FBX import: add a setting to define a custom animation offset value, in frames.

In theory, Blender's animations start at frame 1, while FBX ones start at t0,
but looks like users need tweaking ability here too! ;)
This commit is contained in:
Bastien Montagne 2015-06-26 19:07:47 +02:00
parent 1b1ad4665b
commit 8c41091be7
3 changed files with 18 additions and 9 deletions

View File

@ -21,7 +21,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
"version": (3, 3, 5),
"version": (3, 3, 6),
"blender": (2, 74, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
@ -108,6 +108,12 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
default=0.0,
)
anim_offset = FloatProperty(
name="Animation Offset",
description="Offset to apply to animation during import, in frames",
default=1.0,
)
use_custom_props = BoolProperty(
name="Import User Properties",
description="Import user properties as custom properties",
@ -179,6 +185,8 @@ class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
# layout.prop(self, "use_alpha_decals")
layout.prop(self, "decal_offset")
layout.prop(self, "anim_offset")
layout.prop(self, "use_custom_props")
sub = layout.row()
sub.enabled = self.use_custom_props

View File

@ -1225,6 +1225,7 @@ FBXImportSettings = namedtuple("FBXImportSettings", (
"bake_space_transform", "global_matrix_inv", "global_matrix_inv_transposed",
"use_cycles", "use_image_search",
"use_alpha_decals", "decal_offset",
"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",

View File

@ -539,7 +539,7 @@ def blen_read_animations_curves_iter(fbx_curves, blen_start_offset, fbx_start_of
yield (curr_blenkframe, curr_values)
def blen_read_animations_action_item(action, item, cnodes, fps):
def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
"""
'Bake' loc/rot/scale into the action,
taking any pre_ and post_ matrix into account to transform from fbx into blender space.
@ -587,8 +587,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps):
for prop, nbr_channels, grpname in props for channel in range(nbr_channels)]
if isinstance(item, ShapeKey):
# We assume for now blen init point is frame 1.0, while FBX ktime init point is 0.
for frame, values in blen_read_animations_curves_iter(fbx_curves, 1.0, 0, fps):
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
value = 0.0
for v, (fbxprop, channel, _fbx_acdata) in values:
assert(fbxprop == b'DeformPercent')
@ -610,8 +609,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps):
# Pre-compute inverted local rest matrix of the bone, if relevant.
restmat_inv = item.get_bind_matrix().inverted_safe() if item.is_bone else None
# We assume for now blen init point is frame 1.0, while FBX ktime init point is 0.
for frame, values in blen_read_animations_curves_iter(fbx_curves, 1.0, 0, fps):
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
for v, (fbxprop, channel, _fbx_acdata) in values:
if fbxprop == b'Lcl Translation':
transform_data.loc[channel] = v
@ -655,7 +653,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps):
fc.update()
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene):
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, anim_offset):
"""
Recreate an action per stack/layer/object combinations.
Only the first found action is linked to objects, more complex setups are not handled,
@ -688,7 +686,7 @@ def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene):
if not id_data.animation_data.action:
id_data.animation_data.action = action
# And actually populate the action!
blen_read_animations_action_item(action, item, cnodes, scene.render.fps)
blen_read_animations_action_item(action, item, cnodes, scene.render.fps, anim_offset)
# ----
@ -2076,6 +2074,7 @@ def load(operator, context, filepath="",
use_image_search=False,
use_alpha_decals=False,
decal_offset=0.0,
anim_offset=1.0,
use_custom_props=True,
use_custom_props_enum_as_string=True,
ignore_leaf_bones=False,
@ -2202,6 +2201,7 @@ def load(operator, context, filepath="",
bake_space_transform, global_matrix_inv, global_matrix_inv_transposed,
use_cycles, use_image_search,
use_alpha_decals, decal_offset,
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,
@ -2688,7 +2688,7 @@ def load(operator, context, filepath="",
curvenodes[acn_uuid][ac_uuid] = (fbx_acitem, channel)
# And now that we have sorted all this, apply animations!
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene)
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, settings.anim_offset)
_(); del _