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@Meatplowz
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This is a wrapper FBX class useful in accessing and modifying the FBX Scene
"""
MIT License
Copyright (c) [year] [fullname]
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
This is a helper FBX class useful in accessing and modifying the FBX Scene
Documentation for the FBX SDK
http://help.autodesk.com/view/FBX/2015/ENU/?guid=__cpp_ref_index_html
Examples:
# instantiate the class, as seen below with a path to an FBX file
fbx_file = FBX_Class(r'c:\my_path\character.fbx')
#get all of the scene nodes
all_fbx_nodes = fbx_file.file.scene_nodes()
# remove namespaces from all of the nodes
fbx_file.remove_namespace()
# get the display layer objects
display_layer_nodes = fbx_file.get_type_nodes( u'DisplayLayer' )
geometry_nodes = fbx_file.get_class_nodes( fbx_file.FbxGeometry.ClassId )
# save the file that was given
fbx_file.save_scene()
# cleanly close the fbx scene.
# YOU SHOULD ALWAYS CLOSE WHEN FINISHED WITH THE FILE
fbx_file.close()
"""
import fbx
import FbxCommon
class FBX_Class(object):
def __init__(self, filename):
"""
FBX Scene Object
"""
self.filename = filename
self.scene = None
self.sdk_manager = None
self.sdk_manager, self.scene = FbxCommon.InitializeSdkObjects()
FbxCommon.LoadScene(self.sdk_manager, self.scene, filename)
self.root_node = self.scene.GetRootNode()
self.scene_nodes = self.get_scene_nodes()
def close(self):
"""
You need to run this to close the FBX scene safely
"""
# destroy objects created by the sdk
self.sdk_manager.Destroy()
def __get_scene_nodes_recursive(self, node):
"""
Rescursive method to get all scene nodes
this should be private, called by get_scene_nodes()
"""
self.scene_nodes.append(node)
for i in range(node.GetChildCount()):
self.__get_scene_nodes_recursive(node.GetChild(i))
def __cast_property_type(self, fbx_property):
"""
Cast a property to type to properly get the value
"""
casted_property = None
unsupported_types = [fbx.eFbxUndefined, fbx.eFbxChar, fbx.eFbxUChar, fbx.eFbxShort, fbx.eFbxUShort, fbx.eFbxUInt,
fbx.eFbxLongLong, fbx.eFbxHalfFloat, fbx.eFbxDouble4x4, fbx.eFbxEnum, fbx.eFbxTime,
fbx.eFbxReference, fbx.eFbxBlob, fbx.eFbxDistance, fbx.eFbxDateTime, fbx.eFbxTypeCount]
# property is not supported or mapped yet
property_type = fbx_property.GetPropertyDataType().GetType()
if property_type in unsupported_types:
return None
if property_type == fbx.eFbxBool:
casted_property = fbx.FbxPropertyBool1( fbx_property )
elif property_type == fbx.eFbxDouble:
casted_property = fbx.FbxPropertyDouble1( fbx_property )
elif property_type == fbx.eFbxDouble2:
casted_property = fbx.FbxPropertyDouble2( fbx_property )
elif property_type == fbx.eFbxDouble3:
casted_property = fbx.FbxPropertyDouble3( fbx_property )
elif property_type == fbx.eFbxDouble4:
casted_property = fbx.FbxPropertyDouble4( fbx_property )
elif property_type == fbx.eFbxInt:
casted_property = fbx.FbxPropertyInteger1( fbx_property )
elif property_type == fbx.eFbxFloat:
casted_property = fbx.FbxPropertyFloat1( fbx_property )
elif property_type == fbx.eFbxString:
casted_property = fbx.FbxPropertyString( fbx_property )
else:
raise ValueError( 'Unknown property type: {0} {1}'.format(property.GetPropertyDataType().GetName(), property_type))
return casted_property
def get_scene_nodes(self):
"""
Get all nodes in the fbx scene
"""
self.scene_nodes = []
for i in range(self.root_node.GetChildCount()):
self.__get_scene_nodes_recursive(self.root_node.GetChild(i))
return self.scene_nodes
def get_type_nodes(self, type):
"""
Get nodes from the scene with the given type
display_layer_nodes = fbx_file.get_type_nodes( u'DisplayLayer' )
"""
nodes = []
num_objects = self.scene.RootProperty.GetSrcObjectCount()
for i in range(0, num_objects):
node = self.scene.RootProperty.GetSrcObject(i)
if node:
if node.GetTypeName() == type:
nodes.append(node)
return nodes
def get_class_nodes(self, class_id):
"""
Get nodes in the scene with the given classid
geometry_nodes = fbx_file.get_class_nodes( fbx.FbxGeometry.ClassId )
"""
nodes = []
num_nodes = self.scene.RootProperty.GetSrcObjectCount(fbx.FbxCriteria.ObjectType(class_id))
for index in range(0, num_objects):
node = self.scene.RootProperty.GetSrcObject(fbx.FbxCriteria.ObjectType(class_id), index)
if node:
nodes.append(node)
return nodes
def get_property(self, node, property_string):
"""
Gets a property from an Fbx node
export_property = fbx_file.get_property(node, 'no_export')
"""
fbx_property = node.FindProperty(property_string)
return fbx_property
def get_property_value(self, node, property_string):
"""
Gets the property value from an Fbx node
property_value = fbx_file.get_property_value(node, 'no_export')
"""
fbx_property = node.FindProperty(property_string)
if fbx_property.IsValid():
# cast to correct property type so you can get
casted_property = self.__cast_property_type(fbx_property)
if casted_property:
return casted_property.Get()
return None
def get_node_by_name(self, name):
"""
Get the fbx node by name
"""
self.get_scene_nodes()
# right now this is only getting the first one found
node = [ node for node in self.scene_nodes if node.GetName() == name ]
if node:
return node[0]
return None
def remove_namespace(self):
"""
Remove all namespaces from all nodes
This is not an ideal method but
"""
self.get_scene_nodes()
for node in self.scene_nodes:
orig_name = node.GetName()
split_by_colon = orig_name.split(':')
if len(split_by_colon) > 1:
new_name = split_by_colon[-1:][0]
node.SetName(new_name)
return True
def remove_node_property(self, node, property_string):
"""
Remove a property from an Fbx node
remove_property = fbx_file.remove_property(node, 'UDP3DSMAX')
"""
node_property = self.get_property(node, property_string)
if node_property.IsValid():
node_property.DestroyRecursively()
return True
return False
def remove_nodes_by_names(self, names):
"""
Remove nodes from the fbx file from a list of names
names = ['object1','shape2','joint3']
remove_nodes = fbx_file.remove_nodes_by_names(names)
"""
if names == None or len(names) == 0:
return True
self.get_scene_nodes()
remove_nodes = [ node for node in self.scene_nodes if node.GetName() in names ]
for node in remove_nodes:
disconnect_node = self.scene.DisconnectSrcObject(node)
remove_node = self.scene.RemoveNode(node)
self.get_scene_nodes()
return True
def save(self, filename = None ):
"""
Save the current fbx scene as the incoming filename .fbx
"""
# save as a different filename
if not filename is None:
FbxCommon.SaveScene(self.sdk_manager, self.scene, filename)
else:
FbxCommon.SaveScene(self.sdk_manager, self.scene, self.filename)
self.close()
"""
You will need to instantiate the class to access its methods
"""
#fbx_file = FBX_Class(r'd:\my_path\test.fbx')
#node = fbx_file.get_node_by_name('head')
#node_property = fbx_file.get_property(node, 'no_export')
#node_property_value = fbx_file.get_property_value( node, 'no_export')
#remove_property = fbx_file.remove_node_property(node, 'no_anim_export')
#remove_property = fbx_file.remove_node_property(node, 'no_export')
#remove_node = fbx_file.remove_nodes_by_names('hair_a_01')
#save_file = fbx_file.save(filename=r'd:\temp.fbx')
@johnsonthomassonttf
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hi Meatplowz,

I'm finding that occasionally when I open and process an FBX with the python SDK, afterwards the edited FBX appears to have no Takes. Have you seen this behavior?

@noumanriazkhan
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Hi Meatplowz,

Could you hint about modifying this class for animations? I want to write one...

Regards

@miquelcampos
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Hi @Meatplowz
First of all, Thanks for this class and the article on rigging dojo. It is super enlightening
I am working on a tool to manipulate FBX for mGear and I am using your class in one of the modules.
Not sure about the license of your code.
Is it OK to use it? mGear is under MIT license.
I will keep your info and the link to your article in rigging dojo where I have found it.
Thanks!

@JesterUnity
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Hi @Meatplowz
Can you clarify the license of your code?
Thanks!

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