Fix #104714: Missing shape keys in FBX export when original mesh data cannot be used #104890

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Thomas Barlow merged 7 commits from Mysteryem/blender-addons:fbx_fix_triangulate_removing_shapes into main 2023-09-19 02:26:19 +02:00
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@ -2594,12 +2594,30 @@ def fbx_data_from_scene(scene, depsgraph, settings):
# If modifiers has been altered need to update dependency graph. # If modifiers has been altered need to update dependency graph.
if backup_pose_positions or tmp_mods: if backup_pose_positions or tmp_mods:
depsgraph.update() depsgraph.update()
ob_to_convert = ob.evaluated_get(depsgraph) if settings.use_mesh_modifiers else ob if settings.use_mesh_modifiers:
# NOTE: The dependency graph might be re-evaluating multiple times, which could ob_to_convert = ob.evaluated_get(depsgraph)
# potentially free the mesh created early on. So we put those meshes to bmain and # NOTE: The dependency graph might be re-evaluating multiple times, which could
# free them afterwards. Not ideal but ensures correct ownerwhip. # potentially free the mesh created early on. So we put those meshes to bmain and
tmp_me = bpy.data.meshes.new_from_object( # free them afterwards. Not ideal but ensures correct ownerwhip.
ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph) tmp_me = bpy.data.meshes.new_from_object(
ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)
free = True
# Usually the materials of the evaluated object will be the same, but modifiers, such as Geometry
# Nodes, can change the materials.
orig_mats = tuple(slot.material for slot in ob.material_slots)
eval_mats = tuple(slot.material.original if slot.material else None
for slot in ob_to_convert.material_slots)
if orig_mats != eval_mats:
# Override the default behaviour of getting materials from ob_obj.bdata.material_slots.
ob_obj.override_materials = eval_mats
else:
# Creates a temporary mesh owned by the Object without adding it to bpy.data.meshes. Most
# importantly, compared to bpy.data.meshes.new_from_object, it does not remove shape keys from the
# new mesh. We'll forcefully free these temporary meshes at the end of the export.
tmp_me = ob.to_mesh(preserve_all_data_layers=True, depsgraph=depsgraph)
free = False
# Triangulate the mesh if requested # Triangulate the mesh if requested
if settings.use_triangles: if settings.use_triangles:
import bmesh import bmesh
@ -2608,15 +2626,8 @@ def fbx_data_from_scene(scene, depsgraph, settings):
bmesh.ops.triangulate(bm, faces=bm.faces) bmesh.ops.triangulate(bm, faces=bm.faces)
bm.to_mesh(tmp_me) bm.to_mesh(tmp_me)
bm.free() bm.free()
# Usually the materials of the evaluated object will be the same, but modifiers, such as Geometry Nodes,
# can change the materials. data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, free)
orig_mats = tuple(slot.material for slot in ob.material_slots)
eval_mats = tuple(slot.material.original if slot.material else None
for slot in ob_to_convert.material_slots)
if orig_mats != eval_mats:
# Override the default behaviour of getting materials from ob_obj.bdata.material_slots.
ob_obj.override_materials = eval_mats
data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
# Change armatures back. # Change armatures back.
for armature, pose_position in backup_pose_positions: for armature, pose_position in backup_pose_positions:
print((armature, pose_position)) print((armature, pose_position))
@ -3007,7 +3018,10 @@ def fbx_scene_data_cleanup(scene_data):
""" """
# Delete temp meshes. # Delete temp meshes.
done_meshes = set() done_meshes = set()
for me_key, me, free in scene_data.data_meshes.values(): for ob_obj, (me_key, me, free) in scene_data.data_meshes.items():
# Clear temporary meshes created by Object.to_mesh().
ob_obj.bdata.to_mesh_clear()
# Clear temporary meshes created when applying modifiers.
if free and me_key not in done_meshes: if free and me_key not in done_meshes:
bpy.data.meshes.remove(me) bpy.data.meshes.remove(me)
done_meshes.add(me_key) done_meshes.add(me_key)