assets/pipeline/export_anims.py

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import bpy
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from bpy.types import Collection, LayerCollection, Object, Armature
# Enter object mode
bpy.ops.object.mode_set(mode='OBJECT')
# FIRST, toggle collections
collections_exportable = [
"insurrectionist", "infantry", "rigging", "geometry", "grapple", "baton", "helmet", "gun", "jetpack"
]
def toggle_collection(coll: LayerCollection):
# Iterate over all child LayerCollections
for child in coll.children.values():
c: LayerCollection = child
# Force include/exclude character-related collections so they're included/excluded from export
c.exclude = not (c.name in collections_exportable)
if c.name == "insurrectionist" or c.name == "infantry":
bpy.context.view_layer.active_layer_collection = c
toggle_collection(bpy.context.view_layer.layer_collection)
# Find rig to make it active
armatureObj: Object = None
for objBase in bpy.context.scene.objects:
# print(objBase)
obj: Object = objBase
# print(obj.data)
if obj.type == 'ARMATURE':
print("FOUND AN ARMATURE")
armatureObj = obj
obj.select_set(True)
bpy.context.active_object
print(bpy.context.active_object)
#bpy.context.active_object.animation_data.nla_tracks
exit()
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# Get export directory
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path: str = bpy.data.filepath.replace('\\Shelby', '').replace('\\Tommy', '')
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pathPrefix = max(path.rfind('animations/'), path.rfind('animations\\'))
pathStart = pathPrefix + len('animations/')
pathEnd = max(path.rfind('/'), path.rfind('\\'))
# Figure out who made these animations based on filepath
fileIndividual = ''
if 'tommy' in path:
fileIndividual = 'tommy'
elif 'shelby' in path:
fileIndividual = 'shelby'
elif 'alan' in path:
fileIndividual = 'alan'
# Build export filepath
dirName = path[pathStart:pathEnd]
filePath = path[:pathPrefix] + 'export\\' + dirName + '\\anims_' + dirName + '_' + fileIndividual + '.fbx'
# RIG MUST BE ACTIVE
armature = bpy.context.active_object.data
# Set all bone layers, INCLUDING mechanical bones, to be visible
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for i in range(0, 29):
armature.layers[i] = True
for i in range(29,32):
armature.layers[i] = True
# Use BoneJuice to bake down all actions
# bpy.ops.bj.anim_bakeall()
# Make armature local so we can clear all constraints
# bpy.ops.object.mode_set(mode='OBJECT')
# bpy.ops.object.make_local(type='SELECT_OBDATA')
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# Clear all posing and pose constraints
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bpy.ops.object.mode_set(mode='POSE') # Enter pose mode
bpy.ops.pose.select_all(action='SELECT')
# bpy.ops.pose.constraints_clear() # Clear all constraints
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bpy.ops.pose.transforms_clear() # Clear all transforms
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# Export animations
bpy.ops.export_scene.fbx(
# I/O
filepath = filePath,
check_existing = False,
path_mode = 'STRIP',
batch_mode = 'OFF',
use_visible = True,
object_types = {'MESH', 'ARMATURE'},
axis_forward = '-Y',
axis_up = 'Z',
# Mesh Settings
use_mesh_modifiers = True,
use_mesh_modifiers_render = False,
use_triangles = True,
colors_type = 'NONE',
# Animation
use_armature_deform_only = True,
add_leaf_bones = True,
bake_anim = True,
bake_anim_use_all_bones = True,
bake_anim_use_nla_strips = False,
bake_anim_use_all_actions = True,
bake_anim_force_startend_keying = True,
bake_anim_simplify_factor = 0.0,
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)
bpy.ops.pose.transforms_clear() # Clear all transforms
bpy.ops.object.mode_set(mode='OBJECT')
## FOR DEBUGGING, see https://blender.stackexchange.com/questions/93728/blender-script-run-print-to-console
# from bpy import context
# import builtins as __builtin__
# def console_print(*args, **kwargs):
# for a in context.screen.areas:
# if a.type == 'CONSOLE':
# c = {}
# c['area'] = a
# c['space_data'] = a.spaces.active
# c['region'] = a.regions[-1]
# c['window'] = context.window
# c['screen'] = context.screen
# s = " ".join([str(arg) for arg in args])
# for line in s.split("\n"):
# bpy.ops.console.scrollback_append(c, text=line)
# def print(*args, **kwargs):
# """Console print() function."""
# console_print(*args, **kwargs) # to py consoles
# __builtin__.print(*args, **kwargs) # to system console