Official add-ons: fix printf-style format translation for i18n
[blender-addons.git] / io_scene_fbx / export_fbx_bin.py
blobeb503a978997db71420e6b6443956524356ad54e
1 # SPDX-License-Identifier: GPL-2.0-or-later
3 # Script copyright (C) Campbell Barton, Bastien Montagne
6 import array
7 import datetime
8 import math
9 import os
10 import time
12 from itertools import zip_longest, chain
14 if "bpy" in locals():
15 import importlib
16 if "encode_bin" in locals():
17 importlib.reload(encode_bin)
18 if "data_types" in locals():
19 importlib.reload(data_types)
20 if "fbx_utils" in locals():
21 importlib.reload(fbx_utils)
23 import bpy
24 import bpy_extras
25 from bpy_extras import node_shader_utils
26 from bpy.app.translations import pgettext_tip as tip_
27 from mathutils import Vector, Matrix
29 from . import encode_bin, data_types, fbx_utils
30 from .fbx_utils import (
31 # Constants.
32 FBX_VERSION, FBX_HEADER_VERSION, FBX_SCENEINFO_VERSION, FBX_TEMPLATES_VERSION,
33 FBX_MODELS_VERSION,
34 FBX_GEOMETRY_VERSION, FBX_GEOMETRY_NORMAL_VERSION, FBX_GEOMETRY_BINORMAL_VERSION, FBX_GEOMETRY_TANGENT_VERSION,
35 FBX_GEOMETRY_SMOOTHING_VERSION, FBX_GEOMETRY_CREASE_VERSION, FBX_GEOMETRY_VCOLOR_VERSION, FBX_GEOMETRY_UV_VERSION,
36 FBX_GEOMETRY_MATERIAL_VERSION, FBX_GEOMETRY_LAYER_VERSION,
37 FBX_GEOMETRY_SHAPE_VERSION, FBX_DEFORMER_SHAPE_VERSION, FBX_DEFORMER_SHAPECHANNEL_VERSION,
38 FBX_POSE_BIND_VERSION, FBX_DEFORMER_SKIN_VERSION, FBX_DEFORMER_CLUSTER_VERSION,
39 FBX_MATERIAL_VERSION, FBX_TEXTURE_VERSION,
40 FBX_ANIM_KEY_VERSION,
41 FBX_ANIM_PROPSGROUP_NAME,
42 FBX_KTIME,
43 BLENDER_OTHER_OBJECT_TYPES, BLENDER_OBJECT_TYPES_MESHLIKE,
44 FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES,
45 RIGHT_HAND_AXES, FBX_FRAMERATES,
46 # Miscellaneous utils.
47 PerfMon,
48 units_blender_to_fbx_factor, units_convertor, units_convertor_iter,
49 matrix4_to_array, similar_values, similar_values_iter,
50 # Mesh transform helpers.
51 vcos_transformed_gen, nors_transformed_gen,
52 # UUID from key.
53 get_fbx_uuid_from_key,
54 # Key generators.
55 get_blenderID_key, get_blenderID_name,
56 get_blender_mesh_shape_key, get_blender_mesh_shape_channel_key,
57 get_blender_empty_key, get_blender_bone_key,
58 get_blender_bindpose_key, get_blender_armature_skin_key, get_blender_bone_cluster_key,
59 get_blender_anim_id_base, get_blender_anim_stack_key, get_blender_anim_layer_key,
60 get_blender_anim_curve_node_key, get_blender_anim_curve_key,
61 get_blender_nodetexture_key,
62 # FBX element data.
63 elem_empty,
64 elem_data_single_bool, elem_data_single_int16, elem_data_single_int32, elem_data_single_int64,
65 elem_data_single_float32, elem_data_single_float64,
66 elem_data_single_bytes, elem_data_single_string, elem_data_single_string_unicode,
67 elem_data_single_bool_array, elem_data_single_int32_array, elem_data_single_int64_array,
68 elem_data_single_float32_array, elem_data_single_float64_array, elem_data_vec_float64,
69 # FBX element properties.
70 elem_properties, elem_props_set, elem_props_compound,
71 # FBX element properties handling templates.
72 elem_props_template_init, elem_props_template_set, elem_props_template_finalize,
73 # Templates.
74 FBXTemplate, fbx_templates_generate,
75 # Animation.
76 AnimationCurveNodeWrapper,
77 # Objects.
78 ObjectWrapper, fbx_name_class,
79 # Top level.
80 FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
83 # Units converters!
84 convert_sec_to_ktime = units_convertor("second", "ktime")
85 convert_sec_to_ktime_iter = units_convertor_iter("second", "ktime")
87 convert_mm_to_inch = units_convertor("millimeter", "inch")
89 convert_rad_to_deg = units_convertor("radian", "degree")
90 convert_rad_to_deg_iter = units_convertor_iter("radian", "degree")
93 # ##### Templates #####
94 # TODO: check all those "default" values, they should match Blender's default as much as possible, I guess?
96 def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0):
97 props = {}
98 if override_defaults is not None:
99 props.update(override_defaults)
100 return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False])
103 def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0):
104 gscale = settings.global_scale
105 props = {
106 # Name, Value, Type, Animatable
107 b"QuaternionInterpolate": (0, "p_enum", False), # 0 = no quat interpolation.
108 b"RotationOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
109 b"RotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
110 b"ScalingOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
111 b"ScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
112 b"TranslationActive": (False, "p_bool", False),
113 b"TranslationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
114 b"TranslationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
115 b"TranslationMinX": (False, "p_bool", False),
116 b"TranslationMinY": (False, "p_bool", False),
117 b"TranslationMinZ": (False, "p_bool", False),
118 b"TranslationMaxX": (False, "p_bool", False),
119 b"TranslationMaxY": (False, "p_bool", False),
120 b"TranslationMaxZ": (False, "p_bool", False),
121 b"RotationOrder": (0, "p_enum", False), # we always use 'XYZ' order.
122 b"RotationSpaceForLimitOnly": (False, "p_bool", False),
123 b"RotationStiffnessX": (0.0, "p_double", False),
124 b"RotationStiffnessY": (0.0, "p_double", False),
125 b"RotationStiffnessZ": (0.0, "p_double", False),
126 b"AxisLen": (10.0, "p_double", False),
127 b"PreRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
128 b"PostRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
129 b"RotationActive": (False, "p_bool", False),
130 b"RotationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
131 b"RotationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
132 b"RotationMinX": (False, "p_bool", False),
133 b"RotationMinY": (False, "p_bool", False),
134 b"RotationMinZ": (False, "p_bool", False),
135 b"RotationMaxX": (False, "p_bool", False),
136 b"RotationMaxY": (False, "p_bool", False),
137 b"RotationMaxZ": (False, "p_bool", False),
138 b"InheritType": (0, "p_enum", False), # RrSs
139 b"ScalingActive": (False, "p_bool", False),
140 b"ScalingMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
141 b"ScalingMax": ((1.0, 1.0, 1.0), "p_vector_3d", False),
142 b"ScalingMinX": (False, "p_bool", False),
143 b"ScalingMinY": (False, "p_bool", False),
144 b"ScalingMinZ": (False, "p_bool", False),
145 b"ScalingMaxX": (False, "p_bool", False),
146 b"ScalingMaxY": (False, "p_bool", False),
147 b"ScalingMaxZ": (False, "p_bool", False),
148 b"GeometricTranslation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
149 b"GeometricRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
150 b"GeometricScaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
151 b"MinDampRangeX": (0.0, "p_double", False),
152 b"MinDampRangeY": (0.0, "p_double", False),
153 b"MinDampRangeZ": (0.0, "p_double", False),
154 b"MaxDampRangeX": (0.0, "p_double", False),
155 b"MaxDampRangeY": (0.0, "p_double", False),
156 b"MaxDampRangeZ": (0.0, "p_double", False),
157 b"MinDampStrengthX": (0.0, "p_double", False),
158 b"MinDampStrengthY": (0.0, "p_double", False),
159 b"MinDampStrengthZ": (0.0, "p_double", False),
160 b"MaxDampStrengthX": (0.0, "p_double", False),
161 b"MaxDampStrengthY": (0.0, "p_double", False),
162 b"MaxDampStrengthZ": (0.0, "p_double", False),
163 b"PreferedAngleX": (0.0, "p_double", False),
164 b"PreferedAngleY": (0.0, "p_double", False),
165 b"PreferedAngleZ": (0.0, "p_double", False),
166 b"LookAtProperty": (None, "p_object", False),
167 b"UpVectorProperty": (None, "p_object", False),
168 b"Show": (True, "p_bool", False),
169 b"NegativePercentShapeSupport": (True, "p_bool", False),
170 b"DefaultAttributeIndex": (-1, "p_integer", False),
171 b"Freeze": (False, "p_bool", False),
172 b"LODBox": (False, "p_bool", False),
173 b"Lcl Translation": ((0.0, 0.0, 0.0), "p_lcl_translation", True),
174 b"Lcl Rotation": ((0.0, 0.0, 0.0), "p_lcl_rotation", True),
175 b"Lcl Scaling": ((1.0, 1.0, 1.0), "p_lcl_scaling", True),
176 b"Visibility": (1.0, "p_visibility", True),
177 b"Visibility Inheritance": (1, "p_visibility_inheritance", False),
179 if override_defaults is not None:
180 props.update(override_defaults)
181 return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False])
184 def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0):
185 props = {
186 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
187 b"Size": (100.0, "p_double", False),
188 b"Look": (1, "p_enum", False), # Cross (0 is None, i.e. invisible?).
190 if override_defaults is not None:
191 props.update(override_defaults)
192 return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False])
195 def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0):
196 gscale = settings.global_scale
197 props = {
198 b"LightType": (0, "p_enum", False), # Point light.
199 b"CastLight": (True, "p_bool", False),
200 b"Color": ((1.0, 1.0, 1.0), "p_color", True),
201 b"Intensity": (100.0, "p_number", True), # Times 100 compared to Blender values...
202 b"DecayType": (2, "p_enum", False), # Quadratic.
203 b"DecayStart": (30.0 * gscale, "p_double", False),
204 b"CastShadows": (True, "p_bool", False),
205 b"ShadowColor": ((0.0, 0.0, 0.0), "p_color", True),
206 b"AreaLightShape": (0, "p_enum", False), # Rectangle.
208 if override_defaults is not None:
209 props.update(override_defaults)
210 return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False])
213 def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0):
214 r = scene.render
215 props = {
216 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
217 b"Position": ((0.0, 0.0, -50.0), "p_vector", True),
218 b"UpVector": ((0.0, 1.0, 0.0), "p_vector", True),
219 b"InterestPosition": ((0.0, 0.0, 0.0), "p_vector", True),
220 b"Roll": (0.0, "p_roll", True),
221 b"OpticalCenterX": (0.0, "p_opticalcenterx", True),
222 b"OpticalCenterY": (0.0, "p_opticalcentery", True),
223 b"BackgroundColor": ((0.63, 0.63, 0.63), "p_color", True),
224 b"TurnTable": (0.0, "p_number", True),
225 b"DisplayTurnTableIcon": (False, "p_bool", False),
226 b"UseMotionBlur": (False, "p_bool", False),
227 b"UseRealTimeMotionBlur": (True, "p_bool", False),
228 b"Motion Blur Intensity": (1.0, "p_number", True),
229 b"AspectRatioMode": (0, "p_enum", False), # WindowSize.
230 b"AspectWidth": (320.0, "p_double", False),
231 b"AspectHeight": (200.0, "p_double", False),
232 b"PixelAspectRatio": (1.0, "p_double", False),
233 b"FilmOffsetX": (0.0, "p_number", True),
234 b"FilmOffsetY": (0.0, "p_number", True),
235 b"FilmWidth": (0.816, "p_double", False),
236 b"FilmHeight": (0.612, "p_double", False),
237 b"FilmAspectRatio": (1.3333333333333333, "p_double", False),
238 b"FilmSqueezeRatio": (1.0, "p_double", False),
239 b"FilmFormatIndex": (0, "p_enum", False), # Assuming this is ApertureFormat, 0 = custom.
240 b"PreScale": (1.0, "p_number", True),
241 b"FilmTranslateX": (0.0, "p_number", True),
242 b"FilmTranslateY": (0.0, "p_number", True),
243 b"FilmRollPivotX": (0.0, "p_number", True),
244 b"FilmRollPivotY": (0.0, "p_number", True),
245 b"FilmRollValue": (0.0, "p_number", True),
246 b"FilmRollOrder": (0, "p_enum", False), # 0 = rotate first (default).
247 b"ApertureMode": (2, "p_enum", False), # 2 = Vertical.
248 b"GateFit": (0, "p_enum", False), # 0 = no resolution gate fit.
249 b"FieldOfView": (25.114999771118164, "p_fov", True),
250 b"FieldOfViewX": (40.0, "p_fov_x", True),
251 b"FieldOfViewY": (40.0, "p_fov_y", True),
252 b"FocalLength": (34.89327621672628, "p_number", True),
253 b"CameraFormat": (0, "p_enum", False), # Custom camera format.
254 b"UseFrameColor": (False, "p_bool", False),
255 b"FrameColor": ((0.3, 0.3, 0.3), "p_color_rgb", False),
256 b"ShowName": (True, "p_bool", False),
257 b"ShowInfoOnMoving": (True, "p_bool", False),
258 b"ShowGrid": (True, "p_bool", False),
259 b"ShowOpticalCenter": (False, "p_bool", False),
260 b"ShowAzimut": (True, "p_bool", False),
261 b"ShowTimeCode": (False, "p_bool", False),
262 b"ShowAudio": (False, "p_bool", False),
263 b"AudioColor": ((0.0, 1.0, 0.0), "p_vector_3d", False), # Yep, vector3d, not corlorgb… :cry:
264 b"NearPlane": (10.0, "p_double", False),
265 b"FarPlane": (4000.0, "p_double", False),
266 b"AutoComputeClipPanes": (False, "p_bool", False),
267 b"ViewCameraToLookAt": (True, "p_bool", False),
268 b"ViewFrustumNearFarPlane": (False, "p_bool", False),
269 b"ViewFrustumBackPlaneMode": (2, "p_enum", False), # 2 = show back plane if texture added.
270 b"BackPlaneDistance": (4000.0, "p_number", True),
271 b"BackPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera.
272 b"ViewFrustumFrontPlaneMode": (2, "p_enum", False), # 2 = show front plane if texture added.
273 b"FrontPlaneDistance": (10.0, "p_number", True),
274 b"FrontPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera.
275 b"LockMode": (False, "p_bool", False),
276 b"LockInterestNavigation": (False, "p_bool", False),
277 # BackPlate... properties **arggggg!**
278 b"FitImage": (False, "p_bool", False),
279 b"Crop": (False, "p_bool", False),
280 b"Center": (True, "p_bool", False),
281 b"KeepRatio": (True, "p_bool", False),
282 # End of BackPlate...
283 b"BackgroundAlphaTreshold": (0.5, "p_double", False),
284 b"ShowBackplate": (True, "p_bool", False),
285 b"BackPlaneOffsetX": (0.0, "p_number", True),
286 b"BackPlaneOffsetY": (0.0, "p_number", True),
287 b"BackPlaneRotation": (0.0, "p_number", True),
288 b"BackPlaneScaleX": (1.0, "p_number", True),
289 b"BackPlaneScaleY": (1.0, "p_number", True),
290 b"Background Texture": (None, "p_object", False),
291 b"FrontPlateFitImage": (True, "p_bool", False),
292 b"FrontPlateCrop": (False, "p_bool", False),
293 b"FrontPlateCenter": (True, "p_bool", False),
294 b"FrontPlateKeepRatio": (True, "p_bool", False),
295 b"Foreground Opacity": (1.0, "p_double", False),
296 b"ShowFrontplate": (True, "p_bool", False),
297 b"FrontPlaneOffsetX": (0.0, "p_number", True),
298 b"FrontPlaneOffsetY": (0.0, "p_number", True),
299 b"FrontPlaneRotation": (0.0, "p_number", True),
300 b"FrontPlaneScaleX": (1.0, "p_number", True),
301 b"FrontPlaneScaleY": (1.0, "p_number", True),
302 b"Foreground Texture": (None, "p_object", False),
303 b"DisplaySafeArea": (False, "p_bool", False),
304 b"DisplaySafeAreaOnRender": (False, "p_bool", False),
305 b"SafeAreaDisplayStyle": (1, "p_enum", False), # 1 = rounded corners.
306 b"SafeAreaAspectRatio": (1.3333333333333333, "p_double", False),
307 b"Use2DMagnifierZoom": (False, "p_bool", False),
308 b"2D Magnifier Zoom": (100.0, "p_number", True),
309 b"2D Magnifier X": (50.0, "p_number", True),
310 b"2D Magnifier Y": (50.0, "p_number", True),
311 b"CameraProjectionType": (0, "p_enum", False), # 0 = perspective, 1 = orthogonal.
312 b"OrthoZoom": (1.0, "p_double", False),
313 b"UseRealTimeDOFAndAA": (False, "p_bool", False),
314 b"UseDepthOfField": (False, "p_bool", False),
315 b"FocusSource": (0, "p_enum", False), # 0 = camera interest, 1 = distance from camera interest.
316 b"FocusAngle": (3.5, "p_double", False), # ???
317 b"FocusDistance": (200.0, "p_double", False),
318 b"UseAntialiasing": (False, "p_bool", False),
319 b"AntialiasingIntensity": (0.77777, "p_double", False),
320 b"AntialiasingMethod": (0, "p_enum", False), # 0 = oversampling, 1 = hardware.
321 b"UseAccumulationBuffer": (False, "p_bool", False),
322 b"FrameSamplingCount": (7, "p_integer", False),
323 b"FrameSamplingType": (1, "p_enum", False), # 0 = uniform, 1 = stochastic.
325 if override_defaults is not None:
326 props.update(override_defaults)
327 return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False])
330 def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0):
331 props = {}
332 if override_defaults is not None:
333 props.update(override_defaults)
334 return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False])
337 def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0):
338 props = {
339 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
340 b"BBoxMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
341 b"BBoxMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
342 b"Primary Visibility": (True, "p_bool", False),
343 b"Casts Shadows": (True, "p_bool", False),
344 b"Receive Shadows": (True, "p_bool", False),
346 if override_defaults is not None:
347 props.update(override_defaults)
348 return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False])
351 def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0):
352 # WIP...
353 props = {
354 b"ShadingModel": ("Phong", "p_string", False),
355 b"MultiLayer": (False, "p_bool", False),
356 # Lambert-specific.
357 b"EmissiveColor": ((0.0, 0.0, 0.0), "p_color", True),
358 b"EmissiveFactor": (1.0, "p_number", True),
359 b"AmbientColor": ((0.2, 0.2, 0.2), "p_color", True),
360 b"AmbientFactor": (1.0, "p_number", True),
361 b"DiffuseColor": ((0.8, 0.8, 0.8), "p_color", True),
362 b"DiffuseFactor": (1.0, "p_number", True),
363 b"TransparentColor": ((0.0, 0.0, 0.0), "p_color", True),
364 b"TransparencyFactor": (0.0, "p_number", True),
365 b"Opacity": (1.0, "p_number", True),
366 b"NormalMap": ((0.0, 0.0, 0.0), "p_vector_3d", False),
367 b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d", False),
368 b"BumpFactor": (1.0, "p_double", False),
369 b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
370 b"DisplacementFactor": (1.0, "p_double", False),
371 b"VectorDisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
372 b"VectorDisplacementFactor": (1.0, "p_double", False),
373 # Phong-specific.
374 b"SpecularColor": ((0.2, 0.2, 0.2), "p_color", True),
375 b"SpecularFactor": (1.0, "p_number", True),
376 # Not sure about the name, importer uses this (but ShininessExponent for tex prop name!)
377 # And in fbx exported by sdk, you have one in template, the other in actual material!!! :/
378 # For now, using both.
379 b"Shininess": (20.0, "p_number", True),
380 b"ShininessExponent": (20.0, "p_number", True),
381 b"ReflectionColor": ((0.0, 0.0, 0.0), "p_color", True),
382 b"ReflectionFactor": (1.0, "p_number", True),
384 if override_defaults is not None:
385 props.update(override_defaults)
386 return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False])
389 def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0):
390 # WIP...
391 # XXX Not sure about all names!
392 props = {
393 b"TextureTypeUse": (0, "p_enum", False), # Standard.
394 b"AlphaSource": (2, "p_enum", False), # Black (i.e. texture's alpha), XXX name guessed!.
395 b"Texture alpha": (1.0, "p_double", False),
396 b"PremultiplyAlpha": (True, "p_bool", False),
397 b"CurrentTextureBlendMode": (1, "p_enum", False), # Additive...
398 b"CurrentMappingType": (0, "p_enum", False), # UV.
399 b"UVSet": ("default", "p_string", False), # UVMap name.
400 b"WrapModeU": (0, "p_enum", False), # Repeat.
401 b"WrapModeV": (0, "p_enum", False), # Repeat.
402 b"UVSwap": (False, "p_bool", False),
403 b"Translation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
404 b"Rotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
405 b"Scaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
406 b"TextureRotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
407 b"TextureScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
408 # Not sure about those two...
409 b"UseMaterial": (False, "p_bool", False),
410 b"UseMipMap": (False, "p_bool", False),
412 if override_defaults is not None:
413 props.update(override_defaults)
414 return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False])
417 def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0):
418 # WIP...
419 props = {
420 # All pictures.
421 b"Width": (0, "p_integer", False),
422 b"Height": (0, "p_integer", False),
423 b"Path": ("", "p_string_url", False),
424 b"AccessMode": (0, "p_enum", False), # Disk (0=Disk, 1=Mem, 2=DiskAsync).
425 # All videos.
426 b"StartFrame": (0, "p_integer", False),
427 b"StopFrame": (0, "p_integer", False),
428 b"Offset": (0, "p_timestamp", False),
429 b"PlaySpeed": (0.0, "p_double", False),
430 b"FreeRunning": (False, "p_bool", False),
431 b"Loop": (False, "p_bool", False),
432 b"InterlaceMode": (0, "p_enum", False), # None, i.e. progressive.
433 # Image sequences.
434 b"ImageSequence": (False, "p_bool", False),
435 b"ImageSequenceOffset": (0, "p_integer", False),
436 b"FrameRate": (0.0, "p_double", False),
437 b"LastFrame": (0, "p_integer", False),
439 if override_defaults is not None:
440 props.update(override_defaults)
441 return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False])
444 def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0):
445 props = {}
446 if override_defaults is not None:
447 props.update(override_defaults)
448 return FBXTemplate(b"Pose", b"", props, nbr_users, [False])
451 def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0):
452 props = {}
453 if override_defaults is not None:
454 props.update(override_defaults)
455 return FBXTemplate(b"Deformer", b"", props, nbr_users, [False])
458 def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0):
459 props = {
460 b"Description": ("", "p_string", False),
461 b"LocalStart": (0, "p_timestamp", False),
462 b"LocalStop": (0, "p_timestamp", False),
463 b"ReferenceStart": (0, "p_timestamp", False),
464 b"ReferenceStop": (0, "p_timestamp", False),
466 if override_defaults is not None:
467 props.update(override_defaults)
468 return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False])
471 def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0):
472 props = {
473 b"Weight": (100.0, "p_number", True),
474 b"Mute": (False, "p_bool", False),
475 b"Solo": (False, "p_bool", False),
476 b"Lock": (False, "p_bool", False),
477 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
478 b"BlendMode": (0, "p_enum", False),
479 b"RotationAccumulationMode": (0, "p_enum", False),
480 b"ScaleAccumulationMode": (0, "p_enum", False),
481 b"BlendModeBypass": (0, "p_ulonglong", False),
483 if override_defaults is not None:
484 props.update(override_defaults)
485 return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False])
488 def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0):
489 props = {
490 FBX_ANIM_PROPSGROUP_NAME.encode(): (None, "p_compound", False),
492 if override_defaults is not None:
493 props.update(override_defaults)
494 return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False])
497 def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0):
498 props = {}
499 if override_defaults is not None:
500 props.update(override_defaults)
501 return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])
504 # ##### Generators for connection elements. #####
506 def elem_connection(elem, c_type, uid_src, uid_dst, prop_dst=None):
507 e = elem_data_single_string(elem, b"C", c_type)
508 e.add_int64(uid_src)
509 e.add_int64(uid_dst)
510 if prop_dst is not None:
511 e.add_string(prop_dst)
514 # ##### FBX objects generators. #####
516 def fbx_data_element_custom_properties(props, bid):
518 Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
520 items = bid.items()
522 if not items:
523 return
525 rna_properties = {prop.identifier for prop in bid.bl_rna.properties if prop.is_runtime}
527 for k, v in items:
528 if k in rna_properties:
529 continue
531 list_val = getattr(v, "to_list", lambda: None)()
533 if isinstance(v, str):
534 elem_props_set(props, "p_string", k.encode(), v, custom=True)
535 elif isinstance(v, int):
536 elem_props_set(props, "p_integer", k.encode(), v, custom=True)
537 elif isinstance(v, float):
538 elem_props_set(props, "p_double", k.encode(), v, custom=True)
539 elif list_val:
540 if len(list_val) == 3:
541 elem_props_set(props, "p_vector", k.encode(), list_val, custom=True)
542 else:
543 elem_props_set(props, "p_string", k.encode(), str(list_val), custom=True)
544 else:
545 elem_props_set(props, "p_string", k.encode(), str(v), custom=True)
548 def fbx_data_empty_elements(root, empty, scene_data):
550 Write the Empty data block (you can control its FBX datatype with the 'fbx_type' string custom property).
552 empty_key = scene_data.data_empties[empty]
554 null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))
555 null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
556 val = empty.bdata.get('fbx_type', None)
557 null.add_string(val.encode() if val and isinstance(val, str) else b"Null")
559 elem_data_single_string(null, b"TypeFlags", b"Null")
561 tmpl = elem_props_template_init(scene_data.templates, b"Null")
562 props = elem_properties(null)
563 elem_props_template_finalize(tmpl, props)
565 # No custom properties, already saved with object (Model).
568 def fbx_data_light_elements(root, lamp, scene_data):
570 Write the Lamp data block.
572 gscale = scene_data.settings.global_scale
574 light_key = scene_data.data_lights[lamp]
575 do_light = True
576 decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT']
577 do_shadow = False
578 shadow_color = Vector((0.0, 0.0, 0.0))
579 if lamp.type not in {'HEMI'}:
580 if lamp.type not in {'SUN', 'AREA'}:
581 decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type]
582 do_light = True
583 do_shadow = lamp.use_shadow
584 shadow_color = lamp.shadow_color
586 light = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(light_key))
587 light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
588 light.add_string(b"Light")
590 elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION) # Sic...
592 tmpl = elem_props_template_init(scene_data.templates, b"Light")
593 props = elem_properties(light)
594 elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
595 elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
596 elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
597 elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
598 elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type)
599 elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale)
600 elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
601 elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
602 if lamp.type in {'SPOT'}:
603 elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
604 elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
605 math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
606 elem_props_template_finalize(tmpl, props)
608 # Custom properties.
609 if scene_data.settings.use_custom_props:
610 fbx_data_element_custom_properties(props, lamp)
613 def fbx_data_camera_elements(root, cam_obj, scene_data):
615 Write the Camera data blocks.
617 gscale = scene_data.settings.global_scale
619 cam = cam_obj.bdata
620 cam_data = cam.data
621 cam_key = scene_data.data_cameras[cam_obj]
623 # Real data now, good old camera!
624 # Object transform info.
625 loc, rot, scale, matrix, matrix_rot = cam_obj.fbx_object_tx(scene_data)
626 up = matrix_rot @ Vector((0.0, 1.0, 0.0))
627 to = matrix_rot @ Vector((0.0, 0.0, -1.0))
628 # Render settings.
629 # TODO We could export much more...
630 render = scene_data.scene.render
631 width = render.resolution_x
632 height = render.resolution_y
633 aspect = width / height
634 # Film width & height from mm to inches
635 filmwidth = convert_mm_to_inch(cam_data.sensor_width)
636 filmheight = convert_mm_to_inch(cam_data.sensor_height)
637 filmaspect = filmwidth / filmheight
638 # Film offset
639 offsetx = filmwidth * cam_data.shift_x
640 offsety = filmaspect * filmheight * cam_data.shift_y
642 cam = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(cam_key))
643 cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
644 cam.add_string(b"Camera")
646 tmpl = elem_props_template_init(scene_data.templates, b"Camera")
647 props = elem_properties(cam)
649 elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
650 elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
651 elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to) # Point, not vector!
652 # Should we use world value?
653 elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
654 elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)
656 elem_props_template_set(tmpl, props, "p_enum", b"AspectRatioMode", 2) # FixedResolution
657 elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(render.resolution_x))
658 elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(render.resolution_y))
659 elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio",
660 float(render.pixel_aspect_x / render.pixel_aspect_y))
662 elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
663 elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
664 elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
665 elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
666 elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)
668 elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3) # FocalLength.
669 elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2) # FitHorizontal.
670 elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
671 elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
672 elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
673 # No need to convert to inches here...
674 elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
675 elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
676 # Depth of field and Focus distance.
677 elem_props_template_set(tmpl, props, "p_bool", b"UseDepthOfField", cam_data.dof.use_dof)
678 elem_props_template_set(tmpl, props, "p_double", b"FocusDistance", cam_data.dof.focus_distance * 1000 * gscale)
679 # Default to perspective camera.
680 elem_props_template_set(tmpl, props, "p_enum", b"CameraProjectionType", 1 if cam_data.type == 'ORTHO' else 0)
681 elem_props_template_set(tmpl, props, "p_double", b"OrthoZoom", cam_data.ortho_scale)
683 elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
684 elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
685 elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1) # RelativeToCamera.
686 elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)
688 elem_props_template_finalize(tmpl, props)
690 # Custom properties.
691 if scene_data.settings.use_custom_props:
692 fbx_data_element_custom_properties(props, cam_data)
694 elem_data_single_string(cam, b"TypeFlags", b"Camera")
695 elem_data_single_int32(cam, b"GeometryVersion", 124) # Sic...
696 elem_data_vec_float64(cam, b"Position", loc)
697 elem_data_vec_float64(cam, b"Up", up)
698 elem_data_vec_float64(cam, b"LookAt", to)
699 elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
700 elem_data_single_int32(cam, b"ShowAudio", 0)
701 elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
702 elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)
705 def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, mat_world_arm=None, bones=[]):
707 Helper, since bindpose are used by both meshes shape keys and armature bones...
709 if arm_obj is None:
710 arm_obj = me_obj
711 # We assume bind pose for our bones are their "Editmode" pose...
712 # All matrices are expected in global (world) space.
713 bindpose_key = get_blender_bindpose_key(arm_obj.bdata, me)
714 fbx_pose = elem_data_single_int64(root, b"Pose", get_fbx_uuid_from_key(bindpose_key))
715 fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
716 fbx_pose.add_string(b"BindPose")
718 elem_data_single_string(fbx_pose, b"Type", b"BindPose")
719 elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
720 elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + (1 if (arm_obj != me_obj) else 0) + len(bones))
722 # First node is mesh/object.
723 mat_world_obj = me_obj.fbx_object_matrix(scene_data, global_space=True)
724 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
725 elem_data_single_int64(fbx_posenode, b"Node", me_obj.fbx_uuid)
726 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_obj))
727 # Second node is armature object itself.
728 if arm_obj != me_obj:
729 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
730 elem_data_single_int64(fbx_posenode, b"Node", arm_obj.fbx_uuid)
731 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_arm))
732 # And all bones of armature!
733 mat_world_bones = {}
734 for bo_obj in bones:
735 bomat = bo_obj.fbx_object_matrix(scene_data, rest=True, global_space=True)
736 mat_world_bones[bo_obj] = bomat
737 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
738 elem_data_single_int64(fbx_posenode, b"Node", bo_obj.fbx_uuid)
739 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(bomat))
741 return mat_world_obj, mat_world_bones
744 def fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, fbx_me_tmpl, fbx_me_props):
746 Write shape keys related data.
748 if me not in scene_data.data_deformers_shape:
749 return
751 write_normals = True # scene_data.settings.mesh_smooth_type in {'OFF'}
753 # First, write the geometry data itself (i.e. shapes).
754 _me_key, shape_key, shapes = scene_data.data_deformers_shape[me]
756 channels = []
758 for shape, (channel_key, geom_key, shape_verts_co, shape_verts_idx) in shapes.items():
759 # Use vgroups as weights, if defined.
760 if shape.vertex_group and shape.vertex_group in me_obj.bdata.vertex_groups:
761 shape_verts_weights = [0.0] * (len(shape_verts_co) // 3)
762 vg_idx = me_obj.bdata.vertex_groups[shape.vertex_group].index
763 for sk_idx, v_idx in enumerate(shape_verts_idx):
764 for vg in me.vertices[v_idx].groups:
765 if vg.group == vg_idx:
766 shape_verts_weights[sk_idx] = vg.weight * 100.0
767 else:
768 shape_verts_weights = [100.0] * (len(shape_verts_co) // 3)
769 channels.append((channel_key, shape, shape_verts_weights))
771 geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(geom_key))
772 geom.add_string(fbx_name_class(shape.name.encode(), b"Geometry"))
773 geom.add_string(b"Shape")
775 tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
776 props = elem_properties(geom)
777 elem_props_template_finalize(tmpl, props)
779 elem_data_single_int32(geom, b"Version", FBX_GEOMETRY_SHAPE_VERSION)
781 elem_data_single_int32_array(geom, b"Indexes", shape_verts_idx)
782 elem_data_single_float64_array(geom, b"Vertices", shape_verts_co)
783 if write_normals:
784 elem_data_single_float64_array(geom, b"Normals", [0.0] * len(shape_verts_co))
786 # Yiha! BindPose for shapekeys too! Dodecasigh...
787 # XXX Not sure yet whether several bindposes on same mesh are allowed, or not... :/
788 fbx_data_bindpose_element(root, me_obj, me, scene_data)
790 # ...and now, the deformers stuff.
791 fbx_shape = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(shape_key))
792 fbx_shape.add_string(fbx_name_class(me.name.encode(), b"Deformer"))
793 fbx_shape.add_string(b"BlendShape")
795 elem_data_single_int32(fbx_shape, b"Version", FBX_DEFORMER_SHAPE_VERSION)
797 for channel_key, shape, shape_verts_weights in channels:
798 fbx_channel = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(channel_key))
799 fbx_channel.add_string(fbx_name_class(shape.name.encode(), b"SubDeformer"))
800 fbx_channel.add_string(b"BlendShapeChannel")
802 elem_data_single_int32(fbx_channel, b"Version", FBX_DEFORMER_SHAPECHANNEL_VERSION)
803 elem_data_single_float64(fbx_channel, b"DeformPercent", shape.value * 100.0) # Percents...
804 elem_data_single_float64_array(fbx_channel, b"FullWeights", shape_verts_weights)
806 # *WHY* add this in linked mesh properties too? *cry*
807 # No idea whether it’s percent here too, or more usual factor (assume percentage for now) :/
808 elem_props_template_set(fbx_me_tmpl, fbx_me_props, "p_number", shape.name.encode(), shape.value * 100.0,
809 animatable=True)
812 def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
814 Write the Mesh (Geometry) data block.
816 # Ugly helper... :/
817 def _infinite_gen(val):
818 while 1:
819 yield val
821 me_key, me, _free = scene_data.data_meshes[me_obj]
823 # In case of multiple instances of same mesh, only write it once!
824 if me_key in done_meshes:
825 return
827 # No gscale/gmat here, all data are supposed to be in object space.
828 smooth_type = scene_data.settings.mesh_smooth_type
829 write_normals = True # smooth_type in {'OFF'}
831 do_bake_space_transform = me_obj.use_bake_space_transform(scene_data)
833 # Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
834 # global matrix, so we need to apply the global matrix to the vertices to get the correct result.
835 geom_mat_co = scene_data.settings.global_matrix if do_bake_space_transform else None
836 # We need to apply the inverse transpose of the global matrix when transforming normals.
837 geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
838 if geom_mat_no is not None:
839 # Remove translation & scaling!
840 geom_mat_no.translation = Vector()
841 geom_mat_no.normalize()
843 geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(me_key))
844 geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
845 geom.add_string(b"Mesh")
847 tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
848 props = elem_properties(geom)
850 # Custom properties.
851 if scene_data.settings.use_custom_props:
852 fbx_data_element_custom_properties(props, me)
854 # Subdivision levels. Take them from the first found subsurf modifier from the
855 # first object that has the mesh. Write crease information if the object has
856 # and subsurf modifier.
857 write_crease = False
858 if scene_data.settings.use_subsurf:
859 last_subsurf = None
860 for mod in me_obj.bdata.modifiers:
861 if not (mod.show_render or mod.show_viewport):
862 continue
863 if mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
864 last_subsurf = mod
866 if last_subsurf:
867 elem_data_single_int32(geom, b"Smoothness", 2) # Display control mesh and smoothed
868 if last_subsurf.boundary_smooth == "PRESERVE_CORNERS":
869 elem_data_single_int32(geom, b"BoundaryRule", 1) # CreaseAll
870 else:
871 elem_data_single_int32(geom, b"BoundaryRule", 2) # CreaseEdge
872 elem_data_single_int32(geom, b"PreviewDivisionLevels", last_subsurf.levels)
873 elem_data_single_int32(geom, b"RenderDivisionLevels", last_subsurf.render_levels)
875 elem_data_single_int32(geom, b"PreserveBorders", 0)
876 elem_data_single_int32(geom, b"PreserveHardEdges", 0)
877 elem_data_single_int32(geom, b"PropagateEdgeHardness", 0)
879 write_crease = last_subsurf.use_creases
881 elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)
883 # Vertex cos.
884 t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
885 me.vertices.foreach_get("co", t_co)
886 elem_data_single_float64_array(geom, b"Vertices", chain(*vcos_transformed_gen(t_co, geom_mat_co)))
887 del t_co
889 # Polygon indices.
891 # We do loose edges as two-vertices faces, if enabled...
893 # Note we have to process Edges in the same time, as they are based on poly's loops...
894 loop_nbr = len(me.loops)
895 t_pvi = array.array(data_types.ARRAY_INT32, (0,)) * loop_nbr
896 t_ls = [None] * len(me.polygons)
898 me.loops.foreach_get("vertex_index", t_pvi)
899 me.polygons.foreach_get("loop_start", t_ls)
901 # Add "fake" faces for loose edges.
902 if scene_data.settings.use_mesh_edges:
903 t_le = tuple(e.vertices for e in me.edges if e.is_loose)
904 t_pvi.extend(chain(*t_le))
905 t_ls.extend(range(loop_nbr, loop_nbr + len(t_le), 2))
906 del t_le
908 # Edges...
909 # Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
910 # The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
911 # Advantage: Only one index per edge.
912 # Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
913 # for loose edges).
914 # We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
915 # (like e.g. crease).
916 t_eli = array.array(data_types.ARRAY_INT32)
917 edges_map = {}
918 edges_nbr = 0
919 if t_ls and t_pvi:
920 t_ls = set(t_ls)
921 todo_edges = [None] * len(me.edges) * 2
922 # Sigh, cannot access edge.key through foreach_get... :/
923 me.edges.foreach_get("vertices", todo_edges)
924 todo_edges = set((v1, v2) if v1 < v2 else (v2, v1) for v1, v2 in zip(*(iter(todo_edges),) * 2))
926 li = 0
927 vi = vi_start = t_pvi[0]
928 for li_next, vi_next in enumerate(t_pvi[1:] + t_pvi[:1], start=1):
929 if li_next in t_ls: # End of a poly's loop.
930 vi2 = vi_start
931 vi_start = vi_next
932 else:
933 vi2 = vi_next
935 e_key = (vi, vi2) if vi < vi2 else (vi2, vi)
936 if e_key in todo_edges:
937 t_eli.append(li)
938 todo_edges.remove(e_key)
939 edges_map[e_key] = edges_nbr
940 edges_nbr += 1
942 vi = vi_next
943 li = li_next
944 # End of edges!
946 # We have to ^-1 last index of each loop.
947 for ls in t_ls:
948 t_pvi[ls - 1] ^= -1
950 # And finally we can write data!
951 elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
952 elem_data_single_int32_array(geom, b"Edges", t_eli)
953 del t_pvi
954 del t_ls
955 del t_eli
957 # And now, layers!
959 # Smoothing.
960 if smooth_type in {'FACE', 'EDGE'}:
961 t_ps = None
962 _map = b""
963 if smooth_type == 'FACE':
964 t_ps = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
965 me.polygons.foreach_get("use_smooth", t_ps)
966 _map = b"ByPolygon"
967 else: # EDGE
968 # Write Edge Smoothing.
969 # Note edge is sharp also if it's used by more than two faces, or one of its faces is flat.
970 t_ps = array.array(data_types.ARRAY_INT32, (0,)) * edges_nbr
971 sharp_edges = set()
972 temp_sharp_edges = {}
973 for p in me.polygons:
974 if not p.use_smooth:
975 sharp_edges.update(p.edge_keys)
976 continue
977 for k in p.edge_keys:
978 if temp_sharp_edges.setdefault(k, 0) > 1:
979 sharp_edges.add(k)
980 else:
981 temp_sharp_edges[k] += 1
982 del temp_sharp_edges
983 for e in me.edges:
984 if e.key not in edges_map:
985 continue # Only loose edges, in theory!
986 t_ps[edges_map[e.key]] = not (e.use_edge_sharp or (e.key in sharp_edges))
987 _map = b"ByEdge"
988 lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
989 elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
990 elem_data_single_string(lay_smooth, b"Name", b"")
991 elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
992 elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
993 elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps) # Sight, int32 for bool...
994 del t_ps
996 # Edge crease for subdivision
997 if write_crease:
998 t_ec = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * edges_nbr
999 for e in me.edges:
1000 if e.key not in edges_map:
1001 continue # Only loose edges, in theory!
1002 # Blender squares those values before sending them to OpenSubdiv, when other software don't,
1003 # so we need to compensate that to get similar results through FBX...
1004 t_ec[edges_map[e.key]] = e.crease * e.crease
1006 lay_crease = elem_data_single_int32(geom, b"LayerElementEdgeCrease", 0)
1007 elem_data_single_int32(lay_crease, b"Version", FBX_GEOMETRY_CREASE_VERSION)
1008 elem_data_single_string(lay_crease, b"Name", b"")
1009 elem_data_single_string(lay_crease, b"MappingInformationType", b"ByEdge")
1010 elem_data_single_string(lay_crease, b"ReferenceInformationType", b"Direct")
1011 elem_data_single_float64_array(lay_crease, b"EdgeCrease", t_ec)
1012 del t_ec
1014 # And we are done with edges!
1015 del edges_map
1017 # Loop normals.
1018 tspacenumber = 0
1019 if write_normals:
1020 # NOTE: this is not supported by importer currently.
1021 # XXX Official docs says normals should use IndexToDirect,
1022 # but this does not seem well supported by apps currently...
1023 me.calc_normals_split()
1025 t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
1026 me.loops.foreach_get("normal", t_ln)
1027 t_ln = nors_transformed_gen(t_ln, geom_mat_no)
1028 if 0:
1029 t_ln = tuple(t_ln) # No choice... :/
1031 lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
1032 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
1033 elem_data_single_string(lay_nor, b"Name", b"")
1034 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1035 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")
1037 ln2idx = tuple(set(t_ln))
1038 elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx))
1039 # Normal weights, no idea what it is.
1040 # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(ln2idx)
1041 # elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)
1043 ln2idx = {nor: idx for idx, nor in enumerate(ln2idx)}
1044 elem_data_single_int32_array(lay_nor, b"NormalsIndex", (ln2idx[n] for n in t_ln))
1046 del ln2idx
1047 # del t_lnw
1048 else:
1049 lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
1050 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
1051 elem_data_single_string(lay_nor, b"Name", b"")
1052 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1053 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1054 elem_data_single_float64_array(lay_nor, b"Normals", chain(*t_ln))
1055 # Normal weights, no idea what it is.
1056 # t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
1057 # elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
1058 del t_ln
1060 # tspace
1061 if scene_data.settings.use_tspace:
1062 tspacenumber = len(me.uv_layers)
1063 if tspacenumber:
1064 # We can only compute tspace on tessellated meshes, need to check that here...
1065 t_lt = [None] * len(me.polygons)
1066 me.polygons.foreach_get("loop_total", t_lt)
1067 if any((lt > 4 for lt in t_lt)):
1068 del t_lt
1069 scene_data.settings.report(
1070 {'WARNING'},
1071 tip_("Mesh '%s' has polygons with more than 4 vertices, "
1072 "cannot compute/export tangent space for it") % me.name)
1073 else:
1074 del t_lt
1075 t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
1076 # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
1077 uv_names = [uvlayer.name for uvlayer in me.uv_layers]
1078 for name in uv_names:
1079 me.calc_tangents(uvmap=name)
1080 for idx, uvlayer in enumerate(me.uv_layers):
1081 name = uvlayer.name
1082 # Loop bitangents (aka binormals).
1083 # NOTE: this is not supported by importer currently.
1084 me.loops.foreach_get("bitangent", t_ln)
1085 lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx)
1086 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION)
1087 elem_data_single_string_unicode(lay_nor, b"Name", name)
1088 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1089 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1090 elem_data_single_float64_array(lay_nor, b"Binormals",
1091 chain(*nors_transformed_gen(t_ln, geom_mat_no)))
1092 # Binormal weights, no idea what it is.
1093 # elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)
1095 # Loop tangents.
1096 # NOTE: this is not supported by importer currently.
1097 me.loops.foreach_get("tangent", t_ln)
1098 lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx)
1099 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION)
1100 elem_data_single_string_unicode(lay_nor, b"Name", name)
1101 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1102 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1103 elem_data_single_float64_array(lay_nor, b"Tangents",
1104 chain(*nors_transformed_gen(t_ln, geom_mat_no)))
1105 # Tangent weights, no idea what it is.
1106 # elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
1108 del t_ln
1109 # del t_lnw
1110 me.free_tangents()
1112 me.free_normals_split()
1114 # Write VertexColor Layers.
1115 colors_type = scene_data.settings.colors_type
1116 vcolnumber = 0 if colors_type == 'NONE' else len(me.color_attributes)
1117 if vcolnumber:
1118 def _coltuples_gen(raw_cols):
1119 return zip(*(iter(raw_cols),) * 4)
1121 color_prop_name = "color_srgb" if colors_type == 'SRGB' else "color"
1123 for colindex, collayer in enumerate(me.color_attributes):
1124 is_point = collayer.domain == "POINT"
1125 vcollen = len(me.vertices if is_point else me.loops)
1126 t_lc = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * vcollen * 4
1127 collayer.data.foreach_get(color_prop_name, t_lc)
1129 lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex)
1130 elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION)
1131 elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name)
1132 elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex")
1133 elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect")
1135 col2idx = tuple(set(_coltuples_gen(t_lc)))
1136 elem_data_single_float64_array(lay_vcol, b"Colors", chain(*col2idx)) # Flatten again...
1138 col2idx = {col: idx for idx, col in enumerate(col2idx)}
1139 col_indices = list(col2idx[c] for c in _coltuples_gen(t_lc))
1140 if is_point:
1141 # for "point" domain colors, we could directly emit them
1142 # with a "ByVertex" mapping type, but some software does not
1143 # properly understand that. So expand to full "ByPolygonVertex"
1144 # index map.
1145 col_indices = list((col_indices[c.vertex_index] for c in me.loops))
1146 elem_data_single_int32_array(lay_vcol, b"ColorIndex", col_indices)
1147 del col2idx
1148 del t_lc
1149 del _coltuples_gen
1151 # Write UV layers.
1152 # Note: LayerElementTexture is deprecated since FBX 2011 - luckily!
1153 # Textures are now only related to materials, in FBX!
1154 uvnumber = len(me.uv_layers)
1155 if uvnumber:
1156 # Looks like this mapping is also expected to convey UV islands (arg..... :((((( ).
1157 # So we need to generate unique triplets (uv, vertex_idx) here, not only just based on UV values.
1158 def _uvtuples_gen(raw_uvs, raw_lvidxs):
1159 return zip(zip(*(iter(raw_uvs),) * 2), raw_lvidxs)
1161 t_luv = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 2
1162 t_lvidx = array.array(data_types.ARRAY_INT32, (0,)) * len(me.loops)
1163 me.loops.foreach_get("vertex_index", t_lvidx)
1164 for uvindex, uvlayer in enumerate(me.uv_layers):
1165 uvlayer.data.foreach_get("uv", t_luv)
1166 lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex)
1167 elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION)
1168 elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name)
1169 elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex")
1170 elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect")
1172 uv_ids = tuple(set(_uvtuples_gen(t_luv, t_lvidx)))
1173 elem_data_single_float64_array(lay_uv, b"UV", chain(*(uv for uv, vidx in uv_ids))) # Flatten again...
1175 uv2idx = {uv_id: idx for idx, uv_id in enumerate(uv_ids)}
1176 elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
1177 del uv2idx
1178 del uv_ids
1179 del t_luv
1180 del t_lvidx
1181 del _uvtuples_gen
1183 # Face's materials.
1184 me_fbxmaterials_idx = scene_data.mesh_material_indices.get(me)
1185 if me_fbxmaterials_idx is not None:
1186 # We cannot use me.materials here, as this array is filled with None in case materials are linked to object...
1187 me_blmaterials = [mat_slot.material for mat_slot in me_obj.material_slots]
1188 if me_fbxmaterials_idx and me_blmaterials:
1189 lay_ma = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
1190 elem_data_single_int32(lay_ma, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
1191 elem_data_single_string(lay_ma, b"Name", b"")
1192 nbr_mats = len(me_fbxmaterials_idx)
1193 if nbr_mats > 1:
1194 t_pm = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
1195 me.polygons.foreach_get("material_index", t_pm)
1197 # We have to validate mat indices, and map them to FBX indices.
1198 # Note a mat might not be in me_fbxmats_idx (e.g. node mats are ignored).
1199 blmaterials_to_fbxmaterials_idxs = [me_fbxmaterials_idx[m]
1200 for m in me_blmaterials if m in me_fbxmaterials_idx]
1201 ma_idx_limit = len(blmaterials_to_fbxmaterials_idxs)
1202 def_ma = blmaterials_to_fbxmaterials_idxs[0]
1203 _gen = (blmaterials_to_fbxmaterials_idxs[m] if m < ma_idx_limit else def_ma for m in t_pm)
1204 t_pm = array.array(data_types.ARRAY_INT32, _gen)
1206 elem_data_single_string(lay_ma, b"MappingInformationType", b"ByPolygon")
1207 # XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one
1208 # value per polygon...
1209 # But looks like FBX expects it to be IndexToDirect here (maybe because materials are already
1210 # indices??? *sigh*).
1211 elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
1212 elem_data_single_int32_array(lay_ma, b"Materials", t_pm)
1213 del t_pm
1214 else:
1215 elem_data_single_string(lay_ma, b"MappingInformationType", b"AllSame")
1216 elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
1217 elem_data_single_int32_array(lay_ma, b"Materials", [0])
1219 # And the "layer TOC"...
1221 layer = elem_data_single_int32(geom, b"Layer", 0)
1222 elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
1223 if write_normals:
1224 lay_nor = elem_empty(layer, b"LayerElement")
1225 elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal")
1226 elem_data_single_int32(lay_nor, b"TypedIndex", 0)
1227 if tspacenumber:
1228 lay_binor = elem_empty(layer, b"LayerElement")
1229 elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
1230 elem_data_single_int32(lay_binor, b"TypedIndex", 0)
1231 lay_tan = elem_empty(layer, b"LayerElement")
1232 elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
1233 elem_data_single_int32(lay_tan, b"TypedIndex", 0)
1234 if smooth_type in {'FACE', 'EDGE'}:
1235 lay_smooth = elem_empty(layer, b"LayerElement")
1236 elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing")
1237 elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
1238 if write_crease:
1239 lay_smooth = elem_empty(layer, b"LayerElement")
1240 elem_data_single_string(lay_smooth, b"Type", b"LayerElementEdgeCrease")
1241 elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
1242 if vcolnumber:
1243 lay_vcol = elem_empty(layer, b"LayerElement")
1244 elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
1245 elem_data_single_int32(lay_vcol, b"TypedIndex", 0)
1246 if uvnumber:
1247 lay_uv = elem_empty(layer, b"LayerElement")
1248 elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
1249 elem_data_single_int32(lay_uv, b"TypedIndex", 0)
1250 if me_fbxmaterials_idx is not None:
1251 lay_ma = elem_empty(layer, b"LayerElement")
1252 elem_data_single_string(lay_ma, b"Type", b"LayerElementMaterial")
1253 elem_data_single_int32(lay_ma, b"TypedIndex", 0)
1255 # Add other uv and/or vcol layers...
1256 for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber),
1257 fillvalue=0):
1258 layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx))
1259 elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
1260 if vcolidx:
1261 lay_vcol = elem_empty(layer, b"LayerElement")
1262 elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
1263 elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx)
1264 if uvidx:
1265 lay_uv = elem_empty(layer, b"LayerElement")
1266 elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
1267 elem_data_single_int32(lay_uv, b"TypedIndex", uvidx)
1268 if tspaceidx:
1269 lay_binor = elem_empty(layer, b"LayerElement")
1270 elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
1271 elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx)
1272 lay_tan = elem_empty(layer, b"LayerElement")
1273 elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
1274 elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx)
1276 # Shape keys...
1277 fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, tmpl, props)
1279 elem_props_template_finalize(tmpl, props)
1280 done_meshes.add(me_key)
1283 def fbx_data_material_elements(root, ma, scene_data):
1285 Write the Material data block.
1288 ambient_color = (0.0, 0.0, 0.0)
1289 if scene_data.data_world:
1290 ambient_color = next(iter(scene_data.data_world.keys())).color
1292 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
1293 ma_key, _objs = scene_data.data_materials[ma]
1294 ma_type = b"Phong"
1296 fbx_ma = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(ma_key))
1297 fbx_ma.add_string(fbx_name_class(ma.name.encode(), b"Material"))
1298 fbx_ma.add_string(b"")
1300 elem_data_single_int32(fbx_ma, b"Version", FBX_MATERIAL_VERSION)
1301 # those are not yet properties, it seems...
1302 elem_data_single_string(fbx_ma, b"ShadingModel", ma_type)
1303 elem_data_single_int32(fbx_ma, b"MultiLayer", 0) # Should be bool...
1305 tmpl = elem_props_template_init(scene_data.templates, b"Material")
1306 props = elem_properties(fbx_ma)
1308 elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", ma_type.decode())
1309 elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", ma_wrap.base_color)
1310 # Not in Principled BSDF, so assuming always 1
1311 elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", 1.0)
1312 # Principled BSDF only has an emissive color, so we assume factor to be always 1.0.
1313 elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", ma_wrap.emission_color)
1314 elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", ma_wrap.emission_strength)
1315 # Not in Principled BSDF, so assuming always 0
1316 elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
1317 elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", 0.0)
1318 # Sweetness... Looks like we are not the only ones to not know exactly how FBX is supposed to work (see T59850).
1319 # According to one of its developers, Unity uses that formula to extract alpha value:
1321 # alpha = 1 - TransparencyFactor
1322 # if (alpha == 1 or alpha == 0):
1323 # alpha = 1 - TransparentColor.r
1325 # Until further info, let's assume this is correct way to do, hence the following code for TransparentColor.
1326 if ma_wrap.alpha < 1.0e-5 or ma_wrap.alpha > (1.0 - 1.0e-5):
1327 elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", (1.0 - ma_wrap.alpha,) * 3)
1328 else:
1329 elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", ma_wrap.base_color)
1330 elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor", 1.0 - ma_wrap.alpha)
1331 elem_props_template_set(tmpl, props, "p_number", b"Opacity", ma_wrap.alpha)
1332 elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
1333 elem_props_template_set(tmpl, props, "p_double", b"BumpFactor", ma_wrap.normalmap_strength)
1334 # Not sure about those...
1336 b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
1337 b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
1338 b"DisplacementFactor": (0.0, "p_double"),
1340 # TODO: use specular tint?
1341 elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", ma_wrap.base_color)
1342 elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", ma_wrap.specular / 2.0)
1343 # See Material template about those two!
1344 # XXX Totally empirical conversion, trying to adapt it
1345 # (from 0.0 - 100.0 FBX shininess range to 1.0 - 0.0 Principled BSDF range)...
1346 shininess = (1.0 - ma_wrap.roughness) * 10
1347 shininess *= shininess
1348 elem_props_template_set(tmpl, props, "p_number", b"Shininess", shininess)
1349 elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", shininess)
1350 elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", ma_wrap.base_color)
1351 elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor", ma_wrap.metallic)
1353 elem_props_template_finalize(tmpl, props)
1355 # Custom properties.
1356 if scene_data.settings.use_custom_props:
1357 fbx_data_element_custom_properties(props, ma)
1360 def _gen_vid_path(img, scene_data):
1361 msetts = scene_data.settings.media_settings
1362 fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode,
1363 msetts.subdir, msetts.copy_set, img.library)
1364 fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel)))
1365 return fname_abs, fname_rel
1368 def fbx_data_texture_file_elements(root, blender_tex_key, scene_data):
1370 Write the (file) Texture data block.
1372 # XXX All this is very fuzzy to me currently...
1373 # Textures do not seem to use properties as much as they could.
1374 # For now assuming most logical and simple stuff.
1376 ma, sock_name = blender_tex_key
1377 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
1378 tex_key, _fbx_prop = scene_data.data_textures[blender_tex_key]
1379 tex = getattr(ma_wrap, sock_name)
1380 img = tex.image
1381 fname_abs, fname_rel = _gen_vid_path(img, scene_data)
1383 fbx_tex = elem_data_single_int64(root, b"Texture", get_fbx_uuid_from_key(tex_key))
1384 fbx_tex.add_string(fbx_name_class(sock_name.encode(), b"Texture"))
1385 fbx_tex.add_string(b"")
1387 elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip")
1388 elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION)
1389 elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(sock_name.encode(), b"Texture"))
1390 elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video"))
1391 elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs)
1392 elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)
1394 alpha_source = 0 # None
1395 if img.alpha_mode != 'NONE':
1396 # ~ if tex.texture.use_calculate_alpha:
1397 # ~ alpha_source = 1 # RGBIntensity as alpha.
1398 # ~ else:
1399 # ~ alpha_source = 2 # Black, i.e. alpha channel.
1400 alpha_source = 2 # Black, i.e. alpha channel.
1401 # BlendMode not useful for now, only affects layered textures afaics.
1402 mapping = 0 # UV.
1403 uvset = None
1404 if tex.texcoords == 'ORCO': # XXX Others?
1405 if tex.projection == 'FLAT':
1406 mapping = 1 # Planar
1407 elif tex.projection == 'CUBE':
1408 mapping = 4 # Box
1409 elif tex.projection == 'TUBE':
1410 mapping = 3 # Cylindrical
1411 elif tex.projection == 'SPHERE':
1412 mapping = 2 # Spherical
1413 elif tex.texcoords == 'UV':
1414 mapping = 0 # UV
1415 # Yuck, UVs are linked by mere names it seems... :/
1416 # XXX TODO how to get that now???
1417 # uvset = tex.uv_layer
1418 wrap_mode = 1 # Clamp
1419 if tex.extension == 'REPEAT':
1420 wrap_mode = 0 # Repeat
1422 tmpl = elem_props_template_init(scene_data.templates, b"TextureFile")
1423 props = elem_properties(fbx_tex)
1424 elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source)
1425 elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
1426 img.alpha_mode in {'STRAIGHT'}) # Or is it PREMUL?
1427 elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
1428 if uvset is not None:
1429 elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset)
1430 elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
1431 elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
1432 elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.translation)
1433 elem_props_template_set(tmpl, props, "p_vector_3d", b"Rotation", (-r for r in tex.rotation))
1434 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))
1435 # UseMaterial should always be ON imho.
1436 elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True)
1437 elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", False)
1438 elem_props_template_finalize(tmpl, props)
1440 # No custom properties, since that's not a data-block anymore.
1443 def fbx_data_video_elements(root, vid, scene_data):
1445 Write the actual image data block.
1447 msetts = scene_data.settings.media_settings
1449 vid_key, _texs = scene_data.data_videos[vid]
1450 fname_abs, fname_rel = _gen_vid_path(vid, scene_data)
1452 fbx_vid = elem_data_single_int64(root, b"Video", get_fbx_uuid_from_key(vid_key))
1453 fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video"))
1454 fbx_vid.add_string(b"Clip")
1456 elem_data_single_string(fbx_vid, b"Type", b"Clip")
1457 # XXX No Version???
1459 tmpl = elem_props_template_init(scene_data.templates, b"Video")
1460 props = elem_properties(fbx_vid)
1461 elem_props_template_set(tmpl, props, "p_string_url", b"Path", fname_abs)
1462 elem_props_template_finalize(tmpl, props)
1464 elem_data_single_int32(fbx_vid, b"UseMipMap", 0)
1465 elem_data_single_string_unicode(fbx_vid, b"Filename", fname_abs)
1466 elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel)
1468 if scene_data.settings.media_settings.embed_textures:
1469 if vid.packed_file is not None:
1470 # We only ever embed a given file once!
1471 if fname_abs not in msetts.embedded_set:
1472 elem_data_single_bytes(fbx_vid, b"Content", vid.packed_file.data)
1473 msetts.embedded_set.add(fname_abs)
1474 else:
1475 filepath = bpy.path.abspath(vid.filepath)
1476 # We only ever embed a given file once!
1477 if filepath not in msetts.embedded_set:
1478 try:
1479 with open(filepath, 'br') as f:
1480 elem_data_single_bytes(fbx_vid, b"Content", f.read())
1481 except Exception as e:
1482 print("WARNING: embedding file {} failed ({})".format(filepath, e))
1483 elem_data_single_bytes(fbx_vid, b"Content", b"")
1484 msetts.embedded_set.add(filepath)
1485 # Looks like we'd rather not write any 'Content' element in this case (see T44442).
1486 # Sounds suspect, but let's try it!
1487 #~ else:
1488 #~ elem_data_single_bytes(fbx_vid, b"Content", b"")
1491 def fbx_data_armature_elements(root, arm_obj, scene_data):
1493 Write:
1494 * Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!).
1495 * Deformers (i.e. Skin), bind between an armature and a mesh.
1496 ** SubDeformers (i.e. Cluster), one per bone/vgroup pair.
1497 * BindPose.
1498 Note armature itself has no data, it is a mere "Null" Model...
1500 mat_world_arm = arm_obj.fbx_object_matrix(scene_data, global_space=True)
1501 bones = tuple(bo_obj for bo_obj in arm_obj.bones if bo_obj in scene_data.objects)
1503 bone_radius_scale = 33.0
1505 # Bones "data".
1506 for bo_obj in bones:
1507 bo = bo_obj.bdata
1508 bo_data_key = scene_data.data_bones[bo_obj]
1509 fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(bo_data_key))
1510 fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute"))
1511 fbx_bo.add_string(b"LimbNode")
1512 elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
1514 tmpl = elem_props_template_init(scene_data.templates, b"Bone")
1515 props = elem_properties(fbx_bo)
1516 elem_props_template_set(tmpl, props, "p_double", b"Size", bo.head_radius * bone_radius_scale)
1517 elem_props_template_finalize(tmpl, props)
1519 # Custom properties.
1520 if scene_data.settings.use_custom_props:
1521 fbx_data_element_custom_properties(props, bo)
1523 # Store Blender bone length - XXX Not much useful actually :/
1524 # (LimbLength can't be used because it is a scale factor 0-1 for the parent-child distance:
1525 # http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/class_fbx_skeleton.html#a9bbe2a70f4ed82cd162620259e649f0f )
1526 # elem_props_set(props, "p_double", "BlenderBoneLength".encode(), (bo.tail_local - bo.head_local).length, custom=True)
1528 # Skin deformers and BindPoses.
1529 # Note: we might also use Deformers for our "parent to vertex" stuff???
1530 deformer = scene_data.data_deformers_skin.get(arm_obj, None)
1531 if deformer is not None:
1532 for me, (skin_key, ob_obj, clusters) in deformer.items():
1533 # BindPose.
1534 mat_world_obj, mat_world_bones = fbx_data_bindpose_element(root, ob_obj, me, scene_data,
1535 arm_obj, mat_world_arm, bones)
1537 # Deformer.
1538 fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(skin_key))
1539 fbx_skin.add_string(fbx_name_class(arm_obj.name.encode(), b"Deformer"))
1540 fbx_skin.add_string(b"Skin")
1542 elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
1543 elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
1545 # Pre-process vertex weights (also to check vertices assigned to more than four bones).
1546 ob = ob_obj.bdata
1547 bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
1548 for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
1549 valid_idxs = set(bo_vg_idx.values())
1550 vgroups = {vg.index: {} for vg in ob.vertex_groups}
1551 verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs),
1552 key=lambda e: e[1], reverse=True)
1553 for v in me.vertices)
1554 for idx, vgs in enumerate(verts_vgroups):
1555 for vg_idx, w in vgs:
1556 vgroups[vg_idx][idx] = w
1558 for bo_obj, clstr_key in clusters.items():
1559 bo = bo_obj.bdata
1560 # Find which vertices are affected by this bone/vgroup pair, and matching weights.
1561 # Note we still write a cluster for bones not affecting the mesh, to get 'rest pose' data
1562 # (the TransformBlah matrices).
1563 vg_idx = bo_vg_idx.get(bo.name, None)
1564 indices, weights = ((), ()) if vg_idx is None or not vgroups[vg_idx] else zip(*vgroups[vg_idx].items())
1566 # Create the cluster.
1567 fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(clstr_key))
1568 fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer"))
1569 fbx_clstr.add_string(b"Cluster")
1571 elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION)
1572 # No idea what that user data might be...
1573 fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"")
1574 fbx_userdata.add_string(b"")
1575 if indices:
1576 elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
1577 elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
1578 # Transform, TransformLink and TransformAssociateModel matrices...
1579 # They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though.
1580 # WARNING! Even though official FBX API presents Transform in global space,
1581 # **it is stored in bone space in FBX data!** See:
1582 # http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-
1583 # by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
1584 elem_data_single_float64_array(fbx_clstr, b"Transform",
1585 matrix4_to_array(mat_world_bones[bo_obj].inverted_safe() @ mat_world_obj))
1586 elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
1587 elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
1590 def fbx_data_leaf_bone_elements(root, scene_data):
1591 # Write a dummy leaf bone that is used by applications to show the length of the last bone in a chain
1592 for (node_name, _par_uuid, node_uuid, attr_uuid, matrix, hide, size) in scene_data.data_leaf_bones:
1593 # Bone 'data'...
1594 fbx_bo = elem_data_single_int64(root, b"NodeAttribute", attr_uuid)
1595 fbx_bo.add_string(fbx_name_class(node_name.encode(), b"NodeAttribute"))
1596 fbx_bo.add_string(b"LimbNode")
1597 elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
1599 tmpl = elem_props_template_init(scene_data.templates, b"Bone")
1600 props = elem_properties(fbx_bo)
1601 elem_props_template_set(tmpl, props, "p_double", b"Size", size)
1602 elem_props_template_finalize(tmpl, props)
1604 # And bone object.
1605 model = elem_data_single_int64(root, b"Model", node_uuid)
1606 model.add_string(fbx_name_class(node_name.encode(), b"Model"))
1607 model.add_string(b"LimbNode")
1609 elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
1611 # Object transform info.
1612 loc, rot, scale = matrix.decompose()
1613 rot = rot.to_euler('XYZ')
1614 rot = tuple(convert_rad_to_deg_iter(rot))
1616 tmpl = elem_props_template_init(scene_data.templates, b"Model")
1617 # For now add only loc/rot/scale...
1618 props = elem_properties(model)
1619 # Generated leaf bones are obviously never animated!
1620 elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc)
1621 elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot)
1622 elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)
1623 elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not hide))
1625 # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
1626 # invalid -1 value...
1627 elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
1629 elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
1631 # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
1632 # object type, etc.
1633 elem_data_single_int32(model, b"MultiLayer", 0)
1634 elem_data_single_int32(model, b"MultiTake", 0)
1635 elem_data_single_bool(model, b"Shading", True)
1636 elem_data_single_string(model, b"Culling", b"CullingOff")
1638 elem_props_template_finalize(tmpl, props)
1641 def fbx_data_object_elements(root, ob_obj, scene_data):
1643 Write the Object (Model) data blocks.
1644 Note this "Model" can also be bone or dupli!
1646 obj_type = b"Null" # default, sort of empty...
1647 if ob_obj.is_bone:
1648 obj_type = b"LimbNode"
1649 elif (ob_obj.type == 'ARMATURE'):
1650 if scene_data.settings.armature_nodetype == 'ROOT':
1651 obj_type = b"Root"
1652 elif scene_data.settings.armature_nodetype == 'LIMBNODE':
1653 obj_type = b"LimbNode"
1654 else: # Default, preferred option...
1655 obj_type = b"Null"
1656 elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
1657 obj_type = b"Mesh"
1658 elif (ob_obj.type == 'LIGHT'):
1659 obj_type = b"Light"
1660 elif (ob_obj.type == 'CAMERA'):
1661 obj_type = b"Camera"
1662 model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid)
1663 model.add_string(fbx_name_class(ob_obj.name.encode(), b"Model"))
1664 model.add_string(obj_type)
1666 elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
1668 # Object transform info.
1669 loc, rot, scale, matrix, matrix_rot = ob_obj.fbx_object_tx(scene_data)
1670 rot = tuple(convert_rad_to_deg_iter(rot))
1672 tmpl = elem_props_template_init(scene_data.templates, b"Model")
1673 # For now add only loc/rot/scale...
1674 props = elem_properties(model)
1675 elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc,
1676 animatable=True, animated=((ob_obj.key, "Lcl Translation") in scene_data.animated))
1677 elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot,
1678 animatable=True, animated=((ob_obj.key, "Lcl Rotation") in scene_data.animated))
1679 elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale,
1680 animatable=True, animated=((ob_obj.key, "Lcl Scaling") in scene_data.animated))
1681 elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide))
1683 # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
1684 # invalid -1 value...
1685 elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
1687 elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
1689 # Custom properties.
1690 if scene_data.settings.use_custom_props:
1691 # Here we want customprops from the 'pose' bone, not the 'edit' bone...
1692 bdata = ob_obj.bdata_pose_bone if ob_obj.is_bone else ob_obj.bdata
1693 fbx_data_element_custom_properties(props, bdata)
1695 # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
1696 # object type, etc.
1697 elem_data_single_int32(model, b"MultiLayer", 0)
1698 elem_data_single_int32(model, b"MultiTake", 0)
1699 elem_data_single_bool(model, b"Shading", True)
1700 elem_data_single_string(model, b"Culling", b"CullingOff")
1702 if obj_type == b"Camera":
1703 # Why, oh why are FBX cameras such a mess???
1704 # And WHY add camera data HERE??? Not even sure this is needed...
1705 render = scene_data.scene.render
1706 width = render.resolution_x * 1.0
1707 height = render.resolution_y * 1.0
1708 elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0) # Don't know what it means
1709 elem_props_template_set(tmpl, props, "p_double", b"AspectW", width)
1710 elem_props_template_set(tmpl, props, "p_double", b"AspectH", height)
1711 elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True)
1712 elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0) # Don't know what it means
1713 elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True)
1715 elem_props_template_finalize(tmpl, props)
1718 def fbx_data_animation_elements(root, scene_data):
1720 Write animation data.
1722 animations = scene_data.animations
1723 if not animations:
1724 return
1725 scene = scene_data.scene
1727 fps = scene.render.fps / scene.render.fps_base
1729 def keys_to_ktimes(keys):
1730 return (int(v) for v in convert_sec_to_ktime_iter((f / fps for f, _v in keys)))
1732 # Animation stacks.
1733 for astack_key, alayers, alayer_key, name, f_start, f_end in animations:
1734 astack = elem_data_single_int64(root, b"AnimationStack", get_fbx_uuid_from_key(astack_key))
1735 astack.add_string(fbx_name_class(name, b"AnimStack"))
1736 astack.add_string(b"")
1738 astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack")
1739 astack_props = elem_properties(astack)
1740 r = scene_data.scene.render
1741 fps = r.fps / r.fps_base
1742 start = int(convert_sec_to_ktime(f_start / fps))
1743 end = int(convert_sec_to_ktime(f_end / fps))
1744 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start)
1745 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end)
1746 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start)
1747 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end)
1748 elem_props_template_finalize(astack_tmpl, astack_props)
1750 # For now, only one layer for all animations.
1751 alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
1752 alayer.add_string(fbx_name_class(name, b"AnimLayer"))
1753 alayer.add_string(b"")
1755 for ob_obj, (alayer_key, acurvenodes) in alayers.items():
1756 # Animation layer.
1757 # alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
1758 # alayer.add_string(fbx_name_class(ob_obj.name.encode(), b"AnimLayer"))
1759 # alayer.add_string(b"")
1761 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
1762 # Animation curve node.
1763 acurvenode = elem_data_single_int64(root, b"AnimationCurveNode", get_fbx_uuid_from_key(acurvenode_key))
1764 acurvenode.add_string(fbx_name_class(acurvenode_name.encode(), b"AnimCurveNode"))
1765 acurvenode.add_string(b"")
1767 acn_tmpl = elem_props_template_init(scene_data.templates, b"AnimationCurveNode")
1768 acn_props = elem_properties(acurvenode)
1770 for fbx_item, (acurve_key, def_value, keys, _acurve_valid) in acurves.items():
1771 elem_props_template_set(acn_tmpl, acn_props, "p_number", fbx_item.encode(),
1772 def_value, animatable=True)
1774 # Only create Animation curve if needed!
1775 if keys:
1776 acurve = elem_data_single_int64(root, b"AnimationCurve", get_fbx_uuid_from_key(acurve_key))
1777 acurve.add_string(fbx_name_class(b"", b"AnimCurve"))
1778 acurve.add_string(b"")
1780 # key attributes...
1781 nbr_keys = len(keys)
1782 # flags...
1783 keyattr_flags = (
1784 1 << 2 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
1785 1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
1786 1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent,
1787 1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive.
1790 # Maybe values controlling TCB & co???
1791 keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)
1793 # And now, the *real* data!
1794 elem_data_single_float64(acurve, b"Default", def_value)
1795 elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION)
1796 elem_data_single_int64_array(acurve, b"KeyTime", keys_to_ktimes(keys))
1797 elem_data_single_float32_array(acurve, b"KeyValueFloat", (v for _f, v in keys))
1798 elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags)
1799 elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat)
1800 elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,))
1802 elem_props_template_finalize(acn_tmpl, acn_props)
1805 # ##### Top-level FBX data container. #####
1807 # Mapping Blender -> FBX (principled_socket_name, fbx_name).
1808 PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = (
1809 # ("diffuse", "diffuse", b"DiffuseFactor"),
1810 ("base_color_texture", b"DiffuseColor"),
1811 ("alpha_texture", b"TransparencyFactor"), # Will be inverted in fact, not much we can do really...
1812 # ("base_color_texture", b"TransparentColor"), # Uses diffuse color in Blender!
1813 ("emission_strength_texture", b"EmissiveFactor"),
1814 ("emission_color_texture", b"EmissiveColor"),
1815 # ("ambient", "ambient", b"AmbientFactor"),
1816 # ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...
1817 ("normalmap_texture", b"NormalMap"),
1818 # Note: unsure about those... :/
1819 # ("", "", b"Bump"),
1820 # ("", "", b"BumpFactor"),
1821 # ("", "", b"DisplacementColor"),
1822 # ("", "", b"DisplacementFactor"),
1823 ("specular_texture", b"SpecularFactor"),
1824 # ("base_color", b"SpecularColor"), # TODO: use tint?
1825 # See Material template about those two!
1826 ("roughness_texture", b"Shininess"),
1827 ("roughness_texture", b"ShininessExponent"),
1828 # ("mirror", "mirror", b"ReflectionColor"),
1829 ("metallic_texture", b"ReflectionFactor"),
1833 def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
1834 data_bones, data_deformers_skin, data_empties, arm_parents):
1836 Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh,
1837 create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster).
1838 Also supports "parent to bone" (simple parent to Model/LimbNode).
1839 arm_parents is a set of tuples (armature, object) for all successful armature bindings.
1841 # We need some data for our armature 'object' too!!!
1842 data_empties[arm_obj] = get_blender_empty_key(arm_obj.bdata)
1844 arm_data = arm_obj.bdata.data
1845 bones = {}
1846 for bo in arm_obj.bones:
1847 if settings.use_armature_deform_only:
1848 if bo.bdata.use_deform:
1849 bones[bo] = True
1850 bo_par = bo.parent
1851 while bo_par.is_bone:
1852 bones[bo_par] = True
1853 bo_par = bo_par.parent
1854 elif bo not in bones: # Do not override if already set in the loop above!
1855 bones[bo] = False
1856 else:
1857 bones[bo] = True
1859 bones = {bo: None for bo, use in bones.items() if use}
1861 if not bones:
1862 return
1864 data_bones.update((bo, get_blender_bone_key(arm_obj.bdata, bo.bdata)) for bo in bones)
1866 for ob_obj in objects:
1867 if not ob_obj.is_deformed_by_armature(arm_obj):
1868 continue
1870 # Always handled by an Armature modifier...
1871 found = False
1872 for mod in ob_obj.bdata.modifiers:
1873 if mod.type not in {'ARMATURE'} or not mod.object:
1874 continue
1875 # We only support vertex groups binding method, not bone envelopes one!
1876 if mod.object == arm_obj.bdata and mod.use_vertex_groups:
1877 found = True
1878 break
1880 if not found:
1881 continue
1883 # Now we have a mesh using this armature.
1884 # Note: bindpose have no relations at all (no connections), so no need for any preprocess for them.
1885 # Create skin & clusters relations (note skins are connected to geometry, *not* model!).
1886 _key, me, _free = data_meshes[ob_obj]
1887 clusters = {bo: get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata) for bo in bones}
1888 data_deformers_skin.setdefault(arm_obj, {})[me] = (get_blender_armature_skin_key(arm_obj.bdata, me),
1889 ob_obj, clusters)
1891 # We don't want a regular parent relationship for those in FBX...
1892 arm_parents.add((arm_obj, ob_obj))
1893 # Needed to handle matrices/spaces (since we do not parent them to 'armature' in FBX :/ ).
1894 ob_obj.parented_to_armature = True
1896 objects.update(bones)
1899 def fbx_generate_leaf_bones(settings, data_bones):
1900 # find which bons have no children
1901 child_count = {bo: 0 for bo in data_bones.keys()}
1902 for bo in data_bones.keys():
1903 if bo.parent and bo.parent.is_bone:
1904 child_count[bo.parent] += 1
1906 bone_radius_scale = settings.global_scale * 33.0
1908 # generate bone data
1909 leaf_parents = [bo for bo, count in child_count.items() if count == 0]
1910 leaf_bones = []
1911 for parent in leaf_parents:
1912 node_name = parent.name + "_end"
1913 parent_uuid = parent.fbx_uuid
1914 parent_key = parent.key
1915 node_uuid = get_fbx_uuid_from_key(parent_key + "_end_node")
1916 attr_uuid = get_fbx_uuid_from_key(parent_key + "_end_nodeattr")
1918 hide = parent.hide
1919 size = parent.bdata.head_radius * bone_radius_scale
1920 bone_length = (parent.bdata.tail_local - parent.bdata.head_local).length
1921 matrix = Matrix.Translation((0, bone_length, 0))
1922 if settings.bone_correction_matrix_inv:
1923 matrix = settings.bone_correction_matrix_inv @ matrix
1924 if settings.bone_correction_matrix:
1925 matrix = matrix @ settings.bone_correction_matrix
1926 leaf_bones.append((node_name, parent_uuid, node_uuid, attr_uuid, matrix, hide, size))
1928 return leaf_bones
1931 def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=None, force_keep=False):
1933 Generate animation data (a single AnimStack) from objects, for a given frame range.
1935 bake_step = scene_data.settings.bake_anim_step
1936 simplify_fac = scene_data.settings.bake_anim_simplify_factor
1937 scene = scene_data.scene
1938 depsgraph = scene_data.depsgraph
1939 force_keying = scene_data.settings.bake_anim_use_all_bones
1940 force_sek = scene_data.settings.bake_anim_force_startend_keying
1941 gscale = scene_data.settings.global_scale
1943 if objects is not None:
1944 # Add bones and duplis!
1945 for ob_obj in tuple(objects):
1946 if not ob_obj.is_object:
1947 continue
1948 if ob_obj.type == 'ARMATURE':
1949 objects |= {bo_obj for bo_obj in ob_obj.bones if bo_obj in scene_data.objects}
1950 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
1951 if dp_obj in scene_data.objects:
1952 objects.add(dp_obj)
1953 else:
1954 objects = scene_data.objects
1956 back_currframe = scene.frame_current
1957 animdata_ob = {}
1958 p_rots = {}
1960 for ob_obj in objects:
1961 if ob_obj.parented_to_armature:
1962 continue
1963 ACNW = AnimationCurveNodeWrapper
1964 loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data)
1965 rot_deg = tuple(convert_rad_to_deg_iter(rot))
1966 force_key = (simplify_fac == 0.0) or (ob_obj.is_bone and force_keying)
1967 animdata_ob[ob_obj] = (ACNW(ob_obj.key, 'LCL_TRANSLATION', force_key, force_sek, loc),
1968 ACNW(ob_obj.key, 'LCL_ROTATION', force_key, force_sek, rot_deg),
1969 ACNW(ob_obj.key, 'LCL_SCALING', force_key, force_sek, scale))
1970 p_rots[ob_obj] = rot
1972 force_key = (simplify_fac == 0.0)
1973 animdata_shapes = {}
1975 for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items():
1976 # Ignore absolute shape keys for now!
1977 if not me.shape_keys.use_relative:
1978 continue
1979 for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items():
1980 acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', force_key, force_sek, (0.0,))
1981 # Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/
1982 acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
1983 animdata_shapes[channel_key] = (acnode, me, shape)
1985 animdata_cameras = {}
1986 for cam_obj, cam_key in scene_data.data_cameras.items():
1987 cam = cam_obj.bdata.data
1988 acnode_lens = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCAL', force_key, force_sek, (cam.lens,))
1989 acnode_focus_distance = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCUS_DISTANCE', force_key,
1990 force_sek, (cam.dof.focus_distance,))
1991 animdata_cameras[cam_key] = (acnode_lens, acnode_focus_distance, cam)
1993 currframe = f_start
1994 while currframe <= f_end:
1995 real_currframe = currframe - f_start if start_zero else currframe
1996 scene.frame_set(int(currframe), subframe=currframe - int(currframe))
1998 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
1999 pass # Merely updating dupli matrix of ObjectWrapper...
2000 for ob_obj, (anim_loc, anim_rot, anim_scale) in animdata_ob.items():
2001 # We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!).
2002 p_rot = p_rots.get(ob_obj, None)
2003 loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data, rot_euler_compat=p_rot)
2004 p_rots[ob_obj] = rot
2005 anim_loc.add_keyframe(real_currframe, loc)
2006 anim_rot.add_keyframe(real_currframe, tuple(convert_rad_to_deg_iter(rot)))
2007 anim_scale.add_keyframe(real_currframe, scale)
2008 for anim_shape, me, shape in animdata_shapes.values():
2009 anim_shape.add_keyframe(real_currframe, (shape.value * 100.0,))
2010 for anim_camera_lens, anim_camera_focus_distance, camera in animdata_cameras.values():
2011 anim_camera_lens.add_keyframe(real_currframe, (camera.lens,))
2012 anim_camera_focus_distance.add_keyframe(real_currframe, (camera.dof.focus_distance * 1000 * gscale,))
2013 currframe += bake_step
2015 scene.frame_set(back_currframe, subframe=0.0)
2017 animations = {}
2019 # And now, produce final data (usable by FBX export code)
2020 # Objects-like loc/rot/scale...
2021 for ob_obj, anims in animdata_ob.items():
2022 for anim in anims:
2023 anim.simplify(simplify_fac, bake_step, force_keep)
2024 if not anim:
2025 continue
2026 for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep):
2027 anim_data = animations.setdefault(obj_key, ("dummy_unused_key", {}))
2028 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2030 # And meshes' shape keys.
2031 for channel_key, (anim_shape, me, shape) in animdata_shapes.items():
2032 final_keys = {}
2033 anim_shape.simplify(simplify_fac, bake_step, force_keep)
2034 if not anim_shape:
2035 continue
2036 for elem_key, group_key, group, fbx_group, fbx_gname in anim_shape.get_final_data(scene, ref_id, force_keep):
2037 anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
2038 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2040 # And cameras' lens and focus distance keys.
2041 for cam_key, (anim_camera_lens, anim_camera_focus_distance, camera) in animdata_cameras.items():
2042 final_keys = {}
2043 anim_camera_lens.simplify(simplify_fac, bake_step, force_keep)
2044 anim_camera_focus_distance.simplify(simplify_fac, bake_step, force_keep)
2045 if anim_camera_lens:
2046 for elem_key, group_key, group, fbx_group, fbx_gname in \
2047 anim_camera_lens.get_final_data(scene, ref_id, force_keep):
2048 anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
2049 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2050 if anim_camera_focus_distance:
2051 for elem_key, group_key, group, fbx_group, fbx_gname in \
2052 anim_camera_focus_distance.get_final_data(scene, ref_id, force_keep):
2053 anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
2054 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2056 astack_key = get_blender_anim_stack_key(scene, ref_id)
2057 alayer_key = get_blender_anim_layer_key(scene, ref_id)
2058 name = (get_blenderID_name(ref_id) if ref_id else scene.name).encode()
2060 if start_zero:
2061 f_end -= f_start
2062 f_start = 0.0
2064 return (astack_key, animations, alayer_key, name, f_start, f_end) if animations else None
2067 def fbx_animations(scene_data):
2069 Generate global animation data from objects.
2071 scene = scene_data.scene
2072 animations = []
2073 animated = set()
2074 frame_start = 1e100
2075 frame_end = -1e100
2077 def add_anim(animations, animated, anim):
2078 nonlocal frame_start, frame_end
2079 if anim is not None:
2080 animations.append(anim)
2081 f_start, f_end = anim[4:6]
2082 if f_start < frame_start:
2083 frame_start = f_start
2084 if f_end > frame_end:
2085 frame_end = f_end
2087 _astack_key, astack, _alayer_key, _name, _fstart, _fend = anim
2088 for elem_key, (alayer_key, acurvenodes) in astack.items():
2089 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
2090 animated.add((elem_key, fbx_prop))
2092 # Per-NLA strip animstacks.
2093 if scene_data.settings.bake_anim_use_nla_strips:
2094 strips = []
2095 ob_actions = []
2096 for ob_obj in scene_data.objects:
2097 # NLA tracks only for objects, not bones!
2098 if not ob_obj.is_object:
2099 continue
2100 ob = ob_obj.bdata # Back to real Blender Object.
2101 if not ob.animation_data:
2102 continue
2104 # Some actions are read-only, one cause is being in NLA tweakmode
2105 restore_use_tweak_mode = ob.animation_data.use_tweak_mode
2106 if ob.animation_data.is_property_readonly('action'):
2107 ob.animation_data.use_tweak_mode = False
2109 # We have to remove active action from objects, it overwrites strips actions otherwise...
2110 ob_actions.append((ob, ob.animation_data.action, restore_use_tweak_mode))
2111 ob.animation_data.action = None
2112 for track in ob.animation_data.nla_tracks:
2113 if track.mute:
2114 continue
2115 for strip in track.strips:
2116 if strip.mute:
2117 continue
2118 strips.append(strip)
2119 strip.mute = True
2121 for strip in strips:
2122 strip.mute = False
2123 add_anim(animations, animated,
2124 fbx_animations_do(scene_data, strip, strip.frame_start, strip.frame_end, True, force_keep=True))
2125 strip.mute = True
2126 scene.frame_set(scene.frame_current, subframe=0.0)
2128 for strip in strips:
2129 strip.mute = False
2131 for ob, ob_act, restore_use_tweak_mode in ob_actions:
2132 ob.animation_data.action = ob_act
2133 ob.animation_data.use_tweak_mode = restore_use_tweak_mode
2135 # All actions.
2136 if scene_data.settings.bake_anim_use_all_actions:
2137 def validate_actions(act, path_resolve):
2138 for fc in act.fcurves:
2139 data_path = fc.data_path
2140 if fc.array_index:
2141 data_path = data_path + "[%d]" % fc.array_index
2142 try:
2143 path_resolve(data_path)
2144 except ValueError:
2145 return False # Invalid.
2146 return True # Valid.
2148 def restore_object(ob_to, ob_from):
2149 # Restore org state of object (ugh :/ ).
2150 props = (
2151 'location', 'rotation_quaternion', 'rotation_axis_angle', 'rotation_euler', 'rotation_mode', 'scale',
2152 'delta_location', 'delta_rotation_euler', 'delta_rotation_quaternion', 'delta_scale',
2153 'lock_location', 'lock_rotation', 'lock_rotation_w', 'lock_rotations_4d', 'lock_scale',
2154 'tag', 'track_axis', 'up_axis', 'active_material', 'active_material_index',
2155 'matrix_parent_inverse', 'empty_display_type', 'empty_display_size', 'empty_image_offset', 'pass_index',
2156 'color', 'hide_viewport', 'hide_select', 'hide_render', 'instance_type',
2157 'use_instance_vertices_rotation', 'use_instance_faces_scale', 'instance_faces_scale',
2158 'display_type', 'show_bounds', 'display_bounds_type', 'show_name', 'show_axis', 'show_texture_space',
2159 'show_wire', 'show_all_edges', 'show_transparent', 'show_in_front',
2160 'show_only_shape_key', 'use_shape_key_edit_mode', 'active_shape_key_index',
2162 for p in props:
2163 if not ob_to.is_property_readonly(p):
2164 setattr(ob_to, p, getattr(ob_from, p))
2166 for ob_obj in scene_data.objects:
2167 # Actions only for objects, not bones!
2168 if not ob_obj.is_object:
2169 continue
2171 ob = ob_obj.bdata # Back to real Blender Object.
2173 if not ob.animation_data:
2174 continue # Do not export animations for objects that are absolutely not animated, see T44386.
2176 if ob.animation_data.is_property_readonly('action'):
2177 continue # Cannot re-assign 'active action' to this object (usually related to NLA usage, see T48089).
2179 # We can't play with animdata and actions and get back to org state easily.
2180 # So we have to add a temp copy of the object to the scene, animate it, and remove it... :/
2181 ob_copy = ob.copy()
2182 # Great, have to handle bones as well if needed...
2183 pbones_matrices = [pbo.matrix_basis.copy() for pbo in ob.pose.bones] if ob.type == 'ARMATURE' else ...
2185 org_act = ob.animation_data.action
2186 path_resolve = ob.path_resolve
2188 for act in bpy.data.actions:
2189 # For now, *all* paths in the action must be valid for the object, to validate the action.
2190 # Unless that action was already assigned to the object!
2191 if act != org_act and not validate_actions(act, path_resolve):
2192 continue
2193 ob.animation_data.action = act
2194 frame_start, frame_end = act.frame_range # sic!
2195 add_anim(animations, animated,
2196 fbx_animations_do(scene_data, (ob, act), frame_start, frame_end, True,
2197 objects={ob_obj}, force_keep=True))
2198 # Ugly! :/
2199 if pbones_matrices is not ...:
2200 for pbo, mat in zip(ob.pose.bones, pbones_matrices):
2201 pbo.matrix_basis = mat.copy()
2202 ob.animation_data.action = org_act
2203 restore_object(ob, ob_copy)
2204 scene.frame_set(scene.frame_current, subframe=0.0)
2206 if pbones_matrices is not ...:
2207 for pbo, mat in zip(ob.pose.bones, pbones_matrices):
2208 pbo.matrix_basis = mat.copy()
2209 ob.animation_data.action = org_act
2211 bpy.data.objects.remove(ob_copy)
2212 scene.frame_set(scene.frame_current, subframe=0.0)
2214 # Global (containing everything) animstack, only if not exporting NLA strips and/or all actions.
2215 if not scene_data.settings.bake_anim_use_nla_strips and not scene_data.settings.bake_anim_use_all_actions:
2216 add_anim(animations, animated, fbx_animations_do(scene_data, None, scene.frame_start, scene.frame_end, False))
2218 # Be sure to update all matrices back to org state!
2219 scene.frame_set(scene.frame_current, subframe=0.0)
2221 return animations, animated, frame_start, frame_end
2224 def fbx_data_from_scene(scene, depsgraph, settings):
2226 Do some pre-processing over scene's data...
2228 objtypes = settings.object_types
2229 dp_objtypes = objtypes - {'ARMATURE'} # Armatures are not supported as dupli instances currently...
2230 perfmon = PerfMon()
2231 perfmon.level_up()
2233 # ##### Gathering data...
2235 perfmon.step("FBX export prepare: Wrapping Objects...")
2237 # This is rather simple for now, maybe we could end generating templates with most-used values
2238 # instead of default ones?
2239 objects = {} # Because we do not have any ordered set...
2240 for ob in settings.context_objects:
2241 if ob.type not in objtypes:
2242 continue
2243 ob_obj = ObjectWrapper(ob)
2244 objects[ob_obj] = None
2245 # Duplis...
2246 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
2247 if dp_obj.type not in dp_objtypes:
2248 continue
2249 objects[dp_obj] = None
2251 perfmon.step("FBX export prepare: Wrapping Data (lamps, cameras, empties)...")
2253 data_lights = {ob_obj.bdata.data: get_blenderID_key(ob_obj.bdata.data)
2254 for ob_obj in objects if ob_obj.type == 'LIGHT'}
2255 # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
2256 data_cameras = {ob_obj: get_blenderID_key(ob_obj.bdata.data)
2257 for ob_obj in objects if ob_obj.type == 'CAMERA'}
2258 # Yep! Contains nothing, but needed!
2259 data_empties = {ob_obj: get_blender_empty_key(ob_obj.bdata)
2260 for ob_obj in objects if ob_obj.type == 'EMPTY'}
2262 perfmon.step("FBX export prepare: Wrapping Meshes...")
2264 data_meshes = {}
2265 for ob_obj in objects:
2266 if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
2267 continue
2268 ob = ob_obj.bdata
2269 use_org_data = True
2270 org_ob_obj = None
2272 # Do not want to systematically recreate a new mesh for dupliobject instances, kind of break purpose of those.
2273 if ob_obj.is_dupli:
2274 org_ob_obj = ObjectWrapper(ob) # We get the "real" object wrapper from that dupli instance.
2275 if org_ob_obj in data_meshes:
2276 data_meshes[ob_obj] = data_meshes[org_ob_obj]
2277 continue
2279 is_ob_material = any(ms.link == 'OBJECT' for ms in ob.material_slots)
2281 if settings.use_mesh_modifiers or settings.use_triangles or ob.type in BLENDER_OTHER_OBJECT_TYPES or is_ob_material:
2282 # We cannot use default mesh in that case, or material would not be the right ones...
2283 use_org_data = not (is_ob_material or ob.type in BLENDER_OTHER_OBJECT_TYPES)
2284 backup_pose_positions = []
2285 tmp_mods = []
2286 if use_org_data and ob.type == 'MESH':
2287 if settings.use_triangles:
2288 use_org_data = False
2289 # No need to create a new mesh in this case, if no modifier is active!
2290 last_subsurf = None
2291 for mod in ob.modifiers:
2292 # For meshes, when armature export is enabled, disable Armature modifiers here!
2293 # XXX Temp hacks here since currently we only have access to a viewport depsgraph...
2295 # NOTE: We put armature to the rest pose instead of disabling it so we still
2296 # have vertex groups in the evaluated mesh.
2297 if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
2298 object = mod.object
2299 if object and object.type == 'ARMATURE':
2300 armature = object.data
2301 # If armature is already in REST position, there's nothing to back-up
2302 # This cuts down on export time dramatically, if all armatures are already in REST position
2303 # by not triggering dependency graph update
2304 if armature.pose_position != 'REST':
2305 backup_pose_positions.append((armature, armature.pose_position))
2306 armature.pose_position = 'REST'
2307 elif mod.show_render or mod.show_viewport:
2308 # If exporting with subsurf collect the last Catmull-Clark subsurf modifier
2309 # and disable it. We can use the original data as long as this is the first
2310 # found applicable subsurf modifier.
2311 if settings.use_subsurf and mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
2312 if last_subsurf:
2313 use_org_data = False
2314 last_subsurf = mod
2315 else:
2316 use_org_data = False
2317 if settings.use_subsurf and last_subsurf:
2318 # XXX: When exporting with subsurf information temporarily disable
2319 # the last subsurf modifier.
2320 tmp_mods.append((last_subsurf, last_subsurf.show_render, last_subsurf.show_viewport))
2321 last_subsurf.show_render = False
2322 last_subsurf.show_viewport = False
2323 if not use_org_data:
2324 # If modifiers has been altered need to update dependency graph.
2325 if backup_pose_positions or tmp_mods:
2326 depsgraph.update()
2327 ob_to_convert = ob.evaluated_get(depsgraph) if settings.use_mesh_modifiers else ob
2328 # NOTE: The dependency graph might be re-evaluating multiple times, which could
2329 # potentially free the mesh created early on. So we put those meshes to bmain and
2330 # free them afterwards. Not ideal but ensures correct ownerwhip.
2331 tmp_me = bpy.data.meshes.new_from_object(
2332 ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)
2333 # Triangulate the mesh if requested
2334 if settings.use_triangles:
2335 import bmesh
2336 bm = bmesh.new()
2337 bm.from_mesh(tmp_me)
2338 bmesh.ops.triangulate(bm, faces=bm.faces)
2339 bm.to_mesh(tmp_me)
2340 bm.free()
2341 data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
2342 # Change armatures back.
2343 for armature, pose_position in backup_pose_positions:
2344 print((armature, pose_position))
2345 armature.pose_position = pose_position
2346 # Update now, so we don't leave modified state after last object was exported.
2347 # Re-enable temporary disabled modifiers.
2348 for mod, show_render, show_viewport in tmp_mods:
2349 mod.show_render = show_render
2350 mod.show_viewport = show_viewport
2351 if backup_pose_positions or tmp_mods:
2352 depsgraph.update()
2353 if use_org_data:
2354 data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)
2356 # In case "real" source object of that dupli did not yet still existed in data_meshes, create it now!
2357 if org_ob_obj is not None:
2358 data_meshes[org_ob_obj] = data_meshes[ob_obj]
2360 perfmon.step("FBX export prepare: Wrapping ShapeKeys...")
2362 # ShapeKeys.
2363 data_deformers_shape = {}
2364 geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
2365 for me_key, me, _free in data_meshes.values():
2366 if not (me.shape_keys and len(me.shape_keys.key_blocks) > 1): # We do not want basis-only relative skeys...
2367 continue
2368 if me in data_deformers_shape:
2369 continue
2371 shapes_key = get_blender_mesh_shape_key(me)
2372 # We gather all vcos first, since some skeys may be based on others...
2373 _cos = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
2374 me.vertices.foreach_get("co", _cos)
2375 v_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co))
2376 sk_cos = {}
2377 for shape in me.shape_keys.key_blocks[1:]:
2378 shape.data.foreach_get("co", _cos)
2379 sk_cos[shape] = tuple(vcos_transformed_gen(_cos, geom_mat_co))
2380 sk_base = me.shape_keys.key_blocks[0]
2382 for shape in me.shape_keys.key_blocks[1:]:
2383 # Only write vertices really different from org coordinates!
2384 shape_verts_co = []
2385 shape_verts_idx = []
2387 sv_cos = sk_cos[shape]
2388 ref_cos = v_cos if shape.relative_key == sk_base else sk_cos[shape.relative_key]
2389 for idx, (sv_co, ref_co) in enumerate(zip(sv_cos, ref_cos)):
2390 if similar_values_iter(sv_co, ref_co):
2391 # Note: Maybe this is a bit too simplistic, should we use real shape base here? Though FBX does not
2392 # have this at all... Anyway, this should cover most common cases imho.
2393 continue
2394 shape_verts_co.extend(Vector(sv_co) - Vector(ref_co))
2395 shape_verts_idx.append(idx)
2397 # FBX does not like empty shapes (makes Unity crash e.g.).
2398 # To prevent this, we add a vertex that does nothing, but it keeps the shape key intact
2399 if not shape_verts_co:
2400 shape_verts_co.extend((0, 0, 0))
2401 shape_verts_idx.append(0)
2403 channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape)
2404 data = (channel_key, geom_key, shape_verts_co, shape_verts_idx)
2405 data_deformers_shape.setdefault(me, (me_key, shapes_key, {}))[2][shape] = data
2407 perfmon.step("FBX export prepare: Wrapping Armatures...")
2409 # Armatures!
2410 data_deformers_skin = {}
2411 data_bones = {}
2412 arm_parents = set()
2413 for ob_obj in tuple(objects):
2414 if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}):
2415 continue
2416 fbx_skeleton_from_armature(scene, settings, ob_obj, objects, data_meshes,
2417 data_bones, data_deformers_skin, data_empties, arm_parents)
2419 # Generate leaf bones
2420 data_leaf_bones = []
2421 if settings.add_leaf_bones:
2422 data_leaf_bones = fbx_generate_leaf_bones(settings, data_bones)
2424 perfmon.step("FBX export prepare: Wrapping World...")
2426 # Some world settings are embedded in FBX materials...
2427 if scene.world:
2428 data_world = {scene.world: get_blenderID_key(scene.world)}
2429 else:
2430 data_world = {}
2432 perfmon.step("FBX export prepare: Wrapping Materials...")
2434 # TODO: Check all the material stuff works even when they are linked to Objects
2435 # (we can then have the same mesh used with different materials...).
2436 # *Should* work, as FBX always links its materials to Models (i.e. objects).
2437 # XXX However, material indices would probably break...
2438 data_materials = {}
2439 for ob_obj in objects:
2440 # If obj is not a valid object for materials, wrapper will just return an empty tuple...
2441 for ma_s in ob_obj.material_slots:
2442 ma = ma_s.material
2443 if ma is None:
2444 continue # Empty slots!
2445 # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
2446 # However, I doubt anything else than Lambert/Phong is really portable!
2447 # Note we want to keep a 'dummy' empty material even when we can't really support it, see T41396.
2448 ma_data = data_materials.setdefault(ma, (get_blenderID_key(ma), []))
2449 ma_data[1].append(ob_obj)
2451 perfmon.step("FBX export prepare: Wrapping Textures...")
2453 # Note FBX textures also hold their mapping info.
2454 # TODO: Support layers?
2455 data_textures = {}
2456 # FbxVideo also used to store static images...
2457 data_videos = {}
2458 # For now, do not use world textures, don't think they can be linked to anything FBX wise...
2459 for ma in data_materials.keys():
2460 # Note: with nodal shaders, we'll could be generating much more textures, but that's kind of unavoidable,
2461 # given that textures actually do not exist anymore in material context in Blender...
2462 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
2463 for sock_name, fbx_name in PRINCIPLED_TEXTURE_SOCKETS_TO_FBX:
2464 tex = getattr(ma_wrap, sock_name)
2465 if tex is None or tex.image is None:
2466 continue
2467 blender_tex_key = (ma, sock_name)
2468 data_textures[blender_tex_key] = (get_blender_nodetexture_key(*blender_tex_key), fbx_name)
2470 img = tex.image
2471 vid_data = data_videos.setdefault(img, (get_blenderID_key(img), []))
2472 vid_data[1].append(blender_tex_key)
2474 perfmon.step("FBX export prepare: Wrapping Animations...")
2476 # Animation...
2477 animations = ()
2478 animated = set()
2479 frame_start = scene.frame_start
2480 frame_end = scene.frame_end
2481 if settings.bake_anim:
2482 # From objects & bones only for a start.
2483 # Kind of hack, we need a temp scene_data for object's space handling to bake animations...
2484 tmp_scdata = FBXExportData(
2485 None, None, None,
2486 settings, scene, depsgraph, objects, None, None, 0.0, 0.0,
2487 data_empties, data_lights, data_cameras, data_meshes, None,
2488 data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
2489 data_world, data_materials, data_textures, data_videos,
2491 animations, animated, frame_start, frame_end = fbx_animations(tmp_scdata)
2493 # ##### Creation of templates...
2495 perfmon.step("FBX export prepare: Generating templates...")
2497 templates = {}
2498 templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
2500 if data_empties:
2501 templates[b"Null"] = fbx_template_def_null(scene, settings, nbr_users=len(data_empties))
2503 if data_lights:
2504 templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lights))
2506 if data_cameras:
2507 templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras))
2509 if data_bones:
2510 templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones))
2512 if data_meshes:
2513 nbr = len({me_key for me_key, _me, _free in data_meshes.values()})
2514 if data_deformers_shape:
2515 nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
2516 templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=nbr)
2518 if objects:
2519 templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects))
2521 if arm_parents:
2522 # Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures
2523 templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents))
2525 if data_deformers_skin or data_deformers_shape:
2526 nbr = 0
2527 if data_deformers_skin:
2528 nbr += len(data_deformers_skin)
2529 nbr += sum(len(clusters) for def_me in data_deformers_skin.values() for a, b, clusters in def_me.values())
2530 if data_deformers_shape:
2531 nbr += len(data_deformers_shape)
2532 nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
2533 assert(nbr != 0)
2534 templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr)
2536 # No world support in FBX...
2538 if data_world:
2539 templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
2542 if data_materials:
2543 templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))
2545 if data_textures:
2546 templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))
2548 if data_videos:
2549 templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))
2551 if animations:
2552 nbr_astacks = len(animations)
2553 nbr_acnodes = 0
2554 nbr_acurves = 0
2555 for _astack_key, astack, _al, _n, _fs, _fe in animations:
2556 for _alayer_key, alayer in astack.values():
2557 for _acnode_key, acnode, _acnode_name in alayer.values():
2558 nbr_acnodes += 1
2559 for _acurve_key, _dval, acurve, acurve_valid in acnode.values():
2560 if acurve:
2561 nbr_acurves += 1
2563 templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks)
2564 # Would be nice to have one layer per animated object, but this seems tricky and not that well supported.
2565 # So for now, only one layer per anim stack.
2566 templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks)
2567 templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes)
2568 templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves)
2570 templates_users = sum(tmpl.nbr_users for tmpl in templates.values())
2572 # ##### Creation of connections...
2574 perfmon.step("FBX export prepare: Generating Connections...")
2576 connections = []
2578 # Objects (with classical parenting).
2579 for ob_obj in objects:
2580 # Bones are handled later.
2581 if not ob_obj.is_bone:
2582 par_obj = ob_obj.parent
2583 # Meshes parented to armature are handled separately, yet we want the 'no parent' connection (0).
2584 if par_obj and ob_obj.has_valid_parent(objects) and (par_obj, ob_obj) not in arm_parents:
2585 connections.append((b"OO", ob_obj.fbx_uuid, par_obj.fbx_uuid, None))
2586 else:
2587 connections.append((b"OO", ob_obj.fbx_uuid, 0, None))
2589 # Armature & Bone chains.
2590 for bo_obj in data_bones.keys():
2591 par_obj = bo_obj.parent
2592 if par_obj not in objects:
2593 continue
2594 connections.append((b"OO", bo_obj.fbx_uuid, par_obj.fbx_uuid, None))
2596 # Object data.
2597 for ob_obj in objects:
2598 if ob_obj.is_bone:
2599 bo_data_key = data_bones[ob_obj]
2600 connections.append((b"OO", get_fbx_uuid_from_key(bo_data_key), ob_obj.fbx_uuid, None))
2601 else:
2602 if ob_obj.type == 'LIGHT':
2603 light_key = data_lights[ob_obj.bdata.data]
2604 connections.append((b"OO", get_fbx_uuid_from_key(light_key), ob_obj.fbx_uuid, None))
2605 elif ob_obj.type == 'CAMERA':
2606 cam_key = data_cameras[ob_obj]
2607 connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
2608 elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE':
2609 empty_key = data_empties[ob_obj]
2610 connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
2611 elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:
2612 mesh_key, _me, _free = data_meshes[ob_obj]
2613 connections.append((b"OO", get_fbx_uuid_from_key(mesh_key), ob_obj.fbx_uuid, None))
2615 # Leaf Bones
2616 for (_node_name, par_uuid, node_uuid, attr_uuid, _matrix, _hide, _size) in data_leaf_bones:
2617 connections.append((b"OO", node_uuid, par_uuid, None))
2618 connections.append((b"OO", attr_uuid, node_uuid, None))
2620 # 'Shape' deformers (shape keys, only for meshes currently)...
2621 for me_key, shapes_key, shapes in data_deformers_shape.values():
2622 # shape -> geometry
2623 connections.append((b"OO", get_fbx_uuid_from_key(shapes_key), get_fbx_uuid_from_key(me_key), None))
2624 for channel_key, geom_key, _shape_verts_co, _shape_verts_idx in shapes.values():
2625 # shape channel -> shape
2626 connections.append((b"OO", get_fbx_uuid_from_key(channel_key), get_fbx_uuid_from_key(shapes_key), None))
2627 # geometry (keys) -> shape channel
2628 connections.append((b"OO", get_fbx_uuid_from_key(geom_key), get_fbx_uuid_from_key(channel_key), None))
2630 # 'Skin' deformers (armature-to-geometry, only for meshes currently)...
2631 for arm, deformed_meshes in data_deformers_skin.items():
2632 for me, (skin_key, ob_obj, clusters) in deformed_meshes.items():
2633 # skin -> geometry
2634 mesh_key, _me, _free = data_meshes[ob_obj]
2635 assert(me == _me)
2636 connections.append((b"OO", get_fbx_uuid_from_key(skin_key), get_fbx_uuid_from_key(mesh_key), None))
2637 for bo_obj, clstr_key in clusters.items():
2638 # cluster -> skin
2639 connections.append((b"OO", get_fbx_uuid_from_key(clstr_key), get_fbx_uuid_from_key(skin_key), None))
2640 # bone -> cluster
2641 connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None))
2643 # Materials
2644 mesh_material_indices = {}
2645 _objs_indices = {}
2646 for ma, (ma_key, ob_objs) in data_materials.items():
2647 for ob_obj in ob_objs:
2648 connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
2649 # Get index of this material for this object (or dupliobject).
2650 # Material indices for mesh faces are determined by their order in 'ma to ob' connections.
2651 # Only materials for meshes currently...
2652 # Note in case of dupliobjects a same me/ma idx will be generated several times...
2653 # Should not be an issue in practice, and it's needed in case we export duplis but not the original!
2654 if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
2655 continue
2656 _mesh_key, me, _free = data_meshes[ob_obj]
2657 idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
2658 mesh_material_indices.setdefault(me, {})[ma] = idx
2659 del _objs_indices
2661 # Textures
2662 for (ma, sock_name), (tex_key, fbx_prop) in data_textures.items():
2663 ma_key, _ob_objs = data_materials[ma]
2664 # texture -> material properties
2665 connections.append((b"OP", get_fbx_uuid_from_key(tex_key), get_fbx_uuid_from_key(ma_key), fbx_prop))
2667 # Images
2668 for vid, (vid_key, blender_tex_keys) in data_videos.items():
2669 for blender_tex_key in blender_tex_keys:
2670 tex_key, _fbx_prop = data_textures[blender_tex_key]
2671 connections.append((b"OO", get_fbx_uuid_from_key(vid_key), get_fbx_uuid_from_key(tex_key), None))
2673 # Animations
2674 for astack_key, astack, alayer_key, _name, _fstart, _fend in animations:
2675 # Animstack itself is linked nowhere!
2676 astack_id = get_fbx_uuid_from_key(astack_key)
2677 # For now, only one layer!
2678 alayer_id = get_fbx_uuid_from_key(alayer_key)
2679 connections.append((b"OO", alayer_id, astack_id, None))
2680 for elem_key, (alayer_key, acurvenodes) in astack.items():
2681 elem_id = get_fbx_uuid_from_key(elem_key)
2682 # Animlayer -> animstack.
2683 # alayer_id = get_fbx_uuid_from_key(alayer_key)
2684 # connections.append((b"OO", alayer_id, astack_id, None))
2685 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
2686 # Animcurvenode -> animalayer.
2687 acurvenode_id = get_fbx_uuid_from_key(acurvenode_key)
2688 connections.append((b"OO", acurvenode_id, alayer_id, None))
2689 # Animcurvenode -> object property.
2690 connections.append((b"OP", acurvenode_id, elem_id, fbx_prop.encode()))
2691 for fbx_item, (acurve_key, default_value, acurve, acurve_valid) in acurves.items():
2692 if acurve:
2693 # Animcurve -> Animcurvenode.
2694 connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
2696 perfmon.level_down()
2698 # ##### And pack all this!
2700 return FBXExportData(
2701 templates, templates_users, connections,
2702 settings, scene, depsgraph, objects, animations, animated, frame_start, frame_end,
2703 data_empties, data_lights, data_cameras, data_meshes, mesh_material_indices,
2704 data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
2705 data_world, data_materials, data_textures, data_videos,
2709 def fbx_scene_data_cleanup(scene_data):
2711 Some final cleanup...
2713 # Delete temp meshes.
2714 done_meshes = set()
2715 for me_key, me, free in scene_data.data_meshes.values():
2716 if free and me_key not in done_meshes:
2717 bpy.data.meshes.remove(me)
2718 done_meshes.add(me_key)
2721 # ##### Top-level FBX elements generators. #####
2723 def fbx_header_elements(root, scene_data, time=None):
2725 Write boiling code of FBX root.
2726 time is expected to be a datetime.datetime object, or None (using now() in this case).
2728 app_vendor = "Blender Foundation"
2729 app_name = "Blender (stable FBX IO)"
2730 app_ver = bpy.app.version_string
2732 import addon_utils
2733 import sys
2734 addon_ver = addon_utils.module_bl_info(sys.modules[__package__])['version']
2736 # ##### Start of FBXHeaderExtension element.
2737 header_ext = elem_empty(root, b"FBXHeaderExtension")
2739 elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)
2741 elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)
2743 # No encryption!
2744 elem_data_single_int32(header_ext, b"EncryptionType", 0)
2746 if time is None:
2747 time = datetime.datetime.now()
2748 elem = elem_empty(header_ext, b"CreationTimeStamp")
2749 elem_data_single_int32(elem, b"Version", 1000)
2750 elem_data_single_int32(elem, b"Year", time.year)
2751 elem_data_single_int32(elem, b"Month", time.month)
2752 elem_data_single_int32(elem, b"Day", time.day)
2753 elem_data_single_int32(elem, b"Hour", time.hour)
2754 elem_data_single_int32(elem, b"Minute", time.minute)
2755 elem_data_single_int32(elem, b"Second", time.second)
2756 elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)
2758 elem_data_single_string_unicode(header_ext, b"Creator", "%s - %s - %d.%d.%d"
2759 % (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2]))
2761 # 'SceneInfo' seems mandatory to get a valid FBX file...
2762 # TODO use real values!
2763 # XXX Should we use scene.name.encode() here?
2764 scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
2765 scene_info.add_string(b"UserData")
2766 elem_data_single_string(scene_info, b"Type", b"UserData")
2767 elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
2768 meta_data = elem_empty(scene_info, b"MetaData")
2769 elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
2770 elem_data_single_string(meta_data, b"Title", b"")
2771 elem_data_single_string(meta_data, b"Subject", b"")
2772 elem_data_single_string(meta_data, b"Author", b"")
2773 elem_data_single_string(meta_data, b"Keywords", b"")
2774 elem_data_single_string(meta_data, b"Revision", b"")
2775 elem_data_single_string(meta_data, b"Comment", b"")
2777 props = elem_properties(scene_info)
2778 elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
2779 elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
2780 original = elem_props_compound(props, b"Original")
2781 original("p_string", b"ApplicationVendor", app_vendor)
2782 original("p_string", b"ApplicationName", app_name)
2783 original("p_string", b"ApplicationVersion", app_ver)
2784 original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
2785 original("p_string", b"FileName", "/foobar.fbx")
2786 lastsaved = elem_props_compound(props, b"LastSaved")
2787 lastsaved("p_string", b"ApplicationVendor", app_vendor)
2788 lastsaved("p_string", b"ApplicationName", app_name)
2789 lastsaved("p_string", b"ApplicationVersion", app_ver)
2790 lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
2791 original("p_string", b"ApplicationNativeFile", bpy.data.filepath)
2793 # ##### End of FBXHeaderExtension element.
2795 # FileID is replaced by dummy value currently...
2796 elem_data_single_bytes(root, b"FileId", b"FooBar")
2798 # CreationTime is replaced by dummy value currently, but anyway...
2799 elem_data_single_string_unicode(root, b"CreationTime",
2800 "{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
2801 "".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
2802 time.microsecond * 1000))
2804 elem_data_single_string_unicode(root, b"Creator", "%s - %s - %d.%d.%d"
2805 % (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2]))
2807 # ##### Start of GlobalSettings element.
2808 global_settings = elem_empty(root, b"GlobalSettings")
2809 scene = scene_data.scene
2811 elem_data_single_int32(global_settings, b"Version", 1000)
2813 props = elem_properties(global_settings)
2814 up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
2815 #~ # DO NOT take into account global scale here! That setting is applied to object transformations during export
2816 #~ # (in other words, this is pure blender-exporter feature, and has nothing to do with FBX data).
2817 #~ if scene_data.settings.apply_unit_scale:
2818 #~ # Unit scaling is applied to objects' scale, so our unit is effectively FBX one (centimeter).
2819 #~ scale_factor_org = 1.0
2820 #~ scale_factor = 1.0 / units_blender_to_fbx_factor(scene)
2821 #~ else:
2822 #~ scale_factor_org = units_blender_to_fbx_factor(scene)
2823 #~ scale_factor = scale_factor_org
2824 scale_factor = scale_factor_org = scene_data.settings.unit_scale
2825 elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
2826 elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
2827 elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
2828 elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
2829 elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
2830 elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
2831 elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
2832 elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
2833 elem_props_set(props, "p_double", b"UnitScaleFactor", scale_factor)
2834 elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", scale_factor_org)
2835 elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
2836 elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")
2838 # Global timing data.
2839 r = scene.render
2840 _, fbx_fps_mode = FBX_FRAMERATES[0] # Custom framerate.
2841 fbx_fps = fps = r.fps / r.fps_base
2842 for ref_fps, fps_mode in FBX_FRAMERATES:
2843 if similar_values(fps, ref_fps):
2844 fbx_fps = ref_fps
2845 fbx_fps_mode = fps_mode
2846 break
2847 elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode)
2848 elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
2849 elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
2850 elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps)
2852 # ##### End of GlobalSettings element.
2855 def fbx_documents_elements(root, scene_data):
2857 Write 'Document' part of FBX root.
2858 Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
2859 time is expected to be a datetime.datetime object, or None (using now() in this case).
2861 name = scene_data.scene.name
2863 # ##### Start of Documents element.
2864 docs = elem_empty(root, b"Documents")
2866 elem_data_single_int32(docs, b"Count", 1)
2868 doc_uid = get_fbx_uuid_from_key("__FBX_Document__" + name)
2869 doc = elem_data_single_int64(docs, b"Document", doc_uid)
2870 doc.add_string_unicode(name)
2871 doc.add_string_unicode(name)
2873 props = elem_properties(doc)
2874 elem_props_set(props, "p_object", b"SourceObject")
2875 elem_props_set(props, "p_string", b"ActiveAnimStackName", "")
2877 # XXX Some kind of ID? Offset?
2878 # Anyway, as long as we have only one doc, probably not an issue.
2879 elem_data_single_int64(doc, b"RootNode", 0)
2882 def fbx_references_elements(root, scene_data):
2884 Have no idea what references are in FBX currently... Just writing empty element.
2886 docs = elem_empty(root, b"References")
2889 def fbx_definitions_elements(root, scene_data):
2891 Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
2893 definitions = elem_empty(root, b"Definitions")
2895 elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
2896 elem_data_single_int32(definitions, b"Count", scene_data.templates_users)
2898 fbx_templates_generate(definitions, scene_data.templates)
2901 def fbx_objects_elements(root, scene_data):
2903 Data (objects, geometry, material, textures, armatures, etc.).
2905 perfmon = PerfMon()
2906 perfmon.level_up()
2907 objects = elem_empty(root, b"Objects")
2909 perfmon.step("FBX export fetch empties (%d)..." % len(scene_data.data_empties))
2911 for empty in scene_data.data_empties:
2912 fbx_data_empty_elements(objects, empty, scene_data)
2914 perfmon.step("FBX export fetch lamps (%d)..." % len(scene_data.data_lights))
2916 for lamp in scene_data.data_lights:
2917 fbx_data_light_elements(objects, lamp, scene_data)
2919 perfmon.step("FBX export fetch cameras (%d)..." % len(scene_data.data_cameras))
2921 for cam in scene_data.data_cameras:
2922 fbx_data_camera_elements(objects, cam, scene_data)
2924 perfmon.step("FBX export fetch meshes (%d)..."
2925 % len({me_key for me_key, _me, _free in scene_data.data_meshes.values()}))
2927 done_meshes = set()
2928 for me_obj in scene_data.data_meshes:
2929 fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
2930 del done_meshes
2932 perfmon.step("FBX export fetch objects (%d)..." % len(scene_data.objects))
2934 for ob_obj in scene_data.objects:
2935 if ob_obj.is_dupli:
2936 continue
2937 fbx_data_object_elements(objects, ob_obj, scene_data)
2938 for dp_obj in ob_obj.dupli_list_gen(scene_data.depsgraph):
2939 if dp_obj not in scene_data.objects:
2940 continue
2941 fbx_data_object_elements(objects, dp_obj, scene_data)
2943 perfmon.step("FBX export fetch remaining...")
2945 for ob_obj in scene_data.objects:
2946 if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'):
2947 continue
2948 fbx_data_armature_elements(objects, ob_obj, scene_data)
2950 if scene_data.data_leaf_bones:
2951 fbx_data_leaf_bone_elements(objects, scene_data)
2953 for ma in scene_data.data_materials:
2954 fbx_data_material_elements(objects, ma, scene_data)
2956 for blender_tex_key in scene_data.data_textures:
2957 fbx_data_texture_file_elements(objects, blender_tex_key, scene_data)
2959 for vid in scene_data.data_videos:
2960 fbx_data_video_elements(objects, vid, scene_data)
2962 perfmon.step("FBX export fetch animations...")
2963 start_time = time.process_time()
2965 fbx_data_animation_elements(objects, scene_data)
2967 perfmon.level_down()
2970 def fbx_connections_elements(root, scene_data):
2972 Relations between Objects (which material uses which texture, and so on).
2974 connections = elem_empty(root, b"Connections")
2976 for c in scene_data.connections:
2977 elem_connection(connections, *c)
2980 def fbx_takes_elements(root, scene_data):
2982 Animations.
2984 # XXX Pretty sure takes are no more needed...
2985 takes = elem_empty(root, b"Takes")
2986 elem_data_single_string(takes, b"Current", b"")
2988 animations = scene_data.animations
2989 for astack_key, animations, alayer_key, name, f_start, f_end in animations:
2990 scene = scene_data.scene
2991 fps = scene.render.fps / scene.render.fps_base
2992 start_ktime = int(convert_sec_to_ktime(f_start / fps))
2993 end_ktime = int(convert_sec_to_ktime(f_end / fps))
2995 take = elem_data_single_string(takes, b"Take", name)
2996 elem_data_single_string(take, b"FileName", name + b".tak")
2997 take_loc_time = elem_data_single_int64(take, b"LocalTime", start_ktime)
2998 take_loc_time.add_int64(end_ktime)
2999 take_ref_time = elem_data_single_int64(take, b"ReferenceTime", start_ktime)
3000 take_ref_time.add_int64(end_ktime)
3003 # ##### "Main" functions. #####
3005 # This func can be called with just the filepath
3006 def save_single(operator, scene, depsgraph, filepath="",
3007 global_matrix=Matrix(),
3008 apply_unit_scale=False,
3009 global_scale=1.0,
3010 apply_scale_options='FBX_SCALE_NONE',
3011 axis_up="Z",
3012 axis_forward="Y",
3013 context_objects=None,
3014 object_types=None,
3015 use_mesh_modifiers=True,
3016 use_mesh_modifiers_render=True,
3017 mesh_smooth_type='FACE',
3018 use_subsurf=False,
3019 use_armature_deform_only=False,
3020 bake_anim=True,
3021 bake_anim_use_all_bones=True,
3022 bake_anim_use_nla_strips=True,
3023 bake_anim_use_all_actions=True,
3024 bake_anim_step=1.0,
3025 bake_anim_simplify_factor=1.0,
3026 bake_anim_force_startend_keying=True,
3027 add_leaf_bones=False,
3028 primary_bone_axis='Y',
3029 secondary_bone_axis='X',
3030 use_metadata=True,
3031 path_mode='AUTO',
3032 use_mesh_edges=True,
3033 use_tspace=True,
3034 use_triangles=False,
3035 embed_textures=False,
3036 use_custom_props=False,
3037 bake_space_transform=False,
3038 armature_nodetype='NULL',
3039 colors_type='SRGB',
3040 **kwargs
3043 # Clear cached ObjectWrappers (just in case...).
3044 ObjectWrapper.cache_clear()
3046 if object_types is None:
3047 object_types = {'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'}
3049 if 'OTHER' in object_types:
3050 object_types |= BLENDER_OTHER_OBJECT_TYPES
3052 # Default Blender unit is equivalent to meter, while FBX one is centimeter...
3053 unit_scale = units_blender_to_fbx_factor(scene) if apply_unit_scale else 100.0
3054 if apply_scale_options == 'FBX_SCALE_NONE':
3055 global_matrix = Matrix.Scale(unit_scale * global_scale, 4) @ global_matrix
3056 unit_scale = 1.0
3057 elif apply_scale_options == 'FBX_SCALE_UNITS':
3058 global_matrix = Matrix.Scale(global_scale, 4) @ global_matrix
3059 elif apply_scale_options == 'FBX_SCALE_CUSTOM':
3060 global_matrix = Matrix.Scale(unit_scale, 4) @ global_matrix
3061 unit_scale = global_scale
3062 else: # if apply_scale_options == 'FBX_SCALE_ALL':
3063 unit_scale = global_scale * unit_scale
3065 global_scale = global_matrix.median_scale
3066 global_matrix_inv = global_matrix.inverted()
3067 # For transforming mesh normals.
3068 global_matrix_inv_transposed = global_matrix_inv.transposed()
3070 # Only embed textures in COPY mode!
3071 if embed_textures and path_mode != 'COPY':
3072 embed_textures = False
3074 # Calculate bone correction matrix
3075 bone_correction_matrix = None # Default is None = no change
3076 bone_correction_matrix_inv = None
3077 if (primary_bone_axis, secondary_bone_axis) != ('Y', 'X'):
3078 from bpy_extras.io_utils import axis_conversion
3079 bone_correction_matrix = axis_conversion(from_forward=secondary_bone_axis,
3080 from_up=primary_bone_axis,
3081 to_forward='X',
3082 to_up='Y',
3083 ).to_4x4()
3084 bone_correction_matrix_inv = bone_correction_matrix.inverted()
3087 media_settings = FBXExportSettingsMedia(
3088 path_mode,
3089 os.path.dirname(bpy.data.filepath), # base_src
3090 os.path.dirname(filepath), # base_dst
3091 # Local dir where to put images (media), using FBX conventions.
3092 os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir
3093 embed_textures,
3094 set(), # copy_set
3095 set(), # embedded_set
3098 settings = FBXExportSettings(
3099 operator.report, (axis_up, axis_forward), global_matrix, global_scale, apply_unit_scale, unit_scale,
3100 bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
3101 context_objects, object_types, use_mesh_modifiers, use_mesh_modifiers_render,
3102 mesh_smooth_type, use_subsurf, use_mesh_edges, use_tspace, use_triangles,
3103 armature_nodetype, use_armature_deform_only,
3104 add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv,
3105 bake_anim, bake_anim_use_all_bones, bake_anim_use_nla_strips, bake_anim_use_all_actions,
3106 bake_anim_step, bake_anim_simplify_factor, bake_anim_force_startend_keying,
3107 False, media_settings, use_custom_props, colors_type,
3110 import bpy_extras.io_utils
3112 print('\nFBX export starting... %r' % filepath)
3113 start_time = time.process_time()
3115 # Generate some data about exported scene...
3116 scene_data = fbx_data_from_scene(scene, depsgraph, settings)
3118 root = elem_empty(None, b"") # Root element has no id, as it is not saved per se!
3120 # Mostly FBXHeaderExtension and GlobalSettings.
3121 fbx_header_elements(root, scene_data)
3123 # Documents and References are pretty much void currently.
3124 fbx_documents_elements(root, scene_data)
3125 fbx_references_elements(root, scene_data)
3127 # Templates definitions.
3128 fbx_definitions_elements(root, scene_data)
3130 # Actual data.
3131 fbx_objects_elements(root, scene_data)
3133 # How data are inter-connected.
3134 fbx_connections_elements(root, scene_data)
3136 # Animation.
3137 fbx_takes_elements(root, scene_data)
3139 # Cleanup!
3140 fbx_scene_data_cleanup(scene_data)
3142 # And we are down, we can write the whole thing!
3143 encode_bin.write(filepath, root, FBX_VERSION)
3145 # Clear cached ObjectWrappers!
3146 ObjectWrapper.cache_clear()
3148 # copy all collected files, if we did not embed them.
3149 if not media_settings.embed_textures:
3150 bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)
3152 print('export finished in %.4f sec.' % (time.process_time() - start_time))
3153 return {'FINISHED'}
3156 # defaults for applications, currently only unity but could add others.
3157 def defaults_unity3d():
3158 return {
3159 # These options seem to produce the same result as the old Ascii exporter in Unity3D:
3160 "axis_up": 'Y',
3161 "axis_forward": '-Z',
3162 "global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
3163 # Should really be True, but it can cause problems if a model is already in a scene or prefab
3164 # with the old transforms.
3165 "bake_space_transform": False,
3167 "use_selection": False,
3169 "object_types": {'ARMATURE', 'EMPTY', 'MESH', 'OTHER'},
3170 "use_mesh_modifiers": True,
3171 "use_mesh_modifiers_render": True,
3172 "use_mesh_edges": False,
3173 "mesh_smooth_type": 'FACE',
3174 "colors_type": 'SRGB',
3175 "use_subsurf": False,
3176 "use_tspace": False, # XXX Why? Unity is expected to support tspace import...
3177 "use_triangles": False,
3179 "use_armature_deform_only": True,
3181 "use_custom_props": True,
3183 "bake_anim": True,
3184 "bake_anim_simplify_factor": 1.0,
3185 "bake_anim_step": 1.0,
3186 "bake_anim_use_nla_strips": True,
3187 "bake_anim_use_all_actions": True,
3188 "add_leaf_bones": False, # Avoid memory/performance cost for something only useful for modelling
3189 "primary_bone_axis": 'Y', # Doesn't really matter for Unity, so leave unchanged
3190 "secondary_bone_axis": 'X',
3192 "path_mode": 'AUTO',
3193 "embed_textures": False,
3194 "batch_mode": 'OFF',
3198 def save(operator, context,
3199 filepath="",
3200 use_selection=False,
3201 use_visible=False,
3202 use_active_collection=False,
3203 batch_mode='OFF',
3204 use_batch_own_dir=False,
3205 **kwargs
3208 This is a wrapper around save_single, which handles multi-scenes (or collections) cases, when batch-exporting
3209 a whole .blend file.
3212 ret = {'FINISHED'}
3214 active_object = context.view_layer.objects.active
3216 org_mode = None
3217 if active_object and active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
3218 org_mode = active_object.mode
3219 bpy.ops.object.mode_set(mode='OBJECT')
3221 if batch_mode == 'OFF':
3222 kwargs_mod = kwargs.copy()
3223 if use_active_collection:
3224 if use_selection:
3225 ctx_objects = tuple(obj
3226 for obj in context.view_layer.active_layer_collection.collection.all_objects
3227 if obj.select_get())
3228 else:
3229 ctx_objects = context.view_layer.active_layer_collection.collection.all_objects
3230 else:
3231 if use_selection:
3232 ctx_objects = context.selected_objects
3233 else:
3234 ctx_objects = context.view_layer.objects
3235 if use_visible:
3236 ctx_objects = tuple(obj for obj in ctx_objects if obj.visible_get())
3237 kwargs_mod["context_objects"] = ctx_objects
3239 depsgraph = context.evaluated_depsgraph_get()
3240 ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
3241 else:
3242 # XXX We need a way to generate a depsgraph for inactive view_layers first...
3243 # XXX Also, what to do in case of batch-exporting scenes, when there is more than one view layer?
3244 # Scenes have no concept of 'active' view layer, that's on window level...
3245 fbxpath = filepath
3247 prefix = os.path.basename(fbxpath)
3248 if prefix:
3249 fbxpath = os.path.dirname(fbxpath)
3251 if batch_mode == 'COLLECTION':
3252 data_seq = tuple((coll, coll.name, 'objects') for coll in bpy.data.collections if coll.objects)
3253 elif batch_mode in {'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3254 scenes = [context.scene] if batch_mode == 'ACTIVE_SCENE_COLLECTION' else bpy.data.scenes
3255 data_seq = []
3256 for scene in scenes:
3257 if not scene.objects:
3258 continue
3259 # Needed to avoid having tens of 'Scene Collection' entries.
3260 todo_collections = [(scene.collection, "_".join((scene.name, scene.collection.name)))]
3261 while todo_collections:
3262 coll, coll_name = todo_collections.pop()
3263 todo_collections.extend(((c, c.name) for c in coll.children if c.all_objects))
3264 data_seq.append((coll, coll_name, 'all_objects'))
3265 else:
3266 data_seq = tuple((scene, scene.name, 'objects') for scene in bpy.data.scenes if scene.objects)
3268 # call this function within a loop with BATCH_ENABLE == False
3270 new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
3271 for data, data_name, data_obj_propname in data_seq: # scene or collection
3272 newname = "_".join((prefix, bpy.path.clean_name(data_name))) if prefix else bpy.path.clean_name(data_name)
3274 if use_batch_own_dir:
3275 new_fbxpath = os.path.join(fbxpath, newname)
3276 # path may already exist... and be a file.
3277 while os.path.isfile(new_fbxpath):
3278 new_fbxpath = "_".join((new_fbxpath, "dir"))
3279 if not os.path.exists(new_fbxpath):
3280 os.makedirs(new_fbxpath)
3282 filepath = os.path.join(new_fbxpath, newname + '.fbx')
3284 print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
3286 if batch_mode in {'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3287 # Collection, so that objects update properly, add a dummy scene.
3288 scene = bpy.data.scenes.new(name="FBX_Temp")
3289 src_scenes = {} # Count how much each 'source' scenes are used.
3290 for obj in getattr(data, data_obj_propname):
3291 for src_sce in obj.users_scene:
3292 src_scenes[src_sce] = src_scenes.setdefault(src_sce, 0) + 1
3293 scene.collection.objects.link(obj)
3295 # Find the 'most used' source scene, and use its unit settings. This is somewhat weak, but should work
3296 # fine in most cases, and avoids stupid issues like T41931.
3297 best_src_scene = None
3298 best_src_scene_users = -1
3299 for sce, nbr_users in src_scenes.items():
3300 if (nbr_users) > best_src_scene_users:
3301 best_src_scene_users = nbr_users
3302 best_src_scene = sce
3303 scene.unit_settings.system = best_src_scene.unit_settings.system
3304 scene.unit_settings.system_rotation = best_src_scene.unit_settings.system_rotation
3305 scene.unit_settings.scale_length = best_src_scene.unit_settings.scale_length
3307 # new scene [only one viewlayer to update]
3308 scene.view_layers[0].update()
3309 # TODO - BUMMER! Armatures not in the group wont animate the mesh
3310 else:
3311 scene = data
3313 kwargs_batch = kwargs.copy()
3314 kwargs_batch["context_objects"] = getattr(data, data_obj_propname)
3316 save_single(operator, scene, scene.view_layers[0].depsgraph, filepath, **kwargs_batch)
3318 if batch_mode in {'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3319 # Remove temp collection scene.
3320 bpy.data.scenes.remove(scene)
3322 if active_object and org_mode:
3323 context.view_layer.objects.active = active_object
3324 if bpy.ops.object.mode_set.poll():
3325 bpy.ops.object.mode_set(mode=org_mode)
3327 return ret