9 @@ class _3ds_chunk(object):
subchunk.dump(indent + 1) subchunk.dump(indent + 1)
########## #############
# EXPORT # # MATERIALS #
########## #############
def get_material_image(material): def get_material_image(material):
""" Get images from paint slots.""" """ Get images from paint slots."""
@ -685,9 +682,9 @@ def make_material_chunk(material, image):
primary_tex = False primary_tex = False
if wrap.base_color_texture: if wrap.base_color_texture:
d_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
color = [wrap.base_color_texture] color = [wrap.base_color_texture]
matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, d_pct) c_pct = 0.7 + sum(wrap.base_color[:]) * 0.1
matmap = make_material_texture_chunk(MAT_DIFFUSEMAP, color, c_pct)
if matmap: if matmap:
material_chunk.add_subchunk(matmap) material_chunk.add_subchunk(matmap)
primary_tex = True primary_tex = True
@ -729,8 +726,8 @@ def make_material_chunk(material, image):
material_chunk.add_subchunk(matmap) material_chunk.add_subchunk(matmap)
if wrap.emission_color_texture: if wrap.emission_color_texture:
e_pct = wrap.emission_strength
emission = [wrap.emission_color_texture] emission = [wrap.emission_color_texture]
e_pct = wrap.emission_strength
matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct) matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct)
if matmap: if matmap:
material_chunk.add_subchunk(matmap) material_chunk.add_subchunk(matmap)
@ -770,6 +767,10 @@ def make_material_chunk(material, image):
return material_chunk return material_chunk
#############
# MESH DATA #
#############
class tri_wrapper(object): class tri_wrapper(object):
"""Class representing a triangle. """Class representing a triangle.
Used when converting faces to triangles""" Used when converting faces to triangles"""
@ -849,31 +850,27 @@ def remove_face_uv(verts, tri_list):
need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when need to be converted to vertex uv coordinates. That means that vertices need to be duplicated when
there are multiple uv coordinates per vertex.""" there are multiple uv coordinates per vertex."""
# initialize a list of UniqueLists, one per vertex: # initialize a list of UniqueLists, one per vertex
# uv_list = [UniqueList() for i in xrange(len(verts))]
unique_uvs = [{} for i in range(len(verts))] unique_uvs = [{} for i in range(len(verts))]
# for each face uv coordinate, add it to the UniqueList of the vertex # for each face uv coordinate, add it to the UniqueList of the vertex
for tri in tri_list: for tri in tri_list:
for i in range(3): for i in range(3):
# store the index into the UniqueList for future reference: # store the index into the UniqueList for future reference
# offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i]))) # offset.append(uv_list[tri.vertex_index[i]].add(_3ds_point_uv(tri.faceuvs[i])))
context_uv_vert = unique_uvs[tri.vertex_index[i]] context_uv_vert = unique_uvs[tri.vertex_index[i]]
uvkey = tri.faceuvs[i] uvkey = tri.faceuvs[i]
offset_index__uv_3ds = context_uv_vert.get(uvkey) offset_index__uv_3ds = context_uv_vert.get(uvkey)
if not offset_index__uv_3ds: if not offset_index__uv_3ds:
offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey) offset_index__uv_3ds = context_uv_vert[uvkey] = len(context_uv_vert), _3ds_point_uv(uvkey)
tri.offset[i] = offset_index__uv_3ds[0] tri.offset[i] = offset_index__uv_3ds[0]
# At this point, each vertex has a UniqueList containing every uv coordinate that is associated with it # At this point each vertex has a UniqueList containing every uv coord associated with it only once
# only once.
# Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the # Now we need to duplicate every vertex as many times as it has uv coordinates and make sure the
# faces refer to the new face indices: # faces refer to the new face indices
vert_index = 0 vert_index = 0
vert_array = _3ds_array() vert_array = _3ds_array()
uv_array = _3ds_array() uv_array = _3ds_array()
@ -894,12 +891,12 @@ def remove_face_uv(verts, tri_list):
# Add the uv's in the correct order # Add the uv's in the correct order
for uv_3ds in uvmap: for uv_3ds in uvmap:
# add the uv coordinate to the uv array: # add the uv coordinate to the uv array
uv_array.add(uv_3ds) uv_array.add(uv_3ds)
vert_index += len(unique_uvs[i]) vert_index += len(unique_uvs[i])
# Make sure the triangle vertex indices now refer to the new vertex list: # Make sure the triangle vertex indices now refer to the new vertex list
for tri in tri_list: for tri in tri_list:
for i in range(3): for i in range(3):
tri.offset[i] += index_list[tri.vertex_index[i]] tri.offset[i] += index_list[tri.vertex_index[i]]
@ -1003,30 +1000,30 @@ def make_uv_chunk(uv_array):
def make_mesh_chunk(ob, mesh, matrix, materialDict, translation): def make_mesh_chunk(ob, mesh, matrix, materialDict, translation):
"""Make a chunk out of a Blender mesh.""" """Make a chunk out of a Blender mesh."""
# Extract the triangles from the mesh: # Extract the triangles from the mesh
tri_list = extract_triangles(mesh) tri_list = extract_triangles(mesh)
if mesh.uv_layers: if mesh.uv_layers:
# Remove the face UVs and convert it to vertex UV: # Remove the face UVs and convert it to vertex UV
vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list) vert_array, uv_array, tri_list = remove_face_uv(mesh.vertices, tri_list)
else: else:
# Add the vertices to the vertex array: # Add the vertices to the vertex array
vert_array = _3ds_array() vert_array = _3ds_array()
for vert in mesh.vertices: for vert in mesh.vertices:
vert_array.add(_3ds_point_3d(vert.co)) vert_array.add(_3ds_point_3d(vert.co))
# no UV at all: # no UV at all
uv_array = None uv_array = None
# create the chunk: # create the chunk
mesh_chunk = _3ds_chunk(OBJECT_MESH) mesh_chunk = _3ds_chunk(OBJECT_MESH)
# add vertex chunk: # add vertex chunk
mesh_chunk.add_subchunk(make_vert_chunk(vert_array)) mesh_chunk.add_subchunk(make_vert_chunk(vert_array))
# add faces chunk: # add faces chunk
mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict)) mesh_chunk.add_subchunk(make_faces_chunk(tri_list, mesh, materialDict))
# if available, add uv chunk: # if available, add uv chunk
if uv_array: if uv_array:
mesh_chunk.add_subchunk(make_uv_chunk(uv_array)) mesh_chunk.add_subchunk(make_uv_chunk(uv_array))
@ -1058,16 +1055,17 @@ def make_mesh_chunk(ob, mesh, matrix, materialDict, translation):
return mesh_chunk return mesh_chunk
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX #################
def make_kfdata(start=0, stop=0, curtime=0): # KEYFRAME DATA #
#################
def make_kfdata(revision, start=0, stop=100, curtime=0):
"""Make the basic keyframe data chunk""" """Make the basic keyframe data chunk"""
kfdata = _3ds_chunk(KFDATA) kfdata = _3ds_chunk(KFDATA)
kfhdr = _3ds_chunk(KFDATA_KFHDR) kfhdr = _3ds_chunk(KFDATA_KFHDR)
kfhdr.add_variable("revision", _3ds_ushort(0)) kfhdr.add_variable("revision", _3ds_ushort(revision))
# Not really sure what filename is used for, but it seems it is usually used kfhdr.add_variable("filename", _3ds_string(b'Blender'))
# to identify the program that generated the .3ds:
kfhdr.add_variable("filename", _3ds_string("Blender"))
kfhdr.add_variable("animlen", _3ds_uint(stop - start)) kfhdr.add_variable("animlen", _3ds_uint(stop - start))
kfseg = _3ds_chunk(KFDATA_KFSEG) kfseg = _3ds_chunk(KFDATA_KFSEG)
@ -1082,107 +1080,396 @@ def make_kfdata(start=0, stop=0, curtime=0):
kfdata.add_subchunk(kfcurtime) kfdata.add_subchunk(kfcurtime)
return kfdata return kfdata
def make_track_chunk(ID, obj): def make_track_chunk(ID, ob, ob_pos, ob_rot, ob_size):
"""Make a chunk for track data. """Make a chunk for track data. Depending on the ID, this will
Depending on the ID, this will construct a position, rotation or scale track.""" construct a position, rotation, scale, roll, color or fov track."""
track_chunk = _3ds_chunk(ID) track_chunk = _3ds_chunk(ID)
track_chunk.add_variable("track_flags", _3ds_ushort())
track_chunk.add_variable("unknown", _3ds_uint()) if ID in {POS_TRACK_TAG, ROT_TRACK_TAG, SCL_TRACK_TAG} and ob.animation_data and ob.animation_data.action:
track_chunk.add_variable("unknown", _3ds_uint()) action = ob.animation_data.action
if action.fcurves:
fcurves = action.fcurves
kframes = [kf.co[0] for kf in [fc for fc in fcurves if fc is not None][0].keyframe_points]
nkeys = len(kframes)
if not 0 in kframes:
kframes.append(0)
nkeys = nkeys + 1
kframes = sorted(set(kframes))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(int(action.frame_start)))
track_chunk.add_variable("frame_total", _3ds_uint(int(action.frame_end)))
track_chunk.add_variable("nkeys", _3ds_uint(nkeys))
if ID==POS_TRACK_TAG: # Position
for i, frame in enumerate(kframes):
position = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'location']
if not position:
position.append(ob_pos)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("position", _3ds_point_3d(position))
elif ID==ROT_TRACK_TAG: # Rotation
for i, frame in enumerate(kframes):
rotation = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'rotation_euler']
if not rotation:
rotation.append(ob_rot)
quat = mathutils.Euler(rotation).to_quaternion()
axis_angle = quat.angle, quat.axis[0], quat.axis[1], quat.axis[2]
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("rotation", _3ds_point_4d(axis_angle))
elif ID==SCL_TRACK_TAG: # Scale
for i, frame in enumerate(kframes):
size = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'scale']
if not size:
size.append(ob_size)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("scale", _3ds_point_3d(size))
elif ID==ROLL_TRACK_TAG: # Roll
for i, frame in enumerate(kframes):
roll = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'rotation_euler']
if not roll:
roll.append(ob_rot)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("roll", _3ds_float(round(math.degrees(roll[1]), 4)))
elif ID in {COL_TRACK_TAG, FOV_TRACK_TAG, HOTSPOT_TRACK_TAG, FALLOFF_TRACK_TAG} and ob.data.animation_data and ob.data.animation_data.action:
action = ob.data.animation_data.action
if action.fcurves:
fcurves = action.fcurves
kframes = [kf.co[0] for kf in [fc for fc in fcurves if fc is not None][0].keyframe_points]
nkeys = len(kframes)
if not 0 in kframes:
kframes.append(0)
nkeys = nkeys + 1
kframes = sorted(set(kframes))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(int(action.frame_start)))
track_chunk.add_variable("frame_total", _3ds_uint(int(action.frame_end)))
track_chunk.add_variable("nkeys", _3ds_uint(nkeys))
if ID==COL_TRACK_TAG: # Color
for i, frame in enumerate(kframes):
color = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'color']
if not color:
color.append(ob.data.color[:3])
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("color", _3ds_float_color(color))
elif ID==FOV_TRACK_TAG: # Field of view
for i, frame in enumerate(kframes):
lens = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'lens']
if not lens:
lens.append(ob.data.lens)
fov = 2 * math.atan(ob.data.sensor_width/(2*lens[0]))
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("fov", _3ds_float(round(math.degrees(fov), 4)))
elif ID==HOTSPOT_TRACK_TAG: # Hotspot
beam_angle = math.degrees(ob.data.spot_size)
for i, frame in enumerate(kframes):
blend = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'spot_blend']
if not blend:
blend.append(ob.data.spot_blend)
hot_spot = beam_angle-(blend[0]*math.floor(beam_angle))
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("hotspot", _3ds_float(round(hot_spot, 4)))
elif ID==FALLOFF_TRACK_TAG: # Falloff
for i, frame in enumerate(kframes):
fall_off = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'spot_size']
if not fall_off:
fall_off.append(ob.data.spot_size)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("falloff", _3ds_float(round(math.degrees(fall_off[0]), 4)))
else:
track_chunk.add_variable("track_flags", _3ds_ushort(0x40)) # Based on observation default flag is 0x40
track_chunk.add_variable("frame_start", _3ds_uint(0))
track_chunk.add_variable("frame_total", _3ds_uint(0))
track_chunk.add_variable("nkeys", _3ds_uint(1)) track_chunk.add_variable("nkeys", _3ds_uint(1))
# Next section should be repeated for every keyframe, but for now, animation is not actually supported. # Next section should be repeated for every keyframe, with no animation only one tag is needed.
track_chunk.add_variable("tcb_frame", _3ds_uint(0)) track_chunk.add_variable("tcb_frame", _3ds_uint(0))
track_chunk.add_variable("tcb_flags", _3ds_ushort()) track_chunk.add_variable("tcb_flags", _3ds_ushort())
if obj.type=='Empty':
if ID==POS_TRACK_TAG: # New method simply inserts the parameters
# position vector: if ID==POS_TRACK_TAG: # Position vector:
track_chunk.add_variable("position", _3ds_point_3d(obj.getLocation())) track_chunk.add_variable("position", _3ds_point_3d(ob_pos))
elif ID==ROT_TRACK_TAG:
# rotation (quaternion, angle first, followed by axis): elif ID==ROT_TRACK_TAG: # Rotation (angle first [radians], followed by axis):
q = obj.getEuler().to_quaternion() # XXX, todo! track_chunk.add_variable("rotation", _3ds_point_4d((ob_rot.angle, ob_rot.axis[0], ob_rot.axis[1], ob_rot.axis[2])))
track_chunk.add_variable("rotation", _3ds_point_4d((q.angle, q.axis[0], q.axis[1], q.axis[2])))
elif ID==SCL_TRACK_TAG: elif ID==SCL_TRACK_TAG: # Scale vector:
# scale vector: track_chunk.add_variable("scale", _3ds_point_3d(ob_size))
track_chunk.add_variable("scale", _3ds_point_3d(obj.getSize()))
else: elif ID==ROLL_TRACK_TAG: # Roll angle:
# meshes have their transformations applied before track_chunk.add_variable("roll", _3ds_float(round(math.degrees(ob.rotation_euler[1]), 4)))
# exporting, so write identity transforms here:
if ID==POS_TRACK_TAG: elif ID==COL_TRACK_TAG: # Color values:
# position vector: track_chunk.add_variable("color", _3ds_float_color(ob.data.color))
track_chunk.add_variable("position", _3ds_point_3d((0.0,0.0,0.0)))
elif ID==ROT_TRACK_TAG: elif ID==FOV_TRACK_TAG: # Field of view:
# rotation (quaternion, angle first, followed by axis): track_chunk.add_variable("fov", _3ds_float(round(math.degrees(ob.data.angle), 4)))
track_chunk.add_variable("rotation", _3ds_point_4d((0.0, 1.0, 0.0, 0.0)))
elif ID==SCL_TRACK_TAG: elif ID==HOTSPOT_TRACK_TAG: # Hotspot:
# scale vector: beam_angle = math.degrees(ob.data.spot_size)
track_chunk.add_variable("scale", _3ds_point_3d((1.0, 1.0, 1.0))) track_chunk.add_variable("hotspot", _3ds_float(round(beam_angle-(ob.data.spot_blend*math.floor(beam_angle)), 4)))
elif ID==FALLOFF_TRACK_TAG: # Falloff:
track_chunk.add_variable("falloff", _3ds_float(round(math.degrees(ob.data.spot_size), 4)))
return track_chunk return track_chunk
def make_kf_obj_node(obj, name_to_id):
"""Make a node chunk for a Blender object. def make_object_node(ob, translation, rotation, scale):
Takes the Blender object as a parameter. Object id's are taken from the dictionary name_to_id. """Make a node chunk for a Blender object. Takes Blender object as parameter.
Blender Empty objects are converted to dummy nodes.""" Blender Empty objects are converted to dummy nodes."""
name = obj.name name = ob.name
# main object node chunk: if ob.type == 'CAMERA':
kf_obj_node = _3ds_chunk(OBJECT_NODE_TAG) obj_node = _3ds_chunk(CAMERA_NODE_TAG)
# chunk for the object id: elif ob.type == 'LIGHT':
obj_id_chunk = _3ds_chunk(OBJECT_NODE_ID) obj_node = _3ds_chunk(LIGHT_NODE_TAG)
# object id is from the name_to_id dictionary: if ob.data.type == 'SPOT':
obj_id_chunk.add_variable("node_id", _3ds_ushort(name_to_id[name])) obj_node = _3ds_chunk(SPOT_NODE_TAG)
else: # Main object node chunk:
obj_node = _3ds_chunk(OBJECT_NODE_TAG)
# object node header: # Object node header with object name:
obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR) obj_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
# object name: parent = ob.parent
if obj.type == 'Empty':
# Empties are called "$$$DUMMY" and use the OBJECT_INSTANCE_NAME chunk if ob.type == 'EMPTY': # Forcing to use the real name for empties
# for their name (see below): # Empties called $$$DUMMY and use OBJECT_INSTANCE_NAME chunk as name.
obj_node_header_chunk.add_variable("name", _3ds_string("$$$DUMMY")) obj_node_header_chunk.add_variable("name", _3ds_string(b"$$$DUMMY"))
else: obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x4000))
# Add the name:
obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
# Add Flag variables (not sure what they do):
obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0))
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0)) obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
# Check parent-child relationships: else: # Add flag variables - Based on observation flags1 is usually 0x0040 and 0x4000 for empty objects
parent = obj.parent obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
if (parent is None) or (parent.name not in name_to_id): obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040))
# If no parent, or the parents name is not in the name_to_id dictionary,
# parent id becomes -1: # Flag 0x01 display path 0x02 use autosmooth 0x04 object frozen 0x10 motion blur 0x20 material morph 0x40 mesh morph
obj_node_header_chunk.add_variable("parent", _3ds_ushort(-1)) if ob.type == 'MESH' and ob.data.use_auto_smooth:
obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02))
else: else:
# Get the parent's id from the name_to_id dictionary: obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
obj_node_header_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
'''
# COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
# Check parent-child relationships:
if parent is None or parent.name not in name_to_id:
# If no parent, or parents name is not in dictionary, ID becomes -1:
obj_node_header_chunk.add_variable("parent", _3ds_ushort(-1))
else: # Get the parent's ID from the name_to_id dictionary:
obj_node_header_chunk.add_variable("parent", _3ds_ushort(name_to_id[parent.name])) obj_node_header_chunk.add_variable("parent", _3ds_ushort(name_to_id[parent.name]))
# Add pivot chunk:
obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT)
obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(obj.getLocation()))
kf_obj_node.add_subchunk(obj_pivot_chunk)
# add subchunks for object id and node header:
kf_obj_node.add_subchunk(obj_id_chunk)
kf_obj_node.add_subchunk(obj_node_header_chunk)
# Empty objects need to have an extra chunk for the instance name:
if obj.type == 'Empty':
obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME)
obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name)))
kf_obj_node.add_subchunk(obj_instance_name_chunk)
# Add track chunks for position, rotation and scale:
kf_obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, obj))
kf_obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, obj))
kf_obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, obj))
return kf_obj_node
''' '''
# Add subchunk for node header
obj_node.add_subchunk(obj_node_header_chunk)
# Empty objects need to have an extra chunk for the instance name
if ob.type == 'EMPTY': # Will use a real object name for empties for now
obj_instance_name_chunk = _3ds_chunk(OBJECT_INSTANCE_NAME)
obj_instance_name_chunk.add_variable("name", _3ds_string(sane_name(name)))
obj_node.add_subchunk(obj_instance_name_chunk)
if ob.type in {'MESH', 'EMPTY'}: # Add a pivot point at the object center
pivot_pos = (translation[name])
obj_pivot_chunk = _3ds_chunk(OBJECT_PIVOT)
obj_pivot_chunk.add_variable("pivot", _3ds_point_3d(pivot_pos))
obj_node.add_subchunk(obj_pivot_chunk)
# Create a bounding box from quadrant diagonal
obj_boundbox = _3ds_chunk(OBJECT_BOUNDBOX)
obj_boundbox.add_variable("min", _3ds_point_3d(ob.bound_box[0]))
obj_boundbox.add_variable("max", _3ds_point_3d(ob.bound_box[6]))
obj_node.add_subchunk(obj_boundbox)
# Add smooth angle if autosmooth is used
if ob.type == 'MESH' and ob.data.use_auto_smooth:
obj_morph_smooth = _3ds_chunk(OBJECT_MORPH_SMOOTH)
obj_morph_smooth.add_variable("angle", _3ds_float(round(ob.data.auto_smooth_angle, 6)))
obj_node.add_subchunk(obj_morph_smooth)
# Add track chunks for color, position, rotation and scale:
if parent is None:
ob_pos = translation[name]
ob_rot = rotation[name]
ob_size = scale[name]
else: # Calculate child position and rotation of the object center, no scale applied
ob_pos = translation[name] - translation[parent.name]
ob_rot = rotation[name].cross(rotation[parent.name].copy().inverted())
ob_size = (1.0, 1.0, 1.0)
obj_node.add_subchunk(make_track_chunk(POS_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
if ob.type in {'MESH', 'EMPTY'}:
obj_node.add_subchunk(make_track_chunk(ROT_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
obj_node.add_subchunk(make_track_chunk(SCL_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
if ob.type =='CAMERA':
obj_node.add_subchunk(make_track_chunk(FOV_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
obj_node.add_subchunk(make_track_chunk(ROLL_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
if ob.type =='LIGHT':
obj_node.add_subchunk(make_track_chunk(COL_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
if ob.type == 'LIGHT' and ob.data.type == 'SPOT':
obj_node.add_subchunk(make_track_chunk(HOTSPOT_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
obj_node.add_subchunk(make_track_chunk(FALLOFF_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
obj_node.add_subchunk(make_track_chunk(ROLL_TRACK_TAG, ob, ob_pos, ob_rot, ob_size))
return obj_node
def make_target_node(ob, translation, rotation, scale):
"""Make a target chunk for light and camera objects"""
name = ob.name
if ob.type == 'CAMERA': #Add camera target
tar_node = _3ds_chunk(TARGET_NODE_TAG)
elif ob.type == 'LIGHT': # Add spot target
tar_node = _3ds_chunk(LTARGET_NODE_TAG)
# Object node header with object name:
tar_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
# Targets get the same name as the object, flags1 is usually 0x0010 and parent ROOT_OBJECT
tar_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
tar_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0010))
tar_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
tar_node_header_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
# Add subchunk for node header:
tar_node.add_subchunk(tar_node_header_chunk)
# Calculate target position
ob_pos = translation[name]
ob_rot = rotation[name].to_euler()
ob_size = scale[name]
diagonal = math.copysign(math.sqrt(pow(ob_pos[0],2)+pow(ob_pos[1],2)), ob_pos[1])
target_x = ob_pos[0]+(ob_pos[1]*math.tan(ob_rot[2]))
target_y = ob_pos[1]+(ob_pos[0]*math.tan(math.radians(90)-ob_rot[2]))
target_z = -1*diagonal*math.tan(math.radians(90)-ob_rot[0])
# Add track chunks for target position:
track_chunk = _3ds_chunk(POS_TRACK_TAG)
if ob.animation_data and ob.animation_data.action:
action = ob.animation_data.action
if action.fcurves:
fcurves = action.fcurves
kframes = [kf.co[0] for kf in [fc for fc in fcurves if fc is not None][0].keyframe_points]
nkeys = len(kframes)
if not 0 in kframes:
kframes.append(0)
nkeys = nkeys + 1
kframes = sorted(set(kframes))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(int(action.frame_start)))
track_chunk.add_variable("frame_total", _3ds_uint(int(action.frame_end)))
track_chunk.add_variable("nkeys", _3ds_uint(nkeys))
for i, frame in enumerate(kframes):
target_pos = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'location']
target_rot = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'rotation_euler']
if not target_pos:
target_pos.append(ob_pos)
if not target_rot:
target_rot.insert(0, ob_rot.x)
target_rot.insert(1, ob_rot.y)
target_rot.insert(2, ob_rot.z)
diagonal = math.copysign(math.sqrt(pow(target_pos[0],2)+pow(target_pos[1],2)), target_pos[1])
target_x = target_pos[0]+(target_pos[1]*math.tan(target_rot[2]))
target_y = target_pos[1]+(target_pos[0]*math.tan(math.radians(90)-target_rot[2]))
target_z = -1*diagonal*math.tan(math.radians(90)-target_rot[0])
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("position", _3ds_point_3d((target_x, target_y, target_z)))
else: # Track header
track_chunk.add_variable("track_flags", _3ds_ushort(0x40)) # Based on observation default flag is 0x40
track_chunk.add_variable("frame_start", _3ds_uint(0))
track_chunk.add_variable("frame_total", _3ds_uint(0))
track_chunk.add_variable("nkeys", _3ds_uint(1))
# Keyframe header
track_chunk.add_variable("tcb_frame", _3ds_uint(0))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("position", _3ds_point_3d((target_x, target_y, target_z)))
tar_node.add_subchunk(track_chunk)
return tar_node
def make_ambient_node(world):
amb_color = world.color
amb_node = _3ds_chunk(AMBIENT_NODE_TAG)
track_chunk = _3ds_chunk(COL_TRACK_TAG)
# Object node header, name is "$AMBIENT$" for ambient nodes:
amb_node_header_chunk = _3ds_chunk(OBJECT_NODE_HDR)
amb_node_header_chunk.add_variable("name", _3ds_string(b"$AMBIENT$"))
amb_node_header_chunk.add_variable("flags1", _3ds_ushort(0x4000)) # Flags1 0x4000 for empty objects
amb_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
amb_node_header_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
amb_node.add_subchunk(amb_node_header_chunk)
if world.animation_data.action:
action = world.animation_data.action
if action.fcurves:
fcurves = action.fcurves
kframes = [kf.co[0] for kf in [fc for fc in fcurves if fc is not None][0].keyframe_points]
nkeys = len(kframes)
if not 0 in kframes:
kframes.append(0)
nkeys = nkeys + 1
kframes = sorted(set(kframes))
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(int(action.frame_start)))
track_chunk.add_variable("frame_total", _3ds_uint(int(action.frame_end)))
track_chunk.add_variable("nkeys", _3ds_uint(nkeys))
for i, frame in enumerate(kframes):
ambient = [fc.evaluate(frame) for fc in fcurves if fc is not None and fc.data_path == 'color']
if not ambient:
ambient.append(world.color)
track_chunk.add_variable("tcb_frame", _3ds_uint(int(frame)))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("color", _3ds_float_color(ambient))
else: # Track header
track_chunk.add_variable("track_flags", _3ds_ushort(0x40))
track_chunk.add_variable("frame_start", _3ds_uint(0))
track_chunk.add_variable("frame_total", _3ds_uint(0))
track_chunk.add_variable("nkeys", _3ds_uint(1))
# Keyframe header
track_chunk.add_variable("tcb_frame", _3ds_uint(0))
track_chunk.add_variable("tcb_flags", _3ds_ushort())
track_chunk.add_variable("color", _3ds_float_color(amb_color))
amb_node.add_subchunk(track_chunk)
return amb_node
##########
# EXPORT #
##########
def save(operator, def save(operator,
context, filepath="", context, filepath="",
use_selection=True, use_selection=True,
write_keyframe=True,
global_matrix=None, global_matrix=None,
): ):
@ -1193,6 +1480,7 @@ def save(operator,
scene = context.scene scene = context.scene
layer = context.view_layer layer = context.view_layer
depsgraph = context.evaluated_depsgraph_get() depsgraph = context.evaluated_depsgraph_get()
world = scene.world
if global_matrix is None: if global_matrix is None:
global_matrix = mathutils.Matrix() global_matrix = mathutils.Matrix()
@ -1200,15 +1488,15 @@ def save(operator,
if bpy.ops.object.mode_set.poll(): if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='OBJECT')
# Initialize the main chunk (primary): # Initialize the main chunk (primary)
primary = _3ds_chunk(PRIMARY) primary = _3ds_chunk(PRIMARY)
# Add version chunk: # Add version chunk
version_chunk = _3ds_chunk(VERSION) version_chunk = _3ds_chunk(VERSION)
version_chunk.add_variable("version", _3ds_uint(3)) version_chunk.add_variable("version", _3ds_uint(3))
primary.add_subchunk(version_chunk) primary.add_subchunk(version_chunk)
# Init main object info chunk: # Init main object info chunk
object_info = _3ds_chunk(OBJECTINFO) object_info = _3ds_chunk(OBJECTINFO)
mesh_version = _3ds_chunk(MESHVERSION) mesh_version = _3ds_chunk(MESHVERSION)
mesh_version.add_variable("mesh", _3ds_uint(3)) mesh_version.add_variable("mesh", _3ds_uint(3))
@ -1219,21 +1507,26 @@ def save(operator,
mscale.add_variable("scale", _3ds_float(1)) mscale.add_variable("scale", _3ds_float(1))
object_info.add_subchunk(mscale) object_info.add_subchunk(mscale)
# Init main keyframe data chunk
if write_keyframe:
revision = 0x0005
stop = scene.frame_end
start = scene.frame_start
curtime = scene.frame_current
kfdata = make_kfdata(revision, start, stop, curtime)
# Add AMBIENT color # Add AMBIENT color
if scene.world is not None: if world is not None:
ambient_chunk = _3ds_chunk(AMBIENTLIGHT) ambient_chunk = _3ds_chunk(AMBIENTLIGHT)
ambient_light = _3ds_chunk(RGB) ambient_light = _3ds_chunk(RGB)
ambient_light.add_variable("ambient", _3ds_float_color(scene.world.color)) ambient_light.add_variable("ambient", _3ds_float_color(scene.world.color))
ambient_chunk.add_subchunk(ambient_light) ambient_chunk.add_subchunk(ambient_light)
object_info.add_subchunk(ambient_chunk) object_info.add_subchunk(ambient_chunk)
if write_keyframe and world.animation_data:
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX kfdata.add_subchunk(make_ambient_node(world))
# init main key frame data chunk:
kfdata = make_kfdata()
'''
# Make a list of all materials used in the selected meshes (use a dictionary, # Make a list of all materials used in the selected meshes (use a dictionary,
# each material is added once): # each material is added once)
materialDict = {} materialDict = {}
mesh_objects = [] mesh_objects = []
@ -1270,7 +1563,7 @@ def save(operator,
ma_ls = data.materials ma_ls = data.materials
ma_ls_len = len(ma_ls) ma_ls_len = len(ma_ls)
# get material/image tuples. # get material/image tuples
if data.uv_layers: if data.uv_layers:
if not ma_ls: if not ma_ls:
ma = ma_name = None ma = ma_name = None
@ -1291,7 +1584,7 @@ def save(operator,
else: else:
for ma in ma_ls: for ma in ma_ls:
if ma: # material may be None so check its not. if ma: # material may be None so check its not
materialDict.setdefault((ma.name, None), (ma, None)) materialDict.setdefault((ma.name, None), (ma, None))
# Why 0 Why! # Why 0 Why!
@ -1300,25 +1593,31 @@ def save(operator,
f.material_index = 0 f.material_index = 0
# Make material chunks for all materials used in the meshes: # Make material chunks for all materials used in the meshes
for ma_image in materialDict.values(): for ma_image in materialDict.values():
object_info.add_subchunk(make_material_chunk(ma_image[0], ma_image[1])) object_info.add_subchunk(make_material_chunk(ma_image[0], ma_image[1]))
# Collect translation for transformation matrix # Collect translation for transformation matrix
translation = {} translation = {}
rotation = {}
scale = {}
# Give all objects a unique ID and build a dictionary from object name to object id: # Give all objects a unique ID and build a dictionary from object name to object id
# name_to_id = {} # name_to_id = {}
for ob, data, matrix in mesh_objects: for ob, data, matrix in mesh_objects:
translation[ob.name] = ob.location translation[ob.name] = ob.location
rotation[ob.name] = ob.rotation_euler.to_quaternion().inverted()
scale[ob.name] = ob.scale
# name_to_id[ob.name]= len(name_to_id) # name_to_id[ob.name]= len(name_to_id)
for ob in empty_objects: for ob in empty_objects:
translation[ob.name] = ob.location translation[ob.name] = ob.location
rotation[ob.name] = ob.rotation_euler.to_quaternion().inverted()
scale[ob.name] = ob.scale
# name_to_id[ob.name]= len(name_to_id) # name_to_id[ob.name]= len(name_to_id)
# Create object chunks for all meshes: # Create object chunks for all meshes
i = 0 i = 0
for ob, mesh, matrix in mesh_objects: for ob, mesh, matrix in mesh_objects:
# create a new object chunk # create a new object chunk
@ -1327,34 +1626,34 @@ def save(operator,
# set the object name # set the object name
object_chunk.add_variable("name", _3ds_string(sane_name(ob.name))) object_chunk.add_variable("name", _3ds_string(sane_name(ob.name)))
# make a mesh chunk out of the mesh: # make a mesh chunk out of the mesh
object_chunk.add_subchunk(make_mesh_chunk(ob, mesh, matrix, materialDict, translation)) object_chunk.add_subchunk(make_mesh_chunk(ob, mesh, matrix, materialDict, translation))
# ensure the mesh has no over sized arrays # ensure the mesh has no over sized arrays, skip ones that do!
# skip ones that do!, otherwise we cant write since the array size wont # Otherwise we cant write since the array size wont fit into USHORT
# fit into USHORT.
if object_chunk.validate(): if object_chunk.validate():
object_info.add_subchunk(object_chunk) object_info.add_subchunk(object_chunk)
else: else:
operator.report({'WARNING'}, "Object %r can't be written into a 3DS file") operator.report({'WARNING'}, "Object %r can't be written into a 3DS file")
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX # Export kf object node
# make a kf object node for the object: if write_keyframe:
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id)) kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
'''
i += i i += i
# Create chunks for all empties: # Create chunks for all empties, only requires a kf object node
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX if write_keyframe:
for ob in empty_objects: for ob in empty_objects:
# Empties only require a kf object node: kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
kfdata.add_subchunk(make_kf_obj_node(ob, name_to_id))
pass
'''
# Create light object chunks # Create light object chunks
for ob in light_objects: for ob in light_objects:
translation[ob.name] = ob.location
rotation[ob.name] = ob.rotation_euler.to_quaternion()
scale[ob.name] = ob.scale
# Add light data subchunks
object_chunk = _3ds_chunk(OBJECT) object_chunk = _3ds_chunk(OBJECT)
light_chunk = _3ds_chunk(OBJECT_LIGHT) light_chunk = _3ds_chunk(OBJECT_LIGHT)
color_float_chunk = _3ds_chunk(RGB) color_float_chunk = _3ds_chunk(RGB)
@ -1392,8 +1691,19 @@ def save(operator,
object_chunk.add_subchunk(light_chunk) object_chunk.add_subchunk(light_chunk)
object_info.add_subchunk(object_chunk) object_info.add_subchunk(object_chunk)
# Export light and spotlight target node
if write_keyframe:
kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
if ob.data.type == 'SPOT':
kfdata.add_subchunk(make_target_node(ob, translation, rotation, scale))
# Create camera object chunks # Create camera object chunks
for ob in camera_objects: for ob in camera_objects:
translation[ob.name] = ob.location
rotation[ob.name] = ob.rotation_euler.to_quaternion()
scale[ob.name] = ob.scale
# Add camera data subchunks
object_chunk = _3ds_chunk(OBJECT) object_chunk = _3ds_chunk(OBJECT)
camera_chunk = _3ds_chunk(OBJECT_CAMERA) camera_chunk = _3ds_chunk(OBJECT_CAMERA)
diagonal = math.copysign(math.sqrt(pow(ob.location[0], 2) + pow(ob.location[1], 2)), ob.location[1]) diagonal = math.copysign(math.sqrt(pow(ob.location[0], 2) + pow(ob.location[1], 2)), ob.location[1])
@ -1408,13 +1718,17 @@ def save(operator,
object_chunk.add_subchunk(camera_chunk) object_chunk.add_subchunk(camera_chunk)
object_info.add_subchunk(object_chunk) object_info.add_subchunk(object_chunk)
# Export camera and target node
if write_keyframe:
kfdata.add_subchunk(make_object_node(ob, translation, rotation, scale))
kfdata.add_subchunk(make_target_node(ob, translation, rotation, scale))
# Add main object info chunk to primary chunk: # Add main object info chunk to primary chunk:
primary.add_subchunk(object_info) primary.add_subchunk(object_info)
''' # COMMENTED OUT FOR 2.42 RELEASE!! CRASHES 3DS MAX
# Add main keyframe data chunk to primary chunk: # Add main keyframe data chunk to primary chunk:
if write_keyframe:
primary.add_subchunk(kfdata) primary.add_subchunk(kfdata)
'''
# At this point, the chunk hierarchy is completely built. # At this point, the chunk hierarchy is completely built.
# Check the size: # Check the size: