Created
June 9, 2018 12:25
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A modified version of the FBX binary export script for FFXV mods.
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# ##### BEGIN GPL LICENSE BLOCK ##### | |
# | |
# This program is free software; you can redistribute it and/or | |
# modify it under the terms of the GNU General Public License | |
# as published by the Free Software Foundation; either version 2 | |
# of the License, or (at your option) any later version. | |
# | |
# This program is distributed in the hope that it will be useful, | |
# but WITHOUT ANY WARRANTY; without even the implied warranty of | |
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
# GNU General Public License for more details. | |
# | |
# You should have received a copy of the GNU General Public License | |
# along with this program; if not, write to the Free Software Foundation, | |
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | |
# | |
# ##### END GPL LICENSE BLOCK ##### | |
# <pep8 compliant> | |
# Script copyright (C) Campbell Barton, Bastien Montagne | |
import array | |
import datetime | |
import math | |
import os | |
import time | |
from collections import OrderedDict | |
from itertools import zip_longest, chain | |
if "bpy" in locals(): | |
import importlib | |
if "encode_bin" in locals(): | |
importlib.reload(encode_bin) | |
if "data_types" in locals(): | |
importlib.reload(data_types) | |
if "fbx_utils" in locals(): | |
importlib.reload(fbx_utils) | |
import bpy | |
import bpy_extras | |
from mathutils import Vector, Matrix | |
from . import encode_bin, data_types, fbx_utils | |
from .fbx_utils import ( | |
# Constants. | |
FBX_VERSION, FBX_HEADER_VERSION, FBX_SCENEINFO_VERSION, FBX_TEMPLATES_VERSION, | |
FBX_MODELS_VERSION, | |
FBX_GEOMETRY_VERSION, FBX_GEOMETRY_NORMAL_VERSION, FBX_GEOMETRY_BINORMAL_VERSION, FBX_GEOMETRY_TANGENT_VERSION, | |
FBX_GEOMETRY_SMOOTHING_VERSION, FBX_GEOMETRY_VCOLOR_VERSION, FBX_GEOMETRY_UV_VERSION, | |
FBX_GEOMETRY_MATERIAL_VERSION, FBX_GEOMETRY_LAYER_VERSION, | |
FBX_GEOMETRY_SHAPE_VERSION, FBX_DEFORMER_SHAPE_VERSION, FBX_DEFORMER_SHAPECHANNEL_VERSION, | |
FBX_POSE_BIND_VERSION, FBX_DEFORMER_SKIN_VERSION, FBX_DEFORMER_CLUSTER_VERSION, | |
FBX_MATERIAL_VERSION, FBX_TEXTURE_VERSION, | |
FBX_ANIM_KEY_VERSION, | |
FBX_ANIM_PROPSGROUP_NAME, | |
FBX_KTIME, | |
BLENDER_OTHER_OBJECT_TYPES, BLENDER_OBJECT_TYPES_MESHLIKE, | |
FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES, | |
RIGHT_HAND_AXES, FBX_FRAMERATES, | |
# Miscellaneous utils. | |
PerfMon, | |
units_blender_to_fbx_factor, units_convertor, units_convertor_iter, | |
matrix4_to_array, similar_values, similar_values_iter, | |
# Mesh transform helpers. | |
vcos_transformed_gen, nors_transformed_gen, | |
# UUID from key. | |
get_fbx_uuid_from_key, | |
# Key generators. | |
get_blenderID_key, get_blenderID_name, | |
get_blender_mesh_shape_key, get_blender_mesh_shape_channel_key, | |
get_blender_empty_key, get_blender_bone_key, | |
get_blender_bindpose_key, get_blender_armature_skin_key, get_blender_bone_cluster_key, | |
get_blender_anim_id_base, get_blender_anim_stack_key, get_blender_anim_layer_key, | |
get_blender_anim_curve_node_key, get_blender_anim_curve_key, | |
# FBX element data. | |
elem_empty, | |
elem_data_single_bool, elem_data_single_int16, elem_data_single_int32, elem_data_single_int64, | |
elem_data_single_float32, elem_data_single_float64, | |
elem_data_single_bytes, elem_data_single_string, elem_data_single_string_unicode, | |
elem_data_single_bool_array, elem_data_single_int32_array, elem_data_single_int64_array, | |
elem_data_single_float32_array, elem_data_single_float64_array, elem_data_vec_float64, | |
# FBX element properties. | |
elem_properties, elem_props_set, elem_props_compound, | |
# FBX element properties handling templates. | |
elem_props_template_init, elem_props_template_set, elem_props_template_finalize, | |
# Templates. | |
FBXTemplate, fbx_templates_generate, | |
# Animation. | |
AnimationCurveNodeWrapper, | |
# Objects. | |
ObjectWrapper, fbx_name_class, | |
# Top level. | |
FBXExportSettingsMedia, FBXExportSettings, FBXExportData, | |
) | |
# Units convertors! | |
convert_sec_to_ktime = units_convertor("second", "ktime") | |
convert_sec_to_ktime_iter = units_convertor_iter("second", "ktime") | |
convert_mm_to_inch = units_convertor("millimeter", "inch") | |
convert_rad_to_deg = units_convertor("radian", "degree") | |
convert_rad_to_deg_iter = units_convertor_iter("radian", "degree") | |
# ##### Templates ##### | |
# TODO: check all those "default" values, they should match Blender's default as much as possible, I guess? | |
def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict() | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False]) | |
def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0): | |
gscale = settings.global_scale | |
props = OrderedDict(( | |
# Name, Value, Type, Animatable | |
(b"QuaternionInterpolate", (0, "p_enum", False)), # 0 = no quat interpolation. | |
(b"RotationOffset", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"RotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"ScalingOffset", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"ScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"TranslationActive", (False, "p_bool", False)), | |
(b"TranslationMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"TranslationMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"TranslationMinX", (False, "p_bool", False)), | |
(b"TranslationMinY", (False, "p_bool", False)), | |
(b"TranslationMinZ", (False, "p_bool", False)), | |
(b"TranslationMaxX", (False, "p_bool", False)), | |
(b"TranslationMaxY", (False, "p_bool", False)), | |
(b"TranslationMaxZ", (False, "p_bool", False)), | |
(b"RotationOrder", (0, "p_enum", False)), # we always use 'XYZ' order. | |
(b"RotationSpaceForLimitOnly", (False, "p_bool", False)), | |
(b"RotationStiffnessX", (0.0, "p_double", False)), | |
(b"RotationStiffnessY", (0.0, "p_double", False)), | |
(b"RotationStiffnessZ", (0.0, "p_double", False)), | |
(b"AxisLen", (10.0, "p_double", False)), | |
(b"PreRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"PostRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"RotationActive", (False, "p_bool", False)), | |
(b"RotationMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"RotationMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"RotationMinX", (False, "p_bool", False)), | |
(b"RotationMinY", (False, "p_bool", False)), | |
(b"RotationMinZ", (False, "p_bool", False)), | |
(b"RotationMaxX", (False, "p_bool", False)), | |
(b"RotationMaxY", (False, "p_bool", False)), | |
(b"RotationMaxZ", (False, "p_bool", False)), | |
(b"InheritType", (0, "p_enum", False)), # RrSs | |
(b"ScalingActive", (False, "p_bool", False)), | |
(b"ScalingMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"ScalingMax", ((1.0, 1.0, 1.0), "p_vector_3d", False)), | |
(b"ScalingMinX", (False, "p_bool", False)), | |
(b"ScalingMinY", (False, "p_bool", False)), | |
(b"ScalingMinZ", (False, "p_bool", False)), | |
(b"ScalingMaxX", (False, "p_bool", False)), | |
(b"ScalingMaxY", (False, "p_bool", False)), | |
(b"ScalingMaxZ", (False, "p_bool", False)), | |
(b"GeometricTranslation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"GeometricRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"GeometricScaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)), | |
(b"MinDampRangeX", (0.0, "p_double", False)), | |
(b"MinDampRangeY", (0.0, "p_double", False)), | |
(b"MinDampRangeZ", (0.0, "p_double", False)), | |
(b"MaxDampRangeX", (0.0, "p_double", False)), | |
(b"MaxDampRangeY", (0.0, "p_double", False)), | |
(b"MaxDampRangeZ", (0.0, "p_double", False)), | |
(b"MinDampStrengthX", (0.0, "p_double", False)), | |
(b"MinDampStrengthY", (0.0, "p_double", False)), | |
(b"MinDampStrengthZ", (0.0, "p_double", False)), | |
(b"MaxDampStrengthX", (0.0, "p_double", False)), | |
(b"MaxDampStrengthY", (0.0, "p_double", False)), | |
(b"MaxDampStrengthZ", (0.0, "p_double", False)), | |
(b"PreferedAngleX", (0.0, "p_double", False)), | |
(b"PreferedAngleY", (0.0, "p_double", False)), | |
(b"PreferedAngleZ", (0.0, "p_double", False)), | |
(b"LookAtProperty", (None, "p_object", False)), | |
(b"UpVectorProperty", (None, "p_object", False)), | |
(b"Show", (True, "p_bool", False)), | |
(b"NegativePercentShapeSupport", (True, "p_bool", False)), | |
(b"DefaultAttributeIndex", (-1, "p_integer", False)), | |
(b"Freeze", (False, "p_bool", False)), | |
(b"LODBox", (False, "p_bool", False)), | |
(b"Lcl Translation", ((0.0, 0.0, 0.0), "p_lcl_translation", True)), | |
(b"Lcl Rotation", ((0.0, 0.0, 0.0), "p_lcl_rotation", True)), | |
(b"Lcl Scaling", ((1.0, 1.0, 1.0), "p_lcl_scaling", True)), | |
(b"Visibility", (1.0, "p_visibility", True)), | |
(b"Visibility Inheritance", (1, "p_visibility_inheritance", False)), | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False]) | |
def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict(( | |
(b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)), | |
(b"Size", (100.0, "p_double", False)), | |
(b"Look", (1, "p_enum", False)), # Cross (0 is None, i.e. invisible?). | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False]) | |
def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0): | |
gscale = settings.global_scale | |
props = OrderedDict(( | |
(b"LightType", (0, "p_enum", False)), # Point light. | |
(b"CastLight", (True, "p_bool", False)), | |
(b"Color", ((1.0, 1.0, 1.0), "p_color", True)), | |
(b"Intensity", (100.0, "p_number", True)), # Times 100 compared to Blender values... | |
(b"DecayType", (2, "p_enum", False)), # Quadratic. | |
(b"DecayStart", (30.0 * gscale, "p_double", False)), | |
(b"CastShadows", (True, "p_bool", False)), | |
(b"ShadowColor", ((0.0, 0.0, 0.0), "p_color", True)), | |
(b"AreaLightShape", (0, "p_enum", False)), # Rectangle. | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False]) | |
def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0): | |
r = scene.render | |
props = OrderedDict(( | |
(b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)), | |
(b"Position", ((0.0, 0.0, -50.0), "p_vector", True)), | |
(b"UpVector", ((0.0, 1.0, 0.0), "p_vector", True)), | |
(b"InterestPosition", ((0.0, 0.0, 0.0), "p_vector", True)), | |
(b"Roll", (0.0, "p_roll", True)), | |
(b"OpticalCenterX", (0.0, "p_opticalcenterx", True)), | |
(b"OpticalCenterY", (0.0, "p_opticalcentery", True)), | |
(b"BackgroundColor", ((0.63, 0.63, 0.63), "p_color", True)), | |
(b"TurnTable", (0.0, "p_number", True)), | |
(b"DisplayTurnTableIcon", (False, "p_bool", False)), | |
(b"UseMotionBlur", (False, "p_bool", False)), | |
(b"UseRealTimeMotionBlur", (True, "p_bool", False)), | |
(b"Motion Blur Intensity", (1.0, "p_number", True)), | |
(b"AspectRatioMode", (0, "p_enum", False)), # WindowSize. | |
(b"AspectWidth", (320.0, "p_double", False)), | |
(b"AspectHeight", (200.0, "p_double", False)), | |
(b"PixelAspectRatio", (1.0, "p_double", False)), | |
(b"FilmOffsetX", (0.0, "p_number", True)), | |
(b"FilmOffsetY", (0.0, "p_number", True)), | |
(b"FilmWidth", (0.816, "p_double", False)), | |
(b"FilmHeight", (0.612, "p_double", False)), | |
(b"FilmAspectRatio", (1.3333333333333333, "p_double", False)), | |
(b"FilmSqueezeRatio", (1.0, "p_double", False)), | |
(b"FilmFormatIndex", (0, "p_enum", False)), # Assuming this is ApertureFormat, 0 = custom. | |
(b"PreScale", (1.0, "p_number", True)), | |
(b"FilmTranslateX", (0.0, "p_number", True)), | |
(b"FilmTranslateY", (0.0, "p_number", True)), | |
(b"FilmRollPivotX", (0.0, "p_number", True)), | |
(b"FilmRollPivotY", (0.0, "p_number", True)), | |
(b"FilmRollValue", (0.0, "p_number", True)), | |
(b"FilmRollOrder", (0, "p_enum", False)), # 0 = rotate first (default). | |
(b"ApertureMode", (2, "p_enum", False)), # 2 = Vertical. | |
(b"GateFit", (0, "p_enum", False)), # 0 = no resolution gate fit. | |
(b"FieldOfView", (25.114999771118164, "p_fov", True)), | |
(b"FieldOfViewX", (40.0, "p_fov_x", True)), | |
(b"FieldOfViewY", (40.0, "p_fov_y", True)), | |
(b"FocalLength", (34.89327621672628, "p_number", True)), | |
(b"CameraFormat", (0, "p_enum", False)), # Custom camera format. | |
(b"UseFrameColor", (False, "p_bool", False)), | |
(b"FrameColor", ((0.3, 0.3, 0.3), "p_color_rgb", False)), | |
(b"ShowName", (True, "p_bool", False)), | |
(b"ShowInfoOnMoving", (True, "p_bool", False)), | |
(b"ShowGrid", (True, "p_bool", False)), | |
(b"ShowOpticalCenter", (False, "p_bool", False)), | |
(b"ShowAzimut", (True, "p_bool", False)), | |
(b"ShowTimeCode", (False, "p_bool", False)), | |
(b"ShowAudio", (False, "p_bool", False)), | |
(b"AudioColor", ((0.0, 1.0, 0.0), "p_vector_3d", False)), # Yep, vector3d, not corlorgb… :cry: | |
(b"NearPlane", (10.0, "p_double", False)), | |
(b"FarPlane", (4000.0, "p_double", False)), | |
(b"AutoComputeClipPanes", (False, "p_bool", False)), | |
(b"ViewCameraToLookAt", (True, "p_bool", False)), | |
(b"ViewFrustumNearFarPlane", (False, "p_bool", False)), | |
(b"ViewFrustumBackPlaneMode", (2, "p_enum", False)), # 2 = show back plane if texture added. | |
(b"BackPlaneDistance", (4000.0, "p_number", True)), | |
(b"BackPlaneDistanceMode", (1, "p_enum", False)), # 1 = relative to camera. | |
(b"ViewFrustumFrontPlaneMode", (2, "p_enum", False)), # 2 = show front plane if texture added. | |
(b"FrontPlaneDistance", (10.0, "p_number", True)), | |
(b"FrontPlaneDistanceMode", (1, "p_enum", False)), # 1 = relative to camera. | |
(b"LockMode", (False, "p_bool", False)), | |
(b"LockInterestNavigation", (False, "p_bool", False)), | |
# BackPlate... properties **arggggg!** | |
(b"FitImage", (False, "p_bool", False)), | |
(b"Crop", (False, "p_bool", False)), | |
(b"Center", (True, "p_bool", False)), | |
(b"KeepRatio", (True, "p_bool", False)), | |
# End of BackPlate... | |
(b"BackgroundAlphaTreshold", (0.5, "p_double", False)), | |
(b"ShowBackplate", (True, "p_bool", False)), | |
(b"BackPlaneOffsetX", (0.0, "p_number", True)), | |
(b"BackPlaneOffsetY", (0.0, "p_number", True)), | |
(b"BackPlaneRotation", (0.0, "p_number", True)), | |
(b"BackPlaneScaleX", (1.0, "p_number", True)), | |
(b"BackPlaneScaleY", (1.0, "p_number", True)), | |
(b"Background Texture", (None, "p_object", False)), | |
(b"FrontPlateFitImage", (True, "p_bool", False)), | |
(b"FrontPlateCrop", (False, "p_bool", False)), | |
(b"FrontPlateCenter", (True, "p_bool", False)), | |
(b"FrontPlateKeepRatio", (True, "p_bool", False)), | |
(b"Foreground Opacity", (1.0, "p_double", False)), | |
(b"ShowFrontplate", (True, "p_bool", False)), | |
(b"FrontPlaneOffsetX", (0.0, "p_number", True)), | |
(b"FrontPlaneOffsetY", (0.0, "p_number", True)), | |
(b"FrontPlaneRotation", (0.0, "p_number", True)), | |
(b"FrontPlaneScaleX", (1.0, "p_number", True)), | |
(b"FrontPlaneScaleY", (1.0, "p_number", True)), | |
(b"Foreground Texture", (None, "p_object", False)), | |
(b"DisplaySafeArea", (False, "p_bool", False)), | |
(b"DisplaySafeAreaOnRender", (False, "p_bool", False)), | |
(b"SafeAreaDisplayStyle", (1, "p_enum", False)), # 1 = rounded corners. | |
(b"SafeAreaAspectRatio", (1.3333333333333333, "p_double", False)), | |
(b"Use2DMagnifierZoom", (False, "p_bool", False)), | |
(b"2D Magnifier Zoom", (100.0, "p_number", True)), | |
(b"2D Magnifier X", (50.0, "p_number", True)), | |
(b"2D Magnifier Y", (50.0, "p_number", True)), | |
(b"CameraProjectionType", (0, "p_enum", False)), # 0 = perspective, 1 = orthogonal. | |
(b"OrthoZoom", (1.0, "p_double", False)), | |
(b"UseRealTimeDOFAndAA", (False, "p_bool", False)), | |
(b"UseDepthOfField", (False, "p_bool", False)), | |
(b"FocusSource", (0, "p_enum", False)), # 0 = camera interest, 1 = distance from camera interest. | |
(b"FocusAngle", (3.5, "p_double", False)), # ??? | |
(b"FocusDistance", (200.0, "p_double", False)), | |
(b"UseAntialiasing", (False, "p_bool", False)), | |
(b"AntialiasingIntensity", (0.77777, "p_double", False)), | |
(b"AntialiasingMethod", (0, "p_enum", False)), # 0 = oversampling, 1 = hardware. | |
(b"UseAccumulationBuffer", (False, "p_bool", False)), | |
(b"FrameSamplingCount", (7, "p_integer", False)), | |
(b"FrameSamplingType", (1, "p_enum", False)), # 0 = uniform, 1 = stochastic. | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False]) | |
def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict() | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False]) | |
def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict(( | |
(b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)), | |
(b"BBoxMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"BBoxMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"Primary Visibility", (True, "p_bool", False)), | |
(b"Casts Shadows", (True, "p_bool", False)), | |
(b"Receive Shadows", (True, "p_bool", False)), | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False]) | |
def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0): | |
# WIP... | |
props = OrderedDict(( | |
(b"ShadingModel", ("Phong", "p_string", False)), | |
(b"MultiLayer", (False, "p_bool", False)), | |
# Lambert-specific. | |
(b"EmissiveColor", ((0.0, 0.0, 0.0), "p_color", True)), | |
(b"EmissiveFactor", (1.0, "p_number", True)), | |
(b"AmbientColor", ((0.2, 0.2, 0.2), "p_color", True)), | |
(b"AmbientFactor", (1.0, "p_number", True)), | |
(b"DiffuseColor", ((0.8, 0.8, 0.8), "p_color", True)), | |
(b"DiffuseFactor", (1.0, "p_number", True)), | |
(b"TransparentColor", ((0.0, 0.0, 0.0), "p_color", True)), | |
(b"TransparencyFactor", (0.0, "p_number", True)), | |
(b"Opacity", (1.0, "p_number", True)), | |
(b"NormalMap", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"Bump", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"BumpFactor", (1.0, "p_double", False)), | |
(b"DisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)), | |
(b"DisplacementFactor", (1.0, "p_double", False)), | |
(b"VectorDisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)), | |
(b"VectorDisplacementFactor", (1.0, "p_double", False)), | |
# Phong-specific. | |
(b"SpecularColor", ((0.2, 0.2, 0.2), "p_color", True)), | |
(b"SpecularFactor", (1.0, "p_number", True)), | |
# Not sure about the name, importer uses this (but ShininessExponent for tex prop name!) | |
# And in fbx exported by sdk, you have one in template, the other in actual material!!! :/ | |
# For now, using both. | |
(b"Shininess", (20.0, "p_number", True)), | |
(b"ShininessExponent", (20.0, "p_number", True)), | |
(b"ReflectionColor", ((0.0, 0.0, 0.0), "p_color", True)), | |
(b"ReflectionFactor", (1.0, "p_number", True)), | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False]) | |
def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0): | |
# WIP... | |
# XXX Not sure about all names! | |
props = OrderedDict(( | |
(b"TextureTypeUse", (0, "p_enum", False)), # Standard. | |
(b"AlphaSource", (2, "p_enum", False)), # Black (i.e. texture's alpha), XXX name guessed!. | |
(b"Texture alpha", (1.0, "p_double", False)), | |
(b"PremultiplyAlpha", (True, "p_bool", False)), | |
(b"CurrentTextureBlendMode", (1, "p_enum", False)), # Additive... | |
(b"CurrentMappingType", (0, "p_enum", False)), # UV. | |
(b"UVSet", ("default", "p_string", False)), # UVMap name. | |
(b"WrapModeU", (0, "p_enum", False)), # Repeat. | |
(b"WrapModeV", (0, "p_enum", False)), # Repeat. | |
(b"UVSwap", (False, "p_bool", False)), | |
(b"Translation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"Rotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"Scaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)), | |
(b"TextureRotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
(b"TextureScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)), | |
# Not sure about those two... | |
(b"UseMaterial", (False, "p_bool", False)), | |
(b"UseMipMap", (False, "p_bool", False)), | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False]) | |
def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0): | |
# WIP... | |
props = OrderedDict(( | |
# All pictures. | |
(b"Width", (0, "p_integer", False)), | |
(b"Height", (0, "p_integer", False)), | |
(b"Path", ("", "p_string_url", False)), | |
(b"AccessMode", (0, "p_enum", False)), # Disk (0=Disk, 1=Mem, 2=DiskAsync). | |
# All videos. | |
(b"StartFrame", (0, "p_integer", False)), | |
(b"StopFrame", (0, "p_integer", False)), | |
(b"Offset", (0, "p_timestamp", False)), | |
(b"PlaySpeed", (0.0, "p_double", False)), | |
(b"FreeRunning", (False, "p_bool", False)), | |
(b"Loop", (False, "p_bool", False)), | |
(b"InterlaceMode", (0, "p_enum", False)), # None, i.e. progressive. | |
# Image sequences. | |
(b"ImageSequence", (False, "p_bool", False)), | |
(b"ImageSequenceOffset", (0, "p_integer", False)), | |
(b"FrameRate", (0.0, "p_double", False)), | |
(b"LastFrame", (0, "p_integer", False)), | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False]) | |
def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict() | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"Pose", b"", props, nbr_users, [False]) | |
def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict() | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"Deformer", b"", props, nbr_users, [False]) | |
def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict(( | |
(b"Description", ("", "p_string", False)), | |
(b"LocalStart", (0, "p_timestamp", False)), | |
(b"LocalStop", (0, "p_timestamp", False)), | |
(b"ReferenceStart", (0, "p_timestamp", False)), | |
(b"ReferenceStop", (0, "p_timestamp", False)), | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False]) | |
def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict(( | |
(b"Weight", (100.0, "p_number", True)), | |
(b"Mute", (False, "p_bool", False)), | |
(b"Solo", (False, "p_bool", False)), | |
(b"Lock", (False, "p_bool", False)), | |
(b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)), | |
(b"BlendMode", (0, "p_enum", False)), | |
(b"RotationAccumulationMode", (0, "p_enum", False)), | |
(b"ScaleAccumulationMode", (0, "p_enum", False)), | |
(b"BlendModeBypass", (0, "p_ulonglong", False)), | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False]) | |
def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict(( | |
(FBX_ANIM_PROPSGROUP_NAME.encode(), (None, "p_compound", False)), | |
)) | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False]) | |
def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0): | |
props = OrderedDict() | |
if override_defaults is not None: | |
props.update(override_defaults) | |
return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False]) | |
# ##### Generators for connection elements. ##### | |
def elem_connection(elem, c_type, uid_src, uid_dst, prop_dst=None): | |
e = elem_data_single_string(elem, b"C", c_type) | |
e.add_int64(uid_src) | |
e.add_int64(uid_dst) | |
if prop_dst is not None: | |
e.add_string(prop_dst) | |
# ##### FBX objects generators. ##### | |
def fbx_data_element_custom_properties(props, bid): | |
""" | |
Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props. | |
""" | |
for k, v in bid.items(): | |
list_val = getattr(v, "to_list", lambda: None)() | |
if isinstance(v, str): | |
elem_props_set(props, "p_string", k.encode(), v, custom=True) | |
elif isinstance(v, int): | |
elem_props_set(props, "p_integer", k.encode(), v, custom=True) | |
elif isinstance(v, float): | |
elem_props_set(props, "p_double", k.encode(), v, custom=True) | |
elif list_val: | |
if len(list_val) == 3: | |
elem_props_set(props, "p_vector", k.encode(), list_val, custom=True) | |
else: | |
elem_props_set(props, "p_string", k.encode(), str(list_val), custom=True) | |
else: | |
elem_props_set(props, "p_string", k.encode(), str(v), custom=True) | |
def fbx_data_empty_elements(root, empty, scene_data): | |
""" | |
Write the Empty data block (you can control its FBX datatype with the 'fbx_type' string custom property). | |
""" | |
empty_key = scene_data.data_empties[empty] | |
null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key)) | |
null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute")) | |
val = empty.bdata.get('fbx_type', None) | |
null.add_string(val.encode() if val and isinstance(val, str) else b"Null") | |
elem_data_single_string(null, b"TypeFlags", b"Null") | |
tmpl = elem_props_template_init(scene_data.templates, b"Null") | |
props = elem_properties(null) | |
elem_props_template_finalize(tmpl, props) | |
# No custom properties, already saved with object (Model). | |
def fbx_data_lamp_elements(root, lamp, scene_data): | |
""" | |
Write the Lamp data block. | |
""" | |
gscale = scene_data.settings.global_scale | |
lamp_key = scene_data.data_lamps[lamp] | |
do_light = True | |
decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT'] | |
do_shadow = False | |
shadow_color = Vector((0.0, 0.0, 0.0)) | |
if lamp.type not in {'HEMI'}: | |
if lamp.type not in {'SUN', 'AREA'}: | |
decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type] | |
do_light = (not lamp.use_only_shadow) and (lamp.use_specular or lamp.use_diffuse) | |
do_shadow = lamp.shadow_method not in {'NOSHADOW'} | |
shadow_color = lamp.shadow_color | |
light = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(lamp_key)) | |
light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute")) | |
light.add_string(b"Light") | |
elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION) # Sic... | |
tmpl = elem_props_template_init(scene_data.templates, b"Light") | |
props = elem_properties(light) | |
elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type]) | |
elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light) | |
elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color) | |
elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0) | |
elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type) | |
elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale) | |
elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow) | |
elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color) | |
if lamp.type in {'SPOT'}: | |
elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size)) | |
elem_props_template_set(tmpl, props, "p_double", b"InnerAngle", | |
math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend))) | |
elem_props_template_finalize(tmpl, props) | |
# Custom properties. | |
if scene_data.settings.use_custom_props: | |
fbx_data_element_custom_properties(props, lamp) | |
def fbx_data_camera_elements(root, cam_obj, scene_data): | |
""" | |
Write the Camera data blocks. | |
""" | |
gscale = scene_data.settings.global_scale | |
cam = cam_obj.bdata | |
cam_data = cam.data | |
cam_key = scene_data.data_cameras[cam_obj] | |
# Real data now, good old camera! | |
# Object transform info. | |
loc, rot, scale, matrix, matrix_rot = cam_obj.fbx_object_tx(scene_data) | |
up = matrix_rot * Vector((0.0, 1.0, 0.0)) | |
to = matrix_rot * Vector((0.0, 0.0, -1.0)) | |
# Render settings. | |
# TODO We could export much more... | |
render = scene_data.scene.render | |
width = render.resolution_x | |
height = render.resolution_y | |
aspect = width / height | |
# Film width & height from mm to inches | |
filmwidth = convert_mm_to_inch(cam_data.sensor_width) | |
filmheight = convert_mm_to_inch(cam_data.sensor_height) | |
filmaspect = filmwidth / filmheight | |
# Film offset | |
offsetx = filmwidth * cam_data.shift_x | |
offsety = filmaspect * filmheight * cam_data.shift_y | |
cam = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(cam_key)) | |
cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute")) | |
cam.add_string(b"Camera") | |
tmpl = elem_props_template_init(scene_data.templates, b"Camera") | |
props = elem_properties(cam) | |
elem_props_template_set(tmpl, props, "p_vector", b"Position", loc) | |
elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up) | |
elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to) # Point, not vector! | |
# Should we use world value? | |
elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0)) | |
elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True) | |
elem_props_template_set(tmpl, props, "p_enum", b"AspectRatioMode", 2) # FixedResolution | |
elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(render.resolution_x)) | |
elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(render.resolution_y)) | |
elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio", | |
float(render.pixel_aspect_x / render.pixel_aspect_y)) | |
elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth) | |
elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight) | |
elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect) | |
elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx) | |
elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety) | |
elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3) # FocalLength. | |
elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2) # FitHorizontal. | |
elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x)) | |
elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x)) | |
elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y)) | |
# No need to convert to inches here... | |
elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens) | |
elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect) | |
# Default to perspective camera. | |
elem_props_template_set(tmpl, props, "p_enum", b"CameraProjectionType", 1 if cam_data.type == 'ORTHO' else 0) | |
elem_props_template_set(tmpl, props, "p_double", b"OrthoZoom", cam_data.ortho_scale) | |
elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale) | |
elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale) | |
elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1) # RelativeToCamera. | |
elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale) | |
elem_props_template_finalize(tmpl, props) | |
# Custom properties. | |
if scene_data.settings.use_custom_props: | |
fbx_data_element_custom_properties(props, cam_data) | |
elem_data_single_string(cam, b"TypeFlags", b"Camera") | |
elem_data_single_int32(cam, b"GeometryVersion", 124) # Sic... | |
elem_data_vec_float64(cam, b"Position", loc) | |
elem_data_vec_float64(cam, b"Up", up) | |
elem_data_vec_float64(cam, b"LookAt", to) | |
elem_data_single_int32(cam, b"ShowInfoOnMoving", 1) | |
elem_data_single_int32(cam, b"ShowAudio", 0) | |
elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0)) | |
elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0) | |
def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, mat_world_arm=None, bones=[]): | |
""" | |
Helper, since bindpose are used by both meshes shape keys and armature bones... | |
""" | |
if arm_obj is None: | |
arm_obj = me_obj | |
# We assume bind pose for our bones are their "Editmode" pose... | |
# All matrices are expected in global (world) space. | |
bindpose_key = get_blender_bindpose_key(arm_obj.bdata, me) | |
fbx_pose = elem_data_single_int64(root, b"Pose", get_fbx_uuid_from_key(bindpose_key)) | |
fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose")) | |
fbx_pose.add_string(b"BindPose") | |
elem_data_single_string(fbx_pose, b"Type", b"BindPose") | |
elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION) | |
elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + (1 if (arm_obj != me_obj) else 0) + len(bones)) | |
# First node is mesh/object. | |
mat_world_obj = me_obj.fbx_object_matrix(scene_data, global_space=True) | |
fbx_posenode = elem_empty(fbx_pose, b"PoseNode") | |
elem_data_single_int64(fbx_posenode, b"Node", me_obj.fbx_uuid) | |
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_obj)) | |
# Second node is armature object itself. | |
if arm_obj != me_obj: | |
fbx_posenode = elem_empty(fbx_pose, b"PoseNode") | |
elem_data_single_int64(fbx_posenode, b"Node", arm_obj.fbx_uuid) | |
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_arm)) | |
# And all bones of armature! | |
mat_world_bones = {} | |
for bo_obj in bones: | |
bomat = bo_obj.fbx_object_matrix(scene_data, rest=True, global_space=True) | |
mat_world_bones[bo_obj] = bomat | |
fbx_posenode = elem_empty(fbx_pose, b"PoseNode") | |
elem_data_single_int64(fbx_posenode, b"Node", bo_obj.fbx_uuid) | |
elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(bomat)) | |
return mat_world_obj, mat_world_bones | |
def fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, fbx_me_tmpl, fbx_me_props): | |
""" | |
Write shape keys related data. | |
""" | |
if me not in scene_data.data_deformers_shape: | |
return | |
write_normals = True # scene_data.settings.mesh_smooth_type in {'OFF'} | |
# First, write the geometry data itself (i.e. shapes). | |
_me_key, shape_key, shapes = scene_data.data_deformers_shape[me] | |
channels = [] | |
for shape, (channel_key, geom_key, shape_verts_co, shape_verts_idx) in shapes.items(): | |
# Use vgroups as weights, if defined. | |
if shape.vertex_group and shape.vertex_group in me_obj.bdata.vertex_groups: | |
shape_verts_weights = [0.0] * (len(shape_verts_co) // 3) | |
vg_idx = me_obj.bdata.vertex_groups[shape.vertex_group].index | |
for sk_idx, v_idx in enumerate(shape_verts_idx): | |
for vg in me.vertices[v_idx].groups: | |
if vg.group == vg_idx: | |
shape_verts_weights[sk_idx] = vg.weight * 100.0 | |
else: | |
shape_verts_weights = [100.0] * (len(shape_verts_co) // 3) | |
channels.append((channel_key, shape, shape_verts_weights)) | |
geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(geom_key)) | |
geom.add_string(fbx_name_class(shape.name.encode(), b"Geometry")) | |
geom.add_string(b"Shape") | |
tmpl = elem_props_template_init(scene_data.templates, b"Geometry") | |
props = elem_properties(geom) | |
elem_props_template_finalize(tmpl, props) | |
elem_data_single_int32(geom, b"Version", FBX_GEOMETRY_SHAPE_VERSION) | |
elem_data_single_int32_array(geom, b"Indexes", shape_verts_idx) | |
elem_data_single_float64_array(geom, b"Vertices", shape_verts_co) | |
if write_normals: | |
elem_data_single_float64_array(geom, b"Normals", [0.0] * len(shape_verts_co)) | |
# Yiha! BindPose for shapekeys too! Dodecasigh... | |
# XXX Not sure yet whether several bindposes on same mesh are allowed, or not... :/ | |
fbx_data_bindpose_element(root, me_obj, me, scene_data) | |
# ...and now, the deformers stuff. | |
fbx_shape = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(shape_key)) | |
fbx_shape.add_string(fbx_name_class(me.name.encode(), b"Deformer")) | |
fbx_shape.add_string(b"BlendShape") | |
elem_data_single_int32(fbx_shape, b"Version", FBX_DEFORMER_SHAPE_VERSION) | |
for channel_key, shape, shape_verts_weights in channels: | |
fbx_channel = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(channel_key)) | |
fbx_channel.add_string(fbx_name_class(shape.name.encode(), b"SubDeformer")) | |
fbx_channel.add_string(b"BlendShapeChannel") | |
elem_data_single_int32(fbx_channel, b"Version", FBX_DEFORMER_SHAPECHANNEL_VERSION) | |
elem_data_single_float64(fbx_channel, b"DeformPercent", shape.value * 100.0) # Percents... | |
elem_data_single_float64_array(fbx_channel, b"FullWeights", shape_verts_weights) | |
# *WHY* add this in linked mesh properties too? *cry* | |
# No idea whether it’s percent here too, or more usual factor (assume percentage for now) :/ | |
elem_props_template_set(fbx_me_tmpl, fbx_me_props, "p_number", shape.name.encode(), shape.value * 100.0, | |
animatable=True) | |
def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes): | |
""" | |
Write the Mesh (Geometry) data block. | |
""" | |
# Ugly helper... :/ | |
def _infinite_gen(val): | |
while 1: | |
yield val | |
me_key, me, _free = scene_data.data_meshes[me_obj] | |
# In case of multiple instances of same mesh, only write it once! | |
if me_key in done_meshes: | |
return | |
# No gscale/gmat here, all data are supposed to be in object space. | |
smooth_type = scene_data.settings.mesh_smooth_type | |
write_normals = True # smooth_type in {'OFF'} | |
do_bake_space_transform = me_obj.use_bake_space_transform(scene_data) | |
# Vertices are in object space, but we are post-multiplying all transforms with the inverse of the | |
# global matrix, so we need to apply the global matrix to the vertices to get the correct result. | |
geom_mat_co = scene_data.settings.global_matrix if do_bake_space_transform else None | |
# We need to apply the inverse transpose of the global matrix when transforming normals. | |
geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None | |
if geom_mat_no is not None: | |
# Remove translation & scaling! | |
geom_mat_no.translation = Vector() | |
geom_mat_no.normalize() | |
geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(me_key)) | |
geom.add_string(fbx_name_class(me.name.encode(), b"Geometry")) | |
geom.add_string(b"Mesh") | |
tmpl = elem_props_template_init(scene_data.templates, b"Geometry") | |
props = elem_properties(geom) | |
# Custom properties. | |
if scene_data.settings.use_custom_props: | |
fbx_data_element_custom_properties(props, me) | |
elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION) | |
# Vertex cos. | |
t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3 | |
me.vertices.foreach_get("co", t_co) | |
elem_data_single_float64_array(geom, b"Vertices", chain(*vcos_transformed_gen(t_co, geom_mat_co))) | |
del t_co | |
# Polygon indices. | |
# | |
# We do loose edges as two-vertices faces, if enabled... | |
# | |
# Note we have to process Edges in the same time, as they are based on poly's loops... | |
loop_nbr = len(me.loops) | |
t_pvi = array.array(data_types.ARRAY_INT32, (0,)) * loop_nbr | |
t_ls = [None] * len(me.polygons) | |
me.loops.foreach_get("vertex_index", t_pvi) | |
me.polygons.foreach_get("loop_start", t_ls) | |
# Add "fake" faces for loose edges. | |
if scene_data.settings.use_mesh_edges: | |
t_le = tuple(e.vertices for e in me.edges if e.is_loose) | |
t_pvi.extend(chain(*t_le)) | |
t_ls.extend(range(loop_nbr, loop_nbr + len(t_le), 2)) | |
del t_le | |
# Edges... | |
# Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array. | |
# The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon. | |
# Advantage: Only one index per edge. | |
# Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons | |
# for loose edges). | |
# We also have to store a mapping from real edges to their indices in this array, for edge-mapped data | |
# (like e.g. crease). | |
t_eli = array.array(data_types.ARRAY_INT32) | |
edges_map = {} | |
edges_nbr = 0 | |
if t_ls and t_pvi: | |
t_ls = set(t_ls) | |
todo_edges = [None] * len(me.edges) * 2 | |
# Sigh, cannot access edge.key through foreach_get... :/ | |
me.edges.foreach_get("vertices", todo_edges) | |
todo_edges = set((v1, v2) if v1 < v2 else (v2, v1) for v1, v2 in zip(*(iter(todo_edges),) * 2)) | |
li = 0 | |
vi = vi_start = t_pvi[0] | |
for li_next, vi_next in enumerate(t_pvi[1:] + t_pvi[:1], start=1): | |
if li_next in t_ls: # End of a poly's loop. | |
vi2 = vi_start | |
vi_start = vi_next | |
else: | |
vi2 = vi_next | |
e_key = (vi, vi2) if vi < vi2 else (vi2, vi) | |
if e_key in todo_edges: | |
t_eli.append(li) | |
todo_edges.remove(e_key) | |
edges_map[e_key] = edges_nbr | |
edges_nbr += 1 | |
vi = vi_next | |
li = li_next | |
# End of edges! | |
# We have to ^-1 last index of each loop. | |
for ls in t_ls: | |
t_pvi[ls - 1] ^= -1 | |
# And finally we can write data! | |
elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi) | |
elem_data_single_int32_array(geom, b"Edges", t_eli) | |
del t_pvi | |
del t_ls | |
del t_eli | |
# And now, layers! | |
# Smoothing. | |
if smooth_type in {'FACE', 'EDGE'}: | |
t_ps = None | |
_map = b"" | |
if smooth_type == 'FACE': | |
t_ps = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons) | |
me.polygons.foreach_get("use_smooth", t_ps) | |
_map = b"ByPolygon" | |
else: # EDGE | |
# Write Edge Smoothing. | |
# Note edge is sharp also if it's used by more than two faces, or one of its faces is flat. | |
t_ps = array.array(data_types.ARRAY_INT32, (0,)) * edges_nbr | |
sharp_edges = set() | |
temp_sharp_edges = {} | |
for p in me.polygons: | |
if not p.use_smooth: | |
sharp_edges.update(p.edge_keys) | |
continue | |
for k in p.edge_keys: | |
if temp_sharp_edges.setdefault(k, 0) > 1: | |
sharp_edges.add(k) | |
else: | |
temp_sharp_edges[k] += 1 | |
del temp_sharp_edges | |
for e in me.edges: | |
if e.key not in edges_map: | |
continue # Only loose edges, in theory! | |
t_ps[edges_map[e.key]] = not (e.use_edge_sharp or (e.key in sharp_edges)) | |
_map = b"ByEdge" | |
lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0) | |
elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION) | |
elem_data_single_string(lay_smooth, b"Name", b"") | |
elem_data_single_string(lay_smooth, b"MappingInformationType", _map) | |
elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct") | |
elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps) # Sight, int32 for bool... | |
del t_ps | |
# TODO: Edge crease (LayerElementCrease). | |
# And we are done with edges! | |
del edges_map | |
# Loop normals. | |
tspacenumber = 0 | |
if write_normals: | |
# NOTE: this is not supported by importer currently. | |
# XXX Official docs says normals should use IndexToDirect, | |
# but this does not seem well supported by apps currently... | |
me.calc_normals_split() | |
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3 | |
me.loops.foreach_get("normal", t_ln) | |
t_ln = nors_transformed_gen(t_ln, geom_mat_no) | |
if 0: | |
t_ln = tuple(t_ln) # No choice... :/ | |
lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0) | |
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION) | |
elem_data_single_string(lay_nor, b"Name", b"") | |
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex") | |
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect") | |
ln2idx = tuple(set(t_ln)) | |
elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx)) | |
# Normal weights, no idea what it is. | |
# t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(ln2idx) | |
# elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw) | |
ln2idx = {nor: idx for idx, nor in enumerate(ln2idx)} | |
elem_data_single_int32_array(lay_nor, b"NormalsIndex", (ln2idx[n] for n in t_ln)) | |
del ln2idx | |
# del t_lnw | |
else: | |
lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0) | |
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION) | |
elem_data_single_string(lay_nor, b"Name", b"") | |
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex") | |
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct") | |
elem_data_single_float64_array(lay_nor, b"Normals", chain(*t_ln)) | |
# Normal weights, no idea what it is. | |
# t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) | |
# elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln) | |
del t_ln | |
# tspace | |
if scene_data.settings.use_tspace: | |
tspacenumber = len(me.uv_layers) | |
if tspacenumber: | |
t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3 | |
# t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) | |
for idx, uvlayer in enumerate(me.uv_layers): | |
name = uvlayer.name | |
me.calc_tangents(name) | |
# Loop bitangents (aka binormals). | |
# NOTE: this is not supported by importer currently. | |
me.loops.foreach_get("bitangent", t_ln) | |
lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx) | |
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION) | |
elem_data_single_string_unicode(lay_nor, b"Name", name) | |
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex") | |
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct") | |
elem_data_single_float64_array(lay_nor, b"Binormals", | |
chain(*nors_transformed_gen(t_ln, geom_mat_no))) | |
# Binormal weights, no idea what it is. | |
# elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw) | |
# Loop tangents. | |
# NOTE: this is not supported by importer currently. | |
me.loops.foreach_get("tangent", t_ln) | |
lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx) | |
elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION) | |
elem_data_single_string_unicode(lay_nor, b"Name", name) | |
elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex") | |
elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct") | |
elem_data_single_float64_array(lay_nor, b"Tangents", | |
chain(*nors_transformed_gen(t_ln, geom_mat_no))) | |
# Tangent weights, no idea what it is. | |
# elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw) | |
del t_ln | |
# del t_lnw | |
me.free_tangents() | |
me.free_normals_split() | |
# Write VertexColor Layers. | |
vcolnumber = len(me.vertex_colors) | |
if vcolnumber: | |
def _coltuples_gen(raw_cols): | |
return zip(*(iter(raw_cols),) * 3 + (_infinite_gen(1.0),)) # We need a fake alpha... | |
t_lc = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3 | |
for colindex, collayer in enumerate(me.vertex_colors): | |
collayer.data.foreach_get("color", t_lc) | |
lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex) | |
elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION) | |
elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name) | |
elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex") | |
elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect") | |
col2idx = tuple(set(_coltuples_gen(t_lc))) | |
elem_data_single_float64_array(lay_vcol, b"Colors", chain(*col2idx)) # Flatten again... | |
col2idx = {col: idx for idx, col in enumerate(col2idx)} | |
elem_data_single_int32_array(lay_vcol, b"ColorIndex", (col2idx[c] for c in _coltuples_gen(t_lc))) | |
del col2idx | |
del t_lc | |
del _coltuples_gen | |
# Write UV layers. | |
# Note: LayerElementTexture is deprecated since FBX 2011 - luckily! | |
# Textures are now only related to materials, in FBX! | |
uvnumber = len(me.uv_layers) | |
if uvnumber: | |
def _uvtuples_gen(raw_uvs): | |
return zip(*(iter(raw_uvs),) * 2) | |
t_luv = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 2 | |
for uvindex, uvlayer in enumerate(me.uv_layers): | |
uvlayer.data.foreach_get("uv", t_luv) | |
lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex) | |
elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION) | |
elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name) | |
elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex") | |
elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect") | |
uv2idx = tuple(set(_uvtuples_gen(t_luv))) | |
elem_data_single_float64_array(lay_uv, b"UV", chain(*uv2idx)) # Flatten again... | |
uv2idx = {uv: idx for idx, uv in enumerate(uv2idx)} | |
elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv] for uv in _uvtuples_gen(t_luv))) | |
del uv2idx | |
del t_luv | |
del _uvtuples_gen | |
# Face's materials. | |
me_fbxmats_idx = scene_data.mesh_mat_indices.get(me) | |
if me_fbxmats_idx is not None: | |
me_blmats = me.materials | |
if me_fbxmats_idx and me_blmats: | |
lay_mat = elem_data_single_int32(geom, b"LayerElementMaterial", 0) | |
elem_data_single_int32(lay_mat, b"Version", FBX_GEOMETRY_MATERIAL_VERSION) | |
elem_data_single_string(lay_mat, b"Name", b"") | |
nbr_mats = len(me_fbxmats_idx) | |
if nbr_mats > 1: | |
t_pm = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons) | |
me.polygons.foreach_get("material_index", t_pm) | |
# We have to validate mat indices, and map them to FBX indices. | |
# Note a mat might not be in me_fbxmats_idx (e.g. node mats are ignored). | |
blmats_to_fbxmats_idxs = [me_fbxmats_idx[m] for m in me_blmats if m in me_fbxmats_idx] | |
mat_idx_limit = len(blmats_to_fbxmats_idxs) | |
def_mat = blmats_to_fbxmats_idxs[0] | |
_gen = (blmats_to_fbxmats_idxs[m] if m < mat_idx_limit else def_mat for m in t_pm) | |
t_pm = array.array(data_types.ARRAY_INT32, _gen) | |
elem_data_single_string(lay_mat, b"MappingInformationType", b"ByPolygon") | |
# XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one | |
# value per polygon... | |
# But looks like FBX expects it to be IndexToDirect here (maybe because materials are already | |
# indices??? *sigh*). | |
elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect") | |
elem_data_single_int32_array(lay_mat, b"Materials", t_pm) | |
del t_pm | |
else: | |
elem_data_single_string(lay_mat, b"MappingInformationType", b"AllSame") | |
elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect") | |
elem_data_single_int32_array(lay_mat, b"Materials", [0]) | |
# And the "layer TOC"... | |
layer = elem_data_single_int32(geom, b"Layer", 0) | |
elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION) | |
if write_normals: | |
lay_nor = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal") | |
elem_data_single_int32(lay_nor, b"TypedIndex", 0) | |
if tspacenumber: | |
lay_binor = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal") | |
elem_data_single_int32(lay_binor, b"TypedIndex", 0) | |
lay_tan = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent") | |
elem_data_single_int32(lay_tan, b"TypedIndex", 0) | |
if smooth_type in {'FACE', 'EDGE'}: | |
lay_smooth = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing") | |
elem_data_single_int32(lay_smooth, b"TypedIndex", 0) | |
if vcolnumber: | |
lay_vcol = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor") | |
elem_data_single_int32(lay_vcol, b"TypedIndex", 0) | |
if uvnumber: | |
lay_uv = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_uv, b"Type", b"LayerElementUV") | |
elem_data_single_int32(lay_uv, b"TypedIndex", 0) | |
if me_fbxmats_idx is not None: | |
lay_mat = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_mat, b"Type", b"LayerElementMaterial") | |
elem_data_single_int32(lay_mat, b"TypedIndex", 0) | |
# Add other uv and/or vcol layers... | |
for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber), | |
fillvalue=0): | |
layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx)) | |
elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION) | |
if vcolidx: | |
lay_vcol = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor") | |
elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx) | |
if uvidx: | |
lay_uv = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_uv, b"Type", b"LayerElementUV") | |
elem_data_single_int32(lay_uv, b"TypedIndex", uvidx) | |
if tspaceidx: | |
lay_binor = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal") | |
elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx) | |
lay_tan = elem_empty(layer, b"LayerElement") | |
elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent") | |
elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx) | |
# Shape keys... | |
fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, tmpl, props) | |
elem_props_template_finalize(tmpl, props) | |
done_meshes.add(me_key) | |
def check_skip_material(mat): | |
"""Simple helper to check whether we actually support exporting that material or not""" | |
return mat.type not in {'SURFACE'} or mat.use_nodes | |
def fbx_data_material_elements(root, mat, scene_data): | |
""" | |
Write the Material data block. | |
""" | |
ambient_color = (0.0, 0.0, 0.0) | |
if scene_data.data_world: | |
ambient_color = next(iter(scene_data.data_world.keys())).ambient_color | |
mat_key, _objs = scene_data.data_materials[mat] | |
skip_mat = check_skip_material(mat) | |
mat_type = b"Phong" | |
# Approximation... | |
if not skip_mat and mat.specular_shader not in {'COOKTORR', 'PHONG', 'BLINN'}: | |
mat_type = b"Lambert" | |
fbx_mat = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(mat_key)) | |
fbx_mat.add_string(fbx_name_class(mat.name.encode(), b"Material")) | |
fbx_mat.add_string(b"") | |
elem_data_single_int32(fbx_mat, b"Version", FBX_MATERIAL_VERSION) | |
# those are not yet properties, it seems... | |
elem_data_single_string(fbx_mat, b"ShadingModel", mat_type) | |
elem_data_single_int32(fbx_mat, b"MultiLayer", 0) # Should be bool... | |
tmpl = elem_props_template_init(scene_data.templates, b"Material") | |
props = elem_properties(fbx_mat) | |
if not skip_mat: | |
elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode()) | |
elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", | |
mat.diffuse_color if mat.emit != 0.0 else (0.0, 0.0, 0.0)) | |
elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit) | |
elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color) | |
elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient) | |
elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", mat.diffuse_color) | |
elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", mat.diffuse_intensity) | |
elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", | |
(0.0, 0.0, 0.0) if mat.use_transparency else (1.0, 1.0, 1.0)) | |
elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor", | |
1.0 - mat.alpha if mat.use_transparency else 0.0) | |
elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0) | |
elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0)) | |
# Not sure about those... | |
""" | |
b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"), | |
b"BumpFactor": (1.0, "p_double"), | |
b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"), | |
b"DisplacementFactor": (0.0, "p_double"), | |
""" | |
if mat_type == b"Phong": | |
elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", mat.specular_color) | |
elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity) | |
# See Material template about those two! | |
elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10) | |
elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10) | |
elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", mat.mirror_color) | |
elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor", | |
mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0) | |
elem_props_template_finalize(tmpl, props) | |
# Custom properties. | |
if scene_data.settings.use_custom_props: | |
fbx_data_element_custom_properties(props, mat) | |
def _gen_vid_path(img, scene_data): | |
msetts = scene_data.settings.media_settings | |
fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode, | |
msetts.subdir, msetts.copy_set, img.library) | |
fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel))) | |
return fname_abs, fname_rel | |
def fbx_data_texture_file_elements(root, tex, scene_data): | |
""" | |
Write the (file) Texture data block. | |
""" | |
# XXX All this is very fuzzy to me currently... | |
# Textures do not seem to use properties as much as they could. | |
# For now assuming most logical and simple stuff. | |
tex_key, _mats = scene_data.data_textures[tex] | |
img = tex.texture.image | |
fname_abs, fname_rel = _gen_vid_path(img, scene_data) | |
fbx_tex = elem_data_single_int64(root, b"Texture", get_fbx_uuid_from_key(tex_key)) | |
fbx_tex.add_string(fbx_name_class(tex.name.encode(), b"Texture")) | |
fbx_tex.add_string(b"") | |
elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip") | |
elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION) | |
elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(tex.name.encode(), b"Texture")) | |
elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video")) | |
elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs) | |
elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel) | |
alpha_source = 0 # None | |
if img.use_alpha: | |
if tex.texture.use_calculate_alpha: | |
alpha_source = 1 # RGBIntensity as alpha. | |
else: | |
alpha_source = 2 # Black, i.e. alpha channel. | |
# BlendMode not useful for now, only affects layered textures afaics. | |
mapping = 0 # UV. | |
uvset = None | |
if tex.texture_coords in {'ORCO'}: # XXX Others? | |
if tex.mapping in {'FLAT'}: | |
mapping = 1 # Planar | |
elif tex.mapping in {'CUBE'}: | |
mapping = 4 # Box | |
elif tex.mapping in {'TUBE'}: | |
mapping = 3 # Cylindrical | |
elif tex.mapping in {'SPHERE'}: | |
mapping = 2 # Spherical | |
elif tex.texture_coords in {'UV'}: | |
mapping = 0 # UV | |
# Yuck, UVs are linked by mere names it seems... :/ | |
uvset = tex.uv_layer | |
wrap_mode = 1 # Clamp | |
if tex.texture.extension in {'REPEAT'}: | |
wrap_mode = 0 # Repeat | |
tmpl = elem_props_template_init(scene_data.templates, b"TextureFile") | |
props = elem_properties(fbx_tex) | |
elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source) | |
elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha", | |
img.alpha_mode in {'STRAIGHT'}) # Or is it PREMUL? | |
elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping) | |
if uvset is not None: | |
elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset) | |
elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode) | |
elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode) | |
elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.offset) | |
elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", tex.scale) | |
# UseMaterial should always be ON imho. | |
elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True) | |
elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", tex.texture.use_mipmap) | |
elem_props_template_finalize(tmpl, props) | |
# Custom properties. | |
if scene_data.settings.use_custom_props: | |
fbx_data_element_custom_properties(props, tex.texture) | |
def fbx_data_video_elements(root, vid, scene_data): | |
""" | |
Write the actual image data block. | |
""" | |
msetts = scene_data.settings.media_settings | |
vid_key, _texs = scene_data.data_videos[vid] | |
fname_abs, fname_rel = _gen_vid_path(vid, scene_data) | |
fbx_vid = elem_data_single_int64(root, b"Video", get_fbx_uuid_from_key(vid_key)) | |
fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video")) | |
fbx_vid.add_string(b"Clip") | |
elem_data_single_string(fbx_vid, b"Type", b"Clip") | |
# XXX No Version??? | |
tmpl = elem_props_template_init(scene_data.templates, b"Video") | |
props = elem_properties(fbx_vid) | |
elem_props_template_set(tmpl, props, "p_string_url", b"Path", fname_abs) | |
elem_props_template_finalize(tmpl, props) | |
elem_data_single_int32(fbx_vid, b"UseMipMap", 0) | |
elem_data_single_string_unicode(fbx_vid, b"Filename", fname_abs) | |
elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel) | |
if scene_data.settings.media_settings.embed_textures: | |
if vid.packed_file is not None: | |
# We only ever embed a given file once! | |
if fname_abs not in msetts.embedded_set: | |
elem_data_single_bytes(fbx_vid, b"Content", vid.packed_file.data) | |
msetts.embedded_set.add(fname_abs) | |
else: | |
filepath = bpy.path.abspath(vid.filepath) | |
# We only ever embed a given file once! | |
if filepath not in msetts.embedded_set: | |
try: | |
with open(filepath, 'br') as f: | |
elem_data_single_bytes(fbx_vid, b"Content", f.read()) | |
except Exception as e: | |
print("WARNING: embedding file {} failed ({})".format(filepath, e)) | |
elem_data_single_bytes(fbx_vid, b"Content", b"") | |
msetts.embedded_set.add(filepath) | |
# Looks like we'd rather not write any 'Content' element in this case (see T44442). | |
# Sounds suspect, but let's try it! | |
#~ else: | |
#~ elem_data_single_bytes(fbx_vid, b"Content", b"") | |
def fbx_data_armature_elements(root, arm_obj, scene_data): | |
""" | |
Write: | |
* Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!). | |
* Deformers (i.e. Skin), bind between an armature and a mesh. | |
** SubDeformers (i.e. Cluster), one per bone/vgroup pair. | |
* BindPose. | |
Note armature itself has no data, it is a mere "Null" Model... | |
""" | |
mat_world_arm = arm_obj.fbx_object_matrix(scene_data, global_space=True) | |
bones = tuple(bo_obj for bo_obj in arm_obj.bones if bo_obj in scene_data.objects) | |
bone_radius_scale = 33.0 | |
# Bones "data". | |
for bo_obj in bones: | |
bo = bo_obj.bdata | |
bo_data_key = scene_data.data_bones[bo_obj] | |
fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(bo_data_key)) | |
fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute")) | |
fbx_bo.add_string(b"LimbNode") | |
elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton") | |
tmpl = elem_props_template_init(scene_data.templates, b"Bone") | |
props = elem_properties(fbx_bo) | |
elem_props_template_set(tmpl, props, "p_double", b"Size", bo.head_radius * bone_radius_scale) | |
elem_props_template_finalize(tmpl, props) | |
# Custom properties. | |
if scene_data.settings.use_custom_props: | |
fbx_data_element_custom_properties(props, bo) | |
# Store Blender bone length - XXX Not much useful actually :/ | |
# (LimbLength can't be used because it is a scale factor 0-1 for the parent-child distance: | |
# http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/class_fbx_skeleton.html#a9bbe2a70f4ed82cd162620259e649f0f ) | |
# elem_props_set(props, "p_double", "BlenderBoneLength".encode(), (bo.tail_local - bo.head_local).length, custom=True) | |
# Skin deformers and BindPoses. | |
# Note: we might also use Deformers for our "parent to vertex" stuff??? | |
deformer = scene_data.data_deformers_skin.get(arm_obj, None) | |
if deformer is not None: | |
for me, (skin_key, ob_obj, clusters) in deformer.items(): | |
# BindPose. | |
mat_world_obj, mat_world_bones = fbx_data_bindpose_element(root, ob_obj, me, scene_data, | |
arm_obj, mat_world_arm, bones) | |
# Deformer. | |
fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(skin_key)) | |
fbx_skin.add_string(fbx_name_class(arm_obj.name.encode(), b"Deformer")) | |
fbx_skin.add_string(b"Skin") | |
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 ot more than four bones). | |
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: OrderedDict() 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: | |
vgroups[vg_idx][idx] = w | |
for bo_obj, clstr_key in clusters.items(): | |
bo = bo_obj.bdata | |
# Find which vertices are affected by this bone/vgroup pair, and matching weights. | |
# Note we still write a cluster for bones not affecting the mesh, to get 'rest pose' data | |
# (the TransformBlah matrices). | |
vg_idx = bo_vg_idx.get(bo.name, None) | |
indices, weights = ((), ()) if vg_idx is None or not vgroups[vg_idx] else zip(*vgroups[vg_idx].items()) | |
# Create the cluster. | |
fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(clstr_key)) | |
fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer")) | |
fbx_clstr.add_string(b"Cluster") | |
elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION) | |
# No idea what that user data might be... | |
fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"") | |
fbx_userdata.add_string(b"") | |
if indices: | |
elem_data_single_int32_array(fbx_clstr, b"Indexes", indices) | |
elem_data_single_float64_array(fbx_clstr, b"Weights", weights) | |
# Transform, TransformLink and TransformAssociateModel matrices... | |
# They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though. | |
# WARNING! Even though official FBX API presents Transform in global space, | |
# **it is stored in bone space in FBX data!** See: | |
# http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return- | |
# by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/ | |
elem_data_single_float64_array(fbx_clstr, b"Transform", | |
matrix4_to_array(mat_world_bones[bo_obj].inverted_safe() * mat_world_obj)) | |
elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj])) | |
elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm)) | |
def fbx_data_leaf_bone_elements(root, scene_data): | |
# Write a dummy leaf bone that is used by applications to show the length of the last bone in a chain | |
for (node_name, _par_uuid, node_uuid, attr_uuid, matrix, hide, size) in scene_data.data_leaf_bones: | |
# Bone 'data'... | |
fbx_bo = elem_data_single_int64(root, b"NodeAttribute", attr_uuid) | |
fbx_bo.add_string(fbx_name_class(node_name.encode(), b"NodeAttribute")) | |
fbx_bo.add_string(b"LimbNode") | |
elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton") | |
tmpl = elem_props_template_init(scene_data.templates, b"Bone") | |
props = elem_properties(fbx_bo) | |
elem_props_template_set(tmpl, props, "p_double", b"Size", size) | |
elem_props_template_finalize(tmpl, props) | |
# And bone object. | |
model = elem_data_single_int64(root, b"Model", node_uuid) | |
model.add_string(fbx_name_class(node_name.encode(), b"Model")) | |
model.add_string(b"LimbNode") | |
elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION) | |
# Object transform info. | |
loc, rot, scale = matrix.decompose() | |
rot = rot.to_euler('XYZ') | |
rot = tuple(convert_rad_to_deg_iter(rot)) | |
tmpl = elem_props_template_init(scene_data.templates, b"Model") | |
# For now add only loc/rot/scale... | |
props = elem_properties(model) | |
# Generated leaf bones are obviously never animated! | |
elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc) | |
elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot) | |
elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale) | |
elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not hide)) | |
# Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to | |
# invalid -1 value... | |
elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0) | |
elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs | |
# Those settings would obviously need to be edited in a complete version of the exporter, may depends on | |
# object type, etc. | |
elem_data_single_int32(model, b"MultiLayer", 0) | |
elem_data_single_int32(model, b"MultiTake", 0) | |
elem_data_single_bool(model, b"Shading", True) | |
elem_data_single_string(model, b"Culling", b"CullingOff") | |
elem_props_template_finalize(tmpl, props) | |
def fbx_data_object_elements(root, ob_obj, scene_data): | |
""" | |
Write the Object (Model) data blocks. | |
Note this "Model" can also be bone or dupli! | |
""" | |
obj_type = b"Null" # default, sort of empty... | |
if ob_obj.is_bone: | |
obj_type = b"LimbNode" | |
elif (ob_obj.type == 'ARMATURE'): | |
if scene_data.settings.armature_nodetype == 'ROOT': | |
obj_type = b"Root" | |
elif scene_data.settings.armature_nodetype == 'LIMBNODE': | |
obj_type = b"LimbNode" | |
else: # Default, preferred option... | |
obj_type = b"Null" | |
elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE): | |
obj_type = b"Mesh" | |
elif (ob_obj.type == 'LAMP'): | |
obj_type = b"Light" | |
elif (ob_obj.type == 'CAMERA'): | |
obj_type = b"Camera" | |
model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid) | |
model.add_string(fbx_name_class(ob_obj.name.encode(), b"Model")) | |
model.add_string(obj_type) | |
elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION) | |
# Object transform info. | |
loc, rot, scale, matrix, matrix_rot = ob_obj.fbx_object_tx(scene_data) | |
rot = tuple(convert_rad_to_deg_iter(rot)) | |
tmpl = elem_props_template_init(scene_data.templates, b"Model") | |
# For now add only loc/rot/scale... | |
props = elem_properties(model) | |
elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc, | |
animatable=True, animated=((ob_obj.key, "Lcl Translation") in scene_data.animated)) | |
elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot, | |
animatable=True, animated=((ob_obj.key, "Lcl Rotation") in scene_data.animated)) | |
elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale, | |
animatable=True, animated=((ob_obj.key, "Lcl Scaling") in scene_data.animated)) | |
elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide)) | |
# Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to | |
# invalid -1 value... | |
elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0) | |
elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs | |
# Custom properties. | |
if scene_data.settings.use_custom_props: | |
fbx_data_element_custom_properties(props, ob_obj.bdata) | |
# Those settings would obviously need to be edited in a complete version of the exporter, may depends on | |
# object type, etc. | |
elem_data_single_int32(model, b"MultiLayer", 0) | |
elem_data_single_int32(model, b"MultiTake", 0) | |
elem_data_single_bool(model, b"Shading", True) | |
elem_data_single_string(model, b"Culling", b"CullingOff") | |
if obj_type == b"Camera": | |
# Why, oh why are FBX cameras such a mess??? | |
# And WHY add camera data HERE??? Not even sure this is needed... | |
render = scene_data.scene.render | |
width = render.resolution_x * 1.0 | |
height = render.resolution_y * 1.0 | |
elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0) # Don't know what it means | |
elem_props_template_set(tmpl, props, "p_double", b"AspectW", width) | |
elem_props_template_set(tmpl, props, "p_double", b"AspectH", height) | |
elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True) | |
elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0) # Don't know what it means | |
elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True) | |
elem_props_template_finalize(tmpl, props) | |
def fbx_data_animation_elements(root, scene_data): | |
""" | |
Write animation data. | |
""" | |
animations = scene_data.animations | |
if not animations: | |
return | |
scene = scene_data.scene | |
fps = scene.render.fps / scene.render.fps_base | |
def keys_to_ktimes(keys): | |
return (int(v) for v in convert_sec_to_ktime_iter((f / fps for f, _v in keys))) | |
# Animation stacks. | |
for astack_key, alayers, alayer_key, name, f_start, f_end in animations: | |
astack = elem_data_single_int64(root, b"AnimationStack", get_fbx_uuid_from_key(astack_key)) | |
astack.add_string(fbx_name_class(name, b"AnimStack")) | |
astack.add_string(b"") | |
astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack") | |
astack_props = elem_properties(astack) | |
r = scene_data.scene.render | |
fps = r.fps / r.fps_base | |
start = int(convert_sec_to_ktime(f_start / fps)) | |
end = int(convert_sec_to_ktime(f_end / fps)) | |
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start) | |
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end) | |
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start) | |
elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end) | |
elem_props_template_finalize(astack_tmpl, astack_props) | |
# For now, only one layer for all animations. | |
alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key)) | |
alayer.add_string(fbx_name_class(name, b"AnimLayer")) | |
alayer.add_string(b"") | |
for ob_obj, (alayer_key, acurvenodes) in alayers.items(): | |
# Animation layer. | |
# alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key)) | |
# alayer.add_string(fbx_name_class(ob_obj.name.encode(), b"AnimLayer")) | |
# alayer.add_string(b"") | |
for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items(): | |
# Animation curve node. | |
acurvenode = elem_data_single_int64(root, b"AnimationCurveNode", get_fbx_uuid_from_key(acurvenode_key)) | |
acurvenode.add_string(fbx_name_class(acurvenode_name.encode(), b"AnimCurveNode")) | |
acurvenode.add_string(b"") | |
acn_tmpl = elem_props_template_init(scene_data.templates, b"AnimationCurveNode") | |
acn_props = elem_properties(acurvenode) | |
for fbx_item, (acurve_key, def_value, keys, _acurve_valid) in acurves.items(): | |
elem_props_template_set(acn_tmpl, acn_props, "p_number", fbx_item.encode(), | |
def_value, animatable=True) | |
# Only create Animation curve if needed! | |
if keys: | |
acurve = elem_data_single_int64(root, b"AnimationCurve", get_fbx_uuid_from_key(acurve_key)) | |
acurve.add_string(fbx_name_class(b"", b"AnimCurve")) | |
acurve.add_string(b"") | |
# key attributes... | |
nbr_keys = len(keys) | |
# flags... | |
keyattr_flags = ( | |
1 << 2 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic. | |
1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break, | |
1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent, | |
1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive. | |
0, | |
) | |
# Maybe values controlling TCB & co??? | |
keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0) | |
# And now, the *real* data! | |
elem_data_single_float64(acurve, b"Default", def_value) | |
elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION) | |
elem_data_single_int64_array(acurve, b"KeyTime", keys_to_ktimes(keys)) | |
elem_data_single_float32_array(acurve, b"KeyValueFloat", (v for _f, v in keys)) | |
elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags) | |
elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat) | |
elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,)) | |
elem_props_template_finalize(acn_tmpl, acn_props) | |
# ##### Top-level FBX data container. ##### | |
def fbx_mat_properties_from_texture(tex): | |
""" | |
Returns a set of FBX metarial properties that are affected by the given texture. | |
Quite obviously, this is a fuzzy and far-from-perfect mapping! Amounts of influence are completely lost, e.g. | |
Note tex is actually expected to be a texture slot. | |
""" | |
# Mapping Blender -> FBX (blend_use_name, blend_fact_name, fbx_name). | |
blend_to_fbx = ( | |
# Lambert & Phong... | |
("diffuse", "diffuse", b"DiffuseFactor"), | |
("color_diffuse", "diffuse_color", b"DiffuseColor"), | |
("alpha", "alpha", b"TransparencyFactor"), | |
("diffuse", "diffuse", b"TransparentColor"), # Uses diffuse color in Blender! | |
("emit", "emit", b"EmissiveFactor"), | |
("diffuse", "diffuse", b"EmissiveColor"), # Uses diffuse color in Blender! | |
("ambient", "ambient", b"AmbientFactor"), | |
# ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore... | |
("normal", "normal", b"NormalMap"), | |
# Note: unsure about those... :/ | |
# ("", "", b"Bump"), | |
# ("", "", b"BumpFactor"), | |
# ("", "", b"DisplacementColor"), | |
# ("", "", b"DisplacementFactor"), | |
# Phong only. | |
("specular", "specular", b"SpecularFactor"), | |
("color_spec", "specular_color", b"SpecularColor"), | |
# See Material template about those two! | |
("hardness", "hardness", b"Shininess"), | |
("hardness", "hardness", b"ShininessExponent"), | |
("mirror", "mirror", b"ReflectionColor"), | |
("raymir", "raymir", b"ReflectionFactor"), | |
) | |
tex_fbx_props = set() | |
for use_map_name, name_factor, fbx_prop_name in blend_to_fbx: | |
# Always export enabled textures, even if they have a null influence... | |
if getattr(tex, "use_map_" + use_map_name): | |
tex_fbx_props.add(fbx_prop_name) | |
return tex_fbx_props | |
def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes, | |
data_bones, data_deformers_skin, data_empties, arm_parents): | |
""" | |
Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh, | |
create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster). | |
Also supports "parent to bone" (simple parent to Model/LimbNode). | |
arm_parents is a set of tuples (armature, object) for all successful armature bindings. | |
""" | |
# We need some data for our armature 'object' too!!! | |
data_empties[arm_obj] = get_blender_empty_key(arm_obj.bdata) | |
arm_data = arm_obj.bdata.data | |
bones = OrderedDict() | |
for bo in arm_obj.bones: | |
if settings.use_armature_deform_only: | |
if bo.bdata.use_deform: | |
bones[bo] = True | |
bo_par = bo.parent | |
while bo_par.is_bone: | |
bones[bo_par] = True | |
bo_par = bo_par.parent | |
elif bo not in bones: # Do not override if already set in the loop above! | |
bones[bo] = False | |
else: | |
bones[bo] = True | |
bones = OrderedDict((bo, None) for bo, use in bones.items() if use) | |
if not bones: | |
return | |
data_bones.update((bo, get_blender_bone_key(arm_obj.bdata, bo.bdata)) for bo in bones) | |
for ob_obj in objects: | |
if not ob_obj.is_deformed_by_armature(arm_obj): | |
continue | |
# Always handled by an Armature modifier... | |
found = False | |
for mod in ob_obj.bdata.modifiers: | |
if mod.type not in {'ARMATURE'} or not mod.object: | |
continue | |
# We only support vertex groups binding method, not bone envelopes one! | |
if mod.object in {arm_obj.bdata, arm_obj.bdata.proxy} and mod.use_vertex_groups: | |
found = True | |
break | |
if not found: | |
continue | |
# Now we have a mesh using this armature. | |
# Note: bindpose have no relations at all (no connections), so no need for any preprocess for them. | |
# Create skin & clusters relations (note skins are connected to geometry, *not* model!). | |
_key, me, _free = data_meshes[ob_obj] | |
clusters = OrderedDict((bo, get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata)) for bo in bones) | |
data_deformers_skin.setdefault(arm_obj, OrderedDict())[me] = (get_blender_armature_skin_key(arm_obj.bdata, me), | |
ob_obj, clusters) | |
# We don't want a regular parent relationship for those in FBX... | |
arm_parents.add((arm_obj, ob_obj)) | |
# Needed to handle matrices/spaces (since we do not parent them to 'armature' in FBX :/ ). | |
ob_obj.parented_to_armature = True | |
objects.update(bones) | |
def fbx_generate_leaf_bones(settings, data_bones): | |
# find which bons have no children | |
child_count = {bo: 0 for bo in data_bones.keys()} | |
for bo in data_bones.keys(): | |
if bo.parent and bo.parent.is_bone: | |
child_count[bo.parent] += 1 | |
bone_radius_scale = settings.global_scale * 33.0 | |
# generate bone data | |
leaf_parents = [bo for bo, count in child_count.items() if count == 0] | |
leaf_bones = [] | |
for parent in leaf_parents: | |
node_name = parent.name + "_end" | |
parent_uuid = parent.fbx_uuid | |
parent_key = parent.key | |
node_uuid = get_fbx_uuid_from_key(parent_key + "_end_node") | |
attr_uuid = get_fbx_uuid_from_key(parent_key + "_end_nodeattr") | |
hide = parent.hide | |
size = parent.bdata.head_radius * bone_radius_scale | |
bone_length = (parent.bdata.tail_local - parent.bdata.head_local).length | |
matrix = Matrix.Translation((0, bone_length, 0)) | |
if settings.bone_correction_matrix_inv: | |
matrix = settings.bone_correction_matrix_inv * matrix | |
if settings.bone_correction_matrix: | |
matrix = matrix * settings.bone_correction_matrix | |
leaf_bones.append((node_name, parent_uuid, node_uuid, attr_uuid, matrix, hide, size)) | |
return leaf_bones | |
def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=None, force_keep=False): | |
""" | |
Generate animation data (a single AnimStack) from objects, for a given frame range. | |
""" | |
bake_step = scene_data.settings.bake_anim_step | |
simplify_fac = scene_data.settings.bake_anim_simplify_factor | |
scene = scene_data.scene | |
force_keying = scene_data.settings.bake_anim_use_all_bones | |
force_sek = scene_data.settings.bake_anim_force_startend_keying | |
if objects is not None: | |
# Add bones and duplis! | |
for ob_obj in tuple(objects): | |
if not ob_obj.is_object: | |
continue | |
if ob_obj.type == 'ARMATURE': | |
objects |= {bo_obj for bo_obj in ob_obj.bones if bo_obj in scene_data.objects} | |
ob_obj.dupli_list_create(scene, 'RENDER') | |
for dp_obj in ob_obj.dupli_list: | |
if dp_obj in scene_data.objects: | |
objects.add(dp_obj) | |
ob_obj.dupli_list_clear() | |
else: | |
objects = scene_data.objects | |
back_currframe = scene.frame_current | |
animdata_ob = OrderedDict() | |
p_rots = {} | |
for ob_obj in objects: | |
if ob_obj.parented_to_armature: | |
continue | |
ACNW = AnimationCurveNodeWrapper | |
loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data) | |
rot_deg = tuple(convert_rad_to_deg_iter(rot)) | |
force_key = (simplify_fac == 0.0) or (ob_obj.is_bone and force_keying) | |
animdata_ob[ob_obj] = (ACNW(ob_obj.key, 'LCL_TRANSLATION', force_key, force_sek, loc), | |
ACNW(ob_obj.key, 'LCL_ROTATION', force_key, force_sek, rot_deg), | |
ACNW(ob_obj.key, 'LCL_SCALING', force_key, force_sek, scale)) | |
p_rots[ob_obj] = rot | |
animdata_shapes = OrderedDict() | |
force_key = (simplify_fac == 0.0) | |
for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items(): | |
# Ignore absolute shape keys for now! | |
if not me.shape_keys.use_relative: | |
continue | |
for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items(): | |
acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', force_key, force_sek, (0.0,)) | |
# Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/ | |
acnode.add_group(me_key, shape.name, shape.name, (shape.name,)) | |
animdata_shapes[channel_key] = (acnode, me, shape) | |
currframe = f_start | |
while currframe <= f_end: | |
real_currframe = currframe - f_start if start_zero else currframe | |
scene.frame_set(int(currframe), currframe - int(currframe)) | |
for ob_obj in animdata_ob: | |
ob_obj.dupli_list_create(scene, 'RENDER') | |
for ob_obj, (anim_loc, anim_rot, anim_scale) in animdata_ob.items(): | |
# We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!). | |
p_rot = p_rots.get(ob_obj, None) | |
loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data, rot_euler_compat=p_rot) | |
p_rots[ob_obj] = rot | |
anim_loc.add_keyframe(real_currframe, loc) | |
anim_rot.add_keyframe(real_currframe, tuple(convert_rad_to_deg_iter(rot))) | |
anim_scale.add_keyframe(real_currframe, scale) | |
for ob_obj in objects: | |
ob_obj.dupli_list_clear() | |
for anim_shape, me, shape in animdata_shapes.values(): | |
anim_shape.add_keyframe(real_currframe, (shape.value * 100.0,)) | |
currframe += bake_step | |
scene.frame_set(back_currframe, 0.0) | |
animations = OrderedDict() | |
# And now, produce final data (usable by FBX export code) | |
# Objects-like loc/rot/scale... | |
for ob_obj, anims in animdata_ob.items(): | |
for anim in anims: | |
anim.simplify(simplify_fac, bake_step, force_keep) | |
if not anim: | |
continue | |
for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep): | |
anim_data = animations.get(obj_key) | |
if anim_data is None: | |
anim_data = animations[obj_key] = ("dummy_unused_key", OrderedDict()) | |
anim_data[1][fbx_group] = (group_key, group, fbx_gname) | |
# And meshes' shape keys. | |
for channel_key, (anim_shape, me, shape) in animdata_shapes.items(): | |
final_keys = OrderedDict() | |
anim_shape.simplify(simplify_fac, bake_step, force_keep) | |
if not anim_shape: | |
continue | |
for elem_key, group_key, group, fbx_group, fbx_gname in anim_shape.get_final_data(scene, ref_id, force_keep): | |
anim_data = animations.get(elem_key) | |
if anim_data is None: | |
anim_data = animations[elem_key] = ("dummy_unused_key", OrderedDict()) | |
anim_data[1][fbx_group] = (group_key, group, fbx_gname) | |
astack_key = get_blender_anim_stack_key(scene, ref_id) | |
alayer_key = get_blender_anim_layer_key(scene, ref_id) | |
name = (get_blenderID_name(ref_id) if ref_id else scene.name).encode() | |
if start_zero: | |
f_end -= f_start | |
f_start = 0.0 | |
return (astack_key, animations, alayer_key, name, f_start, f_end) if animations else None | |
def fbx_animations(scene_data): | |
""" | |
Generate global animation data from objects. | |
""" | |
scene = scene_data.scene | |
animations = [] | |
animated = set() | |
frame_start = 1e100 | |
frame_end = -1e100 | |
def add_anim(animations, animated, anim): | |
nonlocal frame_start, frame_end | |
if anim is not None: | |
animations.append(anim) | |
f_start, f_end = anim[4:6] | |
if f_start < frame_start: | |
frame_start = f_start | |
if f_end > frame_end: | |
frame_end = f_end | |
_astack_key, astack, _alayer_key, _name, _fstart, _fend = anim | |
for elem_key, (alayer_key, acurvenodes) in astack.items(): | |
for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items(): | |
animated.add((elem_key, fbx_prop)) | |
# Per-NLA strip animstacks. | |
if scene_data.settings.bake_anim_use_nla_strips: | |
strips = [] | |
ob_actions = [] | |
for ob_obj in scene_data.objects: | |
# NLA tracks only for objects, not bones! | |
if not ob_obj.is_object: | |
continue | |
ob = ob_obj.bdata # Back to real Blender Object. | |
if not ob.animation_data: | |
continue | |
# We have to remove active action from objects, it overwrites strips actions otherwise... | |
ob_actions.append((ob, ob.animation_data.action)) | |
ob.animation_data.action = None | |
for track in ob.animation_data.nla_tracks: | |
if track.mute: | |
continue | |
for strip in track.strips: | |
if strip.mute: | |
continue | |
strips.append(strip) | |
strip.mute = True | |
for strip in strips: | |
strip.mute = False | |
add_anim(animations, animated, | |
fbx_animations_do(scene_data, strip, strip.frame_start, strip.frame_end, True, force_keep=True)) | |
strip.mute = True | |
scene.frame_set(scene.frame_current, 0.0) | |
for strip in strips: | |
strip.mute = False | |
for ob, ob_act in ob_actions: | |
ob.animation_data.action = ob_act | |
# All actions. | |
if scene_data.settings.bake_anim_use_all_actions: | |
def validate_actions(act, path_resolve): | |
for fc in act.fcurves: | |
data_path = fc.data_path | |
if fc.array_index: | |
data_path = data_path + "[%d]" % fc.array_index | |
try: | |
path_resolve(data_path) | |
except ValueError: | |
return False # Invalid. | |
return True # Valid. | |
def restore_object(ob_to, ob_from): | |
# Restore org state of object (ugh :/ ). | |
props = ( | |
'location', 'rotation_quaternion', 'rotation_axis_angle', 'rotation_euler', 'rotation_mode', 'scale', | |
'delta_location', 'delta_rotation_euler', 'delta_rotation_quaternion', 'delta_scale', | |
'lock_location', 'lock_rotation', 'lock_rotation_w', 'lock_rotations_4d', 'lock_scale', | |
'tag', 'layers', 'select', 'track_axis', 'up_axis', 'active_material', 'active_material_index', | |
'matrix_parent_inverse', 'empty_draw_type', 'empty_draw_size', 'empty_image_offset', 'pass_index', | |
'color', 'hide', 'hide_select', 'hide_render', 'use_slow_parent', 'slow_parent_offset', | |
'use_extra_recalc_object', 'use_extra_recalc_data', 'dupli_type', 'use_dupli_frames_speed', | |
'use_dupli_vertices_rotation', 'use_dupli_faces_scale', 'dupli_faces_scale', 'dupli_group', | |
'dupli_frames_start', 'dupli_frames_end', 'dupli_frames_on', 'dupli_frames_off', | |
'draw_type', 'show_bounds', 'draw_bounds_type', 'show_name', 'show_axis', 'show_texture_space', | |
'show_wire', 'show_all_edges', 'show_transparent', 'show_x_ray', | |
'show_only_shape_key', 'use_shape_key_edit_mode', 'active_shape_key_index', | |
) | |
for p in props: | |
if not ob_to.is_property_readonly(p): | |
setattr(ob_to, p, getattr(ob_from, p)) | |
for ob_obj in scene_data.objects: | |
# Actions only for objects, not bones! | |
if not ob_obj.is_object: | |
continue | |
ob = ob_obj.bdata # Back to real Blender Object. | |
if not ob.animation_data: | |
continue # Do not export animations for objects that are absolutely not animated, see T44386. | |
if ob.animation_data.is_property_readonly('action'): | |
continue # Cannot re-assign 'active action' to this object (usually related to NLA usage, see T48089). | |
# We can't play with animdata and actions and get back to org state easily. | |
# So we have to add a temp copy of the object to the scene, animate it, and remove it... :/ | |
ob_copy = ob.copy() | |
# Great, have to handle bones as well if needed... | |
pbones_matrices = [pbo.matrix_basis.copy() for pbo in ob.pose.bones] if ob.type == 'ARMATURE' else ... | |
org_act = ob.animation_data.action | |
path_resolve = ob.path_resolve | |
for act in bpy.data.actions: | |
# For now, *all* paths in the action must be valid for the object, to validate the action. | |
# Unless that action was already assigned to the object! | |
if act != org_act and not validate_actions(act, path_resolve): | |
continue | |
ob.animation_data.action = act | |
frame_start, frame_end = act.frame_range # sic! | |
add_anim(animations, animated, | |
fbx_animations_do(scene_data, (ob, act), frame_start, frame_end, True, | |
objects={ob_obj}, force_keep=True)) | |
# Ugly! :/ | |
if pbones_matrices is not ...: | |
for pbo, mat in zip(ob.pose.bones, pbones_matrices): | |
pbo.matrix_basis = mat.copy() | |
ob.animation_data.action = org_act | |
restore_object(ob, ob_copy) | |
scene.frame_set(scene.frame_current, 0.0) | |
if pbones_matrices is not ...: | |
for pbo, mat in zip(ob.pose.bones, pbones_matrices): | |
pbo.matrix_basis = mat.copy() | |
ob.animation_data.action = org_act | |
bpy.data.objects.remove(ob_copy) | |
scene.frame_set(scene.frame_current, 0.0) | |
# Global (containing everything) animstack, only if not exporting NLA strips and/or all actions. | |
if not scene_data.settings.bake_anim_use_nla_strips and not scene_data.settings.bake_anim_use_all_actions: | |
add_anim(animations, animated, fbx_animations_do(scene_data, None, scene.frame_start, scene.frame_end, False)) | |
# Be sure to update all matrices back to org state! | |
scene.frame_set(scene.frame_current, 0.0) | |
return animations, animated, frame_start, frame_end | |
def fbx_data_from_scene(scene, settings): | |
""" | |
Do some pre-processing over scene's data... | |
""" | |
objtypes = settings.object_types | |
dp_objtypes = objtypes - {'ARMATURE'} # Armatures are not supported as dupli instances currently... | |
perfmon = PerfMon() | |
perfmon.level_up() | |
# ##### Gathering data... | |
perfmon.step("FBX export prepare: Wrapping Objects...") | |
# This is rather simple for now, maybe we could end generating templates with most-used values | |
# instead of default ones? | |
objects = OrderedDict() # Because we do not have any ordered set... | |
for ob in settings.context_objects: | |
if ob.type not in objtypes: | |
continue | |
ob_obj = ObjectWrapper(ob) | |
objects[ob_obj] = None | |
# Duplis... | |
ob_obj.dupli_list_create(scene, 'RENDER') | |
for dp_obj in ob_obj.dupli_list: | |
if dp_obj.type not in dp_objtypes: | |
continue | |
objects[dp_obj] = None | |
ob_obj.dupli_list_clear() | |
perfmon.step("FBX export prepare: Wrapping Data (lamps, cameras, empties)...") | |
data_lamps = OrderedDict((ob_obj.bdata.data, get_blenderID_key(ob_obj.bdata.data)) | |
for ob_obj in objects if ob_obj.type == 'LAMP') | |
# Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)... | |
data_cameras = OrderedDict((ob_obj, get_blenderID_key(ob_obj.bdata.data)) | |
for ob_obj in objects if ob_obj.type == 'CAMERA') | |
# Yep! Contains nothing, but needed! | |
data_empties = OrderedDict((ob_obj, get_blender_empty_key(ob_obj.bdata)) | |
for ob_obj in objects if ob_obj.type == 'EMPTY') | |
perfmon.step("FBX export prepare: Wrapping Meshes...") | |
data_meshes = OrderedDict() | |
for ob_obj in objects: | |
if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE: | |
continue | |
ob = ob_obj.bdata | |
use_org_data = True | |
org_ob_obj = None | |
# Do not want to systematically recreate a new mesh for dupliobject instances, kind of break purpose of those. | |
if ob_obj.is_dupli: | |
org_ob_obj = ObjectWrapper(ob) # We get the "real" object wrapper from that dupli instance. | |
if org_ob_obj in data_meshes: | |
data_meshes[ob_obj] = data_meshes[org_ob_obj] | |
continue | |
is_ob_material = any(ms.link == 'OBJECT' for ms in ob.material_slots) | |
if settings.use_mesh_modifiers or ob.type in BLENDER_OTHER_OBJECT_TYPES or is_ob_material: | |
# We cannot use default mesh in that case, or material would not be the right ones... | |
use_org_data = not (is_ob_material or ob.type in BLENDER_OTHER_OBJECT_TYPES) | |
tmp_mods = [] | |
if use_org_data and ob.type == 'MESH': | |
# No need to create a new mesh in this case, if no modifier is active! | |
for mod in ob.modifiers: | |
# For meshes, when armature export is enabled, disable Armature modifiers here! | |
if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types: | |
tmp_mods.append((mod, mod.show_render)) | |
mod.show_render = False | |
if mod.show_render: | |
use_org_data = False | |
if not use_org_data: | |
tmp_me = ob.to_mesh(scene, apply_modifiers=True, | |
settings='RENDER' if settings.use_mesh_modifiers_render else 'PREVIEW') | |
data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True) | |
# Re-enable temporary disabled modifiers. | |
for mod, show_render in tmp_mods: | |
mod.show_render = show_render | |
if use_org_data: | |
data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False) | |
# In case "real" source object of that dupli did not yet still existed in data_meshes, create it now! | |
if org_ob_obj is not None: | |
data_meshes[org_ob_obj] = data_meshes[ob_obj] | |
perfmon.step("FBX export prepare: Wrapping ShapeKeys...") | |
# ShapeKeys. | |
data_deformers_shape = OrderedDict() | |
geom_mat_co = settings.global_matrix if settings.bake_space_transform else None | |
for me_key, me, _free in data_meshes.values(): | |
if not (me.shape_keys and len(me.shape_keys.key_blocks) > 1): # We do not want basis-only relative skeys... | |
continue | |
if me in data_deformers_shape: | |
continue | |
shapes_key = get_blender_mesh_shape_key(me) | |
# We gather all vcos first, since some skeys may be based on others... | |
_cos = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3 | |
me.vertices.foreach_get("co", _cos) | |
v_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co)) | |
sk_cos = {} | |
for shape in me.shape_keys.key_blocks[1:]: | |
shape.data.foreach_get("co", _cos) | |
sk_cos[shape] = tuple(vcos_transformed_gen(_cos, geom_mat_co)) | |
sk_base = me.shape_keys.key_blocks[0] | |
for shape in me.shape_keys.key_blocks[1:]: | |
# Only write vertices really different from org coordinates! | |
# XXX FBX does not like empty shapes (makes Unity crash e.g.), so we have to do this here... :/ | |
shape_verts_co = [] | |
shape_verts_idx = [] | |
sv_cos = sk_cos[shape] | |
ref_cos = v_cos if shape.relative_key == sk_base else sk_cos[shape.relative_key] | |
for idx, (sv_co, ref_co) in enumerate(zip(sv_cos, ref_cos)): | |
if similar_values_iter(sv_co, ref_co): | |
# Note: Maybe this is a bit too simplistic, should we use real shape base here? Though FBX does not | |
# have this at all... Anyway, this should cover most common cases imho. | |
continue | |
shape_verts_co.extend(Vector(sv_co) - Vector(ref_co)) | |
shape_verts_idx.append(idx) | |
if not shape_verts_co: | |
continue | |
channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape) | |
data = (channel_key, geom_key, shape_verts_co, shape_verts_idx) | |
data_deformers_shape.setdefault(me, (me_key, shapes_key, OrderedDict()))[2][shape] = data | |
perfmon.step("FBX export prepare: Wrapping Armatures...") | |
# Armatures! | |
data_deformers_skin = OrderedDict() | |
data_bones = OrderedDict() | |
arm_parents = set() | |
for ob_obj in tuple(objects): | |
if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}): | |
continue | |
fbx_skeleton_from_armature(scene, settings, ob_obj, objects, data_meshes, | |
data_bones, data_deformers_skin, data_empties, arm_parents) | |
# Generate leaf bones | |
data_leaf_bones = [] | |
if settings.add_leaf_bones: | |
data_leaf_bones = fbx_generate_leaf_bones(settings, data_bones) | |
perfmon.step("FBX export prepare: Wrapping World...") | |
# Some world settings are embedded in FBX materials... | |
if scene.world: | |
data_world = OrderedDict(((scene.world, get_blenderID_key(scene.world)),)) | |
else: | |
data_world = OrderedDict() | |
perfmon.step("FBX export prepare: Wrapping Materials...") | |
# TODO: Check all the mat stuff works even when mats are linked to Objects | |
# (we can then have the same mesh used with different materials...). | |
# *Should* work, as FBX always links its materials to Models (i.e. objects). | |
# XXX However, material indices would probably break... | |
data_materials = OrderedDict() | |
for ob_obj in objects: | |
# If obj is not a valid object for materials, wrapper will just return an empty tuple... | |
for mat_s in ob_obj.material_slots: | |
mat = mat_s.material | |
if mat is None: | |
continue # Empty slots! | |
# Note theoretically, FBX supports any kind of materials, even GLSL shaders etc. | |
# However, I doubt anything else than Lambert/Phong is really portable! | |
# We support any kind of 'surface' shader though, better to have some kind of default Lambert than nothing. | |
# Note we want to keep a 'dummy' empty mat even when we can't really support it, see T41396. | |
mat_data = data_materials.get(mat) | |
if mat_data is not None: | |
mat_data[1].append(ob_obj) | |
else: | |
data_materials[mat] = (get_blenderID_key(mat), [ob_obj]) | |
perfmon.step("FBX export prepare: Wrapping Textures...") | |
# Note FBX textures also hold their mapping info. | |
# TODO: Support layers? | |
data_textures = OrderedDict() | |
# FbxVideo also used to store static images... | |
data_videos = OrderedDict() | |
# For now, do not use world textures, don't think they can be linked to anything FBX wise... | |
for mat in data_materials.keys(): | |
if check_skip_material(mat): | |
continue | |
for tex, use_tex in zip(mat.texture_slots, mat.use_textures): | |
if tex is None or tex.texture is None or not use_tex: | |
continue | |
# For now, only consider image textures. | |
# Note FBX does has support for procedural, but this is not portable at all (opaque blob), | |
# so not useful for us. | |
# TODO I think ENVIRONMENT_MAP should be usable in FBX as well, but for now let it aside. | |
# if tex.texture.type not in {'IMAGE', 'ENVIRONMENT_MAP'}: | |
if tex.texture.type not in {'IMAGE'}: | |
continue | |
img = tex.texture.image | |
if img is None: | |
continue | |
# Find out whether we can actually use this texture for this material, in FBX context. | |
tex_fbx_props = fbx_mat_properties_from_texture(tex) | |
if not tex_fbx_props: | |
continue | |
tex_data = data_textures.get(tex) | |
if tex_data is not None: | |
tex_data[1][mat] = tex_fbx_props | |
else: | |
data_textures[tex] = (get_blenderID_key(tex), OrderedDict(((mat, tex_fbx_props),))) | |
vid_data = data_videos.get(img) | |
if vid_data is not None: | |
vid_data[1].append(tex) | |
else: | |
data_videos[img] = (get_blenderID_key(img), [tex]) | |
perfmon.step("FBX export prepare: Wrapping Animations...") | |
# Animation... | |
animations = () | |
animated = set() | |
frame_start = scene.frame_start | |
frame_end = scene.frame_end | |
if settings.bake_anim: | |
# From objects & bones only for a start. | |
# Kind of hack, we need a temp scene_data for object's space handling to bake animations... | |
tmp_scdata = FBXExportData( | |
None, None, None, | |
settings, scene, objects, None, None, 0.0, 0.0, | |
data_empties, data_lamps, data_cameras, data_meshes, None, | |
data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape, | |
data_world, data_materials, data_textures, data_videos, | |
) | |
animations, animated, frame_start, frame_end = fbx_animations(tmp_scdata) | |
# ##### Creation of templates... | |
perfmon.step("FBX export prepare: Generating templates...") | |
templates = OrderedDict() | |
templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1) | |
if data_empties: | |
templates[b"Null"] = fbx_template_def_null(scene, settings, nbr_users=len(data_empties)) | |
if data_lamps: | |
templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lamps)) | |
if data_cameras: | |
templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras)) | |
if data_bones: | |
templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones)) | |
if data_meshes: | |
nbr = len({me_key for me_key, _me, _free in data_meshes.values()}) | |
if data_deformers_shape: | |
nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values()) | |
templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=nbr) | |
if objects: | |
templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects)) | |
if arm_parents: | |
# Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures | |
templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents)) | |
if data_deformers_skin or data_deformers_shape: | |
nbr = 0 | |
if data_deformers_skin: | |
nbr += len(data_deformers_skin) | |
nbr += sum(len(clusters) for def_me in data_deformers_skin.values() for a, b, clusters in def_me.values()) | |
if data_deformers_shape: | |
nbr += len(data_deformers_shape) | |
nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values()) | |
assert(nbr != 0) | |
templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr) | |
# No world support in FBX... | |
""" | |
if data_world: | |
templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world)) | |
""" | |
if data_materials: | |
templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials)) | |
if data_textures: | |
templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures)) | |
if data_videos: | |
templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos)) | |
if animations: | |
nbr_astacks = len(animations) | |
nbr_acnodes = 0 | |
nbr_acurves = 0 | |
for _astack_key, astack, _al, _n, _fs, _fe in animations: | |
for _alayer_key, alayer in astack.values(): | |
for _acnode_key, acnode, _acnode_name in alayer.values(): | |
nbr_acnodes += 1 | |
for _acurve_key, _dval, acurve, acurve_valid in acnode.values(): | |
if acurve: | |
nbr_acurves += 1 | |
templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks) | |
# Would be nice to have one layer per animated object, but this seems tricky and not that well supported. | |
# So for now, only one layer per anim stack. | |
templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks) | |
templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes) | |
templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves) | |
templates_users = sum(tmpl.nbr_users for tmpl in templates.values()) | |
# ##### Creation of connections... | |
perfmon.step("FBX export prepare: Generating Connections...") | |
connections = [] | |
# Objects (with classical parenting). | |
for ob_obj in objects: | |
# Bones are handled later. | |
if not ob_obj.is_bone: | |
par_obj = ob_obj.parent | |
# Meshes parented to armature are handled separately, yet we want the 'no parent' connection (0). | |
if par_obj and ob_obj.has_valid_parent(objects) and (par_obj, ob_obj) not in arm_parents: | |
connections.append((b"OO", ob_obj.fbx_uuid, par_obj.fbx_uuid, None)) | |
else: | |
connections.append((b"OO", ob_obj.fbx_uuid, 0, None)) | |
# Armature & Bone chains. | |
for bo_obj in data_bones.keys(): | |
par_obj = bo_obj.parent | |
if par_obj not in objects: | |
continue | |
connections.append((b"OO", bo_obj.fbx_uuid, par_obj.fbx_uuid, None)) | |
# Object data. | |
for ob_obj in objects: | |
if ob_obj.is_bone: | |
bo_data_key = data_bones[ob_obj] | |
connections.append((b"OO", get_fbx_uuid_from_key(bo_data_key), ob_obj.fbx_uuid, None)) | |
else: | |
if ob_obj.type == 'LAMP': | |
lamp_key = data_lamps[ob_obj.bdata.data] | |
connections.append((b"OO", get_fbx_uuid_from_key(lamp_key), ob_obj.fbx_uuid, None)) | |
elif ob_obj.type == 'CAMERA': | |
cam_key = data_cameras[ob_obj] | |
connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None)) | |
elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE': | |
empty_key = data_empties[ob_obj] | |
connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None)) | |
elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE: | |
mesh_key, _me, _free = data_meshes[ob_obj] | |
connections.append((b"OO", get_fbx_uuid_from_key(mesh_key), ob_obj.fbx_uuid, None)) | |
# Leaf Bones | |
for (_node_name, par_uuid, node_uuid, attr_uuid, _matrix, _hide, _size) in data_leaf_bones: | |
connections.append((b"OO", node_uuid, par_uuid, None)) | |
connections.append((b"OO", attr_uuid, node_uuid, None)) | |
# 'Shape' deformers (shape keys, only for meshes currently)... | |
for me_key, shapes_key, shapes in data_deformers_shape.values(): | |
# shape -> geometry | |
connections.append((b"OO", get_fbx_uuid_from_key(shapes_key), get_fbx_uuid_from_key(me_key), None)) | |
for channel_key, geom_key, _shape_verts_co, _shape_verts_idx in shapes.values(): | |
# shape channel -> shape | |
connections.append((b"OO", get_fbx_uuid_from_key(channel_key), get_fbx_uuid_from_key(shapes_key), None)) | |
# geometry (keys) -> shape channel | |
connections.append((b"OO", get_fbx_uuid_from_key(geom_key), get_fbx_uuid_from_key(channel_key), None)) | |
# 'Skin' deformers (armature-to-geometry, only for meshes currently)... | |
for arm, deformed_meshes in data_deformers_skin.items(): | |
for me, (skin_key, ob_obj, clusters) in deformed_meshes.items(): | |
# skin -> geometry | |
mesh_key, _me, _free = data_meshes[ob_obj] | |
assert(me == _me) | |
connections.append((b"OO", get_fbx_uuid_from_key(skin_key), get_fbx_uuid_from_key(mesh_key), None)) | |
for bo_obj, clstr_key in clusters.items(): | |
# cluster -> skin | |
connections.append((b"OO", get_fbx_uuid_from_key(clstr_key), get_fbx_uuid_from_key(skin_key), None)) | |
# bone -> cluster | |
connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None)) | |
# Materials | |
mesh_mat_indices = OrderedDict() | |
_objs_indices = {} | |
for mat, (mat_key, ob_objs) in data_materials.items(): | |
for ob_obj in ob_objs: | |
connections.append((b"OO", get_fbx_uuid_from_key(mat_key), ob_obj.fbx_uuid, None)) | |
# Get index of this mat for this object (or dupliobject). | |
# Mat indices for mesh faces are determined by their order in 'mat to ob' connections. | |
# Only mats for meshes currently... | |
# Note in case of dupliobjects a same me/mat idx will be generated several times... | |
# Should not be an issue in practice, and it's needed in case we export duplis but not the original! | |
if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE: | |
continue | |
_mesh_key, me, _free = data_meshes[ob_obj] | |
idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1 | |
mesh_mat_indices.setdefault(me, OrderedDict())[mat] = idx | |
del _objs_indices | |
# Textures | |
for tex, (tex_key, mats) in data_textures.items(): | |
for mat, fbx_mat_props in mats.items(): | |
mat_key, _ob_objs = data_materials[mat] | |
for fbx_prop in fbx_mat_props: | |
# texture -> material properties | |
connections.append((b"OP", get_fbx_uuid_from_key(tex_key), get_fbx_uuid_from_key(mat_key), fbx_prop)) | |
# Images | |
for vid, (vid_key, texs) in data_videos.items(): | |
for tex in texs: | |
tex_key, _texs = data_textures[tex] | |
connections.append((b"OO", get_fbx_uuid_from_key(vid_key), get_fbx_uuid_from_key(tex_key), None)) | |
# Animations | |
for astack_key, astack, alayer_key, _name, _fstart, _fend in animations: | |
# Animstack itself is linked nowhere! | |
astack_id = get_fbx_uuid_from_key(astack_key) | |
# For now, only one layer! | |
alayer_id = get_fbx_uuid_from_key(alayer_key) | |
connections.append((b"OO", alayer_id, astack_id, None)) | |
for elem_key, (alayer_key, acurvenodes) in astack.items(): | |
elem_id = get_fbx_uuid_from_key(elem_key) | |
# Animlayer -> animstack. | |
# alayer_id = get_fbx_uuid_from_key(alayer_key) | |
# connections.append((b"OO", alayer_id, astack_id, None)) | |
for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items(): | |
# Animcurvenode -> animalayer. | |
acurvenode_id = get_fbx_uuid_from_key(acurvenode_key) | |
connections.append((b"OO", acurvenode_id, alayer_id, None)) | |
# Animcurvenode -> object property. | |
connections.append((b"OP", acurvenode_id, elem_id, fbx_prop.encode())) | |
for fbx_item, (acurve_key, default_value, acurve, acurve_valid) in acurves.items(): | |
if acurve: | |
# Animcurve -> Animcurvenode. | |
connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode())) | |
perfmon.level_down() | |
# ##### And pack all this! | |
return FBXExportData( | |
templates, templates_users, connections, | |
settings, scene, objects, animations, animated, frame_start, frame_end, | |
data_empties, data_lamps, data_cameras, data_meshes, mesh_mat_indices, | |
data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape, | |
data_world, data_materials, data_textures, data_videos, | |
) | |
def fbx_scene_data_cleanup(scene_data): | |
""" | |
Some final cleanup... | |
""" | |
# Delete temp meshes. | |
done_meshes = set() | |
for me_key, me, free in scene_data.data_meshes.values(): | |
if free and me_key not in done_meshes: | |
bpy.data.meshes.remove(me) | |
done_meshes.add(me_key) | |
# ##### Top-level FBX elements generators. ##### | |
def fbx_header_elements(root, scene_data, time=None): | |
""" | |
Write boiling code of FBX root. | |
time is expected to be a datetime.datetime object, or None (using now() in this case). | |
""" | |
app_vendor = "Blender Foundation" | |
app_name = "Blender (stable FBX IO)" | |
app_ver = bpy.app.version_string | |
import addon_utils | |
import sys | |
addon_ver = addon_utils.module_bl_info(sys.modules[__package__])['version'] | |
# ##### Start of FBXHeaderExtension element. | |
header_ext = elem_empty(root, b"FBXHeaderExtension") | |
elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION) | |
elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION) | |
# No encryption! | |
elem_data_single_int32(header_ext, b"EncryptionType", 0) | |
if time is None: | |
time = datetime.datetime.now() | |
elem = elem_empty(header_ext, b"CreationTimeStamp") | |
elem_data_single_int32(elem, b"Version", 1000) | |
elem_data_single_int32(elem, b"Year", time.year) | |
elem_data_single_int32(elem, b"Month", time.month) | |
elem_data_single_int32(elem, b"Day", time.day) | |
elem_data_single_int32(elem, b"Hour", time.hour) | |
elem_data_single_int32(elem, b"Minute", time.minute) | |
elem_data_single_int32(elem, b"Second", time.second) | |
elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000) | |
elem_data_single_string_unicode(header_ext, b"Creator", "%s - %s - %d.%d.%d" | |
% (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2])) | |
# 'SceneInfo' seems mandatory to get a valid FBX file... | |
# TODO use real values! | |
# XXX Should we use scene.name.encode() here? | |
scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo")) | |
scene_info.add_string(b"UserData") | |
elem_data_single_string(scene_info, b"Type", b"UserData") | |
elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION) | |
meta_data = elem_empty(scene_info, b"MetaData") | |
elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION) | |
elem_data_single_string(meta_data, b"Title", b"") | |
elem_data_single_string(meta_data, b"Subject", b"") | |
elem_data_single_string(meta_data, b"Author", b"") | |
elem_data_single_string(meta_data, b"Keywords", b"") | |
elem_data_single_string(meta_data, b"Revision", b"") | |
elem_data_single_string(meta_data, b"Comment", b"") | |
props = elem_properties(scene_info) | |
elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx") | |
elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx") | |
original = elem_props_compound(props, b"Original") | |
original("p_string", b"ApplicationVendor", app_vendor) | |
original("p_string", b"ApplicationName", app_name) | |
original("p_string", b"ApplicationVersion", app_ver) | |
original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000") | |
original("p_string", b"FileName", "/foobar.fbx") | |
lastsaved = elem_props_compound(props, b"LastSaved") | |
lastsaved("p_string", b"ApplicationVendor", app_vendor) | |
lastsaved("p_string", b"ApplicationName", app_name) | |
lastsaved("p_string", b"ApplicationVersion", app_ver) | |
lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000") | |
# ##### End of FBXHeaderExtension element. | |
# FileID is replaced by dummy value currently... | |
elem_data_single_bytes(root, b"FileId", b"FooBar") | |
# CreationTime is replaced by dummy value currently, but anyway... | |
elem_data_single_string_unicode(root, b"CreationTime", | |
"{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}" | |
"".format(time.year, time.month, time.day, time.hour, time.minute, time.second, | |
time.microsecond * 1000)) | |
elem_data_single_string_unicode(root, b"Creator", "%s - %s - %d.%d.%d" | |
% (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2])) | |
# ##### Start of GlobalSettings element. | |
global_settings = elem_empty(root, b"GlobalSettings") | |
scene = scene_data.scene | |
elem_data_single_int32(global_settings, b"Version", 1000) | |
props = elem_properties(global_settings) | |
up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes] | |
#~ # DO NOT take into account global scale here! That setting is applied to object transformations during export | |
#~ # (in other words, this is pure blender-exporter feature, and has nothing to do with FBX data). | |
#~ if scene_data.settings.apply_unit_scale: | |
#~ # Unit scaling is applied to objects' scale, so our unit is effectively FBX one (centimeter). | |
#~ scale_factor_org = 1.0 | |
#~ scale_factor = 1.0 / units_blender_to_fbx_factor(scene) | |
#~ else: | |
#~ scale_factor_org = units_blender_to_fbx_factor(scene) | |
#~ scale_factor = scale_factor_org | |
scale_factor = scale_factor_org = scene_data.settings.unit_scale | |
elem_props_set(props, "p_integer", b"UpAxis", up_axis[0]) | |
elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1]) | |
elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0]) | |
elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1]) | |
elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0]) | |
elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1]) | |
elem_props_set(props, "p_integer", b"OriginalUpAxis", -1) | |
elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1) | |
elem_props_set(props, "p_double", b"UnitScaleFactor", scale_factor) | |
elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", scale_factor_org) | |
elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0)) | |
elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective") | |
# Global timing data. | |
r = scene.render | |
_, fbx_fps_mode = FBX_FRAMERATES[0] # Custom framerate. | |
fbx_fps = fps = r.fps / r.fps_base | |
for ref_fps, fps_mode in FBX_FRAMERATES: | |
if similar_values(fps, ref_fps): | |
fbx_fps = ref_fps | |
fbx_fps_mode = fps_mode | |
elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode) | |
elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0) | |
elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME) | |
elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps) | |
# ##### End of GlobalSettings element. | |
def fbx_documents_elements(root, scene_data): | |
""" | |
Write 'Document' part of FBX root. | |
Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc! | |
time is expected to be a datetime.datetime object, or None (using now() in this case). | |
""" | |
name = scene_data.scene.name | |
# ##### Start of Documents element. | |
docs = elem_empty(root, b"Documents") | |
elem_data_single_int32(docs, b"Count", 1) | |
doc_uid = get_fbx_uuid_from_key("__FBX_Document__" + name) | |
doc = elem_data_single_int64(docs, b"Document", doc_uid) | |
doc.add_string_unicode(name) | |
doc.add_string_unicode(name) | |
props = elem_properties(doc) | |
elem_props_set(props, "p_object", b"SourceObject") | |
elem_props_set(props, "p_string", b"ActiveAnimStackName", "") | |
# XXX Some kind of ID? Offset? | |
# Anyway, as long as we have only one doc, probably not an issue. | |
elem_data_single_int64(doc, b"RootNode", 0) | |
def fbx_references_elements(root, scene_data): | |
""" | |
Have no idea what references are in FBX currently... Just writing empty element. | |
""" | |
docs = elem_empty(root, b"References") | |
def fbx_definitions_elements(root, scene_data): | |
""" | |
Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one). | |
""" | |
definitions = elem_empty(root, b"Definitions") | |
elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION) | |
elem_data_single_int32(definitions, b"Count", scene_data.templates_users) | |
fbx_templates_generate(definitions, scene_data.templates) | |
def fbx_objects_elements(root, scene_data): | |
""" | |
Data (objects, geometry, material, textures, armatures, etc.). | |
""" | |
perfmon = PerfMon() | |
perfmon.level_up() | |
objects = elem_empty(root, b"Objects") | |
perfmon.step("FBX export fetch empties (%d)..." % len(scene_data.data_empties)) | |
for empty in scene_data.data_empties: | |
fbx_data_empty_elements(objects, empty, scene_data) | |
perfmon.step("FBX export fetch lamps (%d)..." % len(scene_data.data_lamps)) | |
for lamp in scene_data.data_lamps: | |
fbx_data_lamp_elements(objects, lamp, scene_data) | |
perfmon.step("FBX export fetch cameras (%d)..." % len(scene_data.data_cameras)) | |
for cam in scene_data.data_cameras: | |
fbx_data_camera_elements(objects, cam, scene_data) | |
perfmon.step("FBX export fetch meshes (%d)..." | |
% len({me_key for me_key, _me, _free in scene_data.data_meshes.values()})) | |
done_meshes = set() | |
for me_obj in scene_data.data_meshes: | |
fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes) | |
del done_meshes | |
perfmon.step("FBX export fetch objects (%d)..." % len(scene_data.objects)) | |
for ob_obj in scene_data.objects: | |
if ob_obj.is_dupli: | |
continue | |
fbx_data_object_elements(objects, ob_obj, scene_data) | |
ob_obj.dupli_list_create(scene_data.scene, 'RENDER') | |
for dp_obj in ob_obj.dupli_list: | |
if dp_obj not in scene_data.objects: | |
continue | |
fbx_data_object_elements(objects, dp_obj, scene_data) | |
ob_obj.dupli_list_clear() | |
perfmon.step("FBX export fetch remaining...") | |
for ob_obj in scene_data.objects: | |
if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'): | |
continue | |
fbx_data_armature_elements(objects, ob_obj, scene_data) | |
if scene_data.data_leaf_bones: | |
fbx_data_leaf_bone_elements(objects, scene_data) | |
for mat in scene_data.data_materials: | |
fbx_data_material_elements(objects, mat, scene_data) | |
for tex in scene_data.data_textures: | |
fbx_data_texture_file_elements(objects, tex, scene_data) | |
for vid in scene_data.data_videos: | |
fbx_data_video_elements(objects, vid, scene_data) | |
perfmon.step("FBX export fetch animations...") | |
start_time = time.process_time() | |
fbx_data_animation_elements(objects, scene_data) | |
perfmon.level_down() | |
def fbx_connections_elements(root, scene_data): | |
""" | |
Relations between Objects (which material uses which texture, and so on). | |
""" | |
connections = elem_empty(root, b"Connections") | |
for c in scene_data.connections: | |
elem_connection(connections, *c) | |
def fbx_takes_elements(root, scene_data): | |
""" | |
Animations. | |
""" | |
# XXX Pretty sure takes are no more needed... | |
takes = elem_empty(root, b"Takes") | |
elem_data_single_string(takes, b"Current", b"") | |
animations = scene_data.animations | |
for astack_key, animations, alayer_key, name, f_start, f_end in animations: | |
scene = scene_data.scene | |
fps = scene.render.fps / scene.render.fps_base | |
start_ktime = int(convert_sec_to_ktime(f_start / fps)) | |
end_ktime = int(convert_sec_to_ktime(f_end / fps)) | |
take = elem_data_single_string(takes, b"Take", name) | |
elem_data_single_string(take, b"FileName", name + b".tak") | |
take_loc_time = elem_data_single_int64(take, b"LocalTime", start_ktime) | |
take_loc_time.add_int64(end_ktime) | |
take_ref_time = elem_data_single_int64(take, b"ReferenceTime", start_ktime) | |
take_ref_time.add_int64(end_ktime) | |
# ##### "Main" functions. ##### | |
# This func can be called with just the filepath | |
def save_single(operator, scene, filepath="", | |
global_matrix=Matrix(), | |
apply_unit_scale=False, | |
global_scale=1.0, | |
apply_scale_options='FBX_SCALE_NONE', | |
axis_up="Z", | |
axis_forward="Y", | |
context_objects=None, | |
object_types=None, | |
use_mesh_modifiers=True, | |
use_mesh_modifiers_render=True, | |
mesh_smooth_type='FACE', | |
use_armature_deform_only=False, | |
bake_anim=True, | |
bake_anim_use_all_bones=True, | |
bake_anim_use_nla_strips=True, | |
bake_anim_use_all_actions=True, | |
bake_anim_step=1.0, | |
bake_anim_simplify_factor=1.0, | |
bake_anim_force_startend_keying=True, | |
add_leaf_bones=False, | |
primary_bone_axis='Y', | |
secondary_bone_axis='X', | |
use_metadata=True, | |
path_mode='AUTO', | |
use_mesh_edges=True, | |
use_tspace=True, | |
embed_textures=False, | |
use_custom_props=False, | |
bake_space_transform=False, | |
armature_nodetype='NULL', | |
**kwargs | |
): | |
# Clear cached ObjectWrappers (just in case...). | |
ObjectWrapper.cache_clear() | |
if object_types is None: | |
object_types = {'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'} | |
if 'OTHER' in object_types: | |
object_types |= BLENDER_OTHER_OBJECT_TYPES | |
# Default Blender unit is equivalent to meter, while FBX one is centimeter... | |
unit_scale = units_blender_to_fbx_factor(scene) if apply_unit_scale else 100.0 | |
if apply_scale_options == 'FBX_SCALE_NONE': | |
global_matrix = Matrix.Scale(unit_scale * global_scale, 4) * global_matrix | |
unit_scale = 1.0 | |
elif apply_scale_options == 'FBX_SCALE_UNITS': | |
global_matrix = Matrix.Scale(global_scale, 4) * global_matrix | |
elif apply_scale_options == 'FBX_SCALE_CUSTOM': | |
global_matrix = Matrix.Scale(unit_scale, 4) * global_matrix | |
unit_scale = global_scale | |
else: # if apply_scale_options == 'FBX_SCALE_ALL': | |
unit_scale = global_scale * unit_scale | |
global_scale = global_matrix.median_scale | |
global_matrix_inv = global_matrix.inverted() | |
# For transforming mesh normals. | |
global_matrix_inv_transposed = global_matrix_inv.transposed() | |
# Only embed textures in COPY mode! | |
if embed_textures and path_mode != 'COPY': | |
embed_textures = False | |
# Calcuate bone correction matrix | |
bone_correction_matrix = None # Default is None = no change | |
bone_correction_matrix_inv = None | |
if (primary_bone_axis, secondary_bone_axis) != ('Y', 'X'): | |
from bpy_extras.io_utils import axis_conversion | |
bone_correction_matrix = axis_conversion(from_forward=secondary_bone_axis, | |
from_up=primary_bone_axis, | |
to_forward='X', | |
to_up='Y', | |
).to_4x4() | |
bone_correction_matrix_inv = bone_correction_matrix.inverted() | |
media_settings = FBXExportSettingsMedia( | |
path_mode, | |
os.path.dirname(bpy.data.filepath), # base_src | |
os.path.dirname(filepath), # base_dst | |
# Local dir where to put images (medias), using FBX conventions. | |
os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir | |
embed_textures, | |
set(), # copy_set | |
set(), # embedded_set | |
) | |
settings = FBXExportSettings( | |
operator.report, (axis_up, axis_forward), global_matrix, global_scale, apply_unit_scale, unit_scale, | |
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed, | |
context_objects, object_types, use_mesh_modifiers, use_mesh_modifiers_render, | |
mesh_smooth_type, use_mesh_edges, use_tspace, | |
armature_nodetype, use_armature_deform_only, | |
add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv, | |
bake_anim, bake_anim_use_all_bones, bake_anim_use_nla_strips, bake_anim_use_all_actions, | |
bake_anim_step, bake_anim_simplify_factor, bake_anim_force_startend_keying, | |
False, media_settings, use_custom_props, | |
) | |
import bpy_extras.io_utils | |
print('\nFBX export starting... %r' % filepath) | |
start_time = time.process_time() | |
# Generate some data about exported scene... | |
scene_data = fbx_data_from_scene(scene, settings) | |
root = elem_empty(None, b"") # Root element has no id, as it is not saved per se! | |
# Mostly FBXHeaderExtension and GlobalSettings. | |
fbx_header_elements(root, scene_data) | |
# Documents and References are pretty much void currently. | |
fbx_documents_elements(root, scene_data) | |
fbx_references_elements(root, scene_data) | |
# Templates definitions. | |
fbx_definitions_elements(root, scene_data) | |
# Actual data. | |
fbx_objects_elements(root, scene_data) | |
# How data are inter-connected. | |
fbx_connections_elements(root, scene_data) | |
# Animation. | |
fbx_takes_elements(root, scene_data) | |
# Cleanup! | |
fbx_scene_data_cleanup(scene_data) | |
# And we are down, we can write the whole thing! | |
encode_bin.write(filepath, root, FBX_VERSION) | |
# Clear cached ObjectWrappers! | |
ObjectWrapper.cache_clear() | |
# copy all collected files, if we did not embed them. | |
if not media_settings.embed_textures: | |
bpy_extras.io_utils.path_reference_copy(media_settings.copy_set) | |
print('export finished in %.4f sec.' % (time.process_time() - start_time)) | |
return {'FINISHED'} | |
# defaults for applications, currently only unity but could add others. | |
def defaults_unity3d(): | |
return { | |
# These options seem to produce the same result as the old Ascii exporter in Unity3D: | |
"version": 'BIN7400', | |
"axis_up": 'Y', | |
"axis_forward": '-Z', | |
"global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'), | |
# Should really be True, but it can cause problems if a model is already in a scene or prefab | |
# with the old transforms. | |
"bake_space_transform": False, | |
"use_selection": False, | |
"object_types": {'ARMATURE', 'EMPTY', 'MESH', 'OTHER'}, | |
"use_mesh_modifiers": True, | |
"use_mesh_modifiers_render": True, | |
"use_mesh_edges": False, | |
"mesh_smooth_type": 'FACE', | |
"use_tspace": False, # XXX Why? Unity is expected to support tspace import... | |
"use_armature_deform_only": True, | |
"use_custom_props": True, | |
"bake_anim": True, | |
"bake_anim_simplify_factor": 1.0, | |
"bake_anim_step": 1.0, | |
"bake_anim_use_nla_strips": True, | |
"bake_anim_use_all_actions": True, | |
"add_leaf_bones": False, # Avoid memory/performance cost for something only useful for modelling | |
"primary_bone_axis": 'Y', # Doesn't really matter for Unity, so leave unchanged | |
"secondary_bone_axis": 'X', | |
"path_mode": 'AUTO', | |
"embed_textures": False, | |
"batch_mode": 'OFF', | |
} | |
def save(operator, context, | |
filepath="", | |
use_selection=False, | |
batch_mode='OFF', | |
use_batch_own_dir=False, | |
**kwargs | |
): | |
""" | |
This is a wrapper around save_single, which handles multi-scenes (or groups) cases, when batch-exporting a whole | |
.blend file. | |
""" | |
ret = None | |
active_object = context.scene.objects.active | |
org_mode = None | |
if active_object and active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll(): | |
org_mode = active_object.mode | |
bpy.ops.object.mode_set(mode='OBJECT') | |
if batch_mode == 'OFF': | |
kwargs_mod = kwargs.copy() | |
if use_selection: | |
kwargs_mod["context_objects"] = context.selected_objects | |
else: | |
kwargs_mod["context_objects"] = context.scene.objects | |
ret = save_single(operator, context.scene, filepath, **kwargs_mod) | |
else: | |
fbxpath = filepath | |
prefix = os.path.basename(fbxpath) | |
if prefix: | |
fbxpath = os.path.dirname(fbxpath) | |
if batch_mode == 'GROUP': | |
data_seq = tuple(grp for grp in bpy.data.groups if grp.objects) | |
else: | |
data_seq = bpy.data.scenes | |
# call this function within a loop with BATCH_ENABLE == False | |
# no scene switching done at the moment. | |
# orig_sce = context.scene | |
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original | |
for data in data_seq: # scene or group | |
newname = "_".join((prefix, bpy.path.clean_name(data.name))) if prefix else bpy.path.clean_name(data.name) | |
if use_batch_own_dir: | |
new_fbxpath = os.path.join(fbxpath, newname) | |
# path may already exist | |
# TODO - might exist but be a file. unlikely but should probably account for it. | |
if not os.path.exists(new_fbxpath): | |
os.makedirs(new_fbxpath) | |
filepath = os.path.join(new_fbxpath, newname + '.fbx') | |
print('\nBatch exporting %s as...\n\t%r' % (data, filepath)) | |
if batch_mode == 'GROUP': # group | |
# group, so objects update properly, add a dummy scene. | |
scene = bpy.data.scenes.new(name="FBX_Temp") | |
scene.layers = [True] * 20 | |
# bpy.data.scenes.active = scene # XXX, cant switch | |
src_scenes = {} # Count how much each 'source' scenes are used. | |
for ob_base in data.objects: | |
for src_sce in ob_base.users_scene: | |
if src_sce not in src_scenes: | |
src_scenes[src_sce] = 0 | |
src_scenes[src_sce] += 1 | |
scene.objects.link(ob_base) | |
# Find the 'most used' source scene, and use its unit settings. This is somewhat weak, but should work | |
# fine in most cases, and avoids stupid issues like T41931. | |
best_src_scene = None | |
best_src_scene_users = -1 | |
for sce, nbr_users in src_scenes.items(): | |
if (nbr_users) > best_src_scene_users: | |
best_src_scene_users = nbr_users | |
best_src_scene = sce | |
scene.unit_settings.system = best_src_scene.unit_settings.system | |
scene.unit_settings.system_rotation = best_src_scene.unit_settings.system_rotation | |
scene.unit_settings.scale_length = best_src_scene.unit_settings.scale_length | |
scene.update() | |
# TODO - BUMMER! Armatures not in the group wont animate the mesh | |
else: | |
scene = data | |
kwargs_batch = kwargs.copy() | |
kwargs_batch["context_objects"] = data.objects | |
save_single(operator, scene, filepath, **kwargs_batch) | |
if batch_mode == 'GROUP': | |
# remove temp group scene | |
bpy.data.scenes.remove(scene) | |
# no active scene changing! | |
# bpy.data.scenes.active = orig_sce | |
ret = {'FINISHED'} # so the script wont run after we have batch exported. | |
if active_object and org_mode and bpy.ops.object.mode_set.poll(): | |
bpy.ops.object.mode_set(mode=org_mode) | |
return ret |
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