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This is a wrapper FBX class useful in accessing and modifying the FBX Scene
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#!/usr/bin/env python | |
# -*- coding: utf-8 -*- | |
""" | |
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() | |
prune fbx keyframes | |
pruning keyframes | |
fbx_animation_editing | |
https://gist.github.com/defTechAndrew/e4abbf6453581653ad234cf7d5716653 | |
""" | |
__author__ = 'Randall Hess', 'Jason Barnidge' | |
__credits__ = ['Randall Hess'] | |
__version__ = 1.1 | |
__date__ = '2018.08.07' | |
__maintainer__ = '' | |
__email__ = 'jbarnidge@OmniZed.com' | |
__url__ = 'https://gist.github.com/OmniZ3D/fb4d164bc47697bf84e4b020e38a994e' | |
__status__ = 'Prototype' # "Prototype" "Development" "Production" | |
import os | |
import fbx | |
import FbxCommon | |
class FBX_Class(object): | |
def __init__(self, filename): | |
""" | |
FBX Scene Object | |
""" | |
if not os.path.exists(filename): | |
error_msg = '"{}" filepath is invalid or does not exist.\n'.format(filename) | |
raise Exception(error_msg) | |
self.version = __version__ | |
self.filename = filename | |
self.scene = None | |
self.sdk_manager = None | |
self.sdk_manager, self.scene = FbxCommon.InitializeSdkObjects() | |
try: | |
FbxCommon.LoadScene(self.sdk_manager, self.scene, filename) | |
except OSError, e: | |
if e.errno != os.errno.EEXIST: | |
raise | |
# time.sleep might help here | |
pass | |
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' ) | |
skeleton_nodes = fbx_file.get_type_nodes( u'LimbNodes' ) | |
""" | |
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 ) | |
skeleton_nodes = fbx_file.get_class_nodes( fbx.FbxSkeleton.ClassId ) # 'FbxSkeleton' | |
""" | |
nodes = [] | |
num_objects = self.scene.RootProperty.GetSrcObjectCount() | |
num_nodes = self.scene.RootProperty.GetSrcObjectCount(fbx.FbxCriteria.ObjectType(class_id)) | |
# for index in range(0, num_objects): | |
for index in range(0, num_nodes): | |
node = self.scene.RootProperty.GetSrcObject(fbx.FbxCriteria.ObjectType(class_id), index) | |
if node: | |
nodes.append(node) | |
return nodes | |
def get_joints(self, classNames=None): | |
""" | |
Get joints from fbx file. | |
""" | |
classNames = classNames or ['FbxSkeleton'] | |
if not isinstance(classNames, (list, tuple)): | |
classNames = list(classNames) | |
# SKM fbx_file | |
# fbx_filepaths = [r'P:\GreenPasturesDev\Source\Characters\AI\Sentinel\Twisted_Sentinel.fbx'] | |
# fbx_filename = fbx_filepaths[0] | |
# fbx_file = FBX_Class(fbx_filename) | |
# joints = fbx_file.get_type_nodes( u'Skeleton') | |
all_nodes = self.get_scene_nodes() | |
# types = list(set([node.GetTypeName() for node in all_nodes])) | |
# skeletonList = [node for node in all_nodes if node.GetNodeAttribute().__class__.__name__ == 'FbxSkeleton'] | |
skeletonList = [node for node in all_nodes if node.GetNodeAttribute().__class__.__name__ in classNames] | |
print len(skeletonList), 'skeleton nodes.' | |
jointNames = [j.GetName() for j in skeletonList] | |
return jointNames | |
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_nodes_with_property(self, property_string): | |
""" | |
Gets an Fbx node containing property_string in it's list of property. | |
nodes = fbx_file.get_nodes_with_property('no_export') | |
fbx_basejnts = fbx_file.get_nodes_with_property('baseJoint') | |
fbx_leafjnts = fbx_file.get_nodes_with_property('leafJoint') | |
fbx_nobakejnts = fbx_file.get_nodes_with_property('noBakeJoint') | |
fbx_noexport = fbx_file.get_nodes_with_property('noExport') | |
""" | |
nodes = [] | |
for node in self.scene_nodes: | |
fbx_property = node.FindProperty(property_string) | |
if fbx_property.IsValid(): | |
nodes.append(node) | |
nodeNames = [n.GetName() for n in nodes] | |
return nodeNames | |
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, shortname=True): | |
""" | |
Get the fbx node by name. | |
2019.08.30 | |
#TODO: | |
- add optional arg to return shortname, longname, namespace, etc. | |
""" | |
self.get_scene_nodes() | |
# right now this is only getting the first one found | |
if shortname: | |
node = [ node for node in self.scene_nodes if str(node.GetName()).split(':')[-1] == name ] | |
else: | |
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() | |
def get_matrix_from_fbxNode(self, node, pFrame=None, worldSpace=True): | |
'''[summary] | |
[description] | |
Arguments: | |
node {[type]} -- [description] | |
Example Usage: | |
# sample a frame from an fbx file and create locators to represent the skeletal pose. | |
from ozPy import rigging | |
animfbx = r'P:\GreenPasturesDev\Source\Characters\_Global\BaseTransformer\BaseRobot\Animation\BR_Idle_Transform_Out_Fast.fbx' | |
animfbx = r'P:\GreenPasturesDev\Source\Characters\AI\Enemies\Sentinel\Animation\SENT_Com_Run_F.fbx' | |
fbx_filename = animfbx | |
fbx_file = FBX_Class(fbx_filename) | |
all_nodes = fbx_file.get_scene_nodes() | |
locs=[] | |
for i, node in enumerate(all_nodes): | |
name = node.GetName() | |
locName = 'loc_'+ name.split(':')[-1] | |
loc = rigging.makeLoc() | |
locs.append(loc) | |
loc.rename(locName) | |
mtrxM = api.MMatrix(fbx_file.get_matrix_from_fbxNode(node, pFrame=10)) | |
loc.setMatrix(mtrxM, ws=1) | |
pmc.select(locs, r=1) | |
''' | |
pFrame = pFrame or 0 | |
lTime = FbxCommon.FbxTime() # The time for each key in the animation curve(s) | |
lTime.SetTime(0, 0, 0, pFrame) # 1 frame @ current frame rate | |
# print lTime.GetTimeString() | |
# if worldSpace: | |
# transformMatrix = sceneEvaluator.GetNodeGlobalTransform(node, lTime) # GlobalMatrix(fbx.FbxAMatrix) | |
# if not worldSpace: | |
# transformMatrix = sceneEvaluator.GetNodeLocalTransform(node, lTime) # GlobalMatrix(fbx.FbxAMatrix) | |
# mtrxL = [] | |
# for row in range(4): | |
# mtrxL = mtrxL + list(GlobalMatrix.GetRow(row)) | |
# # print i, node.GetName() | |
# # print node.GetTypeName() | |
# EvaluateGlobalTransform(...) | |
# FbxNode.EvaluateGlobalTransform(FbxTime pTime=FBXSDK_TIME_INFINITE, FbxNode.EPivotSet pPivotSet=FbxNode.eSourcePivot, bool pApplyTarget=False, bool pForceEval=False) -> FbxAMatrix | |
if worldSpace: | |
transformMatrix = node.EvaluateGlobalTransform(lTime) | |
if not worldSpace: | |
transformMatrix = node.EvaluateLocalTransform(lTime) | |
# # print gTransform.Get() | |
# gRot = gTransform.GetR() | |
# gPos = gTransform.GetT() | |
mtrxL = [] | |
for row in range(4): | |
mtrxL = mtrxL + list(transformMatrix.GetRow(row)) | |
# print mtrxL | |
return mtrxL | |
def get_null_nodes(self): | |
self.null_nodes = [] | |
for nodeIndex in range(0, self.scene.GetNodeCount()) : | |
fbxNode = self.scene.GetNode(nodeIndex) | |
fbxNull = fbxNode.GetNull() | |
if fbxNull is not None: | |
self.null_nodes.append(fbxNull) | |
return self.null_nodes | |
def get_mesh_nodes(self): | |
self.mesh_nodes = [] | |
for nodeIndex in range(0, self.scene.GetNodeCount()) : | |
fbxNode = self.scene.GetNode(nodeIndex) | |
fbxMesh = fbxNode.GetMesh() | |
if fbxMesh is not None: | |
self.mesh_nodes.append(fbxMesh) | |
return self.mesh_nodes | |
def get_material_nodes(self): | |
self.material_nodes = [] | |
for idx in range(0, self.scene.GetMaterialCount()) : | |
fbxMat = self.scene.GetMaterial(idx) | |
if fbxMat is not None: | |
self.material_nodes.append(fbxMat) | |
return self.material_nodes | |
def get_start_and_end_frames(self): | |
''' Timeline default timespan ''' | |
lGlobalSettings = self.scene.GetGlobalSettings() | |
lTs = lGlobalSettings.GetTimelineDefaultTimeSpan() | |
lStart = lTs.GetStart() | |
lEnd = lTs.GetStop() | |
startFrame = int(lStart.GetTimeString('', 10)) | |
endFrame = int(lEnd.GetTimeString('', 10)) | |
return startFrame, endFrame | |
def get_frame_rate(self): | |
lTimeModes = [ "Default Mode", "Cinema", "PAL", "Frames 30", | |
"NTSC Drop Frame", "Frames 50", "Frames 60", | |
"Frames 100", "Frames 120", "NTSC Full Frame", | |
"Frames 30 Drop", "Frames 1000" ] | |
timeModesCount = fbx.FbxTime.eModesCount | |
# fbx.FbxTime.eDefaultMode >>> 0 | |
# fbx.FbxTime.eFrames30 >>> 6 | |
lGlobalSettings = self.scene.GetGlobalSettings() | |
lTimeModeIdx = lGlobalSettings.GetTimeMode() | |
lFps = fbx.FbxTime.GetFrameRate(lTimeModeIdx) | |
return lFps | |
""" | |
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') |
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