[Bf-extensions-cvs] [272b809] master: FBX import; add support for shapes (no animation yet).
Bastien Montagne
noreply at git.blender.org
Sun Jul 13 18:35:31 CEST 2014
Commit: 272b809317696fbdf6cee608767bbbe83a879488
Author: Bastien Montagne
Date: Sun Jul 13 18:33:02 2014 +0200
https://developer.blender.org/rBA272b809317696fbdf6cee608767bbbe83a879488
FBX import; add support for shapes (no animation yet).
Note part of this code already sneeked in a previous commit, sorry about that. :/
===================================================================
M io_scene_fbx/import_fbx.py
===================================================================
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index 9210ad0..e91954f 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -1584,6 +1584,57 @@ def load(operator, context, filepath="",
# Now that we have objects...
+ # I) We can handle shapes.
+ blend_shape_channels = {} # We do not need Shapes themselves, but keyblocks, for anim.
+ def _():
+ fbx_tmpl = fbx_template_get((b'Geometry', b'KFbxShape'))
+
+ for s_uuid, s_item in fbx_table_nodes.items():
+ fbx_sdata, bl_sdata = s_item = fbx_table_nodes.get(s_uuid, (None, None))
+ if fbx_sdata is None or fbx_sdata.id != b'Geometry' or fbx_sdata.props[2] != b'Shape':
+ continue
+
+ # shape -> blendshapechannel -> blendshape -> mesh.
+ for bc_uuid, bc_ctype in fbx_connection_map.get(s_uuid, ()):
+ if bc_ctype.props[0] != b'OO':
+ continue
+ fbx_bcdata, _bl_bcdata = fbx_table_nodes.get(bc_uuid, (None, None))
+ if fbx_bcdata is None or fbx_bcdata.id != b'Deformer' or fbx_bcdata.props[2] != b'BlendShapeChannel':
+ continue
+ meshes = []
+ objects = []
+ for bs_uuid, bs_ctype in fbx_connection_map.get(bc_uuid, ()):
+ if bs_ctype.props[0] != b'OO':
+ continue
+ fbx_bsdata, _bl_bsdata = fbx_table_nodes.get(bs_uuid, (None, None))
+ if fbx_bsdata is None or fbx_bsdata.id != b'Deformer' or fbx_bsdata.props[2] != b'BlendShape':
+ continue
+ for m_uuid, m_ctype in fbx_connection_map.get(bs_uuid, ()):
+ if m_ctype.props[0] != b'OO':
+ continue
+ fbx_mdata, bl_mdata = fbx_table_nodes.get(m_uuid, (None, None))
+ if fbx_mdata is None or fbx_mdata.id != b'Geometry' or fbx_mdata.props[2] != b'Mesh':
+ continue
+ # Blenmeshes are assumed already created at that time!
+ assert(isinstance(bl_mdata, bpy.types.Mesh))
+ # And we have to find all objects using this mesh!
+ objects = []
+ for o_uuid, o_ctype in fbx_connection_map.get(m_uuid, ()):
+ if o_ctype.props[0] != b'OO':
+ continue
+ fbx_odata, bl_odata = o_item = fbx_table_nodes.get(o_uuid, (None, None))
+ if fbx_odata is None or fbx_odata.id != b'Model' or fbx_odata.props[2] != b'Mesh':
+ continue
+ # bl_odata is still None, objects have not yet been created...
+ objects.append(o_item)
+ meshes.append((bl_mdata, objects))
+ # BlendShape deformers are only here to connect BlendShapeChannels to meshes, nothing else to do.
+
+ # keyblocks is a list of tuples (mesh, keyblock) matching that shape/blendshapechannel, for animation.
+ keyblocks = blen_read_shape(fbx_tmpl, fbx_sdata, fbx_bcdata, meshes, scene, global_matrix)
+ blend_shape_channels[bc_uuid] = keyblocks
+ _(); del _
+
# II) We can finish armatures processing.
def _():
fbx_tmpl = fbx_template_get((b'Model', b'KFbxNode'))
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