New Addon: Import Autodesk .max #105013

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Sebastian Sille wants to merge 136 commits from (deleted):nrgsille-import_max into main

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10 changed files with 102 additions and 106 deletions
Showing only changes of commit 06ecef4122 - Show all commits

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@ -320,8 +320,8 @@ def get_shadeless_node(dest_node_tree):
output_node = node_tree.nodes.new('NodeGroupOutput')
input_node = node_tree.nodes.new('NodeGroupInput')
node_tree.outputs.new('NodeSocketShader', 'Shader')
node_tree.inputs.new('NodeSocketColor', 'Color')
node_tree.interface.new_socket('Shader', in_out='OUTPUT', socket_type='NodeSocketShader')
node_tree.interface.new_socket('Color', in_out='INPUT', socket_type='NodeSocketColor')
# This could be faster as a transparent shader, but then no ambient occlusion
diffuse_shader = node_tree.nodes.new('ShaderNodeBsdfDiffuse')
@ -1079,7 +1079,7 @@ class IMPORT_IMAGE_OT_to_plane(Operator, AddObjectHelper):
if self.shader in {'PRINCIPLED', 'SHADELESS'}:
node_tree.links.new(core_shader.inputs[0], tex_image.outputs['Color'])
elif self.shader == 'EMISSION':
node_tree.links.new(core_shader.inputs['Emission'], tex_image.outputs['Color'])
node_tree.links.new(core_shader.inputs['Emission Color'], tex_image.outputs['Color'])
if self.use_transparency:
if self.shader in {'PRINCIPLED', 'EMISSION'}:

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@ -1608,6 +1608,86 @@ def save(operator, context, filepath="", scale_factor=1.0, use_scene_unit=False,
mesh_version.add_variable("mesh", _3ds_uint(3))
object_info.add_subchunk(mesh_version)
# Init main keyframe data chunk
if use_keyframes:
revision = 0x0005
stop = scene.frame_end
start = scene.frame_start
curtime = scene.frame_current
kfdata = make_kfdata(revision, start, stop, curtime)
# Make a list of all materials used in the selected meshes (use dictionary, each material is added once)
materialDict = {}
mesh_objects = []
if use_selection:
objects = [ob for ob in scene.objects if ob.type in object_filter and ob.visible_get(view_layer=layer) and ob.select_get(view_layer=layer)]
else:
objects = [ob for ob in scene.objects if ob.type in object_filter and ob.visible_get(view_layer=layer)]
empty_objects = [ob for ob in objects if ob.type == 'EMPTY']
light_objects = [ob for ob in objects if ob.type == 'LIGHT']
camera_objects = [ob for ob in objects if ob.type == 'CAMERA']
for ob in objects:
# Get derived objects
derived_dict = bpy_extras.io_utils.create_derived_objects(depsgraph, [ob])
derived = derived_dict.get(ob)
if derived is None:
continue
for ob_derived, mtx in derived:
if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
continue
try:
data = ob_derived.to_mesh()
except:
data = None
if data:
matrix = global_matrix @ mtx
data.transform(matrix)
data.transform(mtx_scale)
mesh_objects.append((ob_derived, data, matrix))
ma_ls = data.materials
ma_ls_len = len(ma_ls)
# Get material/image tuples
if data.uv_layers:
if not ma_ls:
ma = ma_name = None
for f, uf in zip(data.polygons, data.uv_layers.active.data):
if ma_ls:
ma_index = f.material_index
if ma_index >= ma_ls_len:
ma_index = f.material_index = 0
ma = ma_ls[ma_index]
ma_name = None if ma is None else ma.name
# Else there already set to none
img = get_uv_image(ma)
img_name = None if img is None else img.name
materialDict.setdefault((ma_name, img_name), (ma, img))
else:
for ma in ma_ls:
if ma: # Material may be None so check its not
materialDict.setdefault((ma.name, None), (ma, None))
# Why 0 Why!
for f in data.polygons:
if f.material_index >= ma_ls_len:
f.material_index = 0
# Make MATERIAL chunks for all materials used in the meshes
for ma_image in materialDict.values():
object_info.add_subchunk(make_material_chunk(ma_image[0], ma_image[1]))
# Add MASTERSCALE element
mscale = _3ds_chunk(MASTERSCALE)
mscale.add_variable("scale", _3ds_float(1.0))
@ -1619,14 +1699,6 @@ def save(operator, context, filepath="", scale_factor=1.0, use_scene_unit=False,
cursor_chunk.add_variable("cursor", _3ds_point_3d(scene.cursor.location))
object_info.add_subchunk(cursor_chunk)
# Init main keyframe data chunk
if use_keyframes:
revision = 0x0005
stop = scene.frame_end
start = scene.frame_start
curtime = scene.frame_current
kfdata = make_kfdata(revision, start, stop, curtime)
# Add AMBIENT color
if world is not None and 'WORLD' in object_filter:
ambient_chunk = _3ds_chunk(AMBIENTLIGHT)
@ -1710,81 +1782,9 @@ def save(operator, context, filepath="", scale_factor=1.0, use_scene_unit=False,
object_info.add_subchunk(layerfog_chunk)
if fognode or foglayer and layer.use_pass_mist:
object_info.add_subchunk(use_fog_flag)
if use_keyframes and world.animation_data or world.node_tree.animation_data:
if use_keyframes and world.animation_data or (world.node_tree and world.node_tree.animation_data):
kfdata.add_subchunk(make_ambient_node(world))
# Make a list of all materials used in the selected meshes (use dictionary, each material is added once)
materialDict = {}
mesh_objects = []
if use_selection:
objects = [ob for ob in scene.objects if ob.type in object_filter and ob.visible_get(view_layer=layer) and ob.select_get(view_layer=layer)]
else:
objects = [ob for ob in scene.objects if ob.type in object_filter and ob.visible_get(view_layer=layer)]
empty_objects = [ob for ob in objects if ob.type == 'EMPTY']
light_objects = [ob for ob in objects if ob.type == 'LIGHT']
camera_objects = [ob for ob in objects if ob.type == 'CAMERA']
for ob in objects:
# Get derived objects
derived_dict = bpy_extras.io_utils.create_derived_objects(depsgraph, [ob])
derived = derived_dict.get(ob)
if derived is None:
continue
for ob_derived, mtx in derived:
if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
continue
try:
data = ob_derived.to_mesh()
except:
data = None
if data:
matrix = global_matrix @ mtx
data.transform(matrix)
data.transform(mtx_scale)
mesh_objects.append((ob_derived, data, matrix))
ma_ls = data.materials
ma_ls_len = len(ma_ls)
# Get material/image tuples
if data.uv_layers:
if not ma_ls:
ma = ma_name = None
for f, uf in zip(data.polygons, data.uv_layers.active.data):
if ma_ls:
ma_index = f.material_index
if ma_index >= ma_ls_len:
ma_index = f.material_index = 0
ma = ma_ls[ma_index]
ma_name = None if ma is None else ma.name
# Else there already set to none
img = get_uv_image(ma)
img_name = None if img is None else img.name
materialDict.setdefault((ma_name, img_name), (ma, img))
else:
for ma in ma_ls:
if ma: # Material may be None so check its not
materialDict.setdefault((ma.name, None), (ma, None))
# Why 0 Why!
for f in data.polygons:
if f.material_index >= ma_ls_len:
f.material_index = 0
# Make material chunks for all materials used in the meshes
for ma_image in materialDict.values():
object_info.add_subchunk(make_material_chunk(ma_image[0], ma_image[1]))
# Collect translation for transformation matrix
translation = {}
rotation = {}

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@ -269,10 +269,10 @@ def add_texture_to_material(image, contextWrapper, pct, extend, alpha, scale, of
shader.location = (300,300)
img_wrap = contextWrapper.metallic_texture
elif mapto == 'SPECULARITY':
shader.location = (0,-300)
shader.location = (300,0)
img_wrap = contextWrapper.specular_tint_texture
elif mapto == 'ALPHA':
shader.location = (300,300)
shader.location = (-300,0)
img_wrap = contextWrapper.alpha_texture
elif mapto == 'EMISSION':
shader.location = (0,-900)

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@ -5,7 +5,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier, @Mysteryem",
"version": (5, 8, 3),
"version": (5, 8, 6),
"blender": (3, 6, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actions",

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@ -250,8 +250,7 @@ class FBXElem:
for elem in self.elems:
offset = elem._calc_offsets(offset, (elem is elem_last))
offset += _BLOCK_SENTINEL_LENGTH
elif not self.props or self.id in _ELEMS_ID_ALWAYS_BLOCK_SENTINEL:
if not is_last:
elif (not self.props and not is_last) or self.id in _ELEMS_ID_ALWAYS_BLOCK_SENTINEL:
offset += _BLOCK_SENTINEL_LENGTH
return offset
@ -282,8 +281,7 @@ class FBXElem:
assert(elem.id != b'')
elem._write(write, tell, (elem is elem_last))
write(_BLOCK_SENTINEL_DATA)
elif not self.props or self.id in _ELEMS_ID_ALWAYS_BLOCK_SENTINEL:
if not is_last:
elif (not self.props and not is_last) or self.id in _ELEMS_ID_ALWAYS_BLOCK_SENTINEL:
write(_BLOCK_SENTINEL_DATA)

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@ -1810,17 +1810,15 @@ def fbx_data_armature_elements(root, arm_obj, scene_data):
elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
# Pre-process vertex weights (also to check vertices assigned to more than four bones).
# Pre-process vertex weights so that the vertices only need to be iterated once.
ob = ob_obj.bdata
bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
valid_idxs = set(bo_vg_idx.values())
vgroups = {vg.index: {} for vg in ob.vertex_groups}
verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs),
key=lambda e: e[1], reverse=True)
for v in me.vertices)
for idx, vgs in enumerate(verts_vgroups):
for vg_idx, w in vgs:
for idx, v in enumerate(me.vertices):
for vg in v.groups:
if (w := vg.weight) and (vg_idx := vg.group) in valid_idxs:
vgroups[vg_idx][idx] = w
for bo_obj, clstr_key in clusters.items():

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@ -2784,7 +2784,9 @@ class FbxImportHelperNode:
for i, w in combined_weights.items():
indices.append(i)
if len(w) > 1:
weights.append(sum(w) / len(w))
# Add ignored child weights to the current bone's weight.
# XXX - Weights that sum to more than 1.0 get clamped to 1.0 when set in the vertex group.
weights.append(sum(w))
else:
weights.append(w[0])

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@ -5,7 +5,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (4, 1, 1),
"version": (4, 1, 2),
'blender': (4, 0, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',

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@ -135,6 +135,7 @@ class BlenderNode():
bpy.data.collections.new(BLENDER_GLTF_SPECIAL_COLLECTION)
bpy.data.scenes[gltf.blender_scene].collection.children.link(bpy.data.collections[BLENDER_GLTF_SPECIAL_COLLECTION])
bpy.data.collections[BLENDER_GLTF_SPECIAL_COLLECTION].hide_viewport = True
bpy.data.collections[BLENDER_GLTF_SPECIAL_COLLECTION].hide_render = True
# Create an icosphere, and assign it to the collection
bpy.ops.mesh.primitive_ico_sphere_add(radius=1, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

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@ -99,9 +99,6 @@ class VIEW3D_MT_Pose(Menu):
layout.operator("pose.quaternions_flip")
layout.operator_context = 'INVOKE_AREA'
layout.separator()
layout.operator("armature.armature_layers", text="Change Armature Layers...")
layout.operator("pose.bone_layers", text="Change Bone Layers...")
layout.separator()
layout.menu("VIEW3D_MT_pose_showhide")
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")