Fix #104714: Missing shape keys in FBX export when original mesh data cannot be used #104890
@ -2594,12 +2594,30 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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# If modifiers has been altered need to update dependency graph.
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# If modifiers has been altered need to update dependency graph.
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if backup_pose_positions or tmp_mods:
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if backup_pose_positions or tmp_mods:
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depsgraph.update()
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depsgraph.update()
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ob_to_convert = ob.evaluated_get(depsgraph) if settings.use_mesh_modifiers else ob
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if settings.use_mesh_modifiers:
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ob_to_convert = ob.evaluated_get(depsgraph)
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# NOTE: The dependency graph might be re-evaluating multiple times, which could
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# NOTE: The dependency graph might be re-evaluating multiple times, which could
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# potentially free the mesh created early on. So we put those meshes to bmain and
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# potentially free the mesh created early on. So we put those meshes to bmain and
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# free them afterwards. Not ideal but ensures correct ownerwhip.
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# free them afterwards. Not ideal but ensures correct ownerwhip.
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tmp_me = bpy.data.meshes.new_from_object(
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tmp_me = bpy.data.meshes.new_from_object(
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ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)
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ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)
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free = True
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# Usually the materials of the evaluated object will be the same, but modifiers, such as Geometry
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# Nodes, can change the materials.
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orig_mats = tuple(slot.material for slot in ob.material_slots)
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eval_mats = tuple(slot.material.original if slot.material else None
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for slot in ob_to_convert.material_slots)
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if orig_mats != eval_mats:
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# Override the default behaviour of getting materials from ob_obj.bdata.material_slots.
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ob_obj.override_materials = eval_mats
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else:
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# Creates a temporary mesh owned by the Object without adding it to bpy.data.meshes. Most
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# importantly, compared to bpy.data.meshes.new_from_object, it does not remove shape keys from the
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# new mesh. We'll forcefully free these temporary meshes at the end of the export.
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tmp_me = ob.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
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free = False
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# Triangulate the mesh if requested
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# Triangulate the mesh if requested
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if settings.use_triangles:
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if settings.use_triangles:
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import bmesh
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import bmesh
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@ -2608,15 +2626,8 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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bmesh.ops.triangulate(bm, faces=bm.faces)
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bmesh.ops.triangulate(bm, faces=bm.faces)
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bm.to_mesh(tmp_me)
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bm.to_mesh(tmp_me)
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bm.free()
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bm.free()
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# Usually the materials of the evaluated object will be the same, but modifiers, such as Geometry Nodes,
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# can change the materials.
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data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, free)
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orig_mats = tuple(slot.material for slot in ob.material_slots)
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eval_mats = tuple(slot.material.original if slot.material else None
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for slot in ob_to_convert.material_slots)
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if orig_mats != eval_mats:
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# Override the default behaviour of getting materials from ob_obj.bdata.material_slots.
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ob_obj.override_materials = eval_mats
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data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
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# Change armatures back.
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# Change armatures back.
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for armature, pose_position in backup_pose_positions:
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for armature, pose_position in backup_pose_positions:
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print((armature, pose_position))
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print((armature, pose_position))
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@ -3007,7 +3018,10 @@ def fbx_scene_data_cleanup(scene_data):
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"""
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"""
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# Delete temp meshes.
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# Delete temp meshes.
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done_meshes = set()
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done_meshes = set()
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for me_key, me, free in scene_data.data_meshes.values():
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for ob_obj, (me_key, me, free) in scene_data.data_meshes.items():
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# Clear temporary meshes created by Object.to_mesh().
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ob_obj.bdata.to_mesh_clear()
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# Clear temporary meshes created when applying modifiers.
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if free and me_key not in done_meshes:
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if free and me_key not in done_meshes:
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bpy.data.meshes.remove(me)
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bpy.data.meshes.remove(me)
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done_meshes.add(me_key)
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done_meshes.add(me_key)
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