Fix #104714: Missing shape keys in FBX export when original mesh data cannot be used #104890
@ -5,7 +5,7 @@
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bl_info = {
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"name": "FBX format",
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"author": "Campbell Barton, Bastien Montagne, Jens Restemeier, @Mysteryem",
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"version": (5, 8, 0),
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"version": (5, 8, 1),
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"blender": (3, 6, 0),
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"location": "File > Import-Export",
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"description": "FBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actions",
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@ -2592,7 +2592,6 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
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continue
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ob = ob_obj.bdata
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use_org_data = True
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org_ob_obj = None
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# Do not want to systematically recreate a new mesh for dupliobject instances, kind of break purpose of those.
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@ -2602,90 +2601,114 @@ def fbx_data_from_scene(scene, depsgraph, settings):
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data_meshes[ob_obj] = data_meshes[org_ob_obj]
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continue
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is_ob_material = any(ms.link == 'OBJECT' for ms in ob.material_slots)
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# There are 4 different cases for what we need to do with the original data of each Object:
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# 1) The original data can be used without changes.
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# 2) A copy of the original data needs to be made.
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# - If an export option modifies the data, e.g. Triangulate Faces is enabled.
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# - If the Object has Object-linked materials. This is because our current mapping of materials to FBX requires
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# that multiple Objects sharing a single mesh must have the same materials.
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# 3) The Object needs to be converted to a mesh.
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# - All mesh-like Objects that are not meshes need to be converted to a mesh in order to be exported.
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# 4) The Object needs to be evaluated and then converted to a mesh.
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# - Whenever use_mesh_modifiers is enabled and either there are modifiers to apply or the Object needs to be
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# converted to a mesh.
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# If multiple cases apply to an Object, then only the last applicable case is relevant.
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do_copy = any(ms.link == 'OBJECT' for ms in ob.material_slots) or settings.use_triangles
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do_convert = ob.type in BLENDER_OTHER_OBJECT_TYPES
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do_evaluate = do_convert and settings.use_mesh_modifiers
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if settings.use_mesh_modifiers or settings.use_triangles or ob.type in BLENDER_OTHER_OBJECT_TYPES or is_ob_material:
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# We cannot use default mesh in that case, or material would not be the right ones...
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use_org_data = not (is_ob_material or ob.type in BLENDER_OTHER_OBJECT_TYPES)
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backup_pose_positions = []
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tmp_mods = []
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if use_org_data and ob.type == 'MESH':
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if settings.use_triangles:
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use_org_data = False
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# No need to create a new mesh in this case, if no modifier is active!
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last_subsurf = None
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for mod in ob.modifiers:
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# For meshes, when armature export is enabled, disable Armature modifiers here!
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# XXX Temp hacks here since currently we only have access to a viewport depsgraph...
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#
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# NOTE: We put armature to the rest pose instead of disabling it so we still
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# have vertex groups in the evaluated mesh.
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if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
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object = mod.object
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if object and object.type == 'ARMATURE':
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armature = object.data
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# If armature is already in REST position, there's nothing to back-up
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# This cuts down on export time dramatically, if all armatures are already in REST position
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# by not triggering dependency graph update
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if armature.pose_position != 'REST':
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backup_pose_positions.append((armature, armature.pose_position))
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armature.pose_position = 'REST'
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elif mod.show_render or mod.show_viewport:
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# If exporting with subsurf collect the last Catmull-Clark subsurf modifier
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# and disable it. We can use the original data as long as this is the first
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# found applicable subsurf modifier.
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if settings.use_subsurf and mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
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if last_subsurf:
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use_org_data = False
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last_subsurf = mod
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else:
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use_org_data = False
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if settings.use_subsurf and last_subsurf:
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# XXX: When exporting with subsurf information temporarily disable
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# the last subsurf modifier.
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tmp_mods.append((last_subsurf, last_subsurf.show_render, last_subsurf.show_viewport))
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last_subsurf.show_render = False
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last_subsurf.show_viewport = False
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if not use_org_data:
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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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depsgraph.update()
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ob_to_convert = ob.evaluated_get(depsgraph) if settings.use_mesh_modifiers else ob
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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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# 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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ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)
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# Triangulate the mesh if requested
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if settings.use_triangles:
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import bmesh
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bm = bmesh.new()
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bm.from_mesh(tmp_me)
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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.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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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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for armature, pose_position in backup_pose_positions:
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print((armature, pose_position))
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armature.pose_position = pose_position
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# Update now, so we don't leave modified state after last object was exported.
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# Re-enable temporary disabled modifiers.
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for mod, show_render, show_viewport in tmp_mods:
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mod.show_render = show_render
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mod.show_viewport = show_viewport
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# If the Object is a mesh, and we're applying modifiers, check if there are actually any modifiers to apply.
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# If there are then the mesh will need to be evaluated, and we may need to make some temporary changes to the
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# modifiers or scene before the mesh is evaluated.
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backup_pose_positions = []
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tmp_mods = []
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if ob.type == 'MESH' and settings.use_mesh_modifiers:
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# No need to create a new mesh in this case, if no modifier is active!
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last_subsurf = None
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for mod in ob.modifiers:
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# For meshes, when armature export is enabled, disable Armature modifiers here!
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# XXX Temp hacks here since currently we only have access to a viewport depsgraph...
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#
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# NOTE: We put armature to the rest pose instead of disabling it so we still
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# have vertex groups in the evaluated mesh.
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if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
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object = mod.object
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if object and object.type == 'ARMATURE':
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armature = object.data
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# If armature is already in REST position, there's nothing to back-up
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# This cuts down on export time dramatically, if all armatures are already in REST position
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# by not triggering dependency graph update
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if armature.pose_position != 'REST':
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backup_pose_positions.append((armature, armature.pose_position))
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armature.pose_position = 'REST'
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elif mod.show_render or mod.show_viewport:
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# If exporting with subsurf collect the last Catmull-Clark subsurf modifier
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# and disable it. We can use the original data as long as this is the first
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# found applicable subsurf modifier.
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if settings.use_subsurf and mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
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if last_subsurf:
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do_evaluate = True
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last_subsurf = mod
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else:
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do_evaluate = True
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if settings.use_subsurf and last_subsurf:
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# XXX: When exporting with subsurf information temporarily disable
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# the last subsurf modifier.
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tmp_mods.append((last_subsurf, last_subsurf.show_render, last_subsurf.show_viewport))
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if do_evaluate:
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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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depsgraph.update()
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if use_org_data:
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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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# 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 ownership.
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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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# 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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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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elif do_convert:
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tmp_me = bpy.data.meshes.new_from_object(ob, preserve_all_data_layers=True, depsgraph=depsgraph)
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elif do_copy:
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# bpy.data.meshes.new_from_object removes shape keys (see #104714), so create a copy of the mesh instead.
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tmp_me = ob.data.copy()
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else:
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tmp_me = None
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if tmp_me is None:
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# Use the original data of this Object.
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data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)
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else:
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# Triangulate the mesh if requested
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if settings.use_triangles:
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import bmesh
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bm = bmesh.new()
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bm.from_mesh(tmp_me)
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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.free()
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# A temporary mesh was created for this Object, which should be deleted once the export is complete.
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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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for armature, pose_position in backup_pose_positions:
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print((armature, pose_position))
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armature.pose_position = pose_position
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# Update now, so we don't leave modified state after last object was exported.
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# Re-enable temporary disabled modifiers.
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for mod, show_render, show_viewport in tmp_mods:
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mod.show_render = show_render
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mod.show_viewport = show_viewport
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if backup_pose_positions or tmp_mods:
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depsgraph.update()
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# In case "real" source object of that dupli did not yet still existed in data_meshes, create it now!
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if org_ob_obj is not None:
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Reference in New Issue
Block a user