[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33092] trunk/blender/release/scripts/op/ io_scene_fbx/export_fbx.py: FBX Export, small changes made while looking into reported bug.
Campbell Barton
ideasman42 at gmail.com
Tue Nov 16 05:32:36 CET 2010
Revision: 33092
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=33092
Author: campbellbarton
Date: 2010-11-16 05:32:35 +0100 (Tue, 16 Nov 2010)
Log Message:
-----------
FBX Export, small changes made while looking into reported bug. (no functional changes)
- Warn for armature deformed meshes which are scaled, these don't work quite the same as in blender, reported as [#24663].
- Use matrix.decompose() to convert a matrix to loc/rot/scale.
- get vert/edge/face lists for each mesh only once.
- faster euler rad -> deg conversion function.
Modified Paths:
--------------
trunk/blender/release/scripts/op/io_scene_fbx/export_fbx.py
Modified: trunk/blender/release/scripts/op/io_scene_fbx/export_fbx.py
===================================================================
--- trunk/blender/release/scripts/op/io_scene_fbx/export_fbx.py 2010-11-16 03:11:22 UTC (rev 33091)
+++ trunk/blender/release/scripts/op/io_scene_fbx/export_fbx.py 2010-11-16 04:32:35 UTC (rev 33092)
@@ -63,16 +63,10 @@
# I guess FBX uses degrees instead of radians (Arystan).
# Call this function just before writing to FBX.
-def eulerRadToDeg(eul):
- ret = Euler()
+# 180 / math.pi == 57.295779513
+def tuple_rad_to_deg(eul):
+ return eul[0] * 57.295779513, eul[1] * 57.295779513, eul[2] * 57.295779513
- ret.x = 180 / math.pi * eul[0]
- ret.y = 180 / math.pi * eul[1]
- ret.z = 180 / math.pi * eul[2]
-
- return ret
-
-
# def strip_path(p):
# return p.split('\\')[-1].split('/')[-1]
@@ -609,12 +603,12 @@
# par_matrix = mtx4_z90 * parent.matrix['ARMATURESPACE'] # dont apply armature matrix anymore
matrix = par_matrix.copy().invert() * matrix
- matrix_rot = matrix.rotation_part()
-
- loc = tuple(matrix.translation_part())
- scale = tuple(matrix.scale_part())
- rot = tuple(matrix_rot.to_euler())
-
+ loc, rot, scale = matrix.decompose()
+ matrix_rot = rot.to_matrix()
+
+ loc = tuple(loc)
+ rot = tuple(rot.to_euler()) # quat -> euler
+ scale = tuple(scale)
else:
# 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.matrix_world * GLOBAL_MATRIX
@@ -625,20 +619,20 @@
# matrix = matrix_scale * matrix
if matrix:
- loc = tuple(matrix.translation_part())
- scale = tuple(matrix.scale_part())
+ loc, rot, scale = matrix.decompose()
+ matrix_rot = rot.to_matrix()
- matrix_rot = matrix.rotation_part()
# Lamps need to be rotated
if ob and ob.type =='LAMP':
matrix_rot = matrix_rot * mtx_x90
- rot = tuple(matrix_rot.to_euler())
elif ob and ob.type =='CAMERA':
y = Vector((0.0, 1.0, 0.0)) * matrix_rot
matrix_rot = Matrix.Rotation(math.pi/2, 3, y) * matrix_rot
- rot = tuple(matrix_rot.to_euler())
- else:
- rot = tuple(matrix_rot.to_euler())
+ # else do nothing.
+
+ loc = tuple(loc)
+ rot = tuple(matrix_rot.to_euler())
+ scale = tuple(scale)
else:
if not loc:
loc = 0,0,0
@@ -656,7 +650,7 @@
loc, rot, scale, matrix, matrix_rot = object_tx(ob, loc, matrix, matrix_mod)
file.write('\n\t\t\tProperty: "Lcl Translation", "Lcl Translation", "A+",%.15f,%.15f,%.15f' % loc)
- file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple(eulerRadToDeg(rot)))
+ file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % tuple_rad_to_deg(rot))
# file.write('\n\t\t\tProperty: "Lcl Rotation", "Lcl Rotation", "A+",%.15f,%.15f,%.15f' % rot)
file.write('\n\t\t\tProperty: "Lcl Scaling", "Lcl Scaling", "A+",%.15f,%.15f,%.15f' % scale)
return loc, rot, scale, matrix, matrix_rot
@@ -1413,18 +1407,18 @@
me = my_mesh.blenData
# if there are non NULL materials on this mesh
- if my_mesh.blenMaterials: do_materials = True
- else: do_materials = False
-
- if my_mesh.blenTextures: do_textures = True
- else: do_textures = False
-
+ do_materials = bool(my_mesh.blenMaterials)
+ do_textures = bool(my_mesh.blenTextures)
do_uvs = bool(me.uv_textures)
-
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
file.write('\n\t\tVersion: 232') # newline is added in write_object_props
+ # convert into lists once.
+ me_vertices = me.vertices[:]
+ me_edges = me.edges[:]
+ me_faces = me.faces[:]
+
poseMatrix = write_object_props(my_mesh.blenObject, None, my_mesh.parRelMatrix())[3]
pose_items.append((my_mesh.fbxName, poseMatrix))
@@ -1439,7 +1433,7 @@
file.write('\n\t\tVertices: ')
i=-1
- for v in me.vertices:
+ for v in me_vertices:
if i==-1:
file.write('%.6f,%.6f,%.6f' % tuple(v.co)); i=0
else:
@@ -1450,7 +1444,7 @@
file.write('\n\t\tPolygonVertexIndex: ')
i=-1
- for f in me.faces:
+ for f in me_faces:
fi = f.vertices[:]
# last index XORd w. -1 indicates end of face
@@ -1470,7 +1464,7 @@
i+=1
# write loose edges as faces.
- for ed in me.edges:
+ for ed in me_edges:
if ed.is_loose:
ed_val = ed.vertices[:]
ed_val = ed_val[0], ed_val[-1] ^ -1
@@ -1488,7 +1482,7 @@
file.write('\n\t\tEdges: ')
i=-1
- for ed in me.edges:
+ for ed in me_edges:
if i==-1:
file.write('%i,%i' % (ed.vertices[0], ed.vertices[1]))
i=0
@@ -1510,7 +1504,7 @@
Normals: ''')
i=-1
- for v in me.vertices:
+ for v in me_vertices:
if i==-1:
file.write('%.15f,%.15f,%.15f' % tuple(v.normal)); i=0
else:
@@ -1530,7 +1524,7 @@
Smoothing: ''')
i=-1
- for f in me.faces:
+ for f in me_faces:
if i==-1:
file.write('%i' % f.use_smooth); i=0
else:
@@ -1551,7 +1545,7 @@
Smoothing: ''')
i=-1
- for ed in me.edges:
+ for ed in me_edges:
if i==-1:
file.write('%i' % (ed.use_edge_sharp)); i=0
else:
@@ -1589,7 +1583,7 @@
i = -1
ii = 0 # Count how many Colors we write
- for f, cf in zip(me.faces, collayer.data):
+ for f, cf in zip(me_faces, collayer.data):
colors = [cf.color1, cf.color2, cf.color3, cf.color4]
# determine number of verts
@@ -1756,11 +1750,11 @@
if me.uv_textures.active:
uv_faces = me.uv_textures.active.data
else:
- uv_faces = [None] * len(me.faces)
+ uv_faces = [None] * len(me_faces)
i=-1
- for f, uf in zip(me.faces, uv_faces):
-# for f in me.faces:
+ for f, uf in zip(me_faces, uv_faces):
+# for f in me_faces:
try: mat = mats[f.material_index]
except:mat = None
@@ -2028,6 +2022,10 @@
if armob and armob not in ob_arms:
ob_arms.append(armob)
+
+ # Warning for scaled, mesh objects with armatures
+ if abs(ob.scale[0] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05 or abs(ob.scale[1] - 1.0) > 0.05:
+ operator.report('WARNING', "Object '%s' has a scale of (%.3f, %.3f, %.3f), Armature deformation will not work as expected!, Apply Scale to fix." % ((ob.name,) + tuple(ob.scale)))
else:
blenParentBoneName = armob = None
@@ -2708,7 +2706,7 @@
for mtx in context_bone_anim_mats:
if prev_eul: prev_eul = mtx[1].to_euler('XYZ', prev_eul)
else: prev_eul = mtx[1].to_euler()
- context_bone_anim_vecs.append(eulerRadToDeg(prev_eul))
+ context_bone_anim_vecs.append(tuple_rad_to_deg(prev_eul))
file.write('\n\t\t\t\tChannel: "%s" {' % TX_CHAN) # translation
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