Added option to choose triangulation method on fbx export #104694

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Andrej wants to merge 1 commits from Andrej730/blender-addons:fbx-triangulation-methods into main

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3 changed files with 33 additions and 3 deletions

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@ -512,6 +512,25 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
description="Convert all faces to triangles",
default=False,
)
triangulation_quad_method: EnumProperty(
name="Quad Method",
items=(('BEAUTY', "Beauty", "Split the quads in nice triangles, slower method"),
('FIXED', "Fixed", "Split the quads on the first and third vertices"),
('ALTERNATE', "Fixed Alternate", "Split the quads on the 2nd and 4th vertices"),
('SHORT_EDGE', "Shortest Diagonal", "Split the quads along their shortest diagonal"),
('LONG_EDGE', "Longest Diagonal", "Split the quads along their longest diagonal"),
),
description="Method for splitting the quads into triangles",
default='BEAUTY',
)
triangulation_ngon_method: EnumProperty(
name="N-gon Method",
items=(('BEAUTY', "Beauty", "Arrange the new triangles evenly (slow)"),
('EAR_CLIP', "Clip", "Split the polygons with an ear clipping algorithm"),
),
description="Method for splitting the n-gons into triangles",
default='BEAUTY',
)
use_custom_props: BoolProperty(
name="Custom Properties",
description="Export custom properties",
@ -791,6 +810,11 @@ class FBX_PT_export_geometry(bpy.types.Panel):
#sub.prop(operator, "use_mesh_modifiers_render")
layout.prop(operator, "use_mesh_edges")
layout.prop(operator, "use_triangles")
if operator.use_triangles:
layout.label(text="Triangulation settings")
box = layout.box()
box.prop(operator, "triangulation_quad_method")
box.prop(operator, "triangulation_ngon_method")
sub = layout.row()
#~ sub.enabled = operator.mesh_smooth_type in {'OFF'}
sub.prop(operator, "use_tspace")

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@ -2567,7 +2567,9 @@ def fbx_data_from_scene(scene, depsgraph, settings):
import bmesh
bm = bmesh.new()
bm.from_mesh(tmp_me)
bmesh.ops.triangulate(bm, faces=bm.faces)
bmesh.ops.triangulate(bm, faces=bm.faces,
quad_method=settings.triangulation_quad_method,
ngon_method=settings.triangulation_ngon_method)
bm.to_mesh(tmp_me)
bm.free()
# Usually the materials of the evaluated object will be the same, but modifiers, such as Geometry Nodes,
@ -3294,6 +3296,8 @@ def save_single(operator, scene, depsgraph, filepath="",
use_mesh_edges=True,
use_tspace=True,
use_triangles=False,
triangulation_quad_method='BEAUTY',
triangulation_ngon_method='BEAUTY',
embed_textures=False,
use_custom_props=False,
bake_space_transform=False,
@ -3362,7 +3366,8 @@ def save_single(operator, scene, depsgraph, filepath="",
operator.report, (axis_up, axis_forward), global_matrix, global_scale, apply_unit_scale, unit_scale,
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
context_objects, object_types, use_mesh_modifiers, use_mesh_modifiers_render,
mesh_smooth_type, use_subsurf, use_mesh_edges, use_tspace, use_triangles,
mesh_smooth_type, use_subsurf, use_mesh_edges, use_tspace,
use_triangles, triangulation_quad_method, triangulation_ngon_method,
armature_nodetype, use_armature_deform_only,
add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv,
bake_anim, bake_anim_use_all_bones, bake_anim_use_nla_strips, bake_anim_use_all_actions,

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@ -1543,7 +1543,8 @@ FBXExportSettings = namedtuple("FBXExportSettings", (
"report", "to_axes", "global_matrix", "global_scale", "apply_unit_scale", "unit_scale",
"bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
"context_objects", "object_types", "use_mesh_modifiers", "use_mesh_modifiers_render",
"mesh_smooth_type", "use_subsurf", "use_mesh_edges", "use_tspace", "use_triangles",
"mesh_smooth_type", "use_subsurf", "use_mesh_edges", "use_tspace",
"use_triangles", "triangulation_quad_method", "triangulation_ngon_method",
"armature_nodetype", "use_armature_deform_only", "add_leaf_bones",
"bone_correction_matrix", "bone_correction_matrix_inv",
"bake_anim", "bake_anim_use_all_bones", "bake_anim_use_nla_strips", "bake_anim_use_all_actions",