[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [11970] branches/2-44-stable/blender/ release/scripts/export_fbx.py: * added support for parent/child hierarchy ( see wiki docs for notes)

Campbell Barton cbarton at metavr.com
Sat Sep 8 10:48:15 CEST 2007


Revision: 11970
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=11970
Author:   campbellbarton
Date:     2007-09-08 10:48:13 +0200 (Sat, 08 Sep 2007)

Log Message:
-----------
* added support for parent/child hierarchy (see wiki docs for notes)
* skinned meshes + armatures no longer have their matrix applied (to bones verts)
* lamps dist value is scaled by the global matrix

Modified Paths:
--------------
    branches/2-44-stable/blender/release/scripts/export_fbx.py

Modified: branches/2-44-stable/blender/release/scripts/export_fbx.py
===================================================================
--- branches/2-44-stable/blender/release/scripts/export_fbx.py	2007-09-08 02:08:51 UTC (rev 11969)
+++ branches/2-44-stable/blender/release/scripts/export_fbx.py	2007-09-08 08:48:13 UTC (rev 11970)
@@ -416,16 +416,19 @@
 		'''
 		# end
 		
-		def getAnimMatrix(self, frame):
-			arm_mat = self.fbxArm.matrixWorld
+		def getAnimParRelMatrix(self, frame):
+			#arm_mat = self.fbxArm.matrixWorld
+			#arm_mat = self.fbxArm.parRelMatrix()
 			if not self.parent:
-				return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat)
+				#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
+				return mtx4_z90 * self.getPoseMatrix(frame)
 			else:
-				return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat)))  *  (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
+				#return (mtx4_z90 * ((self.getPoseMatrix(frame) * arm_mat)))  *  (mtx4_z90 * (self.parent.getPoseMatrix(frame) * arm_mat)).invert()
+				return (mtx4_z90 * (self.getPoseMatrix(frame)))  *  (mtx4_z90 * self.parent.getPoseMatrix(frame)).invert()
 		
 		# we need thes because cameras and lights modified rotations
-		def getAnimMatrixRot(self, frame):
-			return self.getAnimMatrix(frame)
+		def getAnimParRelMatrixRot(self, frame):
+			return self.getAnimParRelMatrix(frame)
 		
 		def flushAnimData(self):
 			self.__anim_poselist.clear()
@@ -437,19 +440,33 @@
 			self.fbxName = sane_obname(ob)
 			self.blenObject = ob
 			self.fbxGroupNames = []
+			self.fbxParent = None # set later on IF the parent is in the selection.
 			if matrixWorld:		self.matrixWorld = matrixWorld * GLOBAL_MATRIX
 			else:				self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
-			self.__anim_poselist = {}
+			self.__anim_poselist = {} # we should only access this
 		
+		def parRelMatrix(self):
+			if self.fbxParent:
+				return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert()
+			else:
+				return self.matrixWorld
+		
 		def setPoseFrame(self, f):
 			self.__anim_poselist[f] =  self.blenObject.matrixWorld.copy()
 		
-		def getAnimMatrix(self, frame):
-			return self.__anim_poselist[frame] * GLOBAL_MATRIX
+		def getAnimParRelMatrix(self, frame):
+			if self.fbxParent:
+				#return (self.__anim_poselist[frame] * self.fbxParent.__anim_poselist[frame].copy().invert() ) * GLOBAL_MATRIX
+				return (self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert()
+			else:
+				return self.__anim_poselist[frame] * GLOBAL_MATRIX
 		
-		def getAnimMatrixRot(self, frame):
+		def getAnimParRelMatrixRot(self, frame):
 			type = self.blenObject.type
-			matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
+			if self.fbxParent:
+				matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotationPart()
+			else:
+				matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotationPart()
 			
 			# Lamps need to be rotated
 			if type =='Lamp':
@@ -468,7 +485,11 @@
 	
 	print '\nFBX export starting...', filename
 	start_time = Blender.sys.time()
-	file = open(filename, 'w')
+	try:
+		file = open(filename, 'w')
+	except:
+		return False
+	
 	sce = bpy.data.scenes.active
 	world = sce.world
 	
@@ -513,11 +534,13 @@
 		if isinstance(ob, Blender.Types.BoneType):
 			
 			# we know we have a matrix
-			matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
+			# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
+			matrix = mtx4_z90 * ob.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
 			
 			parent = ob.parent
 			if parent:
-				par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
+				#par_matrix = mtx4_z90 * (parent.matrix['ARMATURESPACE'] * matrix_mod)
+				par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
 				matrix = matrix * par_matrix.copy().invert()
 				
 			matrix_rot =	matrix.rotationPart()
@@ -527,7 +550,10 @@
 			rot =			tuple(matrix_rot.toEuler())
 			
 		else:
-			if ob and not matrix:	matrix = ob.matrixWorld * GLOBAL_MATRIX
+			# This is bad because we need the parent relative matrix from the fbx parent (if we have one), dont use anymore
+			#if ob and not matrix: matrix = ob.matrixWorld * GLOBAL_MATRIX
+			if ob and not matrix: raise "error: this should never happen!"
+			
 			matrix_rot = matrix
 			#if matrix:
 			#	matrix = matrix_scale * matrix
@@ -666,18 +692,19 @@
 		file.write('\n\tModel: "Model::%s", "Limb" {' % my_bone.fbxName)
 		file.write('\n\t\tVersion: 232')
 		
-		poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.matrixWorld)[3]
+		#poseMatrix = write_object_props(my_bone.blenBone, None, None, my_bone.fbxArm.parRelMatrix())[3]
+		poseMatrix = write_object_props(my_bone.blenBone)[3] # dont apply bone matricies anymore
 		pose_items.append( (my_bone.fbxName, poseMatrix) )
 		
 		
-		# file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.matrixWorld).length)
+		# file.write('\n\t\t\tProperty: "Size", "double", "",%.6f' % ((my_bone.blenData.head['ARMATURESPACE'] - my_bone.blenData.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
 		file.write('\n\t\t\tProperty: "Size", "double", "",1')
 		
-		#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld)).length)
+		#((my_bone.blenData.head['ARMATURESPACE'] * my_bone.fbxArm.matrixWorld) - (my_bone.blenData.tail['ARMATURESPACE'] * my_bone.fbxArm.parRelMatrix())).length)
 		
 		"""
 		file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
-			((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.matrixWorld).length)
+			((my_bone.blenBone.head['ARMATURESPACE'] - my_bone.blenBone.tail['ARMATURESPACE']) * my_bone.fbxArm.parRelMatrix()).length)
 		"""
 		
 		file.write('\n\t\t\tProperty: "LimbLength", "double", "",%.6f' %\
@@ -829,7 +856,7 @@
 		
 		file.write('\n\tModel: "Model::%s", "Camera" {' % my_cam.fbxName )
 		file.write('\n\t\tVersion: 232')
-		loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject)
+		loc, rot, scale, matrix, matrix_rot = write_object_props(my_cam.blenObject, None, my_cam.parRelMatrix())
 		
 		file.write('\n\t\t\tProperty: "Roll", "Roll", "A+",0')
 		file.write('\n\t\t\tProperty: "FieldOfView", "FieldOfView", "A+",%.6f' % data.angle)
@@ -934,7 +961,7 @@
 		file.write('\n\tModel: "Model::%s", "Light" {' % my_light.fbxName)
 		file.write('\n\t\tVersion: 232')
 		
-		write_object_props(my_light.blenObject)
+		write_object_props(my_light.blenObject, None, my_light.parRelMatrix())
 		
 		# Why are these values here twice?????? - oh well, follow the holy sdk's output
 		
@@ -957,6 +984,8 @@
 		else:
 			do_light = 1
 		
+		scale = abs(GLOBAL_MATRIX.scalePart()[0]) # scale is always uniform in this case
+		
 		file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
 		file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",1')
 		file.write('\n\t\t\tProperty: "DrawVolumetricLight", "bool", "",1')
@@ -965,11 +994,11 @@
 		file.write('\n\t\t\tProperty: "GoboProperty", "object", ""')
 		file.write('\n\t\t\tProperty: "Color", "Color", "A+",1,1,1')
 		file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
-		file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % light.spotSize)
+		file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % light.spotSize * scale)
 		file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
 		file.write('\n\t\t\tProperty: "Color", "Color", "A",%.2f,%.2f,%.2f' % tuple(light.col))
 		file.write('\n\t\t\tProperty: "Intensity", "Intensity", "A+",%.2f' % (min(light.energy*100, 200))) # clamp below 200
-		file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % light.spotSize)
+		file.write('\n\t\t\tProperty: "Cone angle", "Cone angle", "A+",%.2f' % (light.spotSize * scale))
 		file.write('\n\t\t\tProperty: "Fog", "Fog", "A+",50')
 		file.write('\n\t\t\tProperty: "LightType", "enum", "",%i' % light_type)
 		file.write('\n\t\t\tProperty: "CastLightOnObject", "bool", "",%i' % do_light)
@@ -1009,7 +1038,7 @@
 			poseMatrix = write_object_props(None, None, matrixOnly)[3]
 		
 		else: # all other Null's
-			if my_null:		poseMatrix = write_object_props(my_null.blenObject)[3]
+			if my_null:		poseMatrix = write_object_props(my_null.blenObject, None, my_null.parRelMatrix())[3]
 			else:			poseMatrix = write_object_props()[3]
 		
 		pose_items.append((fbxName, poseMatrix))
@@ -1203,8 +1232,6 @@
 	}''')
 	
 	# in the example was 'Bip01 L Thigh_2'
-	#def write_sub_deformer_skin(obname, group_name, bone, me, matrix_mod):
-	#def write_sub_deformer_skin(obname, group_name, bone, weights, matrix_mod):
 	def write_sub_deformer_skin(my_mesh, my_bone, weights):
 	
 		'''
@@ -1274,8 +1301,14 @@
 				file.write(',%.8f' % vg[1])
 			i+=1
 		
+		if my_mesh.fbxParent:
+			# TODO FIXME, this case is broken in some cases. skinned meshes just shouldnt have parents where possible!
+			m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() )
+		else:
+			# Yes! this is it...  - but dosnt work when the mesh is a.
+			m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld.copy() * my_mesh.matrixWorld.copy().invert() )
 		
-		m = mtx4_z90 * (my_bone.restMatrix * my_bone.fbxArm.matrixWorld)
+		#m = mtx4_z90 * my_bone.restMatrix
 		matstr = mat4x4str(m)
 		matstr_i = mat4x4str(m.invert())
 		
@@ -1298,27 +1331,8 @@
 		file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
 		file.write('\n\t\tVersion: 232') # newline is added in write_object_props
 		
-		if my_mesh.fbxArm:
-			if my_mesh.origData:
-				do_tx_write = True
-			else:
-				do_tx_write = False
-				me.transform(my_mesh.matrixWorld)
-			
-		else:
-			do_tx_write = False
+		write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())
 		
-		
-		# When we have an armature...
-		if my_mesh.fbxArm:
-			# Apply the mesh matrix because bones arnt applied correctly if we use object transformation

@@ Diff output truncated at 10240 characters. @@




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