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This is a wrapper FBX class useful in accessing and modifying the FBX Scene
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""" | |
MIT License | |
Copyright (c) [year] [fullname] | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all | |
copies or substantial portions of the Software. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
SOFTWARE. | |
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') |
Hi Meatplowz,
Could you hint about modifying this class for animations? I want to write one...
Regards
Hi @Meatplowz
First of all, Thanks for this class and the article on rigging dojo. It is super enlightening
I am working on a tool to manipulate FBX for mGear and I am using your class in one of the modules.
Not sure about the license of your code.
Is it OK to use it? mGear is under MIT license.
I will keep your info and the link to your article in rigging dojo where I have found it.
Thanks!
Hi @Meatplowz
Can you clarify the license of your code?
Thanks!
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hi Meatplowz,
I'm finding that occasionally when I open and process an FBX with the python SDK, afterwards the edited FBX appears to have no Takes. Have you seen this behavior?