mirror of
https://gitlab.com/ProcyonLotor/vrchat-template.git
synced 2026-08-25 10:43:53 +05:00
275 lines
8.0 KiB
Python
275 lines
8.0 KiB
Python
import os
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from datetime import datetime
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import bpy
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_FUTURE = bpy.app.version >= (2, 80, 0)
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from bpy.props import EnumProperty, StringProperty, BoolProperty, IntProperty
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from bpy.types import UIList, Operator, Panel, Context, Scene
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if _FUTURE:
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from bpy.types import Collection as Group
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else:
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from bpy.types import Group as Group
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def message_box(message: str, title: str = "Message", icon: str = 'INFO') -> None:
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"""Shows modal window with a message
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:param message: Message text
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:param title: Window title
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:param icon: Window icon
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"""
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def draw(self, context):
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col = self.layout.column(align=True)
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for line in message.strip().split("\n"):
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col.label(text=line)
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bpy.context.window_manager.popup_menu(draw, title=title, icon=icon)
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def name_as_path(name: str) -> str:
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"""Converts and sanitizes an arbitrary string to a canonical path with OS-specific separator
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:param name: Some name
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:returns: Canonical path
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"""
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return os.path.join(*[bpy.path.clean_name(n) for n in name.replace("\\", "/").split("/") if n]) + ".fbx"
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def fbx_export(context: Context) -> None:
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"""
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Export all objects Groups to ASCII FBX
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"""
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print("[%s] Batch FBX export begin" % datetime.now())
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settings_ascii = dict(
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version='ASCII6100',
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use_selection=True,
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global_scale=1.0,
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axis_forward='-Z',
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axis_up='Y',
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object_types=context.scene.fbx_object_types,
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use_mesh_modifiers=True,
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mesh_smooth_type='OFF',
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use_mesh_edges=False,
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use_tspace=False,
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use_armature_deform_only=False,
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add_leaf_bones=False,
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primary_bone_axis='Y',
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secondary_bone_axis='X',
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armature_nodetype='NULL',
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use_anim=context.scene.fbx_use_anim,
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use_default_take=False,
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path_mode='RELATIVE',
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batch_mode='OFF',
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use_batch_own_dir=False,
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)
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settings_binary = dict(
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# Common
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version='BIN7400',
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axis_forward='-Z',
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axis_up='Y',
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apply_scale_options='FBX_SCALE_ALL',
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apply_unit_scale=True,
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bake_space_transform=True,
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global_scale=1.0,
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object_types=context.scene.fbx_object_types,
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use_custom_props=False,
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use_selection=True,
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# Mesh
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mesh_smooth_type='FACE',
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use_mesh_modifiers=False,
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use_mesh_edges=False,
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use_tspace=False,
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# Armature
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add_leaf_bones=False,
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primary_bone_axis='Y',
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secondary_bone_axis='X',
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use_armature_deform_only=False,
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armature_nodetype='NULL',
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# Animation
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bake_anim=context.scene.fbx_use_anim,
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bake_anim_use_all_bones=True,
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bake_anim_use_all_actions=True,
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bake_anim_use_nla_strips=True,
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bake_anim_force_startend_keying=True,
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bake_anim_step=1.0,
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bake_anim_simplify_factor=1.0,
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# File
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path_mode='RELATIVE',
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embed_textures=False,
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batch_mode='OFF',
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)
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settings = settings_binary if _FUTURE or context.scene.fbx_force_binary else settings_ascii
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if _FUTURE:
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settings.pop('version')
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rootpath = os.path.normpath(bpy.path.abspath(context.scene.fbx_export_dir))
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groups = bpy.data.collections if _FUTURE else bpy.data.groups
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override = context.copy()
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for group in [g for g in groups if g.fbx_exportable]:
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filepath = os.path.join(rootpath, name_as_path(group.name))
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basepath = os.path.dirname(filepath)
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if not os.path.exists(basepath):
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os.makedirs(basepath)
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override.update(
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{
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"selected_objects": group.objects
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}
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)
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settings.update(
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{
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"filepath": filepath
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}
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)
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if bpy.app.version >= (4, 0, 0):
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with context.temp_override(**override):
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bpy.ops.export_scene.fbx(**settings)
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else:
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bpy.ops.export_scene.fbx(override, **settings)
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print("\n[%s] Batch FBX export end." % datetime.now())
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class FBX_OT_ManualExport(Operator):
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bl_idname = "fbx.manual_export"
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bl_label = "Manual Export"
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bl_description = "Export FBX manualy"
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def execute(self, context):
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try:
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fbx_export(context)
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except Exception as e:
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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return {'FINISHED'}
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class FBX_UL_ExportItems(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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row = layout.row(align=True)
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row.prop(item, "fbx_exportable", icon='CHECKBOX_HLT' if item.fbx_exportable else 'CHECKBOX_DEHLT', text="", emboss=False)
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row.prop(item, "name", text="", emboss=False, icon='GROUP')
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class SCENE_PT_fbx_autoexport(Panel):
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"""Creates a Panel in the scene context of the properties editor"""
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bl_label = "FBX Auto-Export"
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bl_idname = "SCENE_PT_fbx_autoexport"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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col = layout.column()
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split = col.split()
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sub = split.column()
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sub.label(text="Filter groups:")
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sub.template_list("FBX_UL_ExportItems", "", bpy.data, "collections" if _FUTURE else "groups", scene, "fbx_group_index", rows=5)
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sub = split.column()
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sub.label(text="Filter object types:")
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sub.prop(scene, "fbx_object_types")
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col.separator()
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if _FUTURE:
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col.use_property_split = True
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col.use_property_decorate = False
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col.prop(scene, "fbx_on_save")
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col.prop(scene, "fbx_use_anim")
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if not _FUTURE:
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col.prop(scene, "fbx_force_binary")
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col.separator()
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col.prop(scene, "fbx_export_dir")
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col.operator(FBX_OT_ManualExport.bl_idname)
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def on_save(*args, **kwargs) -> None:
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"""
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Runs when Blender file is being saved
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"""
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if not bpy.context.scene.fbx_on_save:
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return
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try:
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fbx_export(bpy.context)
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except Exception as e:
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message_box(str(e), "Export error", 'ERROR')
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classes = [
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FBX_OT_ManualExport,
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FBX_UL_ExportItems,
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SCENE_PT_fbx_autoexport,
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]
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def register() -> None:
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for cls in classes:
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bpy.utils.register_class(cls)
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Scene.fbx_export_dir = StringProperty(
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name="FBX Export Dir",
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description="FBX Export Directory",
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subtype="DIR_PATH",
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default="//../fbx/",
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)
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Scene.fbx_on_save = BoolProperty(
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name="Export on save",
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description="Export FBX on Blender file save",
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default=False
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)
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Scene.fbx_object_types = EnumProperty(
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name="Object Types",
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options={'ENUM_FLAG'},
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items=(
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('EMPTY', "Empty", ""),
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('CAMERA', "Camera", ""),
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('LAMP', "Lamp", ""),
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('ARMATURE', "Armature", "WARNING: not supported in dupli/group instances"),
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('MESH', "Mesh", ""),
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('OTHER', "Other", "Other geometry types, like curve, metaball, etc. (converted to meshes)"),
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),
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description="Which kind of object to export",
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default={'ARMATURE', 'EMPTY', 'MESH', 'OTHER'},
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)
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Scene.fbx_group_index = IntProperty(default=0)
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Scene.fbx_force_binary = BoolProperty(
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name="Binary Format",
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description="Force export FBX file as binary",
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default=False
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)
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Scene.fbx_use_anim = BoolProperty(
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name="Include Animation",
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description="Export baked keyframe animation",
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default=False
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)
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Group.fbx_exportable = BoolProperty(
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name="Export Group",
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description="Mark group as FBX exportable",
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default=False
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)
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bpy.app.handlers.save_pre.append(on_save)
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def unregister() -> None:
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bpy.app.handlers.save_pre.remove(on_save)
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del Group.fbx_exportable
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del Scene.fbx_group_index
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del Scene.fbx_object_types
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del Scene.fbx_on_save
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del Scene.fbx_export_dir
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for cls in reversed(classes):
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bpy.utils.unregister_class(cls)
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register()
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