[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20081] trunk/blender/release/scripts/ export_fbx.py: [#18328] FBX exporter not exporting multi-texture materials properly

Campbell Barton ideasman42 at gmail.com
Wed May 6 08:01:09 CEST 2009


Revision: 20081
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20081
Author:   campbellbarton
Date:     2009-05-06 08:01:09 +0200 (Wed, 06 May 2009)

Log Message:
-----------
[#18328] FBX exporter not exporting multi-texture materials properly

even though the format allows materials and textures to be written separately the textures wont load right in maya or 3dsmax unless each texture has its own material.

Modified Paths:
--------------
    trunk/blender/release/scripts/export_fbx.py

Modified: trunk/blender/release/scripts/export_fbx.py
===================================================================
--- trunk/blender/release/scripts/export_fbx.py	2009-05-06 04:24:01 UTC (rev 20080)
+++ trunk/blender/release/scripts/export_fbx.py	2009-05-06 06:01:09 UTC (rev 20081)
@@ -93,8 +93,8 @@
 		dest_dir += Blender.sys.sep
 	
 	image_paths = set()
-	for img in textures:
-		image_paths.add(Blender.sys.expandpath(img.filename))
+	for tex in textures:
+		image_paths.add(Blender.sys.expandpath(tex.filename))
 	
 	# Now copy images
 	copyCount = 0
@@ -157,14 +157,29 @@
 # todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
 def sane_name(data, dct):
 	#if not data: return None
-	name = data.name
 	
+	if type(data)==tuple: # materials are paired up with images
+		data, other = data
+		use_other = True
+	else:
+		other = None
+		use_other = False
+	
+	if data:	name = data.name
+	else:		name = None
+	orig_name = name
+	
+	if other:
+		orig_name_other = other.name
+		name = '%s #%s' % (name, orig_name_other)
+	else:
+		orig_name_other = None
+	
 	# dont cache, only ever call once for each data type now,
 	# so as to avoid namespace collision between types - like with objects <-> bones
 	#try:		return dct[name]
 	#except:		pass
 	
-	orig_name = name
 	if not name:
 		name = 'unnamed' # blank string, ASKING FOR TROUBLE!
 	else:
@@ -173,7 +188,11 @@
 	
 	while name in dct.itervalues():	name = increment_string(name)
 	
-	dct[orig_name] = name
+	if use_other: # even if other is None - orig_name_other will be a string or None
+		dct[orig_name, orig_name_other] = name
+	else:
+		dct[orig_name] = name
+		
 	return name
 
 def sane_obname(data):		return sane_name(data, sane_name_mapping_ob)
@@ -1333,13 +1352,15 @@
 		me = my_mesh.blenData
 		
 		# if there are non NULL materials on this mesh
-		if [mat for mat in my_mesh.blenMaterials if mat]: 	do_materials = True
-		else:												do_materials = False
+		if my_mesh.blenMaterials:	do_materials = True
+		else:						do_materials = False
 		
 		if my_mesh.blenTextures:	do_textures = True
-		else:						do_textures = False			
+		else:						do_textures = False	
 		
+		do_uvs = me.faceUV
 		
+		
 		file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
 		file.write('\n\t\tVersion: 232') # newline is added in write_object_props
 		
@@ -1516,7 +1537,7 @@
 		
 		# Write UV and texture layers.
 		uvlayers = []
-		if me.faceUV:
+		if do_uvs:
 			uvlayers = me.getUVLayerNames()
 			uvlayer_orig = me.activeUVLayer
 			for uvindex, uvlayer in enumerate(uvlayers):
@@ -1635,32 +1656,32 @@
 				file.write('0')
 			else:
 				# Build a material mapping for this 
-				#material_mapping_local = [0] * 16 # local-index : global index.
-				material_mapping_local = [-1] * 16 # local-index : global index.
-				i= 0 # 1
-				for j, mat in enumerate(my_mesh.blenMaterials):
-					if mat:
-						material_mapping_local[j] = i
-						i+=1
-					# else leave as -1
+				material_mapping_local = {} # local-mat & tex : global index.
 				
+				for j, mat_tex_pair in enumerate(my_mesh.blenMaterials):
+					material_mapping_local[mat_tex_pair] = j
+				
 				len_material_mapping_local = len(material_mapping_local)
 				
+				mats = my_mesh.blenMaterialList
+				
 				i=-1
 				for f in me.faces:
-					f_mat = f.mat
-					if f_mat >= len_material_mapping_local:
-						f_mat = 0
+					try:	mat = mats[f.mat]
+					except:mat = None
 					
+					if do_uvs: tex = f.image # WARNING - MULTI UV LAYER IMAGES NOT SUPPORTED :/
+					else: tex = None
+					
 					if i==-1:
 						i=0
-						file.write( '%s' % (material_mapping_local[f_mat]))
+						file.write( '%s' % (material_mapping_local[mat, tex])) # None for mat or tex is ok
 					else:
 						if i==55:
 							file.write('\n\t\t\t\t')
 							i=0
 						
-						file.write(',%s' % (material_mapping_local[f_mat]))
+						file.write(',%s' % (material_mapping_local[mat, tex]))
 					i+=1
 			
 			file.write('\n\t\t}')
@@ -1695,7 +1716,7 @@
 				TypedIndex: 0
 			}''')
 		
-		if me.faceUV:
+		if do_uvs: # same as me.faceUV
 			file.write('''
 			LayerElement:  {
 				Type: "LayerElementUV"
@@ -1777,8 +1798,8 @@
 	ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
 	
 	groups = [] # blender groups, only add ones that have objects in the selections
-	materials = {}
-	textures = {}
+	materials = {} # (mat, image) keys, should be a set()
+	textures = {} # should be a set()
 	
 	tmp_ob_type = ob_type = None # incase no objects are exported, so as not to raise an error
 	
@@ -1878,20 +1899,29 @@
 					if EXP_MESH_HQ_NORMALS:
 						BPyMesh.meshCalcNormals(me) # high quality normals nice for realtime engines.
 					
-					for mat in mats:
-						# 2.44 use mat.lib too for uniqueness
-						if mat: materials[mat] = mat
-					
 					texture_mapping_local = {}
+					material_mapping_local = {}
 					if me.faceUV:
 						uvlayer_orig = me.activeUVLayer
 						for uvlayer in me.getUVLayerNames():
 							me.activeUVLayer = uvlayer
 							for f in me.faces:
-								img = f.image
-								textures[img] = texture_mapping_local[img] = img
+								tex = f.image
+								textures[tex] = texture_mapping_local[tex] = None
+								
+								try: mat = mats[f.mat]
+								except: mat = None
+								
+								materials[mat, tex] = material_mapping_local[mat, tex] = None # should use sets, wait for blender 2.5
+									
 							
 							me.activeUVLayer = uvlayer_orig
+					else:
+						for mat in mats:
+							# 2.44 use mat.lib too for uniqueness
+							materials[mat, None] = material_mapping_local[mat, None] = None
+						else:
+							materials[None, None] = None
 					
 					if EXP_ARMATURE:
 						armob = BPyObject.getObjectArmature(ob)
@@ -1912,8 +1942,9 @@
 					my_mesh = my_object_generic(ob, mtx)
 					my_mesh.blenData =		me
 					my_mesh.origData = 		origData
-					my_mesh.blenMaterials =	mats
-					my_mesh.blenTextures =	texture_mapping_local.values()
+					my_mesh.blenMaterials =	material_mapping_local.keys()
+					my_mesh.blenMaterialList = mats
+					my_mesh.blenTextures =	texture_mapping_local.keys()
 					
 					# if only 1 null texture then empty the list
 					if len(my_mesh.blenTextures) == 1 and my_mesh.blenTextures[0] == None:
@@ -2032,8 +2063,8 @@
 	# Finished finding groups we use
 	
 	
-	materials =	[(sane_matname(mat), mat) for mat in materials.itervalues() if mat]
-	textures =	[(sane_texname(img), img) for img in textures.itervalues()  if img]
+	materials =	[(sane_matname(mat_tex_pair), mat_tex_pair) for mat_tex_pair in materials.iterkeys()]
+	textures =	[(sane_texname(tex), tex) for tex in textures.iterkeys()  if tex]
 	materials.sort() # sort by name
 	textures.sort()
 	
@@ -2162,8 +2193,8 @@
 	
 	write_camera_default()
 	
-	for matname, mat in materials:
-		write_material(matname, mat)
+	for matname, (mat, tex) in materials:
+		write_material(matname, mat) # We only need to have a material per image pair, but no need to write any image info into the material (dumb fbx standard)
 	
 	# each texture uses a video, odd
 	for texname, tex in textures:
@@ -2283,7 +2314,7 @@
 	Model: "Model::Camera Switcher", "CameraSwitcher" {
 	}''')
 	
-	for matname, mat in materials:
+	for matname, (mat, tex) in materials:
 		file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
 
 	if textures:
@@ -2335,9 +2366,14 @@
 	if materials:
 		for my_mesh in ob_meshes:
 			# Connect all materials to all objects, not good form but ok for now.
-			for mat in my_mesh.blenMaterials:
-				if mat:
-					file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat.name], my_mesh.fbxName))
+			for mat, tex in my_mesh.blenMaterials:
+				if mat:	mat_name = mat.name
+				else:	mat_name = None
+				
+				if tex:	tex_name = tex.name
+				else:	tex_name = None
+				
+				file.write('\n\tConnect: "OO", "Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName))
 	
 	if textures:
 		for my_mesh in ob_meshes:





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