FBX IO: Better info in header about blender & addon versions used to generate the...
[blender-addons.git] / io_scene_fbx / export_fbx_bin.py
blob38c72c4950139b202251352f43fa3b63a4a8caa9
1 # ##### BEGIN GPL LICENSE BLOCK #####
3 # This program is free software; you can redistribute it and/or
4 # modify it under the terms of the GNU General Public License
5 # as published by the Free Software Foundation; either version 2
6 # of the License, or (at your option) any later version.
8 # This program is distributed in the hope that it will be useful,
9 # but WITHOUT ANY WARRANTY; without even the implied warranty of
10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 # GNU General Public License for more details.
13 # You should have received a copy of the GNU General Public License
14 # along with this program; if not, write to the Free Software Foundation,
15 # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17 # ##### END GPL LICENSE BLOCK #####
19 # <pep8 compliant>
21 # Script copyright (C) Campbell Barton, Bastien Montagne
24 import array
25 import datetime
26 import math
27 import os
28 import time
30 from collections import OrderedDict
31 from itertools import zip_longest, chain
33 if "bpy" in locals():
34 import importlib
35 if "encode_bin" in locals():
36 importlib.reload(encode_bin)
37 if "data_types" in locals():
38 importlib.reload(data_types)
39 if "fbx_utils" in locals():
40 importlib.reload(fbx_utils)
42 import bpy
43 import bpy_extras
44 from mathutils import Vector, Matrix
46 from . import encode_bin, data_types, fbx_utils
47 from .fbx_utils import (
48 # Constants.
49 FBX_VERSION, FBX_HEADER_VERSION, FBX_SCENEINFO_VERSION, FBX_TEMPLATES_VERSION,
50 FBX_MODELS_VERSION,
51 FBX_GEOMETRY_VERSION, FBX_GEOMETRY_NORMAL_VERSION, FBX_GEOMETRY_BINORMAL_VERSION, FBX_GEOMETRY_TANGENT_VERSION,
52 FBX_GEOMETRY_SMOOTHING_VERSION, FBX_GEOMETRY_VCOLOR_VERSION, FBX_GEOMETRY_UV_VERSION,
53 FBX_GEOMETRY_MATERIAL_VERSION, FBX_GEOMETRY_LAYER_VERSION,
54 FBX_GEOMETRY_SHAPE_VERSION, FBX_DEFORMER_SHAPE_VERSION, FBX_DEFORMER_SHAPECHANNEL_VERSION,
55 FBX_POSE_BIND_VERSION, FBX_DEFORMER_SKIN_VERSION, FBX_DEFORMER_CLUSTER_VERSION,
56 FBX_MATERIAL_VERSION, FBX_TEXTURE_VERSION,
57 FBX_ANIM_KEY_VERSION,
58 FBX_ANIM_PROPSGROUP_NAME,
59 FBX_KTIME,
60 BLENDER_OTHER_OBJECT_TYPES, BLENDER_OBJECT_TYPES_MESHLIKE,
61 FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES,
62 RIGHT_HAND_AXES, FBX_FRAMERATES,
63 # Miscellaneous utils.
64 units_convertor, units_convertor_iter, matrix4_to_array, similar_values, similar_values_iter,
65 # UUID from key.
66 get_fbx_uuid_from_key,
67 # Key generators.
68 get_blenderID_key, get_blenderID_name,
69 get_blender_mesh_shape_key, get_blender_mesh_shape_channel_key,
70 get_blender_empty_key, get_blender_bone_key,
71 get_blender_bindpose_key, get_blender_armature_skin_key, get_blender_bone_cluster_key,
72 get_blender_anim_id_base, get_blender_anim_stack_key, get_blender_anim_layer_key,
73 get_blender_anim_curve_node_key, get_blender_anim_curve_key,
74 # FBX element data.
75 elem_empty,
76 elem_data_single_bool, elem_data_single_int16, elem_data_single_int32, elem_data_single_int64,
77 elem_data_single_float32, elem_data_single_float64,
78 elem_data_single_bytes, elem_data_single_string, elem_data_single_string_unicode,
79 elem_data_single_bool_array, elem_data_single_int32_array, elem_data_single_int64_array,
80 elem_data_single_float32_array, elem_data_single_float64_array, elem_data_vec_float64,
81 # FBX element properties.
82 elem_properties, elem_props_set, elem_props_compound,
83 # FBX element properties handling templates.
84 elem_props_template_init, elem_props_template_set, elem_props_template_finalize,
85 # Templates.
86 FBXTemplate, fbx_templates_generate,
87 # Animation.
88 AnimationCurveNodeWrapper,
89 # Objects.
90 ObjectWrapper, fbx_name_class,
91 # Top level.
92 FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
95 # Units convertors!
96 convert_sec_to_ktime = units_convertor("second", "ktime")
97 convert_sec_to_ktime_iter = units_convertor_iter("second", "ktime")
99 convert_mm_to_inch = units_convertor("millimeter", "inch")
101 convert_rad_to_deg = units_convertor("radian", "degree")
102 convert_rad_to_deg_iter = units_convertor_iter("radian", "degree")
105 # ##### Templates #####
106 # TODO: check all those "default" values, they should match Blender's default as much as possible, I guess?
108 def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0):
109 props = OrderedDict()
110 if override_defaults is not None:
111 props.update(override_defaults)
112 return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False])
115 def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0):
116 gscale = settings.global_scale
117 props = OrderedDict((
118 # Name, Value, Type, Animatable
119 (b"QuaternionInterpolate", (0, "p_enum", False)), # 0 = no quat interpolation.
120 (b"RotationOffset", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
121 (b"RotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
122 (b"ScalingOffset", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
123 (b"ScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
124 (b"TranslationActive", (False, "p_bool", False)),
125 (b"TranslationMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
126 (b"TranslationMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
127 (b"TranslationMinX", (False, "p_bool", False)),
128 (b"TranslationMinY", (False, "p_bool", False)),
129 (b"TranslationMinZ", (False, "p_bool", False)),
130 (b"TranslationMaxX", (False, "p_bool", False)),
131 (b"TranslationMaxY", (False, "p_bool", False)),
132 (b"TranslationMaxZ", (False, "p_bool", False)),
133 (b"RotationOrder", (0, "p_enum", False)), # we always use 'XYZ' order.
134 (b"RotationSpaceForLimitOnly", (False, "p_bool", False)),
135 (b"RotationStiffnessX", (0.0, "p_double", False)),
136 (b"RotationStiffnessY", (0.0, "p_double", False)),
137 (b"RotationStiffnessZ", (0.0, "p_double", False)),
138 (b"AxisLen", (10.0, "p_double", False)),
139 (b"PreRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
140 (b"PostRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
141 (b"RotationActive", (False, "p_bool", False)),
142 (b"RotationMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
143 (b"RotationMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
144 (b"RotationMinX", (False, "p_bool", False)),
145 (b"RotationMinY", (False, "p_bool", False)),
146 (b"RotationMinZ", (False, "p_bool", False)),
147 (b"RotationMaxX", (False, "p_bool", False)),
148 (b"RotationMaxY", (False, "p_bool", False)),
149 (b"RotationMaxZ", (False, "p_bool", False)),
150 (b"InheritType", (0, "p_enum", False)), # RrSs
151 (b"ScalingActive", (False, "p_bool", False)),
152 (b"ScalingMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
153 (b"ScalingMax", ((1.0, 1.0, 1.0), "p_vector_3d", False)),
154 (b"ScalingMinX", (False, "p_bool", False)),
155 (b"ScalingMinY", (False, "p_bool", False)),
156 (b"ScalingMinZ", (False, "p_bool", False)),
157 (b"ScalingMaxX", (False, "p_bool", False)),
158 (b"ScalingMaxY", (False, "p_bool", False)),
159 (b"ScalingMaxZ", (False, "p_bool", False)),
160 (b"GeometricTranslation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
161 (b"GeometricRotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
162 (b"GeometricScaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)),
163 (b"MinDampRangeX", (0.0, "p_double", False)),
164 (b"MinDampRangeY", (0.0, "p_double", False)),
165 (b"MinDampRangeZ", (0.0, "p_double", False)),
166 (b"MaxDampRangeX", (0.0, "p_double", False)),
167 (b"MaxDampRangeY", (0.0, "p_double", False)),
168 (b"MaxDampRangeZ", (0.0, "p_double", False)),
169 (b"MinDampStrengthX", (0.0, "p_double", False)),
170 (b"MinDampStrengthY", (0.0, "p_double", False)),
171 (b"MinDampStrengthZ", (0.0, "p_double", False)),
172 (b"MaxDampStrengthX", (0.0, "p_double", False)),
173 (b"MaxDampStrengthY", (0.0, "p_double", False)),
174 (b"MaxDampStrengthZ", (0.0, "p_double", False)),
175 (b"PreferedAngleX", (0.0, "p_double", False)),
176 (b"PreferedAngleY", (0.0, "p_double", False)),
177 (b"PreferedAngleZ", (0.0, "p_double", False)),
178 (b"LookAtProperty", (None, "p_object", False)),
179 (b"UpVectorProperty", (None, "p_object", False)),
180 (b"Show", (True, "p_bool", False)),
181 (b"NegativePercentShapeSupport", (True, "p_bool", False)),
182 (b"DefaultAttributeIndex", (-1, "p_integer", False)),
183 (b"Freeze", (False, "p_bool", False)),
184 (b"LODBox", (False, "p_bool", False)),
185 (b"Lcl Translation", ((0.0, 0.0, 0.0), "p_lcl_translation", True)),
186 (b"Lcl Rotation", ((0.0, 0.0, 0.0), "p_lcl_rotation", True)),
187 (b"Lcl Scaling", ((1.0, 1.0, 1.0), "p_lcl_scaling", True)),
188 (b"Visibility", (1.0, "p_visibility", True)),
189 (b"Visibility Inheritance", (1, "p_visibility_inheritance", False)),
191 if override_defaults is not None:
192 props.update(override_defaults)
193 return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False])
196 def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0):
197 props = OrderedDict((
198 (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)),
199 (b"Size", (100.0, "p_double", False)),
200 (b"Look", (1, "p_enum", False)), # Cross (0 is None, i.e. invisible?).
202 if override_defaults is not None:
203 props.update(override_defaults)
204 return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False])
207 def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0):
208 gscale = settings.global_scale
209 props = OrderedDict((
210 (b"LightType", (0, "p_enum", False)), # Point light.
211 (b"CastLight", (True, "p_bool", False)),
212 (b"Color", ((1.0, 1.0, 1.0), "p_color", True)),
213 (b"Intensity", (100.0, "p_number", True)), # Times 100 compared to Blender values...
214 (b"DecayType", (2, "p_enum", False)), # Quadratic.
215 (b"DecayStart", (30.0 * gscale, "p_double", False)),
216 (b"CastShadows", (True, "p_bool", False)),
217 (b"ShadowColor", ((0.0, 0.0, 0.0), "p_color", True)),
218 (b"AreaLightShape", (0, "p_enum", False)), # Rectangle.
220 if override_defaults is not None:
221 props.update(override_defaults)
222 return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False])
225 def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0):
226 r = scene.render
227 props = OrderedDict((
228 (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)),
229 (b"Position", ((0.0, 0.0, -50.0), "p_vector", True)),
230 (b"UpVector", ((0.0, 1.0, 0.0), "p_vector", True)),
231 (b"InterestPosition", ((0.0, 0.0, 0.0), "p_vector", True)),
232 (b"Roll", (0.0, "p_roll", True)),
233 (b"OpticalCenterX", (0.0, "p_opticalcenterx", True)),
234 (b"OpticalCenterY", (0.0, "p_opticalcentery", True)),
235 (b"BackgroundColor", ((0.63, 0.63, 0.63), "p_color", True)),
236 (b"TurnTable", (0.0, "p_number", True)),
237 (b"DisplayTurnTableIcon", (False, "p_bool", False)),
238 (b"UseMotionBlur", (False, "p_bool", False)),
239 (b"UseRealTimeMotionBlur", (True, "p_bool", False)),
240 (b"Motion Blur Intensity", (1.0, "p_number", True)),
241 (b"AspectRatioMode", (0, "p_enum", False)), # WindowSize.
242 (b"AspectWidth", (320.0, "p_double", False)),
243 (b"AspectHeight", (200.0, "p_double", False)),
244 (b"PixelAspectRatio", (1.0, "p_double", False)),
245 (b"FilmOffsetX", (0.0, "p_number", True)),
246 (b"FilmOffsetY", (0.0, "p_number", True)),
247 (b"FilmWidth", (0.816, "p_double", False)),
248 (b"FilmHeight", (0.612, "p_double", False)),
249 (b"FilmAspectRatio", (1.3333333333333333, "p_double", False)),
250 (b"FilmSqueezeRatio", (1.0, "p_double", False)),
251 (b"FilmFormatIndex", (0, "p_enum", False)), # Assuming this is ApertureFormat, 0 = custom.
252 (b"PreScale", (1.0, "p_number", True)),
253 (b"FilmTranslateX", (0.0, "p_number", True)),
254 (b"FilmTranslateY", (0.0, "p_number", True)),
255 (b"FilmRollPivotX", (0.0, "p_number", True)),
256 (b"FilmRollPivotY", (0.0, "p_number", True)),
257 (b"FilmRollValue", (0.0, "p_number", True)),
258 (b"FilmRollOrder", (0, "p_enum", False)), # 0 = rotate first (default).
259 (b"ApertureMode", (2, "p_enum", False)), # 2 = Vertical.
260 (b"GateFit", (0, "p_enum", False)), # 0 = no resolution gate fit.
261 (b"FieldOfView", (25.114999771118164, "p_fov", True)),
262 (b"FieldOfViewX", (40.0, "p_fov_x", True)),
263 (b"FieldOfViewY", (40.0, "p_fov_y", True)),
264 (b"FocalLength", (34.89327621672628, "p_number", True)),
265 (b"CameraFormat", (0, "p_enum", False)), # Custom camera format.
266 (b"UseFrameColor", (False, "p_bool", False)),
267 (b"FrameColor", ((0.3, 0.3, 0.3), "p_color_rgb", False)),
268 (b"ShowName", (True, "p_bool", False)),
269 (b"ShowInfoOnMoving", (True, "p_bool", False)),
270 (b"ShowGrid", (True, "p_bool", False)),
271 (b"ShowOpticalCenter", (False, "p_bool", False)),
272 (b"ShowAzimut", (True, "p_bool", False)),
273 (b"ShowTimeCode", (False, "p_bool", False)),
274 (b"ShowAudio", (False, "p_bool", False)),
275 (b"AudioColor", ((0.0, 1.0, 0.0), "p_vector_3d", False)), # Yep, vector3d, not corlorgb… :cry:
276 (b"NearPlane", (10.0, "p_double", False)),
277 (b"FarPlane", (4000.0, "p_double", False)),
278 (b"AutoComputeClipPanes", (False, "p_bool", False)),
279 (b"ViewCameraToLookAt", (True, "p_bool", False)),
280 (b"ViewFrustumNearFarPlane", (False, "p_bool", False)),
281 (b"ViewFrustumBackPlaneMode", (2, "p_enum", False)), # 2 = show back plane if texture added.
282 (b"BackPlaneDistance", (4000.0, "p_number", True)),
283 (b"BackPlaneDistanceMode", (1, "p_enum", False)), # 1 = relative to camera.
284 (b"ViewFrustumFrontPlaneMode", (2, "p_enum", False)), # 2 = show front plane if texture added.
285 (b"FrontPlaneDistance", (10.0, "p_number", True)),
286 (b"FrontPlaneDistanceMode", (1, "p_enum", False)), # 1 = relative to camera.
287 (b"LockMode", (False, "p_bool", False)),
288 (b"LockInterestNavigation", (False, "p_bool", False)),
289 # BackPlate... properties **arggggg!**
290 (b"FitImage", (False, "p_bool", False)),
291 (b"Crop", (False, "p_bool", False)),
292 (b"Center", (True, "p_bool", False)),
293 (b"KeepRatio", (True, "p_bool", False)),
294 # End of BackPlate...
295 (b"BackgroundAlphaTreshold", (0.5, "p_double", False)),
296 (b"ShowBackplate", (True, "p_bool", False)),
297 (b"BackPlaneOffsetX", (0.0, "p_number", True)),
298 (b"BackPlaneOffsetY", (0.0, "p_number", True)),
299 (b"BackPlaneRotation", (0.0, "p_number", True)),
300 (b"BackPlaneScaleX", (1.0, "p_number", True)),
301 (b"BackPlaneScaleY", (1.0, "p_number", True)),
302 (b"Background Texture", (None, "p_object", False)),
303 (b"FrontPlateFitImage", (True, "p_bool", False)),
304 (b"FrontPlateCrop", (False, "p_bool", False)),
305 (b"FrontPlateCenter", (True, "p_bool", False)),
306 (b"FrontPlateKeepRatio", (True, "p_bool", False)),
307 (b"Foreground Opacity", (1.0, "p_double", False)),
308 (b"ShowFrontplate", (True, "p_bool", False)),
309 (b"FrontPlaneOffsetX", (0.0, "p_number", True)),
310 (b"FrontPlaneOffsetY", (0.0, "p_number", True)),
311 (b"FrontPlaneRotation", (0.0, "p_number", True)),
312 (b"FrontPlaneScaleX", (1.0, "p_number", True)),
313 (b"FrontPlaneScaleY", (1.0, "p_number", True)),
314 (b"Foreground Texture", (None, "p_object", False)),
315 (b"DisplaySafeArea", (False, "p_bool", False)),
316 (b"DisplaySafeAreaOnRender", (False, "p_bool", False)),
317 (b"SafeAreaDisplayStyle", (1, "p_enum", False)), # 1 = rounded corners.
318 (b"SafeAreaAspectRatio", (1.3333333333333333, "p_double", False)),
319 (b"Use2DMagnifierZoom", (False, "p_bool", False)),
320 (b"2D Magnifier Zoom", (100.0, "p_number", True)),
321 (b"2D Magnifier X", (50.0, "p_number", True)),
322 (b"2D Magnifier Y", (50.0, "p_number", True)),
323 (b"CameraProjectionType", (0, "p_enum", False)), # 0 = perspective, 1 = orthogonal.
324 (b"OrthoZoom", (1.0, "p_double", False)),
325 (b"UseRealTimeDOFAndAA", (False, "p_bool", False)),
326 (b"UseDepthOfField", (False, "p_bool", False)),
327 (b"FocusSource", (0, "p_enum", False)), # 0 = camera interest, 1 = distance from camera interest.
328 (b"FocusAngle", (3.5, "p_double", False)), # ???
329 (b"FocusDistance", (200.0, "p_double", False)),
330 (b"UseAntialiasing", (False, "p_bool", False)),
331 (b"AntialiasingIntensity", (0.77777, "p_double", False)),
332 (b"AntialiasingMethod", (0, "p_enum", False)), # 0 = oversampling, 1 = hardware.
333 (b"UseAccumulationBuffer", (False, "p_bool", False)),
334 (b"FrameSamplingCount", (7, "p_integer", False)),
335 (b"FrameSamplingType", (1, "p_enum", False)), # 0 = uniform, 1 = stochastic.
337 if override_defaults is not None:
338 props.update(override_defaults)
339 return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False])
342 def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0):
343 props = OrderedDict()
344 if override_defaults is not None:
345 props.update(override_defaults)
346 return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False])
349 def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0):
350 props = OrderedDict((
351 (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)),
352 (b"BBoxMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
353 (b"BBoxMax", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
354 (b"Primary Visibility", (True, "p_bool", False)),
355 (b"Casts Shadows", (True, "p_bool", False)),
356 (b"Receive Shadows", (True, "p_bool", False)),
358 if override_defaults is not None:
359 props.update(override_defaults)
360 return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False])
363 def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0):
364 # WIP...
365 props = OrderedDict((
366 (b"ShadingModel", ("Phong", "p_string", False)),
367 (b"MultiLayer", (False, "p_bool", False)),
368 # Lambert-specific.
369 (b"EmissiveColor", ((0.0, 0.0, 0.0), "p_color", True)),
370 (b"EmissiveFactor", (1.0, "p_number", True)),
371 (b"AmbientColor", ((0.2, 0.2, 0.2), "p_color", True)),
372 (b"AmbientFactor", (1.0, "p_number", True)),
373 (b"DiffuseColor", ((0.8, 0.8, 0.8), "p_color", True)),
374 (b"DiffuseFactor", (1.0, "p_number", True)),
375 (b"TransparentColor", ((0.0, 0.0, 0.0), "p_color", True)),
376 (b"TransparencyFactor", (0.0, "p_number", True)),
377 (b"Opacity", (1.0, "p_number", True)),
378 (b"NormalMap", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
379 (b"Bump", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
380 (b"BumpFactor", (1.0, "p_double", False)),
381 (b"DisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)),
382 (b"DisplacementFactor", (1.0, "p_double", False)),
383 (b"VectorDisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)),
384 (b"VectorDisplacementFactor", (1.0, "p_double", False)),
385 # Phong-specific.
386 (b"SpecularColor", ((0.2, 0.2, 0.2), "p_color", True)),
387 (b"SpecularFactor", (1.0, "p_number", True)),
388 # Not sure about the name, importer uses this (but ShininessExponent for tex prop name!)
389 # And in fbx exported by sdk, you have one in template, the other in actual material!!! :/
390 # For now, using both.
391 (b"Shininess", (20.0, "p_number", True)),
392 (b"ShininessExponent", (20.0, "p_number", True)),
393 (b"ReflectionColor", ((0.0, 0.0, 0.0), "p_color", True)),
394 (b"ReflectionFactor", (1.0, "p_number", True)),
396 if override_defaults is not None:
397 props.update(override_defaults)
398 return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False])
401 def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0):
402 # WIP...
403 # XXX Not sure about all names!
404 props = OrderedDict((
405 (b"TextureTypeUse", (0, "p_enum", False)), # Standard.
406 (b"AlphaSource", (2, "p_enum", False)), # Black (i.e. texture's alpha), XXX name guessed!.
407 (b"Texture alpha", (1.0, "p_double", False)),
408 (b"PremultiplyAlpha", (True, "p_bool", False)),
409 (b"CurrentTextureBlendMode", (1, "p_enum", False)), # Additive...
410 (b"CurrentMappingType", (0, "p_enum", False)), # UV.
411 (b"UVSet", ("default", "p_string", False)), # UVMap name.
412 (b"WrapModeU", (0, "p_enum", False)), # Repeat.
413 (b"WrapModeV", (0, "p_enum", False)), # Repeat.
414 (b"UVSwap", (False, "p_bool", False)),
415 (b"Translation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
416 (b"Rotation", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
417 (b"Scaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)),
418 (b"TextureRotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
419 (b"TextureScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
420 # Not sure about those two...
421 (b"UseMaterial", (False, "p_bool", False)),
422 (b"UseMipMap", (False, "p_bool", False)),
424 if override_defaults is not None:
425 props.update(override_defaults)
426 return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False])
429 def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0):
430 # WIP...
431 props = OrderedDict((
432 # All pictures.
433 (b"Width", (0, "p_integer", False)),
434 (b"Height", (0, "p_integer", False)),
435 (b"Path", ("", "p_string_url", False)),
436 (b"AccessMode", (0, "p_enum", False)), # Disk (0=Disk, 1=Mem, 2=DiskAsync).
437 # All videos.
438 (b"StartFrame", (0, "p_integer", False)),
439 (b"StopFrame", (0, "p_integer", False)),
440 (b"Offset", (0, "p_timestamp", False)),
441 (b"PlaySpeed", (0.0, "p_double", False)),
442 (b"FreeRunning", (False, "p_bool", False)),
443 (b"Loop", (False, "p_bool", False)),
444 (b"InterlaceMode", (0, "p_enum", False)), # None, i.e. progressive.
445 # Image sequences.
446 (b"ImageSequence", (False, "p_bool", False)),
447 (b"ImageSequenceOffset", (0, "p_integer", False)),
448 (b"FrameRate", (0.0, "p_double", False)),
449 (b"LastFrame", (0, "p_integer", False)),
451 if override_defaults is not None:
452 props.update(override_defaults)
453 return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False])
456 def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0):
457 props = OrderedDict()
458 if override_defaults is not None:
459 props.update(override_defaults)
460 return FBXTemplate(b"Pose", b"", props, nbr_users, [False])
463 def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0):
464 props = OrderedDict()
465 if override_defaults is not None:
466 props.update(override_defaults)
467 return FBXTemplate(b"Deformer", b"", props, nbr_users, [False])
470 def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0):
471 props = OrderedDict((
472 (b"Description", ("", "p_string", False)),
473 (b"LocalStart", (0, "p_timestamp", False)),
474 (b"LocalStop", (0, "p_timestamp", False)),
475 (b"ReferenceStart", (0, "p_timestamp", False)),
476 (b"ReferenceStop", (0, "p_timestamp", False)),
478 if override_defaults is not None:
479 props.update(override_defaults)
480 return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False])
483 def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0):
484 props = OrderedDict((
485 (b"Weight", (100.0, "p_number", True)),
486 (b"Mute", (False, "p_bool", False)),
487 (b"Solo", (False, "p_bool", False)),
488 (b"Lock", (False, "p_bool", False)),
489 (b"Color", ((0.8, 0.8, 0.8), "p_color_rgb", False)),
490 (b"BlendMode", (0, "p_enum", False)),
491 (b"RotationAccumulationMode", (0, "p_enum", False)),
492 (b"ScaleAccumulationMode", (0, "p_enum", False)),
493 (b"BlendModeBypass", (0, "p_ulonglong", False)),
495 if override_defaults is not None:
496 props.update(override_defaults)
497 return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False])
500 def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0):
501 props = OrderedDict((
502 (FBX_ANIM_PROPSGROUP_NAME.encode(), (None, "p_compound", False)),
504 if override_defaults is not None:
505 props.update(override_defaults)
506 return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False])
509 def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0):
510 props = OrderedDict()
511 if override_defaults is not None:
512 props.update(override_defaults)
513 return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])
516 # ##### Generators for connection elements. #####
518 def elem_connection(elem, c_type, uid_src, uid_dst, prop_dst=None):
519 e = elem_data_single_string(elem, b"C", c_type)
520 e.add_int64(uid_src)
521 e.add_int64(uid_dst)
522 if prop_dst is not None:
523 e.add_string(prop_dst)
526 # ##### FBX objects generators. #####
528 def fbx_data_element_custom_properties(props, bid):
530 Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
532 for k, v in bid.items():
533 list_val = getattr(v, "to_list", lambda: None)()
535 if isinstance(v, str):
536 elem_props_set(props, "p_string", k.encode(), v, custom=True)
537 elif isinstance(v, int):
538 elem_props_set(props, "p_integer", k.encode(), v, custom=True)
539 elif isinstance(v, float):
540 elem_props_set(props, "p_double", k.encode(), v, custom=True)
541 elif list_val and len(list_val) == 3:
542 elem_props_set(props, "p_vector", k.encode(), list_val, custom=True)
545 def fbx_data_empty_elements(root, empty, scene_data):
547 Write the Empty data block.
549 empty_key = scene_data.data_empties[empty]
551 null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))
552 null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
553 null.add_string(b"Null")
555 elem_data_single_string(null, b"TypeFlags", b"Null")
557 tmpl = elem_props_template_init(scene_data.templates, b"Null")
558 props = elem_properties(null)
559 elem_props_template_finalize(tmpl, props)
561 # No custom properties, already saved with object (Model).
564 def fbx_data_lamp_elements(root, lamp, scene_data):
566 Write the Lamp data block.
568 gscale = scene_data.settings.global_scale
570 lamp_key = scene_data.data_lamps[lamp]
571 do_light = True
572 decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT']
573 do_shadow = False
574 shadow_color = Vector((0.0, 0.0, 0.0))
575 if lamp.type not in {'HEMI'}:
576 if lamp.type not in {'SUN', 'AREA'}:
577 decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type]
578 do_light = (not lamp.use_only_shadow) and (lamp.use_specular or lamp.use_diffuse)
579 do_shadow = lamp.shadow_method not in {'NOSHADOW'}
580 shadow_color = lamp.shadow_color
582 light = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(lamp_key))
583 light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
584 light.add_string(b"Light")
586 elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION) # Sic...
588 tmpl = elem_props_template_init(scene_data.templates, b"Light")
589 props = elem_properties(light)
590 elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
591 elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
592 elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
593 elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
594 elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type)
595 elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale)
596 elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
597 elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
598 if lamp.type in {'SPOT'}:
599 elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
600 elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
601 math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
602 elem_props_template_finalize(tmpl, props)
604 # Custom properties.
605 if scene_data.settings.use_custom_props:
606 fbx_data_element_custom_properties(props, lamp)
609 def fbx_data_camera_elements(root, cam_obj, scene_data):
611 Write the Camera data blocks.
613 gscale = scene_data.settings.global_scale
615 cam = cam_obj.bdata
616 cam_data = cam.data
617 cam_key = scene_data.data_cameras[cam_obj]
619 # Real data now, good old camera!
620 # Object transform info.
621 loc, rot, scale, matrix, matrix_rot = cam_obj.fbx_object_tx(scene_data)
622 up = matrix_rot * Vector((0.0, 1.0, 0.0))
623 to = matrix_rot * Vector((0.0, 0.0, -1.0))
624 # Render settings.
625 # TODO We could export much more...
626 render = scene_data.scene.render
627 width = render.resolution_x
628 height = render.resolution_y
629 aspect = width / height
630 # Film width & height from mm to inches
631 filmwidth = convert_mm_to_inch(cam_data.sensor_width)
632 filmheight = convert_mm_to_inch(cam_data.sensor_height)
633 filmaspect = filmwidth / filmheight
634 # Film offset
635 offsetx = filmwidth * cam_data.shift_x
636 offsety = filmaspect * filmheight * cam_data.shift_y
638 cam = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(cam_key))
639 cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
640 cam.add_string(b"Camera")
642 tmpl = elem_props_template_init(scene_data.templates, b"Camera")
643 props = elem_properties(cam)
645 elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
646 elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
647 elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to) # Point, not vector!
648 # Should we use world value?
649 elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
650 elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)
652 elem_props_template_set(tmpl, props, "p_enum", b"AspectRatioMode", 2) # FixedResolution
653 elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(render.resolution_x))
654 elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(render.resolution_y))
655 elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio",
656 float(render.pixel_aspect_x / render.pixel_aspect_y))
658 elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
659 elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
660 elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
661 elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
662 elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)
664 elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3) # FocalLength.
665 elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2) # FitHorizontal.
666 elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
667 elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
668 elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
669 # No need to convert to inches here...
670 elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
671 elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
672 # Default to perspective camera.
673 elem_props_template_set(tmpl, props, "p_enum", b"CameraProjectionType", 1 if cam_data.type == 'ORTHO' else 0)
674 elem_props_template_set(tmpl, props, "p_double", b"OrthoZoom", cam_data.ortho_scale)
676 elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
677 elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
678 elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1) # RelativeToCamera.
679 elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)
681 elem_props_template_finalize(tmpl, props)
683 # Custom properties.
684 if scene_data.settings.use_custom_props:
685 fbx_data_element_custom_properties(props, cam_data)
687 elem_data_single_string(cam, b"TypeFlags", b"Camera")
688 elem_data_single_int32(cam, b"GeometryVersion", 124) # Sic...
689 elem_data_vec_float64(cam, b"Position", loc)
690 elem_data_vec_float64(cam, b"Up", up)
691 elem_data_vec_float64(cam, b"LookAt", to)
692 elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
693 elem_data_single_int32(cam, b"ShowAudio", 0)
694 elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
695 elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)
698 def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, bones=[]):
700 Helper, since bindpose are used by both meshes shape keys and armature bones...
702 if arm_obj is None:
703 arm_obj = me_obj
704 # We assume bind pose for our bones are their "Editmode" pose...
705 # All matrices are expected in global (world) space.
706 bindpose_key = get_blender_bindpose_key(arm_obj.bdata, me)
707 fbx_pose = elem_data_single_int64(root, b"Pose", get_fbx_uuid_from_key(bindpose_key))
708 fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
709 fbx_pose.add_string(b"BindPose")
711 elem_data_single_string(fbx_pose, b"Type", b"BindPose")
712 elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
713 elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + len(bones))
715 # First node is mesh/object.
716 mat_world_obj = me_obj.fbx_object_matrix(scene_data, global_space=True)
717 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
718 elem_data_single_int64(fbx_posenode, b"Node", me_obj.fbx_uuid)
719 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_obj))
720 # And all bones of armature!
721 mat_world_bones = {}
722 for bo_obj in bones:
723 bomat = bo_obj.fbx_object_matrix(scene_data, rest=True, global_space=True)
724 mat_world_bones[bo_obj] = bomat
725 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
726 elem_data_single_int64(fbx_posenode, b"Node", bo_obj.fbx_uuid)
727 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(bomat))
729 return mat_world_obj, mat_world_bones
732 def fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, fbx_me_tmpl, fbx_me_props):
734 Write shape keys related data.
736 if me not in scene_data.data_deformers_shape:
737 return
739 # First, write the geometry data itself (i.e. shapes).
740 _me_key, shape_key, shapes = scene_data.data_deformers_shape[me]
742 channels = []
744 for shape, (channel_key, geom_key, shape_verts_co, shape_verts_idx) in shapes.items():
745 # Use vgroups as weights, if defined.
746 if shape.vertex_group and shape.vertex_group in me_obj.bdata.vertex_groups:
747 shape_verts_weights = [0.0] * (len(shape_verts_co) // 3)
748 vg_idx = me_obj.bdata.vertex_groups[shape.vertex_group].index
749 for sk_idx, v_idx in enumerate(shape_verts_idx):
750 for vg in me.vertices[v_idx].groups:
751 if vg.group == vg_idx:
752 shape_verts_weights[sk_idx] = vg.weight * 100.0
753 else:
754 shape_verts_weights = [100.0] * (len(shape_verts_co) // 3)
755 channels.append((channel_key, shape, shape_verts_weights))
757 geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(geom_key))
758 geom.add_string(fbx_name_class(shape.name.encode(), b"Geometry"))
759 geom.add_string(b"Shape")
761 tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
762 props = elem_properties(geom)
763 elem_props_template_finalize(tmpl, props)
765 elem_data_single_int32(geom, b"Version", FBX_GEOMETRY_SHAPE_VERSION)
767 elem_data_single_int32_array(geom, b"Indexes", shape_verts_idx)
768 elem_data_single_float64_array(geom, b"Vertices", shape_verts_co)
769 elem_data_single_float64_array(geom, b"Normals", [0.0] * len(shape_verts_co))
771 # Yiha! BindPose for shapekeys too! Dodecasigh...
772 # XXX Not sure yet whether several bindposes on same mesh are allowed, or not... :/
773 fbx_data_bindpose_element(root, me_obj, me, scene_data)
775 # ...and now, the deformers stuff.
776 fbx_shape = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(shape_key))
777 fbx_shape.add_string(fbx_name_class(me.name.encode(), b"Deformer"))
778 fbx_shape.add_string(b"BlendShape")
780 elem_data_single_int32(fbx_shape, b"Version", FBX_DEFORMER_SHAPE_VERSION)
782 for channel_key, shape, shape_verts_weights in channels:
783 fbx_channel = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(channel_key))
784 fbx_channel.add_string(fbx_name_class(shape.name.encode(), b"SubDeformer"))
785 fbx_channel.add_string(b"BlendShapeChannel")
787 elem_data_single_int32(fbx_channel, b"Version", FBX_DEFORMER_SHAPECHANNEL_VERSION)
788 elem_data_single_float64(fbx_channel, b"DeformPercent", shape.value * 100.0) # Percents...
789 elem_data_single_float64_array(fbx_channel, b"FullWeights", shape_verts_weights)
791 # *WHY* add this in linked mesh properties too? *cry*
792 # No idea whether it’s percent here too, or more usual factor (assume percentage for now) :/
793 elem_props_template_set(fbx_me_tmpl, fbx_me_props, "p_number", shape.name.encode(), shape.value * 100.0,
794 animatable=True)
797 def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
799 Write the Mesh (Geometry) data block.
801 # Ugly helper... :/
802 def _infinite_gen(val):
803 while 1:
804 yield val
806 me_key, me, _free = scene_data.data_meshes[me_obj]
808 # In case of multiple instances of same mesh, only write it once!
809 if me_key in done_meshes:
810 return
812 # No gscale/gmat here, all data are supposed to be in object space.
813 smooth_type = scene_data.settings.mesh_smooth_type
814 write_normals = smooth_type in {'OFF'}
816 do_bake_space_transform = me_obj.use_bake_space_transform(scene_data)
818 # Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
819 # global matrix, so we need to apply the global matrix to the vertices to get the correct result.
820 geom_mat_co = scene_data.settings.global_matrix if do_bake_space_transform else None
821 # We need to apply the inverse transpose of the global matrix when transforming normals.
822 geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
823 if geom_mat_no is not None:
824 # Remove translation & scaling!
825 geom_mat_no.translation = Vector()
826 geom_mat_no.normalize()
828 geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(me_key))
829 geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
830 geom.add_string(b"Mesh")
832 tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
833 props = elem_properties(geom)
835 # Custom properties.
836 if scene_data.settings.use_custom_props:
837 fbx_data_element_custom_properties(props, me)
839 elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)
841 # Vertex cos.
842 t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
843 me.vertices.foreach_get("co", t_co)
844 if geom_mat_co is not None:
845 def _vcos_transformed_gen(raw_cos, m=None):
846 # Note: we could most likely get much better performances with numpy, but will leave this as TODO for now.
847 return chain(*(m * Vector(v) for v in zip(*(iter(raw_cos),) * 3)))
848 t_co = _vcos_transformed_gen(t_co, geom_mat_co)
849 elem_data_single_float64_array(geom, b"Vertices", t_co)
850 del t_co
852 # Polygon indices.
854 # We do loose edges as two-vertices faces, if enabled...
856 # Note we have to process Edges in the same time, as they are based on poly's loops...
857 loop_nbr = len(me.loops)
858 t_pvi = array.array(data_types.ARRAY_INT32, (0,)) * loop_nbr
859 t_ls = [None] * len(me.polygons)
861 me.loops.foreach_get("vertex_index", t_pvi)
862 me.polygons.foreach_get("loop_start", t_ls)
864 # Add "fake" faces for loose edges.
865 if scene_data.settings.use_mesh_edges:
866 t_le = tuple(e.vertices for e in me.edges if e.is_loose)
867 t_pvi.extend(chain(*t_le))
868 t_ls.extend(range(loop_nbr, loop_nbr + len(t_le), 2))
869 del t_le
871 # Edges...
872 # Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
873 # The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
874 # Advantage: Only one index per edge.
875 # Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
876 # for loose edges).
877 # We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
878 # (like e.g. crease).
879 t_eli = array.array(data_types.ARRAY_INT32)
880 edges_map = {}
881 edges_nbr = 0
882 if t_ls and t_pvi:
883 t_ls = set(t_ls)
884 todo_edges = [None] * len(me.edges) * 2
885 me.edges.foreach_get("vertices", todo_edges)
886 todo_edges = set((v1, v2) if v1 < v2 else (v2, v1) for v1, v2 in zip(*(iter(todo_edges),) * 2))
888 li = 0
889 vi = vi_start = t_pvi[0]
890 for li_next, vi_next in enumerate(t_pvi[1:] + t_pvi[:1], start=1):
891 if li_next in t_ls: # End of a poly's loop.
892 vi2 = vi_start
893 vi_start = vi_next
894 else:
895 vi2 = vi_next
897 e_key = (vi, vi2) if vi < vi2 else (vi2, vi)
898 if e_key in todo_edges:
899 t_eli.append(li)
900 todo_edges.remove(e_key)
901 edges_map[e_key] = edges_nbr
902 edges_nbr += 1
904 vi = vi_next
905 li = li_next
906 # End of edges!
908 # We have to ^-1 last index of each loop.
909 for ls in t_ls:
910 t_pvi[ls - 1] ^= -1
912 # And finally we can write data!
913 elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
914 elem_data_single_int32_array(geom, b"Edges", t_eli)
915 del t_pvi
916 del t_ls
917 del t_eli
919 # And now, layers!
921 # Smoothing.
922 if smooth_type in {'FACE', 'EDGE'}:
923 t_ps = None
924 _map = b""
925 if smooth_type == 'FACE':
926 t_ps = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
927 me.polygons.foreach_get("use_smooth", t_ps)
928 _map = b"ByPolygon"
929 else: # EDGE
930 # Write Edge Smoothing.
931 t_ps = array.array(data_types.ARRAY_INT32, (0,)) * edges_nbr
932 for e in me.edges:
933 if e.key not in edges_map:
934 continue # Only loose edges, in theory!
935 t_ps[edges_map[e.key]] = not e.use_edge_sharp
936 _map = b"ByEdge"
937 lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
938 elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
939 elem_data_single_string(lay_smooth, b"Name", b"")
940 elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
941 elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
942 elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps) # Sight, int32 for bool...
943 del t_ps
945 # TODO: Edge crease (LayerElementCrease).
947 # And we are done with edges!
948 del edges_map
950 # Loop normals.
951 tspacenumber = 0
952 if (write_normals):
953 # NOTE: this is not supported by importer currently.
954 # XXX Official docs says normals should use IndexToDirect,
955 # but this does not seem well supported by apps currently...
956 me.calc_normals_split()
958 def _nortuples_gen(raw_nors, m):
959 # Great, now normals are also expected 4D!
960 # XXX Back to 3D normals for now!
961 # gen = zip(*(iter(raw_nors),) * 3 + (_infinite_gen(1.0),))
962 gen = zip(*(iter(raw_nors),) * 3)
963 return gen if m is None else (m * Vector(v) for v in gen)
965 t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
966 me.loops.foreach_get("normal", t_ln)
967 t_ln = _nortuples_gen(t_ln, geom_mat_no)
968 if 0:
969 t_ln = tuple(t_ln) # No choice... :/
971 lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
972 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
973 elem_data_single_string(lay_nor, b"Name", b"")
974 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
975 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")
977 ln2idx = tuple(set(t_ln))
978 elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx))
979 # Normal weights, no idea what it is.
980 # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(ln2idx)
981 # elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)
983 ln2idx = {nor: idx for idx, nor in enumerate(ln2idx)}
984 elem_data_single_int32_array(lay_nor, b"NormalsIndex", (ln2idx[n] for n in t_ln))
986 del ln2idx
987 # del t_lnw
988 else:
989 lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
990 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
991 elem_data_single_string(lay_nor, b"Name", b"")
992 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
993 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
994 elem_data_single_float64_array(lay_nor, b"Normals", chain(*t_ln))
995 # Normal weights, no idea what it is.
996 # t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
997 # elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
998 del t_ln
1000 # tspace
1001 if scene_data.settings.use_tspace:
1002 tspacenumber = len(me.uv_layers)
1003 if tspacenumber:
1004 t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
1005 # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
1006 for idx, uvlayer in enumerate(me.uv_layers):
1007 name = uvlayer.name
1008 me.calc_tangents(name)
1009 # Loop bitangents (aka binormals).
1010 # NOTE: this is not supported by importer currently.
1011 me.loops.foreach_get("bitangent", t_ln)
1012 lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx)
1013 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION)
1014 elem_data_single_string_unicode(lay_nor, b"Name", name)
1015 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1016 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1017 elem_data_single_float64_array(lay_nor, b"Binormals", chain(*_nortuples_gen(t_ln, geom_mat_no)))
1018 # Binormal weights, no idea what it is.
1019 # elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)
1021 # Loop tangents.
1022 # NOTE: this is not supported by importer currently.
1023 me.loops.foreach_get("tangent", t_ln)
1024 lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx)
1025 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION)
1026 elem_data_single_string_unicode(lay_nor, b"Name", name)
1027 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1028 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1029 elem_data_single_float64_array(lay_nor, b"Tangents", chain(*_nortuples_gen(t_ln, geom_mat_no)))
1030 # Tangent weights, no idea what it is.
1031 # elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
1033 del t_ln
1034 # del t_lnw
1035 me.free_tangents()
1037 me.free_normals_split()
1038 del _nortuples_gen
1040 # Write VertexColor Layers.
1041 vcolnumber = len(me.vertex_colors)
1042 if vcolnumber:
1043 def _coltuples_gen(raw_cols):
1044 return zip(*(iter(raw_cols),) * 3 + (_infinite_gen(1.0),)) # We need a fake alpha...
1046 t_lc = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
1047 for colindex, collayer in enumerate(me.vertex_colors):
1048 collayer.data.foreach_get("color", t_lc)
1049 lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex)
1050 elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION)
1051 elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name)
1052 elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex")
1053 elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect")
1055 col2idx = tuple(set(_coltuples_gen(t_lc)))
1056 elem_data_single_float64_array(lay_vcol, b"Colors", chain(*col2idx)) # Flatten again...
1058 col2idx = {col: idx for idx, col in enumerate(col2idx)}
1059 elem_data_single_int32_array(lay_vcol, b"ColorIndex", (col2idx[c] for c in _coltuples_gen(t_lc)))
1060 del col2idx
1061 del t_lc
1062 del _coltuples_gen
1064 # Write UV layers.
1065 # Note: LayerElementTexture is deprecated since FBX 2011 - luckily!
1066 # Textures are now only related to materials, in FBX!
1067 uvnumber = len(me.uv_layers)
1068 if uvnumber:
1069 def _uvtuples_gen(raw_uvs):
1070 return zip(*(iter(raw_uvs),) * 2)
1072 t_luv = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 2
1073 for uvindex, uvlayer in enumerate(me.uv_layers):
1074 uvlayer.data.foreach_get("uv", t_luv)
1075 lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex)
1076 elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION)
1077 elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name)
1078 elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex")
1079 elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect")
1081 uv2idx = tuple(set(_uvtuples_gen(t_luv)))
1082 elem_data_single_float64_array(lay_uv, b"UV", chain(*uv2idx)) # Flatten again...
1084 uv2idx = {uv: idx for idx, uv in enumerate(uv2idx)}
1085 elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv] for uv in _uvtuples_gen(t_luv)))
1086 del uv2idx
1087 del t_luv
1088 del _uvtuples_gen
1090 # Face's materials.
1091 me_fbxmats_idx = scene_data.mesh_mat_indices.get(me)
1092 if me_fbxmats_idx is not None:
1093 me_blmats = me.materials
1094 if me_fbxmats_idx and me_blmats:
1095 lay_mat = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
1096 elem_data_single_int32(lay_mat, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
1097 elem_data_single_string(lay_mat, b"Name", b"")
1098 nbr_mats = len(me_fbxmats_idx)
1099 if nbr_mats > 1:
1100 t_pm = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
1101 me.polygons.foreach_get("material_index", t_pm)
1103 # We have to validate mat indices, and map them to FBX indices.
1104 # Note a mat might not be in me_fbxmats_idx (e.g. node mats are ignored).
1105 blmats_to_fbxmats_idxs = [me_fbxmats_idx[m] for m in me_blmats if m in me_fbxmats_idx]
1106 mat_idx_limit = len(blmats_to_fbxmats_idxs)
1107 def_mat = blmats_to_fbxmats_idxs[0]
1108 _gen = (blmats_to_fbxmats_idxs[m] if m < mat_idx_limit else def_mat for m in t_pm)
1109 t_pm = array.array(data_types.ARRAY_INT32, _gen)
1111 elem_data_single_string(lay_mat, b"MappingInformationType", b"ByPolygon")
1112 # XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one
1113 # value per polygon...
1114 # But looks like FBX expects it to be IndexToDirect here (maybe because materials are already
1115 # indices??? *sigh*).
1116 elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect")
1117 elem_data_single_int32_array(lay_mat, b"Materials", t_pm)
1118 del t_pm
1119 else:
1120 elem_data_single_string(lay_mat, b"MappingInformationType", b"AllSame")
1121 elem_data_single_string(lay_mat, b"ReferenceInformationType", b"IndexToDirect")
1122 elem_data_single_int32_array(lay_mat, b"Materials", [0])
1124 # And the "layer TOC"...
1126 layer = elem_data_single_int32(geom, b"Layer", 0)
1127 elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
1128 lay_nor = elem_empty(layer, b"LayerElement")
1129 elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal")
1130 elem_data_single_int32(lay_nor, b"TypedIndex", 0)
1131 if tspacenumber:
1132 lay_binor = elem_empty(layer, b"LayerElement")
1133 elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
1134 elem_data_single_int32(lay_binor, b"TypedIndex", 0)
1135 lay_tan = elem_empty(layer, b"LayerElement")
1136 elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
1137 elem_data_single_int32(lay_tan, b"TypedIndex", 0)
1138 if smooth_type in {'FACE', 'EDGE'}:
1139 lay_smooth = elem_empty(layer, b"LayerElement")
1140 elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing")
1141 elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
1142 if vcolnumber:
1143 lay_vcol = elem_empty(layer, b"LayerElement")
1144 elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
1145 elem_data_single_int32(lay_vcol, b"TypedIndex", 0)
1146 if uvnumber:
1147 lay_uv = elem_empty(layer, b"LayerElement")
1148 elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
1149 elem_data_single_int32(lay_uv, b"TypedIndex", 0)
1150 if me_fbxmats_idx is not None:
1151 lay_mat = elem_empty(layer, b"LayerElement")
1152 elem_data_single_string(lay_mat, b"Type", b"LayerElementMaterial")
1153 elem_data_single_int32(lay_mat, b"TypedIndex", 0)
1155 # Add other uv and/or vcol layers...
1156 for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber),
1157 fillvalue=0):
1158 layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx))
1159 elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
1160 if vcolidx:
1161 lay_vcol = elem_empty(layer, b"LayerElement")
1162 elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
1163 elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx)
1164 if uvidx:
1165 lay_uv = elem_empty(layer, b"LayerElement")
1166 elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
1167 elem_data_single_int32(lay_uv, b"TypedIndex", uvidx)
1168 if tspaceidx:
1169 lay_binor = elem_empty(layer, b"LayerElement")
1170 elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
1171 elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx)
1172 lay_tan = elem_empty(layer, b"LayerElement")
1173 elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
1174 elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx)
1176 # Shape keys...
1177 fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, tmpl, props)
1179 elem_props_template_finalize(tmpl, props)
1180 done_meshes.add(me_key)
1183 def check_skip_material(mat):
1184 """Simple helper to check whether we actually support exporting that material or not"""
1185 return mat.type not in {'SURFACE'} or mat.use_nodes
1188 def fbx_data_material_elements(root, mat, scene_data):
1190 Write the Material data block.
1192 ambient_color = (0.0, 0.0, 0.0)
1193 if scene_data.data_world:
1194 ambient_color = next(iter(scene_data.data_world.keys())).ambient_color
1196 mat_key, _objs = scene_data.data_materials[mat]
1197 skip_mat = check_skip_material(mat)
1198 mat_type = b"Phong"
1199 # Approximation...
1200 if not skip_mat and mat.specular_shader not in {'COOKTORR', 'PHONG', 'BLINN'}:
1201 mat_type = b"Lambert"
1203 fbx_mat = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(mat_key))
1204 fbx_mat.add_string(fbx_name_class(mat.name.encode(), b"Material"))
1205 fbx_mat.add_string(b"")
1207 elem_data_single_int32(fbx_mat, b"Version", FBX_MATERIAL_VERSION)
1208 # those are not yet properties, it seems...
1209 elem_data_single_string(fbx_mat, b"ShadingModel", mat_type)
1210 elem_data_single_int32(fbx_mat, b"MultiLayer", 0) # Should be bool...
1212 tmpl = elem_props_template_init(scene_data.templates, b"Material")
1213 props = elem_properties(fbx_mat)
1215 if not skip_mat:
1216 elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", mat_type.decode())
1217 elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", mat.diffuse_color)
1218 elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", mat.emit)
1219 elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
1220 elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", mat.ambient)
1221 elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", mat.diffuse_color)
1222 elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", mat.diffuse_intensity)
1223 elem_props_template_set(tmpl, props, "p_color", b"TransparentColor",
1224 mat.diffuse_color if mat.use_transparency else (1.0, 1.0, 1.0))
1225 elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor",
1226 1.0 - mat.alpha if mat.use_transparency else 0.0)
1227 elem_props_template_set(tmpl, props, "p_number", b"Opacity", mat.alpha if mat.use_transparency else 1.0)
1228 elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
1229 # Not sure about those...
1231 b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
1232 b"BumpFactor": (1.0, "p_double"),
1233 b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
1234 b"DisplacementFactor": (0.0, "p_double"),
1236 if mat_type == b"Phong":
1237 elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", mat.specular_color)
1238 elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", mat.specular_intensity / 2.0)
1239 # See Material template about those two!
1240 elem_props_template_set(tmpl, props, "p_number", b"Shininess", (mat.specular_hardness - 1.0) / 5.10)
1241 elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", (mat.specular_hardness - 1.0) / 5.10)
1242 elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", mat.mirror_color)
1243 elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor",
1244 mat.raytrace_mirror.reflect_factor if mat.raytrace_mirror.use else 0.0)
1246 elem_props_template_finalize(tmpl, props)
1248 # Custom properties.
1249 if scene_data.settings.use_custom_props:
1250 fbx_data_element_custom_properties(props, mat)
1253 def _gen_vid_path(img, scene_data):
1254 msetts = scene_data.settings.media_settings
1255 fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode,
1256 msetts.subdir, msetts.copy_set, img.library)
1257 fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel)))
1258 return fname_abs, fname_rel
1261 def fbx_data_texture_file_elements(root, tex, scene_data):
1263 Write the (file) Texture data block.
1265 # XXX All this is very fuzzy to me currently...
1266 # Textures do not seem to use properties as much as they could.
1267 # For now assuming most logical and simple stuff.
1269 tex_key, _mats = scene_data.data_textures[tex]
1270 img = tex.texture.image
1271 fname_abs, fname_rel = _gen_vid_path(img, scene_data)
1273 fbx_tex = elem_data_single_int64(root, b"Texture", get_fbx_uuid_from_key(tex_key))
1274 fbx_tex.add_string(fbx_name_class(tex.name.encode(), b"Texture"))
1275 fbx_tex.add_string(b"")
1277 elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip")
1278 elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION)
1279 elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(tex.name.encode(), b"Texture"))
1280 elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video"))
1281 elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs)
1282 elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)
1284 alpha_source = 0 # None
1285 if img.use_alpha:
1286 if tex.texture.use_calculate_alpha:
1287 alpha_source = 1 # RGBIntensity as alpha.
1288 else:
1289 alpha_source = 2 # Black, i.e. alpha channel.
1290 # BlendMode not useful for now, only affects layered textures afaics.
1291 mapping = 0 # UV.
1292 uvset = None
1293 if tex.texture_coords in {'ORCO'}: # XXX Others?
1294 if tex.mapping in {'FLAT'}:
1295 mapping = 1 # Planar
1296 elif tex.mapping in {'CUBE'}:
1297 mapping = 4 # Box
1298 elif tex.mapping in {'TUBE'}:
1299 mapping = 3 # Cylindrical
1300 elif tex.mapping in {'SPHERE'}:
1301 mapping = 2 # Spherical
1302 elif tex.texture_coords in {'UV'}:
1303 mapping = 0 # UV
1304 # Yuck, UVs are linked by mere names it seems... :/
1305 uvset = tex.uv_layer
1306 wrap_mode = 1 # Clamp
1307 if tex.texture.extension in {'REPEAT'}:
1308 wrap_mode = 0 # Repeat
1310 tmpl = elem_props_template_init(scene_data.templates, b"TextureFile")
1311 props = elem_properties(fbx_tex)
1312 elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source)
1313 elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
1314 img.alpha_mode in {'STRAIGHT'}) # Or is it PREMUL?
1315 elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
1316 if uvset is not None:
1317 elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset)
1318 elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
1319 elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
1320 elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.offset)
1321 elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", tex.scale)
1322 # UseMaterial should always be ON imho.
1323 elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True)
1324 elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", tex.texture.use_mipmap)
1325 elem_props_template_finalize(tmpl, props)
1327 # Custom properties.
1328 if scene_data.settings.use_custom_props:
1329 fbx_data_element_custom_properties(props, tex.texture)
1332 def fbx_data_video_elements(root, vid, scene_data):
1334 Write the actual image data block.
1336 vid_key, _texs = scene_data.data_videos[vid]
1337 fname_abs, fname_rel = _gen_vid_path(vid, scene_data)
1339 fbx_vid = elem_data_single_int64(root, b"Video", get_fbx_uuid_from_key(vid_key))
1340 fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video"))
1341 fbx_vid.add_string(b"Clip")
1343 elem_data_single_string(fbx_vid, b"Type", b"Clip")
1344 # XXX No Version???
1346 tmpl = elem_props_template_init(scene_data.templates, b"Video")
1347 props = elem_properties(fbx_vid)
1348 elem_props_template_set(tmpl, props, "p_string_url", b"Path", fname_abs)
1349 elem_props_template_finalize(tmpl, props)
1351 elem_data_single_int32(fbx_vid, b"UseMipMap", 0)
1352 elem_data_single_string_unicode(fbx_vid, b"FileName", fname_abs)
1353 elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel)
1355 if scene_data.settings.media_settings.embed_textures:
1356 if vid.packed_file is not None:
1357 elem_data_single_bytes(fbx_vid, b"Content", vid.packed_file.data)
1358 else:
1359 filepath = bpy.path.abspath(vid.filepath)
1360 try:
1361 with open(filepath, 'br') as f:
1362 elem_data_single_bytes(fbx_vid, b"Content", f.read())
1363 except Exception as e:
1364 print("WARNING: embedding file {} failed ({})".format(filepath, e))
1365 elem_data_single_bytes(fbx_vid, b"Content", b"")
1366 else:
1367 elem_data_single_bytes(fbx_vid, b"Content", b"")
1370 def fbx_data_armature_elements(root, arm_obj, scene_data):
1372 Write:
1373 * Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!).
1374 * Deformers (i.e. Skin), bind between an armature and a mesh.
1375 ** SubDeformers (i.e. Cluster), one per bone/vgroup pair.
1376 * BindPose.
1377 Note armature itself has no data, it is a mere "Null" Model...
1379 mat_world_arm = arm_obj.fbx_object_matrix(scene_data, global_space=True)
1380 bones = tuple(bo_obj for bo_obj in arm_obj.bones if bo_obj in scene_data.objects)
1382 # Bones "data".
1383 for bo_obj in bones:
1384 bo = bo_obj.bdata
1385 bo_data_key = scene_data.data_bones[bo_obj]
1386 fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(bo_data_key))
1387 fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute"))
1388 fbx_bo.add_string(b"LimbNode")
1389 elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
1391 tmpl = elem_props_template_init(scene_data.templates, b"Bone")
1392 props = elem_properties(fbx_bo)
1393 elem_props_template_set(tmpl, props, "p_double", b"Size", (bo.tail_local - bo.head_local).length)
1394 elem_props_template_finalize(tmpl, props)
1396 # Custom properties.
1397 if scene_data.settings.use_custom_props:
1398 fbx_data_element_custom_properties(props, bo)
1400 # Skin deformers and BindPoses.
1401 # Note: we might also use Deformers for our "parent to vertex" stuff???
1402 deformer = scene_data.data_deformers_skin.get(arm_obj, None)
1403 if deformer is not None:
1404 for me, (skin_key, ob_obj, clusters) in deformer.items():
1405 # BindPose.
1407 mat_world_obj, mat_world_bones = fbx_data_bindpose_element(root, ob_obj, me, scene_data, arm_obj, bones)
1409 # Deformer.
1410 fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(skin_key))
1411 fbx_skin.add_string(fbx_name_class(arm_obj.name.encode(), b"Deformer"))
1412 fbx_skin.add_string(b"Skin")
1414 elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
1415 elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
1417 # Pre-process vertex weights (also to check vertices assigned ot more than four bones).
1418 ob = ob_obj.bdata
1419 bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
1420 for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
1421 valid_idxs = set(bo_vg_idx.values())
1422 vgroups = {vg.index: OrderedDict() for vg in ob.vertex_groups}
1423 verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs),
1424 key=lambda e: e[1], reverse=True)
1425 for v in me.vertices)
1426 for idx, vgs in enumerate(verts_vgroups):
1427 for vg_idx, w in vgs:
1428 vgroups[vg_idx][idx] = w
1430 for bo_obj, clstr_key in clusters.items():
1431 bo = bo_obj.bdata
1432 # Find which vertices are affected by this bone/vgroup pair, and matching weights.
1433 # Note we still write a cluster for bones not affecting the mesh, to get 'rest pose' data
1434 # (the TransformBlah matrices).
1435 vg_idx = bo_vg_idx.get(bo.name, None)
1436 indices, weights = ((), ()) if vg_idx is None or not vgroups[vg_idx] else zip(*vgroups[vg_idx].items())
1438 # Create the cluster.
1439 fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(clstr_key))
1440 fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer"))
1441 fbx_clstr.add_string(b"Cluster")
1443 elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION)
1444 # No idea what that user data might be...
1445 fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"")
1446 fbx_userdata.add_string(b"")
1447 elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
1448 elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
1449 # Transform, TransformLink and TransformAssociateModel matrices...
1450 # They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though.
1451 # WARNING! Even though official FBX API presents Transform in global space,
1452 # **it is stored in bone space in FBX data!** See:
1453 # http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-
1454 # by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
1455 elem_data_single_float64_array(fbx_clstr, b"Transform",
1456 matrix4_to_array(mat_world_bones[bo_obj].inverted() * mat_world_obj))
1457 elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
1458 elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
1461 def fbx_data_object_elements(root, ob_obj, scene_data):
1463 Write the Object (Model) data blocks.
1464 Note this "Model" can also be bone or dupli!
1466 obj_type = b"Null" # default, sort of empty...
1467 if ob_obj.is_bone:
1468 obj_type = b"LimbNode"
1469 elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
1470 obj_type = b"Mesh"
1471 elif (ob_obj.type == 'LAMP'):
1472 obj_type = b"Light"
1473 elif (ob_obj.type == 'CAMERA'):
1474 obj_type = b"Camera"
1475 model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid)
1476 model.add_string(fbx_name_class(ob_obj.name.encode(), b"Model"))
1477 model.add_string(obj_type)
1479 elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
1481 # Object transform info.
1482 loc, rot, scale, matrix, matrix_rot = ob_obj.fbx_object_tx(scene_data)
1483 rot = tuple(convert_rad_to_deg_iter(rot))
1485 tmpl = elem_props_template_init(scene_data.templates, b"Model")
1486 # For now add only loc/rot/scale...
1487 props = elem_properties(model)
1488 elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc)
1489 elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot)
1490 elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)
1491 elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide))
1493 # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
1494 # invalid -1 value...
1495 elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
1497 elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
1499 # Custom properties.
1500 if scene_data.settings.use_custom_props:
1501 fbx_data_element_custom_properties(props, ob_obj.bdata)
1503 # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
1504 # object type, etc.
1505 elem_data_single_int32(model, b"MultiLayer", 0)
1506 elem_data_single_int32(model, b"MultiTake", 0)
1507 elem_data_single_bool(model, b"Shading", True)
1508 elem_data_single_string(model, b"Culling", b"CullingOff")
1510 if obj_type == b"Camera":
1511 # Why, oh why are FBX cameras such a mess???
1512 # And WHY add camera data HERE??? Not even sure this is needed...
1513 render = scene_data.scene.render
1514 width = render.resolution_x * 1.0
1515 height = render.resolution_y * 1.0
1516 elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0) # Don't know what it means
1517 elem_props_template_set(tmpl, props, "p_double", b"AspectW", width)
1518 elem_props_template_set(tmpl, props, "p_double", b"AspectH", height)
1519 elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True)
1520 elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0) # Don't know what it means
1521 elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True)
1523 elem_props_template_finalize(tmpl, props)
1526 def fbx_data_animation_elements(root, scene_data):
1528 Write animation data.
1530 animations = scene_data.animations
1531 if not animations:
1532 return
1533 scene = scene_data.scene
1535 fps = scene.render.fps / scene.render.fps_base
1537 def keys_to_ktimes(keys):
1538 return (int(v) for v in convert_sec_to_ktime_iter((f / fps for f, _v in keys)))
1540 # Animation stacks.
1541 for astack_key, alayers, alayer_key, name, f_start, f_end in animations:
1542 astack = elem_data_single_int64(root, b"AnimationStack", get_fbx_uuid_from_key(astack_key))
1543 astack.add_string(fbx_name_class(name, b"AnimStack"))
1544 astack.add_string(b"")
1546 astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack")
1547 astack_props = elem_properties(astack)
1548 r = scene_data.scene.render
1549 fps = r.fps / r.fps_base
1550 start = int(convert_sec_to_ktime(f_start / fps))
1551 end = int(convert_sec_to_ktime(f_end / fps))
1552 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start)
1553 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end)
1554 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start)
1555 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end)
1556 elem_props_template_finalize(astack_tmpl, astack_props)
1558 # For now, only one layer for all animations.
1559 alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
1560 alayer.add_string(fbx_name_class(name, b"AnimLayer"))
1561 alayer.add_string(b"")
1563 for ob_obj, (alayer_key, acurvenodes) in alayers.items():
1564 # Animation layer.
1565 # alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
1566 # alayer.add_string(fbx_name_class(ob_obj.name.encode(), b"AnimLayer"))
1567 # alayer.add_string(b"")
1569 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
1570 # Animation curve node.
1571 acurvenode = elem_data_single_int64(root, b"AnimationCurveNode", get_fbx_uuid_from_key(acurvenode_key))
1572 acurvenode.add_string(fbx_name_class(acurvenode_name.encode(), b"AnimCurveNode"))
1573 acurvenode.add_string(b"")
1575 acn_tmpl = elem_props_template_init(scene_data.templates, b"AnimationCurveNode")
1576 acn_props = elem_properties(acurvenode)
1578 for fbx_item, (acurve_key, def_value, keys, _acurve_valid) in acurves.items():
1579 elem_props_template_set(acn_tmpl, acn_props, "p_number", fbx_item.encode(),
1580 def_value, animatable=True)
1582 # Only create Animation curve if needed!
1583 if keys:
1584 acurve = elem_data_single_int64(root, b"AnimationCurve", get_fbx_uuid_from_key(acurve_key))
1585 acurve.add_string(fbx_name_class(b"", b"AnimCurve"))
1586 acurve.add_string(b"")
1588 # key attributes...
1589 nbr_keys = len(keys)
1590 # flags...
1591 keyattr_flags = (
1592 1 << 2 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
1593 1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
1594 1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent,
1595 1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive.
1598 # Maybe values controlling TCB & co???
1599 keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)
1601 # And now, the *real* data!
1602 elem_data_single_float64(acurve, b"Default", def_value)
1603 elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION)
1604 elem_data_single_int64_array(acurve, b"KeyTime", keys_to_ktimes(keys))
1605 elem_data_single_float32_array(acurve, b"KeyValueFloat", (v for _f, v in keys))
1606 elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags)
1607 elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat)
1608 elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,))
1610 elem_props_template_finalize(acn_tmpl, acn_props)
1613 # ##### Top-level FBX data container. #####
1615 def fbx_mat_properties_from_texture(tex):
1617 Returns a set of FBX metarial properties that are affected by the given texture.
1618 Quite obviously, this is a fuzzy and far-from-perfect mapping! Amounts of influence are completely lost, e.g.
1619 Note tex is actually expected to be a texture slot.
1621 # Mapping Blender -> FBX (blend_use_name, blend_fact_name, fbx_name).
1622 blend_to_fbx = (
1623 # Lambert & Phong...
1624 ("diffuse", "diffuse", b"DiffuseFactor"),
1625 ("color_diffuse", "diffuse_color", b"DiffuseColor"),
1626 ("alpha", "alpha", b"TransparencyFactor"),
1627 ("diffuse", "diffuse", b"TransparentColor"), # Uses diffuse color in Blender!
1628 ("emit", "emit", b"EmissiveFactor"),
1629 ("diffuse", "diffuse", b"EmissiveColor"), # Uses diffuse color in Blender!
1630 ("ambient", "ambient", b"AmbientFactor"),
1631 # ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...
1632 ("normal", "normal", b"NormalMap"),
1633 # Note: unsure about those... :/
1634 # ("", "", b"Bump"),
1635 # ("", "", b"BumpFactor"),
1636 # ("", "", b"DisplacementColor"),
1637 # ("", "", b"DisplacementFactor"),
1638 # Phong only.
1639 ("specular", "specular", b"SpecularFactor"),
1640 ("color_spec", "specular_color", b"SpecularColor"),
1641 # See Material template about those two!
1642 ("hardness", "hardness", b"Shininess"),
1643 ("hardness", "hardness", b"ShininessExponent"),
1644 ("mirror", "mirror", b"ReflectionColor"),
1645 ("raymir", "raymir", b"ReflectionFactor"),
1648 tex_fbx_props = set()
1649 for use_map_name, name_factor, fbx_prop_name in blend_to_fbx:
1650 # Always export enabled textures, even if they have a null influence...
1651 if getattr(tex, "use_map_" + use_map_name):
1652 tex_fbx_props.add(fbx_prop_name)
1654 return tex_fbx_props
1657 def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
1658 data_bones, data_deformers_skin, arm_parents):
1660 Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh,
1661 create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster).
1662 Also supports "parent to bone" (simple parent to Model/LimbNode).
1663 arm_parents is a set of tuples (armature, object) for all successful armature bindings.
1665 arm_data = arm_obj.bdata.data
1666 bones = OrderedDict()
1667 for bo in arm_obj.bones:
1668 if settings.use_armature_deform_only:
1669 if bo.bdata.use_deform:
1670 bones[bo] = True
1671 bo_par = bo.parent
1672 while bo_par.is_bone:
1673 bones[bo_par] = True
1674 bo_par = bo_par.parent
1675 elif bo not in bones: # Do not override if already set in the loop above!
1676 bones[bo] = False
1677 else:
1678 bones[bo] = True
1680 bones = OrderedDict((bo, None) for bo, use in bones.items() if use)
1682 if not bones:
1683 return
1685 data_bones.update((bo, get_blender_bone_key(arm_obj.bdata, bo.bdata)) for bo in bones)
1687 for ob_obj in objects:
1688 if not (ob_obj.is_object and ob_obj.type == 'MESH' and ob_obj.parent == arm_obj):
1689 continue
1691 # Always handled by an Armature modifier...
1692 found = False
1693 for mod in ob_obj.bdata.modifiers:
1694 if mod.type not in {'ARMATURE'}:
1695 continue
1696 # We only support vertex groups binding method, not bone envelopes one!
1697 if mod.object == arm_obj.bdata and mod.use_vertex_groups:
1698 found = True
1699 break
1701 if not found:
1702 continue
1704 # Now we have a mesh using this armature.
1705 # Note: bindpose have no relations at all (no connections), so no need for any preprocess for them.
1706 # Create skin & clusters relations (note skins are connected to geometry, *not* model!).
1707 _key, me, _free = data_meshes[ob_obj]
1708 clusters = OrderedDict((bo, get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata)) for bo in bones)
1709 data_deformers_skin.setdefault(arm_obj, OrderedDict())[me] = (get_blender_armature_skin_key(arm_obj.bdata, me),
1710 ob_obj, clusters)
1712 # We don't want a regular parent relationship for those in FBX...
1713 arm_parents.add((arm_obj, ob_obj))
1714 # Needed to handle matrices/spaces (since we do not parent them to 'armature' in FBX :/ ).
1715 ob_obj.parented_to_armature = True
1717 objects.update(bones)
1720 def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=None, force_keep=False):
1722 Generate animation data (a single AnimStack) from objects, for a given frame range.
1724 bake_step = scene_data.settings.bake_anim_step
1725 scene = scene_data.scene
1726 meshes = scene_data.data_meshes
1728 if objects is not None:
1729 # Add bones and duplis!
1730 for ob_obj in tuple(objects):
1731 if not ob_obj.is_object:
1732 continue
1733 if ob_obj.type == 'ARMATURE':
1734 objects |= {bo_obj for bo_obj in ob_obj.bones if bo_obj in scene_data.objects}
1735 ob_obj.dupli_list_create(scene, 'RENDER')
1736 for dp_obj in ob_obj.dupli_list:
1737 if dp_obj in scene_data.objects:
1738 objects.add(dp_obj)
1739 ob_obj.dupli_list_clear()
1740 else:
1741 objects = scene_data.objects
1743 back_currframe = scene.frame_current
1744 animdata_ob = OrderedDict((ob_obj, (AnimationCurveNodeWrapper(ob_obj.key, 'LCL_TRANSLATION', (0.0, 0.0, 0.0)),
1745 AnimationCurveNodeWrapper(ob_obj.key, 'LCL_ROTATION', (0.0, 0.0, 0.0)),
1746 AnimationCurveNodeWrapper(ob_obj.key, 'LCL_SCALING', (1.0, 1.0, 1.0))))
1747 for ob_obj in objects)
1749 animdata_shapes = OrderedDict()
1750 for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items():
1751 # Ignore absolute shape keys for now!
1752 if not me.shape_keys.use_relative:
1753 continue
1754 for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items():
1755 acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', (0.0,))
1756 # Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/
1757 acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
1758 animdata_shapes[channel_key] = (acnode, me, shape)
1760 p_rots = {}
1762 currframe = f_start
1763 while currframe < f_end:
1764 real_currframe = currframe - f_start if start_zero else currframe
1765 scene.frame_set(int(currframe), currframe - int(currframe))
1767 for ob_obj in animdata_ob:
1768 ob_obj.dupli_list_create(scene, 'RENDER')
1769 for ob_obj, (anim_loc, anim_rot, anim_scale) in animdata_ob.items():
1770 # We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!).
1771 p_rot = p_rots.get(ob_obj, None)
1772 loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data, rot_euler_compat=p_rot)
1773 p_rots[ob_obj] = rot
1774 anim_loc.add_keyframe(real_currframe, loc)
1775 anim_rot.add_keyframe(real_currframe, tuple(convert_rad_to_deg_iter(rot)))
1776 anim_scale.add_keyframe(real_currframe, scale)
1777 for ob_obj in objects:
1778 ob_obj.dupli_list_clear()
1779 for anim_shape, me, shape in animdata_shapes.values():
1780 anim_shape.add_keyframe(real_currframe, (shape.value * 100.0,))
1781 currframe += bake_step
1783 scene.frame_set(back_currframe, 0.0)
1785 animations = OrderedDict()
1786 simplify_fac = scene_data.settings.bake_anim_simplify_factor
1788 # And now, produce final data (usable by FBX export code)
1789 # Objects-like loc/rot/scale...
1790 for ob_obj, anims in animdata_ob.items():
1791 for anim in anims:
1792 anim.simplify(simplify_fac, bake_step, force_keep)
1793 if not anim:
1794 continue
1795 for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep):
1796 anim_data = animations.get(obj_key)
1797 if anim_data is None:
1798 anim_data = animations[obj_key] = ("dummy_unused_key", OrderedDict())
1799 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
1801 # And meshes' shape keys.
1802 for channel_key, (anim_shape, me, shape) in animdata_shapes.items():
1803 final_keys = OrderedDict()
1804 anim_shape.simplify(simplify_fac, bake_step, force_keep)
1805 if not anim_shape:
1806 continue
1807 for elem_key, group_key, group, fbx_group, fbx_gname in anim_shape.get_final_data(scene, ref_id, force_keep):
1808 anim_data = animations.get(elem_key)
1809 if anim_data is None:
1810 anim_data = animations[elem_key] = ("dummy_unused_key", OrderedDict())
1811 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
1813 astack_key = get_blender_anim_stack_key(scene, ref_id)
1814 alayer_key = get_blender_anim_layer_key(scene, ref_id)
1815 name = (get_blenderID_name(ref_id) if ref_id else scene.name).encode()
1817 if start_zero:
1818 f_end -= f_start
1819 f_start = 0.0
1821 return (astack_key, animations, alayer_key, name, f_start, f_end) if animations else None
1824 def fbx_animations(scene_data):
1826 Generate global animation data from objects.
1828 scene = scene_data.scene
1829 animations = []
1830 frame_start = 1e100
1831 frame_end = -1e100
1833 def add_anim(animations, anim):
1834 nonlocal frame_start, frame_end
1835 if anim is not None:
1836 animations.append(anim)
1837 f_start, f_end = anim[4:6]
1838 if f_start < frame_start:
1839 frame_start = f_start
1840 if f_end > frame_end:
1841 frame_end = f_end
1843 # Per-NLA strip animstacks.
1844 if scene_data.settings.bake_anim_use_nla_strips:
1845 strips = []
1846 for ob_obj in scene_data.objects:
1847 # NLA tracks only for objects, not bones!
1848 if not ob_obj.is_object:
1849 continue
1850 ob = ob_obj.bdata # Back to real Blender Object.
1851 if not ob.animation_data:
1852 continue
1853 for track in ob.animation_data.nla_tracks:
1854 if track.mute:
1855 continue
1856 for strip in track.strips:
1857 if strip.mute:
1858 continue
1859 strips.append(strip)
1860 strip.mute = True
1862 for strip in strips:
1863 strip.mute = False
1864 add_anim(animations, fbx_animations_do(scene_data, strip, strip.frame_start, strip.frame_end, True))
1865 strip.mute = True
1867 for strip in strips:
1868 strip.mute = False
1870 # All actions.
1871 if scene_data.settings.bake_anim_use_all_actions:
1872 def validate_actions(act, path_resolve):
1873 for fc in act.fcurves:
1874 data_path = fc.data_path
1875 if fc.array_index:
1876 data_path = data_path + "[%d]" % fc.array_index
1877 try:
1878 path_resolve(data_path)
1879 except ValueError:
1880 return False # Invalid.
1881 return True # Valid.
1883 def restore_object(ob_to, ob_from):
1884 # Restore org state of object (ugh :/ ).
1885 props = (
1886 'location', 'rotation_quaternion', 'rotation_axis_angle', 'rotation_euler', 'rotation_mode', 'scale',
1887 'delta_location', 'delta_rotation_euler', 'delta_rotation_quaternion', 'delta_scale',
1888 'lock_location', 'lock_rotation', 'lock_rotation_w', 'lock_rotations_4d', 'lock_scale',
1889 'tag', 'layers', 'select', 'track_axis', 'up_axis', 'active_material', 'active_material_index',
1890 'matrix_parent_inverse', 'empty_draw_type', 'empty_draw_size', 'empty_image_offset', 'pass_index',
1891 'color', 'hide', 'hide_select', 'hide_render', 'use_slow_parent', 'slow_parent_offset',
1892 'use_extra_recalc_object', 'use_extra_recalc_data', 'dupli_type', 'use_dupli_frames_speed',
1893 'use_dupli_vertices_rotation', 'use_dupli_faces_scale', 'dupli_faces_scale', 'dupli_group',
1894 'dupli_frames_start', 'dupli_frames_end', 'dupli_frames_on', 'dupli_frames_off',
1895 'draw_type', 'show_bounds', 'draw_bounds_type', 'show_name', 'show_axis', 'show_texture_space',
1896 'show_wire', 'show_all_edges', 'show_transparent', 'show_x_ray',
1897 'show_only_shape_key', 'use_shape_key_edit_mode', 'active_shape_key_index',
1899 for p in props:
1900 setattr(ob_to, p, getattr(ob_from, p))
1902 for ob_obj in scene_data.objects:
1903 # Actions only for objects, not bones!
1904 if not ob_obj.is_object:
1905 continue
1907 ob = ob_obj.bdata # Back to real Blender Object.
1909 # We can't play with animdata and actions and get back to org state easily.
1910 # So we have to add a temp copy of the object to the scene, animate it, and remove it... :/
1911 ob_copy = ob.copy()
1912 # Great, have to handle bones as well if needed...
1913 pbones_matrices = [pbo.matrix_basis.copy() for pbo in ob.pose.bones] if ob.type == 'ARMATURE' else ...
1915 if ob.animation_data:
1916 org_act = ob.animation_data.action
1917 else:
1918 org_act = ...
1919 ob.animation_data_create()
1920 path_resolve = ob.path_resolve
1922 for act in bpy.data.actions:
1923 # For now, *all* paths in the action must be valid for the object, to validate the action.
1924 # Unless that action was already assigned to the object!
1925 if act != org_act and not validate_actions(act, path_resolve):
1926 continue
1927 ob.animation_data.action = act
1928 frame_start, frame_end = act.frame_range # sic!
1929 add_anim(animations,
1930 fbx_animations_do(scene_data, (ob, act), frame_start, frame_end, True, {ob_obj}, True))
1931 # Ugly! :/
1932 if pbones_matrices is not ...:
1933 for pbo, mat in zip(ob.pose.bones, pbones_matrices):
1934 pbo.matrix_basis = mat.copy()
1935 ob.animation_data.action = None if org_act is ... else org_act
1936 restore_object(ob, ob_copy)
1938 if pbones_matrices is not ...:
1939 for pbo, mat in zip(ob.pose.bones, pbones_matrices):
1940 pbo.matrix_basis = mat.copy()
1941 if org_act is ...:
1942 ob.animation_data_clear()
1943 else:
1944 ob.animation_data.action = org_act
1946 bpy.data.objects.remove(ob_copy)
1948 # Global (containing everything) animstack.
1949 if not scene_data.settings.bake_anim_use_nla_strips or not animations:
1950 add_anim(animations, fbx_animations_do(scene_data, None, scene.frame_start, scene.frame_end, False))
1952 # Be sure to update all matrices back to org state!
1953 scene.frame_set(scene.frame_current, 0.0)
1955 return animations, frame_start, frame_end
1958 def fbx_data_from_scene(scene, settings):
1960 Do some pre-processing over scene's data...
1962 objtypes = settings.object_types
1964 # ##### Gathering data...
1966 # This is rather simple for now, maybe we could end generating templates with most-used values
1967 # instead of default ones?
1968 objects = OrderedDict() # Because we do not have any ordered set...
1969 for ob in settings.context_objects:
1970 if ob.type not in objtypes:
1971 continue
1972 ob_obj = ObjectWrapper(ob)
1973 objects[ob_obj] = None
1974 # Duplis...
1975 ob_obj.dupli_list_create(scene, 'RENDER')
1976 for dp_obj in ob_obj.dupli_list:
1977 objects[dp_obj] = None
1978 ob_obj.dupli_list_clear()
1980 data_lamps = OrderedDict((ob_obj.bdata.data, get_blenderID_key(ob_obj.bdata.data))
1981 for ob_obj in objects if ob_obj.type == 'LAMP')
1982 # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
1983 data_cameras = OrderedDict((ob_obj, get_blenderID_key(ob_obj.bdata.data))
1984 for ob_obj in objects if ob_obj.type == 'CAMERA')
1985 # Yep! Contains nothing, but needed!
1986 data_empties = OrderedDict((ob_obj, get_blender_empty_key(ob_obj.bdata))
1987 for ob_obj in objects if ob_obj.type == 'EMPTY')
1989 data_meshes = OrderedDict()
1990 for ob_obj in objects:
1991 if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
1992 continue
1993 ob = ob_obj.bdata
1994 if ob in data_meshes: # Happens with dupli instances.
1995 continue
1996 use_org_data = True
1997 if settings.use_mesh_modifiers or ob.type in BLENDER_OTHER_OBJECT_TYPES:
1998 use_org_data = False
1999 tmp_mods = []
2000 if ob.type == 'MESH':
2001 # No need to create a new mesh in this case, if no modifier is active!
2002 use_org_data = True
2003 for mod in ob.modifiers:
2004 # For meshes, when armature export is enabled, disable Armature modifiers here!
2005 if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
2006 tmp_mods.append((mod, mod.show_render))
2007 mod.show_render = False
2008 if mod.show_render:
2009 use_org_data = False
2010 if not use_org_data:
2011 tmp_me = ob.to_mesh(scene, apply_modifiers=True, settings='RENDER')
2012 data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
2013 # Re-enable temporary disabled modifiers.
2014 for mod, show_render in tmp_mods:
2015 mod.show_render = show_render
2016 if use_org_data:
2017 data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)
2019 # ShapeKeys.
2020 data_deformers_shape = OrderedDict()
2021 for me_key, me, _org in data_meshes.values():
2022 if not (me.shape_keys and me.shape_keys.key_blocks):
2023 continue
2024 shapes_key = get_blender_mesh_shape_key(me)
2025 for shape in me.shape_keys.key_blocks:
2026 # Only write vertices really different from org coordinates!
2027 # XXX FBX does not like empty shapes (makes Unity crash e.g.), so we have to do this here... :/
2028 shape_verts_co = []
2029 shape_verts_idx = []
2030 for idx, (sv, v) in enumerate(zip(shape.data, me.vertices)):
2031 if similar_values_iter(sv.co, v.co):
2032 # Note: Maybe this is a bit too simplistic, should we use real shape base here? Though FBX does not
2033 # have this at all... Anyway, this should cover most common cases imho.
2034 continue
2035 shape_verts_co.extend(sv.co - v.co)
2036 shape_verts_idx.append(idx)
2037 if not shape_verts_co:
2038 continue
2039 channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape)
2040 data = (channel_key, geom_key, shape_verts_co, shape_verts_idx)
2041 data_deformers_shape.setdefault(me, (me_key, shapes_key, OrderedDict()))[2][shape] = data
2043 # Armatures!
2044 data_deformers_skin = OrderedDict()
2045 data_bones = OrderedDict()
2046 arm_parents = set()
2047 for ob_obj in tuple(objects):
2048 if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}):
2049 continue
2050 fbx_skeleton_from_armature(scene, settings, ob_obj, objects, data_meshes,
2051 data_bones, data_deformers_skin, arm_parents)
2053 # Some world settings are embedded in FBX materials...
2054 if scene.world:
2055 data_world = OrderedDict(((scene.world, get_blenderID_key(scene.world)),))
2056 else:
2057 data_world = OrderedDict()
2059 # TODO: Check all the mat stuff works even when mats are linked to Objects
2060 # (we can then have the same mesh used with different materials...).
2061 # *Should* work, as FBX always links its materials to Models (i.e. objects).
2062 # XXX However, material indices would probably break...
2063 data_materials = OrderedDict()
2064 for ob_obj in objects:
2065 # If obj is not a valid object for materials, wrapper will just return an empty tuple...
2066 for mat_s in ob_obj.material_slots:
2067 mat = mat_s.material
2068 if mat is None:
2069 continue # Empty slots!
2070 # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
2071 # However, I doubt anything else than Lambert/Phong is really portable!
2072 # We support any kind of 'surface' shader though, better to have some kind of default Lambert than nothing.
2073 # Note we want to keep a 'dummy' empty mat even when we can't really support it, see T41396.
2074 mat_data = data_materials.get(mat)
2075 if mat_data is not None:
2076 mat_data[1].append(ob_obj)
2077 else:
2078 data_materials[mat] = (get_blenderID_key(mat), [ob_obj])
2080 # Note FBX textures also hold their mapping info.
2081 # TODO: Support layers?
2082 data_textures = OrderedDict()
2083 # FbxVideo also used to store static images...
2084 data_videos = OrderedDict()
2085 # For now, do not use world textures, don't think they can be linked to anything FBX wise...
2086 for mat in data_materials.keys():
2087 if check_skip_material(mat):
2088 continue
2089 for tex, use_tex in zip(mat.texture_slots, mat.use_textures):
2090 if tex is None or not use_tex:
2091 continue
2092 # For now, only consider image textures.
2093 # Note FBX does has support for procedural, but this is not portable at all (opaque blob),
2094 # so not useful for us.
2095 # TODO I think ENVIRONMENT_MAP should be usable in FBX as well, but for now let it aside.
2096 # if tex.texture.type not in {'IMAGE', 'ENVIRONMENT_MAP'}:
2097 if tex.texture.type not in {'IMAGE'}:
2098 continue
2099 img = tex.texture.image
2100 if img is None:
2101 continue
2102 # Find out whether we can actually use this texture for this material, in FBX context.
2103 tex_fbx_props = fbx_mat_properties_from_texture(tex)
2104 if not tex_fbx_props:
2105 continue
2106 tex_data = data_textures.get(tex)
2107 if tex_data is not None:
2108 tex_data[1][mat] = tex_fbx_props
2109 else:
2110 data_textures[tex] = (get_blenderID_key(tex), OrderedDict(((mat, tex_fbx_props),)))
2111 vid_data = data_videos.get(img)
2112 if vid_data is not None:
2113 vid_data[1].append(tex)
2114 else:
2115 data_videos[img] = (get_blenderID_key(img), [tex])
2117 # Animation...
2118 animations = ()
2119 frame_start = scene.frame_start
2120 frame_end = scene.frame_end
2121 if settings.bake_anim:
2122 # From objects & bones only for a start.
2123 # Kind of hack, we need a temp scene_data for object's space handling to bake animations...
2124 tmp_scdata = FBXExportData(
2125 None, None, None,
2126 settings, scene, objects, None, 0.0, 0.0,
2127 data_empties, data_lamps, data_cameras, data_meshes, None,
2128 data_bones, data_deformers_skin, data_deformers_shape,
2129 data_world, data_materials, data_textures, data_videos,
2131 animations, frame_start, frame_end = fbx_animations(tmp_scdata)
2133 # ##### Creation of templates...
2135 templates = OrderedDict()
2136 templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
2138 if data_empties:
2139 templates[b"Null"] = fbx_template_def_null(scene, settings, nbr_users=len(data_empties))
2141 if data_lamps:
2142 templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lamps))
2144 if data_cameras:
2145 templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras))
2147 if data_bones:
2148 templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones))
2150 if data_meshes:
2151 nbr = len(data_meshes)
2152 if data_deformers_shape:
2153 nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
2154 templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=nbr)
2156 if objects:
2157 templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects))
2159 if arm_parents:
2160 # Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures
2161 templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents))
2163 if data_deformers_skin or data_deformers_shape:
2164 nbr = 0
2165 if data_deformers_skin:
2166 nbr += len(data_deformers_skin)
2167 nbr += sum(len(clusters) for def_me in data_deformers_skin.values() for a, b, clusters in def_me.values())
2168 if data_deformers_shape:
2169 nbr += len(data_deformers_shape)
2170 nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
2171 assert(nbr != 0)
2172 templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr)
2174 # No world support in FBX...
2176 if data_world:
2177 templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
2180 if data_materials:
2181 templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))
2183 if data_textures:
2184 templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))
2186 if data_videos:
2187 templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))
2189 if animations:
2190 nbr_astacks = len(animations)
2191 nbr_acnodes = 0
2192 nbr_acurves = 0
2193 for _astack_key, astack, _al, _n, _fs, _fe in animations:
2194 for _alayer_key, alayer in astack.values():
2195 for _acnode_key, acnode, _acnode_name in alayer.values():
2196 nbr_acnodes += 1
2197 for _acurve_key, _dval, acurve, acurve_valid in acnode.values():
2198 if acurve:
2199 nbr_acurves += 1
2201 templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks)
2202 # Would be nice to have one layer per animated object, but this seems tricky and not that well supported.
2203 # So for now, only one layer per anim stack.
2204 templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks)
2205 templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes)
2206 templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves)
2208 templates_users = sum(tmpl.nbr_users for tmpl in templates.values())
2210 # ##### Creation of connections...
2212 connections = []
2214 # Objects (with classical parenting).
2215 for ob_obj in objects:
2216 # Bones are handled later.
2217 if not ob_obj.is_bone:
2218 par_obj = ob_obj.parent
2219 # Meshes parented to armature are handled separately, yet we want the 'no parent' connection (0).
2220 if par_obj and ob_obj.has_valid_parent(objects) and (par_obj, ob_obj) not in arm_parents:
2221 connections.append((b"OO", ob_obj.fbx_uuid, par_obj.fbx_uuid, None))
2222 else:
2223 connections.append((b"OO", ob_obj.fbx_uuid, 0, None))
2225 # Armature & Bone chains.
2226 for bo_obj in data_bones.keys():
2227 par_obj = bo_obj.parent
2228 if par_obj not in objects:
2229 continue
2230 connections.append((b"OO", bo_obj.fbx_uuid, par_obj.fbx_uuid, None))
2232 # Object data.
2233 for ob_obj in objects:
2234 if ob_obj.is_bone:
2235 bo_data_key = data_bones[ob_obj]
2236 connections.append((b"OO", get_fbx_uuid_from_key(bo_data_key), ob_obj.fbx_uuid, None))
2237 else:
2238 if ob_obj.type == 'LAMP':
2239 lamp_key = data_lamps[ob_obj.bdata.data]
2240 connections.append((b"OO", get_fbx_uuid_from_key(lamp_key), ob_obj.fbx_uuid, None))
2241 elif ob_obj.type == 'CAMERA':
2242 cam_key = data_cameras[ob_obj]
2243 connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
2244 elif ob_obj.type == 'EMPTY':
2245 empty_key = data_empties[ob_obj]
2246 connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
2247 elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:
2248 mesh_key, _me, _free = data_meshes[ob_obj]
2249 connections.append((b"OO", get_fbx_uuid_from_key(mesh_key), ob_obj.fbx_uuid, None))
2251 # 'Shape' deformers (shape keys, only for meshes currently)...
2252 for me_key, shapes_key, shapes in data_deformers_shape.values():
2253 # shape -> geometry
2254 connections.append((b"OO", get_fbx_uuid_from_key(shapes_key), get_fbx_uuid_from_key(me_key), None))
2255 for channel_key, geom_key, _shape_verts_co, _shape_verts_idx in shapes.values():
2256 # shape channel -> shape
2257 connections.append((b"OO", get_fbx_uuid_from_key(channel_key), get_fbx_uuid_from_key(shapes_key), None))
2258 # geometry (keys) -> shape channel
2259 connections.append((b"OO", get_fbx_uuid_from_key(geom_key), get_fbx_uuid_from_key(channel_key), None))
2261 # 'Skin' deformers (armature-to-geometry, only for meshes currently)...
2262 for arm, deformed_meshes in data_deformers_skin.items():
2263 for me, (skin_key, ob_obj, clusters) in deformed_meshes.items():
2264 # skin -> geometry
2265 mesh_key, _me, _free = data_meshes[ob_obj]
2266 assert(me == _me)
2267 connections.append((b"OO", get_fbx_uuid_from_key(skin_key), get_fbx_uuid_from_key(mesh_key), None))
2268 for bo_obj, clstr_key in clusters.items():
2269 # cluster -> skin
2270 connections.append((b"OO", get_fbx_uuid_from_key(clstr_key), get_fbx_uuid_from_key(skin_key), None))
2271 # bone -> cluster
2272 connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None))
2274 # Materials
2275 mesh_mat_indices = OrderedDict()
2276 _objs_indices = {}
2277 for mat, (mat_key, ob_objs) in data_materials.items():
2278 for ob_obj in ob_objs:
2279 connections.append((b"OO", get_fbx_uuid_from_key(mat_key), ob_obj.fbx_uuid, None))
2280 # Get index of this mat for this object (or dupliobject).
2281 # Mat indices for mesh faces are determined by their order in 'mat to ob' connections.
2282 # Only mats for meshes currently...
2283 # Note in case of dupliobjects a same me/mat idx will be generated several times...
2284 # Should not be an issue in practice, and it's needed in case we export duplis but not the original!
2285 if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
2286 continue
2287 _mesh_key, me, _free = data_meshes[ob_obj]
2288 idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
2289 mesh_mat_indices.setdefault(me, OrderedDict())[mat] = idx
2290 del _objs_indices
2292 # Textures
2293 for tex, (tex_key, mats) in data_textures.items():
2294 for mat, fbx_mat_props in mats.items():
2295 mat_key, _ob_objs = data_materials[mat]
2296 for fbx_prop in fbx_mat_props:
2297 # texture -> material properties
2298 connections.append((b"OP", get_fbx_uuid_from_key(tex_key), get_fbx_uuid_from_key(mat_key), fbx_prop))
2300 # Images
2301 for vid, (vid_key, texs) in data_videos.items():
2302 for tex in texs:
2303 tex_key, _texs = data_textures[tex]
2304 connections.append((b"OO", get_fbx_uuid_from_key(vid_key), get_fbx_uuid_from_key(tex_key), None))
2306 # Animations
2307 for astack_key, astack, alayer_key, _name, _fstart, _fend in animations:
2308 # Animstack itself is linked nowhere!
2309 astack_id = get_fbx_uuid_from_key(astack_key)
2310 # For now, only one layer!
2311 alayer_id = get_fbx_uuid_from_key(alayer_key)
2312 connections.append((b"OO", alayer_id, astack_id, None))
2313 for elem_key, (alayer_key, acurvenodes) in astack.items():
2314 elem_id = get_fbx_uuid_from_key(elem_key)
2315 # Animlayer -> animstack.
2316 # alayer_id = get_fbx_uuid_from_key(alayer_key)
2317 # connections.append((b"OO", alayer_id, astack_id, None))
2318 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
2319 # Animcurvenode -> animalayer.
2320 acurvenode_id = get_fbx_uuid_from_key(acurvenode_key)
2321 connections.append((b"OO", acurvenode_id, alayer_id, None))
2322 # Animcurvenode -> object property.
2323 connections.append((b"OP", acurvenode_id, elem_id, fbx_prop.encode()))
2324 for fbx_item, (acurve_key, default_value, acurve, acurve_valid) in acurves.items():
2325 if acurve:
2326 # Animcurve -> Animcurvenode.
2327 connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
2329 # ##### And pack all this!
2331 return FBXExportData(
2332 templates, templates_users, connections,
2333 settings, scene, objects, animations, frame_start, frame_end,
2334 data_empties, data_lamps, data_cameras, data_meshes, mesh_mat_indices,
2335 data_bones, data_deformers_skin, data_deformers_shape,
2336 data_world, data_materials, data_textures, data_videos,
2340 def fbx_scene_data_cleanup(scene_data):
2342 Some final cleanup...
2344 # Delete temp meshes.
2345 for _key, me, free in scene_data.data_meshes.values():
2346 if free:
2347 bpy.data.meshes.remove(me)
2350 # ##### Top-level FBX elements generators. #####
2352 def fbx_header_elements(root, scene_data, time=None):
2354 Write boiling code of FBX root.
2355 time is expected to be a datetime.datetime object, or None (using now() in this case).
2357 app_vendor = "Blender Foundation"
2358 app_name = "Blender (stable FBX IO)"
2359 app_ver = bpy.app.version_string
2360 # ##### Start of FBXHeaderExtension element.
2361 header_ext = elem_empty(root, b"FBXHeaderExtension")
2363 elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)
2365 elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)
2367 # No encryption!
2368 elem_data_single_int32(header_ext, b"EncryptionType", 0)
2370 if time is None:
2371 time = datetime.datetime.now()
2372 elem = elem_empty(header_ext, b"CreationTimeStamp")
2373 elem_data_single_int32(elem, b"Version", 1000)
2374 elem_data_single_int32(elem, b"Year", time.year)
2375 elem_data_single_int32(elem, b"Month", time.month)
2376 elem_data_single_int32(elem, b"Day", time.day)
2377 elem_data_single_int32(elem, b"Hour", time.hour)
2378 elem_data_single_int32(elem, b"Minute", time.minute)
2379 elem_data_single_int32(elem, b"Second", time.second)
2380 elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)
2382 elem_data_single_string_unicode(header_ext, b"Creator", "%s - %s" % (app_name, app_ver))
2384 # 'SceneInfo' seems mandatory to get a valid FBX file...
2385 # TODO use real values!
2386 # XXX Should we use scene.name.encode() here?
2387 scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
2388 scene_info.add_string(b"UserData")
2389 elem_data_single_string(scene_info, b"Type", b"UserData")
2390 elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
2391 meta_data = elem_empty(scene_info, b"MetaData")
2392 elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
2393 elem_data_single_string(meta_data, b"Title", b"")
2394 elem_data_single_string(meta_data, b"Subject", b"")
2395 elem_data_single_string(meta_data, b"Author", b"")
2396 elem_data_single_string(meta_data, b"Keywords", b"")
2397 elem_data_single_string(meta_data, b"Revision", b"")
2398 elem_data_single_string(meta_data, b"Comment", b"")
2400 props = elem_properties(scene_info)
2401 elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
2402 elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
2403 original = elem_props_compound(props, b"Original")
2404 original("p_string", b"ApplicationVendor", app_vendor)
2405 original("p_string", b"ApplicationName", app_name)
2406 original("p_string", b"ApplicationVersion", app_ver)
2407 original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
2408 original("p_string", b"FileName", "/foobar.fbx")
2409 lastsaved = elem_props_compound(props, b"LastSaved")
2410 lastsaved("p_string", b"ApplicationVendor", app_vendor)
2411 lastsaved("p_string", b"ApplicationName", app_name)
2412 lastsaved("p_string", b"ApplicationVersion", app_ver)
2413 lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
2415 # ##### End of FBXHeaderExtension element.
2417 # FileID is replaced by dummy value currently...
2418 elem_data_single_bytes(root, b"FileId", b"FooBar")
2420 # CreationTime is replaced by dummy value currently, but anyway...
2421 elem_data_single_string_unicode(root, b"CreationTime",
2422 "{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
2423 "".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
2424 time.microsecond * 1000))
2426 elem_data_single_string_unicode(root, b"Creator", "%s - %s" % (app_name, app_ver))
2428 # ##### Start of GlobalSettings element.
2429 global_settings = elem_empty(root, b"GlobalSettings")
2430 scene = scene_data.scene
2432 elem_data_single_int32(global_settings, b"Version", 1000)
2434 props = elem_properties(global_settings)
2435 up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
2436 # Currently not sure about that, but looks like default unit of FBX is cm...
2437 scale_factor = (1.0 if scene.unit_settings.system == 'NONE' else scene.unit_settings.scale_length) * 100
2438 elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
2439 elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
2440 elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
2441 elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
2442 elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
2443 elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
2444 elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
2445 elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
2446 elem_props_set(props, "p_double", b"UnitScaleFactor", scale_factor)
2447 elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", scale_factor)
2448 elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
2449 elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")
2451 # Global timing data.
2452 r = scene.render
2453 _, fbx_fps_mode = FBX_FRAMERATES[0] # Custom framerate.
2454 fbx_fps = fps = r.fps / r.fps_base
2455 for ref_fps, fps_mode in FBX_FRAMERATES:
2456 if similar_values(fps, ref_fps):
2457 fbx_fps = ref_fps
2458 fbx_fps_mode = fps_mode
2459 elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode)
2460 elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
2461 elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
2462 elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps)
2464 # ##### End of GlobalSettings element.
2467 def fbx_documents_elements(root, scene_data):
2469 Write 'Document' part of FBX root.
2470 Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
2471 time is expected to be a datetime.datetime object, or None (using now() in this case).
2473 name = scene_data.scene.name
2475 # ##### Start of Documents element.
2476 docs = elem_empty(root, b"Documents")
2478 elem_data_single_int32(docs, b"Count", 1)
2480 doc_uid = get_fbx_uuid_from_key("__FBX_Document__" + name)
2481 doc = elem_data_single_int64(docs, b"Document", doc_uid)
2482 doc.add_string_unicode(name)
2483 doc.add_string_unicode(name)
2485 props = elem_properties(doc)
2486 elem_props_set(props, "p_object", b"SourceObject")
2487 elem_props_set(props, "p_string", b"ActiveAnimStackName", "")
2489 # XXX Some kind of ID? Offset?
2490 # Anyway, as long as we have only one doc, probably not an issue.
2491 elem_data_single_int64(doc, b"RootNode", 0)
2494 def fbx_references_elements(root, scene_data):
2496 Have no idea what references are in FBX currently... Just writing empty element.
2498 docs = elem_empty(root, b"References")
2501 def fbx_definitions_elements(root, scene_data):
2503 Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
2505 definitions = elem_empty(root, b"Definitions")
2507 elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
2508 elem_data_single_int32(definitions, b"Count", scene_data.templates_users)
2510 fbx_templates_generate(definitions, scene_data.templates)
2513 def fbx_objects_elements(root, scene_data):
2515 Data (objects, geometry, material, textures, armatures, etc.
2517 objects = elem_empty(root, b"Objects")
2519 for empty in scene_data.data_empties:
2520 fbx_data_empty_elements(objects, empty, scene_data)
2522 for lamp in scene_data.data_lamps:
2523 fbx_data_lamp_elements(objects, lamp, scene_data)
2525 for cam in scene_data.data_cameras:
2526 fbx_data_camera_elements(objects, cam, scene_data)
2528 done_meshes = set()
2529 for me_obj in scene_data.data_meshes:
2530 fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
2531 del done_meshes
2533 for ob_obj in scene_data.objects:
2534 if ob_obj.is_dupli:
2535 continue
2536 fbx_data_object_elements(objects, ob_obj, scene_data)
2537 ob_obj.dupli_list_create(scene_data.scene, 'RENDER')
2538 for dp_obj in ob_obj.dupli_list:
2539 if dp_obj not in scene_data.objects:
2540 continue
2541 fbx_data_object_elements(objects, dp_obj, scene_data)
2542 ob_obj.dupli_list_clear()
2544 for ob_obj in scene_data.objects:
2545 if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'):
2546 continue
2547 fbx_data_armature_elements(objects, ob_obj, scene_data)
2549 for mat in scene_data.data_materials:
2550 fbx_data_material_elements(objects, mat, scene_data)
2552 for tex in scene_data.data_textures:
2553 fbx_data_texture_file_elements(objects, tex, scene_data)
2555 for vid in scene_data.data_videos:
2556 fbx_data_video_elements(objects, vid, scene_data)
2558 fbx_data_animation_elements(objects, scene_data)
2561 def fbx_connections_elements(root, scene_data):
2563 Relations between Objects (which material uses which texture, and so on).
2565 connections = elem_empty(root, b"Connections")
2567 for c in scene_data.connections:
2568 elem_connection(connections, *c)
2571 def fbx_takes_elements(root, scene_data):
2573 Animations.
2575 # XXX Pretty sure takes are no more needed...
2576 takes = elem_empty(root, b"Takes")
2577 elem_data_single_string(takes, b"Current", b"")
2579 animations = scene_data.animations
2580 for astack_key, animations, alayer_key, name, f_start, f_end in animations:
2581 scene = scene_data.scene
2582 fps = scene.render.fps / scene.render.fps_base
2583 start_ktime = int(convert_sec_to_ktime(f_start / fps))
2584 end_ktime = int(convert_sec_to_ktime(f_end / fps))
2586 take = elem_data_single_string(takes, b"Take", name)
2587 elem_data_single_string(take, b"FileName", name + b".tak")
2588 take_loc_time = elem_data_single_int64(take, b"LocalTime", start_ktime)
2589 take_loc_time.add_int64(end_ktime)
2590 take_ref_time = elem_data_single_int64(take, b"ReferenceTime", start_ktime)
2591 take_ref_time.add_int64(end_ktime)
2594 # ##### "Main" functions. #####
2596 # This func can be called with just the filepath
2597 def save_single(operator, scene, filepath="",
2598 global_matrix=Matrix(),
2599 axis_up="Z",
2600 axis_forward="Y",
2601 context_objects=None,
2602 object_types=None,
2603 use_mesh_modifiers=True,
2604 mesh_smooth_type='FACE',
2605 use_armature_deform_only=False,
2606 bake_anim=True,
2607 bake_anim_use_nla_strips=True,
2608 bake_anim_use_all_actions=True,
2609 bake_anim_step=1.0,
2610 bake_anim_simplify_factor=1.0,
2611 use_metadata=True,
2612 path_mode='AUTO',
2613 use_mesh_edges=True,
2614 use_tspace=True,
2615 embed_textures=False,
2616 use_custom_props=False,
2617 bake_space_transform=False,
2618 **kwargs
2621 # Clear cached ObjectWrappers (just in case...).
2622 ObjectWrapper.cache_clear()
2624 if object_types is None:
2625 object_types = {'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'}
2627 if 'OTHER' in object_types:
2628 object_types |= BLENDER_OTHER_OBJECT_TYPES
2630 global_scale = global_matrix.median_scale
2631 global_matrix_inv = global_matrix.inverted()
2632 # For transforming mesh normals.
2633 global_matrix_inv_transposed = global_matrix_inv.transposed()
2635 # Only embed textures in COPY mode!
2636 if embed_textures and path_mode != 'COPY':
2637 embed_textures = False
2639 media_settings = FBXExportSettingsMedia(
2640 path_mode,
2641 os.path.dirname(bpy.data.filepath), # base_src
2642 os.path.dirname(filepath), # base_dst
2643 # Local dir where to put images (medias), using FBX conventions.
2644 os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir
2645 embed_textures,
2646 set(), # copy_set
2649 settings = FBXExportSettings(
2650 operator.report, (axis_up, axis_forward), global_matrix, global_scale,
2651 bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
2652 context_objects, object_types, use_mesh_modifiers,
2653 mesh_smooth_type, use_mesh_edges, use_tspace, use_armature_deform_only,
2654 bake_anim, bake_anim_use_nla_strips, bake_anim_use_all_actions, bake_anim_step, bake_anim_simplify_factor,
2655 False, media_settings, use_custom_props,
2658 import bpy_extras.io_utils
2660 print('\nFBX export starting... %r' % filepath)
2661 start_time = time.process_time()
2663 # Generate some data about exported scene...
2664 scene_data = fbx_data_from_scene(scene, settings)
2666 root = elem_empty(None, b"") # Root element has no id, as it is not saved per se!
2668 # Mostly FBXHeaderExtension and GlobalSettings.
2669 fbx_header_elements(root, scene_data)
2671 # Documents and References are pretty much void currently.
2672 fbx_documents_elements(root, scene_data)
2673 fbx_references_elements(root, scene_data)
2675 # Templates definitions.
2676 fbx_definitions_elements(root, scene_data)
2678 # Actual data.
2679 fbx_objects_elements(root, scene_data)
2681 # How data are inter-connected.
2682 fbx_connections_elements(root, scene_data)
2684 # Animation.
2685 fbx_takes_elements(root, scene_data)
2687 # Cleanup!
2688 fbx_scene_data_cleanup(scene_data)
2690 # And we are down, we can write the whole thing!
2691 encode_bin.write(filepath, root, FBX_VERSION)
2693 # Clear cached ObjectWrappers!
2694 ObjectWrapper.cache_clear()
2696 # copy all collected files, if we did not embed them.
2697 if not media_settings.embed_textures:
2698 bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)
2700 print('export finished in %.4f sec.' % (time.process_time() - start_time))
2701 return {'FINISHED'}
2704 # defaults for applications, currently only unity but could add others.
2705 def defaults_unity3d():
2706 return {
2707 # These options seem to produce the same result as the old Ascii exporter in Unity3D:
2708 "version": 'BIN7400',
2709 "axis_up": 'Y',
2710 "axis_forward": '-Z',
2711 "global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
2712 # Should really be True, but it can cause problems if a model is already in a scene or prefab
2713 # with the old transforms.
2714 "bake_space_transform": False,
2716 "use_selection": False,
2718 "object_types": {'ARMATURE', 'EMPTY', 'MESH', 'OTHER'},
2719 "use_mesh_modifiers": True,
2720 "use_mesh_edges": False,
2721 "mesh_smooth_type": 'FACE',
2722 "use_tspace": False, # XXX Why? Unity is expected to support tspace import...
2724 "use_armature_deform_only": True,
2726 "use_custom_props": True,
2728 "bake_anim": True,
2729 "bake_anim_simplify_factor": 1.0,
2730 "bake_anim_step": 1.0,
2731 "bake_anim_use_nla_strips": True,
2732 "bake_anim_use_all_actions": True,
2734 "path_mode": 'AUTO',
2735 "embed_textures": False,
2736 "batch_mode": 'OFF',
2740 def save(operator, context,
2741 filepath="",
2742 use_selection=False,
2743 batch_mode='OFF',
2744 use_batch_own_dir=False,
2745 **kwargs
2748 This is a wrapper around save_single, which handles multi-scenes (or groups) cases, when batch-exporting a whole
2749 .blend file.
2752 ret = None
2754 org_mode = None
2755 if context.active_object and context.active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
2756 org_mode = context.active_object.mode
2757 bpy.ops.object.mode_set(mode='OBJECT')
2759 if batch_mode == 'OFF':
2760 kwargs_mod = kwargs.copy()
2761 if use_selection:
2762 kwargs_mod["context_objects"] = context.selected_objects
2763 else:
2764 kwargs_mod["context_objects"] = context.scene.objects
2766 ret = save_single(operator, context.scene, filepath, **kwargs_mod)
2767 else:
2768 fbxpath = filepath
2770 prefix = os.path.basename(fbxpath)
2771 if prefix:
2772 fbxpath = os.path.dirname(fbxpath)
2774 if batch_mode == 'GROUP':
2775 data_seq = bpy.data.groups
2776 else:
2777 data_seq = bpy.data.scenes
2779 # call this function within a loop with BATCH_ENABLE == False
2780 # no scene switching done at the moment.
2781 # orig_sce = context.scene
2783 new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
2784 for data in data_seq: # scene or group
2785 newname = "_".join((prefix, bpy.path.clean_name(data.name)))
2787 if use_batch_own_dir:
2788 new_fbxpath = os.path.join(fbxpath, newname)
2789 # path may already exist
2790 # TODO - might exist but be a file. unlikely but should probably account for it.
2792 if not os.path.exists(new_fbxpath):
2793 os.makedirs(new_fbxpath)
2795 filepath = os.path.join(new_fbxpath, newname + '.fbx')
2797 print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
2799 if batch_mode == 'GROUP': # group
2800 # group, so objects update properly, add a dummy scene.
2801 scene = bpy.data.scenes.new(name="FBX_Temp")
2802 scene.layers = [True] * 20
2803 # bpy.data.scenes.active = scene # XXX, cant switch
2804 for ob_base in data.objects:
2805 scene.objects.link(ob_base)
2807 scene.update()
2808 # TODO - BUMMER! Armatures not in the group wont animate the mesh
2809 else:
2810 scene = data
2812 kwargs_batch = kwargs.copy()
2813 kwargs_batch["context_objects"] = data.objects
2815 save_single(operator, scene, filepath, **kwargs_batch)
2817 if batch_mode == 'GROUP':
2818 # remove temp group scene
2819 bpy.data.scenes.remove(scene)
2821 # no active scene changing!
2822 # bpy.data.scenes.active = orig_sce
2824 ret = {'FINISHED'} # so the script wont run after we have batch exported.
2826 if context.active_object and org_mode and bpy.ops.object.mode_set.poll():
2827 bpy.ops.object.mode_set(mode=org_mode)
2829 return ret