[Bf-extensions-cvs] [58a098e] master: Fix T45913: FBX Import: Add option to not import animations.
Bastien Montagne
noreply at git.blender.org
Wed Aug 26 21:26:54 CEST 2015
Commit: 58a098ef8be9af602de5d4b973f6076c3d517b56
Author: Bastien Montagne
Date: Wed Aug 26 21:25:50 2015 +0200
Branches: master
https://developer.blender.org/rBA58a098ef8be9af602de5d4b973f6076c3d517b56
Fix T45913: FBX Import: Add option to not import animations.
Can be handy sometimes, especialy with files which should not be animated and yet contain animdata...
===================================================================
M io_scene_fbx/__init__.py
M io_scene_fbx/fbx_utils.py
M io_scene_fbx/import_fbx.py
===================================================================
diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 36a774c..6a40522 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,7 +21,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
- "version": (3, 6, 1),
+ "version": (3, 6, 2),
"blender": (2, 74, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
@@ -122,6 +122,11 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
default=0.0,
)
+ use_anim = BoolProperty(
+ name="Import Animation",
+ description="Import FBX animation",
+ default=True,
+ )
anim_offset = FloatProperty(
name="Animation Offset",
description="Offset to apply to animation during import, in frames",
@@ -199,6 +204,7 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
layout.prop(self, "use_custom_normals")
+ layout.prop(self, "use_anim")
layout.prop(self, "anim_offset")
layout.prop(self, "use_custom_props")
diff --git a/io_scene_fbx/fbx_utils.py b/io_scene_fbx/fbx_utils.py
index e2b3655..f050179 100644
--- a/io_scene_fbx/fbx_utils.py
+++ b/io_scene_fbx/fbx_utils.py
@@ -1219,7 +1219,7 @@ FBXImportSettings = namedtuple("FBXImportSettings", (
"bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
"use_custom_normals", "use_cycles", "use_image_search",
"use_alpha_decals", "decal_offset",
- "anim_offset",
+ "use_anim", "anim_offset",
"use_custom_props", "use_custom_props_enum_as_string",
"cycles_material_wrap_map", "image_cache",
"ignore_leaf_bones", "force_connect_children", "automatic_bone_orientation", "bone_correction_matrix",
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index f64ddb4..0c5b439 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -2198,6 +2198,7 @@ def load(operator, context, filepath="",
use_image_search=False,
use_alpha_decals=False,
decal_offset=0.0,
+ use_anim=True,
anim_offset=1.0,
use_custom_props=True,
use_custom_props_enum_as_string=True,
@@ -2325,7 +2326,7 @@ def load(operator, context, filepath="",
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
use_custom_normals, use_cycles, use_image_search,
use_alpha_decals, decal_offset,
- anim_offset,
+ use_anim, anim_offset,
use_custom_props, use_custom_props_enum_as_string,
cycles_material_wrap_map, image_cache,
ignore_leaf_bones, force_connect_children, automatic_bone_orientation, bone_correction_matrix,
@@ -2726,98 +2727,100 @@ def load(operator, context, filepath="",
blend_shape_channels[bc_uuid] = keyblocks
_(); del _
- perfmon.step("FBX import: Animations...")
+ if use_anim:
+ perfmon.step("FBX import: Animations...")
- # Animation!
- def _():
- fbx_tmpl_astack = fbx_template_get((b'AnimationStack', b'FbxAnimStack'))
- fbx_tmpl_alayer = fbx_template_get((b'AnimationLayer', b'FbxAnimLayer'))
- stacks = {}
-
- # AnimationStacks.
- for as_uuid, fbx_asitem in fbx_table_nodes.items():
- fbx_asdata, _blen_data = fbx_asitem
- if fbx_asdata.id != b'AnimationStack' or fbx_asdata.props[2] != b'':
- continue
- stacks[as_uuid] = (fbx_asitem, {})
+ # Animation!
+ def _():
+ fbx_tmpl_astack = fbx_template_get((b'AnimationStack', b'FbxAnimStack'))
+ fbx_tmpl_alayer = fbx_template_get((b'AnimationLayer', b'FbxAnimLayer'))
+ stacks = {}
- # AnimationLayers (mixing is completely ignored for now, each layer results in an independent set of actions).
- def get_astacks_from_alayer(al_uuid):
- for as_uuid, as_ctype in fbx_connection_map.get(al_uuid, ()):
- if as_ctype.props[0] != b'OO':
- continue
- fbx_asdata, _bl_asdata = fbx_table_nodes.get(as_uuid, (None, None))
- if (fbx_asdata is None or fbx_asdata.id != b'AnimationStack' or
- fbx_asdata.props[2] != b'' or as_uuid not in stacks):
- continue
- yield as_uuid
- for al_uuid, fbx_alitem in fbx_table_nodes.items():
- fbx_aldata, _blen_data = fbx_alitem
- if fbx_aldata.id != b'AnimationLayer' or fbx_aldata.props[2] != b'':
- continue
- for as_uuid in get_astacks_from_alayer(al_uuid):
- _fbx_asitem, alayers = stacks[as_uuid]
- alayers[al_uuid] = (fbx_alitem, {})
-
- # AnimationCurveNodes (also the ones linked to actual animated data!).
- curvenodes = {}
- for acn_uuid, fbx_acnitem in fbx_table_nodes.items():
- fbx_acndata, _blen_data = fbx_acnitem
- if fbx_acndata.id != b'AnimationCurveNode' or fbx_acndata.props[2] != b'':
- continue
- cnode = curvenodes[acn_uuid] = {}
- items = []
- for n_uuid, n_ctype in fbx_connection_map.get(acn_uuid, ()):
- if n_ctype.props[0] != b'OP':
+ # AnimationStacks.
+ for as_uuid, fbx_asitem in fbx_table_nodes.items():
+ fbx_asdata, _blen_data = fbx_asitem
+ if fbx_asdata.id != b'AnimationStack' or fbx_asdata.props[2] != b'':
continue
- lnk_prop = n_ctype.props[3]
- if lnk_prop in {b'Lcl Translation', b'Lcl Rotation', b'Lcl Scaling'}:
- # n_uuid can (????) be linked to root '0' node, instead of a mere object node... See T41712.
- ob = fbx_helper_nodes.get(n_uuid, None)
- if ob is None:
+ stacks[as_uuid] = (fbx_asitem, {})
+
+ # AnimationLayers
+ # (mixing is completely ignored for now, each layer results in an independent set of actions).
+ def get_astacks_from_alayer(al_uuid):
+ for as_uuid, as_ctype in fbx_connection_map.get(al_uuid, ()):
+ if as_ctype.props[0] != b'OO':
continue
- items.append((ob, lnk_prop))
- elif lnk_prop == b'DeformPercent': # Shape keys.
- keyblocks = blend_shape_channels.get(n_uuid)
- if keyblocks is None:
+ fbx_asdata, _bl_asdata = fbx_table_nodes.get(as_uuid, (None, None))
+ if (fbx_asdata is None or fbx_asdata.id != b'AnimationStack' or
+ fbx_asdata.props[2] != b'' or as_uuid not in stacks):
continue
- items += [(kb, lnk_prop) for kb in keyblocks]
- for al_uuid, al_ctype in fbx_connection_map.get(acn_uuid, ()):
- if al_ctype.props[0] != b'OO':
- continue
- fbx_aldata, _blen_aldata = fbx_alitem = fbx_table_nodes.get(al_uuid, (None, None))
- if fbx_aldata is None or fbx_aldata.id != b'AnimationLayer' or fbx_aldata.props[2] != b'':
+ yield as_uuid
+ for al_uuid, fbx_alitem in fbx_table_nodes.items():
+ fbx_aldata, _blen_data = fbx_alitem
+ if fbx_aldata.id != b'AnimationLayer' or fbx_aldata.props[2] != b'':
continue
for as_uuid in get_astacks_from_alayer(al_uuid):
- _fbx_alitem, anim_items = stacks[as_uuid][1][al_uuid]
- assert(_fbx_alitem == fbx_alitem)
- for item, item_prop in items:
- # No need to keep curvenode FBX data here, contains nothing useful for us.
- anim_items.setdefault(item, {})[acn_uuid] = (cnode, item_prop)
-
- # AnimationCurves (real animation data).
- for ac_uuid, fbx_acitem in fbx_table_nodes.items():
- fbx_acdata, _blen_data = fbx_acitem
- if fbx_acdata.id != b'AnimationCurve' or fbx_acdata.props[2] != b'':
- continue
- for acn_uuid, acn_ctype in fbx_connection_map.get(ac_uuid, ()):
- if acn_ctype.props[0] != b'OP':
- continue
- fbx_acndata, _bl_acndata = fbx_table_nodes.get(acn_uuid, (None, None))
- if (fbx_acndata is None or fbx_acndata.id != b'AnimationCurveNode' or
- fbx_acndata.props[2] != b'' or acn_uuid not in curvenodes):
+ _fbx_asitem, alayers = stacks[as_uuid]
+ alayers[al_uuid] = (fbx_alitem, {})
+
+ # AnimationCurveNodes (also the ones linked to actual animated data!).
+ curvenodes = {}
+ for acn_uuid, fbx_acnitem in fbx_table_nodes.items():
+ fbx_acndata, _blen_data = fbx_acnitem
+ if fbx_acndata.id != b'AnimationCurveNode' or fbx_acndata.props[2] != b'':
continue
- # Note this is an infamous simplification of the compound props stuff,
- # seems to be standard naming but we'll probably have to be smarter to handle more exotic files?
- channel = {b'd|X': 0, b'd|Y': 1, b'd|Z': 2, b'd|DeformPercent': 0}.get(acn_ctype.props[3], None)
- if channel is None:
+ cnode = curvenodes[acn_uuid] = {}
+ items = []
+ for n_uuid, n_ctype in fbx_connection_map.get(acn_uuid, ()):
+ if n_ctype.props[0] != b'OP':
+ continue
+ lnk_prop = n_ctype.props[3]
+ if lnk_prop in {b'Lcl Translation', b'Lcl Rotation', b'Lcl Scaling'}:
+ # n_uuid can (????) be linked to root '0' node, instead of a mere object node... See T41712.
+ ob = fbx_helper_nodes.get(n_uuid, None)
+ if ob is
@@ Diff output truncated at 10240 characters. @@
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