io_export_after_effects: move to contrib: T63750
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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bl_info = {
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"name": "Export: Adobe After Effects (.jsx)",
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"description": "Export cameras, selected objects & camera solution "
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"3D Markers to Adobe After Effects CS3 and above",
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"author": "Bartek Skorupa",
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"version": (0, 65),
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"blender": (2, 79, 0),
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"location": "File > Export > Adobe After Effects (.jsx)",
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"warning": "",
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"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
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"Scripts/Import-Export/Adobe_After_Effects",
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"category": "Import-Export",
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}
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import bpy
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import datetime
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from math import degrees, floor
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from mathutils import Matrix
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# create list of static blender's data
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def get_comp_data(context):
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scene = context.scene
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aspect_x = scene.render.pixel_aspect_x
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aspect_y = scene.render.pixel_aspect_y
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aspect = aspect_x / aspect_y
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start = scene.frame_start
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end = scene.frame_end
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active_cam_frames = get_active_cam_for_each_frame(scene, start, end)
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fps = floor(scene.render.fps / (scene.render.fps_base) * 1000.0) / 1000.0
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return {
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'scn': scene,
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'width': scene.render.resolution_x,
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'height': scene.render.resolution_y,
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'aspect': aspect,
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'fps': fps,
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'start': start,
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'end': end,
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'duration': (end - start + 1.0) / fps,
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'active_cam_frames': active_cam_frames,
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'curframe': scene.frame_current,
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}
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# create list of active camera for each frame in case active camera is set by markers
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def get_active_cam_for_each_frame(scene, start, end):
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active_cam_frames = []
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sorted_markers = []
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markers = scene.timeline_markers
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if markers:
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for marker in markers:
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if marker.camera:
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sorted_markers.append([marker.frame, marker])
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sorted_markers = sorted(sorted_markers)
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if sorted_markers:
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for frame in range(start, end + 1):
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for m, marker in enumerate(sorted_markers):
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if marker[0] > frame:
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if m != 0:
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active_cam_frames.append(sorted_markers[m - 1][1].camera)
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else:
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active_cam_frames.append(marker[1].camera)
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break
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elif m == len(sorted_markers) - 1:
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active_cam_frames.append(marker[1].camera)
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if not active_cam_frames:
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if scene.camera:
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# in this case active_cam_frames array will have legth of 1. This will indicate that there is only one active cam in all frames
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active_cam_frames.append(scene.camera)
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return(active_cam_frames)
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# create manageable list of selected objects
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def get_selected(context):
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cameras = [] # list of selected cameras
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solids = [] # list of all selected meshes that can be exported as AE's solids
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lights = [] # list of all selected lamps that can be exported as AE's lights
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nulls = [] # list of all selected objects except cameras (will be used to create nulls in AE)
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obs = context.selected_objects
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for ob in obs:
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if ob.type == 'CAMERA':
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cameras.append([ob, convert_name(ob.name)])
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elif is_plane(ob):
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# not ready yet. is_plane(object) returns False in all cases. This is temporary
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solids.append([ob, convert_name(ob.name)])
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elif ob.type == 'LIGHT':
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lights.append([ob, ob.data.type + convert_name(ob.name)]) # Type of lamp added to name
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else:
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nulls.append([ob, convert_name(ob.name)])
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selection = {
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'cameras': cameras,
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'solids': solids,
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'lights': lights,
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'nulls': nulls,
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}
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return selection
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# check if object is plane and can be exported as AE's solid
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def is_plane(object):
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# work in progress. Not ready yet
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return False
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# convert names of objects to avoid errors in AE.
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def convert_name(name):
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name = "_" + name
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'''
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# Digits are not allowed at beginning of AE vars names.
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# This section is commented, as "_" is added at beginning of names anyway.
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# Placeholder for this name modification is left so that it's not ignored if needed
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if name[0].isdigit():
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name = "_" + name
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'''
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name = bpy.path.clean_name(name)
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name = name.replace("-", "_")
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return name
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# get object's blender's location rotation and scale and return AE's Position, Rotation/Orientation and scale
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# this function will be called for every object for every frame
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def convert_transform_matrix(matrix, width, height, aspect, x_rot_correction=False, ae_size=100.0):
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# get blender transform data for ob
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b_loc = matrix.to_translation()
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b_rot = matrix.to_euler('ZYX') # ZYX euler matches AE's orientation and allows to use x_rot_correction
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b_scale = matrix.to_scale()
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# convert to AE Position Rotation and Scale
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# Axes in AE are different. AE's X is blender's X, AE's Y is negative Blender's Z, AE's Z is Blender's Y
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x = (b_loc.x * ae_size) / aspect + width / 2.0 # calculate AE's X position
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y = (-b_loc.z * ae_size) + (height / 2.0) # calculate AE's Y position
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z = b_loc.y * ae_size # calculate AE's Z position
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# Convert rotations to match AE's orientation.
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rx = degrees(b_rot.x) # if not x_rot_correction - AE's X orientation = blender's X rotation if 'ZYX' euler.
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ry = -degrees(b_rot.y) # AE's Y orientation is negative blender's Y rotation if 'ZYX' euler
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rz = -degrees(b_rot.z) # AE's Z orientation is negative blender's Z rotation if 'ZYX' euler
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if x_rot_correction:
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rx -= 90.0 # In blender - ob of zero rotation lay on floor. In AE layer of zero orientation "stands"
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# Convert scale to AE scale
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sx = b_scale.x * 100.0 # scale of 1.0 is 100% in AE
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sy = b_scale.z * 100.0 # scale of 1.0 is 100% in AE
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sz = b_scale.y * 100.0 # scale of 1.0 is 100% in AE
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return x, y, z, rx, ry, rz, sx, sy, sz
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# get camera's lens and convert to AE's "zoom" value in pixels
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# this function will be called for every camera for every frame
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#
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#
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# AE's lens is defined by "zoom" in pixels. Zoom determines focal angle or focal length.
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#
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# ZOOM VALUE CALCULATIONS:
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#
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# Given values:
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# - sensor width (camera.data.sensor_width)
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# - sensor height (camera.data.sensor_height)
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# - sensor fit (camera.data.sensor_fit)
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# - lens (blender's lens in mm)
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# - width (width of the composition/scene in pixels)
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# - height (height of the composition/scene in pixels)
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# - PAR (pixel aspect ratio)
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#
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# Calculations are made using sensor's size and scene/comp dimension (width or height).
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# If camera.sensor_fit is set to 'AUTO' or 'HORIZONTAL' - sensor = camera.data.sensor_width, dimension = width.
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# If camera.sensor_fit is set to 'VERTICAL' - sensor = camera.data.sensor_height, dimension = height
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#
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# zoom can be calculated using simple proportions.
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#
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# |
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# / |
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# / |
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# / | d
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# s |\ / | i
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# e | \ / | m
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# n | \ / | e
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# s | / \ | n
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# o | / \ | s
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# r |/ \ | i
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# \ | o
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# | | \ | n
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# | | \ |
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# | | |
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# lens | zoom
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#
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# zoom / dimension = lens / sensor =>
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# zoom = lens * dimension / sensor
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#
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# above is true if square pixels are used. If not - aspect compensation is needed, so final formula is:
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# zoom = lens * dimension / sensor * aspect
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def convert_lens(camera, width, height, aspect):
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if camera.data.sensor_fit == 'VERTICAL':
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sensor = camera.data.sensor_height
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dimension = height
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else:
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sensor = camera.data.sensor_width
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dimension = width
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zoom = camera.data.lens * dimension / sensor * aspect
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return zoom
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# convert object bundle's matrix. Not ready yet. Temporarily not active
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#def get_ob_bundle_matrix_world(cam_matrix_world, bundle_matrix):
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# matrix = cam_matrix_basis
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# return matrix
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# jsx script for AE creation
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def write_jsx_file(file, data, selection, include_animation, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, ae_size):
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print("\n---------------------------\n- Export to After Effects -\n---------------------------")
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# store the current frame to restore it at the end of export
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curframe = data['curframe']
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# create array which will contain all keyframes values
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js_data = {
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'times': '',
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'cameras': {},
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'solids': {}, # not ready yet
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'lights': {},
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'nulls': {},
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'bundles_cam': {},
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'bundles_ob': {}, # not ready yet
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}
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# create structure for active camera/cameras
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active_cam_name = ''
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if include_active_cam and data['active_cam_frames'] != []:
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# check if more that one active cam exist (true if active cams set by markers)
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if len(data['active_cam_frames']) is 1:
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name_ae = convert_name(data['active_cam_frames'][0].name) # take name of the only active camera in scene
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else:
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name_ae = 'Active_Camera'
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active_cam_name = name_ae # store name to be used when creating keyframes for active cam.
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js_data['cameras'][name_ae] = {
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'position': '',
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'position_static': '',
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'position_anim': False,
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'orientation': '',
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'orientation_static': '',
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'orientation_anim': False,
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'zoom': '',
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'zoom_static': '',
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'zoom_anim': False,
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}
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# create camera structure for selected cameras
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if include_selected_cams:
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for i, cam in enumerate(selection['cameras']): # more than one camera can be selected
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if cam[1] != active_cam_name:
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name_ae = selection['cameras'][i][1]
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js_data['cameras'][name_ae] = {
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'position': '',
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'position_static': '',
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'position_anim': False,
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'orientation': '',
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'orientation_static': '',
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'orientation_anim': False,
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'zoom': '',
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'zoom_static': '',
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'zoom_anim': False,
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}
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'''
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# create structure for solids. Not ready yet. Temporarily not active
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for i, obj in enumerate(selection['solids']):
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name_ae = selection['solids'][i][1]
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js_data['solids'][name_ae] = {
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'position': '',
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'orientation': '',
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'rotationX': '',
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'scale': '',
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}
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'''
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# create structure for lights
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for i, obj in enumerate(selection['lights']):
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if include_selected_objects:
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name_ae = selection['lights'][i][1]
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js_data['lights'][name_ae] = {
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'type': selection['lights'][i][0].data.type,
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'energy': '',
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'energy_static': '',
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'energy_anim': False,
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'cone_angle': '',
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'cone_angle_static': '',
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'cone_angle_anim': False,
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'cone_feather': '',
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'cone_feather_static': '',
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'cone_feather_anim': False,
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'color': '',
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'color_static': '',
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'color_anim': False,
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'position': '',
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'position_static': '',
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'position_anim': False,
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'orientation': '',
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'orientation_static': '',
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'orientation_anim': False,
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}
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# create structure for nulls
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for i, obj in enumerate(selection['nulls']): # nulls representing blender's obs except cameras, lamps and solids
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if include_selected_objects:
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name_ae = selection['nulls'][i][1]
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js_data['nulls'][name_ae] = {
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'position': '',
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'position_static': '',
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'position_anim': False,
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'orientation': '',
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'orientation_static': '',
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'orientation_anim': False,
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'scale': '',
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'scale_static': '',
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'scale_anim': False,
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}
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# create structure for cam bundles including positions (cam bundles don't move)
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if include_cam_bundles:
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# go through each selected camera and active cameras
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selected_cams = []
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active_cams = []
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if include_active_cam:
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active_cams = data['active_cam_frames']
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if include_selected_cams:
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for cam in selection['cameras']:
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selected_cams.append(cam[0])
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# list of cameras that will be checked for 'CAMERA SOLVER'
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cams = list(set.union(set(selected_cams), set(active_cams)))
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for cam in cams:
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# go through each constraints of this camera
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for constraint in cam.constraints:
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# does the camera have a Camera Solver constraint
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if constraint.type == 'CAMERA_SOLVER':
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# Which movie clip does it use
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if constraint.use_active_clip:
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clip = data['scn'].active_clip
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else:
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clip = constraint.clip
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# go through each tracking point
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for track in clip.tracking.tracks:
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# Does this tracking point have a bundle (has its 3D position been solved)
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if track.has_bundle:
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# get the name of the tracker
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name_ae = convert_name(str(cam.name) + '__' + str(track.name))
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js_data['bundles_cam'][name_ae] = {
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'position': '',
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}
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# bundles are in camera space. Transpose to world space
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matrix = Matrix.Translation(cam.matrix_basis.copy() * track.bundle)
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# convert the position into AE space
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ae_transform = convert_transform_matrix(matrix, data['width'], data['height'], data['aspect'], False, ae_size)
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js_data['bundles_cam'][name_ae]['position'] += '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
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# get all keyframes for each object and store in dico
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if include_animation:
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end = data['end'] + 1
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else:
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end = data['start'] + 1
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for frame in range(data['start'], end):
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print("working on frame: " + str(frame))
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data['scn'].frame_set(frame)
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# get time for this loop
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js_data['times'] += '%f ,' % ((frame - data['start']) / data['fps'])
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# keyframes for active camera/cameras
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if include_active_cam and data['active_cam_frames'] != []:
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if len(data['active_cam_frames']) == 1:
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cur_cam_index = 0
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else:
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cur_cam_index = frame - data['start']
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active_cam = data['active_cam_frames'][cur_cam_index]
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# get cam name
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name_ae = active_cam_name
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# convert cam transform properties to AE space
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ae_transform = convert_transform_matrix(active_cam.matrix_world.copy(), data['width'], data['height'], data['aspect'], True, ae_size)
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# convert Blender's lens to AE's zoom in pixels
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zoom = convert_lens(active_cam, data['width'], data['height'], data['aspect'])
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# store all values in dico
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position = '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
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orientation = '[%f,%f,%f],' % (ae_transform[3], ae_transform[4], ae_transform[5])
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zoom = '%f,' % (zoom)
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js_data['cameras'][name_ae]['position'] += position
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js_data['cameras'][name_ae]['orientation'] += orientation
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js_data['cameras'][name_ae]['zoom'] += zoom
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# Check if properties change values compared to previous frame
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# If property don't change through out the whole animation - keyframes won't be added
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if frame != data['start']:
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if position != js_data['cameras'][name_ae]['position_static']:
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js_data['cameras'][name_ae]['position_anim'] = True
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if orientation != js_data['cameras'][name_ae]['orientation_static']:
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js_data['cameras'][name_ae]['orientation_anim'] = True
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if zoom != js_data['cameras'][name_ae]['zoom_static']:
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js_data['cameras'][name_ae]['zoom_anim'] = True
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js_data['cameras'][name_ae]['position_static'] = position
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js_data['cameras'][name_ae]['orientation_static'] = orientation
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js_data['cameras'][name_ae]['zoom_static'] = zoom
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# keyframes for selected cameras
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if include_selected_cams:
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for i, cam in enumerate(selection['cameras']):
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if cam[1] != active_cam_name:
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# get cam name
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name_ae = selection['cameras'][i][1]
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# convert cam transform properties to AE space
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ae_transform = convert_transform_matrix(cam[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], True, ae_size)
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# convert Blender's lens to AE's zoom in pixels
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zoom = convert_lens(cam[0], data['width'], data['height'], data['aspect'])
|
||||
# store all values in dico
|
||||
position = '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
|
||||
orientation = '[%f,%f,%f],' % (ae_transform[3], ae_transform[4], ae_transform[5])
|
||||
zoom = '%f,' % (zoom)
|
||||
js_data['cameras'][name_ae]['position'] += position
|
||||
js_data['cameras'][name_ae]['orientation'] += orientation
|
||||
js_data['cameras'][name_ae]['zoom'] += zoom
|
||||
# Check if properties change values compared to previous frame
|
||||
# If property don't change through out the whole animation - keyframes won't be added
|
||||
if frame != data['start']:
|
||||
if position != js_data['cameras'][name_ae]['position_static']:
|
||||
js_data['cameras'][name_ae]['position_anim'] = True
|
||||
if orientation != js_data['cameras'][name_ae]['orientation_static']:
|
||||
js_data['cameras'][name_ae]['orientation_anim'] = True
|
||||
if zoom != js_data['cameras'][name_ae]['zoom_static']:
|
||||
js_data['cameras'][name_ae]['zoom_anim'] = True
|
||||
js_data['cameras'][name_ae]['position_static'] = position
|
||||
js_data['cameras'][name_ae]['orientation_static'] = orientation
|
||||
js_data['cameras'][name_ae]['zoom_static'] = zoom
|
||||
|
||||
'''
|
||||
# keyframes for all solids. Not ready yet. Temporarily not active
|
||||
for i, ob in enumerate(selection['solids']):
|
||||
#get object name
|
||||
name_ae = selection['solids'][i][1]
|
||||
#convert ob position to AE space
|
||||
'''
|
||||
|
||||
# keyframes for all lights.
|
||||
if include_selected_objects:
|
||||
for i, ob in enumerate(selection['lights']):
|
||||
#get object name
|
||||
name_ae = selection['lights'][i][1]
|
||||
type = selection['lights'][i][0].data.type
|
||||
# convert ob transform properties to AE space
|
||||
ae_transform = convert_transform_matrix(ob[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], True, ae_size)
|
||||
color = ob[0].data.color
|
||||
# store all values in dico
|
||||
position = '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
|
||||
orientation = '[%f,%f,%f],' % (ae_transform[3], ae_transform[4], ae_transform[5])
|
||||
energy = '[%f],' % (ob[0].data.energy * 100.0)
|
||||
color = '[%f,%f,%f],' % (color[0], color[1], color[2])
|
||||
js_data['lights'][name_ae]['position'] += position
|
||||
js_data['lights'][name_ae]['orientation'] += orientation
|
||||
js_data['lights'][name_ae]['energy'] += energy
|
||||
js_data['lights'][name_ae]['color'] += color
|
||||
# Check if properties change values compared to previous frame
|
||||
# If property don't change through out the whole animation - keyframes won't be added
|
||||
if frame != data['start']:
|
||||
if position != js_data['lights'][name_ae]['position_static']:
|
||||
js_data['lights'][name_ae]['position_anim'] = True
|
||||
if orientation != js_data['lights'][name_ae]['orientation_static']:
|
||||
js_data['lights'][name_ae]['orientation_anim'] = True
|
||||
if energy != js_data['lights'][name_ae]['energy_static']:
|
||||
js_data['lights'][name_ae]['energy_anim'] = True
|
||||
if color != js_data['lights'][name_ae]['color_static']:
|
||||
js_data['lights'][name_ae]['color_anim'] = True
|
||||
js_data['lights'][name_ae]['position_static'] = position
|
||||
js_data['lights'][name_ae]['orientation_static'] = orientation
|
||||
js_data['lights'][name_ae]['energy_static'] = energy
|
||||
js_data['lights'][name_ae]['color_static'] = color
|
||||
if type == 'SPOT':
|
||||
cone_angle = '[%f],' % (degrees(ob[0].data.spot_size))
|
||||
cone_feather = '[%f],' % (ob[0].data.spot_blend * 100.0)
|
||||
js_data['lights'][name_ae]['cone_angle'] += cone_angle
|
||||
js_data['lights'][name_ae]['cone_feather'] += cone_feather
|
||||
# Check if properties change values compared to previous frame
|
||||
# If property don't change through out the whole animation - keyframes won't be added
|
||||
if frame != data['start']:
|
||||
if cone_angle != js_data['lights'][name_ae]['cone_angle_static']:
|
||||
js_data['lights'][name_ae]['cone_angle_anim'] = True
|
||||
if orientation != js_data['lights'][name_ae]['cone_feather_static']:
|
||||
js_data['lights'][name_ae]['cone_feather_anim'] = True
|
||||
js_data['lights'][name_ae]['cone_angle_static'] = cone_angle
|
||||
js_data['lights'][name_ae]['cone_feather_static'] = cone_feather
|
||||
|
||||
# keyframes for all nulls
|
||||
if include_selected_objects:
|
||||
for i, ob in enumerate(selection['nulls']):
|
||||
# get object name
|
||||
name_ae = selection['nulls'][i][1]
|
||||
# convert ob transform properties to AE space
|
||||
ae_transform = convert_transform_matrix(ob[0].matrix_world.copy(), data['width'], data['height'], data['aspect'], True, ae_size)
|
||||
# store all values in dico
|
||||
position = '[%f,%f,%f],' % (ae_transform[0], ae_transform[1], ae_transform[2])
|
||||
orientation = '[%f,%f,%f],' % (ae_transform[3], ae_transform[4], ae_transform[5])
|
||||
scale = '[%f,%f,%f],' % (ae_transform[6], ae_transform[7], ae_transform[8])
|
||||
js_data['nulls'][name_ae]['position'] += position
|
||||
js_data['nulls'][name_ae]['orientation'] += orientation
|
||||
js_data['nulls'][name_ae]['scale'] += scale
|
||||
# Check if properties change values compared to previous frame
|
||||
# If property don't change through out the whole animation - keyframes won't be added
|
||||
if frame != data['start']:
|
||||
if position != js_data['nulls'][name_ae]['position_static']:
|
||||
js_data['nulls'][name_ae]['position_anim'] = True
|
||||
if orientation != js_data['nulls'][name_ae]['orientation_static']:
|
||||
js_data['nulls'][name_ae]['orientation_anim'] = True
|
||||
if scale != js_data['nulls'][name_ae]['scale_static']:
|
||||
js_data['nulls'][name_ae]['scale_anim'] = True
|
||||
js_data['nulls'][name_ae]['position_static'] = position
|
||||
js_data['nulls'][name_ae]['orientation_static'] = orientation
|
||||
js_data['nulls'][name_ae]['scale_static'] = scale
|
||||
|
||||
# keyframes for all object bundles. Not ready yet.
|
||||
#
|
||||
#
|
||||
#
|
||||
|
||||
# ---- write JSX file
|
||||
jsx_file = open(file, 'w')
|
||||
|
||||
# make the jsx executable in After Effects (enable double click on jsx)
|
||||
jsx_file.write('#target AfterEffects\n\n')
|
||||
# Script's header
|
||||
jsx_file.write('/**************************************\n')
|
||||
jsx_file.write('Scene : %s\n' % data['scn'].name)
|
||||
jsx_file.write('Resolution : %i x %i\n' % (data['width'], data['height']))
|
||||
jsx_file.write('Duration : %f\n' % (data['duration']))
|
||||
jsx_file.write('FPS : %f\n' % (data['fps']))
|
||||
jsx_file.write('Date : %s\n' % datetime.datetime.now())
|
||||
jsx_file.write('Exported with io_export_after_effects.py\n')
|
||||
jsx_file.write('**************************************/\n\n\n\n')
|
||||
|
||||
# wrap in function
|
||||
jsx_file.write("function compFromBlender(){\n")
|
||||
# create new comp
|
||||
jsx_file.write('\nvar compName = prompt("Blender Comp\'s Name \\nEnter Name of newly created Composition","BlendComp","Composition\'s Name");\n')
|
||||
jsx_file.write('if (compName){') # Continue only if comp name is given. If not - terminate
|
||||
jsx_file.write('\nvar newComp = app.project.items.addComp(compName, %i, %i, %f, %f, %f);' %
|
||||
(data['width'], data['height'], data['aspect'], data['duration'], data['fps']))
|
||||
jsx_file.write('\nnewComp.displayStartTime = %f;\n\n\n' % ((data['start'] + 1.0) / data['fps']))
|
||||
|
||||
# create camera bundles (nulls)
|
||||
jsx_file.write('// ************** CAMERA 3D MARKERS **************\n\n\n')
|
||||
for i, obj in enumerate(js_data['bundles_cam']):
|
||||
name_ae = obj
|
||||
jsx_file.write('var %s = newComp.layers.addNull();\n' % (name_ae))
|
||||
jsx_file.write('%s.threeDLayer = true;\n' % name_ae)
|
||||
jsx_file.write('%s.source.name = "%s";\n' % (name_ae, name_ae))
|
||||
jsx_file.write('%s.property("position").setValue(%s);\n\n\n' % (name_ae, js_data['bundles_cam'][obj]['position']))
|
||||
|
||||
# create object bundles (not ready yet)
|
||||
|
||||
# create objects (nulls)
|
||||
jsx_file.write('// ************** OBJECTS **************\n\n\n')
|
||||
for i, obj in enumerate(js_data['nulls']):
|
||||
name_ae = obj
|
||||
jsx_file.write('var %s = newComp.layers.addNull();\n' % (name_ae))
|
||||
jsx_file.write('%s.threeDLayer = true;\n' % name_ae)
|
||||
jsx_file.write('%s.source.name = "%s";\n' % (name_ae, name_ae))
|
||||
# Set values of properties, add kyeframes only where needed
|
||||
if include_animation and js_data['nulls'][name_ae]['position_anim']:
|
||||
jsx_file.write('%s.property("position").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['position']))
|
||||
else:
|
||||
jsx_file.write('%s.property("position").setValue(%s);\n' % (name_ae, js_data['nulls'][obj]['position_static']))
|
||||
if include_animation and js_data['nulls'][name_ae]['orientation_anim']:
|
||||
jsx_file.write('%s.property("orientation").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['orientation']))
|
||||
else:
|
||||
jsx_file.write('%s.property("orientation").setValue(%s);\n' % (name_ae, js_data['nulls'][obj]['orientation_static']))
|
||||
if include_animation and js_data['nulls'][name_ae]['scale_anim']:
|
||||
jsx_file.write('%s.property("scale").setValuesAtTimes([%s],[%s]);\n\n\n' % (name_ae, js_data['times'], js_data['nulls'][obj]['scale']))
|
||||
else:
|
||||
jsx_file.write('%s.property("scale").setValue(%s);\n\n\n' % (name_ae, js_data['nulls'][obj]['scale_static']))
|
||||
# create solids (not ready yet)
|
||||
|
||||
# create lights
|
||||
jsx_file.write('// ************** LIGHTS **************\n\n\n')
|
||||
for i, obj in enumerate(js_data['lights']):
|
||||
name_ae = obj
|
||||
jsx_file.write('var %s = newComp.layers.addLight("%s", [0.0, 0.0]);\n' % (name_ae, name_ae))
|
||||
jsx_file.write('%s.autoOrient = AutoOrientType.NO_AUTO_ORIENT;\n' % name_ae)
|
||||
# Set values of properties, add kyeframes only where needed
|
||||
if include_animation and js_data['lights'][name_ae]['position_anim']:
|
||||
jsx_file.write('%s.property("position").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['position']))
|
||||
else:
|
||||
jsx_file.write('%s.property("position").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['position_static']))
|
||||
if include_animation and js_data['lights'][name_ae]['orientation_anim']:
|
||||
jsx_file.write('%s.property("orientation").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['orientation']))
|
||||
else:
|
||||
jsx_file.write('%s.property("orientation").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['orientation_static']))
|
||||
if include_animation and js_data['lights'][name_ae]['energy_anim']:
|
||||
jsx_file.write('%s.property("intensity").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['energy']))
|
||||
else:
|
||||
jsx_file.write('%s.property("intensity").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['energy_static']))
|
||||
if include_animation and js_data['lights'][name_ae]['color_anim']:
|
||||
jsx_file.write('%s.property("Color").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['color']))
|
||||
else:
|
||||
jsx_file.write('%s.property("Color").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['color_static']))
|
||||
if js_data['lights'][obj]['type'] == 'SPOT':
|
||||
if include_animation and js_data['lights'][name_ae]['cone_angle_anim']:
|
||||
jsx_file.write('%s.property("Cone Angle").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['cone_angle']))
|
||||
else:
|
||||
jsx_file.write('%s.property("Cone Angle").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['cone_angle_static']))
|
||||
if include_animation and js_data['lights'][name_ae]['cone_feather_anim']:
|
||||
jsx_file.write('%s.property("Cone Feather").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['lights'][obj]['cone_feather']))
|
||||
else:
|
||||
jsx_file.write('%s.property("Cone Feather").setValue(%s);\n' % (name_ae, js_data['lights'][obj]['cone_feather_static']))
|
||||
jsx_file.write('\n\n')
|
||||
|
||||
# create cameras
|
||||
jsx_file.write('// ************** CAMERAS **************\n\n\n')
|
||||
for i, cam in enumerate(js_data['cameras']): # more than one camera can be selected
|
||||
name_ae = cam
|
||||
jsx_file.write('var %s = newComp.layers.addCamera("%s",[0,0]);\n' % (name_ae, name_ae))
|
||||
jsx_file.write('%s.autoOrient = AutoOrientType.NO_AUTO_ORIENT;\n' % name_ae)
|
||||
# Set values of properties, add kyeframes only where needed
|
||||
if include_animation and js_data['cameras'][name_ae]['position_anim']:
|
||||
jsx_file.write('%s.property("position").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['position']))
|
||||
else:
|
||||
jsx_file.write('%s.property("position").setValue(%s);\n' % (name_ae, js_data['cameras'][cam]['position_static']))
|
||||
if include_animation and js_data['cameras'][name_ae]['orientation_anim']:
|
||||
jsx_file.write('%s.property("orientation").setValuesAtTimes([%s],[%s]);\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['orientation']))
|
||||
else:
|
||||
jsx_file.write('%s.property("orientation").setValue(%s);\n' % (name_ae, js_data['cameras'][cam]['orientation_static']))
|
||||
if include_animation and js_data['cameras'][name_ae]['zoom_anim']:
|
||||
jsx_file.write('%s.property("zoom").setValuesAtTimes([%s],[%s]);\n\n\n' % (name_ae, js_data['times'], js_data['cameras'][cam]['zoom']))
|
||||
else:
|
||||
jsx_file.write('%s.property("zoom").setValue(%s);\n\n\n' % (name_ae, js_data['cameras'][cam]['zoom_static']))
|
||||
|
||||
# Exit import if no comp name given
|
||||
jsx_file.write('\n}else{alert ("Exit Import Blender animation data \\nNo Comp\'s name has been chosen","EXIT")};')
|
||||
# Close function
|
||||
jsx_file.write("}\n\n\n")
|
||||
# Execute function. Wrap in "undo group" for easy undoing import process
|
||||
jsx_file.write('app.beginUndoGroup("Import Blender animation data");\n')
|
||||
jsx_file.write('compFromBlender();\n') # execute function
|
||||
jsx_file.write('app.endUndoGroup();\n\n\n')
|
||||
jsx_file.close()
|
||||
|
||||
data['scn'].frame_set(curframe) # set current frame of animation in blender to state before export
|
||||
|
||||
##########################################
|
||||
# DO IT
|
||||
##########################################
|
||||
|
||||
|
||||
def main(file, context, include_animation, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, ae_size):
|
||||
data = get_comp_data(context)
|
||||
selection = get_selected(context)
|
||||
write_jsx_file(file, data, selection, include_animation, include_active_cam, include_selected_cams, include_selected_objects, include_cam_bundles, ae_size)
|
||||
print ("\nExport to After Effects Completed")
|
||||
return {'FINISHED'}
|
||||
|
||||
##########################################
|
||||
# ExportJsx class register/unregister
|
||||
##########################################
|
||||
|
||||
from bpy_extras.io_utils import ExportHelper
|
||||
from bpy.props import StringProperty, BoolProperty, FloatProperty
|
||||
|
||||
|
||||
class ExportJsx(bpy.types.Operator, ExportHelper):
|
||||
"""Export selected cameras and objects animation to After Effects"""
|
||||
bl_idname = "export.jsx"
|
||||
bl_label = "Export to Adobe After Effects"
|
||||
filename_ext = ".jsx"
|
||||
filter_glob: StringProperty(default="*.jsx", options={'HIDDEN'})
|
||||
|
||||
include_animation: BoolProperty(
|
||||
name="Animation",
|
||||
description="Animate Exported Cameras and Objects",
|
||||
default=True,
|
||||
)
|
||||
include_active_cam: BoolProperty(
|
||||
name="Active Camera",
|
||||
description="Include Active Camera",
|
||||
default=True,
|
||||
)
|
||||
include_selected_cams: BoolProperty(
|
||||
name="Selected Cameras",
|
||||
description="Add Selected Cameras",
|
||||
default=True,
|
||||
)
|
||||
include_selected_objects: BoolProperty(
|
||||
name="Selected Objects",
|
||||
description="Export Selected Objects",
|
||||
default=True,
|
||||
)
|
||||
include_cam_bundles: BoolProperty(
|
||||
name="Camera 3D Markers",
|
||||
description="Include 3D Markers of Camera Motion Solution for selected cameras",
|
||||
default=True,
|
||||
)
|
||||
# include_ob_bundles = BoolProperty(
|
||||
# name="Objects 3D Markers",
|
||||
# description="Include 3D Markers of Object Motion Solution for selected cameras",
|
||||
# default=True,
|
||||
# )
|
||||
ae_size: FloatProperty(
|
||||
name="AE Size",
|
||||
description="Size of AE Composition (pixels per 1BU)",
|
||||
default=100.0,
|
||||
)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
box = layout.box()
|
||||
box.label(text='Size fo AE Comp (pixels per 1 BU)')
|
||||
box.prop(self, 'ae_size')
|
||||
box.label(text='Animation:')
|
||||
box.prop(self, 'include_animation')
|
||||
box.label(text='Include Cameras and Objects:')
|
||||
box.prop(self, 'include_active_cam')
|
||||
box.prop(self, 'include_selected_cams')
|
||||
box.prop(self, 'include_selected_objects')
|
||||
box.label(text="Include Tracking Data:")
|
||||
box.prop(self, 'include_cam_bundles')
|
||||
# box.prop(self, 'include_ob_bundles')
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
active = context.active_object
|
||||
selected = context.selected_objects
|
||||
camera = context.scene.camera
|
||||
ok = selected or camera
|
||||
return ok
|
||||
|
||||
def execute(self, context):
|
||||
return main(self.filepath, context, self.include_animation, self.include_active_cam, self.include_selected_cams, self.include_selected_objects, self.include_cam_bundles, self.ae_size)
|
||||
|
||||
|
||||
def menu_func(self, context):
|
||||
self.layout.operator(ExportJsx.bl_idname, text="Adobe After Effects (.jsx)")
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(ExportJsx)
|
||||
bpy.types.TOPBAR_MT_file_export.append(menu_func)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(ExportJsx)
|
||||
bpy.types.TOPBAR_MT_file_export.remove(menu_func)
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
Loading…
Reference in New Issue