FBX IO: Speed up animation export using NumPy #104884

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Thomas Barlow merged 12 commits from Mysteryem/blender-addons:fbx_anim_export_numpy_intermediate into main 2023-09-19 01:13:25 +02:00
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@ -2320,19 +2320,23 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
split_at = np.cumsum(split_at[:-1])
all_ob_values, all_shape_key_values, all_camera_values = np.split(all_values, split_at)
all_anims = []
# Set location/rotation/scale curves.
# Split into equal sized views of the arrays for each object.
split_into = len(animdata_ob)
per_ob_values = np.split(all_ob_values, split_into) if split_into > 0 else ()
for (anim_loc, anim_rot, anim_scale), ob_values in zip(animdata_ob.values(), per_ob_values):
for anims, ob_values in zip(animdata_ob.values(), per_ob_values):
# Split again into equal sized views of the location, rotation and scaling arrays.
loc_xyz, rot_xyz, sca_xyz = np.split(ob_values, 3)
# In-place convert from Blender rotation to FBX rotation.
np.rad2deg(rot_xyz, out=rot_xyz)
anim_loc, anim_rot, anim_scale = anims
anim_loc.set_keyframes(real_currframes, loc_xyz)
anim_rot.set_keyframes(real_currframes, rot_xyz)
anim_scale.set_keyframes(real_currframes, sca_xyz)
all_anims.extend(anims)
# Set shape key curves.
# There's only one array per shape key, so there's no need to split `all_shape_key_values`.
@ -2340,6 +2344,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
# In-place convert from Blender Shape Key Value to FBX Deform Percent.
shape_key_values *= 100.0
anim_shape.set_keyframes(real_currframes, shape_key_values)
all_anims.append(anim_shape)
# Set camera curves.
# Split into equal sized views of the arrays for each camera.
@ -2351,46 +2356,20 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
focus_distance_values *= (1000 * gscale)
anim_camera_lens.set_keyframes(real_currframes, lens_values)
anim_camera_focus_distance.set_keyframes(real_currframes, focus_distance_values)
all_anims.append(anim_camera_lens)
all_anims.append(anim_camera_focus_distance)
animations = {}
# And now, produce final data (usable by FBX export code)
# Objects-like loc/rot/scale...
for ob_obj, anims in animdata_ob.items():
for anim in anims:
anim.simplify(simplify_fac, bake_step, force_keep)
if not anim:
continue
for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep):
anim_data = animations.setdefault(obj_key, ("dummy_unused_key", {}))
anim_data[1][fbx_group] = (group_key, group, fbx_gname)
# And meshes' shape keys.
for channel_key, (anim_shape, me, shape) in animdata_shapes.items():
final_keys = {}
anim_shape.simplify(simplify_fac, bake_step, force_keep)
if not anim_shape:
for anim in all_anims:
anim.simplify(simplify_fac, bake_step, force_keep)
if not anim:
continue
for elem_key, group_key, group, fbx_group, fbx_gname in anim_shape.get_final_data(scene, ref_id, force_keep):
anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep):
anim_data = animations.setdefault(obj_key, ("dummy_unused_key", {}))
anim_data[1][fbx_group] = (group_key, group, fbx_gname)
# And cameras' lens and focus distance keys.
for cam_key, (anim_camera_lens, anim_camera_focus_distance, camera) in animdata_cameras.items():
final_keys = {}
anim_camera_lens.simplify(simplify_fac, bake_step, force_keep)
anim_camera_focus_distance.simplify(simplify_fac, bake_step, force_keep)
if anim_camera_lens:
for elem_key, group_key, group, fbx_group, fbx_gname in \
anim_camera_lens.get_final_data(scene, ref_id, force_keep):
anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
anim_data[1][fbx_group] = (group_key, group, fbx_gname)
if anim_camera_focus_distance:
for elem_key, group_key, group, fbx_group, fbx_gname in \
anim_camera_focus_distance.get_final_data(scene, ref_id, force_keep):
anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
anim_data[1][fbx_group] = (group_key, group, fbx_gname)
astack_key = get_blender_anim_stack_key(scene, ref_id)
alayer_key = get_blender_anim_layer_key(scene, ref_id)
name = (get_blenderID_name(ref_id) if ref_id else scene.name).encode()