Fix T41719: UE4 - Blender FBX Export to Unreal Engine 4 Bone Translation Error.

Well, not exactly a fix, since the buggy behavior from FBXSDK side makes no sense to me.

So it's rather a hack to make that stupid piece of junk happy - now you can (optionally,
but ON by default) force exporting anim keys for all bones of an armature.

Should be safe for 2.74, just adds a new option, cannot see how it could break existing stuff.
This commit is contained in:
Bastien Montagne 2015-03-24 16:29:23 +01:00 committed by Sergey Sharybin
parent aa8d2c4854
commit c6bc414b51
3 changed files with 29 additions and 14 deletions

View File

@ -21,7 +21,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
"version": (3, 2, 1),
"version": (3, 2, 2),
"blender": (2, 74, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UV's, vertex colors, materials, "
@ -331,6 +331,11 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
description="Export baked keyframe animation",
default=True,
)
bake_anim_use_all_bones = BoolProperty(
name="Key All Bones",
description="Force exporting at least one key of animation for all bones (needed with some target apps, like UE4)",
default=True,
)
bake_anim_use_nla_strips = BoolProperty(
name="NLA Strips",
description="Export each non-muted NLA strip as a separated FBX's AnimStack, if any, "
@ -439,6 +444,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
layout.prop(self, "bake_anim")
col = layout.column()
col.enabled = self.bake_anim
col.prop(self, "bake_anim_use_all_bones")
col.prop(self, "bake_anim_use_nla_strips")
col.prop(self, "bake_anim_use_all_actions")
col.prop(self, "bake_anim_step")

View File

@ -1820,6 +1820,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
bake_step = scene_data.settings.bake_anim_step
scene = scene_data.scene
meshes = scene_data.data_meshes
force_keying = scene_data.settings.bake_anim_use_all_bones
if objects is not None:
# Add bones and duplis!
@ -1837,9 +1838,12 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
objects = scene_data.objects
back_currframe = scene.frame_current
animdata_ob = OrderedDict((ob_obj, (AnimationCurveNodeWrapper(ob_obj.key, 'LCL_TRANSLATION', (0.0, 0.0, 0.0)),
AnimationCurveNodeWrapper(ob_obj.key, 'LCL_ROTATION', (0.0, 0.0, 0.0)),
AnimationCurveNodeWrapper(ob_obj.key, 'LCL_SCALING', (1.0, 1.0, 1.0))))
animdata_ob = OrderedDict((ob_obj, (AnimationCurveNodeWrapper(ob_obj.key, 'LCL_TRANSLATION',
ob_obj.is_bone and force_keying, (0.0, 0.0, 0.0)),
AnimationCurveNodeWrapper(ob_obj.key, 'LCL_ROTATION',
ob_obj.is_bone and force_keying, (0.0, 0.0, 0.0)),
AnimationCurveNodeWrapper(ob_obj.key, 'LCL_SCALING',
ob_obj.is_bone and force_keying, (1.0, 1.0, 1.0))))
for ob_obj in objects)
animdata_shapes = OrderedDict()
@ -1848,7 +1852,7 @@ def fbx_animations_do(scene_data, ref_id, f_start, f_end, start_zero, objects=No
if not me.shape_keys.use_relative:
continue
for shape, (channel_key, geom_key, _shape_verts_co, _shape_verts_idx) in shapes.items():
acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', (0.0,))
acnode = AnimationCurveNodeWrapper(channel_key, 'SHAPE_KEY', False, (0.0,))
# Sooooo happy to have to twist again like a mad snake... Yes, we need to write those curves twice. :/
acnode.add_group(me_key, shape.name, shape.name, (shape.name,))
animdata_shapes[channel_key] = (acnode, me, shape)
@ -2721,6 +2725,7 @@ def save_single(operator, scene, filepath="",
mesh_smooth_type='FACE',
use_armature_deform_only=False,
bake_anim=True,
bake_anim_use_all_bones=True,
bake_anim_use_nla_strips=True,
bake_anim_use_all_actions=True,
bake_anim_step=1.0,
@ -2790,7 +2795,8 @@ def save_single(operator, scene, filepath="",
context_objects, object_types, use_mesh_modifiers,
mesh_smooth_type, use_mesh_edges, use_tspace,
use_armature_deform_only, add_leaf_bones, bone_correction_matrix, bone_correction_matrix_inv,
bake_anim, bake_anim_use_nla_strips, bake_anim_use_all_actions, bake_anim_step, bake_anim_simplify_factor,
bake_anim, bake_anim_use_all_bones, bake_anim_use_nla_strips, bake_anim_use_all_actions,
bake_anim_step, bake_anim_simplify_factor,
False, media_settings, use_custom_props,
)

View File

@ -651,7 +651,7 @@ class AnimationCurveNodeWrapper:
This class provides a same common interface for all (FBX-wise) AnimationCurveNode and AnimationCurve elements,
and easy API to handle those.
"""
__slots__ = ('elem_keys', '_keys', 'default_values', 'fbx_group', 'fbx_gname', 'fbx_props')
__slots__ = ('elem_keys', '_keys', 'default_values', 'fbx_group', 'fbx_gname', 'fbx_props', 'force_keying')
kinds = {
'LCL_TRANSLATION': ("Lcl Translation", "T", ("X", "Y", "Z")),
@ -660,16 +660,13 @@ class AnimationCurveNodeWrapper:
'SHAPE_KEY': ("DeformPercent", "DeformPercent", ("DeformPercent",)),
}
def __init__(self, elem_key, kind, default_values=...):
"""
bdata might be an Object, DupliObject, Bone or PoseBone.
If Bone or PoseBone, armature Object must be provided.
"""
def __init__(self, elem_key, kind, force_keying, default_values=...):
self.elem_keys = [elem_key]
assert(kind in self.kinds)
self.fbx_group = [self.kinds[kind][0]]
self.fbx_gname = [self.kinds[kind][1]]
self.fbx_props = [self.kinds[kind][2]]
self.force_keying = force_keying
self._keys = [] # (frame, values, write_flags)
if default_values is not ...:
assert(len(default_values) == len(self.fbx_props[0]))
@ -749,7 +746,11 @@ class AnimationCurveNodeWrapper:
# If we write nothing (action doing nothing) and are in 'force_keep' mode, we key everything! :P
# See T41766.
if (force_keep and not self):
# Also, it seems some importers (e.g. UE4) do not handle correctly armatures where some bones
# are not animated, but are children of animated ones, so added an option to systematically force writing
# one key in this case.
# See T41719, T41605, T41254...
if self.force_keying or (force_keep and not self):
are_keyed[:] = [True] * len(are_keyed)
# If we did key something, ensure first and last sampled values are keyed as well.
@ -768,6 +769,7 @@ class AnimationCurveNodeWrapper:
if wrt:
curve.append((currframe, val))
force_keep = force_keep or self.force_keying
for elem_key, fbx_group, fbx_gname, fbx_props in \
zip(self.elem_keys, self.fbx_group, self.fbx_gname, self.fbx_props):
group_key = get_blender_anim_curve_node_key(scene, ref_id, elem_key, fbx_group)
@ -1129,7 +1131,8 @@ FBXExportSettings = namedtuple("FBXExportSettings", (
"context_objects", "object_types", "use_mesh_modifiers",
"mesh_smooth_type", "use_mesh_edges", "use_tspace",
"use_armature_deform_only", "add_leaf_bones", "bone_correction_matrix", "bone_correction_matrix_inv",
"bake_anim", "bake_anim_use_nla_strips", "bake_anim_use_all_actions", "bake_anim_step", "bake_anim_simplify_factor",
"bake_anim", "bake_anim_use_all_bones", "bake_anim_use_nla_strips", "bake_anim_use_all_actions",
"bake_anim_step", "bake_anim_simplify_factor",
"use_metadata", "media_settings", "use_custom_props",
))