Hi,
Here is a modified version of Blender3Cal3D.py, which have been proposed by a
contributor. In particular, it fixes some bug/limitations for moved, rotated or
scaled blender objects. However, this version is about 100 times slower than
the current Blender3Cal3D.py, thus i refused it.
You might find it useful, or not.
Jiba
#!BPY
"""
Name: 'Cal3D v0.9'
Blender: 241
Group: 'Export'
Tip: 'Export armature/bone/mesh/action data to the Cal3D format.'
"""
# blender2cal3D.py version 0.10
# Copyright (C) 2003-2004 Jean-Baptiste LAMY -- [EMAIL PROTECTED]
# Copyright (C) 2004 Matthias Braun -- [EMAIL PROTECTED]
# Copyright (C) 2006 Loic Dachary -- [EMAIL PROTECTED]
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
__version__ = "0.13"
__author__ = "Jean-Baptiste 'Jiba' Lamy"
__email__ = "[EMAIL PROTECTED]"
__url__ = "Soya3d's homepage http://home.gna.org/oomadness/en/soya/"
__bpydoc__ = """This script is a Blender => Cal3D converter.
(See http://blender.org and http://cal3d.sourceforge.net)
USAGE
To install it, place the script in your $HOME/.blender/scripts directory.
Then open the File->Export->Cal3d v0.9 menu. And select the filename of the .cfg file.
The exporter will create a set of other files with same prefix (ie. bla.cfg, bla.xsf,
bla_Action1.xaf, bla_Action2.xaf, ...).
You should be able to open the .cfg file in cal3d_miniviewer.
NOT (YET) SUPPORTED
- Rotation, translation, or stretching Blender objects is still quite
buggy, so AVOID MOVING / ROTATING / RESIZE OBJECTS (either mesh or armature) !
Instead, edit the object (with tab), select all points / bones (with "a"),
and move / rotate / resize them.
- no support for exporting springs yet
- no support for exporting material colors (most games should only use images
I think...)
KNOWN ISSUES
- Cal3D versions <=0.9.1 have a bug where animations aren't played when the root bone
is not animated
- Cal3D versions <=0.9.1 have a bug where objects that aren't influenced by any bones
are not drawn (fixed in Cal3D CVS)
NOTES
It requires a very recent version of Blender (>= 2.41).
Build a model following a few rules:
- Use only a single armature
- Use only a single rootbone (Cal3D doesn't support floating bones)
- Use only locrot keys (Cal3D doesn't support bone's size change)
- Don't try to create child/parent constructs in blender object, that gets exported
incorrectly at the moment
- Objects or animations whose names start by "_" are not exported (hidden object)
It can be run in batch mode, as following :
blender model.blend -P blender2cal3d.py --blender2cal3d FILENAME=model.cfg EXPORT_FOR_GL=1
You can pass as many parameters as you want at the end, "EXPORT_FOR_GL=1" is just an
exemple. The parameters are the same than below.
Logging is sent through python logger instance. you can control verbosity by changing
log.set_level(DEBUG|WARNING|ERROR|CRITICAL). to print to it use log.debug(),
log.warning(), log.error() and log.critical(). the logger breaks normal operation
by printing _all_ info messages. ( log.info() ). Output is sent to stdout and to
a blender text.
Psyco support, turned off by default. can speed up export by 25% on my tests.
Turned off by default.
hotshot_export function to see profile. just replace export with hotshot export
to see.
Any vertices found without influence are placed into a vertex group called
"_no_inf". [FIXME] i need to stop this for batch more
running under gui mode the last export dir is saved into the blender registry
and called back again.
"""
#
# Summary of changes between 0.12 and 0.13
#
# The changes were motivated by the API change that occured
# between blender 2.37 and blender 2.40.
#
# - Use the Mathutils module instead of locally implemented vector/matrix/quat
# operations.
# - Complete rewrite of the tracks export based on PoseBone and curframe
# instead of complex calculation based on the IPO curves
# - Take advantage of the pre-calculated bone matrices to build the cal3d
# bones
# - Rewrite EXPORT_FOR_SOYA into EXPORT_FOR_GL that transforms each matrix
# and vector to the GL convention instead of adding a transform node at
# the root of the mesh. Although a transform node is not really an issue,
# the undesirable side effect is that when the character is immersed in
# a scene using the GL convention, the developper must keep in mind that
# it is using a different convention. Mixing conventions within a scene
# is very, very error prone and confusing in the long run.
#
# Loic Dachary Mon Feb 27 19:11:19 CET 2006
#
# Parameters :
# Filename to export to (if "", display a file selector dialog).
FILENAME = ""
# True (=1) to export for the Soya 3D engine
# (http://oomadness.tuxfamily.org/en/soya).
# (=> rotate meshes and skeletons so as X is right, Y is top and -Z is front)
EXPORT_FOR_GL = 0
# Enables LODs computation. LODs computation is quite slow, and the algo is
# surely not optimal :-(
LODS = 0
# Scale the model (not supported by Soya).
SCALE = 1.0
# Set to 1 if you want to prefix all filename with the model name
# (e.g. knight_walk.xaf instead of walk.xaf)
PREFIX_FILE_WITH_MODEL_NAME = 0
# Set to 0 to use Cal3D binary format
XML = 1
MESSAGES = ""
#########################################################################################
# Code starts here.
# The script should be quite re-useable for writing another Blender animation exporter.
# Most of the hell of it is to deal with Blender's head-tail-roll bone's definition.
import sys, os, os.path, struct, math, string
try:
import psyco
psyco.full()
except:
print "* Blender2Cal3D * (Psyco not found)"
import Blender
from Blender import Registry
from Blender.Window import DrawProgressBar
from Blender import Draw, BGL
from Blender.Mathutils import *
import logging
reload(logging)
import types
import textwrap
# HACK -- it seems that some Blender versions don't define sys.argv,
# which may crash Python if a warning occurs.
if not hasattr(sys, "argv"): sys.argv = ["???"]
# our own logger class. it works just the same as a normal logger except
# all info messages get show.
class Logger(logging.Logger):
def __init__(self,name,level=logging.NOTSET):
logging.Logger.__init__(self,name,level)
self.has_warnings=False
self.has_errors=False
self.has_critical=False
def info(self,msg,*args,**kwargs):
apply(self._log,(logging.INFO,msg,args),kwargs)
def warning(self,msg,*args,**kwargs):
logging.Logger.warning(self,msg,*args,**kwargs)
self.has_warnings=True
def error(self,msg,*args,**kwargs):
logging.Logger.error(self,msg,*args,**kwargs)
self.has_errors=True
def critical(self,msg,*args,**kwargs):
logging.Logger.critical(self,msg,*args,**kwargs)
self.has_errors=True
# should be able to make this print to stdout in realtime and save MESSAGES
# as well. perhaps also have a log to file option
class LogHandler(logging.StreamHandler):
def __init__(self):
logging.StreamHandler.__init__(self,sys.stdout)
if "blender2cal3d_log" not in Blender.Text.Get():
self.outtext=Blender.Text.New("blender2cal3d_log")
else:
self.outtext=Blender.Text.Get('blender2cal3d_log')
self.outtext.clear()
self.lastmsg=''
def emit(self,record):
# print to stdout and to a new blender text object
msg=self.format(record)
if msg==self.lastmsg:
return
self.lastmsg=msg
self.outtext.write("%s\n" %msg)
logging.StreamHandler.emit(self,record)
"""
try:
msg=self.format(record)
if not hasattr(types,"UnicodeType"):
self.stream.write("%s\n" % msg)
else:
try:
self.stream.write("%s\n" % msg)
except UnicodeError:
self.stream.write("%s\n" % msg.encode("UTF-8"))
self.flush()
except:
self.handleError(record)
"""
logging.setLoggerClass(Logger)
log=logging.getLogger('blender2cal3d')
handler=LogHandler()
formatter=logging.Formatter('%(levelname)s %(message)s')
handler.setFormatter(formatter)
log.addHandler(handler)
# set this to minimum output level. eg. logging.DEBUG, logging.WARNING, logging.ERROR
# logging.CRITICAL. logging.INFO will make little difference as these always get
# output'd
#log.setLevel(logging.WARNING)
log.setLevel(logging.DEBUG)
log.info("Starting...")
#
# Change vector/matrix from blender convetion to OpenGL convention
#
ROT90X = RotationMatrix(90, 4, 'x')
INVERT_ROT90X = RotationMatrix(90, 4, 'x').invert()
def Vector2GL(vector):
if EXPORT_FOR_GL:
return ROT90X * vector
else:
return vector
def Matrix2GL(matrix):
if EXPORT_FOR_GL:
return ROT90X * matrix * INVERT_ROT90X
else:
return matrix
# Cal3D data structures
CAL3D_VERSION = 1000
NEXT_MATERIAL_ID = 0
class Material:
def __init__(self, map_filename = None):
self.ambient_r = 255
self.ambient_g = 255
self.ambient_b = 255
self.ambient_a = 255
self.diffuse_r = 255
self.diffuse_g = 255
self.diffuse_b = 255
self.diffuse_a = 255
self.specular_r = 255
self.specular_g = 255
self.specular_b = 255
self.specular_a = 255
self.shininess = 1.0
if map_filename and len(map_filename) > 2 and map_filename[:2] == "//":
map_filename = map_filename[2:]
log.warning("Material with name %s",map_filename)
if map_filename: self.maps_filenames = [map_filename]
else: self.maps_filenames = []
MATERIALS[map_filename] = self
global NEXT_MATERIAL_ID
self.id = NEXT_MATERIAL_ID
NEXT_MATERIAL_ID += 1
# old cal3d format
def to_cal3d(self):
s = "CRF\0" + struct.pack("iBBBBBBBBBBBBfi", CAL3D_VERSION, self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a, self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a, self.specular_r, self.specular_g, self.specular_b, self.specular_a, self.shininess, len(self.maps_filenames))
for map_filename in self.maps_filenames:
s += struct.pack("i", len(map_filename) + 1)
s += map_filename + "\0"
return s
# new xml format
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XRF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<MATERIAL NUMMAPS=\"" + str(len(self.maps_filenames)) + "\">\n"
s += " <AMBIENT>" + str(self.ambient_r) + " " + str(self.ambient_g) + " " + str(self.ambient_b) + " " + str(self.ambient_a) + "</AMBIENT>\n";
s += " <DIFFUSE>" + str(self.diffuse_r) + " " + str(self.diffuse_g) + " " + str(self.diffuse_b) + " " + str(self.diffuse_a) + "</DIFFUSE>\n";
s += " <SPECULAR>" + str(self.specular_r) + " " + str(self.specular_g) + " " + str(self.specular_b) + " " + str(self.specular_a) + "</SPECULAR>\n";
s += " <SHININESS>" + str(self.shininess) + "</SHININESS>\n";
for map_filename in self.maps_filenames:
s += " <MAP>" + map_filename + "</MAP>\n";
s += "</MATERIAL>\n";
return s
MATERIALS = {}
class Mesh:
def __init__(self, name):
name=string.replace(name,'.','_')
self.name = name
self.submeshes = []
self.next_submesh_id = 0
def to_cal3d(self):
s = "CMF\0" + struct.pack("ii", CAL3D_VERSION, len(self.submeshes))
s += "".join(map(SubMesh.to_cal3d, self.submeshes))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XMF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<MESH NUMSUBMESH=\"%i\">\n" % len(self.submeshes)
s += "".join(map(SubMesh.to_cal3d_xml, self.submeshes))
s += "</MESH>\n"
return s
class SubMesh:
def __init__(self, mesh, material):
self.material = material
self.vertices = []
self.faces = []
self.nb_lodsteps = 0
self.springs = []
self.next_vertex_id = 0
self.mesh = mesh
self.id = mesh.next_submesh_id
mesh.next_submesh_id += 1
mesh.submeshes.append(self)
def compute_lods(self):
"""Computes LODs info for Cal3D (there's no Blender related stuff here)."""
log.info("Start LODs computation...")
vertex2faces = {}
for face in self.faces:
for vertex in (face.vertex1, face.vertex2, face.vertex3):
l = vertex2faces.get(vertex)
if not l: vertex2faces[vertex] = [face]
else: l.append(face)
couple_treated = {}
couple_collapse_factor = []
for face in self.faces:
for a, b in ((face.vertex1, face.vertex2), (face.vertex1, face.vertex3), (face.vertex2, face.vertex3)):
a = a.cloned_from or a
b = b.cloned_from or b
if a.id > b.id: a, b = b, a
if not couple_treated.has_key((a, b)):
# The collapse factor is simply the distance between the 2 points :-(
# This should be improved !!
if DotVecs(a.normal, b.normal) < 0.9: continue
couple_collapse_factor.append(((a.loc - b.loc).length, a, b))
couple_treated[a, b] = 1
couple_collapse_factor.sort()
collapsed = {}
new_vertices = []
new_faces = []
for factor, v1, v2 in couple_collapse_factor:
# Determines if v1 collapses to v2 or v2 to v1.
# We choose to keep the vertex which is on the smaller number of faces, since
# this one has more chance of being in an extrimity of the body.
# Though heuristic, this rule yields very good results in practice.
if len(vertex2faces[v1]) < len(vertex2faces[v2]): v2, v1 = v1, v2
elif len(vertex2faces[v1]) == len(vertex2faces[v2]):
if collapsed.get(v1, 0): v2, v1 = v1, v2 # v1 already collapsed, try v2
if (not collapsed.get(v1, 0)) and (not collapsed.get(v2, 0)):
collapsed[v1] = 1
collapsed[v2] = 1
# Check if v2 is already colapsed
while v2.collapse_to: v2 = v2.collapse_to
common_faces = filter(vertex2faces[v1].__contains__, vertex2faces[v2])
v1.collapse_to = v2
v1.face_collapse_count = len(common_faces)
for clone in v1.clones:
# Find the clone of v2 that correspond to this clone of v1
possibles = []
for face in vertex2faces[clone]:
possibles.append(face.vertex1)
possibles.append(face.vertex2)
possibles.append(face.vertex3)
clone.collapse_to = v2
for vertex in v2.clones:
if vertex in possibles:
clone.collapse_to = vertex
break
clone.face_collapse_count = 0
new_vertices.append(clone)
# HACK -- all faces get collapsed with v1 (and no faces are collapsed with v1's
# clones). This is why we add v1 in new_vertices after v1's clones.
# This hack has no other incidence that consuming a little few memory for the
# extra faces if some v1's clone are collapsed but v1 is not.
new_vertices.append(v1)
self.nb_lodsteps += 1 + len(v1.clones)
new_faces.extend(common_faces)
for face in common_faces:
face.can_collapse = 1
# Updates vertex2faces
vertex2faces[face.vertex1].remove(face)
vertex2faces[face.vertex2].remove(face)
vertex2faces[face.vertex3].remove(face)
vertex2faces[v2].extend(vertex2faces[v1])
new_vertices.extend(filter(lambda vertex: not vertex.collapse_to, self.vertices))
new_vertices.reverse() # Cal3D want LODed vertices at the end
for i in range(len(new_vertices)): new_vertices[i].id = i
self.vertices = new_vertices
new_faces.extend(filter(lambda face: not face.can_collapse, self.faces))
new_faces.reverse() # Cal3D want LODed faces at the end
self.faces = new_faces
log.info("LODs computed : %s vertices can be removed (from a total of %s)." % (self.nb_lodsteps, len(self.vertices)))
def rename_vertices(self, new_vertices):
"""Rename (change ID) of all vertices, such as self.vertices == new_vertices."""
for i in range(len(new_vertices)): new_vertices[i].id = i
self.vertices = new_vertices
def to_cal3d(self):
s = struct.pack("iiiiii", self.material.id, len(self.vertices), len(self.faces), self.nb_lodsteps, len(self.springs), len(self.material.maps_filenames))
s += "".join(map(Vertex.to_cal3d, self.vertices))
s += "".join(map(Spring.to_cal3d, self.springs))
s += "".join(map(Face .to_cal3d, self.faces))
return s
def to_cal3d_xml(self):
s = " <SUBMESH NUMVERTICES=\"%i\" NUMFACES=\"%i\" MATERIAL=\"%i\" " % \
(len(self.vertices), len(self.faces), self.material.id)
s += "NUMLODSTEPS=\"%i\" NUMSPRINGS=\"%i\" NUMTEXCOORDS=\"%i\">\n" % \
(self.nb_lodsteps, len(self.springs),
len(self.material.maps_filenames))
s += "".join(map(Vertex.to_cal3d_xml, self.vertices))
s += "".join(map(Spring.to_cal3d_xml, self.springs))
s += "".join(map(Face.to_cal3d_xml, self.faces))
s += " </SUBMESH>\n"
return s
class Vertex:
def __init__(self, submesh, loc, normal):
self.loc = loc
self.normal = normal
self.collapse_to = None
self.face_collapse_count = 0
self.maps = []
self.influences = []
self.weight = None
self.cloned_from = None
self.clones = []
self.submesh = submesh
self.id = submesh.next_vertex_id
submesh.next_vertex_id += 1
submesh.vertices.append(self)
def to_cal3d(self):
loc = Vector2GL(self.loc)
normal = Vector2GL(self.normal)
if self.collapse_to: collapse_id = self.collapse_to.id
else: collapse_id = -1
s = struct.pack("ffffffii", loc[0], loc[1], loc[2], normal[0], normal[1], normal[2], collapse_id, self.face_collapse_count)
s += "".join(map(Map.to_cal3d, self.maps))
s += struct.pack("i", len(self.influences))
s += "".join(map(Influence.to_cal3d, self.influences))
if not self.weight is None: s += struct.pack("f", len(self.weight))
return s
def to_cal3d_xml(self):
loc = Vector2GL(self.loc)
normal = Vector2GL(self.normal)
if self.collapse_to:
collapse_id = self.collapse_to.id
else:
collapse_id = -1
s = " <VERTEX ID=\"%i\" NUMINFLUENCES=\"%i\">\n" % \
(self.id, len(self.influences))
s += " <POS>%f %f %f</POS>\n" % (loc[0], loc[1], loc[2])
s += " <NORM>%f %f %f</NORM>\n" % \
(normal[0], normal[1], normal[2])
if collapse_id != -1:
s += " <COLLAPSEID>%i</COLLAPSEID>\n" % collapse_id
s += " <COLLAPSECOUNT>%i</COLLAPSECOUNT>\n" % \
self.face_collapse_count
s += "".join(map(Map.to_cal3d_xml, self.maps))
s += "".join(map(Influence.to_cal3d_xml, self.influences))
if not self.weight is None:
s += " <PHYSIQUE>%f</PHYSIQUE>\n" % len(self.weight)
s += " </VERTEX>\n"
return s
class Map:
def __init__(self, u, v):
self.u = u
self.v = v
def to_cal3d(self):
return struct.pack("ff", self.u, self.v)
def to_cal3d_xml(self):
return " <TEXCOORD>%f %f</TEXCOORD>\n" % (self.u, self.v)
class Influence:
def __init__(self, bone, weight):
self.bone = bone
self.weight = weight
def to_cal3d(self):
return struct.pack("if", self.bone.id, self.weight)
def to_cal3d_xml(self):
return " <INFLUENCE ID=\"%i\">%f</INFLUENCE>\n" % \
(self.bone.id, self.weight)
class Spring:
def __init__(self, vertex1, vertex2):
self.vertex1 = vertex1
self.vertex2 = vertex2
self.spring_coefficient = 0.0
self.idlelength = 0.0
def to_cal3d(self):
return struct.pack("iiff", self.vertex1.id, self.vertex2.id, self.spring_coefficient, self.idlelength)
def to_cal3d_xml(self):
return " <SPRING VERTEXID=\"%i %i\" COEF=\"%f\" LENGTH=\"%f\"/>\n" % \
(self.vertex1.id, self.vertex2.id, self.spring_coefficient,
self.idlelength)
class Face:
def __init__(self, submesh, vertex1, vertex2, vertex3):
self.vertex1 = vertex1
self.vertex2 = vertex2
self.vertex3 = vertex3
self.can_collapse = 0
self.submesh = submesh
submesh.faces.append(self)
def to_cal3d(self):
return struct.pack("iii", self.vertex1.id, self.vertex2.id, self.vertex3.id)
def to_cal3d_xml(self):
return " <FACE VERTEXID=\"%i %i %i\"/>\n" % \
(self.vertex1.id, self.vertex2.id, self.vertex3.id)
class Skeleton:
def __init__(self):
self.bones = []
self.next_bone_id = 0
def to_cal3d(self):
s = "CSF\0" + struct.pack("ii", CAL3D_VERSION, len(self.bones))
s += "".join(map(Bone.to_cal3d, self.bones))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XSF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<SKELETON NUMBONES=\"%i\">\n" % len(self.bones)
s += "".join(map(Bone.to_cal3d_xml, self.bones))
s += "</SKELETON>\n"
return s
BONES = {}
class Bone:
def __init__(self, skeleton, parent, bone, armature_matrix):
self.parent = parent
self.name = string.replace(bone.name,'.','_')
absolute_matrix = bone.matrix['ARMATURESPACE'] * armature_matrix
self.invert_matrix = Matrix(absolute_matrix).invert()
if parent:
matrix = absolute_matrix * self.parent.invert_matrix
else:
matrix = armature_matrix
self.local_matrix = matrix
self.children = []
self.skeleton = skeleton
self.id = skeleton.next_bone_id
if self.parent:
self.parent.children.append(self)
skeleton.next_bone_id += 1
skeleton.bones.append(self)
BONES[self.name] = self
def to_cal3d(self):
s = struct.pack("i", len(self.name) + 1) + self.name + "\0"
matrix = Matrix2GL(self.local_matrix)
lloc = matrix.translationPart()
lrot = matrix.toQuat()
matrix = Matrix2GL(self.invert_matrix)
loc = matrix.translationPart()
rot = matrix.toQuat()
#
# Negate the rotation because blender rotations are clockwise
# and cal3d rotations are counterclockwise
#
s += struct.pack("ffffffffffffff", loc[0], loc[1], loc[2], rot[0], rot[1], rot[2], -rot[3], lloc[0], lloc[1], lloc[2], lrot[0], lrot[1], lrot[2], -lrot[3])
if self.parent: s += struct.pack("i", self.parent.id)
else: s += struct.pack("i", -1)
s += struct.pack("i", len(self.children))
s += "".join(map(lambda bone: struct.pack("i", bone.id), self.children))
return s
def to_cal3d_xml(self):
s = " <BONE ID=\"%i\" NAME=\"%s\" NUMCHILD=\"%i\">\n" % \
(self.id, self.name, len(self.children))
#
# TRANSLATION and ROTATION are relative to the parent bone.
# They are virtually useless since the animations (.XAF .CAF)
# will always override them.
#
matrix = Matrix2GL(self.local_matrix)
translation = matrix.translationPart()
rotation = matrix.toQuat()
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
(translation.x, translation.y, translation.z)
#
# Negate the rotation because blender rotations are clockwise
# and cal3d rotations are counterclockwise
#
s += " <ROTATION>%f %f %f -%f</ROTATION>\n" % \
(rotation.x, rotation.y, rotation.z, rotation.w)
#
# LOCALTRANSLATION and LOCALROTATION are the invert of the cumulated
# TRANSLATION and ROTATION (see above). It is used to calculate the
# delta between an animated bone and the original non animated bone.
# This delta will be applied to the influenced vertexes.
#
matrix = Matrix2GL(self.invert_matrix)
translation = matrix.translationPart()
rotation = matrix.toQuat()
s += " <LOCALTRANSLATION>%f %f %f</LOCALTRANSLATION>\n" % \
(translation.x, translation.y, translation.z)
#
# Negate the rotation because blender rotations are clockwise
# and cal3d rotations are counterclockwise
#
s += " <LOCALROTATION>%f %f %f -%f</LOCALROTATION>\n" % \
(rotation.x, rotation.y, rotation.z, rotation.w)
if self.parent:
s += " <PARENTID>%i</PARENTID>\n" % self.parent.id
else:
s += " <PARENTID>%i</PARENTID>\n" % -1
s += "".join(map(lambda bone: " <CHILDID>%i</CHILDID>\n" % bone.id,
self.children))
s += " </BONE>\n"
return s
class Animation:
def __init__(self, name, duration = 0.0):
name=string.replace(name,'.','_')
self.name = name
self.duration = duration
self.tracks = {} # Map bone names to tracks
def to_cal3d(self):
s = "CAF\0" + struct.pack("ifi", CAL3D_VERSION, self.duration, len(self.tracks))
s += "".join(map(Track.to_cal3d, self.tracks.values()))
return s
def to_cal3d_xml(self):
s = "<?xml version=\"1.0\"?>\n"
s += "<HEADER MAGIC=\"XAF\" VERSION=\"%i\"/>\n" % CAL3D_VERSION
s += "<ANIMATION DURATION=\"%f\" NUMTRACKS=\"%i\">\n" % \
(self.duration, len(self.tracks))
s += "".join(map(Track.to_cal3d_xml, self.tracks.values()))
s += "</ANIMATION>\n"
return s
class Track:
def __init__(self, animation, bone):
self.bone = bone
self.keyframes = []
self.animation = animation
animation.tracks[bone.name] = self
def to_cal3d(self):
s = struct.pack("ii", self.bone.id, len(self.keyframes))
s += "".join(map(KeyFrame.to_cal3d, self.keyframes))
return s
def to_cal3d_xml(self):
s = " <TRACK BONEID=\"%i\" NUMKEYFRAMES=\"%i\">\n" % \
(self.bone.id, len(self.keyframes))
s += "".join(map(KeyFrame.to_cal3d_xml, self.keyframes))
s += " </TRACK>\n"
return s
class KeyFrame:
def __init__(self, track, time, loc, rot):
self.time = time
self.loc = loc
self.rot = rot
self.track = track
track.keyframes.append(self)
def to_cal3d(self):
#
# Negate the rotation because blender rotations are clockwise
# and cal3d rotations are counterclockwise
#
return struct.pack("ffffffff", self.time, self.loc.x, self.loc.y, self.loc.z, self.rot.x, self.rot.y, self.rot.z, -self.rot.w)
def to_cal3d_xml(self):
s = " <KEYFRAME TIME=\"%f\">\n" % self.time
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
(self.loc.x, self.loc.y, self.loc.z)
#
# Negate the rotation because blender rotations are clockwise
# and cal3d rotations are counterclockwise
#
s += " <ROTATION>%f %f %f -%f</ROTATION>\n" % \
(self.rot.x, self.rot.y, self.rot.z, self.rot.w)
s += " </KEYFRAME>\n"
return s
def export(filename):
global MESSAGES
# Get the scene
scene = Blender.Scene.getCurrent()
# ---- Export skeleton (=armature) ----------------------------------------
if Blender.mode == 'interactive': DrawProgressBar(0.0,'Exporting skeleton...')
skeleton = Skeleton()
foundarmature = False
armature = None
for obj in Blender.Object.Get():
data = obj.getData()
if type(data) is not Blender.Types.ArmatureType:
continue
armature = obj
if foundarmature == True:
log.error("Found multiple armatures! '" + obj.getName() + "' ignored.\n")
continue
foundarmature = True
matrix = obj.getMatrix()
def treat_bone(b, parent = None):
if parent:
log.debug("Parented Bone: %s",b.name)
bone = Bone(skeleton, parent, b, matrix)
else:
bone = Bone(skeleton, None, b, matrix)
if b.hasChildren():
for child in b.children:
treat_bone(child, bone)
foundroot = False
for b in data.bones.values():
# child bones are handled in treat_bone
if b.parent != None:
continue
if foundroot == True:
log.warning("Warning: Found multiple root-bones, this may not be supported in cal3d.")
#print "Ignoring bone '" + b.getName() + "' and it's childs."
#continue
treat_bone(b)
foundroot = True
# ---- Export Mesh data ---------------------------------------------------
if Blender.mode == 'interactive': DrawProgressBar(0.3,'Exporting meshes...')
meshes = []
for obj in Blender.Object.Get():
data = obj.getData()
if (type(data) is Blender.Types.NMeshType) and data.faces:
mesh_name = obj.getName()
if mesh_name[0]=='_': continue
log.debug("Mesh: %s",mesh_name)
mesh = Mesh(mesh_name)
meshes.append(mesh)
matrix = obj.getMatrix()
faces = data.faces
while faces:
image = faces[0].image
image_filename = image and image.filename
material = MATERIALS.get(image_filename) or Material(image_filename)
outputuv = len(material.maps_filenames) > 0
# TODO add material color support here
submesh = SubMesh(mesh, material)
vertices = {}
for face in faces[:]:
if (face.image and face.image.filename) == image_filename:
faces.remove(face)
if not face.smooth:
try:
p1 = face.v[0].co
p2 = face.v[1].co
p3 = face.v[2].co
except IndexError:
log.error("You have faces with less that three verticies!")
continue
normal = (CrossVecs(
Vector(p3[0] - p2[0], p3[1] - p2[1], p3[2] - p2[2]),
Vector(p1[0] - p2[0], p1[1] - p2[1], p1[2] - p2[2]),
).resize4D() * matrix).normalize()
face_vertices = []
for i in range(len(face.v)):
vertex = vertices.get(face.v[i].index)
if not vertex:
coord = Vector(face.v[i].co).resize4D() * matrix
normal = face.v[i].no
vertex = vertices[face.v[i].index] = Vertex(submesh, coord, normal)
influences = data.getVertexInfluences(face.v[i].index)
# should this really be a warning? (well currently enabled,
# because blender has some bugs where it doesn't return
# influences in python api though they are set, and because
# cal3d<=0.9.1 had bugs where objects without influences
# aren't drawn.
if not influences:
log.error("A vertex of object '%s' has no influences.\n(This occurs on objects placed in an invisible layer, you can fix it by using a single layer)\n. The vertex has been added to a vertex group called _no_inf" % obj.getName())
if '_no_inf' not in data.getVertGroupNames():
data.addVertGroup('_no_inf')
data.assignVertsToGroup('_no_inf',[face.v[i].index],0.5,'add')
# sum of influences is not always 1.0 in Blender ?!?!
sum = 0.0
for bone_name, weight in influences:
if bone_name in BONES:
sum += weight
for bone_name, weight in influences:
bone_name=string.replace(bone_name,'.','_')
if bone_name=='':
log.critical('Found bone with no name which influences %s' % obj.getName())
continue
if bone_name not in BONES:
log.error("Couldn't find bone '%s' which influences object '%s'.\n" % (bone_name, obj.getName()))
continue
if sum:
normalized_weight = weight / sum
else:
normalized_weight = 1.0
vertex.influences.append(Influence(BONES[bone_name], normalized_weight))
elif not face.smooth:
# We cannot share vertex for non-smooth faces, since Cal3D does not
# support vertex sharing for 2 vertices with different normals.
# => we must clone the vertex.
old_vertex = vertex
vertex = Vertex(submesh, vertex.loc, normal)
vertex.cloned_from = old_vertex
vertex.influences = old_vertex.influences
old_vertex.clones.append(vertex)
if data.hasFaceUV():
uv = [face.uv[i][0], 1.0 - face.uv[i][1]]
if not vertex.maps:
if outputuv: vertex.maps.append(Map(*uv))
elif (vertex.maps[0].u != uv[0]) or (vertex.maps[0].v != uv[1]):
# This vertex can be shared for Blender, but not for Cal3D !!!
# Cal3D does not support vertex sharing for 2 vertices with
# different UV texture coodinates.
# => we must clone the vertex.
for clone in vertex.clones:
if (clone.maps[0].u == uv[0]) and (clone.maps[0].v == uv[1]):
vertex = clone
break
else: # Not yet cloned...
old_vertex = vertex
vertex = Vertex(submesh, vertex.loc, vertex.normal)
vertex.cloned_from = old_vertex
vertex.influences = old_vertex.influences
if outputuv: vertex.maps.append(Map(*uv))
old_vertex.clones.append(vertex)
face_vertices.append(vertex)
# Split faces with more than 3 vertices
for i in range(1, len(face.v) - 1):
Face(submesh, face_vertices[0], face_vertices[i], face_vertices[i + 1])
# Computes LODs info
if LODS:
submesh.compute_lods()
# ---- Export animations --------------------------------------------------
if Blender.mode == 'interactive': DrawProgressBar(0.7,'Exporting animations...')
ANIMATIONS = {}
for (action_name, action) in Blender.Armature.NLA.GetActions().iteritems():
animation = Animation(action_name)
action.setActive(armature)
name2ipo = {}
frames = []
for (ipo_name, ipo) in action.getAllChannelIpos().iteritems():
has_frames = False
for curve in ipo.getCurves():
for point in curve.getPoints():
has_frames = True
frame = point.pt[0]
if frame not in frames:
frames.append(int(frame))
if has_frames:
name2ipo[ipo_name] = ipo
frames.sort()
if not frames:
continue
animation.duration = frames[-1]
for (ipo_name, ipo) in name2ipo.iteritems():
bone_name = string.replace(ipo_name,'.','_')
bone = BONES[bone_name]
track = Track(animation, bone)
track.finished = 0
animation.tracks[bone_name] = track
blender_bone = armature.getPose().bones[ipo_name]
for curframe in frames:
Blender.Set('curframe', curframe)
matrix = blender_bone.quat.toMatrix()
matrix.resize4x4()
matrix[3] = Vector(*blender_bone.loc).resize4D()
if blender_bone.size != Vector(1, 1, 1):
log.error("Action " + action_name + ": Bone " + ipo_name + " resized " + str(blender_bone.size) + " at frame " + str(curframe) + " not supported and ignored")
# scaleMatrix = ScaleMatrix(blender_bone.size[0], 4, Vector(1, 0, 0)) * ScaleMatrix(blender_bone.size[1], 4, Vector(0, 1, 0)) * ScaleMatrix(blender_bone.size[2], 4, Vector(0, 0, 1))
# print bone_name + "\nscale Matrix\n" + str(scaleMatrix)
# matrix *= scaleMatrix
# print bone_name + "\ndelta Matrix\n" + str(matrix)
matrix = Matrix2GL(matrix * bone.local_matrix)
# print bone_name + "\ncal3d Matrix\n" + str(matrix)
#
# Assume 25 fps since there is currently (blender 2.41) no way to
# query the fps of the timeline
#
KeyFrame(track, (curframe-1) / 25.0, matrix.translationPart(), matrix.toQuat())
if animation.duration > 0:
animation.duration /= 25.0
ANIMATIONS[action_name] = animation
# Save all data
if filename.endswith(".cfg"):
filename = os.path.splitext(filename)[0]
BASENAME = os.path.basename(filename)
DIRNAME = os.path.dirname(filename) or "."
try: os.makedirs(DIRNAME)
except: pass
if PREFIX_FILE_WITH_MODEL_NAME: PREFIX = BASENAME + "_"
else: PREFIX = ""
if XML: FORMAT_PREFIX = "x"; encode = lambda x: x.to_cal3d_xml()
else: FORMAT_PREFIX = "c"; encode = lambda x: x.to_cal3d()
#print DIRNAME + " - " + BASENAME
cfg = open(os.path.join(DIRNAME, BASENAME + ".cfg"), "wb")
print >> cfg, "# Cal3D model exported from Blender with blender2cal3d.py"
print >> cfg
if SCALE != 1.0:
print >> cfg, "scale=%s" % SCALE
print >> cfg
filename = BASENAME + "." + FORMAT_PREFIX + "sf"
log.debug("FILENAME %s" % filename)
open(os.path.join(DIRNAME, filename), "wb").write(encode(skeleton))
print >> cfg, "skeleton=%s" % filename
print >> cfg
for animation in ANIMATIONS.values():
if not animation.name.startswith("_"):
if animation.duration: # Cal3D does not support animation with only one state
filename = PREFIX + animation.name + "." + FORMAT_PREFIX + "af"
open(os.path.join(DIRNAME, filename), "wb").write(encode(animation))
print >> cfg, "animation=%s" % filename
print >> cfg
for mesh in meshes:
if not mesh.name.startswith("_"):
filename = PREFIX + mesh.name + "." + FORMAT_PREFIX + "mf"
open(os.path.join(DIRNAME, filename), "wb").write(encode(mesh))
print >> cfg, "mesh=%s" % filename
print >> cfg
materials = MATERIALS.values()
materials.sort(lambda a, b: cmp(a.id, b.id))
for material in materials:
if material.maps_filenames:
filename = PREFIX + os.path.splitext(os.path.basename(material.maps_filenames[0]))[0] + "." + FORMAT_PREFIX + "rf"
else:
filename = PREFIX + "plain." + FORMAT_PREFIX + "rf"
open(os.path.join(DIRNAME, filename), "wb").write(encode(material))
print >> cfg, "material=%s" % filename
print >> cfg
try:
glob_params = Blender.Text.get("soya_params").asLines()
for glob_param in glob_params:
print >> cfg, glob_param
except: pass
# Remove soya cached data -- they need to be re-computed, since the model have changed
for filename in os.listdir(DIRNAME):
if filename.startswith("neighbors"):
os.remove(os.path.join(DIRNAME, filename))
log.info("Saved to '%s.cfg'" % BASENAME)
log.info("Done.")
if Blender.mode == 'interactive': DrawProgressBar(1.0,'Done!')
class BlenderGui:
def __init__(self):
text="""A log has been written to a blender text window. Change this window type to
a text window and you will be able to select the file."""
text=textwrap.wrap(text,40)
text+=['']
if log.has_critical:
text+=['There were critical errors!!!!']
elif log.has_errors:
text+=['There were errors!']
elif log.has_warnings:
text+=['There were warnings']
# add any more text before here
text.reverse()
self.msg=text
Blender.Draw.Register(self.gui, self.event, self.button_event)
def gui(self,):
quitbutton = Blender.Draw.Button("Exit", 1, 0, 0, 100, 20, "Close Window")
y=35
for line in self.msg:
BGL.glRasterPos2i(10,y)
Blender.Draw.Text(line)
y+=15
def event(self,evt, val):
if evt == Blender.Draw.ESCKEY:
Blender.Draw.Exit()
return
def button_event(self,evt):
if evt == 1:
Blender.Draw.Exit()
return
def hotshot_export(filename):
import hotshot,hotshot.stats
prof=hotshot.Profile('blender2cal3d.prof')
print prof.runcall(export,filename)
prof.close()
stats=hotshot.stats.load('blender2cal3d.prof')
stats.strip_dirs()
stats.sort_stats('time','calls')
stats.print_stats()
# Main script
def fs_callback(filename):
save_to_registry(filename)
#hotshot_export(filename)
export(filename)
BlenderGui()
def save_to_registry(filename):
dir,name=os.path.split(filename)
d={'default_path':dir,
}
log.info('storing %s to registry' % str(d))
Registry.SetKey('blender2cal3d',d)
def get_from_registry():
d=Registry.GetKey('blender2cal3d')
if d:
log.info('got %s from registry' % str(d))
return d['default_path']
else:
return ''
# Check for batch mode
if "--blender2cal3d" in sys.argv:
args = sys.argv[sys.argv.index("--blender2cal3d") + 1:]
for arg in args:
attr, val = arg.split("=")
try: val = int(val)
except:
try: val = float(val)
except: pass
globals()[attr] = val
export(FILENAME)
Blender.Quit()
else:
if FILENAME: fs_callback(FILENAME)
else:
defaultname = Blender.Get("filename")
if defaultname.endswith(".blend"):
defaultname = defaultname[0:len(defaultname)-len(".blend")] + ".cfg"
dir,name=os.path.split(defaultname)
lastpath=get_from_registry()
defaultname=os.path.join(lastpath,name)
Blender.Window.FileSelector(fs_callback, "Cal3D Export", defaultname)
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