FBX: Some minor cleanup, and pep-8.
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c6e1af608b
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@ -490,7 +490,6 @@ def elem_props_template_finalize(template, elem):
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if written:
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continue
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ptype = FBX_PROPERTIES_DEFINITIONS[ptype_name]
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print(elem, ptype, name, value, _elem_props_flags(animatable, False))
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_elem_props_set(elem, ptype, name, value, _elem_props_flags(animatable, False))
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@ -513,7 +512,7 @@ FBXTemplate = namedtuple("FBXTemplate", ("type_name", "prop_type_name", "propert
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def fbx_templates_generate(root, fbx_templates):
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# We may have to gather different templates in the same node (e.g. NodeAttribute template gathers properties
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# for Lights, Cameras, LibNodes, etc.).
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ref_templates = {(tmpl.type_name, tmpl.prop_type_name) : tmpl for tmpl in fbx_templates.values()}
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ref_templates = {(tmpl.type_name, tmpl.prop_type_name): tmpl for tmpl in fbx_templates.values()}
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templates = OrderedDict()
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for type_name, prop_type_name, properties, nbr_users, _written in fbx_templates.values():
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@ -973,9 +972,9 @@ def fbx_object_matrix(scene_data, obj, armature=None, local_space=False, global_
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"""
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Generate object transform matrix (*always* in matching *FBX* space!).
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If local_space is True, returned matrix is *always* in local space.
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Else:
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If global_space is True, returned matrix is always in world space.
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If global_space is False, returned matrix is in parent space if parent is valid, else in world space.
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Else if global_space is True, returned matrix is always in world space.
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If both local_space and global_space are False, returned matrix is in parent space if parent is valid,
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else in world space.
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Note local_space has precedence over global_space.
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If obj is a bone, and global_space is True, armature must be provided (it's the bone's armature object!).
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Applies specific rotation to bones, lamps and cameras (conversion Blender -> FBX).
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@ -1356,6 +1355,7 @@ def fbx_data_mesh_elements(root, me, scene_data):
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# XXX Official docs says normals should use IndexToDirect,
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# but this does not seem well supported by apps currently...
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me.calc_normals_split()
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def _nortuples_gen(raw_nors, m):
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# Great, now normals are also expected 4D!
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# XXX Back to 3D normals for now!
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@ -1901,6 +1901,7 @@ def fbx_data_animation_elements(root, scene_data):
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scene = scene_data.scene
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fps = scene.render.fps / scene.render.fps_base
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def keys_to_ktimes(keys):
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return (int(v) for v in units_convert_iter((f / fps for f, _v in keys), "second", "ktime"))
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@ -1950,12 +1951,13 @@ def fbx_data_animation_elements(root, scene_data):
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# key attributes...
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nbr_keys = len(keys)
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# flags...
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keyattr_flags = (1 << 3 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
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1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
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1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent,
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1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive.
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0,
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)
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keyattr_flags = (
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1 << 3 | # interpolation mode, 1 = constant, 2 = linear, 3 = cubic.
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1 << 8 | # tangent mode, 8 = auto, 9 = TCB, 10 = user, 11 = generic break,
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1 << 13 | # tangent mode, 12 = generic clamp, 13 = generic time independent,
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1 << 14 | # tangent mode, 13 + 14 = generic clamp progressive.
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0,
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)
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# Maybe values controlling TCB & co???
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keyattr_datafloat = (0.0, 0.0, 9.419963346924634e-30, 0.0)
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@ -2164,8 +2166,6 @@ def fbx_animations_objects(scene_data):
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continue
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curves = [[] for k in keys[0][1]]
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for currframe, key, key_write in keys:
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#if obj.name == "Cube":
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#print(currframe, key, key_write)
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for idx, (val, wrt) in enumerate(zip(key, key_write)):
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if wrt:
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curves[idx].append((currframe, val))
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