From f41f1a144b8a276f881f267b9f4378318e9ca659 Mon Sep 17 00:00:00 2001 From: BleuRaven Date: Sun, 5 Aug 2018 15:35:27 +0200 Subject: [PATCH] Add files via upload - Keeps all user and scene settings after export. - More export customizations. - Exporting animation with a single frame is no longer a problem. --- blender_for_unrealengine.py | 1221 ++++++++++++++++++----------------- 1 file changed, 646 insertions(+), 575 deletions(-) diff --git a/blender_for_unrealengine.py b/blender_for_unrealengine.py index 83f7576e..874662b8 100644 --- a/blender_for_unrealengine.py +++ b/blender_for_unrealengine.py @@ -1,576 +1,647 @@ -#====================== BEGIN GPL LICENSE BLOCK ============================ -# -# 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 3 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, see . -# All rights reserved. -# -#======================= END GPL LICENSE BLOCK ============================= - -# ---------------------------------------------- -# This addons allows to easily export several objects at the same time in .fbx -# for use in unreal engine 4 by removing the usual constraints -# while respecting UE4 naming conventions and a clean tree structure. -# It also contains a small toolkit for collisions and sockets -# ---------------------------------------------- - -bl_info = { - 'name': 'Blender for UnrealEngine', - 'description': "This add-ons allows to easily export several " - "objects at the same time for use in unreal engine 4.", - 'author': 'Loux Xavier (BleuRaven)', - 'version': (0, 1, 3), - 'blender': (2, 79, 0), - 'location': 'View3D > Tool > Unreal Engine 4', - 'warning': '', - "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/" - "Scripts/Import-Export/Blender_For_UnrealEngine", - 'tracker_url': '', - 'support': 'COMMUNITY', - 'category': 'Import-Export'} - -import os -from mathutils import Vector -from mathutils import Quaternion -import bpy -import fnmatch -from bpy.props import * -from bpy.types import Operator -import math -import mathutils -from bpy import data as bpy_data - -#############################[Variables]############################# - - -exportedAssets = [] #List of exported objects [Assetsype , ExportPath] Reset with each export - - -#############################[Functions]############################# - - -def GetStringSceneProperty(properties): #Allows to get StringSceneProperty with properties name. - prop = "" - try: - prop = bpy.context.scene[properties] - return prop - except: - pass - return prop - - -def ChecksRelationship(arrayA, arrayB): #Checks if it exits an identical variable in two lists - for a in arrayA: - for b in arrayB: - if a == b: - return True - return False - - -def SelectParentAndDesiredChilds(obj): #Selects only all child objects that must be exported with parent objet - bpy.ops.object.select_all(action='DESELECT') - bpy.context.scene.objects.active = obj - bpy.ops.object.select_grouped(type='CHILDREN_RECURSIVE') - - for unwantedObj in FindAllObjetsByExportType("dont_export"): #Deselect all objects that should not be exported - unwantedObj.select = False - obj.select = True - - -def ResetArmaturePose(obj): #Reset armature pose - for x in obj.pose.bones: - x.rotation_quaternion = Quaternion((0,0,0),0) - x.scale = Vector((1,1,1)) - x.location = Vector((0,0,0)) - - -def VerifiDirs(directory): #check and create a folder if it does not exist - if not os.path.exists(directory): - os.makedirs(directory) - -print (max(0, 1)) -def ExportSingleAnimation(obj, targetAction, dirpath, filename): #Export a single animation - if obj.type == 'ARMATURE': - bpy.ops.object.mode_set(mode = 'OBJECT') - originalLoc = Vector((0,0,0)) - originalLoc = originalLoc + obj.location #Save objet location - obj.location = (0,0,0) #Moves object to the center of the scene for export - - SelectParentAndDesiredChilds(obj) - ResetArmaturePose(obj) - - obj.animation_data.action = targetAction #Apply desired action - keyframes = [] - for fcu in obj.animation_data.action.fcurves: - for keyframe in fcu.keyframe_points: - xCurve, yCurve = keyframe.co - keyframes.append(xCurve) - bpy.context.scene.frame_start = 0 - bpy.context.scene.frame_end = max(keyframes[-1],1) #Set end_frame on the final key the current action - VerifiDirs(dirpath) - fullpath = os.path.join( dirpath , filename ) - bpy.ops.export_scene.fbx( - filepath=fullpath, - check_existing=False, - version='BIN7400', - use_selection=True, - object_types={'ARMATURE'}, - bake_anim=True, - bake_anim_use_nla_strips=False, - bake_anim_use_all_actions=False, - bake_anim_force_startend_keying=True, - ) - exportedAssets.append(["Animation", fullpath]) - obj.location = originalLoc #Move object to this saved location - - -def ExportSingleMesh(obj, dirpath, filename): #Export a single Mesh - if bpy.context.mode != 'OBJECT': - bpy.ops.object.mode_set(mode = 'OBJECT') - originalLoc = Vector((0,0,0)) - originalLoc = originalLoc + obj.location #Save objet location - obj.location = (0,0,0) #Moves object to the center of the scene for export - - SelectParentAndDesiredChilds(obj) - - VerifiDirs(dirpath) - fullpath = os.path.join( dirpath , filename ) - bpy.ops.export_scene.fbx(filepath=fullpath, - check_existing=False, - version='BIN7400', - use_selection=True, - bake_anim=False, - ) - meshType = "StaticMesh" - if obj.type == 'ARMATURE': - meshType = "SkeletalMesh" - exportedAssets.append([meshType , fullpath]) - obj.location = originalLoc #Move object to this saved location - - -def FindAllObjetsByExportType(exportType): #Find all objets with a ExportEnum property desired - targetObj = [] - for obj in bpy.context.scene.objects: - try: - prop = obj.ExportEnum - if prop == exportType: - targetObj.append(obj) - except: - pass - return(targetObj) - -def GenerateUe4Name(name): #From a objet name generate a new name with by adding a suffix number - - - def IsValidName(testedName): #Checks if an object uses this name. If not is a valid name - for obj in bpy.context.scene.objects: - if testedName == obj.name: - return False - return True - - - valid = False - number = 0 - newName = "" - while valid == False: - newName = name+"_"+str(number) - if IsValidName(newName): - valid = True - else: - number = number+1 - return newName - - -def ConvertEmptyToUe4Socket(): #Convert all selected empty to unreal socket - if CheckIfCollisionAndSocketOwnerIsValid(): - ownerObjName = GetStringSceneProperty("CollisionAndSocketOwner") - bpy.ops.object.mode_set(mode = 'OBJECT') - ownerObj = bpy.data.objects[ownerObjName] - for obj in bpy.context.selected_objects: - if obj != ownerObj: - if obj.type == 'EMPTY': - obj.name = GenerateUe4Name("SOCKET_"+ownerObjName) - obj.scale = (0.01,0.01,0.01) - obj.empty_draw_size = 100 - if obj.parent != ownerObj.name: - bpy.ops.object.select_all(action='DESELECT') - obj.select = True - bpy.context.scene.objects.active = ownerObj - bpy.ops.object.parent_set(type='OBJECT', keep_transform=True) - - -def ConvertMeshToUe4Collision(collisionType): #Convert all selected mesh to unreal collisions - ownerObjName = GetStringSceneProperty("CollisionAndSocketOwner") - if CheckIfCollisionAndSocketOwnerIsValid(): - bpy.ops.object.mode_set(mode = 'OBJECT') - ownerObj = bpy.data.objects[ownerObjName] - prefixName = "" - - #Set the name of the Prefix depending on the type of collision in agreement with unreal FBX Pipeline - if collisionType == "Box": - prefixName = "UBX_" - elif collisionType == "Capsule": - prefixName = "UCP_" - elif collisionType == "Sphere": - prefixName = "USP_" - elif collisionType == "Convex": - prefixName = "UCX_" - else: - return - - mat = bpy.data.materials.get("UE4Collision") - if mat is None: - mat = bpy.data.materials.new(name="UE4Collision") - mat.diffuse_color = (0, 0.6, 0) - mat.alpha = 0.1 - mat.use_transparency = True - - for obj in bpy.context.selected_objects: - if obj != ownerObj: - if obj.type == 'MESH': - obj.data.materials.clear() - obj.data.materials.append(mat) - obj.name = GenerateUe4Name(prefixName+ownerObjName) - obj.show_wire = True - obj.show_transparent = True - if obj.parent != ownerObj.name: - bpy.ops.object.select_all(action='DESELECT') - obj.select = True - bpy.context.scene.objects.active = ownerObj - bpy.ops.object.parent_set(type='OBJECT', keep_transform=True) - - -def ExportAllByList(targetObjets): #Export all objects that need to be exported - if len(targetObjets) > 0: - Scene = bpy.context.scene - blendFileLoc = os.path.dirname(bpy.data.filepath) - smPrefix = GetStringSceneProperty("StaticPrefixExportName") - skPrefix = GetStringSceneProperty("SkeletalPrefixExportName") - animPrefix = GetStringSceneProperty("AnimPrefixExportName") - for obj in targetObjets: - if obj.type == 'ARMATURE': - exportDir = os.path.join( blendFileLoc, "ExportedFbx" , "SkeletalMesh", obj.name ) - ExportSingleMesh(obj, exportDir, skPrefix+obj.name+".fbx") - for Action in bpy.data.actions: - - objBonesName = [bone.name for bone in obj.pose.bones] - animBonesName = [] - for curve in Action.fcurves: - try: - animBonesName.append(curve.data_path.split('"')[1]) - except: - pass - - if ChecksRelationship(objBonesName, animBonesName): - animExportDir = os.path.join( exportDir, "Anim" ) - ExportSingleAnimation(obj, Action, animExportDir, animPrefix+obj.name+"_"+Action.name+".fbx") - else: - exportDir = os.path.join( blendFileLoc, "ExportedFbx" , "StaticMesh" ) - ExportSingleMesh(obj, exportDir, smPrefix+obj.name+".fbx") - -def CorrectBadProperty(): - Scene = bpy.context.scene - foo_objs1 = [obj for obj in Scene.objects if - fnmatch.fnmatchcase(obj.name, "UBX*") or - fnmatch.fnmatchcase(obj.name, "UCX*") or - fnmatch.fnmatchcase(obj.name, "UCP*") or - fnmatch.fnmatchcase(obj.name, "USP*") or - fnmatch.fnmatchcase(obj.name, "SOCKET*")] - - for u in foo_objs1: - try: - - if u.ExportEnum == "export_and_childs": - u.ExportEnum = "auto" - except: - pass - - -def ExportComplete(self): #Display a summary at the end of the export and reset "exportedAssets" - if len(exportedAssets) > 0: - self.report({'INFO'}, "Export of "+str(len(exportedAssets))+" asset(s) has been finalized ! ") - self.report({'INFO'}, "Look in th console for more info.") - print ("################## Exported asset(s) ##################") - for asset in exportedAssets: - print (asset[0]+" --> "+asset[1]) - print ("################## Exported asset(s) ##################") - else: - self.report({'WARNING'}, "Not found assets. with \"Export and child\" properties.") - self.report({'OPERATOR'}, "Pleas select at least one object and set \"Export and child\" properties.") - del exportedAssets[:] - - -#############################[Visual and UI]############################# - -#### UI Function -def CheckIfCollisionAndSocketOwnerIsValid(): - for obj in bpy.data.objects: - if GetStringSceneProperty("CollisionAndSocketOwner") == obj.name: - owner = bpy.data.objects[GetStringSceneProperty("CollisionAndSocketOwner")] - if owner.type != "ARMATURE": - return True - return False - -#### Propertys -def initObjectProperties(): - bpy.types.Object.ExportEnum = EnumProperty( - name = "Type of export ", - description = "Export type of active object", - items = [("auto", "Auto", "Export only if one parents is \"Export and child\"", "KEY_HLT", 1), - ("export_and_childs", "Export and childs", "Export self objet and all childs", "KEYINGSET", 2), - ("dont_export", "Dont export", "Will never export", "KEY_DEHLT", 3)]) - - -def initSceneProperties(): - bpy.types.Scene.CollisionAndSocketOwner = StringProperty( - name = "Owner", - description = "Enter the owner name of the collision or socket", - default = "") - - bpy.types.Scene.StaticPrefixExportName = StringProperty( - name = "StaticMesh Prefix", - description = "Prefix of staticMesh when exported", - maxlen = 255, - default = "SM_") - - bpy.types.Scene.SkeletalPrefixExportName = StringProperty( - name = "SkeletalMesh Prefix ", - description = "Prefix of SkeletalMesh when exported", - maxlen = 255, - default = "SK_") - - bpy.types.Scene.AnimPrefixExportName = StringProperty( - name = "AnimationSequence Prefix", - description = "Prefix of AnimationSequence when exported", - maxlen = 255, - default = "Anim_") - return - - -def ChecksProp(prop): - try: - value = prop["StaticPrefixExportName"] - except: - pass - prop["StaticPrefixExportName"] = "SM_" - try: - value = prop["SkeletalPrefixExportName"] - except: - pass - prop["SkeletalPrefixExportName"] = "SK_" - try: - value = prop["AnimPrefixExportName"] - except: - pass - prop["AnimPrefixExportName"] = "Anim_" - - return - -#### Panels -class ue4PropertiesPanel(bpy.types.Panel): #Is Objet Properties panel - bl_idname = "panel.ue4.properties" - bl_label = "Objet Properties" - bl_space_type = "VIEW_3D" - bl_region_type = "TOOLS" - bl_category = "Unreal Engine 4" - - def draw(self, context): - layout = self.layout - try: - ob = context.object - layout.prop(ob, 'ExportEnum') - except: - pass - row = self.layout.row().split(percentage = 0.80 ) - row = row.column() - - row.operator("object.selectexport") - row.operator("object.deselectexport") - - -class ue4CollisionsAndSocketsPanel(bpy.types.Panel): #Is Collisions And Sockets panel - bl_idname = "panel.ue4.collisionsandsockets" - bl_label = "Collisions And Sockets" - bl_space_type = "VIEW_3D" - bl_region_type = "TOOLS" - bl_category = "Unreal Engine 4" - - def draw(self, context): - - scene = context.scene - layout = self.layout - - ownerSelect = layout.row().split(align=True, percentage=0.9) - ownerSelect.prop_search(scene, "CollisionAndSocketOwner", scene, "objects") - ownerSelect.operator("object.setownerbyactive", text="", icon='EYEDROPPER') - - - - layout.label("Convert selected objet to Unreal collision or socket", icon='PHYSICS') - - convertButtons = layout.row().split(percentage = 0.80 ) - convertButtons.active = CheckIfCollisionAndSocketOwnerIsValid() - convertButtons.enabled = CheckIfCollisionAndSocketOwnerIsValid() - convertButtons = convertButtons.column() - convertButtons.operator("object.converttoboxcollision", icon='MESH_CUBE') - convertButtons.operator("object.converttoconvexcollision", icon='MESH_ICOSPHERE') - convertButtons.operator("object.converttocapsulecollision", icon='MESH_CAPSULE') - convertButtons.operator("object.converttospherecollision", icon='SOLID') - convertButtons.operator("object.converttosocket", icon='OUTLINER_DATA_EMPTY') - -class ue4CheckCorrect(bpy.types.Panel): #Is Check and correct panel - bl_idname = "panel.ue4.CheckCorrect" - bl_label = "Check and correct" - bl_space_type = "VIEW_3D" - bl_region_type = "TOOLS" - bl_category = "Unreal Engine 4" - - def draw(self, context): - scn = context.scene - props = self.layout.row().operator("object.correctproperty", icon='FILE_TICK') - -class ue4ExportPanel(bpy.types.Panel): #Is Export panel - bl_idname = "panel.ue4.export" - bl_label = "Export" - bl_space_type = "VIEW_3D" - bl_region_type = "TOOLS" - bl_category = "Unreal Engine 4" - - def draw(self, context): - scn = context.scene - self.layout.prop(scn, 'StaticPrefixExportName', icon='OBJECT_DATA') - self.layout.prop(scn, 'SkeletalPrefixExportName', icon='OBJECT_DATA') - self.layout.prop(scn, 'AnimPrefixExportName', icon='OBJECT_DATA') - props = self.layout.row().operator("object.exportforunreal", icon='EXPORT') - -#### Buttons -class SelectExportAndChildButton(bpy.types.Operator): - bl_label = "Select all \"Export and childs\" objects" - bl_idname = "object.selectexport" - bl_description = "Select all root objects that will be exported" - - def execute(self, context): - for obj in FindAllObjetsByExportType("export_and_childs"): - obj.select = True - return {'FINISHED'} - - -class DeselectExportAndChildButton(bpy.types.Operator): - bl_label = "Deselect all \"Export and childs\" objects" - bl_idname = "object.deselectexport" - bl_description = "Deselect all root objects that will be exported" - - def execute(self, context): - for obj in FindAllObjetsByExportType("export_and_childs"): - obj.select = False - return {'FINISHED'} - -class SetOwnerByActive(bpy.types.Operator): - bl_label = "Set owner by active selection" - bl_idname = "object.setownerbyactive" - bl_description = "Set owner by active selection" - - def execute(self, context): - try: - bpy.context.scene["CollisionAndSocketOwner"] = bpy.context.active_object.name - except: - pass - bpy.context.scene["CollisionAndSocketOwner"] = "" - return {'FINISHED'} - -class ConvertToUECollisionButtonBox(bpy.types.Operator): - bl_label = "Convert to box (UBX)" - bl_idname = "object.converttoboxcollision" - bl_description = "Convert selected mesh(s) to Unreal collision ready for export (Boxes type)" - - def execute(self, context): - ConvertMeshToUe4Collision("Box") - return {'FINISHED'} - - -class ConvertToUECollisionButtonCapsule(bpy.types.Operator): - bl_label = "Convert to capsule (UCP)" - bl_idname = "object.converttocapsulecollision" - bl_description = "Convert selected mesh(s) to Unreal collision ready for export (Capsules type)" - - def execute(self, context): - ConvertMeshToUe4Collision("Capsule") - return {'FINISHED'} - - -class ConvertToUECollisionButtonSphere(bpy.types.Operator): - bl_label = "Convert to sphere (USP)" - bl_idname = "object.converttospherecollision" - bl_description = "Convert selected mesh(s) to Unreal collision ready for export (Spheres type)" - - def execute(self, context): - ConvertMeshToUe4Collision("Sphere") - return {'FINISHED'} - - -class ConvertToUECollisionButtonConvex(bpy.types.Operator): - bl_label = "Convert to convex shape (UCX)" - bl_idname = "object.converttoconvexcollision" - bl_description = "Convert selected mesh(s) to Unreal collision ready for export (Convex shapes type)" - - def execute(self, context): - ConvertMeshToUe4Collision("Convex") - return {'FINISHED'} - - -class ConvertToUESocketButton(bpy.types.Operator): - bl_label = "Convert to socket (SOCKET)" - bl_idname = "object.converttosocket" - bl_description = "Convert selected empty(s) to Unreal sockets ready for export" - - def execute(self, context): - ConvertEmptyToUe4Socket() - return {'FINISHED'} - - -class ExportForUnrealEngineButton(bpy.types.Operator): - bl_label = "Export for UnrealEngine 4" - bl_idname = "object.exportforunreal" - bl_description = "Export all objet intended for export in scene to fbx" - - def execute(self, context): - ChecksProp(bpy.context.scene) - ExportAllByList(FindAllObjetsByExportType("export_and_childs")) - ExportComplete(self) - return {'FINISHED'} - -class CorrectBadPropertyButton(bpy.types.Operator): - bl_label = "Correct bad property" - bl_idname = "object.correctproperty" - bl_description = "Corrects bad properties" - - def execute(self, context): - CorrectBadProperty() - return {'FINISHED'} - - -#############################[...]############################# - - -def register(): - bpy.utils.register_module(__name__) - bpy.types.Scene.my_prop = bpy.props.StringProperty(default="default value") - initObjectProperties() - initSceneProperties() - - -def unregister(): - bpy.utils.unregister_module(__name__) - - -if __name__ == "__main__": +#====================== BEGIN GPL LICENSE BLOCK ============================ +# +# 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 3 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, see . +# All rights reserved. +# +#======================= END GPL LICENSE BLOCK ============================= + +# ---------------------------------------------- +# This addons allows to easily export several objects at the same time in .fbx +# for use in unreal engine 4 by removing the usual constraints +# while respecting UE4 naming conventions and a clean tree structure. +# It also contains a small toolkit for collisions and sockets +# ---------------------------------------------- + +bl_info = { + 'name': 'Blender for UnrealEngine', + 'description': "This add-ons allows to easily export several " + "objects at the same time for use in unreal engine 4.", + 'author': 'Loux Xavier (BleuRaven)', + 'version': (0, 1, 5), + 'blender': (2, 79, 0), + 'location': 'View3D > Tool > Unreal Engine 4', + 'warning': '', + "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/" + "Scripts/Import-Export/Blender_For_UnrealEngine", + 'tracker_url': '', + 'support': 'COMMUNITY', + 'category': 'Import-Export'} + +import os +from mathutils import Vector +from mathutils import Quaternion +import bpy +import fnmatch +from bpy.props import * +from bpy.types import Operator +import math +import mathutils +from bpy import data as bpy_data + +#############################[Variables]############################# + + +exportedAssets = [] #List of exported objects [Assetsype , ExportPath] Reset with each export + + +#############################[Functions]############################# + + +def GetStringSceneProperty(properties): #Allows to get StringSceneProperty with properties name. + prop = "" + try: + prop = bpy.context.scene[properties] + return prop + except: + pass + return prop + + +def ChecksRelationship(arrayA, arrayB): #Checks if it exits an identical variable in two lists + for a in arrayA: + for b in arrayB: + if a == b: + return True + return False + + +def SelectParentAndDesiredChilds(obj): #Selects only all child objects that must be exported with parent objet + bpy.ops.object.select_all(action='DESELECT') + bpy.context.scene.objects.active = obj + bpy.ops.object.select_grouped(type='CHILDREN_RECURSIVE') + + for unwantedObj in FindAllObjetsByExportType("dont_export"): #Deselect all objects that should not be exported + unwantedObj.select = False + obj.select = True + + +def ResetArmaturePose(obj): #Reset armature pose + for x in obj.pose.bones: + x.rotation_quaternion = Quaternion((0,0,0),0) + x.scale = Vector((1,1,1)) + x.location = Vector((0,0,0)) + + +def VerifiDirs(directory): #check and create a folder if it does not exist + if not os.path.exists(directory): + os.makedirs(directory) + + +def ExportSingleAnimation(obj, targetAction, dirpath, filename): #Export a single animation + if obj.type == 'ARMATURE': + UserAction = obj.animation_data.action #Save current action + bpy.ops.object.mode_set(mode = 'OBJECT') + originalLoc = Vector((0,0,0)) + originalLoc = originalLoc + obj.location #Save objet location + obj.location = (0,0,0) #Moves object to the center of the scene for export + + SelectParentAndDesiredChilds(obj) + ResetArmaturePose(obj) + + obj.animation_data.action = targetAction #Apply desired action + keyframes = [] + for fcu in obj.animation_data.action.fcurves: + for keyframe in fcu.keyframe_points: + xCurve, yCurve = keyframe.co + keyframes.append(xCurve) + bpy.context.scene.frame_start = 0 + bpy.context.scene.frame_end = max(keyframes[-1],1) #Set end_frame on the final key the current action + + absdirpath = bpy.path.abspath(dirpath) + + VerifiDirs(absdirpath) + fullpath = os.path.join( absdirpath , filename ) + bpy.ops.export_scene.fbx( + filepath=fullpath, + check_existing=False, + version='BIN7400', + use_selection=True, + object_types={'ARMATURE'}, + bake_anim=True, + bake_anim_use_nla_strips=False, + bake_anim_use_all_actions=False, + bake_anim_force_startend_keying=True, + ) + exportedAssets.append(["Animation", fullpath]) + obj.location = originalLoc #Resets previous object location + ResetArmaturePose(obj) + obj.animation_data.action = UserAction #Resets previous action + + + +def ExportSingleMesh(obj, dirpath, filename): #Export a single Mesh + + bpy.ops.object.mode_set(mode = 'OBJECT') + originalLoc = Vector((0,0,0)) + originalLoc = originalLoc + obj.location #Save current object location + + obj.location = (0,0,0) #Moves object to the center of the scene for export + + SelectParentAndDesiredChilds(obj) + + absdirpath = bpy.path.abspath(dirpath) + VerifiDirs(absdirpath) + fullpath = os.path.join( absdirpath , filename ) + bpy.ops.export_scene.fbx(filepath=fullpath, + check_existing=False, + version='BIN7400', + use_selection=True, + bake_anim=False + ) + meshType = "StaticMesh" + if obj.type == 'ARMATURE': + meshType = "SkeletalMesh" + exportedAssets.append([meshType , fullpath]) + + obj.location = originalLoc #Resets previous object location + + + + +def FindAllObjetsByExportType(exportType): #Find all objets with a ExportEnum property desired + targetObj = [] + for obj in bpy.context.scene.objects: + try: + prop = obj.ExportEnum + if prop == exportType: + targetObj.append(obj) + except: + pass + return(targetObj) + + +def GenerateUe4Name(name): #From a objet name generate a new name with by adding a suffix number + + + def IsValidName(testedName): #Checks if an object uses this name. If not is a valid name + for obj in bpy.context.scene.objects: + if testedName == obj.name: + return False + return True + + + valid = False + number = 0 + newName = "" + while valid == False: + newName = name+"_"+str(number) + if IsValidName(newName): + valid = True + else: + number = number+1 + return newName + + +def ConvertToUe4Socket(): #Convert all selected empty to unreal socket + if CheckIfCollisionAndSocketOwnerIsValid(): + ownerObjName = GetStringSceneProperty("CollisionAndSocketOwner") + + UserMode = bpy.context.object.mode #Save current mode + UserActive = bpy.context.active_object #Save current active object + UserSelected = bpy.context.selected_objects #Save current selected objects + + bpy.ops.object.mode_set(mode = 'OBJECT') + ownerObj = bpy.data.objects[ownerObjName] + for obj in bpy.context.selected_objects: + if obj != ownerObj: + if obj.type == 'EMPTY': + obj.name = GenerateUe4Name("SOCKET_"+ownerObjName) + obj.scale = (0.01,0.01,0.01) + obj.empty_draw_size = 100 + if obj.parent != ownerObj.name: + bpy.ops.object.select_all(action='DESELECT') + obj.select = True + bpy.context.scene.objects.active = ownerObj + bpy.ops.object.parent_set(type='OBJECT', keep_transform=True) + + for obj in UserSelected: obj.select = True #Resets previous selected objects + bpy.context.scene.objects.active = UserActive #Resets previous active object + bpy.ops.object.mode_set(mode = UserMode) #Resets previous mode + + +def CheckIfCollisionAndSocketOwnerIsValid(): + for obj in bpy.data.objects: + if GetStringSceneProperty("CollisionAndSocketOwner") == obj.name: + owner = bpy.data.objects[GetStringSceneProperty("CollisionAndSocketOwner")] + if owner.type != "ARMATURE": + return True + return False + + +def ConvertToUe4Collision(collisionType): #Convert all selected objets to unreal collisions + if CheckIfCollisionAndSocketOwnerIsValid(): + ownerObjName = GetStringSceneProperty("CollisionAndSocketOwner") + + UserMode = bpy.context.object.mode #Save current mode + UserActive = bpy.context.active_object #Save current active object + UserSelected = bpy.context.selected_objects #Save current selected objects + + bpy.ops.object.mode_set(mode = 'OBJECT') + ownerObj = bpy.data.objects[ownerObjName] + + #Set the name of the Prefix depending on the type of collision in agreement with unreal FBX Pipeline + prefixName = "" + if collisionType == "Box": + prefixName = "UBX_" + elif collisionType == "Capsule": + prefixName = "UCP_" + elif collisionType == "Sphere": + prefixName = "USP_" + elif collisionType == "Convex": + prefixName = "UCX_" + else: + return + + mat = bpy.data.materials.get("UE4Collision") + if mat is None: + mat = bpy.data.materials.new(name="UE4Collision") + mat.diffuse_color = (0, 0.6, 0) + mat.alpha = 0.1 + mat.use_transparency = True + + for obj in bpy.context.selected_objects: + if obj != ownerObj: + if obj.type == 'MESH': + obj.data.materials.clear() + obj.data.materials.append(mat) + obj.name = GenerateUe4Name(prefixName+ownerObjName) + obj.show_wire = True + obj.show_transparent = True + if obj.parent != ownerObj.name: + bpy.ops.object.select_all(action='DESELECT') + obj.select = True + bpy.context.scene.objects.active = ownerObj + bpy.ops.object.parent_set(type='OBJECT', keep_transform=True) + + for obj in UserSelected: obj.select = True #Resets previous selected objects + bpy.context.scene.objects.active = UserActive #Resets previous active object + bpy.ops.object.mode_set(mode = UserMode) #Resets previous mode + + +def ExportAllByList(targetObjets): #Export all objects that need to be exported + if len(targetObjets) > 0: + UserMode = bpy.context.object.mode #Save current mode + UserActive = bpy.context.active_object #Save current active object + UserSelected = bpy.context.selected_objects #Save current selected objects + + Scene = bpy.context.scene + blendFileLoc = os.path.dirname(bpy.data.filepath) + smPrefix = GetStringSceneProperty("StaticPrefixExportName") + skPrefix = GetStringSceneProperty("SkeletalPrefixExportName") + animPrefix = GetStringSceneProperty("AnimPrefixExportName") + for obj in targetObjets: + if obj.type == 'ARMATURE': + exportDir = os.path.join( GetStringSceneProperty("ExportNameFilePath") , "SkeletalMesh", obj.name ) + ExportSingleMesh(obj, exportDir, skPrefix+obj.name+".fbx") + + UserStartFrame = bpy.context.scene.frame_start #Save current start frame + UserEndFrame = bpy.context.scene.frame_end #Save current end frame + + for Action in bpy.data.actions: + + objBonesName = [bone.name for bone in obj.pose.bones] + animBonesName = [] + for curve in Action.fcurves: + try: + animBonesName.append(curve.data_path.split('"')[1]) + except: + pass + + if ChecksRelationship(objBonesName, animBonesName): + animExportDir = os.path.join( exportDir, "Anim" ) + ExportSingleAnimation(obj, Action, animExportDir, animPrefix+obj.name+"_"+Action.name+".fbx") + + bpy.context.scene.frame_start = UserStartFrame #Resets previous start frame + bpy.context.scene.frame_end = UserEndFrame #Resets previous end frame + + else: + exportDir = os.path.join( GetStringSceneProperty("ExportNameFilePath") , "StaticMesh" ) + ExportSingleMesh(obj, exportDir, smPrefix+obj.name+".fbx") + + bpy.ops.object.select_all(action='DESELECT') + for obj in UserSelected: obj.select = True #Resets previous active object + bpy.context.scene.objects.active = UserActive #Resets previous active object + bpy.ops.object.mode_set(mode = UserMode) #Resets previous mode + + +def CorrectBadProperty(): + Scene = bpy.context.scene + foo_objs1 = [obj for obj in Scene.objects if + fnmatch.fnmatchcase(obj.name, "UBX*") or + fnmatch.fnmatchcase(obj.name, "UCX*") or + fnmatch.fnmatchcase(obj.name, "UCP*") or + fnmatch.fnmatchcase(obj.name, "USP*") or + fnmatch.fnmatchcase(obj.name, "SOCKET*")] + + for u in foo_objs1: + try: + + if u.ExportEnum == "export_and_childs": + u.ExportEnum = "auto" + except: + pass + + +def ExportComplete(self): #Display a summary at the end of the export and reset "exportedAssets" + if len(exportedAssets) > 0: + self.report({'INFO'}, "Export of "+str(len(exportedAssets))+" asset(s) has been finalized ! Look in th console for more info.") + print ("################## Exported asset(s) ##################") + for asset in exportedAssets: + print (asset[0]+" --> "+asset[1]) + print ("################## Exported asset(s) ##################") + else: + self.report({'WARNING'}, "Not found assets. with \"Export and child\" properties.") + self.report({'OPERATOR'}, "Pleas select at least one object and set \"Export and child\" properties.") + del exportedAssets[:] + + +#############################[Visual and UI]############################# + +#### Propertys +def initObjectProperties(): + bpy.types.Object.ExportEnum = EnumProperty( + name = "Type of export ", + description = "Export type of active object", + items = [("auto", "Auto", "Export only if one parents is \"Export and child\"", "KEY_HLT", 1), + ("export_and_childs", "Export and childs", "Export self objet and all childs", "KEYINGSET", 2), + ("dont_export", "Dont export", "Will never export", "KEY_DEHLT", 3)]) + + +def initSceneProperties(): + bpy.types.Scene.CollisionAndSocketOwner = StringProperty( + name = "Owner", + description = "Enter the owner name of the collision or socket", + default = "") + + bpy.types.Scene.StaticPrefixExportName = StringProperty( + name = "StaticMesh Prefix", + description = "Prefix of staticMesh when exported", + maxlen = 255, + default = "SM_") + + bpy.types.Scene.SkeletalPrefixExportName = StringProperty( + name = "SkeletalMesh Prefix ", + description = "Prefix of SkeletalMesh when exported", + maxlen = 255, + default = "SK_") + + bpy.types.Scene.AnimPrefixExportName = StringProperty( + name = "AnimationSequence Prefix", + description = "Prefix of AnimationSequence when exported", + maxlen = 255, + default = "Anim_") + + bpy.types.Scene.ExportNameFilePath = StringProperty( + name = "Export file path", + description = "Choose a directory for export", + maxlen = 1024, + default = "//ExportedFbx\\", + subtype = 'DIR_PATH') + + return + + +def ChecksProp(prop): + try: + value = prop["StaticPrefixExportName"] + except: + pass + prop["StaticPrefixExportName"] = "SM_" + try: + value = prop["SkeletalPrefixExportName"] + except: + pass + prop["SkeletalPrefixExportName"] = "SK_" + try: + value = prop["AnimPrefixExportName"] + except: + pass + prop["AnimPrefixExportName"] = "Anim_" + try: + value = prop["ExportNameFilePath"] + except: + pass + prop["ExportNameFilePath"] = "//ExportedFbx\\" + + return + +#### Panels +class ue4PropertiesPanel(bpy.types.Panel): #Is Objet Properties panel + bl_idname = "panel.ue4.properties" + bl_label = "Objet Properties" + bl_space_type = "VIEW_3D" + bl_region_type = "TOOLS" + bl_category = "Unreal Engine 4" + + def draw(self, context): + layout = self.layout + try: + ob = context.object + layout.prop(ob, 'ExportEnum') + except: + pass + row = self.layout.row().split(percentage = 0.80 ) + row = row.column() + + row.operator("object.selectexport") + row.operator("object.deselectexport") + + +class ue4CollisionsAndSocketsPanel(bpy.types.Panel): #Is Collisions And Sockets panel + bl_idname = "panel.ue4.collisionsandsockets" + bl_label = "Collisions And Sockets" + bl_space_type = "VIEW_3D" + bl_region_type = "TOOLS" + bl_category = "Unreal Engine 4" + + def draw(self, context): + + scene = context.scene + layout = self.layout + + ownerSelect = layout.row().split(align=True, percentage=0.9) + ownerSelect.prop_search(scene, "CollisionAndSocketOwner", scene, "objects") + ownerSelect.operator("object.setownerbyactive", text="", icon='EYEDROPPER') + + + + layout.label("Convert selected objet to Unreal collision or socket", icon='PHYSICS') + + convertButtons = layout.row().split(percentage = 0.80 ) + convertButtons.active = CheckIfCollisionAndSocketOwnerIsValid() + convertButtons.enabled = CheckIfCollisionAndSocketOwnerIsValid() + convertButtons = convertButtons.column() + convertButtons.operator("object.converttoboxcollision", icon='MESH_CUBE') + convertButtons.operator("object.converttoconvexcollision", icon='MESH_ICOSPHERE') + convertButtons.operator("object.converttocapsulecollision", icon='MESH_CAPSULE') + convertButtons.operator("object.converttospherecollision", icon='SOLID') + convertButtons.operator("object.converttosocket", icon='OUTLINER_DATA_EMPTY') + + +class ue4CheckCorrect(bpy.types.Panel): #Is Check and correct panel + bl_idname = "panel.ue4.CheckCorrect" + bl_label = "Check and correct" + bl_space_type = "VIEW_3D" + bl_region_type = "TOOLS" + bl_category = "Unreal Engine 4" + + def draw(self, context): + scn = context.scene + props = self.layout.row().operator("object.correctproperty", icon='FILE_TICK') + + +class ue4ExportPanel(bpy.types.Panel): #Is Export panel + bl_idname = "panel.ue4.export" + bl_label = "Export" + bl_space_type = "VIEW_3D" + bl_region_type = "TOOLS" + bl_category = "Unreal Engine 4" + + def draw(self, context): + scn = context.scene + self.layout.prop(scn, 'StaticPrefixExportName', icon='OBJECT_DATA') + self.layout.prop(scn, 'SkeletalPrefixExportName', icon='OBJECT_DATA') + self.layout.prop(scn, 'AnimPrefixExportName', icon='OBJECT_DATA') + self.layout.prop(scn, 'ExportNameFilePath') + props = self.layout.row().operator("object.exportforunreal", icon='EXPORT') + +#### Buttons +class SelectExportAndChildButton(bpy.types.Operator): + bl_label = "Select all \"Export and childs\" objects" + bl_idname = "object.selectexport" + bl_description = "Select all root objects that will be exported" + + def execute(self, context): + for obj in FindAllObjetsByExportType("export_and_childs"): + obj.select = True + return {'FINISHED'} + + +class DeselectExportAndChildButton(bpy.types.Operator): + bl_label = "Deselect all \"Export and childs\" objects" + bl_idname = "object.deselectexport" + bl_description = "Deselect all root objects that will be exported" + + def execute(self, context): + for obj in FindAllObjetsByExportType("export_and_childs"): + obj.select = False + return {'FINISHED'} + + +class SetOwnerByActive(bpy.types.Operator): + bl_label = "Set owner by active selection" + bl_idname = "object.setownerbyactive" + bl_description = "Set owner by active selection" + + def execute(self, context): + try: + bpy.context.scene["CollisionAndSocketOwner"] = bpy.context.active_object.name + except: + pass + bpy.context.scene["CollisionAndSocketOwner"] = "" + return {'FINISHED'} + + +class ConvertToUECollisionButtonBox(bpy.types.Operator): + bl_label = "Convert to box (UBX)" + bl_idname = "object.converttoboxcollision" + bl_description = "Convert selected mesh(s) to Unreal collision ready for export (Boxes type)" + + def execute(self, context): + ConvertToUe4Collision("Box") + self.report({'INFO'}, "Selected objet(s) have be converted to UE4 Box collisions") + return {'FINISHED'} + + +class ConvertToUECollisionButtonCapsule(bpy.types.Operator): + bl_label = "Convert to capsule (UCP)" + bl_idname = "object.converttocapsulecollision" + bl_description = "Convert selected mesh(s) to Unreal collision ready for export (Capsules type)" + + def execute(self, context): + ConvertToUe4Collision("Capsule") + self.report({'INFO'}, "Selected objet(s) have be converted to UE4 Capsule collisions") + return {'FINISHED'} + + +class ConvertToUECollisionButtonSphere(bpy.types.Operator): + bl_label = "Convert to sphere (USP)" + bl_idname = "object.converttospherecollision" + bl_description = "Convert selected mesh(s) to Unreal collision ready for export (Spheres type)" + + def execute(self, context): + ConvertToUe4Collision("Sphere") + self.report({'INFO'}, "Selected objet(s) have be converted to UE4 Sphere collisions") + return {'FINISHED'} + + +class ConvertToUECollisionButtonConvex(bpy.types.Operator): + bl_label = "Convert to convex shape (UCX)" + bl_idname = "object.converttoconvexcollision" + bl_description = "Convert selected mesh(s) to Unreal collision ready for export (Convex shapes type)" + + def execute(self, context): + ConvertToUe4Collision("Convex") + self.report({'INFO'}, "Selected objet(s) have be converted to UE4 Convex collisions") + return {'FINISHED'} + + +class ConvertToUESocketButton(bpy.types.Operator): + bl_label = "Convert to socket (SOCKET)" + bl_idname = "object.converttosocket" + bl_description = "Convert selected empty(s) to Unreal sockets ready for export" + + def execute(self, context): + ConvertToUe4Socket() + self.report({'INFO'}, "Selected empty(s) have be converted to UE4 Socket") + return {'FINISHED'} + +class ExportForUnrealEngineButton(bpy.types.Operator): + bl_label = "Export for UnrealEngine 4" + bl_idname = "object.exportforunreal" + bl_description = "Export all objet intended for export in scene to fbx" + + def execute(self, context): + ChecksProp(bpy.context.scene) + ExportAllByList(FindAllObjetsByExportType("export_and_childs")) + ExportComplete(self) + return {'FINISHED'} + + +class CorrectBadPropertyButton(bpy.types.Operator): + bl_label = "Correct bad property" + bl_idname = "object.correctproperty" + bl_description = "Corrects bad properties" + + def execute(self, context): + CorrectBadProperty() + return {'FINISHED'} + + +#############################[...]############################# + + +def register(): + bpy.utils.register_module(__name__) + bpy.types.Scene.my_prop = bpy.props.StringProperty(default="default value") + initObjectProperties() + initSceneProperties() + + +def unregister(): + bpy.utils.unregister_module(__name__) + + +if __name__ == "__main__": register() \ No newline at end of file