Merge branch 'blender-v2.92-release'
[blender-addons.git] / io_scene_fbx / export_fbx_bin.py
blob65a5b8f145698d6e1d0d83e920aceecba89a15f8
1 # ##### BEGIN GPL LICENSE BLOCK #####
3 # This program is free software; you can redistribute it and/or
4 # modify it under the terms of the GNU General Public License
5 # as published by the Free Software Foundation; either version 2
6 # of the License, or (at your option) any later version.
8 # This program is distributed in the hope that it will be useful,
9 # but WITHOUT ANY WARRANTY; without even the implied warranty of
10 # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 # GNU General Public License for more details.
13 # You should have received a copy of the GNU General Public License
14 # along with this program; if not, write to the Free Software Foundation,
15 # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
17 # ##### END GPL LICENSE BLOCK #####
19 # <pep8 compliant>
21 # Script copyright (C) Campbell Barton, Bastien Montagne
24 import array
25 import datetime
26 import math
27 import os
28 import time
30 from itertools import zip_longest, chain
32 if "bpy" in locals():
33 import importlib
34 if "encode_bin" in locals():
35 importlib.reload(encode_bin)
36 if "data_types" in locals():
37 importlib.reload(data_types)
38 if "fbx_utils" in locals():
39 importlib.reload(fbx_utils)
41 import bpy
42 import bpy_extras
43 from bpy_extras import node_shader_utils
44 from mathutils import Vector, Matrix
46 from . import encode_bin, data_types, fbx_utils
47 from .fbx_utils import (
48 # Constants.
49 FBX_VERSION, FBX_HEADER_VERSION, FBX_SCENEINFO_VERSION, FBX_TEMPLATES_VERSION,
50 FBX_MODELS_VERSION,
51 FBX_GEOMETRY_VERSION, FBX_GEOMETRY_NORMAL_VERSION, FBX_GEOMETRY_BINORMAL_VERSION, FBX_GEOMETRY_TANGENT_VERSION,
52 FBX_GEOMETRY_SMOOTHING_VERSION, FBX_GEOMETRY_CREASE_VERSION, FBX_GEOMETRY_VCOLOR_VERSION, FBX_GEOMETRY_UV_VERSION,
53 FBX_GEOMETRY_MATERIAL_VERSION, FBX_GEOMETRY_LAYER_VERSION,
54 FBX_GEOMETRY_SHAPE_VERSION, FBX_DEFORMER_SHAPE_VERSION, FBX_DEFORMER_SHAPECHANNEL_VERSION,
55 FBX_POSE_BIND_VERSION, FBX_DEFORMER_SKIN_VERSION, FBX_DEFORMER_CLUSTER_VERSION,
56 FBX_MATERIAL_VERSION, FBX_TEXTURE_VERSION,
57 FBX_ANIM_KEY_VERSION,
58 FBX_ANIM_PROPSGROUP_NAME,
59 FBX_KTIME,
60 BLENDER_OTHER_OBJECT_TYPES, BLENDER_OBJECT_TYPES_MESHLIKE,
61 FBX_LIGHT_TYPES, FBX_LIGHT_DECAY_TYPES,
62 RIGHT_HAND_AXES, FBX_FRAMERATES,
63 # Miscellaneous utils.
64 PerfMon,
65 units_blender_to_fbx_factor, units_convertor, units_convertor_iter,
66 matrix4_to_array, similar_values, similar_values_iter,
67 # Mesh transform helpers.
68 vcos_transformed_gen, nors_transformed_gen,
69 # UUID from key.
70 get_fbx_uuid_from_key,
71 # Key generators.
72 get_blenderID_key, get_blenderID_name,
73 get_blender_mesh_shape_key, get_blender_mesh_shape_channel_key,
74 get_blender_empty_key, get_blender_bone_key,
75 get_blender_bindpose_key, get_blender_armature_skin_key, get_blender_bone_cluster_key,
76 get_blender_anim_id_base, get_blender_anim_stack_key, get_blender_anim_layer_key,
77 get_blender_anim_curve_node_key, get_blender_anim_curve_key,
78 get_blender_nodetexture_key,
79 # FBX element data.
80 elem_empty,
81 elem_data_single_bool, elem_data_single_int16, elem_data_single_int32, elem_data_single_int64,
82 elem_data_single_float32, elem_data_single_float64,
83 elem_data_single_bytes, elem_data_single_string, elem_data_single_string_unicode,
84 elem_data_single_bool_array, elem_data_single_int32_array, elem_data_single_int64_array,
85 elem_data_single_float32_array, elem_data_single_float64_array, elem_data_vec_float64,
86 # FBX element properties.
87 elem_properties, elem_props_set, elem_props_compound,
88 # FBX element properties handling templates.
89 elem_props_template_init, elem_props_template_set, elem_props_template_finalize,
90 # Templates.
91 FBXTemplate, fbx_templates_generate,
92 # Animation.
93 AnimationCurveNodeWrapper,
94 # Objects.
95 ObjectWrapper, fbx_name_class,
96 # Top level.
97 FBXExportSettingsMedia, FBXExportSettings, FBXExportData,
100 # Units convertors!
101 convert_sec_to_ktime = units_convertor("second", "ktime")
102 convert_sec_to_ktime_iter = units_convertor_iter("second", "ktime")
104 convert_mm_to_inch = units_convertor("millimeter", "inch")
106 convert_rad_to_deg = units_convertor("radian", "degree")
107 convert_rad_to_deg_iter = units_convertor_iter("radian", "degree")
110 # ##### Templates #####
111 # TODO: check all those "default" values, they should match Blender's default as much as possible, I guess?
113 def fbx_template_def_globalsettings(scene, settings, override_defaults=None, nbr_users=0):
114 props = {}
115 if override_defaults is not None:
116 props.update(override_defaults)
117 return FBXTemplate(b"GlobalSettings", b"", props, nbr_users, [False])
120 def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0):
121 gscale = settings.global_scale
122 props = {
123 # Name, Value, Type, Animatable
124 b"QuaternionInterpolate": (0, "p_enum", False), # 0 = no quat interpolation.
125 b"RotationOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
126 b"RotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
127 b"ScalingOffset": ((0.0, 0.0, 0.0), "p_vector_3d", False),
128 b"ScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
129 b"TranslationActive": (False, "p_bool", False),
130 b"TranslationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
131 b"TranslationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
132 b"TranslationMinX": (False, "p_bool", False),
133 b"TranslationMinY": (False, "p_bool", False),
134 b"TranslationMinZ": (False, "p_bool", False),
135 b"TranslationMaxX": (False, "p_bool", False),
136 b"TranslationMaxY": (False, "p_bool", False),
137 b"TranslationMaxZ": (False, "p_bool", False),
138 b"RotationOrder": (0, "p_enum", False), # we always use 'XYZ' order.
139 b"RotationSpaceForLimitOnly": (False, "p_bool", False),
140 b"RotationStiffnessX": (0.0, "p_double", False),
141 b"RotationStiffnessY": (0.0, "p_double", False),
142 b"RotationStiffnessZ": (0.0, "p_double", False),
143 b"AxisLen": (10.0, "p_double", False),
144 b"PreRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
145 b"PostRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
146 b"RotationActive": (False, "p_bool", False),
147 b"RotationMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
148 b"RotationMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
149 b"RotationMinX": (False, "p_bool", False),
150 b"RotationMinY": (False, "p_bool", False),
151 b"RotationMinZ": (False, "p_bool", False),
152 b"RotationMaxX": (False, "p_bool", False),
153 b"RotationMaxY": (False, "p_bool", False),
154 b"RotationMaxZ": (False, "p_bool", False),
155 b"InheritType": (0, "p_enum", False), # RrSs
156 b"ScalingActive": (False, "p_bool", False),
157 b"ScalingMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
158 b"ScalingMax": ((1.0, 1.0, 1.0), "p_vector_3d", False),
159 b"ScalingMinX": (False, "p_bool", False),
160 b"ScalingMinY": (False, "p_bool", False),
161 b"ScalingMinZ": (False, "p_bool", False),
162 b"ScalingMaxX": (False, "p_bool", False),
163 b"ScalingMaxY": (False, "p_bool", False),
164 b"ScalingMaxZ": (False, "p_bool", False),
165 b"GeometricTranslation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
166 b"GeometricRotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
167 b"GeometricScaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
168 b"MinDampRangeX": (0.0, "p_double", False),
169 b"MinDampRangeY": (0.0, "p_double", False),
170 b"MinDampRangeZ": (0.0, "p_double", False),
171 b"MaxDampRangeX": (0.0, "p_double", False),
172 b"MaxDampRangeY": (0.0, "p_double", False),
173 b"MaxDampRangeZ": (0.0, "p_double", False),
174 b"MinDampStrengthX": (0.0, "p_double", False),
175 b"MinDampStrengthY": (0.0, "p_double", False),
176 b"MinDampStrengthZ": (0.0, "p_double", False),
177 b"MaxDampStrengthX": (0.0, "p_double", False),
178 b"MaxDampStrengthY": (0.0, "p_double", False),
179 b"MaxDampStrengthZ": (0.0, "p_double", False),
180 b"PreferedAngleX": (0.0, "p_double", False),
181 b"PreferedAngleY": (0.0, "p_double", False),
182 b"PreferedAngleZ": (0.0, "p_double", False),
183 b"LookAtProperty": (None, "p_object", False),
184 b"UpVectorProperty": (None, "p_object", False),
185 b"Show": (True, "p_bool", False),
186 b"NegativePercentShapeSupport": (True, "p_bool", False),
187 b"DefaultAttributeIndex": (-1, "p_integer", False),
188 b"Freeze": (False, "p_bool", False),
189 b"LODBox": (False, "p_bool", False),
190 b"Lcl Translation": ((0.0, 0.0, 0.0), "p_lcl_translation", True),
191 b"Lcl Rotation": ((0.0, 0.0, 0.0), "p_lcl_rotation", True),
192 b"Lcl Scaling": ((1.0, 1.0, 1.0), "p_lcl_scaling", True),
193 b"Visibility": (1.0, "p_visibility", True),
194 b"Visibility Inheritance": (1, "p_visibility_inheritance", False),
196 if override_defaults is not None:
197 props.update(override_defaults)
198 return FBXTemplate(b"Model", b"FbxNode", props, nbr_users, [False])
201 def fbx_template_def_null(scene, settings, override_defaults=None, nbr_users=0):
202 props = {
203 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
204 b"Size": (100.0, "p_double", False),
205 b"Look": (1, "p_enum", False), # Cross (0 is None, i.e. invisible?).
207 if override_defaults is not None:
208 props.update(override_defaults)
209 return FBXTemplate(b"NodeAttribute", b"FbxNull", props, nbr_users, [False])
212 def fbx_template_def_light(scene, settings, override_defaults=None, nbr_users=0):
213 gscale = settings.global_scale
214 props = {
215 b"LightType": (0, "p_enum", False), # Point light.
216 b"CastLight": (True, "p_bool", False),
217 b"Color": ((1.0, 1.0, 1.0), "p_color", True),
218 b"Intensity": (100.0, "p_number", True), # Times 100 compared to Blender values...
219 b"DecayType": (2, "p_enum", False), # Quadratic.
220 b"DecayStart": (30.0 * gscale, "p_double", False),
221 b"CastShadows": (True, "p_bool", False),
222 b"ShadowColor": ((0.0, 0.0, 0.0), "p_color", True),
223 b"AreaLightShape": (0, "p_enum", False), # Rectangle.
225 if override_defaults is not None:
226 props.update(override_defaults)
227 return FBXTemplate(b"NodeAttribute", b"FbxLight", props, nbr_users, [False])
230 def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0):
231 r = scene.render
232 props = {
233 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
234 b"Position": ((0.0, 0.0, -50.0), "p_vector", True),
235 b"UpVector": ((0.0, 1.0, 0.0), "p_vector", True),
236 b"InterestPosition": ((0.0, 0.0, 0.0), "p_vector", True),
237 b"Roll": (0.0, "p_roll", True),
238 b"OpticalCenterX": (0.0, "p_opticalcenterx", True),
239 b"OpticalCenterY": (0.0, "p_opticalcentery", True),
240 b"BackgroundColor": ((0.63, 0.63, 0.63), "p_color", True),
241 b"TurnTable": (0.0, "p_number", True),
242 b"DisplayTurnTableIcon": (False, "p_bool", False),
243 b"UseMotionBlur": (False, "p_bool", False),
244 b"UseRealTimeMotionBlur": (True, "p_bool", False),
245 b"Motion Blur Intensity": (1.0, "p_number", True),
246 b"AspectRatioMode": (0, "p_enum", False), # WindowSize.
247 b"AspectWidth": (320.0, "p_double", False),
248 b"AspectHeight": (200.0, "p_double", False),
249 b"PixelAspectRatio": (1.0, "p_double", False),
250 b"FilmOffsetX": (0.0, "p_number", True),
251 b"FilmOffsetY": (0.0, "p_number", True),
252 b"FilmWidth": (0.816, "p_double", False),
253 b"FilmHeight": (0.612, "p_double", False),
254 b"FilmAspectRatio": (1.3333333333333333, "p_double", False),
255 b"FilmSqueezeRatio": (1.0, "p_double", False),
256 b"FilmFormatIndex": (0, "p_enum", False), # Assuming this is ApertureFormat, 0 = custom.
257 b"PreScale": (1.0, "p_number", True),
258 b"FilmTranslateX": (0.0, "p_number", True),
259 b"FilmTranslateY": (0.0, "p_number", True),
260 b"FilmRollPivotX": (0.0, "p_number", True),
261 b"FilmRollPivotY": (0.0, "p_number", True),
262 b"FilmRollValue": (0.0, "p_number", True),
263 b"FilmRollOrder": (0, "p_enum", False), # 0 = rotate first (default).
264 b"ApertureMode": (2, "p_enum", False), # 2 = Vertical.
265 b"GateFit": (0, "p_enum", False), # 0 = no resolution gate fit.
266 b"FieldOfView": (25.114999771118164, "p_fov", True),
267 b"FieldOfViewX": (40.0, "p_fov_x", True),
268 b"FieldOfViewY": (40.0, "p_fov_y", True),
269 b"FocalLength": (34.89327621672628, "p_number", True),
270 b"CameraFormat": (0, "p_enum", False), # Custom camera format.
271 b"UseFrameColor": (False, "p_bool", False),
272 b"FrameColor": ((0.3, 0.3, 0.3), "p_color_rgb", False),
273 b"ShowName": (True, "p_bool", False),
274 b"ShowInfoOnMoving": (True, "p_bool", False),
275 b"ShowGrid": (True, "p_bool", False),
276 b"ShowOpticalCenter": (False, "p_bool", False),
277 b"ShowAzimut": (True, "p_bool", False),
278 b"ShowTimeCode": (False, "p_bool", False),
279 b"ShowAudio": (False, "p_bool", False),
280 b"AudioColor": ((0.0, 1.0, 0.0), "p_vector_3d", False), # Yep, vector3d, not corlorgb… :cry:
281 b"NearPlane": (10.0, "p_double", False),
282 b"FarPlane": (4000.0, "p_double", False),
283 b"AutoComputeClipPanes": (False, "p_bool", False),
284 b"ViewCameraToLookAt": (True, "p_bool", False),
285 b"ViewFrustumNearFarPlane": (False, "p_bool", False),
286 b"ViewFrustumBackPlaneMode": (2, "p_enum", False), # 2 = show back plane if texture added.
287 b"BackPlaneDistance": (4000.0, "p_number", True),
288 b"BackPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera.
289 b"ViewFrustumFrontPlaneMode": (2, "p_enum", False), # 2 = show front plane if texture added.
290 b"FrontPlaneDistance": (10.0, "p_number", True),
291 b"FrontPlaneDistanceMode": (1, "p_enum", False), # 1 = relative to camera.
292 b"LockMode": (False, "p_bool", False),
293 b"LockInterestNavigation": (False, "p_bool", False),
294 # BackPlate... properties **arggggg!**
295 b"FitImage": (False, "p_bool", False),
296 b"Crop": (False, "p_bool", False),
297 b"Center": (True, "p_bool", False),
298 b"KeepRatio": (True, "p_bool", False),
299 # End of BackPlate...
300 b"BackgroundAlphaTreshold": (0.5, "p_double", False),
301 b"ShowBackplate": (True, "p_bool", False),
302 b"BackPlaneOffsetX": (0.0, "p_number", True),
303 b"BackPlaneOffsetY": (0.0, "p_number", True),
304 b"BackPlaneRotation": (0.0, "p_number", True),
305 b"BackPlaneScaleX": (1.0, "p_number", True),
306 b"BackPlaneScaleY": (1.0, "p_number", True),
307 b"Background Texture": (None, "p_object", False),
308 b"FrontPlateFitImage": (True, "p_bool", False),
309 b"FrontPlateCrop": (False, "p_bool", False),
310 b"FrontPlateCenter": (True, "p_bool", False),
311 b"FrontPlateKeepRatio": (True, "p_bool", False),
312 b"Foreground Opacity": (1.0, "p_double", False),
313 b"ShowFrontplate": (True, "p_bool", False),
314 b"FrontPlaneOffsetX": (0.0, "p_number", True),
315 b"FrontPlaneOffsetY": (0.0, "p_number", True),
316 b"FrontPlaneRotation": (0.0, "p_number", True),
317 b"FrontPlaneScaleX": (1.0, "p_number", True),
318 b"FrontPlaneScaleY": (1.0, "p_number", True),
319 b"Foreground Texture": (None, "p_object", False),
320 b"DisplaySafeArea": (False, "p_bool", False),
321 b"DisplaySafeAreaOnRender": (False, "p_bool", False),
322 b"SafeAreaDisplayStyle": (1, "p_enum", False), # 1 = rounded corners.
323 b"SafeAreaAspectRatio": (1.3333333333333333, "p_double", False),
324 b"Use2DMagnifierZoom": (False, "p_bool", False),
325 b"2D Magnifier Zoom": (100.0, "p_number", True),
326 b"2D Magnifier X": (50.0, "p_number", True),
327 b"2D Magnifier Y": (50.0, "p_number", True),
328 b"CameraProjectionType": (0, "p_enum", False), # 0 = perspective, 1 = orthogonal.
329 b"OrthoZoom": (1.0, "p_double", False),
330 b"UseRealTimeDOFAndAA": (False, "p_bool", False),
331 b"UseDepthOfField": (False, "p_bool", False),
332 b"FocusSource": (0, "p_enum", False), # 0 = camera interest, 1 = distance from camera interest.
333 b"FocusAngle": (3.5, "p_double", False), # ???
334 b"FocusDistance": (200.0, "p_double", False),
335 b"UseAntialiasing": (False, "p_bool", False),
336 b"AntialiasingIntensity": (0.77777, "p_double", False),
337 b"AntialiasingMethod": (0, "p_enum", False), # 0 = oversampling, 1 = hardware.
338 b"UseAccumulationBuffer": (False, "p_bool", False),
339 b"FrameSamplingCount": (7, "p_integer", False),
340 b"FrameSamplingType": (1, "p_enum", False), # 0 = uniform, 1 = stochastic.
342 if override_defaults is not None:
343 props.update(override_defaults)
344 return FBXTemplate(b"NodeAttribute", b"FbxCamera", props, nbr_users, [False])
347 def fbx_template_def_bone(scene, settings, override_defaults=None, nbr_users=0):
348 props = {}
349 if override_defaults is not None:
350 props.update(override_defaults)
351 return FBXTemplate(b"NodeAttribute", b"LimbNode", props, nbr_users, [False])
354 def fbx_template_def_geometry(scene, settings, override_defaults=None, nbr_users=0):
355 props = {
356 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
357 b"BBoxMin": ((0.0, 0.0, 0.0), "p_vector_3d", False),
358 b"BBoxMax": ((0.0, 0.0, 0.0), "p_vector_3d", False),
359 b"Primary Visibility": (True, "p_bool", False),
360 b"Casts Shadows": (True, "p_bool", False),
361 b"Receive Shadows": (True, "p_bool", False),
363 if override_defaults is not None:
364 props.update(override_defaults)
365 return FBXTemplate(b"Geometry", b"FbxMesh", props, nbr_users, [False])
368 def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users=0):
369 # WIP...
370 props = {
371 b"ShadingModel": ("Phong", "p_string", False),
372 b"MultiLayer": (False, "p_bool", False),
373 # Lambert-specific.
374 b"EmissiveColor": ((0.0, 0.0, 0.0), "p_color", True),
375 b"EmissiveFactor": (1.0, "p_number", True),
376 b"AmbientColor": ((0.2, 0.2, 0.2), "p_color", True),
377 b"AmbientFactor": (1.0, "p_number", True),
378 b"DiffuseColor": ((0.8, 0.8, 0.8), "p_color", True),
379 b"DiffuseFactor": (1.0, "p_number", True),
380 b"TransparentColor": ((0.0, 0.0, 0.0), "p_color", True),
381 b"TransparencyFactor": (0.0, "p_number", True),
382 b"Opacity": (1.0, "p_number", True),
383 b"NormalMap": ((0.0, 0.0, 0.0), "p_vector_3d", False),
384 b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d", False),
385 b"BumpFactor": (1.0, "p_double", False),
386 b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
387 b"DisplacementFactor": (1.0, "p_double", False),
388 b"VectorDisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb", False),
389 b"VectorDisplacementFactor": (1.0, "p_double", False),
390 # Phong-specific.
391 b"SpecularColor": ((0.2, 0.2, 0.2), "p_color", True),
392 b"SpecularFactor": (1.0, "p_number", True),
393 # Not sure about the name, importer uses this (but ShininessExponent for tex prop name!)
394 # And in fbx exported by sdk, you have one in template, the other in actual material!!! :/
395 # For now, using both.
396 b"Shininess": (20.0, "p_number", True),
397 b"ShininessExponent": (20.0, "p_number", True),
398 b"ReflectionColor": ((0.0, 0.0, 0.0), "p_color", True),
399 b"ReflectionFactor": (1.0, "p_number", True),
401 if override_defaults is not None:
402 props.update(override_defaults)
403 return FBXTemplate(b"Material", b"FbxSurfacePhong", props, nbr_users, [False])
406 def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_users=0):
407 # WIP...
408 # XXX Not sure about all names!
409 props = {
410 b"TextureTypeUse": (0, "p_enum", False), # Standard.
411 b"AlphaSource": (2, "p_enum", False), # Black (i.e. texture's alpha), XXX name guessed!.
412 b"Texture alpha": (1.0, "p_double", False),
413 b"PremultiplyAlpha": (True, "p_bool", False),
414 b"CurrentTextureBlendMode": (1, "p_enum", False), # Additive...
415 b"CurrentMappingType": (0, "p_enum", False), # UV.
416 b"UVSet": ("default", "p_string", False), # UVMap name.
417 b"WrapModeU": (0, "p_enum", False), # Repeat.
418 b"WrapModeV": (0, "p_enum", False), # Repeat.
419 b"UVSwap": (False, "p_bool", False),
420 b"Translation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
421 b"Rotation": ((0.0, 0.0, 0.0), "p_vector_3d", False),
422 b"Scaling": ((1.0, 1.0, 1.0), "p_vector_3d", False),
423 b"TextureRotationPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
424 b"TextureScalingPivot": ((0.0, 0.0, 0.0), "p_vector_3d", False),
425 # Not sure about those two...
426 b"UseMaterial": (False, "p_bool", False),
427 b"UseMipMap": (False, "p_bool", False),
429 if override_defaults is not None:
430 props.update(override_defaults)
431 return FBXTemplate(b"Texture", b"FbxFileTexture", props, nbr_users, [False])
434 def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0):
435 # WIP...
436 props = {
437 # All pictures.
438 b"Width": (0, "p_integer", False),
439 b"Height": (0, "p_integer", False),
440 b"Path": ("", "p_string_url", False),
441 b"AccessMode": (0, "p_enum", False), # Disk (0=Disk, 1=Mem, 2=DiskAsync).
442 # All videos.
443 b"StartFrame": (0, "p_integer", False),
444 b"StopFrame": (0, "p_integer", False),
445 b"Offset": (0, "p_timestamp", False),
446 b"PlaySpeed": (0.0, "p_double", False),
447 b"FreeRunning": (False, "p_bool", False),
448 b"Loop": (False, "p_bool", False),
449 b"InterlaceMode": (0, "p_enum", False), # None, i.e. progressive.
450 # Image sequences.
451 b"ImageSequence": (False, "p_bool", False),
452 b"ImageSequenceOffset": (0, "p_integer", False),
453 b"FrameRate": (0.0, "p_double", False),
454 b"LastFrame": (0, "p_integer", False),
456 if override_defaults is not None:
457 props.update(override_defaults)
458 return FBXTemplate(b"Video", b"FbxVideo", props, nbr_users, [False])
461 def fbx_template_def_pose(scene, settings, override_defaults=None, nbr_users=0):
462 props = {}
463 if override_defaults is not None:
464 props.update(override_defaults)
465 return FBXTemplate(b"Pose", b"", props, nbr_users, [False])
468 def fbx_template_def_deformer(scene, settings, override_defaults=None, nbr_users=0):
469 props = {}
470 if override_defaults is not None:
471 props.update(override_defaults)
472 return FBXTemplate(b"Deformer", b"", props, nbr_users, [False])
475 def fbx_template_def_animstack(scene, settings, override_defaults=None, nbr_users=0):
476 props = {
477 b"Description": ("", "p_string", False),
478 b"LocalStart": (0, "p_timestamp", False),
479 b"LocalStop": (0, "p_timestamp", False),
480 b"ReferenceStart": (0, "p_timestamp", False),
481 b"ReferenceStop": (0, "p_timestamp", False),
483 if override_defaults is not None:
484 props.update(override_defaults)
485 return FBXTemplate(b"AnimationStack", b"FbxAnimStack", props, nbr_users, [False])
488 def fbx_template_def_animlayer(scene, settings, override_defaults=None, nbr_users=0):
489 props = {
490 b"Weight": (100.0, "p_number", True),
491 b"Mute": (False, "p_bool", False),
492 b"Solo": (False, "p_bool", False),
493 b"Lock": (False, "p_bool", False),
494 b"Color": ((0.8, 0.8, 0.8), "p_color_rgb", False),
495 b"BlendMode": (0, "p_enum", False),
496 b"RotationAccumulationMode": (0, "p_enum", False),
497 b"ScaleAccumulationMode": (0, "p_enum", False),
498 b"BlendModeBypass": (0, "p_ulonglong", False),
500 if override_defaults is not None:
501 props.update(override_defaults)
502 return FBXTemplate(b"AnimationLayer", b"FbxAnimLayer", props, nbr_users, [False])
505 def fbx_template_def_animcurvenode(scene, settings, override_defaults=None, nbr_users=0):
506 props = {
507 FBX_ANIM_PROPSGROUP_NAME.encode(): (None, "p_compound", False),
509 if override_defaults is not None:
510 props.update(override_defaults)
511 return FBXTemplate(b"AnimationCurveNode", b"FbxAnimCurveNode", props, nbr_users, [False])
514 def fbx_template_def_animcurve(scene, settings, override_defaults=None, nbr_users=0):
515 props = {}
516 if override_defaults is not None:
517 props.update(override_defaults)
518 return FBXTemplate(b"AnimationCurve", b"", props, nbr_users, [False])
521 # ##### Generators for connection elements. #####
523 def elem_connection(elem, c_type, uid_src, uid_dst, prop_dst=None):
524 e = elem_data_single_string(elem, b"C", c_type)
525 e.add_int64(uid_src)
526 e.add_int64(uid_dst)
527 if prop_dst is not None:
528 e.add_string(prop_dst)
531 # ##### FBX objects generators. #####
533 def fbx_data_element_custom_properties(props, bid):
535 Store custom properties of blender ID bid (any mapping-like object, in fact) into FBX properties props.
537 items = bid.items()
539 if not items:
540 return
542 rna_properties = {prop.identifier for prop in bid.bl_rna.properties if prop.is_runtime}
544 for k, v in items:
545 if k == '_RNA_UI' or k in rna_properties:
546 continue
548 list_val = getattr(v, "to_list", lambda: None)()
550 if isinstance(v, str):
551 elem_props_set(props, "p_string", k.encode(), v, custom=True)
552 elif isinstance(v, int):
553 elem_props_set(props, "p_integer", k.encode(), v, custom=True)
554 elif isinstance(v, float):
555 elem_props_set(props, "p_double", k.encode(), v, custom=True)
556 elif list_val:
557 if len(list_val) == 3:
558 elem_props_set(props, "p_vector", k.encode(), list_val, custom=True)
559 else:
560 elem_props_set(props, "p_string", k.encode(), str(list_val), custom=True)
561 else:
562 elem_props_set(props, "p_string", k.encode(), str(v), custom=True)
565 def fbx_data_empty_elements(root, empty, scene_data):
567 Write the Empty data block (you can control its FBX datatype with the 'fbx_type' string custom property).
569 empty_key = scene_data.data_empties[empty]
571 null = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(empty_key))
572 null.add_string(fbx_name_class(empty.name.encode(), b"NodeAttribute"))
573 val = empty.bdata.get('fbx_type', None)
574 null.add_string(val.encode() if val and isinstance(val, str) else b"Null")
576 elem_data_single_string(null, b"TypeFlags", b"Null")
578 tmpl = elem_props_template_init(scene_data.templates, b"Null")
579 props = elem_properties(null)
580 elem_props_template_finalize(tmpl, props)
582 # No custom properties, already saved with object (Model).
585 def fbx_data_light_elements(root, lamp, scene_data):
587 Write the Lamp data block.
589 gscale = scene_data.settings.global_scale
591 light_key = scene_data.data_lights[lamp]
592 do_light = True
593 decay_type = FBX_LIGHT_DECAY_TYPES['CONSTANT']
594 do_shadow = False
595 shadow_color = Vector((0.0, 0.0, 0.0))
596 if lamp.type not in {'HEMI'}:
597 if lamp.type not in {'SUN', 'AREA'}:
598 decay_type = FBX_LIGHT_DECAY_TYPES[lamp.falloff_type]
599 do_light = True
600 do_shadow = lamp.use_shadow
601 shadow_color = lamp.shadow_color
603 light = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(light_key))
604 light.add_string(fbx_name_class(lamp.name.encode(), b"NodeAttribute"))
605 light.add_string(b"Light")
607 elem_data_single_int32(light, b"GeometryVersion", FBX_GEOMETRY_VERSION) # Sic...
609 tmpl = elem_props_template_init(scene_data.templates, b"Light")
610 props = elem_properties(light)
611 elem_props_template_set(tmpl, props, "p_enum", b"LightType", FBX_LIGHT_TYPES[lamp.type])
612 elem_props_template_set(tmpl, props, "p_bool", b"CastLight", do_light)
613 elem_props_template_set(tmpl, props, "p_color", b"Color", lamp.color)
614 elem_props_template_set(tmpl, props, "p_number", b"Intensity", lamp.energy * 100.0)
615 elem_props_template_set(tmpl, props, "p_enum", b"DecayType", decay_type)
616 elem_props_template_set(tmpl, props, "p_double", b"DecayStart", lamp.distance * gscale)
617 elem_props_template_set(tmpl, props, "p_bool", b"CastShadows", do_shadow)
618 elem_props_template_set(tmpl, props, "p_color", b"ShadowColor", shadow_color)
619 if lamp.type in {'SPOT'}:
620 elem_props_template_set(tmpl, props, "p_double", b"OuterAngle", math.degrees(lamp.spot_size))
621 elem_props_template_set(tmpl, props, "p_double", b"InnerAngle",
622 math.degrees(lamp.spot_size * (1.0 - lamp.spot_blend)))
623 elem_props_template_finalize(tmpl, props)
625 # Custom properties.
626 if scene_data.settings.use_custom_props:
627 fbx_data_element_custom_properties(props, lamp)
630 def fbx_data_camera_elements(root, cam_obj, scene_data):
632 Write the Camera data blocks.
634 gscale = scene_data.settings.global_scale
636 cam = cam_obj.bdata
637 cam_data = cam.data
638 cam_key = scene_data.data_cameras[cam_obj]
640 # Real data now, good old camera!
641 # Object transform info.
642 loc, rot, scale, matrix, matrix_rot = cam_obj.fbx_object_tx(scene_data)
643 up = matrix_rot @ Vector((0.0, 1.0, 0.0))
644 to = matrix_rot @ Vector((0.0, 0.0, -1.0))
645 # Render settings.
646 # TODO We could export much more...
647 render = scene_data.scene.render
648 width = render.resolution_x
649 height = render.resolution_y
650 aspect = width / height
651 # Film width & height from mm to inches
652 filmwidth = convert_mm_to_inch(cam_data.sensor_width)
653 filmheight = convert_mm_to_inch(cam_data.sensor_height)
654 filmaspect = filmwidth / filmheight
655 # Film offset
656 offsetx = filmwidth * cam_data.shift_x
657 offsety = filmaspect * filmheight * cam_data.shift_y
659 cam = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(cam_key))
660 cam.add_string(fbx_name_class(cam_data.name.encode(), b"NodeAttribute"))
661 cam.add_string(b"Camera")
663 tmpl = elem_props_template_init(scene_data.templates, b"Camera")
664 props = elem_properties(cam)
666 elem_props_template_set(tmpl, props, "p_vector", b"Position", loc)
667 elem_props_template_set(tmpl, props, "p_vector", b"UpVector", up)
668 elem_props_template_set(tmpl, props, "p_vector", b"InterestPosition", loc + to) # Point, not vector!
669 # Should we use world value?
670 elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
671 elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)
673 elem_props_template_set(tmpl, props, "p_enum", b"AspectRatioMode", 2) # FixedResolution
674 elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(render.resolution_x))
675 elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(render.resolution_y))
676 elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio",
677 float(render.pixel_aspect_x / render.pixel_aspect_y))
679 elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
680 elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
681 elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
682 elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetX", offsetx)
683 elem_props_template_set(tmpl, props, "p_double", b"FilmOffsetY", offsety)
685 elem_props_template_set(tmpl, props, "p_enum", b"ApertureMode", 3) # FocalLength.
686 elem_props_template_set(tmpl, props, "p_enum", b"GateFit", 2) # FitHorizontal.
687 elem_props_template_set(tmpl, props, "p_fov", b"FieldOfView", math.degrees(cam_data.angle_x))
688 elem_props_template_set(tmpl, props, "p_fov_x", b"FieldOfViewX", math.degrees(cam_data.angle_x))
689 elem_props_template_set(tmpl, props, "p_fov_y", b"FieldOfViewY", math.degrees(cam_data.angle_y))
690 # No need to convert to inches here...
691 elem_props_template_set(tmpl, props, "p_double", b"FocalLength", cam_data.lens)
692 elem_props_template_set(tmpl, props, "p_double", b"SafeAreaAspectRatio", aspect)
693 # Default to perspective camera.
694 elem_props_template_set(tmpl, props, "p_enum", b"CameraProjectionType", 1 if cam_data.type == 'ORTHO' else 0)
695 elem_props_template_set(tmpl, props, "p_double", b"OrthoZoom", cam_data.ortho_scale)
697 elem_props_template_set(tmpl, props, "p_double", b"NearPlane", cam_data.clip_start * gscale)
698 elem_props_template_set(tmpl, props, "p_double", b"FarPlane", cam_data.clip_end * gscale)
699 elem_props_template_set(tmpl, props, "p_enum", b"BackPlaneDistanceMode", 1) # RelativeToCamera.
700 elem_props_template_set(tmpl, props, "p_double", b"BackPlaneDistance", cam_data.clip_end * gscale)
702 elem_props_template_finalize(tmpl, props)
704 # Custom properties.
705 if scene_data.settings.use_custom_props:
706 fbx_data_element_custom_properties(props, cam_data)
708 elem_data_single_string(cam, b"TypeFlags", b"Camera")
709 elem_data_single_int32(cam, b"GeometryVersion", 124) # Sic...
710 elem_data_vec_float64(cam, b"Position", loc)
711 elem_data_vec_float64(cam, b"Up", up)
712 elem_data_vec_float64(cam, b"LookAt", to)
713 elem_data_single_int32(cam, b"ShowInfoOnMoving", 1)
714 elem_data_single_int32(cam, b"ShowAudio", 0)
715 elem_data_vec_float64(cam, b"AudioColor", (0.0, 1.0, 0.0))
716 elem_data_single_float64(cam, b"CameraOrthoZoom", 1.0)
719 def fbx_data_bindpose_element(root, me_obj, me, scene_data, arm_obj=None, mat_world_arm=None, bones=[]):
721 Helper, since bindpose are used by both meshes shape keys and armature bones...
723 if arm_obj is None:
724 arm_obj = me_obj
725 # We assume bind pose for our bones are their "Editmode" pose...
726 # All matrices are expected in global (world) space.
727 bindpose_key = get_blender_bindpose_key(arm_obj.bdata, me)
728 fbx_pose = elem_data_single_int64(root, b"Pose", get_fbx_uuid_from_key(bindpose_key))
729 fbx_pose.add_string(fbx_name_class(me.name.encode(), b"Pose"))
730 fbx_pose.add_string(b"BindPose")
732 elem_data_single_string(fbx_pose, b"Type", b"BindPose")
733 elem_data_single_int32(fbx_pose, b"Version", FBX_POSE_BIND_VERSION)
734 elem_data_single_int32(fbx_pose, b"NbPoseNodes", 1 + (1 if (arm_obj != me_obj) else 0) + len(bones))
736 # First node is mesh/object.
737 mat_world_obj = me_obj.fbx_object_matrix(scene_data, global_space=True)
738 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
739 elem_data_single_int64(fbx_posenode, b"Node", me_obj.fbx_uuid)
740 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_obj))
741 # Second node is armature object itself.
742 if arm_obj != me_obj:
743 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
744 elem_data_single_int64(fbx_posenode, b"Node", arm_obj.fbx_uuid)
745 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(mat_world_arm))
746 # And all bones of armature!
747 mat_world_bones = {}
748 for bo_obj in bones:
749 bomat = bo_obj.fbx_object_matrix(scene_data, rest=True, global_space=True)
750 mat_world_bones[bo_obj] = bomat
751 fbx_posenode = elem_empty(fbx_pose, b"PoseNode")
752 elem_data_single_int64(fbx_posenode, b"Node", bo_obj.fbx_uuid)
753 elem_data_single_float64_array(fbx_posenode, b"Matrix", matrix4_to_array(bomat))
755 return mat_world_obj, mat_world_bones
758 def fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, fbx_me_tmpl, fbx_me_props):
760 Write shape keys related data.
762 if me not in scene_data.data_deformers_shape:
763 return
765 write_normals = True # scene_data.settings.mesh_smooth_type in {'OFF'}
767 # First, write the geometry data itself (i.e. shapes).
768 _me_key, shape_key, shapes = scene_data.data_deformers_shape[me]
770 channels = []
772 for shape, (channel_key, geom_key, shape_verts_co, shape_verts_idx) in shapes.items():
773 # Use vgroups as weights, if defined.
774 if shape.vertex_group and shape.vertex_group in me_obj.bdata.vertex_groups:
775 shape_verts_weights = [0.0] * (len(shape_verts_co) // 3)
776 vg_idx = me_obj.bdata.vertex_groups[shape.vertex_group].index
777 for sk_idx, v_idx in enumerate(shape_verts_idx):
778 for vg in me.vertices[v_idx].groups:
779 if vg.group == vg_idx:
780 shape_verts_weights[sk_idx] = vg.weight * 100.0
781 else:
782 shape_verts_weights = [100.0] * (len(shape_verts_co) // 3)
783 channels.append((channel_key, shape, shape_verts_weights))
785 geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(geom_key))
786 geom.add_string(fbx_name_class(shape.name.encode(), b"Geometry"))
787 geom.add_string(b"Shape")
789 tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
790 props = elem_properties(geom)
791 elem_props_template_finalize(tmpl, props)
793 elem_data_single_int32(geom, b"Version", FBX_GEOMETRY_SHAPE_VERSION)
795 elem_data_single_int32_array(geom, b"Indexes", shape_verts_idx)
796 elem_data_single_float64_array(geom, b"Vertices", shape_verts_co)
797 if write_normals:
798 elem_data_single_float64_array(geom, b"Normals", [0.0] * len(shape_verts_co))
800 # Yiha! BindPose for shapekeys too! Dodecasigh...
801 # XXX Not sure yet whether several bindposes on same mesh are allowed, or not... :/
802 fbx_data_bindpose_element(root, me_obj, me, scene_data)
804 # ...and now, the deformers stuff.
805 fbx_shape = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(shape_key))
806 fbx_shape.add_string(fbx_name_class(me.name.encode(), b"Deformer"))
807 fbx_shape.add_string(b"BlendShape")
809 elem_data_single_int32(fbx_shape, b"Version", FBX_DEFORMER_SHAPE_VERSION)
811 for channel_key, shape, shape_verts_weights in channels:
812 fbx_channel = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(channel_key))
813 fbx_channel.add_string(fbx_name_class(shape.name.encode(), b"SubDeformer"))
814 fbx_channel.add_string(b"BlendShapeChannel")
816 elem_data_single_int32(fbx_channel, b"Version", FBX_DEFORMER_SHAPECHANNEL_VERSION)
817 elem_data_single_float64(fbx_channel, b"DeformPercent", shape.value * 100.0) # Percents...
818 elem_data_single_float64_array(fbx_channel, b"FullWeights", shape_verts_weights)
820 # *WHY* add this in linked mesh properties too? *cry*
821 # No idea whether it’s percent here too, or more usual factor (assume percentage for now) :/
822 elem_props_template_set(fbx_me_tmpl, fbx_me_props, "p_number", shape.name.encode(), shape.value * 100.0,
823 animatable=True)
826 def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
828 Write the Mesh (Geometry) data block.
830 # Ugly helper... :/
831 def _infinite_gen(val):
832 while 1:
833 yield val
835 me_key, me, _free = scene_data.data_meshes[me_obj]
837 # In case of multiple instances of same mesh, only write it once!
838 if me_key in done_meshes:
839 return
841 # No gscale/gmat here, all data are supposed to be in object space.
842 smooth_type = scene_data.settings.mesh_smooth_type
843 write_normals = True # smooth_type in {'OFF'}
845 do_bake_space_transform = me_obj.use_bake_space_transform(scene_data)
847 # Vertices are in object space, but we are post-multiplying all transforms with the inverse of the
848 # global matrix, so we need to apply the global matrix to the vertices to get the correct result.
849 geom_mat_co = scene_data.settings.global_matrix if do_bake_space_transform else None
850 # We need to apply the inverse transpose of the global matrix when transforming normals.
851 geom_mat_no = Matrix(scene_data.settings.global_matrix_inv_transposed) if do_bake_space_transform else None
852 if geom_mat_no is not None:
853 # Remove translation & scaling!
854 geom_mat_no.translation = Vector()
855 geom_mat_no.normalize()
857 geom = elem_data_single_int64(root, b"Geometry", get_fbx_uuid_from_key(me_key))
858 geom.add_string(fbx_name_class(me.name.encode(), b"Geometry"))
859 geom.add_string(b"Mesh")
861 tmpl = elem_props_template_init(scene_data.templates, b"Geometry")
862 props = elem_properties(geom)
864 # Custom properties.
865 if scene_data.settings.use_custom_props:
866 fbx_data_element_custom_properties(props, me)
868 # Subdivision levels. Take them from the first found subsurf modifier from the
869 # first object that has the mesh. Write crease information if the object has
870 # and subsurf modifier.
871 write_crease = False
872 if scene_data.settings.use_subsurf:
873 last_subsurf = None
874 for mod in me_obj.bdata.modifiers:
875 if not (mod.show_render or mod.show_viewport):
876 continue
877 if mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
878 last_subsurf = mod
880 if last_subsurf:
881 elem_data_single_int32(geom, b"Smoothness", 2) # Display control mesh and smoothed
882 elem_data_single_int32(geom, b"BoundaryRule", 2) # Round edges like Blender
883 elem_data_single_int32(geom, b"PreviewDivisionLevels", last_subsurf.levels)
884 elem_data_single_int32(geom, b"RenderDivisionLevels", last_subsurf.render_levels)
886 elem_data_single_int32(geom, b"PreserveBorders", 0)
887 elem_data_single_int32(geom, b"PreserveHardEdges", 0)
888 elem_data_single_int32(geom, b"PropagateEdgeHardness", 0)
890 write_crease = last_subsurf.use_creases
892 elem_data_single_int32(geom, b"GeometryVersion", FBX_GEOMETRY_VERSION)
894 # Vertex cos.
895 t_co = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
896 me.vertices.foreach_get("co", t_co)
897 elem_data_single_float64_array(geom, b"Vertices", chain(*vcos_transformed_gen(t_co, geom_mat_co)))
898 del t_co
900 # Polygon indices.
902 # We do loose edges as two-vertices faces, if enabled...
904 # Note we have to process Edges in the same time, as they are based on poly's loops...
905 loop_nbr = len(me.loops)
906 t_pvi = array.array(data_types.ARRAY_INT32, (0,)) * loop_nbr
907 t_ls = [None] * len(me.polygons)
909 me.loops.foreach_get("vertex_index", t_pvi)
910 me.polygons.foreach_get("loop_start", t_ls)
912 # Add "fake" faces for loose edges.
913 if scene_data.settings.use_mesh_edges:
914 t_le = tuple(e.vertices for e in me.edges if e.is_loose)
915 t_pvi.extend(chain(*t_le))
916 t_ls.extend(range(loop_nbr, loop_nbr + len(t_le), 2))
917 del t_le
919 # Edges...
920 # Note: Edges are represented as a loop here: each edge uses a single index, which refers to the polygon array.
921 # The edge is made by the vertex indexed py this polygon's point and the next one on the same polygon.
922 # Advantage: Only one index per edge.
923 # Drawback: Only polygon's edges can be represented (that's why we have to add fake two-verts polygons
924 # for loose edges).
925 # We also have to store a mapping from real edges to their indices in this array, for edge-mapped data
926 # (like e.g. crease).
927 t_eli = array.array(data_types.ARRAY_INT32)
928 edges_map = {}
929 edges_nbr = 0
930 if t_ls and t_pvi:
931 t_ls = set(t_ls)
932 todo_edges = [None] * len(me.edges) * 2
933 # Sigh, cannot access edge.key through foreach_get... :/
934 me.edges.foreach_get("vertices", todo_edges)
935 todo_edges = set((v1, v2) if v1 < v2 else (v2, v1) for v1, v2 in zip(*(iter(todo_edges),) * 2))
937 li = 0
938 vi = vi_start = t_pvi[0]
939 for li_next, vi_next in enumerate(t_pvi[1:] + t_pvi[:1], start=1):
940 if li_next in t_ls: # End of a poly's loop.
941 vi2 = vi_start
942 vi_start = vi_next
943 else:
944 vi2 = vi_next
946 e_key = (vi, vi2) if vi < vi2 else (vi2, vi)
947 if e_key in todo_edges:
948 t_eli.append(li)
949 todo_edges.remove(e_key)
950 edges_map[e_key] = edges_nbr
951 edges_nbr += 1
953 vi = vi_next
954 li = li_next
955 # End of edges!
957 # We have to ^-1 last index of each loop.
958 for ls in t_ls:
959 t_pvi[ls - 1] ^= -1
961 # And finally we can write data!
962 elem_data_single_int32_array(geom, b"PolygonVertexIndex", t_pvi)
963 elem_data_single_int32_array(geom, b"Edges", t_eli)
964 del t_pvi
965 del t_ls
966 del t_eli
968 # And now, layers!
970 # Smoothing.
971 if smooth_type in {'FACE', 'EDGE'}:
972 t_ps = None
973 _map = b""
974 if smooth_type == 'FACE':
975 t_ps = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
976 me.polygons.foreach_get("use_smooth", t_ps)
977 _map = b"ByPolygon"
978 else: # EDGE
979 # Write Edge Smoothing.
980 # Note edge is sharp also if it's used by more than two faces, or one of its faces is flat.
981 t_ps = array.array(data_types.ARRAY_INT32, (0,)) * edges_nbr
982 sharp_edges = set()
983 temp_sharp_edges = {}
984 for p in me.polygons:
985 if not p.use_smooth:
986 sharp_edges.update(p.edge_keys)
987 continue
988 for k in p.edge_keys:
989 if temp_sharp_edges.setdefault(k, 0) > 1:
990 sharp_edges.add(k)
991 else:
992 temp_sharp_edges[k] += 1
993 del temp_sharp_edges
994 for e in me.edges:
995 if e.key not in edges_map:
996 continue # Only loose edges, in theory!
997 t_ps[edges_map[e.key]] = not (e.use_edge_sharp or (e.key in sharp_edges))
998 _map = b"ByEdge"
999 lay_smooth = elem_data_single_int32(geom, b"LayerElementSmoothing", 0)
1000 elem_data_single_int32(lay_smooth, b"Version", FBX_GEOMETRY_SMOOTHING_VERSION)
1001 elem_data_single_string(lay_smooth, b"Name", b"")
1002 elem_data_single_string(lay_smooth, b"MappingInformationType", _map)
1003 elem_data_single_string(lay_smooth, b"ReferenceInformationType", b"Direct")
1004 elem_data_single_int32_array(lay_smooth, b"Smoothing", t_ps) # Sight, int32 for bool...
1005 del t_ps
1007 # Edge crease for subdivision
1008 if write_crease:
1009 t_ec = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * edges_nbr
1010 for e in me.edges:
1011 if e.key not in edges_map:
1012 continue # Only loose edges, in theory!
1013 # Blender squares those values before sending them to OpenSubdiv, when other softwares don't,
1014 # so we need to compensate that to get similar results through FBX...
1015 t_ec[edges_map[e.key]] = e.crease * e.crease
1017 lay_crease = elem_data_single_int32(geom, b"LayerElementEdgeCrease", 0)
1018 elem_data_single_int32(lay_crease, b"Version", FBX_GEOMETRY_CREASE_VERSION)
1019 elem_data_single_string(lay_crease, b"Name", b"")
1020 elem_data_single_string(lay_crease, b"MappingInformationType", b"ByEdge")
1021 elem_data_single_string(lay_crease, b"ReferenceInformationType", b"Direct")
1022 elem_data_single_float64_array(lay_crease, b"EdgeCrease", t_ec)
1023 del t_ec
1025 # And we are done with edges!
1026 del edges_map
1028 # Loop normals.
1029 tspacenumber = 0
1030 if write_normals:
1031 # NOTE: this is not supported by importer currently.
1032 # XXX Official docs says normals should use IndexToDirect,
1033 # but this does not seem well supported by apps currently...
1034 me.calc_normals_split()
1036 t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
1037 me.loops.foreach_get("normal", t_ln)
1038 t_ln = nors_transformed_gen(t_ln, geom_mat_no)
1039 if 0:
1040 t_ln = tuple(t_ln) # No choice... :/
1042 lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
1043 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
1044 elem_data_single_string(lay_nor, b"Name", b"")
1045 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1046 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"IndexToDirect")
1048 ln2idx = tuple(set(t_ln))
1049 elem_data_single_float64_array(lay_nor, b"Normals", chain(*ln2idx))
1050 # Normal weights, no idea what it is.
1051 # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(ln2idx)
1052 # elem_data_single_float64_array(lay_nor, b"NormalsW", t_lnw)
1054 ln2idx = {nor: idx for idx, nor in enumerate(ln2idx)}
1055 elem_data_single_int32_array(lay_nor, b"NormalsIndex", (ln2idx[n] for n in t_ln))
1057 del ln2idx
1058 # del t_lnw
1059 else:
1060 lay_nor = elem_data_single_int32(geom, b"LayerElementNormal", 0)
1061 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_NORMAL_VERSION)
1062 elem_data_single_string(lay_nor, b"Name", b"")
1063 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1064 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1065 elem_data_single_float64_array(lay_nor, b"Normals", chain(*t_ln))
1066 # Normal weights, no idea what it is.
1067 # t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
1068 # elem_data_single_float64_array(lay_nor, b"NormalsW", t_ln)
1069 del t_ln
1071 # tspace
1072 if scene_data.settings.use_tspace:
1073 tspacenumber = len(me.uv_layers)
1074 if tspacenumber:
1075 # We can only compute tspace on tessellated meshes, need to check that here...
1076 t_lt = [None] * len(me.polygons)
1077 me.polygons.foreach_get("loop_total", t_lt)
1078 if any((lt > 4 for lt in t_lt)):
1079 del t_lt
1080 scene_data.settings.report(
1081 {'WARNING'},
1082 "Mesh '%s' has polygons with more than 4 vertices, "
1083 "cannot compute/export tangent space for it" % me.name)
1084 else:
1085 del t_lt
1086 t_ln = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 3
1087 # t_lnw = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops)
1088 uv_names = [uvlayer.name for uvlayer in me.uv_layers]
1089 for name in uv_names:
1090 me.calc_tangents(uvmap=name)
1091 for idx, uvlayer in enumerate(me.uv_layers):
1092 name = uvlayer.name
1093 # Loop bitangents (aka binormals).
1094 # NOTE: this is not supported by importer currently.
1095 me.loops.foreach_get("bitangent", t_ln)
1096 lay_nor = elem_data_single_int32(geom, b"LayerElementBinormal", idx)
1097 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_BINORMAL_VERSION)
1098 elem_data_single_string_unicode(lay_nor, b"Name", name)
1099 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1100 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1101 elem_data_single_float64_array(lay_nor, b"Binormals",
1102 chain(*nors_transformed_gen(t_ln, geom_mat_no)))
1103 # Binormal weights, no idea what it is.
1104 # elem_data_single_float64_array(lay_nor, b"BinormalsW", t_lnw)
1106 # Loop tangents.
1107 # NOTE: this is not supported by importer currently.
1108 me.loops.foreach_get("tangent", t_ln)
1109 lay_nor = elem_data_single_int32(geom, b"LayerElementTangent", idx)
1110 elem_data_single_int32(lay_nor, b"Version", FBX_GEOMETRY_TANGENT_VERSION)
1111 elem_data_single_string_unicode(lay_nor, b"Name", name)
1112 elem_data_single_string(lay_nor, b"MappingInformationType", b"ByPolygonVertex")
1113 elem_data_single_string(lay_nor, b"ReferenceInformationType", b"Direct")
1114 elem_data_single_float64_array(lay_nor, b"Tangents",
1115 chain(*nors_transformed_gen(t_ln, geom_mat_no)))
1116 # Tangent weights, no idea what it is.
1117 # elem_data_single_float64_array(lay_nor, b"TangentsW", t_lnw)
1119 del t_ln
1120 # del t_lnw
1121 me.free_tangents()
1123 me.free_normals_split()
1125 # Write VertexColor Layers.
1126 vcolnumber = len(me.vertex_colors)
1127 if vcolnumber:
1128 def _coltuples_gen(raw_cols):
1129 return zip(*(iter(raw_cols),) * 4)
1131 t_lc = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 4
1132 for colindex, collayer in enumerate(me.vertex_colors):
1133 collayer.data.foreach_get("color", t_lc)
1134 lay_vcol = elem_data_single_int32(geom, b"LayerElementColor", colindex)
1135 elem_data_single_int32(lay_vcol, b"Version", FBX_GEOMETRY_VCOLOR_VERSION)
1136 elem_data_single_string_unicode(lay_vcol, b"Name", collayer.name)
1137 elem_data_single_string(lay_vcol, b"MappingInformationType", b"ByPolygonVertex")
1138 elem_data_single_string(lay_vcol, b"ReferenceInformationType", b"IndexToDirect")
1140 col2idx = tuple(set(_coltuples_gen(t_lc)))
1141 elem_data_single_float64_array(lay_vcol, b"Colors", chain(*col2idx)) # Flatten again...
1143 col2idx = {col: idx for idx, col in enumerate(col2idx)}
1144 elem_data_single_int32_array(lay_vcol, b"ColorIndex", (col2idx[c] for c in _coltuples_gen(t_lc)))
1145 del col2idx
1146 del t_lc
1147 del _coltuples_gen
1149 # Write UV layers.
1150 # Note: LayerElementTexture is deprecated since FBX 2011 - luckily!
1151 # Textures are now only related to materials, in FBX!
1152 uvnumber = len(me.uv_layers)
1153 if uvnumber:
1154 # Looks like this mapping is also expected to convey UV islands (arg..... :((((( ).
1155 # So we need to generate unique triplets (uv, vertex_idx) here, not only just based on UV values.
1156 def _uvtuples_gen(raw_uvs, raw_lvidxs):
1157 return zip(zip(*(iter(raw_uvs),) * 2), raw_lvidxs)
1159 t_luv = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.loops) * 2
1160 t_lvidx = array.array(data_types.ARRAY_INT32, (0,)) * len(me.loops)
1161 me.loops.foreach_get("vertex_index", t_lvidx)
1162 for uvindex, uvlayer in enumerate(me.uv_layers):
1163 uvlayer.data.foreach_get("uv", t_luv)
1164 lay_uv = elem_data_single_int32(geom, b"LayerElementUV", uvindex)
1165 elem_data_single_int32(lay_uv, b"Version", FBX_GEOMETRY_UV_VERSION)
1166 elem_data_single_string_unicode(lay_uv, b"Name", uvlayer.name)
1167 elem_data_single_string(lay_uv, b"MappingInformationType", b"ByPolygonVertex")
1168 elem_data_single_string(lay_uv, b"ReferenceInformationType", b"IndexToDirect")
1170 uv_ids = tuple(set(_uvtuples_gen(t_luv, t_lvidx)))
1171 elem_data_single_float64_array(lay_uv, b"UV", chain(*(uv for uv, vidx in uv_ids))) # Flatten again...
1173 uv2idx = {uv_id: idx for idx, uv_id in enumerate(uv_ids)}
1174 elem_data_single_int32_array(lay_uv, b"UVIndex", (uv2idx[uv_id] for uv_id in _uvtuples_gen(t_luv, t_lvidx)))
1175 del uv2idx
1176 del uv_ids
1177 del t_luv
1178 del t_lvidx
1179 del _uvtuples_gen
1181 # Face's materials.
1182 me_fbxmaterials_idx = scene_data.mesh_material_indices.get(me)
1183 if me_fbxmaterials_idx is not None:
1184 # We cannot use me.materials here, as this array is filled with None in case materials are linked to object...
1185 me_blmaterials = [mat_slot.material for mat_slot in me_obj.material_slots]
1186 if me_fbxmaterials_idx and me_blmaterials:
1187 lay_ma = elem_data_single_int32(geom, b"LayerElementMaterial", 0)
1188 elem_data_single_int32(lay_ma, b"Version", FBX_GEOMETRY_MATERIAL_VERSION)
1189 elem_data_single_string(lay_ma, b"Name", b"")
1190 nbr_mats = len(me_fbxmaterials_idx)
1191 if nbr_mats > 1:
1192 t_pm = array.array(data_types.ARRAY_INT32, (0,)) * len(me.polygons)
1193 me.polygons.foreach_get("material_index", t_pm)
1195 # We have to validate mat indices, and map them to FBX indices.
1196 # Note a mat might not be in me_fbxmats_idx (e.g. node mats are ignored).
1197 blmaterials_to_fbxmaterials_idxs = [me_fbxmaterials_idx[m]
1198 for m in me_blmaterials if m in me_fbxmaterials_idx]
1199 ma_idx_limit = len(blmaterials_to_fbxmaterials_idxs)
1200 def_ma = blmaterials_to_fbxmaterials_idxs[0]
1201 _gen = (blmaterials_to_fbxmaterials_idxs[m] if m < ma_idx_limit else def_ma for m in t_pm)
1202 t_pm = array.array(data_types.ARRAY_INT32, _gen)
1204 elem_data_single_string(lay_ma, b"MappingInformationType", b"ByPolygon")
1205 # XXX Logically, should be "Direct" reference type, since we do not have any index array, and have one
1206 # value per polygon...
1207 # But looks like FBX expects it to be IndexToDirect here (maybe because materials are already
1208 # indices??? *sigh*).
1209 elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
1210 elem_data_single_int32_array(lay_ma, b"Materials", t_pm)
1211 del t_pm
1212 else:
1213 elem_data_single_string(lay_ma, b"MappingInformationType", b"AllSame")
1214 elem_data_single_string(lay_ma, b"ReferenceInformationType", b"IndexToDirect")
1215 elem_data_single_int32_array(lay_ma, b"Materials", [0])
1217 # And the "layer TOC"...
1219 layer = elem_data_single_int32(geom, b"Layer", 0)
1220 elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
1221 if write_normals:
1222 lay_nor = elem_empty(layer, b"LayerElement")
1223 elem_data_single_string(lay_nor, b"Type", b"LayerElementNormal")
1224 elem_data_single_int32(lay_nor, b"TypedIndex", 0)
1225 if tspacenumber:
1226 lay_binor = elem_empty(layer, b"LayerElement")
1227 elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
1228 elem_data_single_int32(lay_binor, b"TypedIndex", 0)
1229 lay_tan = elem_empty(layer, b"LayerElement")
1230 elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
1231 elem_data_single_int32(lay_tan, b"TypedIndex", 0)
1232 if smooth_type in {'FACE', 'EDGE'}:
1233 lay_smooth = elem_empty(layer, b"LayerElement")
1234 elem_data_single_string(lay_smooth, b"Type", b"LayerElementSmoothing")
1235 elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
1236 if write_crease:
1237 lay_smooth = elem_empty(layer, b"LayerElement")
1238 elem_data_single_string(lay_smooth, b"Type", b"LayerElementEdgeCrease")
1239 elem_data_single_int32(lay_smooth, b"TypedIndex", 0)
1240 if vcolnumber:
1241 lay_vcol = elem_empty(layer, b"LayerElement")
1242 elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
1243 elem_data_single_int32(lay_vcol, b"TypedIndex", 0)
1244 if uvnumber:
1245 lay_uv = elem_empty(layer, b"LayerElement")
1246 elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
1247 elem_data_single_int32(lay_uv, b"TypedIndex", 0)
1248 if me_fbxmaterials_idx is not None:
1249 lay_ma = elem_empty(layer, b"LayerElement")
1250 elem_data_single_string(lay_ma, b"Type", b"LayerElementMaterial")
1251 elem_data_single_int32(lay_ma, b"TypedIndex", 0)
1253 # Add other uv and/or vcol layers...
1254 for vcolidx, uvidx, tspaceidx in zip_longest(range(1, vcolnumber), range(1, uvnumber), range(1, tspacenumber),
1255 fillvalue=0):
1256 layer = elem_data_single_int32(geom, b"Layer", max(vcolidx, uvidx))
1257 elem_data_single_int32(layer, b"Version", FBX_GEOMETRY_LAYER_VERSION)
1258 if vcolidx:
1259 lay_vcol = elem_empty(layer, b"LayerElement")
1260 elem_data_single_string(lay_vcol, b"Type", b"LayerElementColor")
1261 elem_data_single_int32(lay_vcol, b"TypedIndex", vcolidx)
1262 if uvidx:
1263 lay_uv = elem_empty(layer, b"LayerElement")
1264 elem_data_single_string(lay_uv, b"Type", b"LayerElementUV")
1265 elem_data_single_int32(lay_uv, b"TypedIndex", uvidx)
1266 if tspaceidx:
1267 lay_binor = elem_empty(layer, b"LayerElement")
1268 elem_data_single_string(lay_binor, b"Type", b"LayerElementBinormal")
1269 elem_data_single_int32(lay_binor, b"TypedIndex", tspaceidx)
1270 lay_tan = elem_empty(layer, b"LayerElement")
1271 elem_data_single_string(lay_tan, b"Type", b"LayerElementTangent")
1272 elem_data_single_int32(lay_tan, b"TypedIndex", tspaceidx)
1274 # Shape keys...
1275 fbx_data_mesh_shapes_elements(root, me_obj, me, scene_data, tmpl, props)
1277 elem_props_template_finalize(tmpl, props)
1278 done_meshes.add(me_key)
1281 def fbx_data_material_elements(root, ma, scene_data):
1283 Write the Material data block.
1286 ambient_color = (0.0, 0.0, 0.0)
1287 if scene_data.data_world:
1288 ambient_color = next(iter(scene_data.data_world.keys())).color
1290 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
1291 ma_key, _objs = scene_data.data_materials[ma]
1292 ma_type = b"Phong"
1294 fbx_ma = elem_data_single_int64(root, b"Material", get_fbx_uuid_from_key(ma_key))
1295 fbx_ma.add_string(fbx_name_class(ma.name.encode(), b"Material"))
1296 fbx_ma.add_string(b"")
1298 elem_data_single_int32(fbx_ma, b"Version", FBX_MATERIAL_VERSION)
1299 # those are not yet properties, it seems...
1300 elem_data_single_string(fbx_ma, b"ShadingModel", ma_type)
1301 elem_data_single_int32(fbx_ma, b"MultiLayer", 0) # Should be bool...
1303 tmpl = elem_props_template_init(scene_data.templates, b"Material")
1304 props = elem_properties(fbx_ma)
1306 elem_props_template_set(tmpl, props, "p_string", b"ShadingModel", ma_type.decode())
1307 elem_props_template_set(tmpl, props, "p_color", b"DiffuseColor", ma_wrap.base_color)
1308 # Not in Principled BSDF, so assuming always 1
1309 elem_props_template_set(tmpl, props, "p_number", b"DiffuseFactor", 1.0)
1310 # Principled BSDF only has an emissive color, so we assume factor to be always 1.0.
1311 elem_props_template_set(tmpl, props, "p_color", b"EmissiveColor", ma_wrap.emission_color)
1312 elem_props_template_set(tmpl, props, "p_number", b"EmissiveFactor", ma_wrap.emission_strength)
1313 # Not in Principled BSDF, so assuming always 0
1314 elem_props_template_set(tmpl, props, "p_color", b"AmbientColor", ambient_color)
1315 elem_props_template_set(tmpl, props, "p_number", b"AmbientFactor", 0.0)
1316 # Sweetness... Looks like we are not the only ones to not know exactly how FBX is supposed to work (see T59850).
1317 # According to one of its developers, Unity uses that formula to extract alpha value:
1319 # alpha = 1 - TransparencyFactor
1320 # if (alpha == 1 or alpha == 0):
1321 # alpha = 1 - TransparentColor.r
1323 # Until further info, let's assume this is correct way to do, hence the following code for TransparentColor.
1324 if ma_wrap.alpha < 1.0e-5 or ma_wrap.alpha > (1.0 - 1.0e-5):
1325 elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", (1.0 - ma_wrap.alpha,) * 3)
1326 else:
1327 elem_props_template_set(tmpl, props, "p_color", b"TransparentColor", ma_wrap.base_color)
1328 elem_props_template_set(tmpl, props, "p_number", b"TransparencyFactor", 1.0 - ma_wrap.alpha)
1329 elem_props_template_set(tmpl, props, "p_number", b"Opacity", ma_wrap.alpha)
1330 elem_props_template_set(tmpl, props, "p_vector_3d", b"NormalMap", (0.0, 0.0, 0.0))
1331 elem_props_template_set(tmpl, props, "p_double", b"BumpFactor", ma_wrap.normalmap_strength)
1332 # Not sure about those...
1334 b"Bump": ((0.0, 0.0, 0.0), "p_vector_3d"),
1335 b"DisplacementColor": ((0.0, 0.0, 0.0), "p_color_rgb"),
1336 b"DisplacementFactor": (0.0, "p_double"),
1338 # TODO: use specular tint?
1339 elem_props_template_set(tmpl, props, "p_color", b"SpecularColor", ma_wrap.base_color)
1340 elem_props_template_set(tmpl, props, "p_number", b"SpecularFactor", ma_wrap.specular / 2.0)
1341 # See Material template about those two!
1342 # XXX Totally empirical conversion, trying to adapt it
1343 # (from 0.0 - 100.0 FBX shininess range to 1.0 - 0.0 Principled BSDF range)...
1344 shininess = (1.0 - ma_wrap.roughness) * 10
1345 shininess *= shininess
1346 elem_props_template_set(tmpl, props, "p_number", b"Shininess", shininess)
1347 elem_props_template_set(tmpl, props, "p_number", b"ShininessExponent", shininess)
1348 elem_props_template_set(tmpl, props, "p_color", b"ReflectionColor", ma_wrap.base_color)
1349 elem_props_template_set(tmpl, props, "p_number", b"ReflectionFactor", ma_wrap.metallic)
1351 elem_props_template_finalize(tmpl, props)
1353 # Custom properties.
1354 if scene_data.settings.use_custom_props:
1355 fbx_data_element_custom_properties(props, ma)
1358 def _gen_vid_path(img, scene_data):
1359 msetts = scene_data.settings.media_settings
1360 fname_rel = bpy_extras.io_utils.path_reference(img.filepath, msetts.base_src, msetts.base_dst, msetts.path_mode,
1361 msetts.subdir, msetts.copy_set, img.library)
1362 fname_abs = os.path.normpath(os.path.abspath(os.path.join(msetts.base_dst, fname_rel)))
1363 return fname_abs, fname_rel
1366 def fbx_data_texture_file_elements(root, blender_tex_key, scene_data):
1368 Write the (file) Texture data block.
1370 # XXX All this is very fuzzy to me currently...
1371 # Textures do not seem to use properties as much as they could.
1372 # For now assuming most logical and simple stuff.
1374 ma, sock_name = blender_tex_key
1375 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
1376 tex_key, _fbx_prop = scene_data.data_textures[blender_tex_key]
1377 tex = getattr(ma_wrap, sock_name)
1378 img = tex.image
1379 fname_abs, fname_rel = _gen_vid_path(img, scene_data)
1381 fbx_tex = elem_data_single_int64(root, b"Texture", get_fbx_uuid_from_key(tex_key))
1382 fbx_tex.add_string(fbx_name_class(sock_name.encode(), b"Texture"))
1383 fbx_tex.add_string(b"")
1385 elem_data_single_string(fbx_tex, b"Type", b"TextureVideoClip")
1386 elem_data_single_int32(fbx_tex, b"Version", FBX_TEXTURE_VERSION)
1387 elem_data_single_string(fbx_tex, b"TextureName", fbx_name_class(sock_name.encode(), b"Texture"))
1388 elem_data_single_string(fbx_tex, b"Media", fbx_name_class(img.name.encode(), b"Video"))
1389 elem_data_single_string_unicode(fbx_tex, b"FileName", fname_abs)
1390 elem_data_single_string_unicode(fbx_tex, b"RelativeFilename", fname_rel)
1392 alpha_source = 0 # None
1393 if img.alpha_mode != 'NONE':
1394 # ~ if tex.texture.use_calculate_alpha:
1395 # ~ alpha_source = 1 # RGBIntensity as alpha.
1396 # ~ else:
1397 # ~ alpha_source = 2 # Black, i.e. alpha channel.
1398 alpha_source = 2 # Black, i.e. alpha channel.
1399 # BlendMode not useful for now, only affects layered textures afaics.
1400 mapping = 0 # UV.
1401 uvset = None
1402 if tex.texcoords == 'ORCO': # XXX Others?
1403 if tex.projection == 'FLAT':
1404 mapping = 1 # Planar
1405 elif tex.projection == 'CUBE':
1406 mapping = 4 # Box
1407 elif tex.projection == 'TUBE':
1408 mapping = 3 # Cylindrical
1409 elif tex.projection == 'SPHERE':
1410 mapping = 2 # Spherical
1411 elif tex.texcoords == 'UV':
1412 mapping = 0 # UV
1413 # Yuck, UVs are linked by mere names it seems... :/
1414 # XXX TODO how to get that now???
1415 # uvset = tex.uv_layer
1416 wrap_mode = 1 # Clamp
1417 if tex.extension == 'REPEAT':
1418 wrap_mode = 0 # Repeat
1420 tmpl = elem_props_template_init(scene_data.templates, b"TextureFile")
1421 props = elem_properties(fbx_tex)
1422 elem_props_template_set(tmpl, props, "p_enum", b"AlphaSource", alpha_source)
1423 elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
1424 img.alpha_mode in {'STRAIGHT'}) # Or is it PREMUL?
1425 elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
1426 if uvset is not None:
1427 elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset)
1428 elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
1429 elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
1430 elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.translation)
1431 elem_props_template_set(tmpl, props, "p_vector_3d", b"Rotation", (-r for r in tex.rotation))
1432 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))
1433 # UseMaterial should always be ON imho.
1434 elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True)
1435 elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", False)
1436 elem_props_template_finalize(tmpl, props)
1438 # No custom properties, since that's not a data-block anymore.
1441 def fbx_data_video_elements(root, vid, scene_data):
1443 Write the actual image data block.
1445 msetts = scene_data.settings.media_settings
1447 vid_key, _texs = scene_data.data_videos[vid]
1448 fname_abs, fname_rel = _gen_vid_path(vid, scene_data)
1450 fbx_vid = elem_data_single_int64(root, b"Video", get_fbx_uuid_from_key(vid_key))
1451 fbx_vid.add_string(fbx_name_class(vid.name.encode(), b"Video"))
1452 fbx_vid.add_string(b"Clip")
1454 elem_data_single_string(fbx_vid, b"Type", b"Clip")
1455 # XXX No Version???
1457 tmpl = elem_props_template_init(scene_data.templates, b"Video")
1458 props = elem_properties(fbx_vid)
1459 elem_props_template_set(tmpl, props, "p_string_url", b"Path", fname_abs)
1460 elem_props_template_finalize(tmpl, props)
1462 elem_data_single_int32(fbx_vid, b"UseMipMap", 0)
1463 elem_data_single_string_unicode(fbx_vid, b"Filename", fname_abs)
1464 elem_data_single_string_unicode(fbx_vid, b"RelativeFilename", fname_rel)
1466 if scene_data.settings.media_settings.embed_textures:
1467 if vid.packed_file is not None:
1468 # We only ever embed a given file once!
1469 if fname_abs not in msetts.embedded_set:
1470 elem_data_single_bytes(fbx_vid, b"Content", vid.packed_file.data)
1471 msetts.embedded_set.add(fname_abs)
1472 else:
1473 filepath = bpy.path.abspath(vid.filepath)
1474 # We only ever embed a given file once!
1475 if filepath not in msetts.embedded_set:
1476 try:
1477 with open(filepath, 'br') as f:
1478 elem_data_single_bytes(fbx_vid, b"Content", f.read())
1479 except Exception as e:
1480 print("WARNING: embedding file {} failed ({})".format(filepath, e))
1481 elem_data_single_bytes(fbx_vid, b"Content", b"")
1482 msetts.embedded_set.add(filepath)
1483 # Looks like we'd rather not write any 'Content' element in this case (see T44442).
1484 # Sounds suspect, but let's try it!
1485 #~ else:
1486 #~ elem_data_single_bytes(fbx_vid, b"Content", b"")
1489 def fbx_data_armature_elements(root, arm_obj, scene_data):
1491 Write:
1492 * Bones "data" (NodeAttribute::LimbNode, contains pretty much nothing!).
1493 * Deformers (i.e. Skin), bind between an armature and a mesh.
1494 ** SubDeformers (i.e. Cluster), one per bone/vgroup pair.
1495 * BindPose.
1496 Note armature itself has no data, it is a mere "Null" Model...
1498 mat_world_arm = arm_obj.fbx_object_matrix(scene_data, global_space=True)
1499 bones = tuple(bo_obj for bo_obj in arm_obj.bones if bo_obj in scene_data.objects)
1501 bone_radius_scale = 33.0
1503 # Bones "data".
1504 for bo_obj in bones:
1505 bo = bo_obj.bdata
1506 bo_data_key = scene_data.data_bones[bo_obj]
1507 fbx_bo = elem_data_single_int64(root, b"NodeAttribute", get_fbx_uuid_from_key(bo_data_key))
1508 fbx_bo.add_string(fbx_name_class(bo.name.encode(), b"NodeAttribute"))
1509 fbx_bo.add_string(b"LimbNode")
1510 elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
1512 tmpl = elem_props_template_init(scene_data.templates, b"Bone")
1513 props = elem_properties(fbx_bo)
1514 elem_props_template_set(tmpl, props, "p_double", b"Size", bo.head_radius * bone_radius_scale)
1515 elem_props_template_finalize(tmpl, props)
1517 # Custom properties.
1518 if scene_data.settings.use_custom_props:
1519 fbx_data_element_custom_properties(props, bo)
1521 # Store Blender bone length - XXX Not much useful actually :/
1522 # (LimbLength can't be used because it is a scale factor 0-1 for the parent-child distance:
1523 # http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/cpp_ref/class_fbx_skeleton.html#a9bbe2a70f4ed82cd162620259e649f0f )
1524 # elem_props_set(props, "p_double", "BlenderBoneLength".encode(), (bo.tail_local - bo.head_local).length, custom=True)
1526 # Skin deformers and BindPoses.
1527 # Note: we might also use Deformers for our "parent to vertex" stuff???
1528 deformer = scene_data.data_deformers_skin.get(arm_obj, None)
1529 if deformer is not None:
1530 for me, (skin_key, ob_obj, clusters) in deformer.items():
1531 # BindPose.
1532 mat_world_obj, mat_world_bones = fbx_data_bindpose_element(root, ob_obj, me, scene_data,
1533 arm_obj, mat_world_arm, bones)
1535 # Deformer.
1536 fbx_skin = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(skin_key))
1537 fbx_skin.add_string(fbx_name_class(arm_obj.name.encode(), b"Deformer"))
1538 fbx_skin.add_string(b"Skin")
1540 elem_data_single_int32(fbx_skin, b"Version", FBX_DEFORMER_SKIN_VERSION)
1541 elem_data_single_float64(fbx_skin, b"Link_DeformAcuracy", 50.0) # Only vague idea what it is...
1543 # Pre-process vertex weights (also to check vertices assigned ot more than four bones).
1544 ob = ob_obj.bdata
1545 bo_vg_idx = {bo_obj.bdata.name: ob.vertex_groups[bo_obj.bdata.name].index
1546 for bo_obj in clusters.keys() if bo_obj.bdata.name in ob.vertex_groups}
1547 valid_idxs = set(bo_vg_idx.values())
1548 vgroups = {vg.index: {} for vg in ob.vertex_groups}
1549 verts_vgroups = (sorted(((vg.group, vg.weight) for vg in v.groups if vg.weight and vg.group in valid_idxs),
1550 key=lambda e: e[1], reverse=True)
1551 for v in me.vertices)
1552 for idx, vgs in enumerate(verts_vgroups):
1553 for vg_idx, w in vgs:
1554 vgroups[vg_idx][idx] = w
1556 for bo_obj, clstr_key in clusters.items():
1557 bo = bo_obj.bdata
1558 # Find which vertices are affected by this bone/vgroup pair, and matching weights.
1559 # Note we still write a cluster for bones not affecting the mesh, to get 'rest pose' data
1560 # (the TransformBlah matrices).
1561 vg_idx = bo_vg_idx.get(bo.name, None)
1562 indices, weights = ((), ()) if vg_idx is None or not vgroups[vg_idx] else zip(*vgroups[vg_idx].items())
1564 # Create the cluster.
1565 fbx_clstr = elem_data_single_int64(root, b"Deformer", get_fbx_uuid_from_key(clstr_key))
1566 fbx_clstr.add_string(fbx_name_class(bo.name.encode(), b"SubDeformer"))
1567 fbx_clstr.add_string(b"Cluster")
1569 elem_data_single_int32(fbx_clstr, b"Version", FBX_DEFORMER_CLUSTER_VERSION)
1570 # No idea what that user data might be...
1571 fbx_userdata = elem_data_single_string(fbx_clstr, b"UserData", b"")
1572 fbx_userdata.add_string(b"")
1573 if indices:
1574 elem_data_single_int32_array(fbx_clstr, b"Indexes", indices)
1575 elem_data_single_float64_array(fbx_clstr, b"Weights", weights)
1576 # Transform, TransformLink and TransformAssociateModel matrices...
1577 # They seem to be doublons of BindPose ones??? Have armature (associatemodel) in addition, though.
1578 # WARNING! Even though official FBX API presents Transform in global space,
1579 # **it is stored in bone space in FBX data!** See:
1580 # http://area.autodesk.com/forum/autodesk-fbx/fbx-sdk/why-the-values-return-
1581 # by-fbxcluster-gettransformmatrix-x-not-same-with-the-value-in-ascii-fbx-file/
1582 elem_data_single_float64_array(fbx_clstr, b"Transform",
1583 matrix4_to_array(mat_world_bones[bo_obj].inverted_safe() @ mat_world_obj))
1584 elem_data_single_float64_array(fbx_clstr, b"TransformLink", matrix4_to_array(mat_world_bones[bo_obj]))
1585 elem_data_single_float64_array(fbx_clstr, b"TransformAssociateModel", matrix4_to_array(mat_world_arm))
1588 def fbx_data_leaf_bone_elements(root, scene_data):
1589 # Write a dummy leaf bone that is used by applications to show the length of the last bone in a chain
1590 for (node_name, _par_uuid, node_uuid, attr_uuid, matrix, hide, size) in scene_data.data_leaf_bones:
1591 # Bone 'data'...
1592 fbx_bo = elem_data_single_int64(root, b"NodeAttribute", attr_uuid)
1593 fbx_bo.add_string(fbx_name_class(node_name.encode(), b"NodeAttribute"))
1594 fbx_bo.add_string(b"LimbNode")
1595 elem_data_single_string(fbx_bo, b"TypeFlags", b"Skeleton")
1597 tmpl = elem_props_template_init(scene_data.templates, b"Bone")
1598 props = elem_properties(fbx_bo)
1599 elem_props_template_set(tmpl, props, "p_double", b"Size", size)
1600 elem_props_template_finalize(tmpl, props)
1602 # And bone object.
1603 model = elem_data_single_int64(root, b"Model", node_uuid)
1604 model.add_string(fbx_name_class(node_name.encode(), b"Model"))
1605 model.add_string(b"LimbNode")
1607 elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
1609 # Object transform info.
1610 loc, rot, scale = matrix.decompose()
1611 rot = rot.to_euler('XYZ')
1612 rot = tuple(convert_rad_to_deg_iter(rot))
1614 tmpl = elem_props_template_init(scene_data.templates, b"Model")
1615 # For now add only loc/rot/scale...
1616 props = elem_properties(model)
1617 # Generated leaf bones are obviously never animated!
1618 elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc)
1619 elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot)
1620 elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)
1621 elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not hide))
1623 # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
1624 # invalid -1 value...
1625 elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
1627 elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
1629 # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
1630 # object type, etc.
1631 elem_data_single_int32(model, b"MultiLayer", 0)
1632 elem_data_single_int32(model, b"MultiTake", 0)
1633 elem_data_single_bool(model, b"Shading", True)
1634 elem_data_single_string(model, b"Culling", b"CullingOff")
1636 elem_props_template_finalize(tmpl, props)
1639 def fbx_data_object_elements(root, ob_obj, scene_data):
1641 Write the Object (Model) data blocks.
1642 Note this "Model" can also be bone or dupli!
1644 obj_type = b"Null" # default, sort of empty...
1645 if ob_obj.is_bone:
1646 obj_type = b"LimbNode"
1647 elif (ob_obj.type == 'ARMATURE'):
1648 if scene_data.settings.armature_nodetype == 'ROOT':
1649 obj_type = b"Root"
1650 elif scene_data.settings.armature_nodetype == 'LIMBNODE':
1651 obj_type = b"LimbNode"
1652 else: # Default, preferred option...
1653 obj_type = b"Null"
1654 elif (ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE):
1655 obj_type = b"Mesh"
1656 elif (ob_obj.type == 'LIGHT'):
1657 obj_type = b"Light"
1658 elif (ob_obj.type == 'CAMERA'):
1659 obj_type = b"Camera"
1660 model = elem_data_single_int64(root, b"Model", ob_obj.fbx_uuid)
1661 model.add_string(fbx_name_class(ob_obj.name.encode(), b"Model"))
1662 model.add_string(obj_type)
1664 elem_data_single_int32(model, b"Version", FBX_MODELS_VERSION)
1666 # Object transform info.
1667 loc, rot, scale, matrix, matrix_rot = ob_obj.fbx_object_tx(scene_data)
1668 rot = tuple(convert_rad_to_deg_iter(rot))
1670 tmpl = elem_props_template_init(scene_data.templates, b"Model")
1671 # For now add only loc/rot/scale...
1672 props = elem_properties(model)
1673 elem_props_template_set(tmpl, props, "p_lcl_translation", b"Lcl Translation", loc,
1674 animatable=True, animated=((ob_obj.key, "Lcl Translation") in scene_data.animated))
1675 elem_props_template_set(tmpl, props, "p_lcl_rotation", b"Lcl Rotation", rot,
1676 animatable=True, animated=((ob_obj.key, "Lcl Rotation") in scene_data.animated))
1677 elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale,
1678 animatable=True, animated=((ob_obj.key, "Lcl Scaling") in scene_data.animated))
1679 elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide))
1681 # Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
1682 # invalid -1 value...
1683 elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
1685 elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
1687 # Custom properties.
1688 if scene_data.settings.use_custom_props:
1689 # Here we want customprops from the 'pose' bone, not the 'edit' bone...
1690 bdata = ob_obj.bdata_pose_bone if ob_obj.is_bone else ob_obj.bdata
1691 fbx_data_element_custom_properties(props, bdata)
1693 # Those settings would obviously need to be edited in a complete version of the exporter, may depends on
1694 # object type, etc.
1695 elem_data_single_int32(model, b"MultiLayer", 0)
1696 elem_data_single_int32(model, b"MultiTake", 0)
1697 elem_data_single_bool(model, b"Shading", True)
1698 elem_data_single_string(model, b"Culling", b"CullingOff")
1700 if obj_type == b"Camera":
1701 # Why, oh why are FBX cameras such a mess???
1702 # And WHY add camera data HERE??? Not even sure this is needed...
1703 render = scene_data.scene.render
1704 width = render.resolution_x * 1.0
1705 height = render.resolution_y * 1.0
1706 elem_props_template_set(tmpl, props, "p_enum", b"ResolutionMode", 0) # Don't know what it means
1707 elem_props_template_set(tmpl, props, "p_double", b"AspectW", width)
1708 elem_props_template_set(tmpl, props, "p_double", b"AspectH", height)
1709 elem_props_template_set(tmpl, props, "p_bool", b"ViewFrustum", True)
1710 elem_props_template_set(tmpl, props, "p_enum", b"BackgroundMode", 0) # Don't know what it means
1711 elem_props_template_set(tmpl, props, "p_bool", b"ForegroundTransparent", True)
1713 elem_props_template_finalize(tmpl, props)
1716 def fbx_data_animation_elements(root, scene_data):
1718 Write animation data.
1720 animations = scene_data.animations
1721 if not animations:
1722 return
1723 scene = scene_data.scene
1725 fps = scene.render.fps / scene.render.fps_base
1727 def keys_to_ktimes(keys):
1728 return (int(v) for v in convert_sec_to_ktime_iter((f / fps for f, _v in keys)))
1730 # Animation stacks.
1731 for astack_key, alayers, alayer_key, name, f_start, f_end in animations:
1732 astack = elem_data_single_int64(root, b"AnimationStack", get_fbx_uuid_from_key(astack_key))
1733 astack.add_string(fbx_name_class(name, b"AnimStack"))
1734 astack.add_string(b"")
1736 astack_tmpl = elem_props_template_init(scene_data.templates, b"AnimationStack")
1737 astack_props = elem_properties(astack)
1738 r = scene_data.scene.render
1739 fps = r.fps / r.fps_base
1740 start = int(convert_sec_to_ktime(f_start / fps))
1741 end = int(convert_sec_to_ktime(f_end / fps))
1742 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStart", start)
1743 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"LocalStop", end)
1744 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStart", start)
1745 elem_props_template_set(astack_tmpl, astack_props, "p_timestamp", b"ReferenceStop", end)
1746 elem_props_template_finalize(astack_tmpl, astack_props)
1748 # For now, only one layer for all animations.
1749 alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
1750 alayer.add_string(fbx_name_class(name, b"AnimLayer"))
1751 alayer.add_string(b"")
1753 for ob_obj, (alayer_key, acurvenodes) in alayers.items():
1754 # Animation layer.
1755 # alayer = elem_data_single_int64(root, b"AnimationLayer", get_fbx_uuid_from_key(alayer_key))
1756 # alayer.add_string(fbx_name_class(ob_obj.name.encode(), b"AnimLayer"))
1757 # alayer.add_string(b"")
1759 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
1760 # Animation curve node.
1761 acurvenode = elem_data_single_int64(root, b"AnimationCurveNode", get_fbx_uuid_from_key(acurvenode_key))
1762 acurvenode.add_string(fbx_name_class(acurvenode_name.encode(), b"AnimCurveNode"))
1763 acurvenode.add_string(b"")
1765 acn_tmpl = elem_props_template_init(scene_data.templates, b"AnimationCurveNode")
1766 acn_props = elem_properties(acurvenode)
1768 for fbx_item, (acurve_key, def_value, keys, _acurve_valid) in acurves.items():
1769 elem_props_template_set(acn_tmpl, acn_props, "p_number", fbx_item.encode(),
1770 def_value, animatable=True)
1772 # Only create Animation curve if needed!
1773 if keys:
1774 acurve = elem_data_single_int64(root, b"AnimationCurve", get_fbx_uuid_from_key(acurve_key))
1775 acurve.add_string(fbx_name_class(b"", b"AnimCurve"))
1776 acurve.add_string(b"")
1778 # key attributes...
1779 nbr_keys = len(keys)
1780 # flags...
1781 keyattr_flags = (
1782 1 << 2 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
1783 1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
1784 1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent,
1785 1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive.
1788 # Maybe values controlling TCB & co???
1789 keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)
1791 # And now, the *real* data!
1792 elem_data_single_float64(acurve, b"Default", def_value)
1793 elem_data_single_int32(acurve, b"KeyVer", FBX_ANIM_KEY_VERSION)
1794 elem_data_single_int64_array(acurve, b"KeyTime", keys_to_ktimes(keys))
1795 elem_data_single_float32_array(acurve, b"KeyValueFloat", (v for _f, v in keys))
1796 elem_data_single_int32_array(acurve, b"KeyAttrFlags", keyattr_flags)
1797 elem_data_single_float32_array(acurve, b"KeyAttrDataFloat", keyattr_datafloat)
1798 elem_data_single_int32_array(acurve, b"KeyAttrRefCount", (nbr_keys,))
1800 elem_props_template_finalize(acn_tmpl, acn_props)
1803 # ##### Top-level FBX data container. #####
1805 # Mapping Blender -> FBX (principled_socket_name, fbx_name).
1806 PRINCIPLED_TEXTURE_SOCKETS_TO_FBX = (
1807 # ("diffuse", "diffuse", b"DiffuseFactor"),
1808 ("base_color_texture", b"DiffuseColor"),
1809 ("alpha_texture", b"TransparencyFactor"), # Will be inverted in fact, not much we can do really...
1810 # ("base_color_texture", b"TransparentColor"), # Uses diffuse color in Blender!
1811 ("emission_strength_texture", b"EmissiveFactor"),
1812 ("emission_color_texture", b"EmissiveColor"),
1813 # ("ambient", "ambient", b"AmbientFactor"),
1814 # ("", "", b"AmbientColor"), # World stuff in Blender, for now ignore...
1815 ("normalmap_texture", b"NormalMap"),
1816 # Note: unsure about those... :/
1817 # ("", "", b"Bump"),
1818 # ("", "", b"BumpFactor"),
1819 # ("", "", b"DisplacementColor"),
1820 # ("", "", b"DisplacementFactor"),
1821 ("specular_texture", b"SpecularFactor"),
1822 # ("base_color", b"SpecularColor"), # TODO: use tint?
1823 # See Material template about those two!
1824 ("roughness_texture", b"Shininess"),
1825 ("roughness_texture", b"ShininessExponent"),
1826 # ("mirror", "mirror", b"ReflectionColor"),
1827 ("metallic_texture", b"ReflectionFactor"),
1831 def fbx_skeleton_from_armature(scene, settings, arm_obj, objects, data_meshes,
1832 data_bones, data_deformers_skin, data_empties, arm_parents):
1834 Create skeleton from armature/bones (NodeAttribute/LimbNode and Model/LimbNode), and for each deformed mesh,
1835 create Pose/BindPose(with sub PoseNode) and Deformer/Skin(with Deformer/SubDeformer/Cluster).
1836 Also supports "parent to bone" (simple parent to Model/LimbNode).
1837 arm_parents is a set of tuples (armature, object) for all successful armature bindings.
1839 # We need some data for our armature 'object' too!!!
1840 data_empties[arm_obj] = get_blender_empty_key(arm_obj.bdata)
1842 arm_data = arm_obj.bdata.data
1843 bones = {}
1844 for bo in arm_obj.bones:
1845 if settings.use_armature_deform_only:
1846 if bo.bdata.use_deform:
1847 bones[bo] = True
1848 bo_par = bo.parent
1849 while bo_par.is_bone:
1850 bones[bo_par] = True
1851 bo_par = bo_par.parent
1852 elif bo not in bones: # Do not override if already set in the loop above!
1853 bones[bo] = False
1854 else:
1855 bones[bo] = True
1857 bones = {bo: None for bo, use in bones.items() if use}
1859 if not bones:
1860 return
1862 data_bones.update((bo, get_blender_bone_key(arm_obj.bdata, bo.bdata)) for bo in bones)
1864 for ob_obj in objects:
1865 if not ob_obj.is_deformed_by_armature(arm_obj):
1866 continue
1868 # Always handled by an Armature modifier...
1869 found = False
1870 for mod in ob_obj.bdata.modifiers:
1871 if mod.type not in {'ARMATURE'} or not mod.object:
1872 continue
1873 # We only support vertex groups binding method, not bone envelopes one!
1874 if mod.object in {arm_obj.bdata, arm_obj.bdata.proxy} and mod.use_vertex_groups:
1875 found = True
1876 break
1878 if not found:
1879 continue
1881 # Now we have a mesh using this armature.
1882 # Note: bindpose have no relations at all (no connections), so no need for any preprocess for them.
1883 # Create skin & clusters relations (note skins are connected to geometry, *not* model!).
1884 _key, me, _free = data_meshes[ob_obj]
1885 clusters = {bo: get_blender_bone_cluster_key(arm_obj.bdata, me, bo.bdata) for bo in bones}
1886 data_deformers_skin.setdefault(arm_obj, {})[me] = (get_blender_armature_skin_key(arm_obj.bdata, me),
1887 ob_obj, clusters)
1889 # We don't want a regular parent relationship for those in FBX...
1890 arm_parents.add((arm_obj, ob_obj))
1891 # Needed to handle matrices/spaces (since we do not parent them to 'armature' in FBX :/ ).
1892 ob_obj.parented_to_armature = True
1894 objects.update(bones)
1897 def fbx_generate_leaf_bones(settings, data_bones):
1898 # find which bons have no children
1899 child_count = {bo: 0 for bo in data_bones.keys()}
1900 for bo in data_bones.keys():
1901 if bo.parent and bo.parent.is_bone:
1902 child_count[bo.parent] += 1
1904 bone_radius_scale = settings.global_scale * 33.0
1906 # generate bone data
1907 leaf_parents = [bo for bo, count in child_count.items() if count == 0]
1908 leaf_bones = []
1909 for parent in leaf_parents:
1910 node_name = parent.name + "_end"
1911 parent_uuid = parent.fbx_uuid
1912 parent_key = parent.key
1913 node_uuid = get_fbx_uuid_from_key(parent_key + "_end_node")
1914 attr_uuid = get_fbx_uuid_from_key(parent_key + "_end_nodeattr")
1916 hide = parent.hide
1917 size = parent.bdata.head_radius * bone_radius_scale
1918 bone_length = (parent.bdata.tail_local - parent.bdata.head_local).length
1919 matrix = Matrix.Translation((0, bone_length, 0))
1920 if settings.bone_correction_matrix_inv:
1921 matrix = settings.bone_correction_matrix_inv @ matrix
1922 if settings.bone_correction_matrix:
1923 matrix = matrix @ settings.bone_correction_matrix
1924 leaf_bones.append((node_name, parent_uuid, node_uuid, attr_uuid, matrix, hide, size))
1926 return leaf_bones
1929 def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=None, force_keep=False):
1931 Generate animation data (a single AnimStack) from objects, for a given frame range.
1933 bake_step = scene_data.settings.bake_anim_step
1934 simplify_fac = scene_data.settings.bake_anim_simplify_factor
1935 scene = scene_data.scene
1936 depsgraph = scene_data.depsgraph
1937 force_keying = scene_data.settings.bake_anim_use_all_bones
1938 force_sek = scene_data.settings.bake_anim_force_startend_keying
1940 if objects is not None:
1941 # Add bones and duplis!
1942 for ob_obj in tuple(objects):
1943 if not ob_obj.is_object:
1944 continue
1945 if ob_obj.type == 'ARMATURE':
1946 objects |= {bo_obj for bo_obj in ob_obj.bones if bo_obj in scene_data.objects}
1947 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
1948 if dp_obj in scene_data.objects:
1949 objects.add(dp_obj)
1950 else:
1951 objects = scene_data.objects
1953 back_currframe = scene.frame_current
1954 animdata_ob = {}
1955 p_rots = {}
1957 for ob_obj in objects:
1958 if ob_obj.parented_to_armature:
1959 continue
1960 ACNW = AnimationCurveNodeWrapper
1961 loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data)
1962 rot_deg = tuple(convert_rad_to_deg_iter(rot))
1963 force_key = (simplify_fac == 0.0) or (ob_obj.is_bone and force_keying)
1964 animdata_ob[ob_obj] = (ACNW(ob_obj.key, 'LCL_TRANSLATION', force_key, force_sek, loc),
1965 ACNW(ob_obj.key, 'LCL_ROTATION', force_key, force_sek, rot_deg),
1966 ACNW(ob_obj.key, 'LCL_SCALING', force_key, force_sek, scale))
1967 p_rots[ob_obj] = rot
1969 force_key = (simplify_fac == 0.0)
1970 animdata_shapes = {}
1972 for me, (me_key, _shapes_key, shapes) in scene_data.data_deformers_shape.items():
1973 # Ignore absolute shape keys for now!
1974 if not me.shape_keys.use_relative:
1975 continue
1976 for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items():
1977 acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', force_key, force_sek, (0.0,))
1978 # Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/
1979 acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
1980 animdata_shapes[channel_key] = (acnode, me, shape)
1982 animdata_cameras = {}
1983 for cam_obj, cam_key in scene_data.data_cameras.items():
1984 cam = cam_obj.bdata.data
1985 acnode = AnimationCurveNodeWrapper(cam_key, 'CAMERA_FOCAL', force_key, force_sek, (cam.lens,))
1986 animdata_cameras[cam_key] = (acnode, cam)
1988 currframe = f_start
1989 while currframe <= f_end:
1990 real_currframe = currframe - f_start if start_zero else currframe
1991 scene.frame_set(int(currframe), subframe=currframe - int(currframe))
1993 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
1994 pass # Merely updating dupli matrix of ObjectWrapper...
1995 for ob_obj, (anim_loc, anim_rot, anim_scale) in animdata_ob.items():
1996 # We compute baked loc/rot/scale for all objects (rot being euler-compat with previous value!).
1997 p_rot = p_rots.get(ob_obj, None)
1998 loc, rot, scale, _m, _mr = ob_obj.fbx_object_tx(scene_data, rot_euler_compat=p_rot)
1999 p_rots[ob_obj] = rot
2000 anim_loc.add_keyframe(real_currframe, loc)
2001 anim_rot.add_keyframe(real_currframe, tuple(convert_rad_to_deg_iter(rot)))
2002 anim_scale.add_keyframe(real_currframe, scale)
2003 for anim_shape, me, shape in animdata_shapes.values():
2004 anim_shape.add_keyframe(real_currframe, (shape.value * 100.0,))
2005 for anim_camera, camera in animdata_cameras.values():
2006 anim_camera.add_keyframe(real_currframe, (camera.lens,))
2007 currframe += bake_step
2009 scene.frame_set(back_currframe, subframe=0.0)
2011 animations = {}
2013 # And now, produce final data (usable by FBX export code)
2014 # Objects-like loc/rot/scale...
2015 for ob_obj, anims in animdata_ob.items():
2016 for anim in anims:
2017 anim.simplify(simplify_fac, bake_step, force_keep)
2018 if not anim:
2019 continue
2020 for obj_key, group_key, group, fbx_group, fbx_gname in anim.get_final_data(scene, ref_id, force_keep):
2021 anim_data = animations.setdefault(obj_key, ("dummy_unused_key", {}))
2022 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2024 # And meshes' shape keys.
2025 for channel_key, (anim_shape, me, shape) in animdata_shapes.items():
2026 final_keys = {}
2027 anim_shape.simplify(simplify_fac, bake_step, force_keep)
2028 if not anim_shape:
2029 continue
2030 for elem_key, group_key, group, fbx_group, fbx_gname in anim_shape.get_final_data(scene, ref_id, force_keep):
2031 anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
2032 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2034 # And cameras' lens keys.
2035 for cam_key, (anim_camera, camera) in animdata_cameras.items():
2036 final_keys = {}
2037 anim_camera.simplify(simplify_fac, bake_step, force_keep)
2038 if not anim_camera:
2039 continue
2040 for elem_key, group_key, group, fbx_group, fbx_gname in anim_camera.get_final_data(scene, ref_id, force_keep):
2041 anim_data = animations.setdefault(elem_key, ("dummy_unused_key", {}))
2042 anim_data[1][fbx_group] = (group_key, group, fbx_gname)
2044 astack_key = get_blender_anim_stack_key(scene, ref_id)
2045 alayer_key = get_blender_anim_layer_key(scene, ref_id)
2046 name = (get_blenderID_name(ref_id) if ref_id else scene.name).encode()
2048 if start_zero:
2049 f_end -= f_start
2050 f_start = 0.0
2052 return (astack_key, animations, alayer_key, name, f_start, f_end) if animations else None
2055 def fbx_animations(scene_data):
2057 Generate global animation data from objects.
2059 scene = scene_data.scene
2060 animations = []
2061 animated = set()
2062 frame_start = 1e100
2063 frame_end = -1e100
2065 def add_anim(animations, animated, anim):
2066 nonlocal frame_start, frame_end
2067 if anim is not None:
2068 animations.append(anim)
2069 f_start, f_end = anim[4:6]
2070 if f_start < frame_start:
2071 frame_start = f_start
2072 if f_end > frame_end:
2073 frame_end = f_end
2075 _astack_key, astack, _alayer_key, _name, _fstart, _fend = anim
2076 for elem_key, (alayer_key, acurvenodes) in astack.items():
2077 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
2078 animated.add((elem_key, fbx_prop))
2080 # Per-NLA strip animstacks.
2081 if scene_data.settings.bake_anim_use_nla_strips:
2082 strips = []
2083 ob_actions = []
2084 for ob_obj in scene_data.objects:
2085 # NLA tracks only for objects, not bones!
2086 if not ob_obj.is_object:
2087 continue
2088 ob = ob_obj.bdata # Back to real Blender Object.
2089 if not ob.animation_data:
2090 continue
2091 # We have to remove active action from objects, it overwrites strips actions otherwise...
2092 ob_actions.append((ob, ob.animation_data.action))
2093 ob.animation_data.action = None
2094 for track in ob.animation_data.nla_tracks:
2095 if track.mute:
2096 continue
2097 for strip in track.strips:
2098 if strip.mute:
2099 continue
2100 strips.append(strip)
2101 strip.mute = True
2103 for strip in strips:
2104 strip.mute = False
2105 add_anim(animations, animated,
2106 fbx_animations_do(scene_data, strip, strip.frame_start, strip.frame_end, True, force_keep=True))
2107 strip.mute = True
2108 scene.frame_set(scene.frame_current, subframe=0.0)
2110 for strip in strips:
2111 strip.mute = False
2113 for ob, ob_act in ob_actions:
2114 ob.animation_data.action = ob_act
2116 # All actions.
2117 if scene_data.settings.bake_anim_use_all_actions:
2118 def validate_actions(act, path_resolve):
2119 for fc in act.fcurves:
2120 data_path = fc.data_path
2121 if fc.array_index:
2122 data_path = data_path + "[%d]" % fc.array_index
2123 try:
2124 path_resolve(data_path)
2125 except ValueError:
2126 return False # Invalid.
2127 return True # Valid.
2129 def restore_object(ob_to, ob_from):
2130 # Restore org state of object (ugh :/ ).
2131 props = (
2132 'location', 'rotation_quaternion', 'rotation_axis_angle', 'rotation_euler', 'rotation_mode', 'scale',
2133 'delta_location', 'delta_rotation_euler', 'delta_rotation_quaternion', 'delta_scale',
2134 'lock_location', 'lock_rotation', 'lock_rotation_w', 'lock_rotations_4d', 'lock_scale',
2135 'tag', 'track_axis', 'up_axis', 'active_material', 'active_material_index',
2136 'matrix_parent_inverse', 'empty_display_type', 'empty_display_size', 'empty_image_offset', 'pass_index',
2137 'color', 'hide_viewport', 'hide_select', 'hide_render', 'instance_type',
2138 'use_instance_vertices_rotation', 'use_instance_faces_scale', 'instance_faces_scale',
2139 'display_type', 'show_bounds', 'display_bounds_type', 'show_name', 'show_axis', 'show_texture_space',
2140 'show_wire', 'show_all_edges', 'show_transparent', 'show_in_front',
2141 'show_only_shape_key', 'use_shape_key_edit_mode', 'active_shape_key_index',
2143 for p in props:
2144 if not ob_to.is_property_readonly(p):
2145 setattr(ob_to, p, getattr(ob_from, p))
2147 for ob_obj in scene_data.objects:
2148 # Actions only for objects, not bones!
2149 if not ob_obj.is_object:
2150 continue
2152 ob = ob_obj.bdata # Back to real Blender Object.
2154 if not ob.animation_data:
2155 continue # Do not export animations for objects that are absolutely not animated, see T44386.
2157 if ob.animation_data.is_property_readonly('action'):
2158 continue # Cannot re-assign 'active action' to this object (usually related to NLA usage, see T48089).
2160 # We can't play with animdata and actions and get back to org state easily.
2161 # So we have to add a temp copy of the object to the scene, animate it, and remove it... :/
2162 ob_copy = ob.copy()
2163 # Great, have to handle bones as well if needed...
2164 pbones_matrices = [pbo.matrix_basis.copy() for pbo in ob.pose.bones] if ob.type == 'ARMATURE' else ...
2166 org_act = ob.animation_data.action
2167 path_resolve = ob.path_resolve
2169 for act in bpy.data.actions:
2170 # For now, *all* paths in the action must be valid for the object, to validate the action.
2171 # Unless that action was already assigned to the object!
2172 if act != org_act and not validate_actions(act, path_resolve):
2173 continue
2174 ob.animation_data.action = act
2175 frame_start, frame_end = act.frame_range # sic!
2176 add_anim(animations, animated,
2177 fbx_animations_do(scene_data, (ob, act), frame_start, frame_end, True,
2178 objects={ob_obj}, force_keep=True))
2179 # Ugly! :/
2180 if pbones_matrices is not ...:
2181 for pbo, mat in zip(ob.pose.bones, pbones_matrices):
2182 pbo.matrix_basis = mat.copy()
2183 ob.animation_data.action = org_act
2184 restore_object(ob, ob_copy)
2185 scene.frame_set(scene.frame_current, subframe=0.0)
2187 if pbones_matrices is not ...:
2188 for pbo, mat in zip(ob.pose.bones, pbones_matrices):
2189 pbo.matrix_basis = mat.copy()
2190 ob.animation_data.action = org_act
2192 bpy.data.objects.remove(ob_copy)
2193 scene.frame_set(scene.frame_current, subframe=0.0)
2195 # Global (containing everything) animstack, only if not exporting NLA strips and/or all actions.
2196 if not scene_data.settings.bake_anim_use_nla_strips and not scene_data.settings.bake_anim_use_all_actions:
2197 add_anim(animations, animated, fbx_animations_do(scene_data, None, scene.frame_start, scene.frame_end, False))
2199 # Be sure to update all matrices back to org state!
2200 scene.frame_set(scene.frame_current, subframe=0.0)
2202 return animations, animated, frame_start, frame_end
2205 def fbx_data_from_scene(scene, depsgraph, settings):
2207 Do some pre-processing over scene's data...
2209 objtypes = settings.object_types
2210 dp_objtypes = objtypes - {'ARMATURE'} # Armatures are not supported as dupli instances currently...
2211 perfmon = PerfMon()
2212 perfmon.level_up()
2214 # ##### Gathering data...
2216 perfmon.step("FBX export prepare: Wrapping Objects...")
2218 # This is rather simple for now, maybe we could end generating templates with most-used values
2219 # instead of default ones?
2220 objects = {} # Because we do not have any ordered set...
2221 for ob in settings.context_objects:
2222 if ob.type not in objtypes:
2223 continue
2224 ob_obj = ObjectWrapper(ob)
2225 objects[ob_obj] = None
2226 # Duplis...
2227 for dp_obj in ob_obj.dupli_list_gen(depsgraph):
2228 if dp_obj.type not in dp_objtypes:
2229 continue
2230 objects[dp_obj] = None
2232 perfmon.step("FBX export prepare: Wrapping Data (lamps, cameras, empties)...")
2234 data_lights = {ob_obj.bdata.data: get_blenderID_key(ob_obj.bdata.data)
2235 for ob_obj in objects if ob_obj.type == 'LIGHT'}
2236 # Unfortunately, FBX camera data contains object-level data (like position, orientation, etc.)...
2237 data_cameras = {ob_obj: get_blenderID_key(ob_obj.bdata.data)
2238 for ob_obj in objects if ob_obj.type == 'CAMERA'}
2239 # Yep! Contains nothing, but needed!
2240 data_empties = {ob_obj: get_blender_empty_key(ob_obj.bdata)
2241 for ob_obj in objects if ob_obj.type == 'EMPTY'}
2243 perfmon.step("FBX export prepare: Wrapping Meshes...")
2245 data_meshes = {}
2246 for ob_obj in objects:
2247 if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
2248 continue
2249 ob = ob_obj.bdata
2250 use_org_data = True
2251 org_ob_obj = None
2253 # Do not want to systematically recreate a new mesh for dupliobject instances, kind of break purpose of those.
2254 if ob_obj.is_dupli:
2255 org_ob_obj = ObjectWrapper(ob) # We get the "real" object wrapper from that dupli instance.
2256 if org_ob_obj in data_meshes:
2257 data_meshes[ob_obj] = data_meshes[org_ob_obj]
2258 continue
2260 is_ob_material = any(ms.link == 'OBJECT' for ms in ob.material_slots)
2262 if settings.use_mesh_modifiers or ob.type in BLENDER_OTHER_OBJECT_TYPES or is_ob_material:
2263 # We cannot use default mesh in that case, or material would not be the right ones...
2264 use_org_data = not (is_ob_material or ob.type in BLENDER_OTHER_OBJECT_TYPES)
2265 backup_pose_positions = []
2266 tmp_mods = []
2267 if use_org_data and ob.type == 'MESH':
2268 # No need to create a new mesh in this case, if no modifier is active!
2269 last_subsurf = None
2270 for mod in ob.modifiers:
2271 # For meshes, when armature export is enabled, disable Armature modifiers here!
2272 # XXX Temp hacks here since currently we only have access to a viewport depsgraph...
2274 # NOTE: We put armature to the rest pose instead of disabling it so we still
2275 # have vertex groups in the evaluated mesh.
2276 if mod.type == 'ARMATURE' and 'ARMATURE' in settings.object_types:
2277 object = mod.object
2278 if object and object.type == 'ARMATURE':
2279 armature = object.data
2280 backup_pose_positions.append((armature, armature.pose_position))
2281 armature.pose_position = 'REST'
2282 elif mod.show_render or mod.show_viewport:
2283 # If exporting with subsurf collect the last Catmull-Clark subsurf modifier
2284 # and disable it. We can use the original data as long as this is the first
2285 # found applicable subsurf modifier.
2286 if settings.use_subsurf and mod.type == 'SUBSURF' and mod.subdivision_type == 'CATMULL_CLARK':
2287 if last_subsurf:
2288 use_org_data = False
2289 last_subsurf = mod
2290 else:
2291 use_org_data = False
2292 if settings.use_subsurf and last_subsurf:
2293 # XXX: When exporting with subsurf information temporarily disable
2294 # the last subsurf modifier.
2295 tmp_mods.append((last_subsurf, last_subsurf.show_render, last_subsurf.show_viewport))
2296 last_subsurf.show_render = False
2297 last_subsurf.show_viewport = False
2298 if not use_org_data:
2299 # If modifiers has been altered need to update dependency graph.
2300 if backup_pose_positions or tmp_mods:
2301 depsgraph.update()
2302 ob_to_convert = ob.evaluated_get(depsgraph) if settings.use_mesh_modifiers else ob
2303 # NOTE: The dependency graph might be re-evaluating multiple times, which could
2304 # potentially free the mesh created early on. So we put those meshes to bmain and
2305 # free them afterwards. Not ideal but ensures correct ownerwhip.
2306 tmp_me = bpy.data.meshes.new_from_object(
2307 ob_to_convert, preserve_all_data_layers=True, depsgraph=depsgraph)
2308 data_meshes[ob_obj] = (get_blenderID_key(tmp_me), tmp_me, True)
2309 # Change armatures back.
2310 for armature, pose_position in backup_pose_positions:
2311 print((armature, pose_position))
2312 armature.pose_position = pose_position
2313 # Update now, so we don't leave modified state after last object was exported.
2314 # Re-enable temporary disabled modifiers.
2315 for mod, show_render, show_viewport in tmp_mods:
2316 mod.show_render = show_render
2317 mod.show_viewport = show_viewport
2318 if backup_pose_positions or tmp_mods:
2319 depsgraph.update()
2320 if use_org_data:
2321 data_meshes[ob_obj] = (get_blenderID_key(ob.data), ob.data, False)
2323 # In case "real" source object of that dupli did not yet still existed in data_meshes, create it now!
2324 if org_ob_obj is not None:
2325 data_meshes[org_ob_obj] = data_meshes[ob_obj]
2327 perfmon.step("FBX export prepare: Wrapping ShapeKeys...")
2329 # ShapeKeys.
2330 data_deformers_shape = {}
2331 geom_mat_co = settings.global_matrix if settings.bake_space_transform else None
2332 for me_key, me, _free in data_meshes.values():
2333 if not (me.shape_keys and len(me.shape_keys.key_blocks) > 1): # We do not want basis-only relative skeys...
2334 continue
2335 if me in data_deformers_shape:
2336 continue
2338 shapes_key = get_blender_mesh_shape_key(me)
2339 # We gather all vcos first, since some skeys may be based on others...
2340 _cos = array.array(data_types.ARRAY_FLOAT64, (0.0,)) * len(me.vertices) * 3
2341 me.vertices.foreach_get("co", _cos)
2342 v_cos = tuple(vcos_transformed_gen(_cos, geom_mat_co))
2343 sk_cos = {}
2344 for shape in me.shape_keys.key_blocks[1:]:
2345 shape.data.foreach_get("co", _cos)
2346 sk_cos[shape] = tuple(vcos_transformed_gen(_cos, geom_mat_co))
2347 sk_base = me.shape_keys.key_blocks[0]
2349 for shape in me.shape_keys.key_blocks[1:]:
2350 # Only write vertices really different from org coordinates!
2351 shape_verts_co = []
2352 shape_verts_idx = []
2354 sv_cos = sk_cos[shape]
2355 ref_cos = v_cos if shape.relative_key == sk_base else sk_cos[shape.relative_key]
2356 for idx, (sv_co, ref_co) in enumerate(zip(sv_cos, ref_cos)):
2357 if similar_values_iter(sv_co, ref_co):
2358 # Note: Maybe this is a bit too simplistic, should we use real shape base here? Though FBX does not
2359 # have this at all... Anyway, this should cover most common cases imho.
2360 continue
2361 shape_verts_co.extend(Vector(sv_co) - Vector(ref_co))
2362 shape_verts_idx.append(idx)
2364 # FBX does not like empty shapes (makes Unity crash e.g.).
2365 # To prevent this, we add a vertex that does nothing, but it keeps the shape key intact
2366 if not shape_verts_co:
2367 shape_verts_co.extend((0, 0, 0))
2368 shape_verts_idx.append(0)
2370 channel_key, geom_key = get_blender_mesh_shape_channel_key(me, shape)
2371 data = (channel_key, geom_key, shape_verts_co, shape_verts_idx)
2372 data_deformers_shape.setdefault(me, (me_key, shapes_key, {}))[2][shape] = data
2374 perfmon.step("FBX export prepare: Wrapping Armatures...")
2376 # Armatures!
2377 data_deformers_skin = {}
2378 data_bones = {}
2379 arm_parents = set()
2380 for ob_obj in tuple(objects):
2381 if not (ob_obj.is_object and ob_obj.type in {'ARMATURE'}):
2382 continue
2383 fbx_skeleton_from_armature(scene, settings, ob_obj, objects, data_meshes,
2384 data_bones, data_deformers_skin, data_empties, arm_parents)
2386 # Generate leaf bones
2387 data_leaf_bones = []
2388 if settings.add_leaf_bones:
2389 data_leaf_bones = fbx_generate_leaf_bones(settings, data_bones)
2391 perfmon.step("FBX export prepare: Wrapping World...")
2393 # Some world settings are embedded in FBX materials...
2394 if scene.world:
2395 data_world = {scene.world: get_blenderID_key(scene.world)}
2396 else:
2397 data_world = {}
2399 perfmon.step("FBX export prepare: Wrapping Materials...")
2401 # TODO: Check all the material stuff works even when they are linked to Objects
2402 # (we can then have the same mesh used with different materials...).
2403 # *Should* work, as FBX always links its materials to Models (i.e. objects).
2404 # XXX However, material indices would probably break...
2405 data_materials = {}
2406 for ob_obj in objects:
2407 # If obj is not a valid object for materials, wrapper will just return an empty tuple...
2408 for ma_s in ob_obj.material_slots:
2409 ma = ma_s.material
2410 if ma is None:
2411 continue # Empty slots!
2412 # Note theoretically, FBX supports any kind of materials, even GLSL shaders etc.
2413 # However, I doubt anything else than Lambert/Phong is really portable!
2414 # Note we want to keep a 'dummy' empty material even when we can't really support it, see T41396.
2415 ma_data = data_materials.setdefault(ma, (get_blenderID_key(ma), []))
2416 ma_data[1].append(ob_obj)
2418 perfmon.step("FBX export prepare: Wrapping Textures...")
2420 # Note FBX textures also hold their mapping info.
2421 # TODO: Support layers?
2422 data_textures = {}
2423 # FbxVideo also used to store static images...
2424 data_videos = {}
2425 # For now, do not use world textures, don't think they can be linked to anything FBX wise...
2426 for ma in data_materials.keys():
2427 # Note: with nodal shaders, we'll could be generating much more textures, but that's kind of unavoidable,
2428 # given that textures actually do not exist anymore in material context in Blender...
2429 ma_wrap = node_shader_utils.PrincipledBSDFWrapper(ma, is_readonly=True)
2430 for sock_name, fbx_name in PRINCIPLED_TEXTURE_SOCKETS_TO_FBX:
2431 tex = getattr(ma_wrap, sock_name)
2432 if tex is None or tex.image is None:
2433 continue
2434 blender_tex_key = (ma, sock_name)
2435 data_textures[blender_tex_key] = (get_blender_nodetexture_key(*blender_tex_key), fbx_name)
2437 img = tex.image
2438 vid_data = data_videos.setdefault(img, (get_blenderID_key(img), []))
2439 vid_data[1].append(blender_tex_key)
2441 perfmon.step("FBX export prepare: Wrapping Animations...")
2443 # Animation...
2444 animations = ()
2445 animated = set()
2446 frame_start = scene.frame_start
2447 frame_end = scene.frame_end
2448 if settings.bake_anim:
2449 # From objects & bones only for a start.
2450 # Kind of hack, we need a temp scene_data for object's space handling to bake animations...
2451 tmp_scdata = FBXExportData(
2452 None, None, None,
2453 settings, scene, depsgraph, objects, None, None, 0.0, 0.0,
2454 data_empties, data_lights, data_cameras, data_meshes, None,
2455 data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
2456 data_world, data_materials, data_textures, data_videos,
2458 animations, animated, frame_start, frame_end = fbx_animations(tmp_scdata)
2460 # ##### Creation of templates...
2462 perfmon.step("FBX export prepare: Generating templates...")
2464 templates = {}
2465 templates[b"GlobalSettings"] = fbx_template_def_globalsettings(scene, settings, nbr_users=1)
2467 if data_empties:
2468 templates[b"Null"] = fbx_template_def_null(scene, settings, nbr_users=len(data_empties))
2470 if data_lights:
2471 templates[b"Light"] = fbx_template_def_light(scene, settings, nbr_users=len(data_lights))
2473 if data_cameras:
2474 templates[b"Camera"] = fbx_template_def_camera(scene, settings, nbr_users=len(data_cameras))
2476 if data_bones:
2477 templates[b"Bone"] = fbx_template_def_bone(scene, settings, nbr_users=len(data_bones))
2479 if data_meshes:
2480 nbr = len({me_key for me_key, _me, _free in data_meshes.values()})
2481 if data_deformers_shape:
2482 nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
2483 templates[b"Geometry"] = fbx_template_def_geometry(scene, settings, nbr_users=nbr)
2485 if objects:
2486 templates[b"Model"] = fbx_template_def_model(scene, settings, nbr_users=len(objects))
2488 if arm_parents:
2489 # Number of Pose|BindPose elements should be the same as number of meshes-parented-to-armatures
2490 templates[b"BindPose"] = fbx_template_def_pose(scene, settings, nbr_users=len(arm_parents))
2492 if data_deformers_skin or data_deformers_shape:
2493 nbr = 0
2494 if data_deformers_skin:
2495 nbr += len(data_deformers_skin)
2496 nbr += sum(len(clusters) for def_me in data_deformers_skin.values() for a, b, clusters in def_me.values())
2497 if data_deformers_shape:
2498 nbr += len(data_deformers_shape)
2499 nbr += sum(len(shapes[2]) for shapes in data_deformers_shape.values())
2500 assert(nbr != 0)
2501 templates[b"Deformers"] = fbx_template_def_deformer(scene, settings, nbr_users=nbr)
2503 # No world support in FBX...
2505 if data_world:
2506 templates[b"World"] = fbx_template_def_world(scene, settings, nbr_users=len(data_world))
2509 if data_materials:
2510 templates[b"Material"] = fbx_template_def_material(scene, settings, nbr_users=len(data_materials))
2512 if data_textures:
2513 templates[b"TextureFile"] = fbx_template_def_texture_file(scene, settings, nbr_users=len(data_textures))
2515 if data_videos:
2516 templates[b"Video"] = fbx_template_def_video(scene, settings, nbr_users=len(data_videos))
2518 if animations:
2519 nbr_astacks = len(animations)
2520 nbr_acnodes = 0
2521 nbr_acurves = 0
2522 for _astack_key, astack, _al, _n, _fs, _fe in animations:
2523 for _alayer_key, alayer in astack.values():
2524 for _acnode_key, acnode, _acnode_name in alayer.values():
2525 nbr_acnodes += 1
2526 for _acurve_key, _dval, acurve, acurve_valid in acnode.values():
2527 if acurve:
2528 nbr_acurves += 1
2530 templates[b"AnimationStack"] = fbx_template_def_animstack(scene, settings, nbr_users=nbr_astacks)
2531 # Would be nice to have one layer per animated object, but this seems tricky and not that well supported.
2532 # So for now, only one layer per anim stack.
2533 templates[b"AnimationLayer"] = fbx_template_def_animlayer(scene, settings, nbr_users=nbr_astacks)
2534 templates[b"AnimationCurveNode"] = fbx_template_def_animcurvenode(scene, settings, nbr_users=nbr_acnodes)
2535 templates[b"AnimationCurve"] = fbx_template_def_animcurve(scene, settings, nbr_users=nbr_acurves)
2537 templates_users = sum(tmpl.nbr_users for tmpl in templates.values())
2539 # ##### Creation of connections...
2541 perfmon.step("FBX export prepare: Generating Connections...")
2543 connections = []
2545 # Objects (with classical parenting).
2546 for ob_obj in objects:
2547 # Bones are handled later.
2548 if not ob_obj.is_bone:
2549 par_obj = ob_obj.parent
2550 # Meshes parented to armature are handled separately, yet we want the 'no parent' connection (0).
2551 if par_obj and ob_obj.has_valid_parent(objects) and (par_obj, ob_obj) not in arm_parents:
2552 connections.append((b"OO", ob_obj.fbx_uuid, par_obj.fbx_uuid, None))
2553 else:
2554 connections.append((b"OO", ob_obj.fbx_uuid, 0, None))
2556 # Armature & Bone chains.
2557 for bo_obj in data_bones.keys():
2558 par_obj = bo_obj.parent
2559 if par_obj not in objects:
2560 continue
2561 connections.append((b"OO", bo_obj.fbx_uuid, par_obj.fbx_uuid, None))
2563 # Object data.
2564 for ob_obj in objects:
2565 if ob_obj.is_bone:
2566 bo_data_key = data_bones[ob_obj]
2567 connections.append((b"OO", get_fbx_uuid_from_key(bo_data_key), ob_obj.fbx_uuid, None))
2568 else:
2569 if ob_obj.type == 'LIGHT':
2570 light_key = data_lights[ob_obj.bdata.data]
2571 connections.append((b"OO", get_fbx_uuid_from_key(light_key), ob_obj.fbx_uuid, None))
2572 elif ob_obj.type == 'CAMERA':
2573 cam_key = data_cameras[ob_obj]
2574 connections.append((b"OO", get_fbx_uuid_from_key(cam_key), ob_obj.fbx_uuid, None))
2575 elif ob_obj.type == 'EMPTY' or ob_obj.type == 'ARMATURE':
2576 empty_key = data_empties[ob_obj]
2577 connections.append((b"OO", get_fbx_uuid_from_key(empty_key), ob_obj.fbx_uuid, None))
2578 elif ob_obj.type in BLENDER_OBJECT_TYPES_MESHLIKE:
2579 mesh_key, _me, _free = data_meshes[ob_obj]
2580 connections.append((b"OO", get_fbx_uuid_from_key(mesh_key), ob_obj.fbx_uuid, None))
2582 # Leaf Bones
2583 for (_node_name, par_uuid, node_uuid, attr_uuid, _matrix, _hide, _size) in data_leaf_bones:
2584 connections.append((b"OO", node_uuid, par_uuid, None))
2585 connections.append((b"OO", attr_uuid, node_uuid, None))
2587 # 'Shape' deformers (shape keys, only for meshes currently)...
2588 for me_key, shapes_key, shapes in data_deformers_shape.values():
2589 # shape -> geometry
2590 connections.append((b"OO", get_fbx_uuid_from_key(shapes_key), get_fbx_uuid_from_key(me_key), None))
2591 for channel_key, geom_key, _shape_verts_co, _shape_verts_idx in shapes.values():
2592 # shape channel -> shape
2593 connections.append((b"OO", get_fbx_uuid_from_key(channel_key), get_fbx_uuid_from_key(shapes_key), None))
2594 # geometry (keys) -> shape channel
2595 connections.append((b"OO", get_fbx_uuid_from_key(geom_key), get_fbx_uuid_from_key(channel_key), None))
2597 # 'Skin' deformers (armature-to-geometry, only for meshes currently)...
2598 for arm, deformed_meshes in data_deformers_skin.items():
2599 for me, (skin_key, ob_obj, clusters) in deformed_meshes.items():
2600 # skin -> geometry
2601 mesh_key, _me, _free = data_meshes[ob_obj]
2602 assert(me == _me)
2603 connections.append((b"OO", get_fbx_uuid_from_key(skin_key), get_fbx_uuid_from_key(mesh_key), None))
2604 for bo_obj, clstr_key in clusters.items():
2605 # cluster -> skin
2606 connections.append((b"OO", get_fbx_uuid_from_key(clstr_key), get_fbx_uuid_from_key(skin_key), None))
2607 # bone -> cluster
2608 connections.append((b"OO", bo_obj.fbx_uuid, get_fbx_uuid_from_key(clstr_key), None))
2610 # Materials
2611 mesh_material_indices = {}
2612 _objs_indices = {}
2613 for ma, (ma_key, ob_objs) in data_materials.items():
2614 for ob_obj in ob_objs:
2615 connections.append((b"OO", get_fbx_uuid_from_key(ma_key), ob_obj.fbx_uuid, None))
2616 # Get index of this material for this object (or dupliobject).
2617 # Material indices for mesh faces are determined by their order in 'ma to ob' connections.
2618 # Only materials for meshes currently...
2619 # Note in case of dupliobjects a same me/ma idx will be generated several times...
2620 # Should not be an issue in practice, and it's needed in case we export duplis but not the original!
2621 if ob_obj.type not in BLENDER_OBJECT_TYPES_MESHLIKE:
2622 continue
2623 _mesh_key, me, _free = data_meshes[ob_obj]
2624 idx = _objs_indices[ob_obj] = _objs_indices.get(ob_obj, -1) + 1
2625 mesh_material_indices.setdefault(me, {})[ma] = idx
2626 del _objs_indices
2628 # Textures
2629 for (ma, sock_name), (tex_key, fbx_prop) in data_textures.items():
2630 ma_key, _ob_objs = data_materials[ma]
2631 # texture -> material properties
2632 connections.append((b"OP", get_fbx_uuid_from_key(tex_key), get_fbx_uuid_from_key(ma_key), fbx_prop))
2634 # Images
2635 for vid, (vid_key, blender_tex_keys) in data_videos.items():
2636 for blender_tex_key in blender_tex_keys:
2637 tex_key, _fbx_prop = data_textures[blender_tex_key]
2638 connections.append((b"OO", get_fbx_uuid_from_key(vid_key), get_fbx_uuid_from_key(tex_key), None))
2640 # Animations
2641 for astack_key, astack, alayer_key, _name, _fstart, _fend in animations:
2642 # Animstack itself is linked nowhere!
2643 astack_id = get_fbx_uuid_from_key(astack_key)
2644 # For now, only one layer!
2645 alayer_id = get_fbx_uuid_from_key(alayer_key)
2646 connections.append((b"OO", alayer_id, astack_id, None))
2647 for elem_key, (alayer_key, acurvenodes) in astack.items():
2648 elem_id = get_fbx_uuid_from_key(elem_key)
2649 # Animlayer -> animstack.
2650 # alayer_id = get_fbx_uuid_from_key(alayer_key)
2651 # connections.append((b"OO", alayer_id, astack_id, None))
2652 for fbx_prop, (acurvenode_key, acurves, acurvenode_name) in acurvenodes.items():
2653 # Animcurvenode -> animalayer.
2654 acurvenode_id = get_fbx_uuid_from_key(acurvenode_key)
2655 connections.append((b"OO", acurvenode_id, alayer_id, None))
2656 # Animcurvenode -> object property.
2657 connections.append((b"OP", acurvenode_id, elem_id, fbx_prop.encode()))
2658 for fbx_item, (acurve_key, default_value, acurve, acurve_valid) in acurves.items():
2659 if acurve:
2660 # Animcurve -> Animcurvenode.
2661 connections.append((b"OP", get_fbx_uuid_from_key(acurve_key), acurvenode_id, fbx_item.encode()))
2663 perfmon.level_down()
2665 # ##### And pack all this!
2667 return FBXExportData(
2668 templates, templates_users, connections,
2669 settings, scene, depsgraph, objects, animations, animated, frame_start, frame_end,
2670 data_empties, data_lights, data_cameras, data_meshes, mesh_material_indices,
2671 data_bones, data_leaf_bones, data_deformers_skin, data_deformers_shape,
2672 data_world, data_materials, data_textures, data_videos,
2676 def fbx_scene_data_cleanup(scene_data):
2678 Some final cleanup...
2680 # Delete temp meshes.
2681 done_meshes = set()
2682 for me_key, me, free in scene_data.data_meshes.values():
2683 if free and me_key not in done_meshes:
2684 bpy.data.meshes.remove(me)
2685 done_meshes.add(me_key)
2688 # ##### Top-level FBX elements generators. #####
2690 def fbx_header_elements(root, scene_data, time=None):
2692 Write boiling code of FBX root.
2693 time is expected to be a datetime.datetime object, or None (using now() in this case).
2695 app_vendor = "Blender Foundation"
2696 app_name = "Blender (stable FBX IO)"
2697 app_ver = bpy.app.version_string
2699 import addon_utils
2700 import sys
2701 addon_ver = addon_utils.module_bl_info(sys.modules[__package__])['version']
2703 # ##### Start of FBXHeaderExtension element.
2704 header_ext = elem_empty(root, b"FBXHeaderExtension")
2706 elem_data_single_int32(header_ext, b"FBXHeaderVersion", FBX_HEADER_VERSION)
2708 elem_data_single_int32(header_ext, b"FBXVersion", FBX_VERSION)
2710 # No encryption!
2711 elem_data_single_int32(header_ext, b"EncryptionType", 0)
2713 if time is None:
2714 time = datetime.datetime.now()
2715 elem = elem_empty(header_ext, b"CreationTimeStamp")
2716 elem_data_single_int32(elem, b"Version", 1000)
2717 elem_data_single_int32(elem, b"Year", time.year)
2718 elem_data_single_int32(elem, b"Month", time.month)
2719 elem_data_single_int32(elem, b"Day", time.day)
2720 elem_data_single_int32(elem, b"Hour", time.hour)
2721 elem_data_single_int32(elem, b"Minute", time.minute)
2722 elem_data_single_int32(elem, b"Second", time.second)
2723 elem_data_single_int32(elem, b"Millisecond", time.microsecond // 1000)
2725 elem_data_single_string_unicode(header_ext, b"Creator", "%s - %s - %d.%d.%d"
2726 % (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2]))
2728 # 'SceneInfo' seems mandatory to get a valid FBX file...
2729 # TODO use real values!
2730 # XXX Should we use scene.name.encode() here?
2731 scene_info = elem_data_single_string(header_ext, b"SceneInfo", fbx_name_class(b"GlobalInfo", b"SceneInfo"))
2732 scene_info.add_string(b"UserData")
2733 elem_data_single_string(scene_info, b"Type", b"UserData")
2734 elem_data_single_int32(scene_info, b"Version", FBX_SCENEINFO_VERSION)
2735 meta_data = elem_empty(scene_info, b"MetaData")
2736 elem_data_single_int32(meta_data, b"Version", FBX_SCENEINFO_VERSION)
2737 elem_data_single_string(meta_data, b"Title", b"")
2738 elem_data_single_string(meta_data, b"Subject", b"")
2739 elem_data_single_string(meta_data, b"Author", b"")
2740 elem_data_single_string(meta_data, b"Keywords", b"")
2741 elem_data_single_string(meta_data, b"Revision", b"")
2742 elem_data_single_string(meta_data, b"Comment", b"")
2744 props = elem_properties(scene_info)
2745 elem_props_set(props, "p_string_url", b"DocumentUrl", "/foobar.fbx")
2746 elem_props_set(props, "p_string_url", b"SrcDocumentUrl", "/foobar.fbx")
2747 original = elem_props_compound(props, b"Original")
2748 original("p_string", b"ApplicationVendor", app_vendor)
2749 original("p_string", b"ApplicationName", app_name)
2750 original("p_string", b"ApplicationVersion", app_ver)
2751 original("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
2752 original("p_string", b"FileName", "/foobar.fbx")
2753 lastsaved = elem_props_compound(props, b"LastSaved")
2754 lastsaved("p_string", b"ApplicationVendor", app_vendor)
2755 lastsaved("p_string", b"ApplicationName", app_name)
2756 lastsaved("p_string", b"ApplicationVersion", app_ver)
2757 lastsaved("p_datetime", b"DateTime_GMT", "01/01/1970 00:00:00.000")
2759 # ##### End of FBXHeaderExtension element.
2761 # FileID is replaced by dummy value currently...
2762 elem_data_single_bytes(root, b"FileId", b"FooBar")
2764 # CreationTime is replaced by dummy value currently, but anyway...
2765 elem_data_single_string_unicode(root, b"CreationTime",
2766 "{:04}-{:02}-{:02} {:02}:{:02}:{:02}:{:03}"
2767 "".format(time.year, time.month, time.day, time.hour, time.minute, time.second,
2768 time.microsecond * 1000))
2770 elem_data_single_string_unicode(root, b"Creator", "%s - %s - %d.%d.%d"
2771 % (app_name, app_ver, addon_ver[0], addon_ver[1], addon_ver[2]))
2773 # ##### Start of GlobalSettings element.
2774 global_settings = elem_empty(root, b"GlobalSettings")
2775 scene = scene_data.scene
2777 elem_data_single_int32(global_settings, b"Version", 1000)
2779 props = elem_properties(global_settings)
2780 up_axis, front_axis, coord_axis = RIGHT_HAND_AXES[scene_data.settings.to_axes]
2781 #~ # DO NOT take into account global scale here! That setting is applied to object transformations during export
2782 #~ # (in other words, this is pure blender-exporter feature, and has nothing to do with FBX data).
2783 #~ if scene_data.settings.apply_unit_scale:
2784 #~ # Unit scaling is applied to objects' scale, so our unit is effectively FBX one (centimeter).
2785 #~ scale_factor_org = 1.0
2786 #~ scale_factor = 1.0 / units_blender_to_fbx_factor(scene)
2787 #~ else:
2788 #~ scale_factor_org = units_blender_to_fbx_factor(scene)
2789 #~ scale_factor = scale_factor_org
2790 scale_factor = scale_factor_org = scene_data.settings.unit_scale
2791 elem_props_set(props, "p_integer", b"UpAxis", up_axis[0])
2792 elem_props_set(props, "p_integer", b"UpAxisSign", up_axis[1])
2793 elem_props_set(props, "p_integer", b"FrontAxis", front_axis[0])
2794 elem_props_set(props, "p_integer", b"FrontAxisSign", front_axis[1])
2795 elem_props_set(props, "p_integer", b"CoordAxis", coord_axis[0])
2796 elem_props_set(props, "p_integer", b"CoordAxisSign", coord_axis[1])
2797 elem_props_set(props, "p_integer", b"OriginalUpAxis", -1)
2798 elem_props_set(props, "p_integer", b"OriginalUpAxisSign", 1)
2799 elem_props_set(props, "p_double", b"UnitScaleFactor", scale_factor)
2800 elem_props_set(props, "p_double", b"OriginalUnitScaleFactor", scale_factor_org)
2801 elem_props_set(props, "p_color_rgb", b"AmbientColor", (0.0, 0.0, 0.0))
2802 elem_props_set(props, "p_string", b"DefaultCamera", "Producer Perspective")
2804 # Global timing data.
2805 r = scene.render
2806 _, fbx_fps_mode = FBX_FRAMERATES[0] # Custom framerate.
2807 fbx_fps = fps = r.fps / r.fps_base
2808 for ref_fps, fps_mode in FBX_FRAMERATES:
2809 if similar_values(fps, ref_fps):
2810 fbx_fps = ref_fps
2811 fbx_fps_mode = fps_mode
2812 elem_props_set(props, "p_enum", b"TimeMode", fbx_fps_mode)
2813 elem_props_set(props, "p_timestamp", b"TimeSpanStart", 0)
2814 elem_props_set(props, "p_timestamp", b"TimeSpanStop", FBX_KTIME)
2815 elem_props_set(props, "p_double", b"CustomFrameRate", fbx_fps)
2817 # ##### End of GlobalSettings element.
2820 def fbx_documents_elements(root, scene_data):
2822 Write 'Document' part of FBX root.
2823 Seems like FBX support multiple documents, but until I find examples of such, we'll stick to single doc!
2824 time is expected to be a datetime.datetime object, or None (using now() in this case).
2826 name = scene_data.scene.name
2828 # ##### Start of Documents element.
2829 docs = elem_empty(root, b"Documents")
2831 elem_data_single_int32(docs, b"Count", 1)
2833 doc_uid = get_fbx_uuid_from_key("__FBX_Document__" + name)
2834 doc = elem_data_single_int64(docs, b"Document", doc_uid)
2835 doc.add_string_unicode(name)
2836 doc.add_string_unicode(name)
2838 props = elem_properties(doc)
2839 elem_props_set(props, "p_object", b"SourceObject")
2840 elem_props_set(props, "p_string", b"ActiveAnimStackName", "")
2842 # XXX Some kind of ID? Offset?
2843 # Anyway, as long as we have only one doc, probably not an issue.
2844 elem_data_single_int64(doc, b"RootNode", 0)
2847 def fbx_references_elements(root, scene_data):
2849 Have no idea what references are in FBX currently... Just writing empty element.
2851 docs = elem_empty(root, b"References")
2854 def fbx_definitions_elements(root, scene_data):
2856 Templates definitions. Only used by Objects data afaik (apart from dummy GlobalSettings one).
2858 definitions = elem_empty(root, b"Definitions")
2860 elem_data_single_int32(definitions, b"Version", FBX_TEMPLATES_VERSION)
2861 elem_data_single_int32(definitions, b"Count", scene_data.templates_users)
2863 fbx_templates_generate(definitions, scene_data.templates)
2866 def fbx_objects_elements(root, scene_data):
2868 Data (objects, geometry, material, textures, armatures, etc.).
2870 perfmon = PerfMon()
2871 perfmon.level_up()
2872 objects = elem_empty(root, b"Objects")
2874 perfmon.step("FBX export fetch empties (%d)..." % len(scene_data.data_empties))
2876 for empty in scene_data.data_empties:
2877 fbx_data_empty_elements(objects, empty, scene_data)
2879 perfmon.step("FBX export fetch lamps (%d)..." % len(scene_data.data_lights))
2881 for lamp in scene_data.data_lights:
2882 fbx_data_light_elements(objects, lamp, scene_data)
2884 perfmon.step("FBX export fetch cameras (%d)..." % len(scene_data.data_cameras))
2886 for cam in scene_data.data_cameras:
2887 fbx_data_camera_elements(objects, cam, scene_data)
2889 perfmon.step("FBX export fetch meshes (%d)..."
2890 % len({me_key for me_key, _me, _free in scene_data.data_meshes.values()}))
2892 done_meshes = set()
2893 for me_obj in scene_data.data_meshes:
2894 fbx_data_mesh_elements(objects, me_obj, scene_data, done_meshes)
2895 del done_meshes
2897 perfmon.step("FBX export fetch objects (%d)..." % len(scene_data.objects))
2899 for ob_obj in scene_data.objects:
2900 if ob_obj.is_dupli:
2901 continue
2902 fbx_data_object_elements(objects, ob_obj, scene_data)
2903 for dp_obj in ob_obj.dupli_list_gen(scene_data.depsgraph):
2904 if dp_obj not in scene_data.objects:
2905 continue
2906 fbx_data_object_elements(objects, dp_obj, scene_data)
2908 perfmon.step("FBX export fetch remaining...")
2910 for ob_obj in scene_data.objects:
2911 if not (ob_obj.is_object and ob_obj.type == 'ARMATURE'):
2912 continue
2913 fbx_data_armature_elements(objects, ob_obj, scene_data)
2915 if scene_data.data_leaf_bones:
2916 fbx_data_leaf_bone_elements(objects, scene_data)
2918 for ma in scene_data.data_materials:
2919 fbx_data_material_elements(objects, ma, scene_data)
2921 for blender_tex_key in scene_data.data_textures:
2922 fbx_data_texture_file_elements(objects, blender_tex_key, scene_data)
2924 for vid in scene_data.data_videos:
2925 fbx_data_video_elements(objects, vid, scene_data)
2927 perfmon.step("FBX export fetch animations...")
2928 start_time = time.process_time()
2930 fbx_data_animation_elements(objects, scene_data)
2932 perfmon.level_down()
2935 def fbx_connections_elements(root, scene_data):
2937 Relations between Objects (which material uses which texture, and so on).
2939 connections = elem_empty(root, b"Connections")
2941 for c in scene_data.connections:
2942 elem_connection(connections, *c)
2945 def fbx_takes_elements(root, scene_data):
2947 Animations.
2949 # XXX Pretty sure takes are no more needed...
2950 takes = elem_empty(root, b"Takes")
2951 elem_data_single_string(takes, b"Current", b"")
2953 animations = scene_data.animations
2954 for astack_key, animations, alayer_key, name, f_start, f_end in animations:
2955 scene = scene_data.scene
2956 fps = scene.render.fps / scene.render.fps_base
2957 start_ktime = int(convert_sec_to_ktime(f_start / fps))
2958 end_ktime = int(convert_sec_to_ktime(f_end / fps))
2960 take = elem_data_single_string(takes, b"Take", name)
2961 elem_data_single_string(take, b"FileName", name + b".tak")
2962 take_loc_time = elem_data_single_int64(take, b"LocalTime", start_ktime)
2963 take_loc_time.add_int64(end_ktime)
2964 take_ref_time = elem_data_single_int64(take, b"ReferenceTime", start_ktime)
2965 take_ref_time.add_int64(end_ktime)
2968 # ##### "Main" functions. #####
2970 # This func can be called with just the filepath
2971 def save_single(operator, scene, depsgraph, filepath="",
2972 global_matrix=Matrix(),
2973 apply_unit_scale=False,
2974 global_scale=1.0,
2975 apply_scale_options='FBX_SCALE_NONE',
2976 axis_up="Z",
2977 axis_forward="Y",
2978 context_objects=None,
2979 object_types=None,
2980 use_mesh_modifiers=True,
2981 use_mesh_modifiers_render=True,
2982 mesh_smooth_type='FACE',
2983 use_subsurf=False,
2984 use_armature_deform_only=False,
2985 bake_anim=True,
2986 bake_anim_use_all_bones=True,
2987 bake_anim_use_nla_strips=True,
2988 bake_anim_use_all_actions=True,
2989 bake_anim_step=1.0,
2990 bake_anim_simplify_factor=1.0,
2991 bake_anim_force_startend_keying=True,
2992 add_leaf_bones=False,
2993 primary_bone_axis='Y',
2994 secondary_bone_axis='X',
2995 use_metadata=True,
2996 path_mode='AUTO',
2997 use_mesh_edges=True,
2998 use_tspace=True,
2999 embed_textures=False,
3000 use_custom_props=False,
3001 bake_space_transform=False,
3002 armature_nodetype='NULL',
3003 **kwargs
3006 # Clear cached ObjectWrappers (just in case...).
3007 ObjectWrapper.cache_clear()
3009 if object_types is None:
3010 object_types = {'EMPTY', 'CAMERA', 'LIGHT', 'ARMATURE', 'MESH', 'OTHER'}
3012 if 'OTHER' in object_types:
3013 object_types |= BLENDER_OTHER_OBJECT_TYPES
3015 # Default Blender unit is equivalent to meter, while FBX one is centimeter...
3016 unit_scale = units_blender_to_fbx_factor(scene) if apply_unit_scale else 100.0
3017 if apply_scale_options == 'FBX_SCALE_NONE':
3018 global_matrix = Matrix.Scale(unit_scale * global_scale, 4) @ global_matrix
3019 unit_scale = 1.0
3020 elif apply_scale_options == 'FBX_SCALE_UNITS':
3021 global_matrix = Matrix.Scale(global_scale, 4) @ global_matrix
3022 elif apply_scale_options == 'FBX_SCALE_CUSTOM':
3023 global_matrix = Matrix.Scale(unit_scale, 4) @ global_matrix
3024 unit_scale = global_scale
3025 else: # if apply_scale_options == 'FBX_SCALE_ALL':
3026 unit_scale = global_scale * unit_scale
3028 global_scale = global_matrix.median_scale
3029 global_matrix_inv = global_matrix.inverted()
3030 # For transforming mesh normals.
3031 global_matrix_inv_transposed = global_matrix_inv.transposed()
3033 # Only embed textures in COPY mode!
3034 if embed_textures and path_mode != 'COPY':
3035 embed_textures = False
3037 # Calculate bone correction matrix
3038 bone_correction_matrix = None # Default is None = no change
3039 bone_correction_matrix_inv = None
3040 if (primary_bone_axis, secondary_bone_axis) != ('Y', 'X'):
3041 from bpy_extras.io_utils import axis_conversion
3042 bone_correction_matrix = axis_conversion(from_forward=secondary_bone_axis,
3043 from_up=primary_bone_axis,
3044 to_forward='X',
3045 to_up='Y',
3046 ).to_4x4()
3047 bone_correction_matrix_inv = bone_correction_matrix.inverted()
3050 media_settings = FBXExportSettingsMedia(
3051 path_mode,
3052 os.path.dirname(bpy.data.filepath), # base_src
3053 os.path.dirname(filepath), # base_dst
3054 # Local dir where to put images (media), using FBX conventions.
3055 os.path.splitext(os.path.basename(filepath))[0] + ".fbm", # subdir
3056 embed_textures,
3057 set(), # copy_set
3058 set(), # embedded_set
3061 settings = FBXExportSettings(
3062 operator.report, (axis_up, axis_forward), global_matrix, global_scale, apply_unit_scale, unit_scale,
3063 bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
3064 context_objects, object_types, use_mesh_modifiers, use_mesh_modifiers_render,
3065 mesh_smooth_type, use_subsurf, use_mesh_edges, use_tspace,
3066 armature_nodetype, use_armature_deform_only,
3067 add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv,
3068 bake_anim, bake_anim_use_all_bones, bake_anim_use_nla_strips, bake_anim_use_all_actions,
3069 bake_anim_step, bake_anim_simplify_factor, bake_anim_force_startend_keying,
3070 False, media_settings, use_custom_props,
3073 import bpy_extras.io_utils
3075 print('\nFBX export starting... %r' % filepath)
3076 start_time = time.process_time()
3078 # Generate some data about exported scene...
3079 scene_data = fbx_data_from_scene(scene, depsgraph, settings)
3081 root = elem_empty(None, b"") # Root element has no id, as it is not saved per se!
3083 # Mostly FBXHeaderExtension and GlobalSettings.
3084 fbx_header_elements(root, scene_data)
3086 # Documents and References are pretty much void currently.
3087 fbx_documents_elements(root, scene_data)
3088 fbx_references_elements(root, scene_data)
3090 # Templates definitions.
3091 fbx_definitions_elements(root, scene_data)
3093 # Actual data.
3094 fbx_objects_elements(root, scene_data)
3096 # How data are inter-connected.
3097 fbx_connections_elements(root, scene_data)
3099 # Animation.
3100 fbx_takes_elements(root, scene_data)
3102 # Cleanup!
3103 fbx_scene_data_cleanup(scene_data)
3105 # And we are down, we can write the whole thing!
3106 encode_bin.write(filepath, root, FBX_VERSION)
3108 # Clear cached ObjectWrappers!
3109 ObjectWrapper.cache_clear()
3111 # copy all collected files, if we did not embed them.
3112 if not media_settings.embed_textures:
3113 bpy_extras.io_utils.path_reference_copy(media_settings.copy_set)
3115 print('export finished in %.4f sec.' % (time.process_time() - start_time))
3116 return {'FINISHED'}
3119 # defaults for applications, currently only unity but could add others.
3120 def defaults_unity3d():
3121 return {
3122 # These options seem to produce the same result as the old Ascii exporter in Unity3D:
3123 "axis_up": 'Y',
3124 "axis_forward": '-Z',
3125 "global_matrix": Matrix.Rotation(-math.pi / 2.0, 4, 'X'),
3126 # Should really be True, but it can cause problems if a model is already in a scene or prefab
3127 # with the old transforms.
3128 "bake_space_transform": False,
3130 "use_selection": False,
3132 "object_types": {'ARMATURE', 'EMPTY', 'MESH', 'OTHER'},
3133 "use_mesh_modifiers": True,
3134 "use_mesh_modifiers_render": True,
3135 "use_mesh_edges": False,
3136 "mesh_smooth_type": 'FACE',
3137 "use_subsurf": False,
3138 "use_tspace": False, # XXX Why? Unity is expected to support tspace import...
3140 "use_armature_deform_only": True,
3142 "use_custom_props": True,
3144 "bake_anim": True,
3145 "bake_anim_simplify_factor": 1.0,
3146 "bake_anim_step": 1.0,
3147 "bake_anim_use_nla_strips": True,
3148 "bake_anim_use_all_actions": True,
3149 "add_leaf_bones": False, # Avoid memory/performance cost for something only useful for modelling
3150 "primary_bone_axis": 'Y', # Doesn't really matter for Unity, so leave unchanged
3151 "secondary_bone_axis": 'X',
3153 "path_mode": 'AUTO',
3154 "embed_textures": False,
3155 "batch_mode": 'OFF',
3159 def save(operator, context,
3160 filepath="",
3161 use_selection=False,
3162 use_active_collection=False,
3163 batch_mode='OFF',
3164 use_batch_own_dir=False,
3165 **kwargs
3168 This is a wrapper around save_single, which handles multi-scenes (or collections) cases, when batch-exporting
3169 a whole .blend file.
3172 ret = {'FINISHED'}
3174 active_object = context.view_layer.objects.active
3176 org_mode = None
3177 if active_object and active_object.mode != 'OBJECT' and bpy.ops.object.mode_set.poll():
3178 org_mode = active_object.mode
3179 bpy.ops.object.mode_set(mode='OBJECT')
3181 if batch_mode == 'OFF':
3182 kwargs_mod = kwargs.copy()
3183 if use_active_collection:
3184 if use_selection:
3185 ctx_objects = tuple(obj
3186 for obj in context.view_layer.active_layer_collection.collection.all_objects
3187 if obj.select_get())
3188 else:
3189 ctx_objects = context.view_layer.active_layer_collection.collection.all_objects
3190 else:
3191 if use_selection:
3192 ctx_objects = context.selected_objects
3193 else:
3194 ctx_objects = context.view_layer.objects
3195 kwargs_mod["context_objects"] = ctx_objects
3197 depsgraph = context.evaluated_depsgraph_get()
3198 ret = save_single(operator, context.scene, depsgraph, filepath, **kwargs_mod)
3199 else:
3200 # XXX We need a way to generate a depsgraph for inactive view_layers first...
3201 # XXX Also, what to do in case of batch-exporting scenes, when there is more than one view layer?
3202 # Scenes have no concept of 'active' view layer, that's on window level...
3203 fbxpath = filepath
3205 prefix = os.path.basename(fbxpath)
3206 if prefix:
3207 fbxpath = os.path.dirname(fbxpath)
3209 if batch_mode == 'COLLECTION':
3210 data_seq = tuple((coll, coll.name, 'objects') for coll in bpy.data.collections if coll.objects)
3211 elif batch_mode in {'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3212 scenes = [context.scene] if batch_mode == 'ACTIVE_SCENE_COLLECTION' else bpy.data.scenes
3213 data_seq = []
3214 for scene in scenes:
3215 if not scene.objects:
3216 continue
3217 # Needed to avoid having tens of 'Master Collection' entries.
3218 todo_collections = [(scene.collection, "_".join((scene.name, scene.collection.name)))]
3219 while todo_collections:
3220 coll, coll_name = todo_collections.pop()
3221 todo_collections.extend(((c, c.name) for c in coll.children if c.all_objects))
3222 data_seq.append((coll, coll_name, 'all_objects'))
3223 else:
3224 data_seq = tuple((scene, scene.name, 'objects') for scene in bpy.data.scenes if scene.objects)
3226 # call this function within a loop with BATCH_ENABLE == False
3228 new_fbxpath = fbxpath # own dir option modifies, we need to keep an original
3229 for data, data_name, data_obj_propname in data_seq: # scene or collection
3230 newname = "_".join((prefix, bpy.path.clean_name(data_name))) if prefix else bpy.path.clean_name(data_name)
3232 if use_batch_own_dir:
3233 new_fbxpath = os.path.join(fbxpath, newname)
3234 # path may already exist... and be a file.
3235 while os.path.isfile(new_fbxpath):
3236 new_fbxpath = "_".join((new_fbxpath, "dir"))
3237 if not os.path.exists(new_fbxpath):
3238 os.makedirs(new_fbxpath)
3240 filepath = os.path.join(new_fbxpath, newname + '.fbx')
3242 print('\nBatch exporting %s as...\n\t%r' % (data, filepath))
3244 if batch_mode in {'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3245 # Collection, so that objects update properly, add a dummy scene.
3246 scene = bpy.data.scenes.new(name="FBX_Temp")
3247 src_scenes = {} # Count how much each 'source' scenes are used.
3248 for obj in getattr(data, data_obj_propname):
3249 for src_sce in obj.users_scene:
3250 src_scenes[src_sce] = src_scenes.setdefault(src_sce, 0) + 1
3251 scene.collection.objects.link(obj)
3253 # Find the 'most used' source scene, and use its unit settings. This is somewhat weak, but should work
3254 # fine in most cases, and avoids stupid issues like T41931.
3255 best_src_scene = None
3256 best_src_scene_users = -1
3257 for sce, nbr_users in src_scenes.items():
3258 if (nbr_users) > best_src_scene_users:
3259 best_src_scene_users = nbr_users
3260 best_src_scene = sce
3261 scene.unit_settings.system = best_src_scene.unit_settings.system
3262 scene.unit_settings.system_rotation = best_src_scene.unit_settings.system_rotation
3263 scene.unit_settings.scale_length = best_src_scene.unit_settings.scale_length
3265 # new scene [only one viewlayer to update]
3266 scene.view_layers[0].update()
3267 # TODO - BUMMER! Armatures not in the group wont animate the mesh
3268 else:
3269 scene = data
3271 kwargs_batch = kwargs.copy()
3272 kwargs_batch["context_objects"] = getattr(data, data_obj_propname)
3274 save_single(operator, scene, scene.view_layers[0].depsgraph, filepath, **kwargs_batch)
3276 if batch_mode in {'COLLECTION', 'SCENE_COLLECTION', 'ACTIVE_SCENE_COLLECTION'}:
3277 # Remove temp collection scene.
3278 bpy.data.scenes.remove(scene)
3280 if active_object and org_mode:
3281 context.view_layer.objects.active = active_object
3282 if bpy.ops.object.mode_set.poll():
3283 bpy.ops.object.mode_set(mode=org_mode)
3285 return ret