FBX IO: Fix error importing BlendShapeChannels with extraneous FullWeights #104956
@ -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, 10, 0),
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"version": (5, 10, 1),
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"blender": (4, 1, 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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@ -1928,7 +1928,11 @@ def blen_read_shapes(fbx_tmpl, fbx_data, objects, me, scene):
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# will be clamped, and we'll print a warning message to the console.
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shape_key_values_in_range = True
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bc_uuid_to_keyblocks = {}
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for bc_uuid, fbx_sdata, fbx_bcdata in fbx_data:
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for bc_uuid, fbx_sdata, fbx_bcdata, shapes_assigned_to_channel in fbx_data:
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num_shapes_assigned_to_channel = len(shapes_assigned_to_channel)
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if num_shapes_assigned_to_channel > 1:
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# Relevant design task: #104698
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raise RuntimeError("FBX in-between Shapes are not currently supported") # See bug report #84111
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elem_name_utf8 = elem_name_ensure_class(fbx_sdata, b'Geometry')
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indices = elem_prop_first(elem_find_first(fbx_sdata, b'Indexes'))
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dvcos = elem_prop_first(elem_find_first(fbx_sdata, b'Vertices'))
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@ -1943,22 +1947,44 @@ def blen_read_shapes(fbx_tmpl, fbx_data, objects, me, scene):
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dvcos = dvcos[:-remainder]
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dvcos = dvcos.reshape(-1, 3)
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# There must be the same number of indices as vertex coordinate differences.
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assert(len(indices) == len(dvcos))
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# We completely ignore normals here!
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weight = elem_prop_first(elem_find_first(fbx_bcdata, b'DeformPercent'), default=100.0) / 100.0
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vgweights = elem_prop_first(elem_find_first(fbx_bcdata, b'FullWeights'))
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vgweights = parray_as_ndarray(vgweights) if vgweights else np.empty(0, dtype=data_types.ARRAY_FLOAT64)
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# Not doing the division in-place in-case it's possible for FBX shape keys to be used by more than one mesh.
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vgweights = vgweights / 100.0
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# The FullWeights array stores the deformation percentages of the BlendShapeChannel that fully activate each
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# Shape assigned to the BlendShapeChannel. Blender also uses this array to store Vertex Group weights, but this
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# is not part of the FBX standard.
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full_weights = elem_prop_first(elem_find_first(fbx_bcdata, b'FullWeights'))
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full_weights = parray_as_ndarray(full_weights) if full_weights else np.empty(0, dtype=data_types.ARRAY_FLOAT64)
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create_vg = (vgweights != 1.0).any()
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# Special case, in case all weights are the same, FullWeight can have only one element - *sigh!*
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nbr_indices = len(indices)
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if len(vgweights) == 1 and nbr_indices > 1:
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vgweights = np.full_like(indices, vgweights[0], dtype=vgweights.dtype)
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assert(len(vgweights) == nbr_indices == len(dvcos))
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# Special case for Blender exported Shape Keys with a Vertex Group assigned. The Vertex Group weights are stored
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# in the FullWeights array.
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# XXX - It's possible, though very rare, to get a false positive here and create a Vertex Group when we
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# shouldn't. This should only be possible when there are extraneous FullWeights or when there is a single
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# FullWeight and its value is not 100.0.
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if (
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# Blender exported Shape Keys only ever export as 1 Shape per BlendShapeChannel.
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num_shapes_assigned_to_channel == 1
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# There should be one vertex weight for each vertex moved by the Shape.
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and len(full_weights) == len(indices)
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# Skip creating a Vertex Group when all the weights are 100.0 because such a Vertex Group has no effect.
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# This also avoids creating a Vertex Group for imported Shapes that only move a single vertex because
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# their BlendShapeChannel's singular FullWeight is expected to always be 100.0.
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and not np.all(full_weights == 100.0)
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# Blender vertex weights are always within the [0.0, 1.0] range (scaled to [0.0, 100.0] when saving to
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# FBX). This can eliminate imported BlendShapeChannels from Unreal that have extraneous FullWeights
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# because the extraneous values are usually negative.
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and np.all((full_weights >= 0.0) & (full_weights <= 100.0))
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):
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# Not doing the division in-place because it's technically possible for FBX BlendShapeChannels to be used by
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# more than one FBX BlendShape, though this shouldn't be the case for Blender exported Shape Keys.
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vgweights = full_weights / 100.0
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else:
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vgweights = None
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# There must be a FullWeight for each Shape. Any extra FullWeights are ignored.
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assert(len(full_weights) >= num_shapes_assigned_to_channel)
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# To add shape keys to the mesh, an Object using the mesh is needed.
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if me.shape_keys is None:
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@ -1977,7 +2003,7 @@ def blen_read_shapes(fbx_tmpl, fbx_data, objects, me, scene):
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kb.value = weight
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# Add vgroup if necessary.
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if create_vg:
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if vgweights is not None:
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# VertexGroup.add only allows sequences of int indices, but iterating the indices array directly would
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# produce numpy scalars of types such as np.int32. The underlying memoryview of the indices array, however,
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# does produce standard Python ints when iterated, so pass indices.data to add_vgroup_to_objects instead of
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@ -3508,6 +3534,11 @@ def load(operator, context, filepath="",
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seen_connections.add(connection_key)
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yield c_dst_uuid, fbx_data, bl_data
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# XXX - Multiple Shapes can be assigned to a single BlendShapeChannel to create a progressive blend between the
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# base mesh and the assigned Shapes, with the percentage at which each Shape is fully blended being stored
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# in the BlendShapeChannel's FullWeights array. This is also known as 'in-between shapes'.
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# We don't have any support for in-between shapes currently.
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blend_shape_channel_to_shapes = {}
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mesh_to_shapes = {}
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for s_uuid, (fbx_sdata, _bl_sdata) in fbx_table_nodes.items():
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if fbx_sdata is None or fbx_sdata.id != b'Geometry' or fbx_sdata.props[2] != b'Shape':
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@ -3515,6 +3546,9 @@ def load(operator, context, filepath="",
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# shape -> blendshapechannel -> blendshape -> mesh.
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for bc_uuid, fbx_bcdata, _bl_bcdata in connections_gen(s_uuid, b'Deformer', b'BlendShapeChannel'):
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# Track the Shapes connected to each BlendShapeChannel.
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shapes_assigned_to_channel = blend_shape_channel_to_shapes.setdefault(bc_uuid, [])
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shapes_assigned_to_channel.append(s_uuid)
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for bs_uuid, _fbx_bsdata, _bl_bsdata in connections_gen(bc_uuid, b'Deformer', b'BlendShape'):
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for m_uuid, _fbx_mdata, bl_mdata in connections_gen(bs_uuid, b'Geometry', b'Mesh'):
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# Blenmeshes are assumed already created at that time!
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@ -3534,7 +3568,10 @@ def load(operator, context, filepath="",
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mesh_to_shapes[bl_mdata] = (objects, shapes_list)
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else:
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shapes_list = mesh_to_shapes[bl_mdata][1]
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shapes_list.append((bc_uuid, fbx_sdata, fbx_bcdata))
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# Only the number of shapes assigned to each BlendShapeChannel needs to be passed through to
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# `blen_read_shapes`, but that number isn't known until all the connections have been
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# iterated, so pass the `shapes_assigned_to_channel` list instead.
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shapes_list.append((bc_uuid, fbx_sdata, fbx_bcdata, shapes_assigned_to_channel))
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# BlendShape deformers are only here to connect BlendShapeChannels to meshes, nothing else to do.
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# Iterate through each mesh and create its shape keys
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