FBX Import Addon: Import focus distance for camera

Credits go to a coworker (he wanted to be referred to as "prutser") who was importing some camera animations, just wanted it to work, but not create a Blender account ;(.

After this patch FocusDistance is applied to the Blender camera.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D6666
This commit is contained in:
Steff Kempink 2022-02-14 17:59:37 +01:00 committed by Bastien Montagne
parent c924e2d52a
commit 5eff3aa881
2 changed files with 27 additions and 11 deletions

View File

@ -5,7 +5,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
"version": (4, 30, 0),
"version": (4, 31, 0),
"blender": (3, 2, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",

View File

@ -549,7 +549,7 @@ 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, anim_offset):
def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset, global_scale):
"""
'Bake' loc/rot/scale into the action,
taking any pre_ and post_ matrix into account to transform from fbx into blender space.
@ -583,7 +583,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
elif isinstance(item, ShapeKey):
props = [(item.path_from_id("value"), 1, "Key")]
elif isinstance(item, Camera):
props = [(item.path_from_id("lens"), 1, "Camera")]
props = [(item.path_from_id("lens"), 1, "Camera"), (item.dof.path_from_id("focus_distance"), 1, "Camera")]
else: # Object or PoseBone:
if item.is_bone:
bl_obj = item.bl_obj.pose.bones[item.bl_bone]
@ -633,13 +633,17 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
elif isinstance(item, Camera):
for frame, values in blen_read_animations_curves_iter(fbx_curves, anim_offset, 0, fps):
value = 0.0
focal_length = 0.0
focus_distance = 0.0
for v, (fbxprop, channel, _fbx_acdata) in values:
assert(fbxprop == b'FocalLength')
assert(fbxprop == b'FocalLength' or fbxprop == b'FocusDistance' )
assert(channel == 0)
value = v
if (fbxprop == b'FocalLength' ):
focal_length = v
elif(fbxprop == b'FocusDistance'):
focus_distance = v / 1000 * global_scale
for fc, v in zip(blen_curves, (value,)):
for fc, v in zip(blen_curves, (focal_length, focus_distance)):
store_keyframe(fc, frame, v)
else: # Object or PoseBone:
@ -715,7 +719,7 @@ def blen_read_animations_action_item(action, item, cnodes, fps, anim_offset):
fc.update()
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, anim_offset):
def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, anim_offset, global_scale):
"""
Recreate an action per stack/layer/object combinations.
Only the first found action is linked to objects, more complex setups are not handled,
@ -757,7 +761,7 @@ def blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, anim_o
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, anim_offset)
blen_read_animations_action_item(action, item, cnodes, scene.render.fps, anim_offset, global_scale)
# ----
@ -1540,6 +1544,10 @@ def blen_read_camera(fbx_tmpl, fbx_obj, global_scale):
camera.type = 'ORTHO' if elem_props_get_enum(fbx_props, b'CameraProjectionType', 0) == 1 else 'PERSP'
camera.dof.focus_distance = elem_props_get_number(fbx_props, b'FocusDistance', 10 * 1000) / 1000 * global_scale
if (elem_props_get_bool(fbx_props, b'UseDepthOfField', False)):
camera.dof.use_dof = True
camera.lens = elem_props_get_number(fbx_props, b'FocalLength', 35.0)
camera.sensor_width = elem_props_get_number(fbx_props, b'FilmWidth', 32.0 * M2I) / M2I
camera.sensor_height = elem_props_get_number(fbx_props, b'FilmHeight', 32.0 * M2I) / M2I
@ -2986,6 +2994,13 @@ def load(operator, context, filepath="",
continue
cam = fbx_item[1]
items.append((cam, lnk_prop))
elif lnk_prop == b'FocusDistance': # Camera focus.
from bpy.types import Camera
fbx_item = fbx_table_nodes.get(n_uuid, None)
if fbx_item is None or not isinstance(fbx_item[1], Camera):
continue
cam = fbx_item[1]
items.append((cam, lnk_prop))
elif lnk_prop == b'DiffuseColor':
from bpy.types import Material
fbx_item = fbx_table_nodes.get(n_uuid, None)
@ -3024,14 +3039,15 @@ def load(operator, context, filepath="",
channel = {
b'd|X': 0, b'd|Y': 1, b'd|Z': 2,
b'd|DeformPercent': 0,
b'd|FocalLength': 0
b'd|FocalLength': 0,
b'd|FocusDistance': 0
}.get(acn_ctype.props[3], None)
if channel is None:
continue
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, settings.anim_offset)
blen_read_animations(fbx_tmpl_astack, fbx_tmpl_alayer, stacks, scene, settings.anim_offset, global_scale)
_(); del _