Revision: 20081
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20081
Author: campbellbarton
Date: 2009-05-06 08:01:09 +0200 (Wed, 06 May 2009)
Log Message:
-----------
[#18328] FBX exporter not exporting multi-texture materials properly
even though the format allows materials and textures to be written separately
the textures wont load right in maya or 3dsmax unless each texture has its own
material.
Modified Paths:
--------------
trunk/blender/release/scripts/export_fbx.py
Modified: trunk/blender/release/scripts/export_fbx.py
===================================================================
--- trunk/blender/release/scripts/export_fbx.py 2009-05-06 04:24:01 UTC (rev
20080)
+++ trunk/blender/release/scripts/export_fbx.py 2009-05-06 06:01:09 UTC (rev
20081)
@@ -93,8 +93,8 @@
dest_dir += Blender.sys.sep
image_paths = set()
- for img in textures:
- image_paths.add(Blender.sys.expandpath(img.filename))
+ for tex in textures:
+ image_paths.add(Blender.sys.expandpath(tex.filename))
# Now copy images
copyCount = 0
@@ -157,14 +157,29 @@
# todo - Disallow the name 'Scene' and 'blend_root' - it will bugger things up.
def sane_name(data, dct):
#if not data: return None
- name = data.name
+ if type(data)==tuple: # materials are paired up with images
+ data, other = data
+ use_other = True
+ else:
+ other = None
+ use_other = False
+
+ if data: name = data.name
+ else: name = None
+ orig_name = name
+
+ if other:
+ orig_name_other = other.name
+ name = '%s #%s' % (name, orig_name_other)
+ else:
+ orig_name_other = None
+
# dont cache, only ever call once for each data type now,
# so as to avoid namespace collision between types - like with objects
<-> bones
#try: return dct[name]
#except: pass
- orig_name = name
if not name:
name = 'unnamed' # blank string, ASKING FOR TROUBLE!
else:
@@ -173,7 +188,11 @@
while name in dct.itervalues(): name = increment_string(name)
- dct[orig_name] = name
+ if use_other: # even if other is None - orig_name_other will be a
string or None
+ dct[orig_name, orig_name_other] = name
+ else:
+ dct[orig_name] = name
+
return name
def sane_obname(data): return sane_name(data, sane_name_mapping_ob)
@@ -1333,13 +1352,15 @@
me = my_mesh.blenData
# if there are non NULL materials on this mesh
- if [mat for mat in my_mesh.blenMaterials if mat]:
do_materials = True
- else:
do_materials = False
+ if my_mesh.blenMaterials: do_materials = True
+ else: do_materials =
False
if my_mesh.blenTextures: do_textures = True
- else: do_textures =
False
+ else: do_textures =
False
+ do_uvs = me.faceUV
+
file.write('\n\tModel: "Model::%s", "Mesh" {' % my_mesh.fbxName)
file.write('\n\t\tVersion: 232') # newline is added in
write_object_props
@@ -1516,7 +1537,7 @@
# Write UV and texture layers.
uvlayers = []
- if me.faceUV:
+ if do_uvs:
uvlayers = me.getUVLayerNames()
uvlayer_orig = me.activeUVLayer
for uvindex, uvlayer in enumerate(uvlayers):
@@ -1635,32 +1656,32 @@
file.write('0')
else:
# Build a material mapping for this
- #material_mapping_local = [0] * 16 #
local-index : global index.
- material_mapping_local = [-1] * 16 #
local-index : global index.
- i= 0 # 1
- for j, mat in enumerate(my_mesh.blenMaterials):
- if mat:
- material_mapping_local[j] = i
- i+=1
- # else leave as -1
+ material_mapping_local = {} # local-mat & tex :
global index.
+ for j, mat_tex_pair in
enumerate(my_mesh.blenMaterials):
+ material_mapping_local[mat_tex_pair] = j
+
len_material_mapping_local =
len(material_mapping_local)
+ mats = my_mesh.blenMaterialList
+
i=-1
for f in me.faces:
- f_mat = f.mat
- if f_mat >= len_material_mapping_local:
- f_mat = 0
+ try: mat = mats[f.mat]
+ except:mat = None
+ if do_uvs: tex = f.image # WARNING -
MULTI UV LAYER IMAGES NOT SUPPORTED :/
+ else: tex = None
+
if i==-1:
i=0
- file.write( '%s' %
(material_mapping_local[f_mat]))
+ file.write( '%s' %
(material_mapping_local[mat, tex])) # None for mat or tex is ok
else:
if i==55:
file.write('\n\t\t\t\t')
i=0
- file.write(',%s' %
(material_mapping_local[f_mat]))
+ file.write(',%s' %
(material_mapping_local[mat, tex]))
i+=1
file.write('\n\t\t}')
@@ -1695,7 +1716,7 @@
TypedIndex: 0
}''')
- if me.faceUV:
+ if do_uvs: # same as me.faceUV
file.write('''
LayerElement: {
Type: "LayerElementUV"
@@ -1777,8 +1798,8 @@
ob_all_typegroups = [ob_meshes, ob_lights, ob_cameras, ob_arms, ob_null]
groups = [] # blender groups, only add ones that have objects in the
selections
- materials = {}
- textures = {}
+ materials = {} # (mat, image) keys, should be a set()
+ textures = {} # should be a set()
tmp_ob_type = ob_type = None # incase no objects are exported, so as
not to raise an error
@@ -1878,20 +1899,29 @@
if EXP_MESH_HQ_NORMALS:
BPyMesh.meshCalcNormals(me) #
high quality normals nice for realtime engines.
- for mat in mats:
- # 2.44 use mat.lib too for
uniqueness
- if mat: materials[mat] = mat
-
texture_mapping_local = {}
+ material_mapping_local = {}
if me.faceUV:
uvlayer_orig = me.activeUVLayer
for uvlayer in
me.getUVLayerNames():
me.activeUVLayer =
uvlayer
for f in me.faces:
- img = f.image
- textures[img] =
texture_mapping_local[img] = img
+ tex = f.image
+ textures[tex] =
texture_mapping_local[tex] = None
+
+ try: mat =
mats[f.mat]
+ except: mat =
None
+
+ materials[mat,
tex] = material_mapping_local[mat, tex] = None # should use sets, wait for
blender 2.5
+
me.activeUVLayer =
uvlayer_orig
+ else:
+ for mat in mats:
+ # 2.44 use mat.lib too
for uniqueness
+ materials[mat, None] =
material_mapping_local[mat, None] = None
+ else:
+ materials[None, None] =
None
if EXP_ARMATURE:
armob =
BPyObject.getObjectArmature(ob)
@@ -1912,8 +1942,9 @@
my_mesh = my_object_generic(ob, mtx)
my_mesh.blenData = me
my_mesh.origData = origData
- my_mesh.blenMaterials = mats
- my_mesh.blenTextures =
texture_mapping_local.values()
+ my_mesh.blenMaterials =
material_mapping_local.keys()
+ my_mesh.blenMaterialList = mats
+ my_mesh.blenTextures =
texture_mapping_local.keys()
# if only 1 null texture then empty the
list
if len(my_mesh.blenTextures) == 1 and
my_mesh.blenTextures[0] == None:
@@ -2032,8 +2063,8 @@
# Finished finding groups we use
- materials = [(sane_matname(mat), mat) for mat in
materials.itervalues() if mat]
- textures = [(sane_texname(img), img) for img in
textures.itervalues() if img]
+ materials = [(sane_matname(mat_tex_pair), mat_tex_pair) for
mat_tex_pair in materials.iterkeys()]
+ textures = [(sane_texname(tex), tex) for tex in
textures.iterkeys() if tex]
materials.sort() # sort by name
textures.sort()
@@ -2162,8 +2193,8 @@
write_camera_default()
- for matname, mat in materials:
- write_material(matname, mat)
+ for matname, (mat, tex) in materials:
+ write_material(matname, mat) # We only need to have a material
per image pair, but no need to write any image info into the material (dumb fbx
standard)
# each texture uses a video, odd
for texname, tex in textures:
@@ -2283,7 +2314,7 @@
Model: "Model::Camera Switcher", "CameraSwitcher" {
}''')
- for matname, mat in materials:
+ for matname, (mat, tex) in materials:
file.write('\n\tMaterial: "Material::%s", "" {\n\t}' % matname)
if textures:
@@ -2335,9 +2366,14 @@
if materials:
for my_mesh in ob_meshes:
# Connect all materials to all objects, not good form
but ok for now.
- for mat in my_mesh.blenMaterials:
- if mat:
- file.write('\n\tConnect: "OO",
"Material::%s", "Model::%s"' % (sane_name_mapping_mat[mat.name],
my_mesh.fbxName))
+ for mat, tex in my_mesh.blenMaterials:
+ if mat: mat_name = mat.name
+ else: mat_name = None
+
+ if tex: tex_name = tex.name
+ else: tex_name = None
+
+ file.write('\n\tConnect: "OO", "Material::%s",
"Model::%s"' % (sane_name_mapping_mat[mat_name, tex_name], my_mesh.fbxName))
if textures:
for my_mesh in ob_meshes:
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