[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [27455] trunk/blender/release/scripts/io/ export_fbx.py: Fix #21224, "FBX export has object translation issues".
Arystanbek Dyussenov
arystan.d at gmail.com
Fri Mar 12 17:50:52 CET 2010
Revision: 27455
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=27455
Author: kazanbas
Date: 2010-03-12 17:50:52 +0100 (Fri, 12 Mar 2010)
Log Message:
-----------
Fix #21224, "FBX export has object translation issues".
Reversed the order of all matrix multiplications to confirm to API change.
Modified Paths:
--------------
trunk/blender/release/scripts/io/export_fbx.py
Modified: trunk/blender/release/scripts/io/export_fbx.py
===================================================================
--- trunk/blender/release/scripts/io/export_fbx.py 2010-03-12 16:43:04 UTC (rev 27454)
+++ trunk/blender/release/scripts/io/export_fbx.py 2010-03-12 16:50:52 UTC (rev 27455)
@@ -545,10 +545,10 @@
#arm_mat = self.fbxArm.parRelMatrix()
if not self.parent:
#return mtx4_z90 * (self.getPoseMatrix(frame) * arm_mat) # dont apply arm matrix anymore
- return mtx4_z90 * self.getPoseMatrix(frame)
+ return self.getPoseMatrix(frame) * mtx4_z90
else:
#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()
+ return (self.parent.getPoseMatrix(frame) * mtx4_z90).invert() * ((self.getPoseMatrix(frame)) * mtx4_z90)
# we need thes because cameras and lights modified rotations
def getAnimParRelMatrixRot(self, frame):
@@ -565,14 +565,14 @@
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.matrix * GLOBAL_MATRIX
+ if matrixWorld: self.matrixWorld = GLOBAL_MATRIX * matrixWorld
+ else: self.matrixWorld = GLOBAL_MATRIX * ob.matrix
# else: self.matrixWorld = ob.matrixWorld * GLOBAL_MATRIX
self.__anim_poselist = {} # we should only access this
def parRelMatrix(self):
if self.fbxParent:
- return self.matrixWorld * self.fbxParent.matrixWorld.copy().invert()
+ return self.fbxParent.matrixWorld.copy().invert() * self.matrixWorld
else:
return self.matrixWorld
@@ -583,24 +583,24 @@
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()
+ return (GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])
else:
- return self.__anim_poselist[frame] * GLOBAL_MATRIX
+ return GLOBAL_MATRIX * self.__anim_poselist[frame]
def getAnimParRelMatrixRot(self, frame):
type = self.blenObject.type
if self.fbxParent:
- matrix_rot = (((self.__anim_poselist[frame] * GLOBAL_MATRIX) * (self.fbxParent.__anim_poselist[frame] * GLOBAL_MATRIX).invert())).rotation_part()
+ matrix_rot = ((GLOBAL_MATRIX * self.fbxParent.__anim_poselist[frame]).invert() * (GLOBAL_MATRIX * self.__anim_poselist[frame])).rotation_part()
else:
- matrix_rot = (self.__anim_poselist[frame] * GLOBAL_MATRIX).rotation_part()
+ matrix_rot = (GLOBAL_MATRIX * self.__anim_poselist[frame]).rotation_part()
# Lamps need to be rotated
if type =='LAMP':
- matrix_rot = mtx_x90 * matrix_rot
+ matrix_rot = matrix_rot * mtx_x90
elif type =='CAMERA':
# elif ob and type =='Camera':
- y = Mathutils.Vector(0,1,0) * matrix_rot
- matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, y)
+ y = matrix_rot * Mathutils.Vector(0,1,0)
+ matrix_rot = Mathutils.RotationMatrix(math.pi/2, 3, y) * matrix_rot
return matrix_rot
@@ -666,15 +666,15 @@
# we know we have a matrix
# matrix = mtx4_z90 * (ob.matrix['ARMATURESPACE'] * matrix_mod)
- matrix = mtx4_z90 * ob.matrix_local # dont apply armature matrix anymore
+ matrix = ob.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# 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_local # dont apply armature matrix anymore
+ par_matrix = parent.matrix_local * mtx4_z90 # dont apply armature matrix anymore
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
- matrix = matrix * par_matrix.copy().invert()
+ matrix = par_matrix.copy().invert() * matrix
matrix_rot = matrix.rotation_part()
@@ -698,11 +698,11 @@
matrix_rot = matrix.rotation_part()
# Lamps need to be rotated
if ob and ob.type =='Lamp':
- matrix_rot = mtx_x90 * matrix_rot
+ matrix_rot = matrix_rot * mtx_x90
rot = tuple(matrix_rot.to_euler())
elif ob and ob.type =='Camera':
- y = Mathutils.Vector(0,1,0) * matrix_rot
- matrix_rot = matrix_rot * Mathutils.RotationMatrix(math.pi/2, 3, y)
+ y = matrix_rot * Mathutils.Vector(0,1,0)
+ matrix_rot = Mathutils.RotationMatrix(math.pi/2, 3, y) * matrix_rot
rot = tuple(matrix_rot.to_euler())
else:
rot = tuple(matrix_rot.to_euler())
@@ -1087,8 +1087,8 @@
file.write('\n\t\tTypeFlags: "Camera"')
file.write('\n\t\tGeometryVersion: 124')
file.write('\n\t\tPosition: %.6f,%.6f,%.6f' % loc)
- file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,1,0) * matrix_rot) )
- file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(Mathutils.Vector(0,0,-1)*matrix_rot) )
+ file.write('\n\t\tUp: %.6f,%.6f,%.6f' % tuple(matrix_rot * Mathutils.Vector(0,1,0)) )
+ file.write('\n\t\tLookAt: %.6f,%.6f,%.6f' % tuple(matrix_rot * Mathutils.Vector(0,0,-1)) )
#file.write('\n\t\tUp: 0,0,0' )
#file.write('\n\t\tLookAt: 0,0,0' )
@@ -1485,10 +1485,10 @@
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() )
+ m = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
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 = (my_mesh.matrixWorld.copy().invert() * my_bone.fbxArm.matrixWorld.copy() * my_bone.restMatrix) * mtx4_z90
#m = mtx4_z90 * my_bone.restMatrix
matstr = mat4x4str(m)
@@ -2812,7 +2812,7 @@
# Set the action active
for my_bone in ob_arms:
if blenAction in my_bone.blenActionList:
- ob.action = blenAction
+ ob.animation_data.action = blenAction
# print '\t\tSetting Action!', blenAction
# scene.update(1)
@@ -2969,7 +2969,7 @@
# end action loop. set original actions
# do this after every loop incase actions effect eachother.
for my_bone in ob_arms:
- my_bone.blenObject.action = my_bone.blenAction
+ my_bone.blenObject.animation_data.action = my_bone.blenAction
file.write('\n}')
@@ -3150,9 +3150,9 @@
# Make the matrix
GLOBAL_MATRIX = mtx4_identity
GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = GLOBALS['_SCALE'].val
- if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n
- if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
- if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
+ if GLOBALS['_XROT90'].val: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
+ if GLOBALS['_YROT90'].val: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
+ if GLOBALS['_ZROT90'].val: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
ret = write(\
filename, None,\
@@ -3403,9 +3403,9 @@
GLOBAL_MATRIX = mtx4_identity
GLOBAL_MATRIX[0][0] = GLOBAL_MATRIX[1][1] = GLOBAL_MATRIX[2][2] = self.properties.TX_SCALE
- if self.properties.TX_XROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_x90n
- if self.properties.TX_YROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_y90n
- if self.properties.TX_ZROT90: GLOBAL_MATRIX = GLOBAL_MATRIX * mtx4_z90n
+ if self.properties.TX_XROT90: GLOBAL_MATRIX = mtx4_x90n * GLOBAL_MATRIX
+ if self.properties.TX_YROT90: GLOBAL_MATRIX = mtx4_y90n * GLOBAL_MATRIX
+ if self.properties.TX_ZROT90: GLOBAL_MATRIX = mtx4_z90n * GLOBAL_MATRIX
write(self.properties.path,
None, # XXX
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