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This is a wrapper FBX class useful in accessing and modifying the FBX Scene
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| """ | |
| This is a helper FBX class useful in accessing and modifying the FBX Scene | |
| Documentation for the FBX SDK | |
| http://help.autodesk.com/view/FBX/2015/ENU/?guid=__cpp_ref_index_html | |
| Examples: | |
| # instantiate the class, as seen below with a path to an FBX file | |
| fbx_file = FBX_Class(r'c:\my_path\character.fbx') | |
| #get all of the scene nodes | |
| all_fbx_nodes = fbx_file.file.scene_nodes() | |
| # remove namespaces from all of the nodes | |
| fbx_file.remove_namespace() | |
| # get the display layer objects | |
| display_layer_nodes = fbx_file.get_type_nodes( u'DisplayLayer' ) | |
| geometry_nodes = fbx_file.get_class_nodes( fbx_file.FbxGeometry.ClassId ) | |
| # save the file that was given | |
| fbx_file.save_scene() | |
| # cleanly close the fbx scene. | |
| # YOU SHOULD ALWAYS CLOSE WHEN FINISHED WITH THE FILE | |
| fbx_file.close() | |
| """ | |
| import fbx | |
| import FbxCommon | |
| class FBX_Class(object): | |
| def __init__(self, filename): | |
| """ | |
| FBX Scene Object | |
| """ | |
| self.filename = filename | |
| self.scene = None | |
| self.sdk_manager = None | |
| self.sdk_manager, self.scene = FbxCommon.InitializeSdkObjects() | |
| FbxCommon.LoadScene(self.sdk_manager, self.scene, filename) | |
| self.root_node = self.scene.GetRootNode() | |
| self.scene_nodes = self.get_scene_nodes() | |
| def close(self): | |
| """ | |
| You need to run this to close the FBX scene safely | |
| """ | |
| # destroy objects created by the sdk | |
| self.sdk_manager.Destroy() | |
| def __get_scene_nodes_recursive(self, node): | |
| """ | |
| Rescursive method to get all scene nodes | |
| this should be private, called by get_scene_nodes() | |
| """ | |
| self.scene_nodes.append(node) | |
| for i in range(node.GetChildCount()): | |
| self.__get_scene_nodes_recursive(node.GetChild(i)) | |
| def __cast_property_type(self, fbx_property): | |
| """ | |
| Cast a property to type to properly get the value | |
| """ | |
| casted_property = None | |
| unsupported_types = [fbx.eFbxUndefined, fbx.eFbxChar, fbx.eFbxUChar, fbx.eFbxShort, fbx.eFbxUShort, fbx.eFbxUInt, | |
| fbx.eFbxLongLong, fbx.eFbxHalfFloat, fbx.eFbxDouble4x4, fbx.eFbxEnum, fbx.eFbxTime, | |
| fbx.eFbxReference, fbx.eFbxBlob, fbx.eFbxDistance, fbx.eFbxDateTime, fbx.eFbxTypeCount] | |
| # property is not supported or mapped yet | |
| property_type = fbx_property.GetPropertyDataType().GetType() | |
| if property_type in unsupported_types: | |
| return None | |
| if property_type == fbx.eFbxBool: | |
| casted_property = fbx.FbxPropertyBool1( fbx_property ) | |
| elif property_type == fbx.eFbxDouble: | |
| casted_property = fbx.FbxPropertyDouble1( fbx_property ) | |
| elif property_type == fbx.eFbxDouble2: | |
| casted_property = fbx.FbxPropertyDouble2( fbx_property ) | |
| elif property_type == fbx.eFbxDouble3: | |
| casted_property = fbx.FbxPropertyDouble3( fbx_property ) | |
| elif property_type == fbx.eFbxDouble4: | |
| casted_property = fbx.FbxPropertyDouble4( fbx_property ) | |
| elif property_type == fbx.eFbxInt: | |
| casted_property = fbx.FbxPropertyInteger1( fbx_property ) | |
| elif property_type == fbx.eFbxFloat: | |
| casted_property = fbx.FbxPropertyFloat1( fbx_property ) | |
| elif property_type == fbx.eFbxString: | |
| casted_property = fbx.FbxPropertyString( fbx_property ) | |
| else: | |
| raise ValueError( 'Unknown property type: {0} {1}'.format(property.GetPropertyDataType().GetName(), property_type)) | |
| return casted_property | |
| def get_scene_nodes(self): | |
| """ | |
| Get all nodes in the fbx scene | |
| """ | |
| self.scene_nodes = [] | |
| for i in range(self.root_node.GetChildCount()): | |
| self.__get_scene_nodes_recursive(self.root_node.GetChild(i)) | |
| return self.scene_nodes | |
| def get_type_nodes(self, type): | |
| """ | |
| Get nodes from the scene with the given type | |
| display_layer_nodes = fbx_file.get_type_nodes( u'DisplayLayer' ) | |
| """ | |
| nodes = [] | |
| num_objects = self.scene.RootProperty.GetSrcObjectCount() | |
| for i in range(0, num_objects): | |
| node = self.scene.RootProperty.GetSrcObject(i) | |
| if node: | |
| if node.GetTypeName() == type: | |
| nodes.append(node) | |
| return nodes | |
| def get_class_nodes(self, class_id): | |
| """ | |
| Get nodes in the scene with the given classid | |
| geometry_nodes = fbx_file.get_class_nodes( fbx.FbxGeometry.ClassId ) | |
| """ | |
| nodes = [] | |
| num_nodes = self.scene.RootProperty.GetSrcObjectCount(fbx.FbxCriteria.ObjectType(class_id)) | |
| for index in range(0, num_objects): | |
| node = self.scene.RootProperty.GetSrcObject(fbx.FbxCriteria.ObjectType(class_id), index) | |
| if node: | |
| nodes.append(node) | |
| return nodes | |
| def get_property(self, node, property_string): | |
| """ | |
| Gets a property from an Fbx node | |
| export_property = fbx_file.get_property(node, 'no_export') | |
| """ | |
| fbx_property = node.FindProperty(property_string) | |
| return fbx_property | |
| def get_property_value(self, node, property_string): | |
| """ | |
| Gets the property value from an Fbx node | |
| property_value = fbx_file.get_property_value(node, 'no_export') | |
| """ | |
| fbx_property = node.FindProperty(property_string) | |
| if fbx_property.IsValid(): | |
| # cast to correct property type so you can get | |
| casted_property = self.__cast_property_type(fbx_property) | |
| if casted_property: | |
| return casted_property.Get() | |
| return None | |
| def get_node_by_name(self, name): | |
| """ | |
| Get the fbx node by name | |
| """ | |
| self.get_scene_nodes() | |
| # right now this is only getting the first one found | |
| node = [ node for node in self.scene_nodes if node.GetName() == name ] | |
| if node: | |
| return node[0] | |
| return None | |
| def remove_namespace(self): | |
| """ | |
| Remove all namespaces from all nodes | |
| This is not an ideal method but | |
| """ | |
| self.get_scene_nodes() | |
| for node in self.scene_nodes: | |
| orig_name = node.GetName() | |
| split_by_colon = orig_name.split(':') | |
| if len(split_by_colon) > 1: | |
| new_name = split_by_colon[-1:][0] | |
| node.SetName(new_name) | |
| return True | |
| def remove_node_property(self, node, property_string): | |
| """ | |
| Remove a property from an Fbx node | |
| remove_property = fbx_file.remove_property(node, 'UDP3DSMAX') | |
| """ | |
| node_property = self.get_property(node, property_string) | |
| if node_property.IsValid(): | |
| node_property.DestroyRecursively() | |
| return True | |
| return False | |
| def remove_nodes_by_names(self, names): | |
| """ | |
| Remove nodes from the fbx file from a list of names | |
| names = ['object1','shape2','joint3'] | |
| remove_nodes = fbx_file.remove_nodes_by_names(names) | |
| """ | |
| if names == None or len(names) == 0: | |
| return True | |
| self.get_scene_nodes() | |
| remove_nodes = [ node for node in self.scene_nodes if node.GetName() in names ] | |
| for node in remove_nodes: | |
| disconnect_node = self.scene.DisconnectSrcObject(node) | |
| remove_node = self.scene.RemoveNode(node) | |
| self.get_scene_nodes() | |
| return True | |
| def save(self, filename = None ): | |
| """ | |
| Save the current fbx scene as the incoming filename .fbx | |
| """ | |
| # save as a different filename | |
| if not filename is None: | |
| FbxCommon.SaveScene(self.sdk_manager, self.scene, filename) | |
| else: | |
| FbxCommon.SaveScene(self.sdk_manager, self.scene, self.filename) | |
| self.close() | |
| """ | |
| You will need to instantiate the class to access its methods | |
| """ | |
| #fbx_file = FBX_Class(r'd:\my_path\test.fbx') | |
| #node = fbx_file.get_node_by_name('head') | |
| #node_property = fbx_file.get_property(node, 'no_export') | |
| #node_property_value = fbx_file.get_property_value( node, 'no_export') | |
| #remove_property = fbx_file.remove_node_property(node, 'no_anim_export') | |
| #remove_property = fbx_file.remove_node_property(node, 'no_export') | |
| #remove_node = fbx_file.remove_nodes_by_names('hair_a_01') | |
| #save_file = fbx_file.save(filename=r'd:\temp.fbx') |
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