Files
vrchat-project-template/Assets/avatar-example/mesh/blend~/fbx_export.py
2024-12-16 01:29:37 +05:00

202 lines
6.7 KiB
Python

import os
from datetime import datetime
import bpy
from bpy.props import StringProperty, BoolProperty, PointerProperty, IntProperty
from bpy.types import UIList, Operator, Panel, PropertyGroup, Context
from io_scene_fbx import ExportFBX
def message_box(message: str, title: str = "Message", icon: str = 'INFO') -> None:
"""Shows modal window with a message
:param message: Message text
:param title: Window title
:param icon: Window icon
"""
def draw(self, context):
col = self.layout.column(align=True)
for line in message.strip().split("\n"):
col.label(line)
bpy.context.window_manager.popup_menu(draw, title=title, icon=icon)
def name_as_path(name: str) -> str:
"""Converts and sanitizes an arbitrary string to a canonical path with OS-specific separator
:param name: Some name
:returns: Canonical path
"""
return os.path.join(*[bpy.path.clean_name(n) for n in name.replace("\\", "/").split("/") if n]) + ".fbx"
def fbx_export(context: Context) -> None:
"""
Export all objects Groups to ASCII FBX
"""
print("[%s] Batch FBX export begin" % datetime.now())
rootpath = os.path.normpath(bpy.path.abspath(context.scene.fbx_export.export_dir))
for group in [g for g in bpy.data.groups if g.fbx_export.exportable]:
filepath = os.path.join(rootpath, name_as_path(group.name))
basepath = os.path.dirname(filepath)
if not os.path.exists(basepath):
os.makedirs(basepath)
override = context.copy()
override.update(
{
"selected_objects": [o for o in group.objects if o.fbx_exportable]
}
)
bpy.ops.export_scene.fbx(
override,
version='ASCII6100',
use_selection=True,
global_scale=1.0,
axis_forward='-Z',
axis_up='Y',
object_types=context.scene.fbx_export.object_types,
use_mesh_modifiers=context.scene.fbx_export.use_mesh_modifiers,
mesh_smooth_type='OFF',
use_mesh_edges=False,
use_tspace=False,
use_armature_deform_only=False,
add_leaf_bones=False,
primary_bone_axis='Y',
secondary_bone_axis='X',
armature_nodetype='NULL',
use_anim=False,
path_mode='RELATIVE',
batch_mode='OFF',
use_batch_own_dir=False,
filepath=filepath,
)
print("[%s] Batch FBX export end." % datetime.now())
def on_save(*args, **kwargs) -> None:
"""
Runs when Blender file is being saved
"""
if not bpy.context.scene.fbx_export.on_save:
return
try:
fbx_export(bpy.context)
except Exception as e:
message_box(str(e), "Export error", 'ERROR')
class FBX_OT_ForceExport(Operator):
bl_idname = "fbx.force_export"
bl_label = "Force Export"
bl_description = "Force export FBX"
def execute(self, context):
try:
fbx_export(context)
except Exception as e:
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
return {'FINISHED'}
class AutoexportProps(PropertyGroup):
object_types = ExportFBX.object_types
use_mesh_modifiers = ExportFBX.use_mesh_modifiers
export_dir = StringProperty(
name="FBX Export Dir",
description="FBX Export Directory",
subtype="DIR_PATH",
default="//../fbx/",
)
on_save = BoolProperty(
name="Export on save",
description="Export FBX on Blender file save",
default=True
)
group_index = IntProperty(default=0)
class GroupExportProps(PropertyGroup):
exportable = BoolProperty(
name="Export Group",
description="Mark group as FBX exportable",
default=False
)
obj_index = IntProperty(default=0)
show_obj_list = BoolProperty(default=False)
class FBX_UL_ExportObjects(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
col = layout.column()
row = col.row(align=True)
row.prop(item, "fbx_exportable", icon='CHECKBOX_HLT' if item.fbx_exportable else 'CHECKBOX_DEHLT', text="", emboss=False)
row.prop(item, "name", text="", emboss=False, icon='OBJECT_DATA' if item.dupli_type == "NONE" else 'OUTLINER_OB_GROUP_INSTANCE')
class FBX_UL_ExportItems(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
col = layout.box().column()
row = col.split()
sub = row.row(align=True)
# sub.alignment = 'LEFT'
sub.prop(item.fbx_export, "exportable", icon='CHECKBOX_HLT' if item.fbx_export.exportable else 'CHECKBOX_DEHLT', text="", emboss=False)
sub.prop(item, "name", text="", emboss=False, icon='GROUP')
sub = row.row()
sub.alignment = 'RIGHT'
sub.label(text=str(len(item.objects)), icon='OBJECT_DATA')
sub.prop(item.fbx_export, "show_obj_list", icon='TRIA_DOWN' if item.fbx_export.show_obj_list else 'TRIA_LEFT', text="", emboss=False)
if item.fbx_export.show_obj_list:
col.template_list("FBX_UL_ExportObjects", str(index), item, "objects", item.fbx_export, "obj_index", rows=2)
class SCENE_PT_fbx_autoexport(Panel):
"""Creates a Panel in the scene context of the properties editor"""
bl_label = "FBX Auto-Export"
bl_idname = "SCENE_PT_fbx_autoexport"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
def draw(self, context):
layout = self.layout
scene = context.scene
col = layout.column()
col.prop(scene.fbx_export, "use_mesh_modifiers")
sub = col.row()
sub.prop(scene.fbx_export, "object_types")
col.template_list("FBX_UL_ExportItems", "", bpy.data, "groups", scene.fbx_export, "group_index", rows=3)
col.separator()
col.prop(scene.fbx_export, "export_dir")
row = col.row(align=True)
row.prop(scene.fbx_export, "on_save", icon='LOAD_FACTORY')
row.operator(FBX_OT_ForceExport.bl_idname, icon="PASTEDOWN")
bpy.types.Object.fbx_exportable = BoolProperty(
name="Export Object",
description="Mark object as FBX exportable",
default=True
)
bpy.utils.register_class(FBX_OT_ForceExport)
bpy.utils.register_class(FBX_UL_ExportObjects)
bpy.utils.register_class(FBX_UL_ExportItems)
bpy.utils.register_class(AutoexportProps)
bpy.utils.register_class(GroupExportProps)
bpy.types.Scene.fbx_export = PointerProperty(type=AutoexportProps)
bpy.types.Group.fbx_export = PointerProperty(type=GroupExportProps)
bpy.utils.register_class(SCENE_PT_fbx_autoexport)
bpy.app.handlers.save_pre.append(on_save)