Fix T40904: FBX exporter does not store parameter, which is used in FBX SDKs FbxProperty::IsValid()

Each time I think I have reach the limits of the crappyness of this "format", it manages to amaze
me again! This time, looks like SDK expects always the same values in the 'templates' (Definitions),
else it declares properties as invalid! One would have to explain me the interest/need to write
those default values in the file, up to this point...

Anyway, went over all defaults I could gather from 'official' FBX files, and replaced the few
ones I had change (because it was better suited to Blender's data). Hopefully it'll be OK now.

Thanks to FslNopper (Norbert Nopper), which helped me troubleshooting this stuff!

There is a good thing here though - it made me find how textures are linked to UVMaps
(by mere names, 'UVSet' property of texture nodes).
This commit is contained in:
Bastien Montagne 2014-07-02 15:39:09 +02:00
parent b9847160f7
commit df966fb0c5
Notes: blender-bot 2023-02-14 10:23:42 +01:00
Referenced by issue blender/blender#40904, FBX exporter does not store parameter, which is used in FBX SDKs FbxProperty::IsValid()
2 changed files with 72 additions and 54 deletions

View File

@ -1505,7 +1505,6 @@ def save_single(operator, scene, filepath="",
raise Exception("invalid mesh_smooth_type: %r" % mesh_smooth_type)
# Write VertexColor Layers
# note, no programs seem to use this info :/
collayers = []
if len(me.vertex_colors):
collayers = me.vertex_colors

View File

@ -123,7 +123,7 @@ def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0)
(b"RotationMaxX", (False, "p_bool", False)),
(b"RotationMaxY", (False, "p_bool", False)),
(b"RotationMaxZ", (False, "p_bool", False)),
(b"InheritType", (1, "p_enum", False)), # RSrs
(b"InheritType", (0, "p_enum", False)), # RrSs
(b"ScalingActive", (False, "p_bool", False)),
(b"ScalingMin", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
(b"ScalingMax", ((1.0, 1.0, 1.0), "p_vector_3d", False)),
@ -155,7 +155,7 @@ def fbx_template_def_model(scene, settings, override_defaults=None, nbr_users=0)
(b"UpVectorProperty", (None, "p_object", False)),
(b"Show", (True, "p_bool", False)),
(b"NegativePercentShapeSupport", (True, "p_bool", False)),
(b"DefaultAttributeIndex", (0, "p_integer", False)),
(b"DefaultAttributeIndex", (-1, "p_integer", False)),
(b"Freeze", (False, "p_bool", False)),
(b"LODBox", (False, "p_bool", False)),
(b"Lcl Translation", ((0.0, 0.0, 0.0), "p_lcl_translation", True)),
@ -208,21 +208,21 @@ def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0
(b"Roll", (0.0, "p_roll", True)),
(b"OpticalCenterX", (0.0, "p_opticalcenterx", True)),
(b"OpticalCenterY", (0.0, "p_opticalcentery", True)),
(b"BackgroundColor", ((0.8, 0.8, 0.8), "p_color", True)),
(b"BackgroundColor", ((0.63, 0.63, 0.63), "p_color", True)),
(b"TurnTable", (0.0, "p_number", True)),
(b"DisplayTurnTableIcon", (False, "p_bool", False)),
(b"UseMotionBlur", (False, "p_bool", False)),
(b"UseRealTimeMotionBlur", (True, "p_bool", False)),
(b"Motion Blur Intensity", (1.0, "p_number", True)),
(b"AspectRatioMode", (2, "p_enum", False)), # Fixed ratio, height and width in pixels.
(b"AspectWidth", (float(r.resolution_x), "p_double", False)),
(b"AspectHeight", (float(r.resolution_y), "p_double", False)),
(b"PixelAspectRatio", (float(r.pixel_aspect_x / r.pixel_aspect_y), "p_double", False)),
(b"AspectRatioMode", (0, "p_enum", False)), # WindowSize.
(b"AspectWidth", (320, "p_double", False)),
(b"AspectHeight", (200, "p_double", False)),
(b"PixelAspectRatio", (1.0, "p_double", False)),
(b"FilmOffsetX", (0.0, "p_number", True)),
(b"FilmOffsetY", (0.0, "p_number", True)),
(b"FilmWidth", (1.2598425196850394, "p_double", False)),
(b"FilmHeight", (0.7086614173228346, "p_double", False)),
(b"FilmAspectRatio", (1.777777777777778, "p_double", False)),
(b"FilmWidth", (0.816, "p_double", False)),
(b"FilmHeight", (0.612, "p_double", False)),
(b"FilmAspectRatio", (1.3333333333333333, "p_double", False)),
(b"FilmSqueezeRatio", (1.0, "p_double", False)),
(b"FilmFormatIndex", (0, "p_enum", False)), # Assuming this is ApertureFormat, 0 = custom.
(b"PreScale", (1.0, "p_number", True)),
@ -232,12 +232,12 @@ def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0
(b"FilmRollPivotY", (0.0, "p_number", True)),
(b"FilmRollValue", (0.0, "p_number", True)),
(b"FilmRollOrder", (0, "p_enum", False)), # 0 = rotate first (default).
(b"ApertureMode", (3, "p_enum", False)), # 3 = focal length.
(b"ApertureMode", (2, "p_enum", False)), # 2 = Vertical.
(b"GateFit", (0, "p_enum", False)), # 0 = no resolution gate fit.
(b"FieldOfView", (49.13434207760448, "p_fov", True)),
(b"FieldOfViewX", (49.13434207760448, "p_fov_x", True)),
(b"FieldOfViewY", (28.841546110078532, "p_fov_y", True)),
(b"FocalLength", (35.0, "p_number", True)),
(b"FieldOfView", (25.114999771118164, "p_fov", True)),
(b"FieldOfViewX", (40.0, "p_fov_x", True)),
(b"FieldOfViewY", (40.0, "p_fov_y", True)),
(b"FocalLength", (34.89327621672628, "p_number", True)),
(b"CameraFormat", (0, "p_enum", False)), # Custom camera format.
(b"UseFrameColor", (False, "p_bool", False)),
(b"FrameColor", ((0.3, 0.3, 0.3), "p_color_rgb", False)),
@ -246,26 +246,28 @@ def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0
(b"ShowGrid", (True, "p_bool", False)),
(b"ShowOpticalCenter", (False, "p_bool", False)),
(b"ShowAzimut", (True, "p_bool", False)),
(b"ShowTimeCode", (True, "p_bool", False)),
(b"ShowTimeCode", (False, "p_bool", False)),
(b"ShowAudio", (False, "p_bool", False)),
(b"AudioColor", ((0.0, 1.0, 0.0), "p_vector_3d", False)), # Yep, vector3d, not corlorgb… :cry:
(b"NearPlane", (1.0, "p_double", False)),
(b"FarPlane", (100.0, "p_double", False)),
(b"NearPlane", (10.0, "p_double", False)),
(b"FarPlane", (4000.0, "p_double", False)),
(b"AutoComputeClipPanes", (False, "p_bool", False)),
(b"ViewCameraToLookAt", (True, "p_bool", False)),
(b"ViewFrustumNearFarPlane", (False, "p_bool", False)),
(b"ViewFrustumBackPlaneMode", (2, "p_enum", False)), # 2 = show back plane if texture added.
(b"BackPlaneDistance", (100.0, "p_number", True)),
(b"BackPlaneDistance", (4000.0, "p_number", True)),
(b"BackPlaneDistanceMode", (1, "p_enum", False)), # 1 = relative to camera.
(b"ViewFrustumFrontPlaneMode", (2, "p_enum", False)), # 2 = show front plane if texture added.
(b"FrontPlaneDistance", (1.0, "p_number", True)),
(b"FrontPlaneDistance", (10.0, "p_number", True)),
(b"FrontPlaneDistanceMode", (1, "p_enum", False)), # 1 = relative to camera.
(b"LockMode", (False, "p_bool", False)),
(b"LockInterestNavigation", (False, "p_bool", False)),
(b"BackPlateFitImage", (False, "p_bool", False)),
(b"BackPlateCrop", (False, "p_bool", False)),
(b"BackPlateCenter", (True, "p_bool", False)),
(b"BackPlateKeepRatio", (True, "p_bool", False)),
# BackPlate... properties **arggggg!**
(b"FitImage", (False, "p_bool", False)),
(b"Crop", (False, "p_bool", False)),
(b"Center", (True, "p_bool", False)),
(b"KeepRatio", (True, "p_bool", False)),
# End of BackPlate...
(b"BackgroundAlphaTreshold", (0.5, "p_double", False)),
(b"ShowBackplate", (True, "p_bool", False)),
(b"BackPlaneOffsetX", (0.0, "p_number", True)),
@ -286,10 +288,10 @@ def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0
(b"FrontPlaneScaleX", (1.0, "p_number", True)),
(b"FrontPlaneScaleY", (1.0, "p_number", True)),
(b"Foreground Texture", (None, "p_object", False)),
(b"DisplaySafeArea", (True, "p_bool", False)),
(b"DisplaySafeArea", (False, "p_bool", False)),
(b"DisplaySafeAreaOnRender", (False, "p_bool", False)),
(b"SafeAreaDisplayStyle", (1, "p_enum", False)), # 1 = rounded corners.
(b"SafeAreaAspectRatio", (1.777777777777778, "p_double", False)),
(b"SafeAreaAspectRatio", (1.3333333333333333, "p_double", False)),
(b"Use2DMagnifierZoom", (False, "p_bool", False)),
(b"2D Magnifier Zoom", (100.0, "p_number", True)),
(b"2D Magnifier X", (50.0, "p_number", True)),
@ -298,9 +300,9 @@ def fbx_template_def_camera(scene, settings, override_defaults=None, nbr_users=0
(b"OrthoZoom", (1.0, "p_double", False)),
(b"UseRealTimeDOFAndAA", (False, "p_bool", False)),
(b"UseDepthOfField", (False, "p_bool", False)),
(b"FocusSource", (1, "p_enum", False)), # 0 = camera interest, 1 = distance from camera interest.
(b"FocusSource", (0, "p_enum", False)), # 0 = camera interest, 1 = distance from camera interest.
(b"FocusAngle", (3.5, "p_double", False)), # ???
(b"FocusDistance", (10.0, "p_double", False)),
(b"FocusDistance", (200.0, "p_double", False)),
(b"UseAntialiasing", (False, "p_bool", False)),
(b"AntialiasingIntensity", (0.77777, "p_double", False)),
(b"AntialiasingMethod", (0, "p_enum", False)), # 0 = oversampling, 1 = hardware.
@ -340,32 +342,32 @@ def fbx_template_def_material(scene, settings, override_defaults=None, nbr_users
(b"ShadingModel", ("Phong", "p_string", False)),
(b"MultiLayer", (False, "p_bool", False)),
# Lambert-specific.
(b"EmissiveColor", ((0.8, 0.8, 0.8), "p_color", True)), # Same as diffuse.
(b"EmissiveFactor", (0.0, "p_number", True)),
(b"AmbientColor", ((0.0, 0.0, 0.0), "p_color", True)),
(b"EmissiveColor", ((0.0, 0.0, 0.0), "p_color", True)),
(b"EmissiveFactor", (1.0, "p_number", True)),
(b"AmbientColor", ((0.2, 0.2, 0.2), "p_color", True)),
(b"AmbientFactor", (1.0, "p_number", True)),
(b"DiffuseColor", ((0.8, 0.8, 0.8), "p_color", True)),
(b"DiffuseFactor", (0.8, "p_number", True)),
(b"TransparentColor", ((0.8, 0.8, 0.8), "p_color", True)), # Same as diffuse.
(b"DiffuseFactor", (1.0, "p_number", True)),
(b"TransparentColor", ((0.0, 0.0, 0.0), "p_color", True)),
(b"TransparencyFactor", (0.0, "p_number", True)),
(b"Opacity", (1.0, "p_number", True)),
(b"NormalMap", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
(b"Bump", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
(b"BumpFactor", (1.0, "p_double", False)),
(b"DisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)),
(b"DisplacementFactor", (0.0, "p_double", False)),
(b"DisplacementFactor", (1.0, "p_double", False)),
(b"VectorDisplacementColor", ((0.0, 0.0, 0.0), "p_color_rgb", False)),
(b"VectorDisplacementFactor", (0.0, "p_double", False)),
(b"VectorDisplacementFactor", (1.0, "p_double", False)),
# Phong-specific.
(b"SpecularColor", ((1.0, 1.0, 1.0), "p_color", True)),
(b"SpecularFactor", (0.5 / 2.0, "p_number", True)),
(b"SpecularColor", ((0.2, 0.2, 0.2), "p_color", True)),
(b"SpecularFactor", (1.0, "p_number", True)),
# Not sure about the name, importer uses this (but ShininessExponent for tex prop name!)
# And in fbx exported by sdk, you have one in template, the other in actual material!!! :/
# For now, using both.
(b"Shininess", ((50.0 - 1.0) / 5.10, "p_number", True)),
(b"ShininessExponent", ((50.0 - 1.0) / 5.10, "p_number", True)),
(b"ReflectionColor", ((1.0, 1.0, 1.0), "p_color", True)),
(b"ReflectionFactor", (0.0, "p_number", True)),
(b"Shininess", (20.0, "p_number", True)),
(b"ShininessExponent", (20.0, "p_number", True)),
(b"ReflectionColor", ((0.0, 0.0, 0.0), "p_color", True)),
(b"ReflectionFactor", (1.0, "p_number", True)),
))
if override_defaults is not None:
props.update(override_defaults)
@ -379,9 +381,10 @@ def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_u
(b"TextureTypeUse", (0, "p_enum", False)), # Standard.
(b"AlphaSource", (2, "p_enum", False)), # Black (i.e. texture's alpha), XXX name guessed!.
(b"Texture alpha", (1.0, "p_double", False)),
(b"PremultiplyAlpha", (False, "p_bool", False)),
(b"CurrentTextureBlendMode", (0, "p_enum", False)), # Translucent, assuming this means "Alpha over"!
(b"CurrentMappingType", (1, "p_enum", False)), # Planar.
(b"PremultiplyAlpha", (True, "p_bool", False)),
(b"CurrentTextureBlendMode", (1, "p_enum", False)), # Additive...
(b"CurrentMappingType", (0, "p_enum", False)), # UV.
(b"UVSet", (b"default", "p_string", False)),
(b"WrapModeU", (0, "p_enum", False)), # Repeat.
(b"WrapModeV", (0, "p_enum", False)), # Repeat.
(b"UVSwap", (False, "p_bool", False)),
@ -390,8 +393,8 @@ def fbx_template_def_texture_file(scene, settings, override_defaults=None, nbr_u
(b"Scaling", ((1.0, 1.0, 1.0), "p_vector_3d", False)),
(b"TextureRotationPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
(b"TextureScalingPivot", ((0.0, 0.0, 0.0), "p_vector_3d", False)),
# Not sure about those two... At least, UseMaterial should always be ON imho.
(b"UseMaterial", (True, "p_bool", False)),
# Not sure about those two...
(b"UseMaterial", (False, "p_bool", False)),
(b"UseMipMap", (False, "p_bool", False)),
))
if override_defaults is not None:
@ -411,14 +414,14 @@ def fbx_template_def_video(scene, settings, override_defaults=None, nbr_users=0)
(b"StartFrame", (0, "p_integer", False)),
(b"StopFrame", (0, "p_integer", False)),
(b"Offset", (0, "p_timestamp", False)),
(b"PlaySpeed", (1.0, "p_double", False)),
(b"PlaySpeed", (0.0, "p_double", False)),
(b"FreeRunning", (False, "p_bool", False)),
(b"Loop", (False, "p_bool", False)),
(b"InterlaceMode", (0, "p_enum", False)), # None, i.e. progressive.
# Image sequences.
(b"ImageSequence", (False, "p_bool", False)),
(b"ImageSequenceOffset", (0, "p_integer", False)),
(b"FrameRate", (scene.render.fps / scene.render.fps_base, "p_double", False)),
(b"FrameRate", (0.0, "p_double", False)),
(b"LastFrame", (0, "p_integer", False)),
))
if override_defaults is not None:
@ -618,6 +621,11 @@ def fbx_data_camera_elements(root, cam_obj, scene_data):
elem_props_template_set(tmpl, props, "p_color", b"BackgroundColor", (0.0, 0.0, 0.0))
elem_props_template_set(tmpl, props, "p_bool", b"DisplayTurnTableIcon", True)
elem_props_template_set(tmpl, props, "p_double", b"AspectRatioMode", 1) # FixedRatio
elem_props_template_set(tmpl, props, "p_double", b"AspectWidth", float(r.resolution_x))
elem_props_template_set(tmpl, props, "p_double", b"AspectHeight", float(r.resolution_y))
elem_props_template_set(tmpl, props, "p_double", b"PixelAspectRatio", float(r.pixel_aspect_x / r.pixel_aspect_y))
elem_props_template_set(tmpl, props, "p_double", b"FilmWidth", filmwidth)
elem_props_template_set(tmpl, props, "p_double", b"FilmHeight", filmheight)
elem_props_template_set(tmpl, props, "p_double", b"FilmAspectRatio", filmaspect)
@ -898,8 +906,7 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
me.free_normals_split()
del _nortuples_gen
# Write VertexColor Layers
# note, no programs seem to use this info :/
# Write VertexColor Layers.
vcolnumber = len(me.vertex_colors)
if vcolnumber:
def _coltuples_gen(raw_cols):
@ -1137,7 +1144,8 @@ def fbx_data_texture_file_elements(root, tex, scene_data):
else:
alpha_source = 2 # Black, i.e. alpha channel.
# BlendMode not useful for now, only affects layered textures afaics.
mapping = 0 # None.
mapping = 0 # UV.
uvset = None
if tex.texture_coords in {'ORCO'}: # XXX Others?
if tex.mapping in {'FLAT'}:
mapping = 1 # Planar
@ -1148,8 +1156,9 @@ def fbx_data_texture_file_elements(root, tex, scene_data):
elif tex.mapping in {'SPHERE'}:
mapping = 2 # Spherical
elif tex.texture_coords in {'UV'}:
# XXX *HOW* do we link to correct UVLayer???
mapping = 6 # UV
mapping = 0 # UV
# Yuck, UVs are linked by mere names it seems... :/
uvset = tex.uv_layer
wrap_mode = 1 # Clamp
if tex.texture.extension in {'REPEAT'}:
wrap_mode = 0 # Repeat
@ -1160,10 +1169,14 @@ def fbx_data_texture_file_elements(root, tex, scene_data):
elem_props_template_set(tmpl, props, "p_bool", b"PremultiplyAlpha",
img.alpha_mode in {'STRAIGHT'}) # Or is it PREMUL?
elem_props_template_set(tmpl, props, "p_enum", b"CurrentMappingType", mapping)
if uvset is not None:
elem_props_template_set(tmpl, props, "p_string", b"UVSet", uvset)
elem_props_template_set(tmpl, props, "p_enum", b"WrapModeU", wrap_mode)
elem_props_template_set(tmpl, props, "p_enum", b"WrapModeV", wrap_mode)
elem_props_template_set(tmpl, props, "p_vector_3d", b"Translation", tex.offset)
elem_props_template_set(tmpl, props, "p_vector_3d", b"Scaling", tex.scale)
# UseMaterial should always be ON imho.
elem_props_template_set(tmpl, props, "p_bool", b"UseMaterial", True)
elem_props_template_set(tmpl, props, "p_bool", b"UseMipMap", tex.texture.use_mipmap)
elem_props_template_finalize(tmpl, props)
@ -1355,6 +1368,12 @@ def fbx_data_object_elements(root, ob_obj, scene_data):
elem_props_template_set(tmpl, props, "p_lcl_scaling", b"Lcl Scaling", scale)
elem_props_template_set(tmpl, props, "p_visibility", b"Visibility", float(not ob_obj.hide))
# Absolutely no idea what this is, but seems mandatory for validity of the file, and defaults to
# invalid -1 value...
elem_props_template_set(tmpl, props, "p_integer", b"DefaultAttributeIndex", 0)
elem_props_template_set(tmpl, props, "p_enum", b"InheritType", 1) # RSrs
# Custom properties.
if scene_data.settings.use_custom_properties:
fbx_data_element_custom_properties(props, ob_obj.bdata)