adding back changes from soc-2009-kaz branch.

This commit is contained in:
Campbell Barton
2009-09-29 15:27:00 +00:00
parent f93ca02443
commit 7f5dc4644f
7 changed files with 3084 additions and 1737 deletions

View File

@@ -36,11 +36,16 @@ http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
try:
import time
# import os # only needed for batch export, nbot used yet
except:
time = None # use this to check if they have python modules installed
import os
import time
import math # math.pi
import shutil # for file copying
# try:
# import time
# # import os # only needed for batch export, nbot used yet
# except:
# time = None # use this to check if they have python modules installed
# for python 2.3 support
try:
@@ -51,20 +56,21 @@ except:
except:
set = None # so it complains you dont have a !
# os is only needed for batch 'own dir' option
try:
import os
except:
os = None
# # os is only needed for batch 'own dir' option
# try:
# import os
# except:
# os = None
import Blender
# import Blender
import bpy
from Blender.Mathutils import Matrix, Vector, RotationMatrix
import Mathutils
# from Blender.Mathutils import Matrix, Vector, RotationMatrix
import BPyObject
import BPyMesh
import BPySys
import BPyMessages
# import BPyObject
# import BPyMesh
# import BPySys
# import BPyMessages
## This was used to make V, but faster not to do all that
##valid = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789-_,.()[]{}'
@@ -75,7 +81,7 @@ invalid = ''.join([chr(i) for i in v])
def cleanName(name):
for ch in invalid: name = name.replace(ch, '_')
return name
del v, i
# del v, i
def copy_file(source, dest):
@@ -88,9 +94,10 @@ def copy_file(source, dest):
file.close()
# XXX not used anymore, images are copied one at a time
def copy_images(dest_dir, textures):
if not dest_dir.endswith(Blender.sys.sep):
dest_dir += Blender.sys.sep
if not dest_dir.endswith(os.sep):
dest_dir += os.sep
image_paths = set()
for tex in textures:
@@ -103,19 +110,30 @@ def copy_images(dest_dir, textures):
# Make a name for the target path.
dest_image_path = dest_dir + image_path.split('\\')[-1].split('/')[-1]
if not Blender.sys.exists(dest_image_path): # Image isnt alredy there
print '\tCopying "%s" > "%s"' % (image_path, dest_image_path)
print('\tCopying "%s" > "%s"' % (image_path, dest_image_path))
try:
copy_file(image_path, dest_image_path)
copyCount+=1
except:
print '\t\tWarning, file failed to copy, skipping.'
print('\t\tWarning, file failed to copy, skipping.')
print '\tCopied %d images' % copyCount
print('\tCopied %d images' % copyCount)
mtx4_identity = Matrix()
# I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX.
def eulerRadToDeg(eul):
ret = Mathutils.Euler()
ret.x = 180 / math.pi * eul[0]
ret.y = 180 / math.pi * eul[1]
ret.z = 180 / math.pi * eul[2]
return ret
mtx4_identity = Mathutils.Matrix()
# testing
mtx_x90 = RotationMatrix( 90, 3, 'x') # used
mtx_x90 = Mathutils.RotationMatrix( math.pi/2, 3, 'x') # used
#mtx_x90n = RotationMatrix(-90, 3, 'x')
#mtx_y90 = RotationMatrix( 90, 3, 'y')
#mtx_y90n = RotationMatrix(-90, 3, 'y')
@@ -123,14 +141,14 @@ mtx_x90 = RotationMatrix( 90, 3, 'x') # used
#mtx_z90n = RotationMatrix(-90, 3, 'z')
#mtx4_x90 = RotationMatrix( 90, 4, 'x')
mtx4_x90n = RotationMatrix(-90, 4, 'x') # used
mtx4_x90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'x') # used
#mtx4_y90 = RotationMatrix( 90, 4, 'y')
mtx4_y90n = RotationMatrix(-90, 4, 'y') # used
mtx4_z90 = RotationMatrix( 90, 4, 'z') # used
mtx4_z90n = RotationMatrix(-90, 4, 'z') # used
mtx4_y90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'y') # used
mtx4_z90 = Mathutils.RotationMatrix( math.pi/2, 4, 'z') # used
mtx4_z90n = Mathutils.RotationMatrix(-math.pi/2, 4, 'z') # used
def strip_path(p):
return p.split('\\')[-1].split('/')[-1]
# def strip_path(p):
# return p.split('\\')[-1].split('/')[-1]
# Used to add the scene name into the filename without using odd chars
sane_name_mapping_ob = {}
@@ -186,7 +204,7 @@ def sane_name(data, dct):
#name = BPySys.cleanName(name)
name = cleanName(name) # use our own
while name in dct.itervalues(): name = increment_string(name)
while name in iter(dct.values()): name = increment_string(name)
if use_other: # even if other is None - orig_name_other will be a string or None
dct[orig_name, orig_name_other] = name
@@ -201,27 +219,70 @@ def sane_texname(data): return sane_name(data, sane_name_mapping_tex)
def sane_takename(data): return sane_name(data, sane_name_mapping_take)
def sane_groupname(data): return sane_name(data, sane_name_mapping_group)
def derived_paths(fname_orig, basepath, FORCE_CWD=False):
'''
fname_orig - blender path, can be relative
basepath - fname_rel will be relative to this
FORCE_CWD - dont use the basepath, just add a ./ to the filename.
use when we know the file will be in the basepath.
'''
fname = Blender.sys.expandpath(fname_orig)
fname_strip = strip_path(fname)
if FORCE_CWD: fname_rel = '.' + Blender.sys.sep + fname_strip
else: fname_rel = Blender.sys.relpath(fname, basepath)
if fname_rel.startswith('//'): fname_rel = '.' + Blender.sys.sep + fname_rel[2:]
return fname, fname_strip, fname_rel
# def derived_paths(fname_orig, basepath, FORCE_CWD=False):
# '''
# fname_orig - blender path, can be relative
# basepath - fname_rel will be relative to this
# FORCE_CWD - dont use the basepath, just add a ./ to the filename.
# use when we know the file will be in the basepath.
# '''
# fname = bpy.sys.expandpath(fname_orig)
# # fname = Blender.sys.expandpath(fname_orig)
# fname_strip = os.path.basename(fname)
# # fname_strip = strip_path(fname)
# if FORCE_CWD:
# fname_rel = '.' + os.sep + fname_strip
# else:
# fname_rel = bpy.sys.relpath(fname, basepath)
# # fname_rel = Blender.sys.relpath(fname, basepath)
# if fname_rel.startswith('//'): fname_rel = '.' + os.sep + fname_rel[2:]
# return fname, fname_strip, fname_rel
def mat4x4str(mat):
return '%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f,%.15f' % tuple([ f for v in mat for f in v ])
# XXX not used
# duplicated in OBJ exporter
def getVertsFromGroup(me, group_index):
ret = []
for i, v in enumerate(me.verts):
for g in v.groups:
if g.group == group_index:
ret.append((i, g.weight))
return ret
# ob must be OB_MESH
def BPyMesh_meshWeight2List(ob):
''' Takes a mesh and return its group names and a list of lists, one list per vertex.
aligning the each vert list with the group names, each list contains float value for the weight.
These 2 lists can be modified and then used with list2MeshWeight to apply the changes.
'''
me = ob.data
# Clear the vert group.
groupNames= [g.name for g in ob.vertex_groups]
len_groupNames= len(groupNames)
if not len_groupNames:
# no verts? return a vert aligned empty list
return [[] for i in range(len(me.verts))], []
else:
vWeightList= [[0.0]*len_groupNames for i in range(len(me.verts))]
for i, v in enumerate(me.verts):
for g in v.groups:
vWeightList[i][g.group] = g.weight
return groupNames, vWeightList
def meshNormalizedWeights(me):
try: # account for old bad BPyMesh
groupNames, vWeightList = BPyMesh.meshWeight2List(me)
groupNames, vWeightList = BPyMesh_meshWeight2List(me)
# groupNames, vWeightList = BPyMesh.meshWeight2List(me)
except:
return [],[]
@@ -249,23 +310,23 @@ header_comment = \
# This func can be called with just the filename
def write(filename, batch_objects = None, \
context = None,
EXP_OBS_SELECTED = True,
EXP_MESH = True,
EXP_MESH_APPLY_MOD = True,
EXP_MESH_HQ_NORMALS = False,
# EXP_MESH_HQ_NORMALS = False,
EXP_ARMATURE = True,
EXP_LAMP = True,
EXP_CAMERA = True,
EXP_EMPTY = True,
EXP_IMAGE_COPY = False,
GLOBAL_MATRIX = Matrix(),
GLOBAL_MATRIX = Mathutils.Matrix(),
ANIM_ENABLE = True,
ANIM_OPTIMIZE = True,
ANIM_OPTIMIZE_PRECISSION = 6,
ANIM_ACTION_ALL = False,
BATCH_ENABLE = False,
BATCH_GROUP = True,
BATCH_SCENE = False,
BATCH_FILE_PREFIX = '',
BATCH_OWN_DIR = False
):
@@ -277,23 +338,31 @@ def write(filename, batch_objects = None, \
fbxpath = filename
# get the path component of filename
tmp_exists = Blender.sys.exists(fbxpath)
tmp_exists = bpy.sys.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2: # a file, we want a path
while fbxpath and fbxpath[-1] not in ('/', '\\'):
fbxpath = fbxpath[:-1]
if not filename:
Draw.PupMenu('Error%t|Directory does not exist!')
fbxpath = os.path.dirname(fbxpath)
# while fbxpath and fbxpath[-1] not in ('/', '\\'):
# fbxpath = fbxpath[:-1]
if not fbxpath:
# if not filename:
# XXX
print('Error%t|Directory does not exist!')
# Draw.PupMenu('Error%t|Directory does not exist!')
return
tmp_exists = Blender.sys.exists(fbxpath)
tmp_exists = bpy.sys.exists(fbxpath)
# tmp_exists = Blender.sys.exists(fbxpath)
if tmp_exists != 2:
Draw.PupMenu('Error%t|Directory does not exist!')
# XXX
print('Error%t|Directory does not exist!')
# Draw.PupMenu('Error%t|Directory does not exist!')
return
if not fbxpath.endswith(Blender.sys.sep):
fbxpath += Blender.sys.sep
if not fbxpath.endswith(os.sep):
fbxpath += os.sep
del tmp_exists
@@ -303,27 +372,31 @@ def write(filename, batch_objects = None, \
data_seq = bpy.data.scenes
# call this function within a loop with BATCH_ENABLE == False
orig_sce = bpy.data.scenes.active
orig_sce = context.scene
# orig_sce = bpy.data.scenes.active
new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
for data in data_seq: # scene or group
newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name)
newname = BATCH_FILE_PREFIX + cleanName(data.name)
# newname = BATCH_FILE_PREFIX + BPySys.cleanName(data.name)
if BATCH_OWN_DIR:
new_fbxpath = fbxpath + newname + Blender.sys.sep
new_fbxpath = fbxpath + newname + os.sep
# path may alredy exist
# TODO - might exist but be a file. unlikely but should probably account for it.
if Blender.sys.exists(new_fbxpath) == 0:
if bpy.sys.exists(new_fbxpath) == 0:
# if Blender.sys.exists(new_fbxpath) == 0:
os.mkdir(new_fbxpath)
filename = new_fbxpath + newname + '.fbx'
print '\nBatch exporting %s as...\n\t"%s"' % (data, filename)
print('\nBatch exporting %s as...\n\t"%s"' % (data, filename))
# XXX don't know what to do with this, probably do the same? (Arystan)
if BATCH_GROUP: #group
# group, so objects update properly, add a dummy scene.
sce = bpy.data.scenes.new()
@@ -345,10 +418,11 @@ def write(filename, batch_objects = None, \
# Call self with modified args
# Dont pass batch options since we alredy usedt them
write(filename, data.objects,
context,
False,
EXP_MESH,
EXP_MESH_APPLY_MOD,
EXP_MESH_HQ_NORMALS,
# EXP_MESH_HQ_NORMALS,
EXP_ARMATURE,
EXP_LAMP,
EXP_CAMERA,
@@ -363,7 +437,8 @@ def write(filename, batch_objects = None, \
if BATCH_GROUP:
# remove temp group scene
bpy.data.scenes.unlink(sce)
bpy.data.remove_scene(sce)
# bpy.data.scenes.unlink(sce)
bpy.data.scenes.active = orig_sce
@@ -372,7 +447,9 @@ def write(filename, batch_objects = None, \
# end batch support
# Use this for working out paths relative to the export location
basepath = Blender.sys.dirname(filename)
basepath = os.path.dirname(filename) or '.'
basepath += os.sep
# basepath = Blender.sys.dirname(filename)
# ----------------------------------------------
# storage classes
@@ -398,7 +475,8 @@ def write(filename, batch_objects = None, \
self.blenBone = blenBone
self.blenMeshes = {} # fbxMeshObName : mesh
self.fbxArm = fbxArm
self.restMatrix = blenBone.matrix['ARMATURESPACE']
self.restMatrix = blenBone.armature_matrix
# self.restMatrix = blenBone.matrix['ARMATURESPACE']
# not used yet
# self.restMatrixInv = self.restMatrix.copy().invert()
@@ -407,8 +485,10 @@ def write(filename, batch_objects = None, \
self.parent = None
# not public
pose = fbxArm.blenObject.getPose()
self.__pose_bone = pose.bones[self.blenName]
pose = fbxArm.blenObject.pose
# pose = fbxArm.blenObject.getPose()
self.__pose_bone = pose.pose_channels[self.blenName]
# self.__pose_bone = pose.bones[self.blenName]
# store a list if matricies here, (poseMatrix, head, tail)
# {frame:posematrix, frame:posematrix, ...}
@@ -431,8 +511,9 @@ def write(filename, batch_objects = None, \
self.__pose_bone.head.copy(),\
self.__pose_bone.tail.copy() )
'''
self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()
self.__anim_poselist[f] = self.__pose_bone.pose_matrix.copy()
# self.__anim_poselist[f] = self.__pose_bone.poseMatrix.copy()
# get pose from frame.
def getPoseMatrix(self, f):# ----------------------------------------------
@@ -473,7 +554,8 @@ def write(filename, batch_objects = None, \
self.fbxGroupNames = []
self.fbxParent = None # set later on IF the parent is in the selection.
if matrixWorld: self.matrixWorld = matrixWorld * GLOBAL_MATRIX
else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
else: self.matrixWorld = ob.matrix * GLOBAL_MATRIX
# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
self.__anim_poselist = {} # we should only access this
def parRelMatrix(self):
@@ -483,7 +565,8 @@ def write(filename, batch_objects = None, \
return self.matrixWorld
def setPoseFrame(self, f):
self.__anim_poselist[f] = self.blenObject.matrixWorld.copy()
self.__anim_poselist[f] = self.blenObject.matrix.copy()
# self.__anim_poselist[f] = self.blenObject.matrixWorld.copy()
def getAnimParRelMatrix(self, frame):
if self.fbxParent:
@@ -500,11 +583,12 @@ def write(filename, batch_objects = None, \
matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
# Lamps need to be rotated
if type =='Lamp':
if type =='LAMP':
matrix_rot = mtx_x90 * matrix_rot
elif ob and type =='Camera':
y = Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
elif type =='CAMERA':
# elif ob and type =='Camera':
y = Mathutils.Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, 'r', y)
return matrix_rot
@@ -514,14 +598,16 @@ def write(filename, batch_objects = None, \
print '\nFBX export starting...', filename
start_time = Blender.sys.time()
print('\nFBX export starting...', filename)
start_time = time.clock()
# start_time = Blender.sys.time()
try:
file = open(filename, 'w')
except:
return False
sce = bpy.data.scenes.active
sce = context.scene
# sce = bpy.data.scenes.active
world = sce.world
@@ -553,7 +639,8 @@ def write(filename, batch_objects = None, \
}''' % (curtime))
file.write('\nCreationTime: "%.4i-%.2i-%.2i %.2i:%.2i:%.2i:000"' % curtime)
file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version'))
file.write('\nCreator: "Blender3D version 2.5"')
# file.write('\nCreator: "Blender3D version %.2f"' % Blender.Get('version'))
pose_items = [] # list of (fbxName, matrix) to write pose data for, easier to collect allong the way
@@ -562,16 +649,19 @@ def write(filename, batch_objects = None, \
'''
Matrix mod is so armature objects can modify their bone matricies
'''
if isinstance(ob, Blender.Types.BoneType):
if isinstance(ob, bpy.types.Bone):
# if isinstance(ob, Blender.Types.BoneType):
# we know we have a matrix
# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = mtx4_z90 * ob.armature_matrix # dont apply armature matrix anymore
# matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
parent = ob.parent
if parent:
#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
par_matrix = mtx4_z90 * parent.armature_matrix # dont apply armature matrix anymore
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = matrix * par_matrix.copy().invert()
matrix_rot = matrix.rotationPart()
@@ -583,7 +673,7 @@ def write(filename, batch_objects = None, \
else:
# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
#if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
if ob and not matrix: raise "error: this should never happen!"
if ob and not matrix: raise Exception("error: this should never happen!")
matrix_rot = matrix
#if matrix:
@@ -599,8 +689,8 @@ def write(filename, batch_objects = None, \
matrix_rot = mtx_x90 * matrix_rot
rot = tuple(matrix_rot.toEuler())
elif ob and ob.type =='Camera':
y = Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * RotationMatrix(90, 3, 'r', y)
y = Mathutils.Vector(0,1,0) * matrix_rot
matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, 'r', y)
rot = tuple(matrix_rot.toEuler())
else:
rot = tuple(matrix_rot.toEuler())
@@ -621,7 +711,8 @@ def write(filename, batch_objects = None, \
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple(eulerRadToDeg(rot)))
# file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
return loc, rot, scale, matrix, matrix_rot
@@ -708,7 +799,8 @@ def write(filename, batch_objects = None, \
Property: "Show", "bool", "",1
Property: "NegativePercentShapeSupport", "bool", "",1
Property: "DefaultAttributeIndex", "int", "",0''')
if ob and type(ob) != Blender.Types.BoneType:
if ob and not isinstance(ob, bpy.types.Bone):
# if ob and type(ob) != Blender.Types.BoneType:
# Only mesh objects have color
file.write('\n\t\t\tProperty: "Color", "Color", "A",0.8,0.8,0.8')
file.write('\n\t\t\tProperty: "Size", "double", "",100')
@@ -738,8 +830,9 @@ def write(filename, batch_objects = None, \
((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
"""
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
(my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)
file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %
(my_bone.blenBone.armature_head - my_bone.blenBone.armature_tail).length)
# (my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']).length)
#file.write('\n\t\t\tProperty: "LimbLength", "double", "",1')
file.write('\n\t\t\tProperty: "Color", "ColorRGB", "",0.8,0.8,0.8')
@@ -878,9 +971,12 @@ def write(filename, batch_objects = None, \
'''
Write a blender camera
'''
render = sce.render
width = render.sizeX
height = render.sizeY
render = sce.render_data
width = render.resolution_x
height = render.resolution_y
# render = sce.render
# width = render.sizeX
# height = render.sizeY
aspect = float(width)/height
data = my_cam.blenObject.data
@@ -894,8 +990,10 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "FieldOfViewX", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FieldOfViewY", "FieldOfView", "A+",1')
file.write('\n\t\t\tProperty: "FocalLength", "Real", "A+",14.0323972702026')
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units?
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto
file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shift_x) # not sure if this is in the correct units?
# file.write('\n\t\t\tProperty: "OpticalCenterX", "Real", "A+",%.6f' % data.shiftX) # not sure if this is in the correct units?
file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shift_y) # ditto
# file.write('\n\t\t\tProperty: "OpticalCenterY", "Real", "A+",%.6f' % data.shiftY) # ditto
file.write('\n\t\t\tProperty: "BackgroundColor", "Color", "A+",0,0,0')
file.write('\n\t\t\tProperty: "TurnTable", "Real", "A+",0')
file.write('\n\t\t\tProperty: "DisplayTurnTableIcon", "bool", "",1')
@@ -927,8 +1025,10 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "ShowOpticalCenter", "bool", "",0')
file.write('\n\t\t\tProperty: "ShowAzimut", "bool", "",1')
file.write('\n\t\t\tProperty: "ShowTimeCode", "bool", "",0')
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clip_start)
# file.write('\n\t\t\tProperty: "NearPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clip_end)
# file.write('\n\t\t\tProperty: "FarPlane", "double", "",%.6f' % data.clipStart)
file.write('\n\t\t\tProperty: "FilmWidth", "double", "",1.0')
file.write('\n\t\t\tProperty: "FilmHeight", "double", "",1.0')
file.write('\n\t\t\tProperty: "FilmAspectRatio", "double", "",%.6f' % aspect)
@@ -975,8 +1075,8 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Vector(0,1,0) * matrix_rot) )
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Vector(0,0,-1)*matrix_rot) )
file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,1,0) * matrix_rot) )
file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,0,-1)*matrix_rot) )
#file.write('\n\t\tUp: 0,0,0' )
#file.write('\n\t\tLookAt: 0,0,0' )
@@ -1001,16 +1101,20 @@ def write(filename, batch_objects = None, \
#ePOINT,
#eDIRECTIONAL
#eSPOT
light_type = light.type
light_type_items = {'POINT': 0, 'SUN': 1, 'SPOT': 2, 'HEMI': 3, 'AREA': 4}
light_type = light_type_items[light.type]
# light_type = light.type
if light_type > 2: light_type = 1 # hemi and area lights become directional
mode = light.mode
if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
# mode = light.mode
if light.shadow_method == 'RAY_SHADOW' or light.shadow_method == 'BUFFER_SHADOW':
# if mode & Blender.Lamp.Modes.RayShadow or mode & Blender.Lamp.Modes.Shadows:
do_shadow = 1
else:
do_shadow = 0
if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
if light.only_shadow or (not light.diffuse and not light.specular):
# if mode & Blender.Lamp.Modes.OnlyShadow or (mode & Blender.Lamp.Modes.NoDiffuse and mode & Blender.Lamp.Modes.NoSpecular):
do_light = 0
else:
do_light = 1
@@ -1025,11 +1129,16 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
if light.type == 'SPOT':
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spot_size * scale))
# file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.color))
# file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
#
# duplication? see ^ (Arystan)
# file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
@@ -1038,7 +1147,8 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
file.write('\n\t\t\tProperty: "DecayType", "enum", "",0')
file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist)
file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.distance)
# file.write('\n\t\t\tProperty: "DecayStart", "double", "",%.2f' % light.dist)
file.write('\n\t\t\tProperty: "EnableNearAttenuation", "bool", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationStart", "double", "",0')
file.write('\n\t\t\tProperty: "NearAttenuationEnd", "double", "",0')
@@ -1084,7 +1194,8 @@ def write(filename, batch_objects = None, \
}''')
# Material Settings
if world: world_amb = world.getAmb()
if world: world_amb = tuple(world.ambient_color)
# if world: world_amb = world.getAmb()
else: world_amb = (0,0,0) # Default value
def write_material(matname, mat):
@@ -1092,22 +1203,31 @@ def write(filename, batch_objects = None, \
# Todo, add more material Properties.
if mat:
mat_cold = tuple(mat.rgbCol)
mat_cols = tuple(mat.specCol)
mat_cold = tuple(mat.diffuse_color)
# mat_cold = tuple(mat.rgbCol)
mat_cols = tuple(mat.specular_color)
# mat_cols = tuple(mat.specCol)
#mat_colm = tuple(mat.mirCol) # we wont use the mirror color
mat_colamb = tuple([c for c in world_amb])
mat_dif = mat.ref
mat_amb = mat.amb
mat_hard = (float(mat.hard)-1)/5.10
mat_spec = mat.spec/2.0
mat_colamb = world_amb
# mat_colamb = tuple([c for c in world_amb])
mat_dif = mat.diffuse_intensity
# mat_dif = mat.ref
mat_amb = mat.ambient
# mat_amb = mat.amb
mat_hard = (float(mat.specular_hardness)-1)/5.10
# mat_hard = (float(mat.hard)-1)/5.10
mat_spec = mat.specular_intensity/2.0
# mat_spec = mat.spec/2.0
mat_alpha = mat.alpha
mat_emit = mat.emit
mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
mat_shadeless = mat.shadeless
# mat_shadeless = mat.mode & Blender.Material.Modes.SHADELESS
if mat_shadeless:
mat_shader = 'Lambert'
else:
if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT:
if mat.diffuse_shader == 'LAMBERT':
# if mat.diffuseShader == Blender.Material.Shaders.DIFFUSE_LAMBERT:
mat_shader = 'Lambert'
else:
mat_shader = 'Phong'
@@ -1159,7 +1279,20 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t}')
file.write('\n\t}')
def copy_image(image):
rel = image.get_export_path(basepath, True)
base = os.path.basename(rel)
if EXP_IMAGE_COPY:
absp = image.get_export_path(basepath, False)
if not os.path.exists(absp):
shutil.copy(image.get_abs_filename(), absp)
return (rel, base)
# tex is an Image (Arystan)
def write_video(texname, tex):
# Same as texture really!
file.write('\n\tVideo: "Video::%s", "Clip" {' % texname)
@@ -1172,7 +1305,8 @@ def write(filename, batch_objects = None, \
Property: "Width", "int", "",0
Property: "Height", "int", "",0''')
if tex:
fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
fname_rel, fname_strip = copy_image(tex)
# fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
else:
fname = fname_strip = fname_rel = ''
@@ -1221,9 +1355,11 @@ def write(filename, batch_objects = None, \
Property: "UseMipMap", "bool", "",0
Property: "CurrentMappingType", "enum", "",0
Property: "UVSwap", "bool", "",0''')
file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY)
file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clamp_x)
# file.write('\n\t\t\tProperty: "WrapModeU", "enum", "",%i' % tex.clampX)
file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clamp_y)
# file.write('\n\t\t\tProperty: "WrapModeV", "enum", "",%i' % tex.clampY)
file.write('''
Property: "TextureRotationPivot", "Vector3D", "",0,0,0
@@ -1234,7 +1370,8 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tMedia: "Video::%s"' % texname)
if tex:
fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
fname_rel, fname_strip = copy_image(tex)
# fname, fname_strip, fname_rel = derived_paths(tex.filename, basepath, EXP_IMAGE_COPY)
else:
fname = fname_strip = fname_rel = ''
@@ -1290,7 +1427,7 @@ def write(filename, batch_objects = None, \
# TODO - this is a bit lazy, we could have a simple write loop
# for this case because all weights are 1.0 but for now this is ok
# Parent Bones arent used all that much anyway.
vgroup_data = [(j, 1.0) for j in xrange(len(my_mesh.blenData.verts))]
vgroup_data = [(j, 1.0) for j in range(len(my_mesh.blenData.verts))]
else:
# This bone is not a parent of this mesh object, no weights
vgroup_data = []
@@ -1358,7 +1495,8 @@ def write(filename, batch_objects = None, \
if my_mesh.blenTextures: do_textures = True
else: do_textures = False
do_uvs = me.faceUV
do_uvs = len(me.uv_textures) > 0
# do_uvs = me.faceUV
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
@@ -1390,20 +1528,25 @@ def write(filename, batch_objects = None, \
file.write('\n\t\tPolygonVertexIndex: ')
i=-1
for f in me.faces:
fi = [v.index for v in f]
fi = f.verts
# fi = [v_index for j, v_index in enumerate(f.verts) if v_index != 0 or j != 3]
# fi = [v.index for v in f]
# flip the last index, odd but it looks like
# this is how fbx tells one face from another
fi[-1] = -(fi[-1]+1)
fi = tuple(fi)
if i==-1:
if len(f) == 3: file.write('%i,%i,%i' % fi )
if len(fi) == 3: file.write('%i,%i,%i' % fi )
# if len(f) == 3: file.write('%i,%i,%i' % fi )
else: file.write('%i,%i,%i,%i' % fi )
i=0
else:
if i==13:
file.write('\n\t\t')
i=0
if len(f) == 3: file.write(',%i,%i,%i' % fi )
if len(fi) == 3: file.write(',%i,%i,%i' % fi )
# if len(f) == 3: file.write(',%i,%i,%i' % fi )
else: file.write(',%i,%i,%i,%i' % fi )
i+=1
@@ -1411,13 +1554,15 @@ def write(filename, batch_objects = None, \
i=-1
for ed in me.edges:
if i==-1:
file.write('%i,%i' % (ed.v1.index, ed.v2.index))
file.write('%i,%i' % (ed.verts[0], ed.verts[1]))
# file.write('%i,%i' % (ed.v1.index, ed.v2.index))
i=0
else:
if i==13:
file.write('\n\t\t')
i=0
file.write(',%i,%i' % (ed.v1.index, ed.v2.index))
file.write(',%i,%i' % (ed.verts[0], ed.verts[1]))
# file.write(',%i,%i' % (ed.v1.index, ed.v2.index))
i+=1
file.write('\n\t\tGeometryVersion: 124')
@@ -1433,11 +1578,13 @@ def write(filename, batch_objects = None, \
i=-1
for v in me.verts:
if i==-1:
file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0
file.write('%.15f,%.15f,%.15f' % tuple(v.normal)); i=0
# file.write('%.15f,%.15f,%.15f' % tuple(v.no)); i=0
else:
if i==2:
file.write('\n '); i=0
file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
file.write(',%.15f,%.15f,%.15f' % tuple(v.normal))
# file.write(',%.15f,%.15f,%.15f' % tuple(v.no))
i+=1
file.write('\n\t\t}')
@@ -1464,39 +1611,53 @@ def write(filename, batch_objects = None, \
# Write Edge Smoothing
file.write('''
LayerElementSmoothing: 1 {
LayerElementSmoothing: 0 {
Version: 101
Name: ""
MappingInformationType: "ByEdge"
ReferenceInformationType: "Direct"
Smoothing: ''')
SHARP = Blender.Mesh.EdgeFlags.SHARP
# SHARP = Blender.Mesh.EdgeFlags.SHARP
i=-1
for ed in me.edges:
if i==-1:
file.write('%i' % ((ed.flag&SHARP)!=0)); i=0
file.write('%i' % (ed.sharp)); i=0
# file.write('%i' % ((ed.flag&SHARP)!=0)); i=0
else:
if i==54:
file.write('\n '); i=0
file.write(',%i' % ((ed.flag&SHARP)!=0))
file.write(',%i' % (ed.sharp))
# file.write(',%i' % ((ed.flag&SHARP)!=0))
i+=1
file.write('\n\t\t}')
del SHARP
# del SHARP
# small utility function
# returns a slice of data depending on number of face verts
# data is either a MeshTextureFace or MeshColor
def face_data(data, face):
totvert = len(f.verts)
return data[:totvert]
# Write VertexColor Layers
# note, no programs seem to use this info :/
collayers = []
if me.vertexColors:
collayers = me.getColorLayerNames()
collayer_orig = me.activeColorLayer
if len(me.vertex_colors):
# if me.vertexColors:
collayers = me.vertex_colors
# collayers = me.getColorLayerNames()
collayer_orig = me.active_vertex_color
# collayer_orig = me.activeColorLayer
for colindex, collayer in enumerate(collayers):
me.activeColorLayer = collayer
# me.activeColorLayer = collayer
file.write('\n\t\tLayerElementColor: %i {' % colindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % collayer)
file.write('\n\t\t\tName: "%s"' % collayer.name)
# file.write('\n\t\t\tName: "%s"' % collayer)
file.write('''
MappingInformationType: "ByPolygonVertex"
@@ -1505,23 +1666,41 @@ def write(filename, batch_objects = None, \
i = -1
ii = 0 # Count how many Colors we write
for f in me.faces:
for col in f.col:
for f, cf in zip(me.faces, collayer.data):
colors = [cf.color1, cf.color2, cf.color3, cf.color4]
# determine number of verts
colors = face_data(colors, f)
for col in colors:
if i==-1:
file.write('%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
file.write('%.4f,%.4f,%.4f,1' % tuple(col))
i=0
else:
if i==7:
file.write('\n\t\t\t\t')
i=0
file.write(',%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
file.write(',%.4f,%.4f,%.4f,1' % tuple(col))
i+=1
ii+=1 # One more Color
# for f in me.faces:
# for col in f.col:
# if i==-1:
# file.write('%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
# i=0
# else:
# if i==7:
# file.write('\n\t\t\t\t')
# i=0
# file.write(',%.4f,%.4f,%.4f,1' % (col[0]/255.0, col[1]/255.0, col[2]/255.0))
# i+=1
# ii+=1 # One more Color
file.write('\n\t\t\tColorIndex: ')
i = -1
for j in xrange(ii):
for j in range(ii):
if i == -1:
file.write('%i' % j)
i=0
@@ -1539,13 +1718,17 @@ def write(filename, batch_objects = None, \
# Write UV and texture layers.
uvlayers = []
if do_uvs:
uvlayers = me.getUVLayerNames()
uvlayer_orig = me.activeUVLayer
for uvindex, uvlayer in enumerate(uvlayers):
me.activeUVLayer = uvlayer
uvlayers = me.uv_textures
# uvlayers = me.getUVLayerNames()
uvlayer_orig = me.active_uv_texture
# uvlayer_orig = me.activeUVLayer
for uvindex, uvlayer in enumerate(me.uv_textures):
# for uvindex, uvlayer in enumerate(uvlayers):
# me.activeUVLayer = uvlayer
file.write('\n\t\tLayerElementUV: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('\n\t\t\tName: "%s"' % uvlayer.name)
# file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('''
MappingInformationType: "ByPolygonVertex"
@@ -1555,8 +1738,10 @@ def write(filename, batch_objects = None, \
i = -1
ii = 0 # Count how many UVs we write
for f in me.faces:
for uv in f.uv:
for uf in uvlayer.data:
# for f in me.faces:
for uv in uf.uv:
# for uv in f.uv:
if i==-1:
file.write('%.6f,%.6f' % tuple(uv))
i=0
@@ -1570,7 +1755,7 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t\tUVIndex: ')
i = -1
for j in xrange(ii):
for j in range(ii):
if i == -1:
file.write('%i' % j)
i=0
@@ -1586,7 +1771,8 @@ def write(filename, batch_objects = None, \
if do_textures:
file.write('\n\t\tLayerElementTexture: %i {' % uvindex)
file.write('\n\t\t\tVersion: 101')
file.write('\n\t\t\tName: "%s"' % uvlayer)
file.write('\n\t\t\tName: "%s"' % uvlayer.name)
# file.write('\n\t\t\tName: "%s"' % uvlayer)
if len(my_mesh.blenTextures) == 1:
file.write('\n\t\t\tMappingInformationType: "AllSame"')
@@ -1610,7 +1796,8 @@ def write(filename, batch_objects = None, \
i+=1
i=-1
for f in me.faces:
for f in uvlayer.data:
# for f in me.faces:
img_key = f.image
if i==-1:
@@ -1636,7 +1823,7 @@ def write(filename, batch_objects = None, \
TextureId: ''')
file.write('\n\t\t}')
me.activeUVLayer = uvlayer_orig
# me.activeUVLayer = uvlayer_orig
# Done with UV/textures.
@@ -1665,13 +1852,21 @@ def write(filename, batch_objects = None, \
len_material_mapping_local = len(material_mapping_local)
mats = my_mesh.blenMaterialList
if me.active_uv_texture:
uv_faces = me.active_uv_texture.data
else:
uv_faces = [None] * len(me.faces)
i=-1
for f in me.faces:
try: mat = mats[f.mat]
for f, uf in zip(me.faces, uv_faces):
# for f in me.faces:
try: mat = mats[f.material_index]
# try: mat = mats[f.mat]
except:mat = None
if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
if do_uvs: tex = uf.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
# if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
else: tex = None
if i==-1:
@@ -1710,7 +1905,8 @@ def write(filename, batch_objects = None, \
TypedIndex: 0
}''')
if me.vertexColors:
if me.vertex_colors:
# if me.vertexColors:
file.write('''
LayerElement: {
Type: "LayerElementColor"
@@ -1728,7 +1924,7 @@ def write(filename, batch_objects = None, \
file.write('\n\t\t}')
if len(uvlayers) > 1:
for i in xrange(1, len(uvlayers)):
for i in range(1, len(uvlayers)):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
@@ -1756,7 +1952,7 @@ def write(filename, batch_objects = None, \
layer_offset = 0
if uvlayers: layer_offset = len(uvlayers)-1
for i in xrange(layer_offset, len(collayers)+layer_offset):
for i in range(layer_offset, len(collayers)+layer_offset):
file.write('\n\t\tLayer: %i {' % i)
file.write('\n\t\t\tVersion: 100')
@@ -1806,7 +2002,8 @@ def write(filename, batch_objects = None, \
# if EXP_OBS_SELECTED is false, use sceens objects
if not batch_objects:
if EXP_OBS_SELECTED: tmp_objects = sce.objects.context
if EXP_OBS_SELECTED: tmp_objects = context.selected_objects
# if EXP_OBS_SELECTED: tmp_objects = sce.objects.context
else: tmp_objects = sce.objects
else:
tmp_objects = batch_objects
@@ -1815,43 +2012,63 @@ def write(filename, batch_objects = None, \
# This is needed so applying modifiers dosnt apply the armature deformation, its also needed
# ...so mesh objects return their rest worldspace matrix when bone-parents are exported as weighted meshes.
# set every armature to its rest, backup the original values so we done mess up the scene
ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]
ob_arms_orig_rest = [arm.rest_position for arm in bpy.data.armatures]
# ob_arms_orig_rest = [arm.restPosition for arm in bpy.data.armatures]
for arm in bpy.data.armatures:
arm.restPosition = True
arm.rest_position = True
# arm.restPosition = True
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
#if ob_base.type == 'Armature':
ob_base.makeDisplayList()
ob_base.make_display_list()
# ob_base.makeDisplayList()
# This causes the makeDisplayList command to effect the mesh
Blender.Set('curframe', Blender.Get('curframe'))
sce.set_frame(sce.current_frame)
# Blender.Set('curframe', Blender.Get('curframe'))
for ob_base in tmp_objects:
for ob, mtx in BPyObject.getDerivedObjects(ob_base):
#for ob in [ob_base,]:
# ignore dupli children
if ob_base.parent and ob_base.parent.dupli_type != 'NONE':
continue
obs = [(ob_base, ob_base.matrix)]
if ob_base.dupli_type != 'NONE':
ob_base.create_dupli_list()
obs = [(dob.object, dob.matrix) for dob in ob_base.dupli_list]
for ob, mtx in obs:
# for ob, mtx in BPyObject.getDerivedObjects(ob_base):
tmp_ob_type = ob.type
if tmp_ob_type == 'Camera':
if tmp_ob_type == 'CAMERA':
# if tmp_ob_type == 'Camera':
if EXP_CAMERA:
ob_cameras.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'Lamp':
elif tmp_ob_type == 'LAMP':
# elif tmp_ob_type == 'Lamp':
if EXP_LAMP:
ob_lights.append(my_object_generic(ob, mtx))
elif tmp_ob_type == 'Armature':
elif tmp_ob_type == 'ARMATURE':
# elif tmp_ob_type == 'Armature':
if EXP_ARMATURE:
# TODO - armatures dont work in dupligroups!
if ob not in ob_arms: ob_arms.append(ob)
# ob_arms.append(ob) # replace later. was "ob_arms.append(sane_obname(ob), ob)"
elif tmp_ob_type == 'Empty':
elif tmp_ob_type == 'EMPTY':
# elif tmp_ob_type == 'Empty':
if EXP_EMPTY:
ob_null.append(my_object_generic(ob, mtx))
elif EXP_MESH:
origData = True
if tmp_ob_type != 'Mesh':
me = bpy.data.meshes.new()
try: me.getFromObject(ob)
if tmp_ob_type != 'MESH':
# if tmp_ob_type != 'Mesh':
# me = bpy.data.meshes.new()
try: me = ob.create_mesh(True, 'PREVIEW')
# try: me.getFromObject(ob)
except: me = None
if me:
meshes_to_clear.append( me )
@@ -1860,63 +2077,71 @@ def write(filename, batch_objects = None, \
else:
# Mesh Type!
if EXP_MESH_APPLY_MOD:
me = bpy.data.meshes.new()
me.getFromObject(ob)
# me = bpy.data.meshes.new()
me = ob.create_mesh(True, 'PREVIEW')
# me.getFromObject(ob)
# so we keep the vert groups
if EXP_ARMATURE:
orig_mesh = ob.getData(mesh=1)
if orig_mesh.getVertGroupNames():
ob.copy().link(me)
# If new mesh has no vgroups we can try add if verts are teh same
if not me.getVertGroupNames(): # vgroups were not kept by the modifier
if len(me.verts) == len(orig_mesh.verts):
groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh)
BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
# if EXP_ARMATURE:
# orig_mesh = ob.getData(mesh=1)
# if orig_mesh.getVertGroupNames():
# ob.copy().link(me)
# # If new mesh has no vgroups we can try add if verts are teh same
# if not me.getVertGroupNames(): # vgroups were not kept by the modifier
# if len(me.verts) == len(orig_mesh.verts):
# groupNames, vWeightDict = BPyMesh.meshWeight2Dict(orig_mesh)
# BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
# print ob, me, me.getVertGroupNames()
meshes_to_clear.append( me )
origData = False
mats = me.materials
else:
me = ob.getData(mesh=1)
me = ob.data
# me = ob.getData(mesh=1)
mats = me.materials
# Support object colors
tmp_colbits = ob.colbits
if tmp_colbits:
tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
for i in xrange(16):
if tmp_colbits & (1<<i):
mats[i] = tmp_ob_mats[i]
del tmp_ob_mats
del tmp_colbits
# # Support object colors
# tmp_colbits = ob.colbits
# if tmp_colbits:
# tmp_ob_mats = ob.getMaterials(1) # 1 so we get None's too.
# for i in xrange(16):
# if tmp_colbits & (1<<i):
# mats[i] = tmp_ob_mats[i]
# del tmp_ob_mats
# del tmp_colbits
if me:
# This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# so strictly this is bad. but only in rare cases would it have negative results
# say with dupliverts the objects would rotate a bit differently
if EXP_MESH_HQ_NORMALS:
BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
# # This WILL modify meshes in blender if EXP_MESH_APPLY_MOD is disabled.
# # so strictly this is bad. but only in rare cases would it have negative results
# # say with dupliverts the objects would rotate a bit differently
# if EXP_MESH_HQ_NORMALS:
# BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
texture_mapping_local = {}
material_mapping_local = {}
if me.faceUV:
uvlayer_orig = me.activeUVLayer
for uvlayer in me.getUVLayerNames():
me.activeUVLayer = uvlayer
for f in me.faces:
tex = f.image
if len(me.uv_textures) > 0:
# if me.faceUV:
uvlayer_orig = me.active_uv_texture
# uvlayer_orig = me.activeUVLayer
for uvlayer in me.uv_textures:
# for uvlayer in me.getUVLayerNames():
# me.activeUVLayer = uvlayer
for f, uf in zip(me.faces, uvlayer.data):
# for f in me.faces:
tex = uf.image
# tex = f.image
textures[tex] = texture_mapping_local[tex] = None
try: mat = mats[f.mat]
try: mat = mats[f.material_index]
# try: mat = mats[f.mat]
except: mat = None
materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
me.activeUVLayer = uvlayer_orig
# me.activeUVLayer = uvlayer_orig
else:
for mat in mats:
# 2.44 use mat.lib too for uniqueness
@@ -1925,13 +2150,16 @@ def write(filename, batch_objects = None, \
materials[None, None] = None
if EXP_ARMATURE:
armob = BPyObject.getObjectArmature(ob)
armob = ob.find_armature()
blenParentBoneName = None
# parent bone - special case
if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
if (not armob) and ob.parent and ob.parent.type == 'ARMATURE' and \
ob.parent_type == 'BONE':
# if (not armob) and ob.parent and ob.parent.type == 'Armature' and ob.parentType == Blender.Object.ParentTypes.BONE:
armob = ob.parent
blenParentBoneName = ob.parentbonename
blenParentBoneName = ob.parent_bone
# blenParentBoneName = ob.parentbonename
if armob and armob not in ob_arms:
@@ -1943,9 +2171,9 @@ def write(filename, batch_objects = None, \
my_mesh = my_object_generic(ob, mtx)
my_mesh.blenData = me
my_mesh.origData = origData
my_mesh.blenMaterials = material_mapping_local.keys()
my_mesh.blenMaterials = list(material_mapping_local.keys())
my_mesh.blenMaterialList = mats
my_mesh.blenTextures = texture_mapping_local.keys()
my_mesh.blenTextures = list(texture_mapping_local.keys())
# if only 1 null texture then empty the list
if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
@@ -1955,18 +2183,26 @@ def write(filename, batch_objects = None, \
my_mesh.fbxBoneParent = blenParentBoneName # replace with my_bone instance later
ob_meshes.append( my_mesh )
# not forgetting to free dupli_list
if ob_base.dupli_list: ob_base.free_dupli_list()
if EXP_ARMATURE:
# now we have the meshes, restore the rest arm position
for i, arm in enumerate(bpy.data.armatures):
arm.restPosition = ob_arms_orig_rest[i]
arm.rest_position = ob_arms_orig_rest[i]
# arm.restPosition = ob_arms_orig_rest[i]
if ob_arms_orig_rest:
for ob_base in bpy.data.objects:
if ob_base.type == 'Armature':
ob_base.makeDisplayList()
if ob_base.type == 'ARMATURE':
# if ob_base.type == 'Armature':
ob_base.make_display_list()
# ob_base.makeDisplayList()
# This causes the makeDisplayList command to effect the mesh
Blender.Set('curframe', Blender.Get('curframe'))
sce.set_frame(sce.current_frame)
# Blender.Set('curframe', Blender.Get('curframe'))
del tmp_ob_type, tmp_objects
@@ -1977,13 +2213,18 @@ def write(filename, batch_objects = None, \
my_arm.fbxBones = []
my_arm.blenData = ob.data
my_arm.blenAction = ob.action
if ob.animation_data:
my_arm.blenAction = ob.animation_data.action
else:
my_arm.blenAction = None
# my_arm.blenAction = ob.action
my_arm.blenActionList = []
# fbxName, blenderObject, my_bones, blenderActions
#ob_arms[i] = fbxArmObName, ob, arm_my_bones, (ob.action, [])
for bone in my_arm.blenData.bones.values():
for bone in my_arm.blenData.bones:
# for bone in my_arm.blenData.bones.values():
my_bone = my_bone_class(bone, my_arm)
my_arm.fbxBones.append( my_bone )
ob_bones.append( my_bone )
@@ -2032,18 +2273,25 @@ def write(filename, batch_objects = None, \
# Build blenObject -> fbxObject mapping
# this is needed for groups as well as fbxParenting
bpy.data.objects.tag = False
# for ob in bpy.data.objects: ob.tag = False
# bpy.data.objects.tag = False
# using a list of object names for tagging (Arystan)
tagged_objects = []
tmp_obmapping = {}
for ob_generic in ob_all_typegroups:
for ob_base in ob_generic:
ob_base.blenObject.tag = True
tagged_objects.append(ob_base.blenObject.name)
# ob_base.blenObject.tag = True
tmp_obmapping[ob_base.blenObject] = ob_base
# Build Groups from objects we export
for blenGroup in bpy.data.groups:
fbxGroupName = None
for ob in blenGroup.objects:
if ob.tag:
if ob.name in tagged_objects:
# if ob.tag:
if fbxGroupName == None:
fbxGroupName = sane_groupname(blenGroup)
groups.append((fbxGroupName, blenGroup))
@@ -2056,7 +2304,8 @@ def write(filename, batch_objects = None, \
for ob_generic in ob_all_typegroups:
for my_ob in ob_generic:
parent = my_ob.blenObject.parent
if parent and parent.tag: # does it exist and is it in the mapping
if parent and parent.name in tagged_objects: # does it exist and is it in the mapping
# if parent and parent.tag: # does it exist and is it in the mapping
my_ob.fbxParent = tmp_obmapping[parent]
@@ -2064,8 +2313,8 @@ def write(filename, batch_objects = None, \
# Finished finding groups we use
materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.iterkeys()]
textures = [(sane_texname(tex), tex) for tex in textures.iterkeys() if tex]
materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.keys()]
textures = [(sane_texname(tex), tex) for tex in textures.keys() if tex]
materials.sort() # sort by name
textures.sort()
@@ -2220,11 +2469,12 @@ Objects: {''')
if my_mesh.fbxBoneParent:
weights = None
else:
weights = meshNormalizedWeights(my_mesh.blenData)
weights = meshNormalizedWeights(my_mesh.blenObject)
# weights = meshNormalizedWeights(my_mesh.blenData)
#for bonename, bone, obname, bone_mesh, armob in ob_bones:
for my_bone in ob_bones:
if me in my_bone.blenMeshes.itervalues():
if me in iter(my_bone.blenMeshes.values()):
write_sub_deformer_skin(my_mesh, my_bone, weights)
# Write pose's really weired, only needed when an armature and mesh are used together
@@ -2426,7 +2676,8 @@ Connections: {''')
# Needed for scene footer as well as animation
render = sce.render
render = sce.render_data
# render = sce.render
# from the FBX sdk
#define KTIME_ONE_SECOND KTime (K_LONGLONG(46186158000))
@@ -2435,8 +2686,10 @@ Connections: {''')
return int(0.5 + ((t/fps) * 46186158000))
fps = float(render.fps)
start = render.sFrame
end = render.eFrame
start = sce.start_frame
# start = render.sFrame
end = sce.end_frame
# end = render.eFrame
if end < start: start, end = end, start
if start==end: ANIM_ENABLE = False
@@ -2445,7 +2698,8 @@ Connections: {''')
if ANIM_ENABLE and [tmp for tmp in ob_anim_lists if tmp]:
frame_orig = Blender.Get('curframe')
frame_orig = sce.current_frame
# frame_orig = Blender.Get('curframe')
if ANIM_OPTIMIZE:
ANIM_OPTIMIZE_PRECISSION_FLOAT = 0.1 ** ANIM_OPTIMIZE_PRECISSION
@@ -2454,9 +2708,12 @@ Connections: {''')
tmp_actions = [None] # None is the default action
blenActionDefault = None
action_lastcompat = None
# instead of tagging
tagged_actions = []
if ANIM_ACTION_ALL:
bpy.data.actions.tag = False
# bpy.data.actions.tag = False
tmp_actions = list(bpy.data.actions)
@@ -2472,12 +2729,14 @@ Connections: {''')
arm_bone_names = set([my_bone.blenName for my_bone in my_arm.fbxBones])
for action in tmp_actions:
action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
action_chan_names = arm_bone_names.intersection( set([g.name for g in action.groups]) )
# action_chan_names = arm_bone_names.intersection( set(action.getChannelNames()) )
if action_chan_names: # at least one channel matches.
my_arm.blenActionList.append(action)
action.tag = True
tagged_actions.append(action.name)
# action.tag = True
tmp_act_count += 1
# incase there is no actions applied to armatures
@@ -2504,10 +2763,11 @@ Takes: {''')
for blenAction in tmp_actions:
# we have tagged all actious that are used be selected armatures
if blenAction:
if blenAction.tag:
print '\taction: "%s" exporting...' % blenAction.name
if blenAction.name in tagged_actions:
# if blenAction.tag:
print('\taction: "%s" exporting...' % blenAction.name)
else:
print '\taction: "%s" has no armature using it, skipping' % blenAction.name
print('\taction: "%s" has no armature using it, skipping' % blenAction.name)
continue
if blenAction == None:
@@ -2521,17 +2781,18 @@ Takes: {''')
file.write('\n\tTake: "%s" {' % sane_name_mapping_take[blenAction.name])
else:
file.write('\n\tTake: "%s" {' % sane_takename(blenAction))
tmp = blenAction.getFrameNumbers()
if tmp:
act_start = min(tmp)
act_end = max(tmp)
del tmp
else:
# Fallback on this, theres not much else we can do? :/
# when an action has no length
act_start = start
act_end = end
act_start, act_end = blenAction.get_frame_range()
# tmp = blenAction.getFrameNumbers()
# if tmp:
# act_start = min(tmp)
# act_end = max(tmp)
# del tmp
# else:
# # Fallback on this, theres not much else we can do? :/
# # when an action has no length
# act_start = start
# act_end = end
# Set the action active
for my_bone in ob_arms:
@@ -2558,7 +2819,8 @@ Takes: {''')
'''
i = act_start
while i <= act_end:
Blender.Set('curframe', i)
sce.set_frame(i)
# Blender.Set('curframe', i)
for ob_generic in ob_anim_lists:
for my_ob in ob_generic:
#Blender.Window.RedrawAll()
@@ -2585,7 +2847,7 @@ Takes: {''')
file.write('\n\t\t\tVersion: 1.1')
file.write('\n\t\t\tChannel: "Transform" {')
context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in xrange(act_start, act_end+1) ]
context_bone_anim_mats = [ (my_ob.getAnimParRelMatrix(frame), my_ob.getAnimParRelMatrixRot(frame)) for frame in range(act_start, act_end+1) ]
# ----------------
# ----------------
@@ -2603,11 +2865,12 @@ Takes: {''')
for mtx in context_bone_anim_mats:
if prev_eul: prev_eul = mtx[1].toEuler(prev_eul)
else: prev_eul = mtx[1].toEuler()
context_bone_anim_vecs.append(prev_eul)
context_bone_anim_vecs.append(eulerRadToDeg(prev_eul))
# context_bone_anim_vecs.append(prev_eul)
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
for i in xrange(3):
for i in range(3):
# Loop on each axis of the bone
file.write('\n\t\t\t\t\tChannel: "%s" {'% ('XYZ'[i])) # translation
file.write('\n\t\t\t\t\t\tDefault: %.15f' % context_bone_anim_vecs[0][i] )
@@ -2694,8 +2957,9 @@ Takes: {''')
my_bone.blenObject.action = my_bone.blenAction
file.write('\n}')
Blender.Set('curframe', frame_orig)
sce.set_frame(frame_orig)
# Blender.Set('curframe', frame_orig)
else:
# no animation
@@ -2713,15 +2977,21 @@ Takes: {''')
# Clear mesh data Only when writing with modifiers applied
for me in meshes_to_clear:
me.verts = None
bpy.data.remove_mesh(me)
# me.verts = None
# --------------------------- Footer
if world:
has_mist = world.mode & 1
mist_intense, mist_start, mist_end, mist_height = world.mist
world_hor = world.hor
m = world.mist
has_mist = m.enabled
# has_mist = world.mode & 1
mist_intense = m.intensity
mist_start = m.start
mist_end = m.depth
mist_height = m.height
# mist_intense, mist_start, mist_end, mist_height = world.mist
world_hor = world.horizon_color
# world_hor = world.hor
else:
has_mist = mist_intense = mist_start = mist_end = mist_height = 0
world_hor = 0,0,0
@@ -2771,17 +3041,19 @@ Takes: {''')
# copy images if enabled
if EXP_IMAGE_COPY:
copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ])
# if EXP_IMAGE_COPY:
# # copy_images( basepath, [ tex[1] for tex in textures if tex[1] != None ])
# bpy.util.copy_images( [ tex[1] for tex in textures if tex[1] != None ], basepath)
print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
print('export finished in %.4f sec.' % (time.clock() - start_time))
# print 'export finished in %.4f sec.' % (Blender.sys.time() - start_time)
return True
# --------------------------------------------
# UI Function - not a part of the exporter.
# this is to seperate the user interface from the rest of the exporter.
from Blender import Draw, Window
# from Blender import Draw, Window
EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_REDRAW = 2
@@ -2804,11 +3076,6 @@ def do_obs_sce(e,v):
GLOBALS['EXP_OBS_SCENE'].val = 1
GLOBALS['EXP_OBS_SELECTED'].val = 0
def do_obs_sce(e,v):
GLOBALS['EVENT'] = e
GLOBALS['EXP_OBS_SCENE'].val = 1
GLOBALS['EXP_OBS_SELECTED'].val = 0
def do_batch_type_grp(e,v):
GLOBALS['EVENT'] = e
GLOBALS['BATCH_GROUP'].val = 1
@@ -2837,21 +3104,21 @@ def fbx_ui_exit(e,v):
def do_help(e,v):
url = 'http://wiki.blender.org/index.php/Scripts/Manual/Export/autodesk_fbx'
print 'Trying to open web browser with documentation at this address...'
print '\t' + url
print('Trying to open web browser with documentation at this address...')
print('\t' + url)
try:
import webbrowser
webbrowser.open(url)
except:
Blender.Draw.PupMenu("Error%t|Opening a webbrowser requires a full python installation")
print '...could not open a browser window.'
print('...could not open a browser window.')
# run when export is pressed
#def fbx_ui_write(e,v):
def fbx_ui_write(filename):
def fbx_ui_write(filename, context):
# Dont allow overwriting files when saving normally
if not GLOBALS['BATCH_ENABLE'].val:
@@ -2874,6 +3141,7 @@ def fbx_ui_write(filename):
ret = write(\
filename, None,\
context,
GLOBALS['EXP_OBS_SELECTED'].val,\
GLOBALS['EXP_MESH'].val,\
GLOBALS['EXP_MESH_APPLY_MOD'].val,\
@@ -3071,14 +3339,115 @@ def write_ui():
# GLOBALS.clear()
#test = [write_ui]
if __name__ == '__main__':
# Cant call the file selector first because of a bug in the interface that crashes it.
# Blender.Window.FileSelector(write_ui, 'Export FBX', Blender.sys.makename(ext='.fbx'))
#write('/scratch/test.fbx')
#write_ui('/scratch/test.fbx')
class EXPORT_OT_fbx(bpy.types.Operator):
'''
Operator documentation text, will be used for the operator tooltip and python docs.
'''
__idname__ = "export.fbx"
__label__ = "Export FBX"
if not set:
Draw.PupMenu('Error%t|A full install of python2.3 or python 2.4+ is needed to run this script.')
else:
write_ui()
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
__props__ = [
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the FBX file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="EXP_OBS_SELECTED", name="Selected Objects", description="Export selected objects on visible layers", default=True),
# bpy.props.BoolProperty(attr="EXP_OBS_SCENE", name="Scene Objects", description="Export all objects in this scene", default=True),
bpy.props.FloatProperty(attr="_SCALE", name="Scale", description="Scale all data, (Note! some imports dont support scaled armatures)", min=0.01, max=1000.0, soft_min=0.01, soft_max=1000.0, default=1.0),
bpy.props.BoolProperty(attr="_XROT90", name="Rot X90", description="Rotate all objects 90 degrese about the X axis", default=True),
bpy.props.BoolProperty(attr="_YROT90", name="Rot Y90", description="Rotate all objects 90 degrese about the Y axis", default=False),
bpy.props.BoolProperty(attr="_ZROT90", name="Rot Z90", description="Rotate all objects 90 degrese about the Z axis", default=False),
bpy.props.BoolProperty(attr="EXP_EMPTY", name="Empties", description="Export empty objects", default=True),
bpy.props.BoolProperty(attr="EXP_CAMERA", name="Cameras", description="Export camera objects", default=True),
bpy.props.BoolProperty(attr="EXP_LAMP", name="Lamps", description="Export lamp objects", default=True),
bpy.props.BoolProperty(attr="EXP_ARMATURE", name="Armatures", description="Export armature objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH", name="Meshes", description="Export mesh objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH_APPLY_MOD", name="Modifiers", description="Apply modifiers to mesh objects", default=True),
bpy.props.BoolProperty(attr="EXP_MESH_HQ_NORMALS", name="HQ Normals", description="Generate high quality normals", default=True),
bpy.props.BoolProperty(attr="EXP_IMAGE_COPY", name="Copy Image Files", description="Copy image files to the destination path", default=False),
# armature animation
bpy.props.BoolProperty(attr="ANIM_ENABLE", name="Enable Animation", description="Export keyframe animation", default=True),
bpy.props.BoolProperty(attr="ANIM_OPTIMIZE", name="Optimize Keyframes", description="Remove double keyframes", default=True),
bpy.props.FloatProperty(attr="ANIM_OPTIMIZE_PRECISSION", name="Precision", description="Tolerence for comparing double keyframes (higher for greater accuracy)", min=1, max=16, soft_min=1, soft_max=16, default=6.0),
# bpy.props.BoolProperty(attr="ANIM_ACTION_ALL", name="Current Action", description="Use actions currently applied to the armatures (use scene start/end frame)", default=True),
bpy.props.BoolProperty(attr="ANIM_ACTION_ALL", name="All Actions", description="Use all actions for armatures, if false, use current action", default=False),
# batch
bpy.props.BoolProperty(attr="BATCH_ENABLE", name="Enable Batch", description="Automate exporting multiple scenes or groups to files", default=False),
bpy.props.BoolProperty(attr="BATCH_GROUP", name="Group > File", description="Export each group as an FBX file, if false, export each scene as an FBX file", default=False),
bpy.props.BoolProperty(attr="BATCH_OWN_DIR", name="Own Dir", description="Create a dir for each exported file", default=True),
bpy.props.StringProperty(attr="BATCH_FILE_PREFIX", name="Prefix", description="Prefix each file with this name", maxlen= 1024, default=""),
]
def poll(self, context):
print("Poll")
return context.active_object != None
def execute(self, context):
if not self.path:
raise Exception("path not set")
GLOBAL_MATRIX = mtx4_identity
GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self._SCALE
if self._XROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n
if self._YROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
if self._ZROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
write(self.path,
None, # XXX
context,
self.EXP_OBS_SELECTED,
self.EXP_MESH,
self.EXP_MESH_APPLY_MOD,
# self.EXP_MESH_HQ_NORMALS,
self.EXP_ARMATURE,
self.EXP_LAMP,
self.EXP_CAMERA,
self.EXP_EMPTY,
self.EXP_IMAGE_COPY,
GLOBAL_MATRIX,
self.ANIM_ENABLE,
self.ANIM_OPTIMIZE,
self.ANIM_OPTIMIZE_PRECISSION,
self.ANIM_ACTION_ALL,
self.BATCH_ENABLE,
self.BATCH_GROUP,
self.BATCH_FILE_PREFIX,
self.BATCH_OWN_DIR)
return ('FINISHED',)
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self.__operator__)
return ('RUNNING_MODAL',)
bpy.ops.add(EXPORT_OT_fbx)
# if __name__ == "__main__":
# bpy.ops.EXPORT_OT_ply(filename="/tmp/test.ply")
# NOTES (all line numbers correspond to original export_fbx.py (under release/scripts)
# - Draw.PupMenu alternative in 2.5?, temporarily replaced PupMenu with print
# - get rid of cleanName somehow
# + fixed: isinstance(inst, bpy.types.*) doesn't work on RNA objects: line 565
# + get rid of BPyObject_getObjectArmature, move it in RNA?
# - BATCH_ENABLE and BATCH_GROUP options: line 327
# - implement all BPyMesh_* used here with RNA
# - getDerivedObjects is not fully replicated with .dupli* funcs
# - talk to Campbell, this code won't work? lines 1867-1875
# - don't know what those colbits are, do we need them? they're said to be deprecated in DNA_object_types.h: 1886-1893
# - no hq normals: 1900-1901
# TODO
# - bpy.data.remove_scene: line 366
# - bpy.sys.time move to bpy.sys.util?
# - new scene creation, activation: lines 327-342, 368
# - uses bpy.sys.expandpath, *.relpath - replace at least relpath
# SMALL or COSMETICAL
# - find a way to get blender version, and put it in bpy.util?, old was Blender.Get('version')