Fix #104665: FBX Export: Duplicate materials cause material indices to be offset
[blender-addons.git] / io_scene_fbx / export_fbx_bin.py
blobe5c724022be4b2e2c27b2a9cddbad2deaaf6bab0
1 # SPDX-License-Identifier: GPL-2.0-or-later
3 # Script copyright (C) Campbell Barton, Bastien Montagne
6 import datetime
7 import math
8 import numpy as np
9 import os
10 import time
12 from itertools import zip_longest
13 from functools import cache
15 if "bpy" in locals():
16 import importlib
17 if "encode_bin" in locals():
18 importlib.reload(encode_bin)
19 if "data_types" in locals():
20 importlib.reload(data_types)
21 if "fbx_utils" in locals():
22 importlib.reload(fbx_utils)
24 import bpy
25 import bpy_extras
26 from bpy_extras import node_shader_utils
27 from bpy.app.translations import pgettext_tip as tip_
28 from mathutils import Vector, Matrix
30 from . import encode_bin, data_types, fbx_utils
31 from .fbx_utils import (
32 # Constants.
33 FBX_VERSION, FBX_HEADER_VERSION, FBX_SCENEINFO_VERSION, FBX_TEMPLATES_VERSION,
34 FBX_MODELS_VERSION,
35 FBX_GEOMETRY_VERSION, FBX_GEOMETRY_NORMAL_VERSION, FBX_GEOMETRY_BINORMAL_VERSION, FBX_GEOMETRY_TANGENT_VERSION,
36 FBX_GEOMETRY_SMOOTHING_VERSION, FBX_GEOMETRY_CREASE_VERSION, FBX_GEOMETRY_VCOLOR_VERSION, FBX_GEOMETRY_UV_VERSION,
37 FBX_GEOMETRY_MATERIAL_VERSION, FBX_GEOMETRY_LAYER_VERSION,
38 FBX_GEOMETRY_SHAPE_VERSION, FBX_DEFORMER_SHAPE_VERSION, FBX_DEFORMER_SHAPECHANNEL_VERSION,
39 FBX_POSE_BIND_VERSION, FBX_DEFORMER_SKIN_VERSION, FBX_DEFORMER_CLUSTER_VERSION,
40 FBX_MATERIAL_VERSION, FBX_TEXTURE_VERSION,
41 FBX_ANIM_KEY_VERSION,
42 FBX_ANIM_PROPSGROUP_NAME,
43 FBX_KTIME,
44 BLENDER_OTHER_OBJECT_TYPES, BLENDER_OBJECT_TYPES_MESHLIKE,
45 FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES,
46 RIGHT_HAND_AXES, FBX_FRAMERATES,
47 # Miscellaneous utils.
48 PerfMon,
49 units_blender_to_fbx_factor, units_convertor, units_convertor_iter,
50 matrix4_to_array, similar_values, shape_difference_exclude_similar, astype_view_signedness, fast_first_axis_unique,
51 fast_first_axis_flat,
52 # Mesh transform helpers.
53 vcos_transformed, nors_transformed,
54 # UUID from key.
55 get_fbx_uuid_from_key,
56 # Key generators.
57 get_blenderID_key, get_blenderID_name,
58 get_blender_mesh_shape_key, get_blender_mesh_shape_channel_key,
59 get_blender_empty_key, get_blender_bone_key,
60 get_blender_bindpose_key, get_blender_armature_skin_key, get_blender_bone_cluster_key,
61 get_blender_anim_id_base, get_blender_anim_stack_key, get_blender_anim_layer_key,
62 get_blender_anim_curve_node_key, get_blender_anim_curve_key,
63 get_blender_nodetexture_key,
64 # FBX element data.
65 elem_empty,
66 elem_data_single_bool, elem_data_single_int16, elem_data_single_int32, elem_data_single_int64,
67 elem_data_single_float32, elem_data_single_float64,
68 elem_data_single_bytes, elem_data_single_string, elem_data_single_string_unicode,
69 elem_data_single_bool_array, elem_data_single_int32_array, elem_data_single_int64_array,
70 elem_data_single_float32_array, elem_data_single_float64_array, elem_data_vec_float64,
71 # FBX element properties.
72 elem_properties, elem_props_set, elem_props_compound,
73 # FBX element properties handling templates.
74 elem_props_template_init, elem_props_template_set, elem_props_template_finalize,
75 # Templates.
76 FBXTemplate, fbx_templates_generate,
77 # Animation.
78 AnimationCurveNodeWrapper,
79 # Objects.
80 ObjectWrapper, fbx_name_class,
81 # Top level.
82 FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
85 # Units converters!
86 convert_sec_to_ktime = units_convertor("second", "ktime")
87 convert_sec_to_ktime_iter = units_convertor_iter("second", "ktime")
89 convert_mm_to_inch = units_convertor("millimeter", "inch")
91 convert_rad_to_deg = units_convertor("radian", "degree")
92 convert_rad_to_deg_iter = units_convertor_iter("radian", "degree")
95 # ##### Templates #####
96 # TODO: check all those "default" values, they should match Blender's default as much as possible, I guess?
98 def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0):
99 props = {}
100 if override_defaults is not None:
101 props.update(override_defaults)
102 return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False])
105 def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0):
106 gscale = settings.global_scale
107 props = {
108 # Name, Value, Type, Animatable
109 b"QuaternionInterpolate": (0, "p_enum", False), # 0 = no quat interpolation.
110 b"RotationOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
111 b"RotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
112 b"ScalingOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
113 b"ScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
114 b"TranslationActive": (False, "p_bool", False),
115 b"TranslationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
116 b"TranslationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
117 b"TranslationMinX": (False, "p_bool", False),
118 b"TranslationMinY": (False, "p_bool", False),
119 b"TranslationMinZ": (False, "p_bool", False),
120 b"TranslationMaxX": (False, "p_bool", False),
121 b"TranslationMaxY": (False, "p_bool", False),
122 b"TranslationMaxZ": (False, "p_bool", False),
123 b"RotationOrder": (0, "p_enum", False), # we always use 'XYZ' order.
124 b"RotationSpaceForLimitOnly": (False, "p_bool", False),
125 b"RotationStiffnessX": (0.0, "p_double", False),
126 b"RotationStiffnessY": (0.0, "p_double", False),
127 b"RotationStiffnessZ": (0.0, "p_double", False),
128 b"AxisLen": (10.0, "p_double", False),
129 b"PreRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
130 b"PostRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
131 b"RotationActive": (False, "p_bool", False),
132 b"RotationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
133 b"RotationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
134 b"RotationMinX": (False, "p_bool", False),
135 b"RotationMinY": (False, "p_bool", False),
136 b"RotationMinZ": (False, "p_bool", False),
137 b"RotationMaxX": (False, "p_bool", False),
138 b"RotationMaxY": (False, "p_bool", False),
139 b"RotationMaxZ": (False, "p_bool", False),
140 b"InheritType": (0, "p_enum", False), # RrSs
141 b"ScalingActive": (False, "p_bool", False),
142 b"ScalingMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
143 b"ScalingMax": ((1.0, 1.0, 1.0), "p_vector_3d", False),
144 b"ScalingMinX": (False, "p_bool", False),
145 b"ScalingMinY": (False, "p_bool", False),
146 b"ScalingMinZ": (False, "p_bool", False),
147 b"ScalingMaxX": (False, "p_bool", False),
148 b"ScalingMaxY": (False, "p_bool", False),
149 b"ScalingMaxZ": (False, "p_bool", False),
150 b"GeometricTranslation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
151 b"GeometricRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
152 b"GeometricScaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
153 b"MinDampRangeX": (0.0, "p_double", False),
154 b"MinDampRangeY": (0.0, "p_double", False),
155 b"MinDampRangeZ": (0.0, "p_double", False),
156 b"MaxDampRangeX": (0.0, "p_double", False),
157 b"MaxDampRangeY": (0.0, "p_double", False),
158 b"MaxDampRangeZ": (0.0, "p_double", False),
159 b"MinDampStrengthX": (0.0, "p_double", False),
160 b"MinDampStrengthY": (0.0, "p_double", False),
161 b"MinDampStrengthZ": (0.0, "p_double", False),
162 b"MaxDampStrengthX": (0.0, "p_double", False),
163 b"MaxDampStrengthY": (0.0, "p_double", False),
164 b"MaxDampStrengthZ": (0.0, "p_double", False),
165 b"PreferedAngleX": (0.0, "p_double", False),
166 b"PreferedAngleY": (0.0, "p_double", False),
167 b"PreferedAngleZ": (0.0, "p_double", False),
168 b"LookAtProperty": (None, "p_object", False),
169 b"UpVectorProperty": (None, "p_object", False),
170 b"Show": (True, "p_bool", False),
171 b"NegativePercentShapeSupport": (True, "p_bool", False),
172 b"DefaultAttributeIndex": (-1, "p_integer", False),
173 b"Freeze": (False, "p_bool", False),
174 b"LODBox": (False, "p_bool", False),
175 b"Lcl Translation": ((0.0, 0.0, 0.0), "p_lcl_translation", True),
176 b"Lcl Rotation": ((0.0, 0.0, 0.0), "p_lcl_rotation", True),
177 b"Lcl Scaling": ((1.0, 1.0, 1.0), "p_lcl_scaling", True),
178 b"Visibility": (1.0, "p_visibility", True),
179 b"Visibility Inheritance": (1, "p_visibility_inheritance", False),
181 if override_defaults is not None:
182 props.update(override_defaults)
183 return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False])
186 def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0):
187 props = {
188 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
189 b"Size": (100.0, "p_double", False),
190 b"Look": (1, "p_enum", False), # Cross (0 is None, i.e. invisible?).
192 if override_defaults is not None:
193 props.update(override_defaults)
194 return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False])
197 def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0):
198 gscale = settings.global_scale
199 props = {
200 b"LightType": (0, "p_enum", False), # Point light.
201 b"CastLight": (True, "p_bool", False),
202 b"Color": ((1.0, 1.0, 1.0), "p_color", True),
203 b"Intensity": (100.0, "p_number", True), # Times 100 compared to Blender values...
204 b"DecayType": (2, "p_enum", False), # Quadratic.
205 b"DecayStart": (30.0 * gscale, "p_double", False),
206 b"CastShadows": (True, "p_bool", False),
207 b"ShadowColor": ((0.0, 0.0, 0.0), "p_color", True),
208 b"AreaLightShape": (0, "p_enum", False), # Rectangle.
210 if override_defaults is not None:
211 props.update(override_defaults)
212 return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False])
215 def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0):
216 r = scene.render
217 props = {
218 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
219 b"Position": ((0.0, 0.0, -50.0), "p_vector", True),
220 b"UpVector": ((0.0, 1.0, 0.0), "p_vector", True),
221 b"InterestPosition": ((0.0, 0.0, 0.0), "p_vector", True),
222 b"Roll": (0.0, "p_roll", True),
223 b"OpticalCenterX": (0.0, "p_opticalcenterx", True),
224 b"OpticalCenterY": (0.0, "p_opticalcentery", True),
225 b"BackgroundColor": ((0.63, 0.63, 0.63), "p_color", True),
226 b"TurnTable": (0.0, "p_number", True),
227 b"DisplayTurnTableIcon": (False, "p_bool", False),
228 b"UseMotionBlur": (False, "p_bool", False),
229 b"UseRealTimeMotionBlur": (True, "p_bool", False),
230 b"Motion Blur Intensity": (1.0, "p_number", True),
231 b"AspectRatioMode": (0, "p_enum", False), # WindowSize.
232 b"AspectWidth": (320.0, "p_double", False),
233 b"AspectHeight": (200.0, "p_double", False),
234 b"PixelAspectRatio": (1.0, "p_double", False),
235 b"FilmOffsetX": (0.0, "p_number", True),
236 b"FilmOffsetY": (0.0, "p_number", True),
237 b"FilmWidth": (0.816, "p_double", False),
238 b"FilmHeight": (0.612, "p_double", False),
239 b"FilmAspectRatio": (1.3333333333333333, "p_double", False),
240 b"FilmSqueezeRatio": (1.0, "p_double", False),
241 b"FilmFormatIndex": (0, "p_enum", False), # Assuming this is ApertureFormat, 0 = custom.
242 b"PreScale": (1.0, "p_number", True),
243 b"FilmTranslateX": (0.0, "p_number", True),
244 b"FilmTranslateY": (0.0, "p_number", True),
245 b"FilmRollPivotX": (0.0, "p_number", True),
246 b"FilmRollPivotY": (0.0, "p_number", True),
247 b"FilmRollValue": (0.0, "p_number", True),
248 b"FilmRollOrder": (0, "p_enum", False), # 0 = rotate first (default).
249 b"ApertureMode": (2, "p_enum", False), # 2 = Vertical.
250 b"GateFit": (0, "p_enum", False), # 0 = no resolution gate fit.
251 b"FieldOfView": (25.114999771118164, "p_fov", True),
252 b"FieldOfViewX": (40.0, "p_fov_x", True),
253 b"FieldOfViewY": (40.0, "p_fov_y", True),
254 b"FocalLength": (34.89327621672628, "p_number", True),
255 b"CameraFormat": (0, "p_enum", False), # Custom camera format.
256 b"UseFrameColor": (False, "p_bool", False),
257 b"FrameColor": ((0.3, 0.3, 0.3), "p_color_rgb", False),
258 b"ShowName": (True, "p_bool", False),
259 b"ShowInfoOnMoving": (True, "p_bool", False),
260 b"ShowGrid": (True, "p_bool", False),
261 b"ShowOpticalCenter": (False, "p_bool", False),
262 b"ShowAzimut": (True, "p_bool", False),
263 b"ShowTimeCode": (False, "p_bool", False),
264 b"ShowAudio": (False, "p_bool", False),
265 b"AudioColor": ((0.0, 1.0, 0.0), "p_vector_3d", False), # Yep, vector3d, not corlorgb… :cry:
266 b"NearPlane": (10.0, "p_double", False),
267 b"FarPlane": (4000.0, "p_double", False),
268 b"AutoComputeClipPanes": (False, "p_bool", False),
269 b"ViewCameraToLookAt": (True, "p_bool", False),
270 b"ViewFrustumNearFarPlane": (False, "p_bool", False),
271 b"ViewFrustumBackPlaneMode": (2, "p_enum", False), # 2 = show back plane if texture added.
272 b"BackPlaneDistance": (4000.0, "p_number", True),
273 b"BackPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera.
274 b"ViewFrustumFrontPlaneMode": (2, "p_enum", False), # 2 = show front plane if texture added.
275 b"FrontPlaneDistance": (10.0, "p_number", True),
276 b"FrontPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera.
277 b"LockMode": (False, "p_bool", False),
278 b"LockInterestNavigation": (False, "p_bool", False),
279 # BackPlate... properties **arggggg!**
280 b"FitImage": (False, "p_bool", False),
281 b"Crop": (False, "p_bool", False),
282 b"Center": (True, "p_bool", False),
283 b"KeepRatio": (True, "p_bool", False),
284 # End of BackPlate...
285 b"BackgroundAlphaTreshold": (0.5, "p_double", False),
286 b"ShowBackplate": (True, "p_bool", False),
287 b"BackPlaneOffsetX": (0.0, "p_number", True),
288 b"BackPlaneOffsetY": (0.0, "p_number", True),
289 b"BackPlaneRotation": (0.0, "p_number", True),
290 b"BackPlaneScaleX": (1.0, "p_number", True),
291 b"BackPlaneScaleY": (1.0, "p_number", True),
292 b"Background Texture": (None, "p_object", False),
293 b"FrontPlateFitImage": (True, "p_bool", False),
294 b"FrontPlateCrop": (False, "p_bool", False),
295 b"FrontPlateCenter": (True, "p_bool", False),
296 b"FrontPlateKeepRatio": (True, "p_bool", False),
297 b"Foreground Opacity": (1.0, "p_double", False),
298 b"ShowFrontplate": (True, "p_bool", False),
299 b"FrontPlaneOffsetX": (0.0, "p_number", True),
300 b"FrontPlaneOffsetY": (0.0, "p_number", True),
301 b"FrontPlaneRotation": (0.0, "p_number", True),
302 b"FrontPlaneScaleX": (1.0, "p_number", True),
303 b"FrontPlaneScaleY": (1.0, "p_number", True),
304 b"Foreground Texture": (None, "p_object", False),
305 b"DisplaySafeArea": (False, "p_bool", False),
306 b"DisplaySafeAreaOnRender": (False, "p_bool", False),
307 b"SafeAreaDisplayStyle": (1, "p_enum", False), # 1 = rounded corners.
308 b"SafeAreaAspectRatio": (1.3333333333333333, "p_double", False),
309 b"Use2DMagnifierZoom": (False, "p_bool", False),
310 b"2D Magnifier Zoom": (100.0, "p_number", True),
311 b"2D Magnifier X": (50.0, "p_number", True),
312 b"2D Magnifier Y": (50.0, "p_number", True),
313 b"CameraProjectionType": (0, "p_enum", False), # 0 = perspective, 1 = orthogonal.
314 b"OrthoZoom": (1.0, "p_double", False),
315 b"UseRealTimeDOFAndAA": (False, "p_bool", False),
316 b"UseDepthOfField": (False, "p_bool", False),
317 b"FocusSource": (0, "p_enum", False), # 0 = camera interest, 1 = distance from camera interest.
318 b"FocusAngle": (3.5, "p_double", False), # ???
319 b"FocusDistance": (200.0, "p_double", False),
320 b"UseAntialiasing": (False, "p_bool", False),
321 b"AntialiasingIntensity": (0.77777, "p_double", False),
322 b"AntialiasingMethod": (0, "p_enum", False), # 0 = oversampling, 1 = hardware.
323 b"UseAccumulationBuffer": (False, "p_bool", False),
324 b"FrameSamplingCount": (7, "p_integer", False),
325 b"FrameSamplingType": (1, "p_enum", False), # 0 = uniform, 1 = stochastic.
327 if override_defaults is not None:
328 props.update(override_defaults)
329 return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False])
332 def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0):
333 props = {}
334 if override_defaults is not None:
335 props.update(override_defaults)
336 return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False])
339 def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0):
340 props = {
341 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
342 b"BBoxMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
343 b"BBoxMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
344 b"Primary Visibility": (True, "p_bool", False),
345 b"Casts Shadows": (True, "p_bool", False),
346 b"Receive Shadows": (True, "p_bool", False),
348 if override_defaults is not None:
349 props.update(override_defaults)
350 return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False])
353 def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0):
354 # WIP...
355 props = {
356 b"ShadingModel": ("Phong", "p_string", False),
357 b"MultiLayer": (False, "p_bool", False),
358 # Lambert-specific.
359 b"EmissiveColor": ((0.0, 0.0, 0.0), "p_color", True),
360 b"EmissiveFactor": (1.0, "p_number", True),
361 b"AmbientColor": ((0.2, 0.2, 0.2), "p_color", True),
362 b"AmbientFactor": (1.0, "p_number", True),
363 b"DiffuseColor": ((0.8, 0.8, 0.8), "p_color", True),
364 b"DiffuseFactor": (1.0, "p_number", True),
365 b"TransparentColor": ((0.0, 0.0, 0.0), "p_color", True),
366 b"TransparencyFactor": (0.0, "p_number", True),
367 b"Opacity": (1.0, "p_number", True),
368 b"NormalMap": ((0.0, 0.0, 0.0), "p_vector_3d", False),
369 b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d", False),
370 b"BumpFactor": (1.0, "p_double", False),
371 b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
372 b"DisplacementFactor": (1.0, "p_double", False),
373 b"VectorDisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
374 b"VectorDisplacementFactor": (1.0, "p_double", False),
375 # Phong-specific.
376 b"SpecularColor": ((0.2, 0.2, 0.2), "p_color", True),
377 b"SpecularFactor": (1.0, "p_number", True),
378 # Not sure about the name, importer uses this (but ShininessExponent for tex prop name!)
379 # And in fbx exported by sdk, you have one in template, the other in actual material!!! :/
380 # For now, using both.
381 b"Shininess": (20.0, "p_number", True),
382 b"ShininessExponent": (20.0, "p_number", True),
383 b"ReflectionColor": ((0.0, 0.0, 0.0), "p_color", True),
384 b"ReflectionFactor": (1.0, "p_number", True),
386 if override_defaults is not None:
387 props.update(override_defaults)
388 return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False])
391 def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0):
392 # WIP...
393 # XXX Not sure about all names!
394 props = {
395 b"TextureTypeUse": (0, "p_enum", False), # Standard.
396 b"AlphaSource": (2, "p_enum", False), # Black (i.e. texture's alpha), XXX name guessed!.
397 b"Texture alpha": (1.0, "p_double", False),
398 b"PremultiplyAlpha": (True, "p_bool", False),
399 b"CurrentTextureBlendMode": (1, "p_enum", False), # Additive...
400 b"CurrentMappingType": (0, "p_enum", False), # UV.
401 b"UVSet": ("default", "p_string", False), # UVMap name.
402 b"WrapModeU": (0, "p_enum", False), # Repeat.
403 b"WrapModeV": (0, "p_enum", False), # Repeat.
404 b"UVSwap": (False, "p_bool", False),
405 b"Translation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
406 b"Rotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
407 b"Scaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
408 b"TextureRotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
409 b"TextureScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
410 # Not sure about those two...
411 b"UseMaterial": (False, "p_bool", False),
412 b"UseMipMap": (False, "p_bool", False),
414 if override_defaults is not None:
415 props.update(override_defaults)
416 return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False])
419 def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0):
420 # WIP...
421 props = {
422 # All pictures.
423 b"Width": (0, "p_integer", False),
424 b"Height": (0, "p_integer", False),
425 b"Path": ("", "p_string_url", False),
426 b"AccessMode": (0, "p_enum", False), # Disk (0=Disk, 1=Mem, 2=DiskAsync).
427 # All videos.
428 b"StartFrame": (0, "p_integer", False),
429 b"StopFrame": (0, "p_integer", False),
430 b"Offset": (0, "p_timestamp", False),
431 b"PlaySpeed": (0.0, "p_double", False),
432 b"FreeRunning": (False, "p_bool", False),
433 b"Loop": (False, "p_bool", False),
434 b"InterlaceMode": (0, "p_enum", False), # None, i.e. progressive.
435 # Image sequences.
436 b"ImageSequence": (False, "p_bool", False),
437 b"ImageSequenceOffset": (0, "p_integer", False),
438 b"FrameRate": (0.0, "p_double", False),
439 b"LastFrame": (0, "p_integer", False),
441 if override_defaults is not None:
442 props.update(override_defaults)
443 return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False])
446 def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0):
447 props = {}
448 if override_defaults is not None:
449 props.update(override_defaults)
450 return FBXTemplate(b"Pose", b"", props, nbr_users, [False])
453 def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0):
454 props = {}
455 if override_defaults is not None:
456 props.update(override_defaults)
457 return FBXTemplate(b"Deformer", b"", props, nbr_users, [False])
460 def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0):
461 props = {
462 b"Description": ("", "p_string", False),
463 b"LocalStart": (0, "p_timestamp", False),
464 b"LocalStop": (0, "p_timestamp", False),
465 b"ReferenceStart": (0, "p_timestamp", False),
466 b"ReferenceStop": (0, "p_timestamp", False),
468 if override_defaults is not None:
469 props.update(override_defaults)
470 return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False])
473 def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0):
474 props = {
475 b"Weight": (100.0, "p_number", True),
476 b"Mute": (False, "p_bool", False),
477 b"Solo": (False, "p_bool", False),
478 b"Lock": (False, "p_bool", False),
479 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
480 b"BlendMode": (0, "p_enum", False),
481 b"RotationAccumulationMode": (0, "p_enum", False),
482 b"ScaleAccumulationMode": (0, "p_enum", False),
483 b"BlendModeBypass": (0, "p_ulonglong", False),
485 if override_defaults is not None:
486 props.update(override_defaults)
487 return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False])
490 def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0):
491 props = {
492 FBX_ANIM_PROPSGROUP_NAME.encode(): (None, "p_compound", False),
494 if override_defaults is not None:
495 props.update(override_defaults)
496 return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False])
499 def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0):
500 props = {}
501 if override_defaults is not None:
502 props.update(override_defaults)
503 return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])
506 # ##### Generators for connection elements. #####
508 def elem_connection(elem, c_type, uid_src, uid_dst, prop_dst=None):
509 e = elem_data_single_string(elem, b"C", c_type)
510 e.add_int64(uid_src)
511 e.add_int64(uid_dst)
512 if prop_dst is not None:
513 e.add_string(prop_dst)
516 # ##### FBX objects generators. #####
518 def fbx_data_element_custom_properties(props, bid):
520 Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
522 items = bid.items()
524 if not items:
525 return
527 rna_properties = {prop.identifier for prop in bid.bl_rna.properties if prop.is_runtime}
529 for k, v in items:
530 if k in rna_properties:
531 continue
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:
542 if len(list_val) == 3:
543 elem_props_set(props, "p_vector", k.encode(), list_val, custom=True)
544 else:
545 elem_props_set(props, "p_string", k.encode(), str(list_val), custom=True)
546 else:
547 elem_props_set(props, "p_string", k.encode(), str(v), custom=True)
550 def fbx_data_empty_elements(root, empty, scene_data):
552 Write the Empty data block (you can control its FBX datatype with the 'fbx_type' string custom property).
554 empty_key = scene_data.data_empties[empty]
556 null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))
557 null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
558 val = empty.bdata.get('fbx_type', None)
559 null.add_string(val.encode() if val and isinstance(val, str) else b"Null")
561 elem_data_single_string(null, b"TypeFlags", b"Null")
563 tmpl = elem_props_template_init(scene_data.templates, b"Null")
564 props = elem_properties(null)
565 elem_props_template_finalize(tmpl, props)
567 # No custom properties, already saved with object (Model).
570 def fbx_data_light_elements(root, lamp, scene_data):
572 Write the Lamp data block.
574 gscale = scene_data.settings.global_scale
576 light_key = scene_data.data_lights[lamp]
577 do_light = True
578 decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT']
579 do_shadow = False
580 shadow_color = Vector((0.0, 0.0, 0.0))
581 if lamp.type not in {'HEMI'}:
582 if lamp.type not in {'SUN', 'AREA'}:
583 decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type]
584 do_light = True
585 do_shadow = lamp.use_shadow
586 shadow_color = lamp.shadow_color
588 light = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(light_key))
589 light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
590 light.add_string(b"Light")
592 elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION) # Sic...
594 tmpl = elem_props_template_init(scene_data.templates, b"Light")
595 props = elem_properties(light)
596 elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
597 elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
598 elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
599 elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
600 elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type)
601 elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale)
602 elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
603 elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
604 if lamp.type in {'SPOT'}:
605 elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
606 elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
607 math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
608 elem_props_template_finalize(tmpl, props)
610 # Custom properties.
611 if scene_data.settings.use_custom_props:
612 fbx_data_element_custom_properties(props, lamp)
615 def fbx_data_camera_elements(root, cam_obj, scene_data):
617 Write the Camera data blocks.
619 gscale = scene_data.settings.global_scale
621 cam = cam_obj.bdata
622 cam_data = cam.data
623 cam_key = scene_data.data_cameras[cam_obj]
625 # Real data now, good old camera!
626 # Object transform info.
627 loc, rot, scale, matrix, matrix_rot = cam_obj.fbx_object_tx(scene_data)
628 up = matrix_rot @ Vector((0.0, 1.0, 0.0))
629 to = matrix_rot @ Vector((0.0, 0.0, -1.0))
630 # Render settings.
631 # TODO We could export much more...
632 render = scene_data.scene.render
633 width = render.resolution_x
634 height = render.resolution_y
635 aspect = width / height
636 # Film width & height from mm to inches
637 filmwidth = convert_mm_to_inch(cam_data.sensor_width)
638 filmheight = convert_mm_to_inch(cam_data.sensor_height)
639 filmaspect = filmwidth / filmheight
640 # Film offset
641 offsetx = filmwidth * cam_data.shift_x
642 offsety = filmaspect * filmheight * cam_data.shift_y
644 cam = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(cam_key))
645 cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
646 cam.add_string(b"Camera")
648 tmpl = elem_props_template_init(scene_data.templates, b"Camera")
649 props = elem_properties(cam)
651 elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
652 elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
653 elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to) # Point, not vector!
654 # Should we use world value?
655 elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
656 elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)
658 elem_props_template_set(tmpl, props, "p_enum", b"AspectRatioMode", 2) # FixedResolution
659 elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(render.resolution_x))
660 elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(render.resolution_y))
661 elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio",
662 float(render.pixel_aspect_x / render.pixel_aspect_y))
664 elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
665 elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
666 elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
667 elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
668 elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)
670 elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3) # FocalLength.
671 elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2) # FitHorizontal.
672 elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
673 elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
674 elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
675 # No need to convert to inches here...
676 elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
677 elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
678 # Depth of field and Focus distance.
679 elem_props_template_set(tmpl, props, "p_bool", b"UseDepthOfField", cam_data.dof.use_dof)
680 elem_props_template_set(tmpl, props, "p_double", b"FocusDistance", cam_data.dof.focus_distance * 1000 * gscale)
681 # Default to perspective camera.
682 elem_props_template_set(tmpl, props, "p_enum", b"CameraProjectionType", 1 if cam_data.type == 'ORTHO' else 0)
683 elem_props_template_set(tmpl, props, "p_double", b"OrthoZoom", cam_data.ortho_scale)
685 elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
686 elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
687 elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1) # RelativeToCamera.
688 elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)
690 elem_props_template_finalize(tmpl, props)
692 # Custom properties.
693 if scene_data.settings.use_custom_props:
694 fbx_data_element_custom_properties(props, cam_data)
696 elem_data_single_string(cam, b"TypeFlags", b"Camera")
697 elem_data_single_int32(cam, b"GeometryVersion", 124) # Sic...
698 elem_data_vec_float64(cam, b"Position", loc)
699 elem_data_vec_float64(cam, b"Up", up)
700 elem_data_vec_float64(cam, b"LookAt", to)
701 elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
702 elem_data_single_int32(cam, b"ShowAudio", 0)
703 elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
704 elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)
707 def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, mat_world_arm=None, bones=[]):
709 Helper, since bindpose are used by both meshes shape keys and armature bones...
711 if arm_obj is None:
712 arm_obj = me_obj
713 # We assume bind pose for our bones are their "Editmode" pose...
714 # All matrices are expected in global (world) space.
715 bindpose_key = get_blender_bindpose_key(arm_obj.bdata, me)
716 fbx_pose = elem_data_single_int64(root, b"Pose", get_fbx_uuid_from_key(bindpose_key))
717 fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
718 fbx_pose.add_string(b"BindPose")
720 elem_data_single_string(fbx_pose, b"Type", b"BindPose")
721 elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
722 elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + (1 if (arm_obj != me_obj) else 0) + len(bones))
724 # First node is mesh/object.
725 mat_world_obj = me_obj.fbx_object_matrix(scene_data, global_space=True)
726 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
727 elem_data_single_int64(fbx_posenode, b"Node", me_obj.fbx_uuid)
728 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_obj))
729 # Second node is armature object itself.
730 if arm_obj != me_obj:
731 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
732 elem_data_single_int64(fbx_posenode, b"Node", arm_obj.fbx_uuid)
733 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_arm))
734 # And all bones of armature!
735 mat_world_bones = {}
736 for bo_obj in bones:
737 bomat = bo_obj.fbx_object_matrix(scene_data, rest=True, global_space=True)
738 mat_world_bones[bo_obj] = bomat
739 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
740 elem_data_single_int64(fbx_posenode, b"Node", bo_obj.fbx_uuid)
741 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(bomat))
743 return mat_world_obj, mat_world_bones
746 def fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, fbx_me_tmpl, fbx_me_props):
748 Write shape keys related data.
750 if me not in scene_data.data_deformers_shape:
751 return
753 write_normals = True # scene_data.settings.mesh_smooth_type in {'OFF'}
755 # First, write the geometry data itself (i.e. shapes).
756 _me_key, shape_key, shapes = scene_data.data_deformers_shape[me]
758 channels = []
760 vertices = me.vertices
761 for shape, (channel_key, geom_key, shape_verts_co, shape_verts_idx) in shapes.items():
762 # Use vgroups as weights, if defined.
763 if shape.vertex_group and shape.vertex_group in me_obj.bdata.vertex_groups:
764 shape_verts_weights = np.zeros(len(shape_verts_idx), dtype=np.float64)
765 # It's slightly faster to iterate and index the underlying memoryview objects
766 mv_shape_verts_weights = shape_verts_weights.data
767 mv_shape_verts_idx = shape_verts_idx.data
768 vg_idx = me_obj.bdata.vertex_groups[shape.vertex_group].index
769 for sk_idx, v_idx in enumerate(mv_shape_verts_idx):
770 for vg in vertices[v_idx].groups:
771 if vg.group == vg_idx:
772 mv_shape_verts_weights[sk_idx] = vg.weight
773 break
774 shape_verts_weights *= 100.0
775 else:
776 shape_verts_weights = np.full(len(shape_verts_idx), 100.0, dtype=np.float64)
777 channels.append((channel_key, shape, shape_verts_weights))
779 geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(geom_key))
780 geom.add_string(fbx_name_class(shape.name.encode(), b"Geometry"))
781 geom.add_string(b"Shape")
783 tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
784 props = elem_properties(geom)
785 elem_props_template_finalize(tmpl, props)
787 elem_data_single_int32(geom, b"Version", FBX_GEOMETRY_SHAPE_VERSION)
789 elem_data_single_int32_array(geom, b"Indexes", shape_verts_idx)
790 elem_data_single_float64_array(geom, b"Vertices", shape_verts_co)
791 if write_normals:
792 elem_data_single_float64_array(geom, b"Normals", np.zeros(len(shape_verts_idx) * 3, dtype=np.float64))
794 # Yiha! BindPose for shapekeys too! Dodecasigh...
795 # XXX Not sure yet whether several bindposes on same mesh are allowed, or not... :/
796 fbx_data_bindpose_element(root, me_obj, me, scene_data)
798 # ...and now, the deformers stuff.
799 fbx_shape = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(shape_key))
800 fbx_shape.add_string(fbx_name_class(me.name.encode(), b"Deformer"))
801 fbx_shape.add_string(b"BlendShape")
803 elem_data_single_int32(fbx_shape, b"Version", FBX_DEFORMER_SHAPE_VERSION)
805 for channel_key, shape, shape_verts_weights in channels:
806 fbx_channel = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(channel_key))
807 fbx_channel.add_string(fbx_name_class(shape.name.encode(), b"SubDeformer"))
808 fbx_channel.add_string(b"BlendShapeChannel")
810 elem_data_single_int32(fbx_channel, b"Version", FBX_DEFORMER_SHAPECHANNEL_VERSION)
811 elem_data_single_float64(fbx_channel, b"DeformPercent", shape.value * 100.0) # Percents...
812 elem_data_single_float64_array(fbx_channel, b"FullWeights", shape_verts_weights)
814 # *WHY* add this in linked mesh properties too? *cry*
815 # No idea whether it’s percent here too, or more usual factor (assume percentage for now) :/
816 elem_props_template_set(fbx_me_tmpl, fbx_me_props, "p_number", shape.name.encode(), shape.value * 100.0,
817 animatable=True)
820 def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
822 Write the Mesh (Geometry) data block.
824 # Ugly helper... :/
825 def _infinite_gen(val):
826 while 1:
827 yield val
829 me_key, me, _free = scene_data.data_meshes[me_obj]
831 # In case of multiple instances of same mesh, only write it once!
832 if me_key in done_meshes:
833 return
835 # No gscale/gmat here, all data are supposed to be in object space.
836 smooth_type = scene_data.settings.mesh_smooth_type
837 write_normals = True # smooth_type in {'OFF'}
839 do_bake_space_transform = me_obj.use_bake_space_transform(scene_data)
841 # Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
842 # global matrix, so we need to apply the global matrix to the vertices to get the correct result.
843 geom_mat_co = scene_data.settings.global_matrix if do_bake_space_transform else None
844 # We need to apply the inverse transpose of the global matrix when transforming normals.
845 geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
846 if geom_mat_no is not None:
847 # Remove translation & scaling!
848 geom_mat_no.translation = Vector()
849 geom_mat_no.normalize()
851 geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(me_key))
852 geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
853 geom.add_string(b"Mesh")
855 tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
856 props = elem_properties(geom)
858 # Custom properties.
859 if scene_data.settings.use_custom_props:
860 fbx_data_element_custom_properties(props, me)
862 # Subdivision levels. Take them from the first found subsurf modifier from the
863 # first object that has the mesh. Write crease information if the object has
864 # and subsurf modifier.
865 write_crease = False
866 if scene_data.settings.use_subsurf:
867 last_subsurf = None
868 for mod in me_obj.bdata.modifiers:
869 if not (mod.show_render or mod.show_viewport):
870 continue
871 if mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
872 last_subsurf = mod
874 if last_subsurf:
875 elem_data_single_int32(geom, b"Smoothness", 2) # Display control mesh and smoothed
876 if last_subsurf.boundary_smooth == "PRESERVE_CORNERS":
877 elem_data_single_int32(geom, b"BoundaryRule", 1) # CreaseAll
878 else:
879 elem_data_single_int32(geom, b"BoundaryRule", 2) # CreaseEdge
880 elem_data_single_int32(geom, b"PreviewDivisionLevels", last_subsurf.levels)
881 elem_data_single_int32(geom, b"RenderDivisionLevels", last_subsurf.render_levels)
883 elem_data_single_int32(geom, b"PreserveBorders", 0)
884 elem_data_single_int32(geom, b"PreserveHardEdges", 0)
885 elem_data_single_int32(geom, b"PropagateEdgeHardness", 0)
887 write_crease = last_subsurf.use_creases
889 elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)
891 # Vertex cos.
892 co_bl_dtype = np.single
893 co_fbx_dtype = np.float64
894 t_co = np.empty(len(me.vertices) * 3, dtype=co_bl_dtype)
895 me.vertices.foreach_get("co", t_co)
896 elem_data_single_float64_array(geom, b"Vertices", vcos_transformed(t_co, geom_mat_co, co_fbx_dtype))
897 del t_co
899 # Polygon indices.
901 # We do loose edges as two-vertices faces, if enabled...
903 # Note we have to process Edges in the same time, as they are based on poly's loops...
905 # Total number of loops, including any extra added for loose edges.
906 loop_nbr = len(me.loops)
908 # dtypes matching the C data. Matching the C datatype avoids iteration and casting of every element in foreach_get's
909 # C code.
910 bl_vertex_index_dtype = bl_edge_index_dtype = bl_loop_index_dtype = np.uintc
912 # Start vertex indices of loops. May contain elements for loops added for the export of loose edges.
913 t_lvi = np.empty(len(me.loops), dtype=bl_vertex_index_dtype)
915 # Loop start indices of polygons. May contain elements for the polygons added for the export of loose edges.
916 t_ls = np.empty(len(me.polygons), dtype=bl_loop_index_dtype)
918 # Vertex indices of edges (unsorted, unlike Mesh.edge_keys), flattened into an array twice the length of the number
919 # of edges.
920 t_ev = np.empty(len(me.edges) * 2, dtype=bl_vertex_index_dtype)
921 # Each edge has two vertex indices, so it's useful to view the array as 2d where each element on the first axis is a
922 # pair of vertex indices
923 t_ev_pair_view = t_ev.view()
924 t_ev_pair_view.shape = (-1, 2)
926 # Edge indices of loops. May contain elements for loops added for the export of loose edges.
927 t_lei = np.empty(len(me.loops), dtype=bl_edge_index_dtype)
929 me.loops.foreach_get("vertex_index", t_lvi)
930 me.polygons.foreach_get("loop_start", t_ls)
931 me.edges.foreach_get("vertices", t_ev)
932 me.loops.foreach_get("edge_index", t_lei)
934 # Add "fake" faces for loose edges. Each "fake" face consists of two loops creating a new 2-sided polygon.
935 if scene_data.settings.use_mesh_edges:
936 bl_edge_is_loose_dtype = bool
937 # Get the mask of edges that are loose
938 loose_mask = np.empty(len(me.edges), dtype=bl_edge_is_loose_dtype)
939 me.edges.foreach_get('is_loose', loose_mask)
941 indices_of_loose_edges = np.flatnonzero(loose_mask)
942 # Since we add two loops per loose edge, repeat the indices so that there's one for each new loop
943 new_loop_edge_indices = np.repeat(indices_of_loose_edges, 2)
945 # Get the loose edge vertex index pairs
946 t_le = t_ev_pair_view[loose_mask]
948 # append will automatically flatten the pairs in t_le
949 t_lvi = np.append(t_lvi, t_le)
950 t_lei = np.append(t_lei, new_loop_edge_indices)
951 # Two loops are added per loose edge
952 loop_nbr += 2 * len(t_le)
953 t_ls = np.append(t_ls, np.arange(len(me.loops), loop_nbr, 2, dtype=t_ls.dtype))
954 del t_le
955 del loose_mask
956 del indices_of_loose_edges
957 del new_loop_edge_indices
959 # Edges...
960 # Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
961 # The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
962 # Advantage: Only one index per edge.
963 # Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
964 # for loose edges).
965 # We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
966 # (like e.g. crease).
967 eli_fbx_dtype = np.int32
969 # Edge index of each unique edge-key, used to map per-edge data to unique edge-keys (t_pvi).
970 t_pvi_edge_indices = np.empty(0, dtype=t_lei.dtype)
972 pvi_fbx_dtype = np.int32
973 if t_ls.size and t_lvi.size:
974 # Get unsorted edge keys by indexing the edge->vertex-indices array by the loop->edge-index array.
975 t_pvi_edge_keys = t_ev_pair_view[t_lei]
977 # Sort each [edge_start_n, edge_end_n] pair to get edge keys. Heapsort seems to be the fastest for this specific
978 # use case.
979 t_pvi_edge_keys.sort(axis=1, kind='heapsort')
981 # Note that finding unique edge keys means that if there are multiple edges that share the same vertices (which
982 # shouldn't normally happen), only the first edge found in loops will be exported along with its per-edge data.
983 # To export separate edges that share the same vertices, fast_first_axis_unique can be replaced with np.unique
984 # with t_lei as the first argument, finding unique edges rather than unique edge keys.
986 # Since we want the unique values in their original order, the only part we care about is the indices of the
987 # first occurrence of the unique elements in t_pvi_edge_keys, so we can use our fast uniqueness helper function.
988 t_eli = fast_first_axis_unique(t_pvi_edge_keys, return_unique=False, return_index=True)
990 # To get the indices of the elements in t_pvi_edge_keys that produce unique values, but in the original order of
991 # t_pvi_edge_keys, t_eli must be sorted.
992 # Due to loops and their edge keys tending to have a partial ordering within meshes, sorting with kind='stable'
993 # with radix sort tends to be faster than the default of kind='quicksort' with introsort.
994 t_eli.sort(kind='stable')
996 # Edge index of each element in unique t_pvi_edge_keys, used to map per-edge data such as sharp and creases.
997 t_pvi_edge_indices = t_lei[t_eli]
999 # We have to ^-1 last index of each loop.
1000 # Ensure t_pvi is the correct number of bits before inverting.
1001 # t_lvi may be used again later, so always create a copy to avoid modifying it in the next step.
1002 t_pvi = t_lvi.astype(pvi_fbx_dtype)
1003 # The index of the end of each loop is one before the index of the start of the next loop.
1004 t_pvi[t_ls[1:] - 1] ^= -1
1005 # The index of the end of the last loop will be the very last index.
1006 t_pvi[-1] ^= -1
1007 del t_pvi_edge_keys
1008 else:
1009 # Should be empty, but make sure it's the correct type.
1010 t_pvi = np.empty(0, dtype=pvi_fbx_dtype)
1011 t_eli = np.empty(0, dtype=eli_fbx_dtype)
1013 # And finally we can write data!
1014 t_pvi = astype_view_signedness(t_pvi, pvi_fbx_dtype)
1015 t_eli = astype_view_signedness(t_eli, eli_fbx_dtype)
1016 elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
1017 elem_data_single_int32_array(geom, b"Edges", t_eli)
1018 del t_pvi
1019 del t_eli
1020 del t_ev
1021 del t_ev_pair_view
1023 # And now, layers!
1025 # Smoothing.
1026 if smooth_type in {'FACE', 'EDGE'}:
1027 ps_fbx_dtype = np.int32
1028 poly_use_smooth_dtype = bool
1029 edge_use_sharp_dtype = bool
1030 _map = b""
1031 if smooth_type == 'FACE':
1032 t_ps = np.empty(len(me.polygons), dtype=poly_use_smooth_dtype)
1033 me.polygons.foreach_get("use_smooth", t_ps)
1034 _map = b"ByPolygon"
1035 else: # EDGE
1036 _map = b"ByEdge"
1037 if t_pvi_edge_indices.size:
1038 # Write Edge Smoothing.
1039 # Note edge is sharp also if it's used by more than two faces, or one of its faces is flat.
1040 mesh_poly_nbr = len(me.polygons)
1041 mesh_edge_nbr = len(me.edges)
1042 mesh_loop_nbr = len(me.loops)
1043 # t_ls and t_lei may contain extra polygons or loops added for loose edges that are not present in the
1044 # mesh data, so create views that exclude the extra data added for loose edges.
1045 mesh_t_ls_view = t_ls[:mesh_poly_nbr]
1046 mesh_t_lei_view = t_lei[:mesh_loop_nbr]
1048 # - Get sharp edges from flat shaded faces
1049 # Get the 'use_smooth' attribute of all polygons.
1050 p_use_smooth_mask = np.empty(mesh_poly_nbr, dtype=poly_use_smooth_dtype)
1051 me.polygons.foreach_get('use_smooth', p_use_smooth_mask)
1052 # Invert to get all flat shaded polygons.
1053 p_flat_mask = np.invert(p_use_smooth_mask, out=p_use_smooth_mask)
1054 # Convert flat shaded polygons to flat shaded loops by repeating each element by the number of sides of
1055 # that polygon.
1056 # Polygon sides can be calculated from the element-wise difference of loop starts appended by the number
1057 # of loops. Alternatively, polygon sides can be retrieved directly from the 'loop_total' attribute of
1058 # polygons, but since we already have t_ls, it tends to be quicker to calculate from t_ls when above
1059 # around 10_000 polygons.
1060 polygon_sides = np.diff(mesh_t_ls_view, append=mesh_loop_nbr)
1061 p_flat_loop_mask = np.repeat(p_flat_mask, polygon_sides)
1062 # Convert flat shaded loops to flat shaded (sharp) edge indices.
1063 # Note that if an edge is in multiple loops that are part of flat shaded faces, its edge index will end
1064 # up in sharp_edge_indices_from_polygons multiple times.
1065 sharp_edge_indices_from_polygons = mesh_t_lei_view[p_flat_loop_mask]
1067 # - Get sharp edges from edges marked as sharp
1068 e_use_sharp_mask = np.empty(mesh_edge_nbr, dtype=edge_use_sharp_dtype)
1069 me.edges.foreach_get('use_edge_sharp', e_use_sharp_mask)
1071 # - Get sharp edges from edges used by more than two loops (and therefore more than two faces)
1072 e_more_than_two_faces_mask = np.bincount(mesh_t_lei_view, minlength=mesh_edge_nbr) > 2
1074 # - Combine with edges that are sharp because they're in more than two faces
1075 e_use_sharp_mask = np.logical_or(e_use_sharp_mask, e_more_than_two_faces_mask, out=e_use_sharp_mask)
1077 # - Combine with edges that are sharp because a polygon they're in has flat shading
1078 e_use_sharp_mask[sharp_edge_indices_from_polygons] = True
1080 # - Convert sharp edges to sharp edge keys (t_pvi)
1081 ek_use_sharp_mask = e_use_sharp_mask[t_pvi_edge_indices]
1083 # - Sharp edges are indicated in FBX as zero (False), so invert
1084 t_ps = np.invert(ek_use_sharp_mask, out=ek_use_sharp_mask)
1085 del ek_use_sharp_mask
1086 del e_use_sharp_mask
1087 del sharp_edge_indices_from_polygons
1088 del p_flat_loop_mask
1089 del polygon_sides
1090 del p_flat_mask
1091 del p_use_smooth_mask
1092 del mesh_t_lei_view
1093 del mesh_t_ls_view
1094 else:
1095 t_ps = np.empty(0, dtype=ps_fbx_dtype)
1096 t_ps = t_ps.astype(ps_fbx_dtype, copy=False)
1097 lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
1098 elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
1099 elem_data_single_string(lay_smooth, b"Name", b"")
1100 elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
1101 elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
1102 elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps) # Sight, int32 for bool...
1103 del t_ps
1104 del t_ls
1105 del t_lei
1107 # Edge crease for subdivision
1108 if write_crease:
1109 ec_fbx_dtype = np.float64
1110 if t_pvi_edge_indices.size:
1111 ec_bl_dtype = np.single
1112 t_ec_raw = np.empty(len(me.edges), dtype=ec_bl_dtype)
1113 me.edges.foreach_get('crease', t_ec_raw)
1115 # Convert to t_pvi edge-keys.
1116 t_ec_ek_raw = t_ec_raw[t_pvi_edge_indices]
1118 # Blender squares those values before sending them to OpenSubdiv, when other software don't,
1119 # so we need to compensate that to get similar results through FBX...
1120 # Use the precision of the fbx dtype for the calculation since it's usually higher precision.
1121 t_ec_ek_raw = t_ec_ek_raw.astype(ec_fbx_dtype, copy=False)
1122 t_ec = np.square(t_ec_ek_raw, out=t_ec_ek_raw)
1123 del t_ec_ek_raw
1124 del t_ec_raw
1125 else:
1126 t_ec = np.empty(0, dtype=ec_fbx_dtype)
1128 lay_crease = elem_data_single_int32(geom, b"LayerElementEdgeCrease", 0)
1129 elem_data_single_int32(lay_crease, b"Version", FBX_GEOMETRY_CREASE_VERSION)
1130 elem_data_single_string(lay_crease, b"Name", b"")
1131 elem_data_single_string(lay_crease, b"MappingInformationType", b"ByEdge")
1132 elem_data_single_string(lay_crease, b"ReferenceInformationType", b"Direct")
1133 elem_data_single_float64_array(lay_crease, b"EdgeCrease", t_ec)
1134 del t_ec
1136 # And we are done with edges!
1137 del t_pvi_edge_indices
1139 # Loop normals.
1140 tspacenumber = 0
1141 if write_normals:
1142 # NOTE: this is not supported by importer currently.
1143 # XXX Official docs says normals should use IndexToDirect,
1144 # but this does not seem well supported by apps currently...
1145 me.calc_normals_split()
1147 ln_bl_dtype = np.single
1148 ln_fbx_dtype = np.float64
1149 t_ln = np.empty(len(me.loops) * 3, dtype=ln_bl_dtype)
1150 me.loops.foreach_get("normal", t_ln)
1151 t_ln = nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype)
1152 if 0:
1153 lnidx_fbx_dtype = np.int32
1154 lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
1155 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
1156 elem_data_single_string(lay_nor, b"Name", b"")
1157 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1158 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")
1160 # Tuple of unique sorted normals and then the index in the unique sorted normals of each normal in t_ln.
1161 # Since we don't care about how the normals are sorted, only that they're unique, we can use the fast unique
1162 # helper function.
1163 t_ln, t_lnidx = fast_first_axis_unique(t_ln.reshape(-1, 3), return_inverse=True)
1165 # Convert to the type for fbx
1166 t_lnidx = astype_view_signedness(t_lnidx, lnidx_fbx_dtype)
1168 elem_data_single_float64_array(lay_nor, b"Normals", t_ln)
1169 # Normal weights, no idea what it is.
1170 # t_lnw = np.zeros(len(t_ln), dtype=np.float64)
1171 # elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)
1173 elem_data_single_int32_array(lay_nor, b"NormalsIndex", t_lnidx)
1175 del t_lnidx
1176 # del t_lnw
1177 else:
1178 lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
1179 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
1180 elem_data_single_string(lay_nor, b"Name", b"")
1181 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1182 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1183 elem_data_single_float64_array(lay_nor, b"Normals", t_ln)
1184 # Normal weights, no idea what it is.
1185 # t_ln = np.zeros(len(me.loops), dtype=np.float64)
1186 # elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
1187 del t_ln
1189 # tspace
1190 if scene_data.settings.use_tspace:
1191 tspacenumber = len(me.uv_layers)
1192 if tspacenumber:
1193 # We can only compute tspace on tessellated meshes, need to check that here...
1194 lt_bl_dtype = np.uintc
1195 t_lt = np.empty(len(me.polygons), dtype=lt_bl_dtype)
1196 me.polygons.foreach_get("loop_total", t_lt)
1197 if (t_lt > 4).any():
1198 del t_lt
1199 scene_data.settings.report(
1200 {'WARNING'},
1201 tip_("Mesh '%s' has polygons with more than 4 vertices, "
1202 "cannot compute/export tangent space for it") % me.name)
1203 else:
1204 del t_lt
1205 num_loops = len(me.loops)
1206 t_ln = np.empty(num_loops * 3, dtype=ln_bl_dtype)
1207 # t_lnw = np.zeros(len(me.loops), dtype=np.float64)
1208 uv_names = [uvlayer.name for uvlayer in me.uv_layers]
1209 # Annoying, `me.calc_tangent` errors in case there is no geometry...
1210 if num_loops > 0:
1211 for name in uv_names:
1212 me.calc_tangents(uvmap=name)
1213 for idx, uvlayer in enumerate(me.uv_layers):
1214 name = uvlayer.name
1215 # Loop bitangents (aka binormals).
1216 # NOTE: this is not supported by importer currently.
1217 me.loops.foreach_get("bitangent", t_ln)
1218 lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx)
1219 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION)
1220 elem_data_single_string_unicode(lay_nor, b"Name", name)
1221 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1222 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1223 elem_data_single_float64_array(lay_nor, b"Binormals",
1224 nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype))
1225 # Binormal weights, no idea what it is.
1226 # elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)
1228 # Loop tangents.
1229 # NOTE: this is not supported by importer currently.
1230 me.loops.foreach_get("tangent", t_ln)
1231 lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx)
1232 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION)
1233 elem_data_single_string_unicode(lay_nor, b"Name", name)
1234 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1235 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1236 elem_data_single_float64_array(lay_nor, b"Tangents",
1237 nors_transformed(t_ln, geom_mat_no, ln_fbx_dtype))
1238 # Tangent weights, no idea what it is.
1239 # elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
1241 del t_ln
1242 # del t_lnw
1243 me.free_tangents()
1245 me.free_normals_split()
1247 # Write VertexColor Layers.
1248 colors_type = scene_data.settings.colors_type
1249 vcolnumber = 0 if colors_type == 'NONE' else len(me.color_attributes)
1250 if vcolnumber:
1251 color_prop_name = "color_srgb" if colors_type == 'SRGB' else "color"
1252 # ByteColorAttribute color also gets returned by the API as single precision float
1253 bl_lc_dtype = np.single
1254 fbx_lc_dtype = np.float64
1255 fbx_lcidx_dtype = np.int32
1257 color_attributes = me.color_attributes
1258 if scene_data.settings.prioritize_active_color:
1259 active_color = me.color_attributes.active_color
1260 color_attributes = sorted(color_attributes, key=lambda x: x == active_color, reverse=True)
1262 for colindex, collayer in enumerate(color_attributes):
1263 is_point = collayer.domain == "POINT"
1264 vcollen = len(me.vertices if is_point else me.loops)
1265 # Each rgba component is flattened in the array
1266 t_lc = np.empty(vcollen * 4, dtype=bl_lc_dtype)
1267 collayer.data.foreach_get(color_prop_name, t_lc)
1268 lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex)
1269 elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION)
1270 elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name)
1271 elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex")
1272 elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect")
1274 # Use the fast uniqueness helper function since we don't care about sorting.
1275 t_lc, col_indices = fast_first_axis_unique(t_lc.reshape(-1, 4), return_inverse=True)
1277 if is_point:
1278 # for "point" domain colors, we could directly emit them
1279 # with a "ByVertex" mapping type, but some software does not
1280 # properly understand that. So expand to full "ByPolygonVertex"
1281 # index map.
1282 # Ignore loops added for loose edges.
1283 col_indices = col_indices[t_lvi[:len(me.loops)]]
1285 t_lc = t_lc.astype(fbx_lc_dtype, copy=False)
1286 col_indices = astype_view_signedness(col_indices, fbx_lcidx_dtype)
1288 elem_data_single_float64_array(lay_vcol, b"Colors", t_lc)
1289 elem_data_single_int32_array(lay_vcol, b"ColorIndex", col_indices)
1291 del t_lc
1292 del col_indices
1294 # Write UV layers.
1295 # Note: LayerElementTexture is deprecated since FBX 2011 - luckily!
1296 # Textures are now only related to materials, in FBX!
1297 uvnumber = len(me.uv_layers)
1298 if uvnumber:
1299 luv_bl_dtype = np.single
1300 luv_fbx_dtype = np.float64
1301 lv_idx_fbx_dtype = np.int32
1303 t_luv = np.empty(len(me.loops) * 2, dtype=luv_bl_dtype)
1304 # Fast view for sort-based uniqueness of pairs.
1305 t_luv_fast_pair_view = fast_first_axis_flat(t_luv.reshape(-1, 2))
1306 # It must be a view of t_luv otherwise it won't update when t_luv is updated.
1307 assert(t_luv_fast_pair_view.base is t_luv)
1309 # Looks like this mapping is also expected to convey UV islands (arg..... :((((( ).
1310 # So we need to generate unique triplets (uv, vertex_idx) here, not only just based on UV values.
1311 # Ignore loops added for loose edges.
1312 t_lvidx = t_lvi[:len(me.loops)]
1314 # If we were to create a combined array of (uv, vertex_idx) elements, we could find unique triplets by sorting
1315 # that array by first sorting by the vertex_idx column and then sorting by the uv column using a stable sorting
1316 # algorithm.
1317 # This is exactly what we'll do, but without creating the combined array, because only the uv elements are
1318 # included in the export and the vertex_idx column is the same for every uv layer.
1320 # Because the vertex_idx column is the same for every uv layer, the vertex_idx column can be sorted in advance.
1321 # argsort gets the indices that sort the array, which are needed to be able to sort the array of uv pairs in the
1322 # same way to create the indices that recreate the full uvs from the unique uvs.
1323 # Loops and vertices tend to naturally have a partial ordering, which makes sorting with kind='stable' (radix
1324 # sort) faster than the default of kind='quicksort' (introsort) in most cases.
1325 perm_vidx = t_lvidx.argsort(kind='stable')
1327 # Mask and uv indices arrays will be modified and re-used by each uv layer.
1328 unique_mask = np.empty(len(me.loops), dtype=np.bool_)
1329 unique_mask[:1] = True
1330 uv_indices = np.empty(len(me.loops), dtype=lv_idx_fbx_dtype)
1332 for uvindex, uvlayer in enumerate(me.uv_layers):
1333 lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex)
1334 elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION)
1335 elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name)
1336 elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex")
1337 elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect")
1339 uvlayer.data.foreach_get("uv", t_luv)
1341 # t_luv_fast_pair_view is a view in a dtype that compares elements by individual bytes, but float types have
1342 # separate byte representations of positive and negative zero. For uniqueness, these should be considered
1343 # the same, so replace all -0.0 with 0.0 in advance.
1344 t_luv[t_luv == -0.0] = 0.0
1346 # These steps to create unique_uv_pairs are the same as how np.unique would find unique values by sorting a
1347 # structured array where each element is a triplet of (uv, vertex_idx), except uv and vertex_idx are
1348 # separate arrays here and vertex_idx has already been sorted in advance.
1350 # Sort according to the vertex_idx column, using the precalculated indices that sort it.
1351 sorted_t_luv_fast = t_luv_fast_pair_view[perm_vidx]
1353 # Get the indices that would sort the sorted uv pairs. Stable sorting must be used to maintain the sorting
1354 # of the vertex indices.
1355 perm_uv_pairs = sorted_t_luv_fast.argsort(kind='stable')
1356 # Use the indices to sort both the uv pairs and the vertex_idx columns.
1357 perm_combined = perm_vidx[perm_uv_pairs]
1358 sorted_vidx = t_lvidx[perm_combined]
1359 sorted_t_luv_fast = sorted_t_luv_fast[perm_uv_pairs]
1361 # Create a mask where either the uv pair doesn't equal the previous value in the array, or the vertex index
1362 # doesn't equal the previous value, these will be the unique uv-vidx triplets.
1363 # For an imaginary triplet array:
1364 # ...
1365 # [(0.4, 0.2), 0]
1366 # [(0.4, 0.2), 1] -> Unique because vertex index different from previous
1367 # [(0.4, 0.2), 2] -> Unique because vertex index different from previous
1368 # [(0.7, 0.6), 2] -> Unique because uv different from previous
1369 # [(0.7, 0.6), 2]
1370 # ...
1371 # Output the result into unique_mask.
1372 np.logical_or(sorted_t_luv_fast[1:] != sorted_t_luv_fast[:-1], sorted_vidx[1:] != sorted_vidx[:-1],
1373 out=unique_mask[1:])
1375 # Get each uv pair marked as unique by the unique_mask and then view as the original dtype.
1376 unique_uvs = sorted_t_luv_fast[unique_mask].view(luv_bl_dtype)
1378 # NaN values are considered invalid and indicate a bug somewhere else in Blender or in an addon, we want
1379 # these bugs to be reported instead of hiding them by allowing the export to continue.
1380 if np.isnan(unique_uvs).any():
1381 raise RuntimeError("UV layer %s on %r has invalid UVs containing NaN values" % (uvlayer.name, me))
1383 # Convert to the type needed for fbx
1384 unique_uvs = unique_uvs.astype(luv_fbx_dtype, copy=False)
1386 # Set the indices of pairs in unique_uvs that reconstruct the pairs in t_luv into uv_indices.
1387 # uv_indices will then be the same as an inverse array returned by np.unique with return_inverse=True.
1388 uv_indices[perm_combined] = np.cumsum(unique_mask, dtype=uv_indices.dtype) - 1
1390 elem_data_single_float64_array(lay_uv, b"UV", unique_uvs)
1391 elem_data_single_int32_array(lay_uv, b"UVIndex", uv_indices)
1392 del unique_uvs
1393 del sorted_t_luv_fast
1394 del sorted_vidx
1395 del perm_uv_pairs
1396 del perm_combined
1397 del uv_indices
1398 del unique_mask
1399 del perm_vidx
1400 del t_lvidx
1401 del t_luv
1402 del t_luv_fast_pair_view
1403 del t_lvi
1405 # Face's materials.
1406 me_fbxmaterials_idx = scene_data.mesh_material_indices.get(me)
1407 if me_fbxmaterials_idx is not None:
1408 # We cannot use me.materials here, as this array is filled with None in case materials are linked to object...
1409 me_blmaterials = me_obj.materials
1410 if me_fbxmaterials_idx and me_blmaterials:
1411 lay_ma = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
1412 elem_data_single_int32(lay_ma, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
1413 elem_data_single_string(lay_ma, b"Name", b"")
1414 nbr_mats = len(me_fbxmaterials_idx)
1415 if nbr_mats > 1:
1416 bl_pm_dtype = np.uintc
1417 fbx_pm_dtype = np.int32
1418 t_pm = np.empty(len(me.polygons), dtype=bl_pm_dtype)
1419 me.polygons.foreach_get("material_index", t_pm)
1421 # We have to validate mat indices, and map them to FBX indices.
1422 # Note a mat might not be in me_fbxmaterials_idx (e.g. node mats are ignored).
1424 # The first valid material will be used for materials out of bounds of me_blmaterials or materials not
1425 # in me_fbxmaterials_idx.
1426 def_me_blmaterial_idx, def_ma = next(
1427 (i, me_fbxmaterials_idx[m]) for i, m in enumerate(me_blmaterials) if m in me_fbxmaterials_idx)
1429 # Set material indices that are out of bounds to the default material index
1430 mat_idx_limit = len(me_blmaterials)
1431 t_pm[t_pm >= mat_idx_limit] = def_me_blmaterial_idx
1433 # Map to FBX indices. Materials not in me_fbxmaterials_idx will be set to the default material index.
1434 blmat_fbx_idx = np.fromiter((me_fbxmaterials_idx.get(m, def_ma) for m in me_blmaterials),
1435 dtype=fbx_pm_dtype)
1436 t_pm = blmat_fbx_idx[t_pm]
1438 elem_data_single_string(lay_ma, b"MappingInformationType", b"ByPolygon")
1439 # XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one
1440 # value per polygon...
1441 # But looks like FBX expects it to be IndexToDirect here (maybe because materials are already
1442 # indices??? *sigh*).
1443 elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
1444 elem_data_single_int32_array(lay_ma, b"Materials", t_pm)
1445 del t_pm
1446 else:
1447 elem_data_single_string(lay_ma, b"MappingInformationType", b"AllSame")
1448 elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
1449 elem_data_single_int32_array(lay_ma, b"Materials", [0])
1451 # And the "layer TOC"...
1453 layer = elem_data_single_int32(geom, b"Layer", 0)
1454 elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
1455 if write_normals:
1456 lay_nor = elem_empty(layer, b"LayerElement")
1457 elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal")
1458 elem_data_single_int32(lay_nor, b"TypedIndex", 0)
1459 if tspacenumber:
1460 lay_binor = elem_empty(layer, b"LayerElement")
1461 elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
1462 elem_data_single_int32(lay_binor, b"TypedIndex", 0)
1463 lay_tan = elem_empty(layer, b"LayerElement")
1464 elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
1465 elem_data_single_int32(lay_tan, b"TypedIndex", 0)
1466 if smooth_type in {'FACE', 'EDGE'}:
1467 lay_smooth = elem_empty(layer, b"LayerElement")
1468 elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing")
1469 elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
1470 if write_crease:
1471 lay_smooth = elem_empty(layer, b"LayerElement")
1472 elem_data_single_string(lay_smooth, b"Type", b"LayerElementEdgeCrease")
1473 elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
1474 if vcolnumber:
1475 lay_vcol = elem_empty(layer, b"LayerElement")
1476 elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
1477 elem_data_single_int32(lay_vcol, b"TypedIndex", 0)
1478 if uvnumber:
1479 lay_uv = elem_empty(layer, b"LayerElement")
1480 elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
1481 elem_data_single_int32(lay_uv, b"TypedIndex", 0)
1482 if me_fbxmaterials_idx is not None:
1483 lay_ma = elem_empty(layer, b"LayerElement")
1484 elem_data_single_string(lay_ma, b"Type", b"LayerElementMaterial")
1485 elem_data_single_int32(lay_ma, b"TypedIndex", 0)
1487 # Add other uv and/or vcol layers...
1488 for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber),
1489 fillvalue=0):
1490 layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx))
1491 elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
1492 if vcolidx:
1493 lay_vcol = elem_empty(layer, b"LayerElement")
1494 elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
1495 elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx)
1496 if uvidx:
1497 lay_uv = elem_empty(layer, b"LayerElement")
1498 elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
1499 elem_data_single_int32(lay_uv, b"TypedIndex", uvidx)
1500 if tspaceidx:
1501 lay_binor = elem_empty(layer, b"LayerElement")
1502 elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
1503 elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx)
1504 lay_tan = elem_empty(layer, b"LayerElement")
1505 elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
1506 elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx)
1508 # Shape keys...
1509 fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, tmpl, props)
1511 elem_props_template_finalize(tmpl, props)
1512 done_meshes.add(me_key)
1515 def fbx_data_material_elements(root, ma, scene_data):
1517 Write the Material data block.
1520 ambient_color = (0.0, 0.0, 0.0)
1521 if scene_data.data_world:
1522 ambient_color = next(iter(scene_data.data_world.keys())).color
1524 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
1525 ma_key, _objs = scene_data.data_materials[ma]
1526 ma_type = b"Phong"
1528 fbx_ma = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(ma_key))
1529 fbx_ma.add_string(fbx_name_class(ma.name.encode(), b"Material"))
1530 fbx_ma.add_string(b"")
1532 elem_data_single_int32(fbx_ma, b"Version", FBX_MATERIAL_VERSION)
1533 # those are not yet properties, it seems...
1534 elem_data_single_string(fbx_ma, b"ShadingModel", ma_type)
1535 elem_data_single_int32(fbx_ma, b"MultiLayer", 0) # Should be bool...
1537 tmpl = elem_props_template_init(scene_data.templates, b"Material")
1538 props = elem_properties(fbx_ma)
1540 elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", ma_type.decode())
1541 elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", ma_wrap.base_color)
1542 # Not in Principled BSDF, so assuming always 1
1543 elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", 1.0)
1544 # Principled BSDF only has an emissive color, so we assume factor to be always 1.0.
1545 elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", ma_wrap.emission_color)
1546 elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", ma_wrap.emission_strength)
1547 # Not in Principled BSDF, so assuming always 0
1548 elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
1549 elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", 0.0)
1550 # Sweetness... Looks like we are not the only ones to not know exactly how FBX is supposed to work (see T59850).
1551 # According to one of its developers, Unity uses that formula to extract alpha value:
1553 # alpha = 1 - TransparencyFactor
1554 # if (alpha == 1 or alpha == 0):
1555 # alpha = 1 - TransparentColor.r
1557 # Until further info, let's assume this is correct way to do, hence the following code for TransparentColor.
1558 if ma_wrap.alpha < 1.0e-5 or ma_wrap.alpha > (1.0 - 1.0e-5):
1559 elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", (1.0 - ma_wrap.alpha,) * 3)
1560 else:
1561 elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", ma_wrap.base_color)
1562 elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor", 1.0 - ma_wrap.alpha)
1563 elem_props_template_set(tmpl, props, "p_number", b"Opacity", ma_wrap.alpha)
1564 elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
1565 elem_props_template_set(tmpl, props, "p_double", b"BumpFactor", ma_wrap.normalmap_strength)
1566 # Not sure about those...
1568 b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
1569 b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
1570 b"DisplacementFactor": (0.0, "p_double"),
1572 # TODO: use specular tint?
1573 elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", ma_wrap.base_color)
1574 elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", ma_wrap.specular / 2.0)
1575 # See Material template about those two!
1576 # XXX Totally empirical conversion, trying to adapt it
1577 # (from 0.0 - 100.0 FBX shininess range to 1.0 - 0.0 Principled BSDF range)...
1578 shininess = (1.0 - ma_wrap.roughness) * 10
1579 shininess *= shininess
1580 elem_props_template_set(tmpl, props, "p_number", b"Shininess", shininess)
1581 elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", shininess)
1582 elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", ma_wrap.base_color)
1583 elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor", ma_wrap.metallic)
1585 elem_props_template_finalize(tmpl, props)
1587 # Custom properties.
1588 if scene_data.settings.use_custom_props:
1589 fbx_data_element_custom_properties(props, ma)
1592 def _gen_vid_path(img, scene_data):
1593 msetts = scene_data.settings.media_settings
1594 fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode,
1595 msetts.subdir, msetts.copy_set, img.library)
1596 fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel)))
1597 return fname_abs, fname_rel
1600 def fbx_data_texture_file_elements(root, blender_tex_key, scene_data):
1602 Write the (file) Texture data block.
1604 # XXX All this is very fuzzy to me currently...
1605 # Textures do not seem to use properties as much as they could.
1606 # For now assuming most logical and simple stuff.
1608 ma, sock_name = blender_tex_key
1609 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
1610 tex_key, _fbx_prop = scene_data.data_textures[blender_tex_key]
1611 tex = getattr(ma_wrap, sock_name)
1612 img = tex.image
1613 fname_abs, fname_rel = _gen_vid_path(img, scene_data)
1615 fbx_tex = elem_data_single_int64(root, b"Texture", get_fbx_uuid_from_key(tex_key))
1616 fbx_tex.add_string(fbx_name_class(sock_name.encode(), b"Texture"))
1617 fbx_tex.add_string(b"")
1619 elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip")
1620 elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION)
1621 elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(sock_name.encode(), b"Texture"))
1622 elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video"))
1623 elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs)
1624 elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)
1626 alpha_source = 0 # None
1627 if img.alpha_mode != 'NONE':
1628 # ~ if tex.texture.use_calculate_alpha:
1629 # ~ alpha_source = 1 # RGBIntensity as alpha.
1630 # ~ else:
1631 # ~ alpha_source = 2 # Black, i.e. alpha channel.
1632 alpha_source = 2 # Black, i.e. alpha channel.
1633 # BlendMode not useful for now, only affects layered textures afaics.
1634 mapping = 0 # UV.
1635 uvset = None
1636 if tex.texcoords == 'ORCO': # XXX Others?
1637 if tex.projection == 'FLAT':
1638 mapping = 1 # Planar
1639 elif tex.projection == 'CUBE':
1640 mapping = 4 # Box
1641 elif tex.projection == 'TUBE':
1642 mapping = 3 # Cylindrical
1643 elif tex.projection == 'SPHERE':
1644 mapping = 2 # Spherical
1645 elif tex.texcoords == 'UV':
1646 mapping = 0 # UV
1647 # Yuck, UVs are linked by mere names it seems... :/
1648 # XXX TODO how to get that now???
1649 # uvset = tex.uv_layer
1650 wrap_mode = 1 # Clamp
1651 if tex.extension == 'REPEAT':
1652 wrap_mode = 0 # Repeat
1654 tmpl = elem_props_template_init(scene_data.templates, b"TextureFile")
1655 props = elem_properties(fbx_tex)
1656 elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source)
1657 elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
1658 img.alpha_mode in {'STRAIGHT'}) # Or is it PREMUL?
1659 elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
1660 if uvset is not None:
1661 elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset)
1662 elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
1663 elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
1664 elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.translation)
1665 elem_props_template_set(tmpl, props, "p_vector_3d", b"Rotation", (-r for r in tex.rotation))
1666 elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", (((1.0 / s) if s != 0.0 else 1.0) for s in tex.scale))
1667 # UseMaterial should always be ON imho.
1668 elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True)
1669 elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", False)
1670 elem_props_template_finalize(tmpl, props)
1672 # No custom properties, since that's not a data-block anymore.
1675 def fbx_data_video_elements(root, vid, scene_data):
1677 Write the actual image data block.
1679 msetts = scene_data.settings.media_settings
1681 vid_key, _texs = scene_data.data_videos[vid]
1682 fname_abs, fname_rel = _gen_vid_path(vid, scene_data)
1684 fbx_vid = elem_data_single_int64(root, b"Video", get_fbx_uuid_from_key(vid_key))
1685 fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video"))
1686 fbx_vid.add_string(b"Clip")
1688 elem_data_single_string(fbx_vid, b"Type", b"Clip")
1689 # XXX No Version???
1691 tmpl = elem_props_template_init(scene_data.templates, b"Video")
1692 props = elem_properties(fbx_vid)
1693 elem_props_template_set(tmpl, props, "p_string_url", b"Path", fname_abs)
1694 elem_props_template_finalize(tmpl, props)
1696 elem_data_single_int32(fbx_vid, b"UseMipMap", 0)
1697 elem_data_single_string_unicode(fbx_vid, b"Filename", fname_abs)
1698 elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel)
1700 if scene_data.settings.media_settings.embed_textures:
1701 if vid.packed_file is not None:
1702 # We only ever embed a given file once!
1703 if fname_abs not in msetts.embedded_set:
1704 elem_data_single_bytes(fbx_vid, b"Content", vid.packed_file.data)
1705 msetts.embedded_set.add(fname_abs)
1706 else:
1707 filepath = bpy.path.abspath(vid.filepath)
1708 # We only ever embed a given file once!
1709 if filepath not in msetts.embedded_set:
1710 try:
1711 with open(filepath, 'br') as f:
1712 elem_data_single_bytes(fbx_vid, b"Content", f.read())
1713 except Exception as e:
1714 print("WARNING: embedding file {} failed ({})".format(filepath, e))
1715 elem_data_single_bytes(fbx_vid, b"Content", b"")
1716 msetts.embedded_set.add(filepath)
1717 # Looks like we'd rather not write any 'Content' element in this case (see T44442).
1718 # Sounds suspect, but let's try it!
1719 #~ else:
1720 #~ elem_data_single_bytes(fbx_vid, b"Content", b"")
1723 def fbx_data_armature_elements(root, arm_obj, scene_data):
1725 Write:
1726 * Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!).
1727 * Deformers (i.e. Skin), bind between an armature and a mesh.
1728 ** SubDeformers (i.e. Cluster), one per bone/vgroup pair.
1729 * BindPose.
1730 Note armature itself has no data, it is a mere "Null" Model...
1732 mat_world_arm = arm_obj.fbx_object_matrix(scene_data, global_space=True)
1733 bones = tuple(bo_obj for bo_obj in arm_obj.bones if bo_obj in scene_data.objects)
1735 bone_radius_scale = 33.0
1737 # Bones "data".
1738 for bo_obj in bones:
1739 bo = bo_obj.bdata
1740 bo_data_key = scene_data.data_bones[bo_obj]
1741 fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(bo_data_key))
1742 fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute"))
1743 fbx_bo.add_string(b"LimbNode")
1744 elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
1746 tmpl = elem_props_template_init(scene_data.templates, b"Bone")
1747 props = elem_properties(fbx_bo)
1748 elem_props_template_set(tmpl, props, "p_double", b"Size", bo.head_radius * bone_radius_scale)
1749 elem_props_template_finalize(tmpl, props)
1751 # Custom properties.
1752 if scene_data.settings.use_custom_props:
1753 fbx_data_element_custom_properties(props, bo)
1755 # Store Blender bone length - XXX Not much useful actually :/
1756 # (LimbLength can't be used because it is a scale factor 0-1 for the parent-child distance:
1757 # http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/class_fbx_skeleton.html#a9bbe2a70f4ed82cd162620259e649f0f )
1758 # elem_props_set(props, "p_double", "BlenderBoneLength".encode(), (bo.tail_local - bo.head_local).length, custom=True)
1760 # Skin deformers and BindPoses.
1761 # Note: we might also use Deformers for our "parent to vertex" stuff???
1762 deformer = scene_data.data_deformers_skin.get(arm_obj, None)
1763 if deformer is not None:
1764 for me, (skin_key, ob_obj, clusters) in deformer.items():
1765 # BindPose.
1766 mat_world_obj, mat_world_bones = fbx_data_bindpose_element(root, ob_obj, me, scene_data,
1767 arm_obj, mat_world_arm, bones)
1769 # Deformer.
1770 fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(skin_key))
1771 fbx_skin.add_string(fbx_name_class(arm_obj.name.encode(), b"Deformer"))
1772 fbx_skin.add_string(b"Skin")
1774 elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
1775 elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
1777 # Pre-process vertex weights (also to check vertices assigned to more than four bones).
1778 ob = ob_obj.bdata
1779 bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
1780 for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
1781 valid_idxs = set(bo_vg_idx.values())
1782 vgroups = {vg.index: {} for vg in ob.vertex_groups}
1783 verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs),
1784 key=lambda e: e[1], reverse=True)
1785 for v in me.vertices)
1786 for idx, vgs in enumerate(verts_vgroups):
1787 for vg_idx, w in vgs:
1788 vgroups[vg_idx][idx] = w
1790 for bo_obj, clstr_key in clusters.items():
1791 bo = bo_obj.bdata
1792 # Find which vertices are affected by this bone/vgroup pair, and matching weights.
1793 # Note we still write a cluster for bones not affecting the mesh, to get 'rest pose' data
1794 # (the TransformBlah matrices).
1795 vg_idx = bo_vg_idx.get(bo.name, None)
1796 indices, weights = ((), ()) if vg_idx is None or not vgroups[vg_idx] else zip(*vgroups[vg_idx].items())
1798 # Create the cluster.
1799 fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(clstr_key))
1800 fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer"))
1801 fbx_clstr.add_string(b"Cluster")
1803 elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION)
1804 # No idea what that user data might be...
1805 fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"")
1806 fbx_userdata.add_string(b"")
1807 if indices:
1808 elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
1809 elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
1810 # Transform, TransformLink and TransformAssociateModel matrices...
1811 # They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though.
1812 # WARNING! Even though official FBX API presents Transform in global space,
1813 # **it is stored in bone space in FBX data!** See:
1814 # http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-
1815 # by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
1816 elem_data_single_float64_array(fbx_clstr, b"Transform",
1817 matrix4_to_array(mat_world_bones[bo_obj].inverted_safe() @ mat_world_obj))
1818 elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
1819 elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
1822 def fbx_data_leaf_bone_elements(root, scene_data):
1823 # Write a dummy leaf bone that is used by applications to show the length of the last bone in a chain
1824 for (node_name, _par_uuid, node_uuid, attr_uuid, matrix, hide, size) in scene_data.data_leaf_bones:
1825 # Bone 'data'...
1826 fbx_bo = elem_data_single_int64(root, b"NodeAttribute", attr_uuid)
1827 fbx_bo.add_string(fbx_name_class(node_name.encode(), b"NodeAttribute"))
1828 fbx_bo.add_string(b"LimbNode")
1829 elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
1831 tmpl = elem_props_template_init(scene_data.templates, b"Bone")
1832 props = elem_properties(fbx_bo)
1833 elem_props_template_set(tmpl, props, "p_double", b"Size", size)
1834 elem_props_template_finalize(tmpl, props)
1836 # And bone object.
1837 model = elem_data_single_int64(root, b"Model", node_uuid)
1838 model.add_string(fbx_name_class(node_name.encode(), b"Model"))
1839 model.add_string(b"LimbNode")
1841 elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
1843 # Object transform info.
1844 loc, rot, scale = matrix.decompose()
1845 rot = rot.to_euler('XYZ')
1846 rot = tuple(convert_rad_to_deg_iter(rot))
1848 tmpl = elem_props_template_init(scene_data.templates, b"Model")
1849 # For now add only loc/rot/scale...
1850 props = elem_properties(model)
1851 # Generated leaf bones are obviously never animated!
1852 elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc)
1853 elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot)
1854 elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)
1855 elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not hide))
1857 # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
1858 # invalid -1 value...
1859 elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
1861 elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
1863 # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
1864 # object type, etc.
1865 elem_data_single_int32(model, b"MultiLayer", 0)
1866 elem_data_single_int32(model, b"MultiTake", 0)
1867 elem_data_single_bool(model, b"Shading", True)
1868 elem_data_single_string(model, b"Culling", b"CullingOff")
1870 elem_props_template_finalize(tmpl, props)
1873 def fbx_data_object_elements(root, ob_obj, scene_data):
1875 Write the Object (Model) data blocks.
1876 Note this "Model" can also be bone or dupli!
1878 obj_type = b"Null" # default, sort of empty...
1879 if ob_obj.is_bone:
1880 obj_type = b"LimbNode"
1881 elif (ob_obj.type == 'ARMATURE'):
1882 if scene_data.settings.armature_nodetype == 'ROOT':
1883 obj_type = b"Root"
1884 elif scene_data.settings.armature_nodetype == 'LIMBNODE':
1885 obj_type = b"LimbNode"
1886 else: # Default, preferred option...
1887 obj_type = b"Null"
1888 elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
1889 obj_type = b"Mesh"
1890 elif (ob_obj.type == 'LIGHT'):
1891 obj_type = b"Light"
1892 elif (ob_obj.type == 'CAMERA'):
1893 obj_type = b"Camera"
1894 model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid)
1895 model.add_string(fbx_name_class(ob_obj.name.encode(), b"Model"))
1896 model.add_string(obj_type)
1898 elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
1900 # Object transform info.
1901 loc, rot, scale, matrix, matrix_rot = ob_obj.fbx_object_tx(scene_data)
1902 rot = tuple(convert_rad_to_deg_iter(rot))
1904 tmpl = elem_props_template_init(scene_data.templates, b"Model")
1905 # For now add only loc/rot/scale...
1906 props = elem_properties(model)
1907 elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc,
1908 animatable=True, animated=((ob_obj.key, "Lcl Translation") in scene_data.animated))
1909 elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot,
1910 animatable=True, animated=((ob_obj.key, "Lcl Rotation") in scene_data.animated))
1911 elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale,
1912 animatable=True, animated=((ob_obj.key, "Lcl Scaling") in scene_data.animated))
1913 elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide))
1915 # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
1916 # invalid -1 value...
1917 elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
1919 elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
1921 # Custom properties.
1922 if scene_data.settings.use_custom_props:
1923 # Here we want customprops from the 'pose' bone, not the 'edit' bone...
1924 bdata = ob_obj.bdata_pose_bone if ob_obj.is_bone else ob_obj.bdata
1925 fbx_data_element_custom_properties(props, bdata)
1927 # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
1928 # object type, etc.
1929 elem_data_single_int32(model, b"MultiLayer", 0)
1930 elem_data_single_int32(model, b"MultiTake", 0)
1931 elem_data_single_bool(model, b"Shading", True)
1932 elem_data_single_string(model, b"Culling", b"CullingOff")
1934 if obj_type == b"Camera":
1935 # Why, oh why are FBX cameras such a mess???
1936 # And WHY add camera data HERE??? Not even sure this is needed...
1937 render = scene_data.scene.render
1938 width = render.resolution_x * 1.0
1939 height = render.resolution_y * 1.0
1940 elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0) # Don't know what it means
1941 elem_props_template_set(tmpl, props, "p_double", b"AspectW", width)
1942 elem_props_template_set(tmpl, props, "p_double", b"AspectH", height)
1943 elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True)
1944 elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0) # Don't know what it means
1945 elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True)
1947 elem_props_template_finalize(tmpl, props)
1950 def fbx_data_animation_elements(root, scene_data):
1952 Write animation data.
1954 animations = scene_data.animations
1955 if not animations:
1956 return
1957 scene = scene_data.scene
1959 fps = scene.render.fps / scene.render.fps_base
1961 def keys_to_ktimes(keys):
1962 return (int(v) for v in convert_sec_to_ktime_iter((f / fps for f, _v in keys)))
1964 # Animation stacks.
1965 for astack_key, alayers, alayer_key, name, f_start, f_end in animations:
1966 astack = elem_data_single_int64(root, b"AnimationStack", get_fbx_uuid_from_key(astack_key))
1967 astack.add_string(fbx_name_class(name, b"AnimStack"))
1968 astack.add_string(b"")
1970 astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack")
1971 astack_props = elem_properties(astack)
1972 r = scene_data.scene.render
1973 fps = r.fps / r.fps_base
1974 start = int(convert_sec_to_ktime(f_start / fps))
1975 end = int(convert_sec_to_ktime(f_end / fps))
1976 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start)
1977 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end)
1978 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start)
1979 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end)
1980 elem_props_template_finalize(astack_tmpl, astack_props)
1982 # For now, only one layer for all animations.
1983 alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
1984 alayer.add_string(fbx_name_class(name, b"AnimLayer"))
1985 alayer.add_string(b"")
1987 for ob_obj, (alayer_key, acurvenodes) in alayers.items():
1988 # Animation layer.
1989 # alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
1990 # alayer.add_string(fbx_name_class(ob_obj.name.encode(), b"AnimLayer"))
1991 # alayer.add_string(b"")
1993 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
1994 # Animation curve node.
1995 acurvenode = elem_data_single_int64(root, b"AnimationCurveNode", get_fbx_uuid_from_key(acurvenode_key))
1996 acurvenode.add_string(fbx_name_class(acurvenode_name.encode(), b"AnimCurveNode"))
1997 acurvenode.add_string(b"")
1999 acn_tmpl = elem_props_template_init(scene_data.templates, b"AnimationCurveNode")
2000 acn_props = elem_properties(acurvenode)
2002 for fbx_item, (acurve_key, def_value, keys, _acurve_valid) in acurves.items():
2003 elem_props_template_set(acn_tmpl, acn_props, "p_number", fbx_item.encode(),
2004 def_value, animatable=True)
2006 # Only create Animation curve if needed!
2007 if keys:
2008 acurve = elem_data_single_int64(root, b"AnimationCurve", get_fbx_uuid_from_key(acurve_key))
2009 acurve.add_string(fbx_name_class(b"", b"AnimCurve"))
2010 acurve.add_string(b"")
2012 # key attributes...
2013 nbr_keys = len(keys)
2014 # flags...
2015 keyattr_flags = (
2016 1 << 2 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
2017 1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
2018 1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent,
2019 1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive.
2022 # Maybe values controlling TCB & co???
2023 keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)
2025 # And now, the *real* data!
2026 elem_data_single_float64(acurve, b"Default", def_value)
2027 elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION)
2028 elem_data_single_int64_array(acurve, b"KeyTime", keys_to_ktimes(keys))
2029 elem_data_single_float32_array(acurve, b"KeyValueFloat", (v for _f, v in keys))
2030 elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags)
2031 elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat)
2032 elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,))
2034 elem_props_template_finalize(acn_tmpl, acn_props)
2037 # ##### Top-level FBX data container. #####
2039 # Mapping Blender -> FBX (principled_socket_name, fbx_name).
2040 PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = (
2041 # ("diffuse", "diffuse", b"DiffuseFactor"),
2042 ("base_color_texture", b"DiffuseColor"),
2043 ("alpha_texture", b"TransparencyFactor"), # Will be inverted in fact, not much we can do really...
2044 # ("base_color_texture", b"TransparentColor"), # Uses diffuse color in Blender!
2045 ("emission_strength_texture", b"EmissiveFactor"),
2046 ("emission_color_texture", b"EmissiveColor"),
2047 # ("ambient", "ambient", b"AmbientFactor"),
2048 # ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...
2049 ("normalmap_texture", b"NormalMap"),
2050 # Note: unsure about those... :/
2051 # ("", "", b"Bump"),
2052 # ("", "", b"BumpFactor"),
2053 # ("", "", b"DisplacementColor"),
2054 # ("", "", b"DisplacementFactor"),
2055 ("specular_texture", b"SpecularFactor"),
2056 # ("base_color", b"SpecularColor"), # TODO: use tint?
2057 # See Material template about those two!
2058 ("roughness_texture", b"Shininess"),
2059 ("roughness_texture", b"ShininessExponent"),
2060 # ("mirror", "mirror", b"ReflectionColor"),
2061 ("metallic_texture", b"ReflectionFactor"),
2065 def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
2066 data_bones, data_deformers_skin, data_empties, arm_parents):
2068 Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh,
2069 create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster).
2070 Also supports "parent to bone" (simple parent to Model/LimbNode).
2071 arm_parents is a set of tuples (armature, object) for all successful armature bindings.
2073 # We need some data for our armature 'object' too!!!
2074 data_empties[arm_obj] = get_blender_empty_key(arm_obj.bdata)
2076 arm_data = arm_obj.bdata.data
2077 bones = {}
2078 for bo in arm_obj.bones:
2079 if settings.use_armature_deform_only:
2080 if bo.bdata.use_deform:
2081 bones[bo] = True
2082 bo_par = bo.parent
2083 while bo_par.is_bone:
2084 bones[bo_par] = True
2085 bo_par = bo_par.parent
2086 elif bo not in bones: # Do not override if already set in the loop above!
2087 bones[bo] = False
2088 else:
2089 bones[bo] = True
2091 bones = {bo: None for bo, use in bones.items() if use}
2093 if not bones:
2094 return
2096 data_bones.update((bo, get_blender_bone_key(arm_obj.bdata, bo.bdata)) for bo in bones)
2098 for ob_obj in objects:
2099 if not ob_obj.is_deformed_by_armature(arm_obj):
2100 continue
2102 # Always handled by an Armature modifier...
2103 found = False
2104 for mod in ob_obj.bdata.modifiers:
2105 if mod.type not in {'ARMATURE'} or not mod.object:
2106 continue
2107 # We only support vertex groups binding method, not bone envelopes one!
2108 if mod.object == arm_obj.bdata and mod.use_vertex_groups:
2109 found = True
2110 break
2112 if not found:
2113 continue
2115 # Now we have a mesh using this armature.
2116 # Note: bindpose have no relations at all (no connections), so no need for any preprocess for them.
2117 # Create skin & clusters relations (note skins are connected to geometry, *not* model!).
2118 _key, me, _free = data_meshes[ob_obj]
2119 clusters = {bo: get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata) for bo in bones}
2120 data_deformers_skin.setdefault(arm_obj, {})[me] = (get_blender_armature_skin_key(arm_obj.bdata, me),
2121 ob_obj, clusters)
2123 # We don't want a regular parent relationship for those in FBX...
2124 arm_parents.add((arm_obj, ob_obj))
2125 # Needed to handle matrices/spaces (since we do not parent them to 'armature' in FBX :/ ).
2126 ob_obj.parented_to_armature = True
2128 objects.update(bones)
2131 def fbx_generate_leaf_bones(settings, data_bones):
2132 # find which bons have no children
2133 child_count = {bo: 0 for bo in data_bones.keys()}
2134 for bo in data_bones.keys():
2135 if bo.parent and bo.parent.is_bone:
2136 child_count[bo.parent] += 1
2138 bone_radius_scale = settings.global_scale * 33.0
2140 # generate bone data
2141 leaf_parents = [bo for bo, count in child_count.items() if count == 0]
2142 leaf_bones = []
2143 for parent in leaf_parents:
2144 node_name = parent.name + "_end"
2145 parent_uuid = parent.fbx_uuid
2146 parent_key = parent.key
2147 node_uuid = get_fbx_uuid_from_key(parent_key + "_end_node")
2148 attr_uuid = get_fbx_uuid_from_key(parent_key + "_end_nodeattr")
2150 hide = parent.hide
2151 size = parent.bdata.head_radius * bone_radius_scale
2152 bone_length = (parent.bdata.tail_local - parent.bdata.head_local).length
2153 matrix = Matrix.Translation((0, bone_length, 0))
2154 if settings.bone_correction_matrix_inv:
2155 matrix = settings.bone_correction_matrix_inv @ matrix
2156 if settings.bone_correction_matrix:
2157 matrix = matrix @ settings.bone_correction_matrix
2158 leaf_bones.append((node_name, parent_uuid, node_uuid, attr_uuid, matrix, hide, size))
2160 return leaf_bones
2163 def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=None, force_keep=False):
2165 Generate animation data (a single AnimStack) from objects, for a given frame range.
2167 bake_step = scene_data.settings.bake_anim_step
2168 simplify_fac = scene_data.settings.bake_anim_simplify_factor
2169 scene = scene_data.scene
2170 depsgraph = scene_data.depsgraph
2171 force_keying = scene_data.settings.bake_anim_use_all_bones
2172 force_sek = scene_data.settings.bake_anim_force_startend_keying
2173 gscale = scene_data.settings.global_scale
2175 if objects is not None:
2176 # Add bones and duplis!
2177 for ob_obj in tuple(objects):
2178 if not ob_obj.is_object:
2179 continue
2180 if ob_obj.type == 'ARMATURE':
2181 objects |= {bo_obj for bo_obj in ob_obj.bones if bo_obj in scene_data.objects}
2182 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
2183 if dp_obj in scene_data.objects:
2184 objects.add(dp_obj)
2185 else:
2186 objects = scene_data.objects
2188 back_currframe = scene.frame_current
2189 animdata_ob = {}
2190 p_rots = {}
2192 for ob_obj in objects:
2193 if ob_obj.parented_to_armature:
2194 continue
2195 ACNW = AnimationCurveNodeWrapper
2196 loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data)
2197 rot_deg = tuple(convert_rad_to_deg_iter(rot))
2198 force_key = (simplify_fac == 0.0) or (ob_obj.is_bone and force_keying)
2199 animdata_ob[ob_obj] = (ACNW(ob_obj.key, 'LCL_TRANSLATION', force_key, force_sek, loc),
2200 ACNW(ob_obj.key, 'LCL_ROTATION', force_key, force_sek, rot_deg),
2201 ACNW(ob_obj.key, 'LCL_SCALING', force_key, force_sek, scale))
2202 p_rots[ob_obj] = rot
2204 force_key = (simplify_fac == 0.0)
2205 animdata_shapes = {}
2207 for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items():
2208 # Ignore absolute shape keys for now!
2209 if not me.shape_keys.use_relative:
2210 continue
2211 for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items():
2212 acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', force_key, force_sek, (0.0,))
2213 # Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/
2214 acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
2215 animdata_shapes[channel_key] = (acnode, me, shape)
2217 animdata_cameras = {}
2218 for cam_obj, cam_key in scene_data.data_cameras.items():
2219 cam = cam_obj.bdata.data
2220 acnode_lens = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCAL', force_key, force_sek, (cam.lens,))
2221 acnode_focus_distance = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCUS_DISTANCE', force_key,
2222 force_sek, (cam.dof.focus_distance,))
2223 animdata_cameras[cam_key] = (acnode_lens, acnode_focus_distance, cam)
2225 currframe = f_start
2226 while currframe <= f_end:
2227 real_currframe = currframe - f_start if start_zero else currframe
2228 scene.frame_set(int(currframe), subframe=currframe - int(currframe))
2230 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
2231 pass # Merely updating dupli matrix of ObjectWrapper...
2232 for ob_obj, (anim_loc, anim_rot, anim_scale) in animdata_ob.items():
2233 # We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!).
2234 p_rot = p_rots.get(ob_obj, None)
2235 loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data, rot_euler_compat=p_rot)
2236 p_rots[ob_obj] = rot
2237 anim_loc.add_keyframe(real_currframe, loc)
2238 anim_rot.add_keyframe(real_currframe, tuple(convert_rad_to_deg_iter(rot)))
2239 anim_scale.add_keyframe(real_currframe, scale)
2240 for anim_shape, me, shape in animdata_shapes.values():
2241 anim_shape.add_keyframe(real_currframe, (shape.value * 100.0,))
2242 for anim_camera_lens, anim_camera_focus_distance, camera in animdata_cameras.values():
2243 anim_camera_lens.add_keyframe(real_currframe, (camera.lens,))
2244 anim_camera_focus_distance.add_keyframe(real_currframe, (camera.dof.focus_distance * 1000 * gscale,))
2245 currframe += bake_step
2247 scene.frame_set(back_currframe, subframe=0.0)
2249 animations = {}
2251 # And now, produce final data (usable by FBX export code)
2252 # Objects-like loc/rot/scale...
2253 for ob_obj, anims in animdata_ob.items():
2254 for anim in anims:
2255 anim.simplify(simplify_fac, bake_step, force_keep)
2256 if not anim:
2257 continue
2258 for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep):
2259 anim_data = animations.setdefault(obj_key, ("dummy_unused_key", {}))
2260 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2262 # And meshes' shape keys.
2263 for channel_key, (anim_shape, me, shape) in animdata_shapes.items():
2264 final_keys = {}
2265 anim_shape.simplify(simplify_fac, bake_step, force_keep)
2266 if not anim_shape:
2267 continue
2268 for elem_key, group_key, group, fbx_group, fbx_gname in anim_shape.get_final_data(scene, ref_id, force_keep):
2269 anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
2270 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2272 # And cameras' lens and focus distance keys.
2273 for cam_key, (anim_camera_lens, anim_camera_focus_distance, camera) in animdata_cameras.items():
2274 final_keys = {}
2275 anim_camera_lens.simplify(simplify_fac, bake_step, force_keep)
2276 anim_camera_focus_distance.simplify(simplify_fac, bake_step, force_keep)
2277 if anim_camera_lens:
2278 for elem_key, group_key, group, fbx_group, fbx_gname in \
2279 anim_camera_lens.get_final_data(scene, ref_id, force_keep):
2280 anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
2281 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2282 if anim_camera_focus_distance:
2283 for elem_key, group_key, group, fbx_group, fbx_gname in \
2284 anim_camera_focus_distance.get_final_data(scene, ref_id, force_keep):
2285 anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
2286 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2288 astack_key = get_blender_anim_stack_key(scene, ref_id)
2289 alayer_key = get_blender_anim_layer_key(scene, ref_id)
2290 name = (get_blenderID_name(ref_id) if ref_id else scene.name).encode()
2292 if start_zero:
2293 f_end -= f_start
2294 f_start = 0.0
2296 return (astack_key, animations, alayer_key, name, f_start, f_end) if animations else None
2299 def fbx_animations(scene_data):
2301 Generate global animation data from objects.
2303 scene = scene_data.scene
2304 animations = []
2305 animated = set()
2306 frame_start = 1e100
2307 frame_end = -1e100
2309 def add_anim(animations, animated, anim):
2310 nonlocal frame_start, frame_end
2311 if anim is not None:
2312 animations.append(anim)
2313 f_start, f_end = anim[4:6]
2314 if f_start < frame_start:
2315 frame_start = f_start
2316 if f_end > frame_end:
2317 frame_end = f_end
2319 _astack_key, astack, _alayer_key, _name, _fstart, _fend = anim
2320 for elem_key, (alayer_key, acurvenodes) in astack.items():
2321 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
2322 animated.add((elem_key, fbx_prop))
2324 # Per-NLA strip animstacks.
2325 if scene_data.settings.bake_anim_use_nla_strips:
2326 strips = []
2327 ob_actions = []
2328 for ob_obj in scene_data.objects:
2329 # NLA tracks only for objects, not bones!
2330 if not ob_obj.is_object:
2331 continue
2332 ob = ob_obj.bdata # Back to real Blender Object.
2333 if not ob.animation_data:
2334 continue
2336 # Some actions are read-only, one cause is being in NLA tweakmode
2337 restore_use_tweak_mode = ob.animation_data.use_tweak_mode
2338 if ob.animation_data.is_property_readonly('action'):
2339 ob.animation_data.use_tweak_mode = False
2341 # We have to remove active action from objects, it overwrites strips actions otherwise...
2342 ob_actions.append((ob, ob.animation_data.action, restore_use_tweak_mode))
2343 ob.animation_data.action = None
2344 for track in ob.animation_data.nla_tracks:
2345 if track.mute:
2346 continue
2347 for strip in track.strips:
2348 if strip.mute:
2349 continue
2350 strips.append(strip)
2351 strip.mute = True
2353 for strip in strips:
2354 strip.mute = False
2355 add_anim(animations, animated,
2356 fbx_animations_do(scene_data, strip, strip.frame_start, strip.frame_end, True, force_keep=True))
2357 strip.mute = True
2358 scene.frame_set(scene.frame_current, subframe=0.0)
2360 for strip in strips:
2361 strip.mute = False
2363 for ob, ob_act, restore_use_tweak_mode in ob_actions:
2364 ob.animation_data.action = ob_act
2365 ob.animation_data.use_tweak_mode = restore_use_tweak_mode
2367 # All actions.
2368 if scene_data.settings.bake_anim_use_all_actions:
2369 def validate_actions(act, path_resolve):
2370 for fc in act.fcurves:
2371 data_path = fc.data_path
2372 if fc.array_index:
2373 data_path = data_path + "[%d]" % fc.array_index
2374 try:
2375 path_resolve(data_path)
2376 except ValueError:
2377 return False # Invalid.
2378 return True # Valid.
2380 def restore_object(ob_to, ob_from):
2381 # Restore org state of object (ugh :/ ).
2382 props = (
2383 'location', 'rotation_quaternion', 'rotation_axis_angle', 'rotation_euler', 'rotation_mode', 'scale',
2384 'delta_location', 'delta_rotation_euler', 'delta_rotation_quaternion', 'delta_scale',
2385 'lock_location', 'lock_rotation', 'lock_rotation_w', 'lock_rotations_4d', 'lock_scale',
2386 'tag', 'track_axis', 'up_axis', 'active_material', 'active_material_index',
2387 'matrix_parent_inverse', 'empty_display_type', 'empty_display_size', 'empty_image_offset', 'pass_index',
2388 'color', 'hide_viewport', 'hide_select', 'hide_render', 'instance_type',
2389 'use_instance_vertices_rotation', 'use_instance_faces_scale', 'instance_faces_scale',
2390 'display_type', 'show_bounds', 'display_bounds_type', 'show_name', 'show_axis', 'show_texture_space',
2391 'show_wire', 'show_all_edges', 'show_transparent', 'show_in_front',
2392 'show_only_shape_key', 'use_shape_key_edit_mode', 'active_shape_key_index',
2394 for p in props:
2395 if not ob_to.is_property_readonly(p):
2396 setattr(ob_to, p, getattr(ob_from, p))
2398 for ob_obj in scene_data.objects:
2399 # Actions only for objects, not bones!
2400 if not ob_obj.is_object:
2401 continue
2403 ob = ob_obj.bdata # Back to real Blender Object.
2405 if not ob.animation_data:
2406 continue # Do not export animations for objects that are absolutely not animated, see T44386.
2408 if ob.animation_data.is_property_readonly('action'):
2409 continue # Cannot re-assign 'active action' to this object (usually related to NLA usage, see T48089).
2411 # We can't play with animdata and actions and get back to org state easily.
2412 # So we have to add a temp copy of the object to the scene, animate it, and remove it... :/
2413 ob_copy = ob.copy()
2414 # Great, have to handle bones as well if needed...
2415 pbones_matrices = [pbo.matrix_basis.copy() for pbo in ob.pose.bones] if ob.type == 'ARMATURE' else ...
2417 org_act = ob.animation_data.action
2418 path_resolve = ob.path_resolve
2420 for act in bpy.data.actions:
2421 # For now, *all* paths in the action must be valid for the object, to validate the action.
2422 # Unless that action was already assigned to the object!
2423 if act != org_act and not validate_actions(act, path_resolve):
2424 continue
2425 ob.animation_data.action = act
2426 frame_start, frame_end = act.frame_range # sic!
2427 add_anim(animations, animated,
2428 fbx_animations_do(scene_data, (ob, act), frame_start, frame_end, True,
2429 objects={ob_obj}, force_keep=True))
2430 # Ugly! :/
2431 if pbones_matrices is not ...:
2432 for pbo, mat in zip(ob.pose.bones, pbones_matrices):
2433 pbo.matrix_basis = mat.copy()
2434 ob.animation_data.action = org_act
2435 restore_object(ob, ob_copy)
2436 scene.frame_set(scene.frame_current, subframe=0.0)
2438 if pbones_matrices is not ...:
2439 for pbo, mat in zip(ob.pose.bones, pbones_matrices):
2440 pbo.matrix_basis = mat.copy()
2441 ob.animation_data.action = org_act
2443 bpy.data.objects.remove(ob_copy)
2444 scene.frame_set(scene.frame_current, subframe=0.0)
2446 # Global (containing everything) animstack, only if not exporting NLA strips and/or all actions.
2447 if not scene_data.settings.bake_anim_use_nla_strips and not scene_data.settings.bake_anim_use_all_actions:
2448 add_anim(animations, animated, fbx_animations_do(scene_data, None, scene.frame_start, scene.frame_end, False))
2450 # Be sure to update all matrices back to org state!
2451 scene.frame_set(scene.frame_current, subframe=0.0)
2453 return animations, animated, frame_start, frame_end
2456 def fbx_data_from_scene(scene, depsgraph, settings):
2458 Do some pre-processing over scene's data...
2460 objtypes = settings.object_types
2461 dp_objtypes = objtypes - {'ARMATURE'} # Armatures are not supported as dupli instances currently...
2462 perfmon = PerfMon()
2463 perfmon.level_up()
2465 # ##### Gathering data...
2467 perfmon.step("FBX export prepare: Wrapping Objects...")
2469 # This is rather simple for now, maybe we could end generating templates with most-used values
2470 # instead of default ones?
2471 objects = {} # Because we do not have any ordered set...
2472 for ob in settings.context_objects:
2473 if ob.type not in objtypes:
2474 continue
2475 ob_obj = ObjectWrapper(ob)
2476 objects[ob_obj] = None
2477 # Duplis...
2478 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
2479 if dp_obj.type not in dp_objtypes:
2480 continue
2481 objects[dp_obj] = None
2483 perfmon.step("FBX export prepare: Wrapping Data (lamps, cameras, empties)...")
2485 data_lights = {ob_obj.bdata.data: get_blenderID_key(ob_obj.bdata.data)
2486 for ob_obj in objects if ob_obj.type == 'LIGHT'}
2487 # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
2488 data_cameras = {ob_obj: get_blenderID_key(ob_obj.bdata.data)
2489 for ob_obj in objects if ob_obj.type == 'CAMERA'}
2490 # Yep! Contains nothing, but needed!
2491 data_empties = {ob_obj: get_blender_empty_key(ob_obj.bdata)
2492 for ob_obj in objects if ob_obj.type == 'EMPTY'}
2494 perfmon.step("FBX export prepare: Wrapping Meshes...")
2496 data_meshes = {}
2497 for ob_obj in objects:
2498 if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
2499 continue
2500 ob = ob_obj.bdata
2501 use_org_data = True
2502 org_ob_obj = None
2504 # Do not want to systematically recreate a new mesh for dupliobject instances, kind of break purpose of those.
2505 if ob_obj.is_dupli:
2506 org_ob_obj = ObjectWrapper(ob) # We get the "real" object wrapper from that dupli instance.
2507 if org_ob_obj in data_meshes:
2508 data_meshes[ob_obj] = data_meshes[org_ob_obj]
2509 continue
2511 is_ob_material = any(ms.link == 'OBJECT' for ms in ob.material_slots)
2513 if settings.use_mesh_modifiers or settings.use_triangles or ob.type in BLENDER_OTHER_OBJECT_TYPES or is_ob_material:
2514 # We cannot use default mesh in that case, or material would not be the right ones...
2515 use_org_data = not (is_ob_material or ob.type in BLENDER_OTHER_OBJECT_TYPES)
2516 backup_pose_positions = []
2517 tmp_mods = []
2518 if use_org_data and ob.type == 'MESH':
2519 if settings.use_triangles:
2520 use_org_data = False
2521 # No need to create a new mesh in this case, if no modifier is active!
2522 last_subsurf = None
2523 for mod in ob.modifiers:
2524 # For meshes, when armature export is enabled, disable Armature modifiers here!
2525 # XXX Temp hacks here since currently we only have access to a viewport depsgraph...
2527 # NOTE: We put armature to the rest pose instead of disabling it so we still
2528 # have vertex groups in the evaluated mesh.
2529 if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
2530 object = mod.object
2531 if object and object.type == 'ARMATURE':
2532 armature = object.data
2533 # If armature is already in REST position, there's nothing to back-up
2534 # This cuts down on export time dramatically, if all armatures are already in REST position
2535 # by not triggering dependency graph update
2536 if armature.pose_position != 'REST':
2537 backup_pose_positions.append((armature, armature.pose_position))
2538 armature.pose_position = 'REST'
2539 elif mod.show_render or mod.show_viewport:
2540 # If exporting with subsurf collect the last Catmull-Clark subsurf modifier
2541 # and disable it. We can use the original data as long as this is the first
2542 # found applicable subsurf modifier.
2543 if settings.use_subsurf and mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
2544 if last_subsurf:
2545 use_org_data = False
2546 last_subsurf = mod
2547 else:
2548 use_org_data = False
2549 if settings.use_subsurf and last_subsurf:
2550 # XXX: When exporting with subsurf information temporarily disable
2551 # the last subsurf modifier.
2552 tmp_mods.append((last_subsurf, last_subsurf.show_render, last_subsurf.show_viewport))
2553 last_subsurf.show_render = False
2554 last_subsurf.show_viewport = False
2555 if not use_org_data:
2556 # If modifiers has been altered need to update dependency graph.
2557 if backup_pose_positions or tmp_mods:
2558 depsgraph.update()
2559 ob_to_convert = ob.evaluated_get(depsgraph) if settings.use_mesh_modifiers else ob
2560 # NOTE: The dependency graph might be re-evaluating multiple times, which could
2561 # potentially free the mesh created early on. So we put those meshes to bmain and
2562 # free them afterwards. Not ideal but ensures correct ownerwhip.
2563 tmp_me = bpy.data.meshes.new_from_object(
2564 ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)
2565 # Triangulate the mesh if requested
2566 if settings.use_triangles:
2567 import bmesh
2568 bm = bmesh.new()
2569 bm.from_mesh(tmp_me)
2570 bmesh.ops.triangulate(bm, faces=bm.faces)
2571 bm.to_mesh(tmp_me)
2572 bm.free()
2573 # Usually the materials of the evaluated object will be the same, but modifiers, such as Geometry Nodes,
2574 # can change the materials.
2575 orig_mats = tuple(slot.material for slot in ob.material_slots)
2576 eval_mats = tuple(slot.material.original if slot.material else None
2577 for slot in ob_to_convert.material_slots)
2578 if orig_mats != eval_mats:
2579 # Override the default behaviour of getting materials from ob_obj.bdata.material_slots.
2580 ob_obj.override_materials = eval_mats
2581 data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
2582 # Change armatures back.
2583 for armature, pose_position in backup_pose_positions:
2584 print((armature, pose_position))
2585 armature.pose_position = pose_position
2586 # Update now, so we don't leave modified state after last object was exported.
2587 # Re-enable temporary disabled modifiers.
2588 for mod, show_render, show_viewport in tmp_mods:
2589 mod.show_render = show_render
2590 mod.show_viewport = show_viewport
2591 if backup_pose_positions or tmp_mods:
2592 depsgraph.update()
2593 if use_org_data:
2594 data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)
2596 # In case "real" source object of that dupli did not yet still existed in data_meshes, create it now!
2597 if org_ob_obj is not None:
2598 data_meshes[org_ob_obj] = data_meshes[ob_obj]
2600 perfmon.step("FBX export prepare: Wrapping ShapeKeys...")
2602 # ShapeKeys.
2603 data_deformers_shape = {}
2604 geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
2605 co_bl_dtype = np.single
2606 co_fbx_dtype = np.float64
2607 idx_fbx_dtype = np.int32
2609 def empty_verts_fallbacks():
2610 """Create fallback arrays for when there are no verts"""
2611 # FBX does not like empty shapes (makes Unity crash e.g.).
2612 # To prevent this, we add a vertex that does nothing, but it keeps the shape key intact
2613 single_vert_co = np.zeros((1, 3), dtype=co_fbx_dtype)
2614 single_vert_idx = np.zeros(1, dtype=idx_fbx_dtype)
2615 return single_vert_co, single_vert_idx
2617 for me_key, me, _free in data_meshes.values():
2618 if not (me.shape_keys and len(me.shape_keys.key_blocks) > 1): # We do not want basis-only relative skeys...
2619 continue
2620 if me in data_deformers_shape:
2621 continue
2623 shapes_key = get_blender_mesh_shape_key(me)
2625 sk_base = me.shape_keys.key_blocks[0]
2627 # Get and cache only the cos that we need
2628 @cache
2629 def sk_cos(shape_key):
2630 _cos = np.empty(len(me.vertices) * 3, dtype=co_bl_dtype)
2631 if shape_key == sk_base:
2632 me.vertices.foreach_get("co", _cos)
2633 else:
2634 shape_key.data.foreach_get("co", _cos)
2635 return vcos_transformed(_cos, geom_mat_co, co_fbx_dtype)
2637 for shape in me.shape_keys.key_blocks[1:]:
2638 # Only write vertices really different from base coordinates!
2639 relative_key = shape.relative_key
2640 if shape == relative_key:
2641 # Shape is its own relative key, so it does nothing
2642 shape_verts_co, shape_verts_idx = empty_verts_fallbacks()
2643 else:
2644 sv_cos = sk_cos(shape)
2645 ref_cos = sk_cos(shape.relative_key)
2647 # Exclude cos similar to ref_cos and get the indices of the cos that remain
2648 shape_verts_co, shape_verts_idx = shape_difference_exclude_similar(sv_cos, ref_cos)
2650 if not shape_verts_co.size:
2651 shape_verts_co, shape_verts_idx = empty_verts_fallbacks()
2652 else:
2653 # Ensure the indices are of the correct type
2654 shape_verts_idx = astype_view_signedness(shape_verts_idx, idx_fbx_dtype)
2656 channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape)
2657 data = (channel_key, geom_key, shape_verts_co, shape_verts_idx)
2658 data_deformers_shape.setdefault(me, (me_key, shapes_key, {}))[2][shape] = data
2660 del sk_cos
2662 perfmon.step("FBX export prepare: Wrapping Armatures...")
2664 # Armatures!
2665 data_deformers_skin = {}
2666 data_bones = {}
2667 arm_parents = set()
2668 for ob_obj in tuple(objects):
2669 if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}):
2670 continue
2671 fbx_skeleton_from_armature(scene, settings, ob_obj, objects, data_meshes,
2672 data_bones, data_deformers_skin, data_empties, arm_parents)
2674 # Generate leaf bones
2675 data_leaf_bones = []
2676 if settings.add_leaf_bones:
2677 data_leaf_bones = fbx_generate_leaf_bones(settings, data_bones)
2679 perfmon.step("FBX export prepare: Wrapping World...")
2681 # Some world settings are embedded in FBX materials...
2682 if scene.world:
2683 data_world = {scene.world: get_blenderID_key(scene.world)}
2684 else:
2685 data_world = {}
2687 perfmon.step("FBX export prepare: Wrapping Materials...")
2689 # TODO: Check all the material stuff works even when they are linked to Objects
2690 # (we can then have the same mesh used with different materials...).
2691 # *Should* work, as FBX always links its materials to Models (i.e. objects).
2692 # XXX However, material indices would probably break...
2693 data_materials = {}
2694 for ob_obj in objects:
2695 # If obj is not a valid object for materials, wrapper will just return an empty tuple...
2696 for ma in ob_obj.materials:
2697 if ma is None:
2698 continue # Empty slots!
2699 # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
2700 # However, I doubt anything else than Lambert/Phong is really portable!
2701 # Note we want to keep a 'dummy' empty material even when we can't really support it, see T41396.
2702 ma_data = data_materials.setdefault(ma, (get_blenderID_key(ma), []))
2703 ma_data[1].append(ob_obj)
2705 perfmon.step("FBX export prepare: Wrapping Textures...")
2707 # Note FBX textures also hold their mapping info.
2708 # TODO: Support layers?
2709 data_textures = {}
2710 # FbxVideo also used to store static images...
2711 data_videos = {}
2712 # For now, do not use world textures, don't think they can be linked to anything FBX wise...
2713 for ma in data_materials.keys():
2714 # Note: with nodal shaders, we'll could be generating much more textures, but that's kind of unavoidable,
2715 # given that textures actually do not exist anymore in material context in Blender...
2716 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
2717 for sock_name, fbx_name in PRINCIPLED_TEXTURE_SOCKETS_TO_FBX:
2718 tex = getattr(ma_wrap, sock_name)
2719 if tex is None or tex.image is None:
2720 continue
2721 blender_tex_key = (ma, sock_name)
2722 data_textures[blender_tex_key] = (get_blender_nodetexture_key(*blender_tex_key), fbx_name)
2724 img = tex.image
2725 vid_data = data_videos.setdefault(img, (get_blenderID_key(img), []))
2726 vid_data[1].append(blender_tex_key)
2728 perfmon.step("FBX export prepare: Wrapping Animations...")
2730 # Animation...
2731 animations = ()
2732 animated = set()
2733 frame_start = scene.frame_start
2734 frame_end = scene.frame_end
2735 if settings.bake_anim:
2736 # From objects & bones only for a start.
2737 # Kind of hack, we need a temp scene_data for object's space handling to bake animations...
2738 tmp_scdata = FBXExportData(
2739 None, None, None,
2740 settings, scene, depsgraph, objects, None, None, 0.0, 0.0,
2741 data_empties, data_lights, data_cameras, data_meshes, None,
2742 data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
2743 data_world, data_materials, data_textures, data_videos,
2745 animations, animated, frame_start, frame_end = fbx_animations(tmp_scdata)
2747 # ##### Creation of templates...
2749 perfmon.step("FBX export prepare: Generating templates...")
2751 templates = {}
2752 templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
2754 if data_empties:
2755 templates[b"Null"] = fbx_template_def_null(scene, settings, nbr_users=len(data_empties))
2757 if data_lights:
2758 templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lights))
2760 if data_cameras:
2761 templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras))
2763 if data_bones:
2764 templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones))
2766 if data_meshes:
2767 nbr = len({me_key for me_key, _me, _free in data_meshes.values()})
2768 if data_deformers_shape:
2769 nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
2770 templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=nbr)
2772 if objects:
2773 templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects))
2775 if arm_parents:
2776 # Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures
2777 templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents))
2779 if data_deformers_skin or data_deformers_shape:
2780 nbr = 0
2781 if data_deformers_skin:
2782 nbr += len(data_deformers_skin)
2783 nbr += sum(len(clusters) for def_me in data_deformers_skin.values() for a, b, clusters in def_me.values())
2784 if data_deformers_shape:
2785 nbr += len(data_deformers_shape)
2786 nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
2787 assert(nbr != 0)
2788 templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr)
2790 # No world support in FBX...
2792 if data_world:
2793 templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
2796 if data_materials:
2797 templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))
2799 if data_textures:
2800 templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))
2802 if data_videos:
2803 templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))
2805 if animations:
2806 nbr_astacks = len(animations)
2807 nbr_acnodes = 0
2808 nbr_acurves = 0
2809 for _astack_key, astack, _al, _n, _fs, _fe in animations:
2810 for _alayer_key, alayer in astack.values():
2811 for _acnode_key, acnode, _acnode_name in alayer.values():
2812 nbr_acnodes += 1
2813 for _acurve_key, _dval, acurve, acurve_valid in acnode.values():
2814 if acurve:
2815 nbr_acurves += 1
2817 templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks)
2818 # Would be nice to have one layer per animated object, but this seems tricky and not that well supported.
2819 # So for now, only one layer per anim stack.
2820 templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks)
2821 templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes)
2822 templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves)
2824 templates_users = sum(tmpl.nbr_users for tmpl in templates.values())
2826 # ##### Creation of connections...
2828 perfmon.step("FBX export prepare: Generating Connections...")
2830 connections = []
2832 # Objects (with classical parenting).
2833 for ob_obj in objects:
2834 # Bones are handled later.
2835 if not ob_obj.is_bone:
2836 par_obj = ob_obj.parent
2837 # Meshes parented to armature are handled separately, yet we want the 'no parent' connection (0).
2838 if par_obj and ob_obj.has_valid_parent(objects) and (par_obj, ob_obj) not in arm_parents:
2839 connections.append((b"OO", ob_obj.fbx_uuid, par_obj.fbx_uuid, None))
2840 else:
2841 connections.append((b"OO", ob_obj.fbx_uuid, 0, None))
2843 # Armature & Bone chains.
2844 for bo_obj in data_bones.keys():
2845 par_obj = bo_obj.parent
2846 if par_obj not in objects:
2847 continue
2848 connections.append((b"OO", bo_obj.fbx_uuid, par_obj.fbx_uuid, None))
2850 # Object data.
2851 for ob_obj in objects:
2852 if ob_obj.is_bone:
2853 bo_data_key = data_bones[ob_obj]
2854 connections.append((b"OO", get_fbx_uuid_from_key(bo_data_key), ob_obj.fbx_uuid, None))
2855 else:
2856 if ob_obj.type == 'LIGHT':
2857 light_key = data_lights[ob_obj.bdata.data]
2858 connections.append((b"OO", get_fbx_uuid_from_key(light_key), ob_obj.fbx_uuid, None))
2859 elif ob_obj.type == 'CAMERA':
2860 cam_key = data_cameras[ob_obj]
2861 connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
2862 elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE':
2863 empty_key = data_empties[ob_obj]
2864 connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
2865 elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:
2866 mesh_key, _me, _free = data_meshes[ob_obj]
2867 connections.append((b"OO", get_fbx_uuid_from_key(mesh_key), ob_obj.fbx_uuid, None))
2869 # Leaf Bones
2870 for (_node_name, par_uuid, node_uuid, attr_uuid, _matrix, _hide, _size) in data_leaf_bones:
2871 connections.append((b"OO", node_uuid, par_uuid, None))
2872 connections.append((b"OO", attr_uuid, node_uuid, None))
2874 # 'Shape' deformers (shape keys, only for meshes currently)...
2875 for me_key, shapes_key, shapes in data_deformers_shape.values():
2876 # shape -> geometry
2877 connections.append((b"OO", get_fbx_uuid_from_key(shapes_key), get_fbx_uuid_from_key(me_key), None))
2878 for channel_key, geom_key, _shape_verts_co, _shape_verts_idx in shapes.values():
2879 # shape channel -> shape
2880 connections.append((b"OO", get_fbx_uuid_from_key(channel_key), get_fbx_uuid_from_key(shapes_key), None))
2881 # geometry (keys) -> shape channel
2882 connections.append((b"OO", get_fbx_uuid_from_key(geom_key), get_fbx_uuid_from_key(channel_key), None))
2884 # 'Skin' deformers (armature-to-geometry, only for meshes currently)...
2885 for arm, deformed_meshes in data_deformers_skin.items():
2886 for me, (skin_key, ob_obj, clusters) in deformed_meshes.items():
2887 # skin -> geometry
2888 mesh_key, _me, _free = data_meshes[ob_obj]
2889 assert(me == _me)
2890 connections.append((b"OO", get_fbx_uuid_from_key(skin_key), get_fbx_uuid_from_key(mesh_key), None))
2891 for bo_obj, clstr_key in clusters.items():
2892 # cluster -> skin
2893 connections.append((b"OO", get_fbx_uuid_from_key(clstr_key), get_fbx_uuid_from_key(skin_key), None))
2894 # bone -> cluster
2895 connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None))
2897 # Materials
2898 mesh_material_indices = {}
2899 _objs_indices = {}
2900 for ma, (ma_key, ob_objs) in data_materials.items():
2901 for ob_obj in ob_objs:
2902 # Get index of this material for this object (or dupliobject).
2903 # Material indices for mesh faces are determined by their order in 'ma to ob' connections.
2904 # Only materials for meshes currently...
2905 # Note in case of dupliobjects a same me/ma idx will be generated several times...
2906 # Should not be an issue in practice, and it's needed in case we export duplis but not the original!
2907 if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
2908 connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
2909 continue
2910 _mesh_key, me, _free = data_meshes[ob_obj]
2911 material_indices = mesh_material_indices.setdefault(me, {})
2912 if ma in material_indices:
2913 # Material has already been found for this mesh.
2914 # XXX If a mesh has multiple material slots with the same material, they are combined into one slot.
2915 # Even if duplicate materials were exported without combining them into one slot, keeping duplicate
2916 # materials separated does not appear to be common behaviour of external software when importing FBX.
2917 continue
2918 connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
2919 idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
2920 material_indices[ma] = idx
2921 del _objs_indices
2923 # Textures
2924 for (ma, sock_name), (tex_key, fbx_prop) in data_textures.items():
2925 ma_key, _ob_objs = data_materials[ma]
2926 # texture -> material properties
2927 connections.append((b"OP", get_fbx_uuid_from_key(tex_key), get_fbx_uuid_from_key(ma_key), fbx_prop))
2929 # Images
2930 for vid, (vid_key, blender_tex_keys) in data_videos.items():
2931 for blender_tex_key in blender_tex_keys:
2932 tex_key, _fbx_prop = data_textures[blender_tex_key]
2933 connections.append((b"OO", get_fbx_uuid_from_key(vid_key), get_fbx_uuid_from_key(tex_key), None))
2935 # Animations
2936 for astack_key, astack, alayer_key, _name, _fstart, _fend in animations:
2937 # Animstack itself is linked nowhere!
2938 astack_id = get_fbx_uuid_from_key(astack_key)
2939 # For now, only one layer!
2940 alayer_id = get_fbx_uuid_from_key(alayer_key)
2941 connections.append((b"OO", alayer_id, astack_id, None))
2942 for elem_key, (alayer_key, acurvenodes) in astack.items():
2943 elem_id = get_fbx_uuid_from_key(elem_key)
2944 # Animlayer -> animstack.
2945 # alayer_id = get_fbx_uuid_from_key(alayer_key)
2946 # connections.append((b"OO", alayer_id, astack_id, None))
2947 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
2948 # Animcurvenode -> animalayer.
2949 acurvenode_id = get_fbx_uuid_from_key(acurvenode_key)
2950 connections.append((b"OO", acurvenode_id, alayer_id, None))
2951 # Animcurvenode -> object property.
2952 connections.append((b"OP", acurvenode_id, elem_id, fbx_prop.encode()))
2953 for fbx_item, (acurve_key, default_value, acurve, acurve_valid) in acurves.items():
2954 if acurve:
2955 # Animcurve -> Animcurvenode.
2956 connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
2958 perfmon.level_down()
2960 # ##### And pack all this!
2962 return FBXExportData(
2963 templates, templates_users, connections,
2964 settings, scene, depsgraph, objects, animations, animated, frame_start, frame_end,
2965 data_empties, data_lights, data_cameras, data_meshes, mesh_material_indices,
2966 data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
2967 data_world, data_materials, data_textures, data_videos,
2971 def fbx_scene_data_cleanup(scene_data):
2973 Some final cleanup...
2975 # Delete temp meshes.
2976 done_meshes = set()
2977 for me_key, me, free in scene_data.data_meshes.values():
2978 if free and me_key not in done_meshes:
2979 bpy.data.meshes.remove(me)
2980 done_meshes.add(me_key)
2983 # ##### Top-level FBX elements generators. #####
2985 def fbx_header_elements(root, scene_data, time=None):
2987 Write boiling code of FBX root.
2988 time is expected to be a datetime.datetime object, or None (using now() in this case).
2990 app_vendor = "Blender Foundation"
2991 app_name = "Blender (stable FBX IO)"
2992 app_ver = bpy.app.version_string
2994 import addon_utils
2995 import sys
2996 addon_ver = addon_utils.module_bl_info(sys.modules[__package__])['version']
2998 # ##### Start of FBXHeaderExtension element.
2999 header_ext = elem_empty(root, b"FBXHeaderExtension")
3001 elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)
3003 elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)
3005 # No encryption!
3006 elem_data_single_int32(header_ext, b"EncryptionType", 0)
3008 if time is None:
3009 time = datetime.datetime.now()
3010 elem = elem_empty(header_ext, b"CreationTimeStamp")
3011 elem_data_single_int32(elem, b"Version", 1000)
3012 elem_data_single_int32(elem, b"Year", time.year)
3013 elem_data_single_int32(elem, b"Month", time.month)
3014 elem_data_single_int32(elem, b"Day", time.day)
3015 elem_data_single_int32(elem, b"Hour", time.hour)
3016 elem_data_single_int32(elem, b"Minute", time.minute)
3017 elem_data_single_int32(elem, b"Second", time.second)
3018 elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)
3020 elem_data_single_string_unicode(header_ext, b"Creator", "%s - %s - %d.%d.%d"
3021 % (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2]))
3023 # 'SceneInfo' seems mandatory to get a valid FBX file...
3024 # TODO use real values!
3025 # XXX Should we use scene.name.encode() here?
3026 scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
3027 scene_info.add_string(b"UserData")
3028 elem_data_single_string(scene_info, b"Type", b"UserData")
3029 elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
3030 meta_data = elem_empty(scene_info, b"MetaData")
3031 elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
3032 elem_data_single_string(meta_data, b"Title", b"")
3033 elem_data_single_string(meta_data, b"Subject", b"")
3034 elem_data_single_string(meta_data, b"Author", b"")
3035 elem_data_single_string(meta_data, b"Keywords", b"")
3036 elem_data_single_string(meta_data, b"Revision", b"")
3037 elem_data_single_string(meta_data, b"Comment", b"")
3039 props = elem_properties(scene_info)
3040 elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
3041 elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
3042 original = elem_props_compound(props, b"Original")
3043 original("p_string", b"ApplicationVendor", app_vendor)
3044 original("p_string", b"ApplicationName", app_name)
3045 original("p_string", b"ApplicationVersion", app_ver)
3046 original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
3047 original("p_string", b"FileName", "/foobar.fbx")
3048 lastsaved = elem_props_compound(props, b"LastSaved")
3049 lastsaved("p_string", b"ApplicationVendor", app_vendor)
3050 lastsaved("p_string", b"ApplicationName", app_name)
3051 lastsaved("p_string", b"ApplicationVersion", app_ver)
3052 lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
3053 original("p_string", b"ApplicationNativeFile", bpy.data.filepath)
3055 # ##### End of FBXHeaderExtension element.
3057 # FileID is replaced by dummy value currently...
3058 elem_data_single_bytes(root, b"FileId", b"FooBar")
3060 # CreationTime is replaced by dummy value currently, but anyway...
3061 elem_data_single_string_unicode(root, b"CreationTime",
3062 "{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
3063 "".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
3064 time.microsecond * 1000))
3066 elem_data_single_string_unicode(root, b"Creator", "%s - %s - %d.%d.%d"
3067 % (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2]))
3069 # ##### Start of GlobalSettings element.
3070 global_settings = elem_empty(root, b"GlobalSettings")
3071 scene = scene_data.scene
3073 elem_data_single_int32(global_settings, b"Version", 1000)
3075 props = elem_properties(global_settings)
3076 up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
3077 #~ # DO NOT take into account global scale here! That setting is applied to object transformations during export
3078 #~ # (in other words, this is pure blender-exporter feature, and has nothing to do with FBX data).
3079 #~ if scene_data.settings.apply_unit_scale:
3080 #~ # Unit scaling is applied to objects' scale, so our unit is effectively FBX one (centimeter).
3081 #~ scale_factor_org = 1.0
3082 #~ scale_factor = 1.0 / units_blender_to_fbx_factor(scene)
3083 #~ else:
3084 #~ scale_factor_org = units_blender_to_fbx_factor(scene)
3085 #~ scale_factor = scale_factor_org
3086 scale_factor = scale_factor_org = scene_data.settings.unit_scale
3087 elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
3088 elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
3089 elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
3090 elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
3091 elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
3092 elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
3093 elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
3094 elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
3095 elem_props_set(props, "p_double", b"UnitScaleFactor", scale_factor)
3096 elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", scale_factor_org)
3097 elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
3098 elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")
3100 # Global timing data.
3101 r = scene.render
3102 _, fbx_fps_mode = FBX_FRAMERATES[0] # Custom framerate.
3103 fbx_fps = fps = r.fps / r.fps_base
3104 for ref_fps, fps_mode in FBX_FRAMERATES:
3105 if similar_values(fps, ref_fps):
3106 fbx_fps = ref_fps
3107 fbx_fps_mode = fps_mode
3108 break
3109 elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode)
3110 elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
3111 elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
3112 elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps)
3114 # ##### End of GlobalSettings element.
3117 def fbx_documents_elements(root, scene_data):
3119 Write 'Document' part of FBX root.
3120 Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
3121 time is expected to be a datetime.datetime object, or None (using now() in this case).
3123 name = scene_data.scene.name
3125 # ##### Start of Documents element.
3126 docs = elem_empty(root, b"Documents")
3128 elem_data_single_int32(docs, b"Count", 1)
3130 doc_uid = get_fbx_uuid_from_key("__FBX_Document__" + name)
3131 doc = elem_data_single_int64(docs, b"Document", doc_uid)
3132 doc.add_string_unicode(name)
3133 doc.add_string_unicode(name)
3135 props = elem_properties(doc)
3136 elem_props_set(props, "p_object", b"SourceObject")
3137 elem_props_set(props, "p_string", b"ActiveAnimStackName", "")
3139 # XXX Some kind of ID? Offset?
3140 # Anyway, as long as we have only one doc, probably not an issue.
3141 elem_data_single_int64(doc, b"RootNode", 0)
3144 def fbx_references_elements(root, scene_data):
3146 Have no idea what references are in FBX currently... Just writing empty element.
3148 docs = elem_empty(root, b"References")
3151 def fbx_definitions_elements(root, scene_data):
3153 Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
3155 definitions = elem_empty(root, b"Definitions")
3157 elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
3158 elem_data_single_int32(definitions, b"Count", scene_data.templates_users)
3160 fbx_templates_generate(definitions, scene_data.templates)
3163 def fbx_objects_elements(root, scene_data):
3165 Data (objects, geometry, material, textures, armatures, etc.).
3167 perfmon = PerfMon()
3168 perfmon.level_up()
3169 objects = elem_empty(root, b"Objects")
3171 perfmon.step("FBX export fetch empties (%d)..." % len(scene_data.data_empties))
3173 for empty in scene_data.data_empties:
3174 fbx_data_empty_elements(objects, empty, scene_data)
3176 perfmon.step("FBX export fetch lamps (%d)..." % len(scene_data.data_lights))
3178 for lamp in scene_data.data_lights:
3179 fbx_data_light_elements(objects, lamp, scene_data)
3181 perfmon.step("FBX export fetch cameras (%d)..." % len(scene_data.data_cameras))
3183 for cam in scene_data.data_cameras:
3184 fbx_data_camera_elements(objects, cam, scene_data)
3186 perfmon.step("FBX export fetch meshes (%d)..."
3187 % len({me_key for me_key, _me, _free in scene_data.data_meshes.values()}))
3189 done_meshes = set()
3190 for me_obj in scene_data.data_meshes:
3191 fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
3192 del done_meshes
3194 perfmon.step("FBX export fetch objects (%d)..." % len(scene_data.objects))
3196 for ob_obj in scene_data.objects:
3197 if ob_obj.is_dupli:
3198 continue
3199 fbx_data_object_elements(objects, ob_obj, scene_data)
3200 for dp_obj in ob_obj.dupli_list_gen(scene_data.depsgraph):
3201 if dp_obj not in scene_data.objects:
3202 continue
3203 fbx_data_object_elements(objects, dp_obj, scene_data)
3205 perfmon.step("FBX export fetch remaining...")
3207 for ob_obj in scene_data.objects:
3208 if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'):
3209 continue
3210 fbx_data_armature_elements(objects, ob_obj, scene_data)
3212 if scene_data.data_leaf_bones:
3213 fbx_data_leaf_bone_elements(objects, scene_data)
3215 for ma in scene_data.data_materials:
3216 fbx_data_material_elements(objects, ma, scene_data)
3218 for blender_tex_key in scene_data.data_textures:
3219 fbx_data_texture_file_elements(objects, blender_tex_key, scene_data)
3221 for vid in scene_data.data_videos:
3222 fbx_data_video_elements(objects, vid, scene_data)
3224 perfmon.step("FBX export fetch animations...")
3225 start_time = time.process_time()
3227 fbx_data_animation_elements(objects, scene_data)
3229 perfmon.level_down()
3232 def fbx_connections_elements(root, scene_data):
3234 Relations between Objects (which material uses which texture, and so on).
3236 connections = elem_empty(root, b"Connections")
3238 for c in scene_data.connections:
3239 elem_connection(connections, *c)
3242 def fbx_takes_elements(root, scene_data):
3244 Animations.
3246 # XXX Pretty sure takes are no more needed...
3247 takes = elem_empty(root, b"Takes")
3248 elem_data_single_string(takes, b"Current", b"")
3250 animations = scene_data.animations
3251 for astack_key, animations, alayer_key, name, f_start, f_end in animations:
3252 scene = scene_data.scene
3253 fps = scene.render.fps / scene.render.fps_base
3254 start_ktime = int(convert_sec_to_ktime(f_start / fps))
3255 end_ktime = int(convert_sec_to_ktime(f_end / fps))
3257 take = elem_data_single_string(takes, b"Take", name)
3258 elem_data_single_string(take, b"FileName", name + b".tak")
3259 take_loc_time = elem_data_single_int64(take, b"LocalTime", start_ktime)
3260 take_loc_time.add_int64(end_ktime)
3261 take_ref_time = elem_data_single_int64(take, b"ReferenceTime", start_ktime)
3262 take_ref_time.add_int64(end_ktime)
3265 # ##### "Main" functions. #####
3267 # This func can be called with just the filepath
3268 def save_single(operator, scene, depsgraph, filepath="",
3269 global_matrix=Matrix(),
3270 apply_unit_scale=False,
3271 global_scale=1.0,
3272 apply_scale_options='FBX_SCALE_NONE',
3273 axis_up="Z",
3274 axis_forward="Y",
3275 context_objects=None,
3276 object_types=None,
3277 use_mesh_modifiers=True,
3278 use_mesh_modifiers_render=True,
3279 mesh_smooth_type='FACE',
3280 use_subsurf=False,
3281 use_armature_deform_only=False,
3282 bake_anim=True,
3283 bake_anim_use_all_bones=True,
3284 bake_anim_use_nla_strips=True,
3285 bake_anim_use_all_actions=True,
3286 bake_anim_step=1.0,
3287 bake_anim_simplify_factor=1.0,
3288 bake_anim_force_startend_keying=True,
3289 add_leaf_bones=False,
3290 primary_bone_axis='Y',
3291 secondary_bone_axis='X',
3292 use_metadata=True,
3293 path_mode='AUTO',
3294 use_mesh_edges=True,
3295 use_tspace=True,
3296 use_triangles=False,
3297 embed_textures=False,
3298 use_custom_props=False,
3299 bake_space_transform=False,
3300 armature_nodetype='NULL',
3301 colors_type='SRGB',
3302 prioritize_active_color=False,
3303 **kwargs
3306 # Clear cached ObjectWrappers (just in case...).
3307 ObjectWrapper.cache_clear()
3309 if object_types is None:
3310 object_types = {'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'}
3312 if 'OTHER' in object_types:
3313 object_types |= BLENDER_OTHER_OBJECT_TYPES
3315 # Default Blender unit is equivalent to meter, while FBX one is centimeter...
3316 unit_scale = units_blender_to_fbx_factor(scene) if apply_unit_scale else 100.0
3317 if apply_scale_options == 'FBX_SCALE_NONE':
3318 global_matrix = Matrix.Scale(unit_scale * global_scale, 4) @ global_matrix
3319 unit_scale = 1.0
3320 elif apply_scale_options == 'FBX_SCALE_UNITS':
3321 global_matrix = Matrix.Scale(global_scale, 4) @ global_matrix
3322 elif apply_scale_options == 'FBX_SCALE_CUSTOM':
3323 global_matrix = Matrix.Scale(unit_scale, 4) @ global_matrix
3324 unit_scale = global_scale
3325 else: # if apply_scale_options == 'FBX_SCALE_ALL':
3326 unit_scale = global_scale * unit_scale
3328 global_scale = global_matrix.median_scale
3329 global_matrix_inv = global_matrix.inverted()
3330 # For transforming mesh normals.
3331 global_matrix_inv_transposed = global_matrix_inv.transposed()
3333 # Only embed textures in COPY mode!
3334 if embed_textures and path_mode != 'COPY':
3335 embed_textures = False
3337 # Calculate bone correction matrix
3338 bone_correction_matrix = None # Default is None = no change
3339 bone_correction_matrix_inv = None
3340 if (primary_bone_axis, secondary_bone_axis) != ('Y', 'X'):
3341 from bpy_extras.io_utils import axis_conversion
3342 bone_correction_matrix = axis_conversion(from_forward=secondary_bone_axis,
3343 from_up=primary_bone_axis,
3344 to_forward='X',
3345 to_up='Y',
3346 ).to_4x4()
3347 bone_correction_matrix_inv = bone_correction_matrix.inverted()
3350 media_settings = FBXExportSettingsMedia(
3351 path_mode,
3352 os.path.dirname(bpy.data.filepath), # base_src
3353 os.path.dirname(filepath), # base_dst
3354 # Local dir where to put images (media), using FBX conventions.
3355 os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir
3356 embed_textures,
3357 set(), # copy_set
3358 set(), # embedded_set
3361 settings = FBXExportSettings(
3362 operator.report, (axis_up, axis_forward), global_matrix, global_scale, apply_unit_scale, unit_scale,
3363 bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
3364 context_objects, object_types, use_mesh_modifiers, use_mesh_modifiers_render,
3365 mesh_smooth_type, use_subsurf, use_mesh_edges, use_tspace, use_triangles,
3366 armature_nodetype, use_armature_deform_only,
3367 add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv,
3368 bake_anim, bake_anim_use_all_bones, bake_anim_use_nla_strips, bake_anim_use_all_actions,
3369 bake_anim_step, bake_anim_simplify_factor, bake_anim_force_startend_keying,
3370 False, media_settings, use_custom_props, colors_type, prioritize_active_color
3373 import bpy_extras.io_utils
3375 print('\nFBX export starting... %r' % filepath)
3376 start_time = time.process_time()
3378 # Generate some data about exported scene...
3379 scene_data = fbx_data_from_scene(scene, depsgraph, settings)
3381 root = elem_empty(None, b"") # Root element has no id, as it is not saved per se!
3383 # Mostly FBXHeaderExtension and GlobalSettings.
3384 fbx_header_elements(root, scene_data)
3386 # Documents and References are pretty much void currently.
3387 fbx_documents_elements(root, scene_data)
3388 fbx_references_elements(root, scene_data)
3390 # Templates definitions.
3391 fbx_definitions_elements(root, scene_data)
3393 # Actual data.
3394 fbx_objects_elements(root, scene_data)
3396 # How data are inter-connected.
3397 fbx_connections_elements(root, scene_data)
3399 # Animation.
3400 fbx_takes_elements(root, scene_data)
3402 # Cleanup!
3403 fbx_scene_data_cleanup(scene_data)
3405 # And we are down, we can write the whole thing!
3406 encode_bin.write(filepath, root, FBX_VERSION)
3408 # Clear cached ObjectWrappers!
3409 ObjectWrapper.cache_clear()
3411 # copy all collected files, if we did not embed them.
3412 if not media_settings.embed_textures:
3413 bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)
3415 print('export finished in %.4f sec.' % (time.process_time() - start_time))
3416 return {'FINISHED'}
3419 # defaults for applications, currently only unity but could add others.
3420 def defaults_unity3d():
3421 return {
3422 # These options seem to produce the same result as the old Ascii exporter in Unity3D:
3423 "axis_up": 'Y',
3424 "axis_forward": '-Z',
3425 "global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
3426 # Should really be True, but it can cause problems if a model is already in a scene or prefab
3427 # with the old transforms.
3428 "bake_space_transform": False,
3430 "use_selection": False,
3432 "object_types": {'ARMATURE', 'EMPTY', 'MESH', 'OTHER'},
3433 "use_mesh_modifiers": True,
3434 "use_mesh_modifiers_render": True,
3435 "use_mesh_edges": False,
3436 "mesh_smooth_type": 'FACE',
3437 "colors_type": 'SRGB',
3438 "use_subsurf": False,
3439 "use_tspace": False, # XXX Why? Unity is expected to support tspace import...
3440 "use_triangles": False,
3442 "use_armature_deform_only": True,
3444 "use_custom_props": True,
3446 "bake_anim": True,
3447 "bake_anim_simplify_factor": 1.0,
3448 "bake_anim_step": 1.0,
3449 "bake_anim_use_nla_strips": True,
3450 "bake_anim_use_all_actions": True,
3451 "add_leaf_bones": False, # Avoid memory/performance cost for something only useful for modelling
3452 "primary_bone_axis": 'Y', # Doesn't really matter for Unity, so leave unchanged
3453 "secondary_bone_axis": 'X',
3455 "path_mode": 'AUTO',
3456 "embed_textures": False,
3457 "batch_mode": 'OFF',
3461 def save(operator, context,
3462 filepath="",
3463 use_selection=False,
3464 use_visible=False,
3465 use_active_collection=False,
3466 batch_mode='OFF',
3467 use_batch_own_dir=False,
3468 **kwargs
3471 This is a wrapper around save_single, which handles multi-scenes (or collections) cases, when batch-exporting
3472 a whole .blend file.
3475 ret = {'FINISHED'}
3477 active_object = context.view_layer.objects.active
3479 org_mode = None
3480 if active_object and active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
3481 org_mode = active_object.mode
3482 bpy.ops.object.mode_set(mode='OBJECT')
3484 if batch_mode == 'OFF':
3485 kwargs_mod = kwargs.copy()
3486 if use_active_collection:
3487 if use_selection:
3488 ctx_objects = tuple(obj
3489 for obj in context.view_layer.active_layer_collection.collection.all_objects
3490 if obj.select_get())
3491 else:
3492 ctx_objects = context.view_layer.active_layer_collection.collection.all_objects
3493 else:
3494 if use_selection:
3495 ctx_objects = context.selected_objects
3496 else:
3497 ctx_objects = context.view_layer.objects
3498 if use_visible:
3499 ctx_objects = tuple(obj for obj in ctx_objects if obj.visible_get())
3500 kwargs_mod["context_objects"] = ctx_objects
3502 depsgraph = context.evaluated_depsgraph_get()
3503 ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
3504 else:
3505 # XXX We need a way to generate a depsgraph for inactive view_layers first...
3506 # XXX Also, what to do in case of batch-exporting scenes, when there is more than one view layer?
3507 # Scenes have no concept of 'active' view layer, that's on window level...
3508 fbxpath = filepath
3510 prefix = os.path.basename(fbxpath)
3511 if prefix:
3512 fbxpath = os.path.dirname(fbxpath)
3514 if batch_mode == 'COLLECTION':
3515 data_seq = tuple((coll, coll.name, 'objects') for coll in bpy.data.collections if coll.objects)
3516 elif batch_mode in {'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3517 scenes = [context.scene] if batch_mode == 'ACTIVE_SCENE_COLLECTION' else bpy.data.scenes
3518 data_seq = []
3519 for scene in scenes:
3520 if not scene.objects:
3521 continue
3522 # Needed to avoid having tens of 'Scene Collection' entries.
3523 todo_collections = [(scene.collection, "_".join((scene.name, scene.collection.name)))]
3524 while todo_collections:
3525 coll, coll_name = todo_collections.pop()
3526 todo_collections.extend(((c, c.name) for c in coll.children if c.all_objects))
3527 data_seq.append((coll, coll_name, 'all_objects'))
3528 else:
3529 data_seq = tuple((scene, scene.name, 'objects') for scene in bpy.data.scenes if scene.objects)
3531 # call this function within a loop with BATCH_ENABLE == False
3533 new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
3534 for data, data_name, data_obj_propname in data_seq: # scene or collection
3535 newname = "_".join((prefix, bpy.path.clean_name(data_name))) if prefix else bpy.path.clean_name(data_name)
3537 if use_batch_own_dir:
3538 new_fbxpath = os.path.join(fbxpath, newname)
3539 # path may already exist... and be a file.
3540 while os.path.isfile(new_fbxpath):
3541 new_fbxpath = "_".join((new_fbxpath, "dir"))
3542 if not os.path.exists(new_fbxpath):
3543 os.makedirs(new_fbxpath)
3545 filepath = os.path.join(new_fbxpath, newname + '.fbx')
3547 print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
3549 if batch_mode in {'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3550 # Collection, so that objects update properly, add a dummy scene.
3551 scene = bpy.data.scenes.new(name="FBX_Temp")
3552 src_scenes = {} # Count how much each 'source' scenes are used.
3553 for obj in getattr(data, data_obj_propname):
3554 for src_sce in obj.users_scene:
3555 src_scenes[src_sce] = src_scenes.setdefault(src_sce, 0) + 1
3556 scene.collection.objects.link(obj)
3558 # Find the 'most used' source scene, and use its unit settings. This is somewhat weak, but should work
3559 # fine in most cases, and avoids stupid issues like T41931.
3560 best_src_scene = None
3561 best_src_scene_users = -1
3562 for sce, nbr_users in src_scenes.items():
3563 if (nbr_users) > best_src_scene_users:
3564 best_src_scene_users = nbr_users
3565 best_src_scene = sce
3566 scene.unit_settings.system = best_src_scene.unit_settings.system
3567 scene.unit_settings.system_rotation = best_src_scene.unit_settings.system_rotation
3568 scene.unit_settings.scale_length = best_src_scene.unit_settings.scale_length
3570 # new scene [only one viewlayer to update]
3571 scene.view_layers[0].update()
3572 # TODO - BUMMER! Armatures not in the group wont animate the mesh
3573 else:
3574 scene = data
3576 kwargs_batch = kwargs.copy()
3577 kwargs_batch["context_objects"] = getattr(data, data_obj_propname)
3579 save_single(operator, scene, scene.view_layers[0].depsgraph, filepath, **kwargs_batch)
3581 if batch_mode in {'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3582 # Remove temp collection scene.
3583 bpy.data.scenes.remove(scene)
3585 if active_object and org_mode:
3586 context.view_layer.objects.active = active_object
3587 if bpy.ops.object.mode_set.poll():
3588 bpy.ops.object.mode_set(mode=org_mode)
3590 return ret