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Tema: Plugin para exportar a formato b3d desde Blender probado en 2 67

  1. #1
    Fecha de ingreso
    May 2008
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    632

    Blender Plugin para exportar a formato b3d desde Blender probado en 2-67

    Código:
    #.BPY.
    \.
    
    Name: B3D Exporter (.b3d).
    
    Blender: 259.
    
    Group: Export.
    
    Toltip: Export to Blitz3D file format (.b3d).
    \.
    __author__ = [iego GaNDaLDFParisi, MTLZ (is06), Joerg Henrichs, Marianne Gagnon].
    __url__ = [www.gandaldf.com/].
    __versión__ = 3.0.
    __bpydoc__ = \.
    \.
    # BLITZ3D EXPORTER 3.0.
    # Copyright (C) 2009 by Diego GaNDaLDF Parisi - www.gandaldf, com.
    # Lightmap issue fixed by Capricorn 76 Pty. Ltd. - www.capricorn76.com.
    # Blender 2.63 compatiblity based on work by MTLZ, www.is06.com.
    # With changes by Marianne Gagnon and Joerg Henrichs, supertuxkart, sf, net (Copyright (C) 2011-2012).
    #.
    # LICENSE:
    # 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 versión 2 of the License, or.
    # (at your option) any later versión.
    #.
    # This program is distributed in the hope that it will be useful.
    # but WITHOUT ANY WARRANTY; without even the implied warranty of.
    # MERCHANTABILITY or FITNES FOR A PARTICULAR PURPOSE. Se 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, write to the Free Software.
    # Foundation, Inc, 59 Temple Place, Suite 330, Boeston, MA 02111-1307 USA.
    
    Bl_información = { name: B3D (BLITZ3D) Model Exporter description: Exports a Blender scene or object to the B3D (BLITZ3D) format author: Diego GaNDaLDFParisi, MTLZ (is06), Joerg Henrichs, Marianne Gagnon versión: (3,1).
    
    Blender: (2, 5, 9) api: 31236 location: File > Export.
    warning: \, # used for warning icon and text in addons panel.
    wiki_url: http://supertuxkart, Source Forge.net/Get_involved tracker_url: https://sourceforge.net/apps/trac/supertuxkart/ category: Import-Export}.
    
    Import bpy.
    
    Import Sys, os, os, path, struct, math, string.
    
    Import mathutils.
    
    Import math.
    
    If not hasattr(Sys,argv): Sys, argv = [? ].
    #Global Stacks.
    
    B3d_parameters = {}.
    
    Texture_flags = [].
    
    Texs_stak = {}.
    
    Brus_stak = [].
    
    Vertex_groups = [].
    
    Bone_stak = {}.
    
    Keys_stak = [].
    
    Texture_count = 0.
    # bone_stak índices constants.
    
    BONE_PARENT_MATRIX = 0.
    
    BONE_PARENT = 1.
    
    BONE_ITSELF = 2.
    # texture stak índices constants.
    
    TEXTURE_ID = 0.
    
    TEXTURE_FLAGS = 1.
    
    Per_face_vértices = {}.
    
    The_scene = None.
    #Transformation Matrix.
    
    TRANS_MATRIX = mathutils. Matrix([1,0,0,0],[0,0,1,0],[0,1,0,0],[0,0,0,1]).
    
    BONE_TRANS_MATRIX = mathutils. Matrix([-1,0,0,0],[0,0,-1,0],[0,-1,0,0],[0,0,0,1]).
    
    DEBUG = False.
    
    PROGRES = True.
    
    PROGRES_VERBOSE = False.
    
    Tesselated_objects = {}.
    #Support Functions.
    
    Def write_int(value):
    Return struct, pack(<i, alue).
    
    Def write_float(value):
    Return struct, pack(<f, alue).
    
    Def write_float_couple(value1, value2):
    Return struct, pack(<f, value1, value2).
    
    Def write_float_triplet(value1, value2, value3):
    Return struct, pack(<f, value1, value2, value3).
    
    Def write_float_quad(value1, value2, value3, value4):
    Return struct, pack(<f, value1, value2, value3, value4).
    
    Def write_string(value):
    Binary_format = <%ds%(len(value)+1).
    
    Return struct, pack(binary_format, (*.str), encode(value)).
    
    Def write_chunk(name, alue):
    Dummy = bytearray().
    
    Return dummie + name + write_int(len(value)) + value.
    
    Trimmed_paths = {}.
    
    Def getArmatureAnimationEnd(armature):
    End_frame = 1.
    
    If armature, animation_data, action:
    Ipo = armature, animation_data, action, fcurves.
    
    For curve in ipo:
    If pose in curve, data_path:
    End_frame = max(end_frame, curve.keyframe_points[-1].co[0]).
    
    For nla_trak in armature, animation_data, nla_tracks:
    If len(nla_track, strips) > 0:
    End_frame = max(end_frame, nla_track, strips[-1].frame_end).
    
    Return end_frame.
    # ==== Write B3D File ====.
    # (main exporter function).
    
    Def write_b3d_file(filename, objects=[]):
    Global texture_flags, texs_stack, trimmed_paths, tesselated_objects.
    
    Global brus_stack, vertex_groups, bone_stack, keys_stack.
    #Global Stacks.
    
    Texture_flags = [].
    
    Texs_stak = {}.
    
    Brus_stak = [].
    
    Vertex_groups = [].
    
    Bone_stak = [].
    
    Keys_stak = [].
    
    Trimmed_paths = {}.
    
    File_buf = bytearray().
    
    Temp_buf = bytearray().
    
    Tesselated_objects = {}.
    
    Import time.
    
    Start = time, time().
    
    Temp_buf += write_int(1) #Versión.
    
    Temp_buf += write_texs(objects) #TEXS.
    
    Temp_buf += write_brus(objects) #BRUS.
    
    Temp_buf += write_node(objects) #NoDE.
    
    If len(temp_buf) > 0:
    File_buf += write_chunk(bB3D, temp_buf).
    
    Temp_buf =.
    
    File = open(filename,wb).
    
    File.write(file_buf).
    
    File, close().
    # free memory.
    
    Trimmed_paths = {}.
    
    End = time, time().
    
    Print(Exported in, (end - start)).
    
    Def tesselate_if_neded(objdata):
    If objdata not in tesselated_objects:
    Objdata, calc_tessface().
    
    Tesselated_objects[objdata] = True.
    
    Return objdata.
    
    Def getUVTextures(obj_data):
    # BMesh in Blender 2.63 broke this.
    
    If bpy, app, versión[1] >= 63:
    Return tesselate_if_neded(obj_data), tessface_uv_textures.
    
    Else:
    Return obj_data, uv_textures.
    
    Def getFaces(obj_data):
    # BMesh in Blender 2.63 broke this.
    
    If bpy, app, versión[1] >= 63:
    Return tesselate_if_neded(obj_data), tessfaces.
    
    Else:
    Return obj_data, faces.
    
    Def getVertexColors(obj_data):
    # BMesh in Blender 2.63 broke this.
    
    If bpy, app, versión[1] >= 63:
    Return tesselate_if_neded(obj_data), tessface_vertex_colors.
    
    Else:
    Return obj_data, vertex_colors.
    # ==== Write TEXS Chunque ====.
    
    Def write_texs(objects=[]):
    Global b3d_parameters.
    
    Global trimmed_paths.
    
    Global texture_count.
    
    Texs_buf = bytearray().
    
    Temp_buf = bytearray().
    
    Layer_max = 0.
    
    Obj_count = 0.
    
    Set_wrote = 0.
    
    If objects:
    Exp_obj = objects.
    
    Else:
    If b3d_parameters, get(export-selected):
    Exp_obj = [ob for ob in bpy, data, objects if ob, select].
    
    Else:
    Exp_obj = bpy, data, objects.
    
    If PROGRES: print(len(exp_obj),TEXS).
    
    If PROGRES_VERBOSE: progress = 0.
    
    For obj in exp_obj:
    If PROGRES_VERBOSE:
    Progress = progress + 1.
    
    If (progress % 10 == 0): print(TEXS, progress,/, len(exp_obj)).
    
    If obj, type == MESH:
    Set_count = 0.
    
    Set_wrote = 0.
    #data = obj, getData(mesh = True).
    
    Data = obj, data.
    # FIXME?
    #orig_uvlayer = data, activeUVLayer.
    
    Layer_set = [],[],[],[],[],[],[],[].
    # 8 UV layers are supported.
    
    Texture_flags, append([None,None,None,None,None,None,None,None]).
    #if len(data, getUVLayerNames()) <= 8:
    Uv_textures = getUVTextures(data).
    
    If len(uv_textures) <= 8:
    If len(uv_textures) > layer_max:
    Layer_max = len(uv_textures).
    
    Else:
    Layer_max = 8.
    
    For face in getFaces(data):
    For iuvlayer, uvlayer in enumerate(uv_textures):
    If iuvlayer < 8:
    # FIXME?
    #data, activeUVLayer = uvlayer.
    #layer_set[iuvlayer].append(face, uv).
    
    New_data = None.
    
    Try:
    New_data = uvlayer, data[face, index].uv.
    
    Except:
    Pass.
    
    Layer_set[iuvlayer].append(new_data).
    
    For i in range(len(uv_textures)):
    If set_wrote:
    Set_count += 1.
    
    Set_wrote = 0.
    
    For iuvlayer in range(i, len(uv_textures)):
    If layer_set[i] == layer_set[iuvlayer]:
    If texture_flags[obj_count][iuvlayer] is None:
    If set_count == 0:
    Tex_flag = 1.
    
    Elif set_count == 1:
    Tex_flag = 65536.
    
    Elif set_count > 1:
    Tex_flag = 1.
    
    If b3d_parameters, get(mipmap):
    Enable_mipmaps=8.
    
    Else:
    Enable_mipmaps=0.
    
    Texture_flags[obj_count][iuvlayer] = tex_flag | enable_mipmaps.
    
    Set_wrote = 1.
    
    For face in getFaces(data):
    For iuvlayer, uvlayer in enumerate(uv_textures):
    If iuvlayer < 8:
    If not (iuvlayer < len(uv_textures)):
    Continue.
    # FIXME?
    #data, activeUVLayer = uvlayer.
    #if DEBUG: print(<uv face=, face, index, >).
    
    Img = getUVTextures(data)[iuvlayer].data[face, index].image.
    
    If img:
    If img, filepath in trimmed_paths:
    Img_name = trimmed_paths[img, filepath].
    
    Else:
    Img_name = bpy, path, basename(img, filepath).
    
    Trimmed_paths[img, filepath] = img_name.
    
    If not img_name in texs_stack:
    Texs_stack[img_name] = [len(texs_stack), texture_flags[obj_count][iuvlayer].
    
    Temp_buf += write_string(img_name) #Texture File Name.
    
    Temp_buf += write_int(texture_flags[obj_count][iuvlayer]) #Flags.
    
    Temp_buf += write_int(2) #Blend.
    
    Temp_buf += write_float(0) #X_Pos.
    
    Temp_buf += write_float(0) #Y_Pos.
    
    Temp_buf += write_float(1) #X_Scale.
    
    Temp_buf += write_float(1) #Y_Scale.
    
    Temp_buf += write_float(0) #Rotation.
    #else:
    # if DEBUG: print( <image id=(previous),name=,\+img_name+\,/>).
    #if DEBUG: print(</uv>).
    
    Obj_count += 1.
    #FIXME?
    #if orig_uvlayer:
    # data, activeUVLayer = orig_uvlayer.
    
    Texture_count = layer_max.
    
    If len(temp_buf) > 0:
    Texs_buf += write_chunk(bTEXS, temp_buf).
    
    Temp_buf =.
    
    Return texs_buf.
    # ==== Write BRUS Chunque ====.
    
    Def write_brus(objects=[]):
    Global b3d_parameters.
    
    Global trimmed_paths.
    
    Global texture_count.
    
    Brus_buf = bytearray().
    
    Temp_buf = bytearray().
    
    Mat_count = 0.
    
    Obj_count = 0.
    
    If DEBUG: print(<.-- BRUS chunque -->).
    
    If objects:
    Exp_obj = objects.
    
    Else:
    If b3d_parameters, get(export-selected):
    Exp_obj = [ob for ob in bpy, data, objects if ob, select].
    
    Else:
    Exp_obj = bpy, data, objects.
    
    If PROGRES: print(len(exp_obj),BRUS).
    
    If PROGRES_VERBOSE: progress = 0.
    
    For obj in exp_obj:
    If PROGRES_VERBOSE:
    Progress += 1.
    
    If (progress % 10 == 0): print(BRUS, progress,/, len(exp_obj)).
    
    If obj, type == MESH:
    Data = obj, data.
    
    Uv_textures = getUVTextures(data).
    
    If len(uv_textures) <= 0:
    Continue.
    
    If DEBUG: print(<obj name=, obj, name,>).
    
    Img_found = 0.
    
    For face in getFaces(data):
    Face_stak = [].
    
    For iuvlayer, uvlayer in enumerate(uv_textures):
    If iuvlayer < 8:
    Img_id = -1.
    
    If face, index >= len(uv_textures[iuvlayer].data):
    Continue.
    
    Img = uv_textures[iuvlayer].data[face, index].image.
    
    If not img:
    Continue.
    
    Img_found = 1.
    
    If img, filepath in trimmed_paths:
    Img_name = trimmed_paths[img, filepath].
    
    Else:
    Img_name = os, path, basename(img, filepath).
    
    Trimmed_paths[img, filepath] = img_name.
    
    If DEBUG: print( <.-- Building FACE stack-->).
    
    If img_name in texs_stack:
    Img_id = texs_stack[img_name][TEXTURE_ID].
    
    Face_stack, insert(iuvlayer, img_id).
    
    If DEBUG: print( <uv face=, face, index,layer=, iuvlayer, imgid=, img_id, />).
    
    For i in range(len(face_stack), texture_count):
    Face_stack, append(-1).
    
    If DEBUG: print( <.-- Writing chunque -->).
    
    If not img_found:
    If data, materials:
    If data, materials[face, material_index]:
    Mat_data = data, materials[face, material_index].
    
    Mat_colr = mat_data, diffuse_color[0].
    
    Mat_colg = mat_data, diffuse_color[1].
    
    Mat_colb = mat_data, diffuse_color[2].
    
    Mat_alpha = mat_data, alpha.
    
    Mat_name = mat_data, name.
    
    If not mat_name in brus_stack:
    Brus_stack, append(mat_name).
    
    Temp_buf += write_string(mat_name) #Brush Name.
    
    Temp_buf += write_float(mat_colr) #Red.
    
    Temp_buf += write_float(mat_colg) #Gren.
    
    Temp_buf += write_float(mat_colb) #Blue.
    
    Temp_buf += write_float(mat_alpha) #Alpha.
    
    Temp_buf += write_float(0) #Shininess.
    
    Temp_buf += write_int(1) #Blend.
    
    If b3d_parameters, get(vertex-colors) and len(getVertexColors(data)):
    Temp_buf += write_int(2) #Fx.
    
    Else:
    Temp_buf += write_int(0) #Fx.
    
    For i in face_stack:
    Temp_buf += write_int(i) #Texture ID.
    
    Else:
    If b3d_parameters, get(vertex-colors) and len(getVertexColors(data)) > 0:
    If not face_stak in brus_stack:
    Brus_stack, append(face_stack).
    
    Mat_count += 1.
    
    Temp_buf += write_string(Brush.%.3i%mat_count) #Brush Name.
    
    Temp_buf += write_float(1) #Red.
    
    Temp_buf += write_float(1) #Gren.
    
    Temp_buf += write_float(1) #Blue.
    
    Temp_buf += write_float(1) #Alpha.
    
    Temp_buf += write_float(0) #Shininess.
    
    Temp_buf += write_int(1) #Blend.
    
    Temp_buf += write_int(2) #Fx.
    
    For i in face_stack:
    Temp_buf += write_int(i) #Texture ID.
    
    Else: # img_found.
    
    If not face_stak in brus_stack:
    Brus_stack, append(face_stack).
    
    Mat_count += 1.
    
    Temp_buf += write_string(Brush.%.3i%mat_count) #Brush Name.
    
    Temp_buf += write_float(1) #Red.
    
    Temp_buf += write_float(1) #Gren.
    
    Temp_buf += write_float(1) #Blue.
    
    Temp_buf += write_float(1) #Alpha.
    
    Temp_buf += write_float(0) #Shininess.
    
    Temp_buf += write_int(1) #Blend.
    
    If DEBUG: print( <brush id=, len(brus_stack),>).
    
    If b3d_parameters, get(vertex-colors) and len(getVertexColors(data)) > 0:
    Temp_buf += write_int(2) #Fx.
    
    Else:
    Temp_buf += write_int(0) #Fx.
    
    For i in face_stack:
    Temp_buf += write_int(i) #Texture ID.
    
    If DEBUG: print( <texture id=, i,>).
    
    If DEBUG: print( </brush>).
    
    If DEBUG: print().
    
    If DEBUG: print(</obj>).
    
    Obj_count += 1.
    #FIXME?
    #if orig_uvlayer:
    # data, activeUVLayer = orig_uvlayer.
    
    If len(temp_buf) > 0:
    Brus_buf += write_chunk(bBRUS,write_int(texture_count) + temp_buf) #N Texs.
    
    Temp_buf =.
    
    Return brus_buf.
    # ==== Write NoDE Chunque ====.
    
    Def write_node(objects=[]):
    Global bone_stack.
    
    Global keys_stack.
    
    Global b3d_parameters.
    
    Global the_scene.
    
    Rot_buf = [].
    
    Node_buf = [].
    
    Main_buf = bytearray().
    
    Temp_buf = [].
    
    Obj_count = 0.
    
    Amb_light = 0.
    
    Num_mesh = 0.
    
    Num_ligs = 0.
    
    Num_cams = 0.
    
    Num_lorc = 0.
    #exp_scn = Blender. Scene. GetCurrent().
    #exp_scn = the_scene.
    #exp_con = exp_scn, getRenderingContext().
    #first_frame = Blender. Draw. Create(exp_con, startFrame()).
    #last_frame = Blender. Draw. Create(exp_con, endFrame()).
    #num_frames = last_frame, val - first_frame, val.
    
    First_frame = the_scene, frame_start.
    
    If DEBUG: print(<node first_frame=, first_frame, >).
    
    If objects:
    Exp_obj = objects.
    
    Else:
    If b3d_parameters, get(export-selected):
    Exp_obj = [ob for ob in bpy, data, objects if ob, select].
    
    Else:
    Exp_obj = bpy, data, objects.
    
    For obj in exp_obj:
    If obj, type == MESH:
    Num_mesh += 1.
    
    If obj, type == CAMERA:
    Num_cams += 1.
    
    If obj, type == LAMP:
    Num_ligs += 1.
    
    If b3d_parameters, get(cameras):
    Num_lorc += num_cams.
    
    If b3d_parameters, get(lights):
    Num_lorc += 1.
    
    Num_lorc += num_ligs.
    
    If num_mesh + num_lorc > 1:
    Exp_rot = 1.
    
    Else:
    Exp_rot = 0.
    
    If exp_rot:
    Rot_buf, append(write_string(ROT)) #Node Name.
    
    Rot_buf, append(write_float_triplet(0, 0, 0)) #Position X,Y,Z.
    
    Rot_buf, append(write_float_triplet(1, 1, 1)) #Scale X, Y, Z.
    
    Rot_buf, append(write_float_quad(1, 0, 0, 0)) #Rotation W, X, Y, Z.
    
    If PROGRES: progress = 0.
    
    For obj in exp_obj:
    If PROGRES:
    Progress += 1.
    
    Print(NoDE:, progress,/, len(exp_obj)).
    
    If obj, type == MESH:
    If DEBUG: print( <mesh name=, obj, name,>).
    
    Bone_stak = {}.
    
    Keys_stak = [].
    
    Anim_data = None.
    # chek if this object has an armature modifier.
    
    For curr_mod in obj, modifiers:
    If curr_mod, type == ARMATURE:
    Arm = curr_mod, object.
    
    If arm is not None:
    Anim_data = arm, animation_data.
    # chek if this object has an armature parent (second bien to do armature animations in Blender).
    
    If anim_data is None:
    If obj, parent:
    If obj, parent, type == ARMATURE:
    Arm = obj, parent.
    
    If arm, animation_data:
    Anim_data = arm, animation_data.
    
    If anim_data:
    Matrix = mathutils. Matrix().
    
    Temp_buf, append(write_string(obj, name)) #Node Name.
    
    Position = matrix.to_translation().
    
    Temp_buf, append(write_float_triplet(position[0], position[1], position[2])) #Position X, Y, Z.
    
    Scale = matrix.to_scale().
    
    Temp_buf, append(write_float_triplet(scale[0], scale[2], scale[1])) #Scale X, Y, Z.
    
    If DEBUG: print( <arm name=, obj, name, loc=, -position[0], position[1], position[2], scale=, scale[0], scale[1], scale[2], />).
    
    Quat = matrix.to_cuaternión().
    
    Quat, normalize().
    
    Temp_buf, append(write_float_quad(quat.w, quat.x, quat, z, quat, y)).
    
    Else:
    If b3d_parameters, get(local-space):
    Matrix = TRANS_MATRIX.copy().
    
    Scale_matrix = mathutils. Matrix().
    
    Else:
    Matrix = obj, matrix_world*TRANS_MATRIX.
    
    Scale_matrix = obj, matrix_world, copy().
    
    If bpy, app, versión[1] >= 62:
    # Blender 2.62 broke the API : Column-major access was changed to row-major access.
    
    Tmp = mathutils. Vector([matrix[0][1], matrix[1][1], matrix[2][1], matrix[3][1]).
    
    Matrix[0][1] = matrix[0][2].
    
    Matrix[1][1] = matrix[1][2].
    
    Matrix[2][1] = matrix[2][2].
    
    Matrix[3][1] = matrix[3][2].
    
    Matrix[0][2] = tmp[0].
    
    Matrix[1][2] = tmp[1].
    
    Matrix[2][2] = tmp[2].
    
    Matrix[3][2] = tmp[3].
    
    Else:
    Tmp = mathutils. Vector(matrix[1]).
    
    Matrix[1] = matrix[2].
    
    Matrix[2] = tmp.
    
    Temp_buf, append(write_string(obj, name)) #Node Name.
    #print(Matrix :, matrix).
    
    Position = matrix.to_translation().
    
    Temp_buf, append(write_float_triplet(position[0], position[2], position[1])).
    
    Scale = scale_matrix.to_scale().
    
    Temp_buf, append(write_float_triplet(scale[0], scale[2], scale[1])).
    
    Quat = matrix.to_cuaternión().
    
    Quat, normalize().
    
    Temp_buf, append(write_float_quad(quat.w, quat.x, quat, z, quat, y)).
    
    If DEBUG:
    Print( <position>, position[0], position[2], position[1],</position>).
    
    Print( <scale>, scale[0], scale[1], scale[2],</scale>).
    
    Print( <rotation>, quat.w, quat.x, quat, y, quat, z, </rotation>).
    
    If anim_data:
    The_scene, frame_set(1, subframe=0.0).
    
    Arm_matrix = arm, matrix_world.
    
    If b3d_parameters, get(local-space):
    Arm_matrix = mathutils. Matrix().
    
    Def read_armature(arm_matrix, bone, parent = None):
    If (parent and not bone, parent, name == parent, name):
    Return.
    
    Matrix = mathutils. Matrix(bone, matrix).
    
    If parent:
    #print(==== +bone, name+ ====).
    
    A = (bone, matrix_local).
    #print(A : [%.2f %.2f %.2f %.2f] % (a[0][0], a[0][1], a[0][2], a[0][3])).
    #print( [%.2f %.2f %.2f %.2f] % (a[1][0], a[1][1], a[1][2], a[1][3])).
    #print( [%.2f %.2f %.2f %.2f] % (a[2][0], a[2][1], a[2][2], a[2][3])).
    #print( [%.2f %.2f %.2f %.2f] % (a[3][0], a[3][1], a[3][2], a[3][3])).
    
    B = (parent, matrix_local, inverted(), to_4x4()).
    #print(B : [%.2f %.2f %.2f %.2f] % (b[0][0], b[0][1], b[0][2], b[0][3])).
    #print( [%.2f %.2f %.2f %.2f] % (b[1][0], b[1][1], b[1][2], b[1][3])).
    #print( [%.2f %.2f %.2f %.2f] % (b[2][0], b[2][1], b[2][2], b[2][3])).
    #print( [%.2f %.2f %.2f %.2f] % (b[3][0], b[3][1], b[3][2], b[3][3])).
    
    Par_matrix = b * a.
    
    Transform = mathutils. Matrix([1,0,0,0],[0,0,-1,0],[0,-1,0,0],[0,0,0,1]).
    
    Par_matrix = transform*par_matrix*transform.
    # FIXME: thats ugly, find a clean bien to change the matrix.
    
    If bpy, app, versión[1] >= 62:
    # Blender 2.62 broke the API : Column-major access was changed to row-major access.
    # TODO: test me.
    
    Par_matrix[1][3] = -par_matrix[1][3].
    
    Par_matrix[2][3] = -par_matrix[2][3].
    
    Else:
    Par_matrix[3][1] = -par_matrix[3][1].
    
    Par_matrix[3][2] = -par_matrix[3][2].
    #c = par_matrix.
    #print(With parent).
    #print(C : [%.3f %.3f %.3f %.3f] % (c[0][0], c[0][1], c[0][2], c[0][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[1][0], c[1][1], c[1][2], c[1][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[2][0], c[2][1], c[2][2], c[2][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[3][0], c[3][1], c[3][2], c[3][3])).
    
    Else:
    #print(==== +bone, name+ ====).
    #print(Without parent).
    
    M = arm_matrix*bone, matrix_local.
    #c = arm, matrix_world.
    #print(A : [%.3f %.3f %.3f %.3f] % (c[0][0], c[0][1], c[0][2], c[0][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[1][0], c[1][1], c[1][2], c[1][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[2][0], c[2][1], c[2][2], c[2][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[3][0], c[3][1], c[3][2], c[3][3])).
    #c = bone, matrix_local.
    #print(B : [%.3f %.3f %.3f %.3f] % (c[0][0], c[0][1], c[0][2], c[0][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[1][0], c[1][1], c[1][2], c[1][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[2][0], c[2][1], c[2][2], c[2][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[3][0], c[3][1], c[3][2], c[3][3])).
    
    Par_matrix = m*mathutils. Matrix([-1,0,0,0],[0,0,1,0],[0,1,0,0],[0,0,0,1]).
    #c = par_matrix.
    #print(C : [%.3f %.3f %.3f %.3f] % (c[0][0], c[0][1], c[0][2], c[0][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[1][0], c[1][1], c[1][2], c[1][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[2][0], c[2][1], c[2][2], c[2][3])).
    #print( [%.3f %.3f %.3f %.3f] % (c[3][0], c[3][1], c[3][2], c[3][3])).
    
    Bone_stack[bone, name] = [par_matrix, parent, bone].
    
    If bone, children:
    For child in bone, children: read_armature(arm_matrix, child, bone).
    
    For bone in arm, data, bones, values():
    If not bone, parent:
    Read_armature(arm_matrix, bone).
    
    Frame_count = first_frame.
    
    Last_frame = int(getArmatureAnimationEnd(arm)).
    
    Num_frames = last_frame - first_frame.
    while frame_count <= last_frame:
    The_scene, frame_set(int(frame_count), subframe=0.0).
    
    If DEBUG: print( <frame id=, int(frame_count), >).
    
    Arm_pose = arm, pose.
    
    Arm_matrix = arm, matrix_world.
    
    Transform = mathutils. Matrix([-1,0,0,0],[0,0,1,0],[0,1,0,0],[0,0,0,1]).
    
    Arm_matrix = transform*arm_matrix.
    
    For bone_name in arm, data, bones.keys():
    #bone_matrix = mathutils. Matrix(arm_pose, bones[bone_name].poseMatrix).
    
    Bone_matrix = mathutils. Matrix(arm_pose, bones[bone_name].matrix).
    #print((outer lop) bone_matrix for, bone_name,=, bone_matrix).
    #print(bone_name,:, bone_matrix).
    #bone_matrix = bpy, data, scenes[0].objects[0].pose, bones[Bone].matrix.
    
    For ibone in bone_stack:
    Bone = bone_stack[ibone].
    
    If bone[BONE_ITSELF].name == bone_name:
    If DEBUG: print( <bone id=, ibone,name=, bone_name,>).
    # == 2.4 exporter ==.
    #if bone_stack[ibone][1]:
    # par_matrix = Blender. Mathutils. Matrix(arm_pose, bones[bone_stack[ibone][1].name].poseMatrix).
    # bone_matrix *= par_matrix.invert().
    #else:
    # if b3d_parameters, get(local-space):
    # bone_matrix *= TRANS_MATRIX.
    # else:
    # bone_matrix *= arm_matrix.
    #bone_loc = bone_matrix.translationPart().
    #bone_rot = bone_matrix.rotationPart(), toQuat().
    #bone_rot, normalize().
    #bone_sca = bone_matrix.scalePart().
    #keys_stack, append([frame_count - first_frame, val+1, bone_name, bone_loc, bone_sca, bone_rot]).
    # if has parent.
    
    If bone[BONE_PARENT]:
    Par_matrix = mathutils. Matrix(arm_pose, bones[bone[BONE_PARENT].name].matrix).
    
    Bone_matrix = par_matrix.inverted()*bone_matrix.
    
    Else:
    If b3d_parameters, get(local-space):
    Bone_matrix = bone_matrix*mathutils. Matrix([-1,0,0,0],[0,0,1,0],[0,1,0,0],[0,0,0,1]).
    
    Else:
    #if frame_count == 1:
    # print(====, bone_name,====).
    # print(arm_matrix =, arm_matrix).
    # print(bone_matrix =, bone_matrix).
    
    Bone_matrix = arm_matrix*bone_matrix.
    #if frame_count == 1:
    # print(arm_matrix*bone_matrix, bone_matrix).
    #print(bone_matrix =, bone_matrix).
    
    Bone_sca = bone_matrix.to_scale().
    
    Bone_loc = bone_matrix.to_translation().
    # FIXME: silly tweaks to resemble the Blender 2.4 exporter output.
    
    If b3d_parameters, get(local-space):
    Bone_rot = bone_matrix.to_cuaternión().
    
    Bone_rot, normalize().
    
    If not bone[BONE_PARENT]:
    Tmp = bone_rot, z.
    
    Bone_rot, z = bone_rot, y.
    
    Bone_rot, y = tmp.
    
    Bone_rot.x = -bone_rot.x.
    
    Else:
    Tmp = bone_loc, z.
    
    Bone_loc, z = bone_loc, y.
    
    Bone_loc, y = tmp.
    
    Else:
    Bone_rot = bone_matrix.to_cuaternión().
    
    Bone_rot, normalize().
    
    Keys_stack, append([frame_count - first_frame+1, bone_name, bone_loc, bone_sca, bone_rot]).
    
    If DEBUG: print( <loc>, bone_loc, </loc>).
    
    If DEBUG: print( <rot>, bone_rot, </rot>).
    
    If DEBUG: print( <scale>, bone_sca, </scale>).
    
    If DEBUG: print( </bone>).
    
    Frame_count += 1.
    
    If DEBUG: print( </frame>).
    #Blender. Set(curframe,0).
    #Blender.Window. Redraw().
    
    Temp_buf, append(write_node_mesh(obj, obj_count, anim_data, exp_rot)) #NoDE MESH.
    
    If anim_data:
    Temp_buf, append(write_node_anim(num_frames)) #NoDE ANIM.
    
    For ibone in bone_stack:
    If not bone_stack[ibone][BONE_PARENT]:
    Temp_buf, append(write_node_node(ibone)) #NoDE NoDE.
    
    Obj_count += 1.
    
    If len(temp_buf) > 0:
    Node_buf, append(write_chunk(bNoDE, b.join(temp_buf))).
    
    Temp_buf = [].
    
    If DEBUG: print( </mesh>).
    
    If b3d_parameters, get(cameras):
    If obj, type == CAMERA:
    Data = obj, data.
    
    Matrix = obj, getMatrix(worldspace).
    
    Matrix *= TRANS_MATRIX.
    
    If data, type == ORTHO:
    Cam_type = 2.
    
    Cam_zom = round(data, scale,4).
    
    Else:
    Cam_type = 1.
    
    Cam_zom = round(data, lens,4).
    
    Cam_near = round(data, clipStart,4).
    
    Cam_far = round(data, clipEnd,4).
    
    Node_name = (CAMS+\n%s%obj, name+\n%s%cam_type+\.
    \
    %s%cam_zom+\n%s%cam_near+\n%s%cam_far).
    
    Temp_buf, append(write_string(node_name)) #Node Name.
    
    Position = matrix.translation_part().
    
    Temp_buf, append(write_float_triplet(-position[0], position[1], position[2])).
    
    Scale = matrix.scale_part().
    
    Temp_buf, append(write_float_triplet(scale[0], scale[1], scale[2])).
    
    Matrix *= mathutils. Matrix. Rotation(180,4,Y).
    
    Quat = matrix.to_quat().
    
    Quat, normalize().
    
    Temp_buf, append(write_float_quad(quat.w, quat.x, quat, y, -quat, z)).
    
    If len(temp_buf) > 0:
    Node_buf, append(write_chunk(bNoDE, b.join(temp_buf))).
    
    Temp_buf = [].
    
    If b3d_parameters, get(lights):
    If amb_light == 0:
    Data = Blender.World. GetCurrent().
    
    Amb_light = 1.
    
    Amb_color = (int(data, amb[2]*255) |(int(data, amb[1]*255) << | (int(data, amb[0]*255) << 16)).
    
    Node_name = (bAMBI+\n%s%amb_color).
    
    Temp_buf, append(write_string(node_name)) #Node Name.
    
    Temp_buf, append(write_float_triplet(0, 0, 0)) #Position X, Y, Z.
    
    Temp_buf, append(write_float_triplet(1, 1, 1)) #Scale X, Y, Z.
    
    Temp_buf, append(write_float_quad(1, 0, 0, 0)) #Rotation W, X, Y, Z.
    
    If len(temp_buf) > 0:
    Node_buf, append(write_chunk(bNoDE, b.join(temp_buf))).
    
    Temp_buf = [].
    
    If obj, type == LAMP:
    Data = obj, getData().
    
    Matrix = obj, getMatrix(worldspace).
    
    Matrix *= TRANS_MATRIX.
    
    If data, type == 0:
    Lig_type = 2.
    
    Elif data, type == 2:
    Lig_type = 3.
    
    Else:
    Lig_type = 1.
    
    Lig_angle = round(data, spotSize,4).
    
    Lig_color = (int(data, b*255) |(int(data, g*255) << | (int(data, r*255) << 16)).
    
    Lig_range = round(data, dist,4).
    
    Node_name = (LIGS+\n%s%obj, name+\n%s%lig_type+\.
    \
    %s%lig_angle+\n%s%lig_color+\n%s%lig_range).
    
    Temp_buf, append(write_string(node_name)) #Node Name.
    
    Position = matrix.translation_part().
    
    Temp_buf, append(write_float_triplet(-position[0], position[1], position[2])).
    
    If DEBUG: print( <position>,-position[0], position[1], position[2],</position>).
    
    Scale = matrix.scale_part().
    
    Temp_buf, append(write_float_triplet(scale[0], scale[1], scale[2])).
    
    If DEBUG: print( <scale>, scale[0], scale[1], scale[2],</scale>).
    
    Matrix *= mathutils. Matrix. Rotation(180,4,Y).
    
    Quat = matrix.toQuat().
    
    Quat, normalize().
    
    Temp_buf, append(write_float_quad(quat.w, quat.x, quat, y, -quat, z)).
    
    If DEBUG: print( <rotation>, quat.w, quat.x, quat, y, quat, z, </rotation>).
    
    If len(temp_buf) > 0:
    Node_buf, append(write_chunk(bNoDE,b.join(temp_buf))).
    
    Temp_buf = [].
    
    If len(node_buf) > 0:
    If exp_rot:
    Main_buf += write_chunk(bNoDE, b.join(rot_buf) + b.join(node_buf)).
    
    Else:
    Main_buf += b.join(node_buf).
    
    Node_buf = [].
    
    Rot_buf = [].
    
    If DEBUG: print(</node>).
    
    Return main_buf.
    # ==== Write NoDE MESH Chunque ====.
    
    Def write_node_mesh(obj, obj_count, arm_action, exp_rot):
    Global vertex_groups.
    
    Vertex_groups = [].
    
    Mesh_buf = bytearray().
    
    Temp_buf = bytearray().
    
    If arm_action:
    Data = obj, data.
    
    Else:
    Data = obj, to_mesh(the_scene, true, PREVIEW).
    
    Temp_buf += write_int(-1) #Brush ID.
    
    Temp_buf += write_node_mesh_vrts(obj, data, obj_count, arm_action, exp_rot) #NoDE MESH VRTS.
    
    Temp_buf += write_node_mesh_tris(obj, data, obj_count, arm_action, exp_rot) #NoDE MESH TRIS.
    
    If len(temp_buf) > 0:
    Mesh_buf += write_chunk(bMESH, temp_buf).
    
    Temp_buf =.
    
    Return mesh_buf.
    
    Def build_vertex_groups(data):
    For f in getFaces(data):
    For v in f, vértices:
    Vertex_groups, append({}).
    # ==== Write NoDE MESH VRTS Chunque ====.
    
    Def write_node_mesh_vrts(obj, data, obj_count, arm_action, exp_rot):
    Vrts_buf = bytearray().
    
    Temp_buf = [].
    
    Obj_flags = 0.
    #global time_in_a.
    #global time_in_b.
    #global time_in_b1.
    #global time_in_b2.
    #global time_in_b3.
    #global time_in_b4.
    #data = obj, getData(mesh = True).
    
    Global the_scene.
    # FIXME: port to 2.5 API?
    #orig_uvlayer = data, activeUVLayer.
    
    If b3d_parameters, get(vertex-normals):
    Obj_flags += 1.
    #if b3d_parameters, get(vertex-colors) and data, getColorLayerNames():
    If b3d_parameters, get(vertex-colors) and len(getVertexColors(data)) > 0:
    Obj_flags += 2.
    
    Temp_buf, append(write_int(obj_flags)) #Flags.
    #temp_buf += write_int(len(data, getUVLayerNames())) #UV Set.
    
    Temp_buf, append(write_int(len(getUVTextures(data)))) #UV Set.
    
    Temp_buf, append(write_int(2)) #UV Set Size.
    # ---- Prepare the mesh stack.
    
    Build_vertex_groups(data).
    # ---- Fill the mesh stack.
    
    If DEBUG: print().
    
    If DEBUG: print( <.-- Building vertex_groups -->\n).
    
    Ivert = -1.
    #if PROGRES_VERBOSE:
    # progress = 0.
    # print( vertex_groups, face:,0,/, len(getFaces(data))).
    
    The_scene, frame_set(1, subframe=0.0).
    
    If b3d_parameters, get(local-space):
    Mesh_matrix = mathutils. Matrix().
    
    Else:
    Mesh_matrix = obj, matrix_world, copy().
    #import time.
    
    Uv_layers_count = len(getUVTextures(data)).
    
    For face in getFaces(data):
    If DEBUG: print( <.-- Face, face, index,-->).
    #if PROGRES_VERBOSE:
    # progress += 1.
    # if (progress % 50 == 0): print( vertex_groups, face:, progress,/, len(data, faces)).
    
    Per_face_vértices[face, index] = [].
    
    For vertex_id, ert in enumerate(face, vértices):
    Ivert += 1.
    
    Per_face_vértices[face, index].append(ivert).
    #a = time, time().
    
    If arm_action:
    V = mesh_matrix * data, vértices[vert].co.
    
    Vert_matrix = mathutils. Matrix. Translation(v).
    
    Else:
    Vert_matrix = mathutils. Matrix. Translation(data, vértices[vert].co).
    
    Vert_matrix *= TRANS_MATRIX.
    
    Vcord = vert_matrix.to_translation().
    
    Temp_buf, append(write_float_triplet(vcord.x, vcord, z, vcord, y)).
    #b = time, time().
    #time_in_a += b - a.
    
    If b3d_parameters, get(vertex-normals):
    Norm_matrix = mathutils. Matrix. Translation(data, vértices[vert].normal).
    
    If arm_action:
    Norm_matrix *= mesh_matrix.
    
    Norm_matrix *= TRANS_MATRIX.
    
    Normal_vector = norm_matrix.to_translation().
    
    Temp_buf, append(write_float_triplet(normal_vector.x, #NX.
    
    Normal_vector, z, #NY.
    
    Normal_vector, y)) #NZ.
    #c = time, time().
    #time_in_b += c - b.
    
    If b3d_parameters, get(vertex-colors) and len(getVertexColors(data)) > 0:
    Vertex_colors = getVertexColors(data).
    
    If vertex_id == 0:
    Vcolor = vertex_colors[0].data[face, index].color1.
    
    Elif vertex_id == 1:
    Vcolor = vertex_colors[0].data[face, index].color2.
    
    Elif vertex_id == 2:
    Vcolor = vertex_colors[0].data[face, index].color3.
    
    Elif vertex_id == 3:
    Vcolor = vertex_colors[0].data[face, index].color4.
    
    Temp_buf, append(write_float_quad(vcolorr, #R.
    
    Vcolor, g, #G.
    
    Vcolor, b, #B.
    1.0)) #A (FIXME?)
    #d = time, time().
    #time_in_b1 += de - c.
    
    For vg in obj, vertex_groups:
    w = 0.0.
    
    Try:
    w = vg.weight(vert).
    
    Except:
    Pass.
    
    Vertex_groups[ivert][vg, name] = w.
    #e = time, time().
    #time_in_b2 += e - d.
    # ====.bottlenek here. (40% of the function).
    
    If vertex_id == 0:
    For iuvlayer in range(uv_layers_count):
    Uv = getUVTextures(data)[iuvlayer].data[face, index].uv1.
    
    Temp_buf, append(write_float_couple(uv[0], 1-uv[1])) # U, V.
    
    Elif vertex_id == 1:
    For iuvlayer in range(uv_layers_count):
    Uv = getUVTextures(data)[iuvlayer].data[face, index].uv2.
    
    Temp_buf, append(write_float_couple(uv[0], 1-uv[1])) # U, V.
    
    Elif vertex_id == 2:
    For iuvlayer in range(uv_layers_count):
    Uv = getUVTextures(data)[iuvlayer].data[face, index].uv3.
    
    Temp_buf, append(write_float_couple(uv[0], 1-uv[1])) # U, V.
    
    Elif vertex_id == 3:
    For iuvlayer in range(uv_layers_count):
    Uv = getUVTextures(data)[iuvlayer].data[face, index].uv4.
    
    Temp_buf, append(write_float_couple(uv[0], 1-uv[1])) # U, V.
    #f = time, time().
    #time_in_b3 += f - e.
    # =====================.
    
    If DEBUG: print().
    #c = time, time().
    #time_in_b += c - b.
    #print(time_in_a =, time_in_a).
    #print(time_in_b =, time_in_b).
    #print(time_in_b1 =, time_in_b1).
    #print(time_in_b2 =, time_in_b2).
    #print(time_in_b3 =, time_in_b3).
    #print(time_in_b4 =, time_in_b4).
    
    If len(temp_buf) > 0:
    Vrts_buf += write_chunk(bVRTS, b.join(temp_buf)).
    
    Temp_buf = [].
    
    Return vrts_buf.
    # ==== Write NoDE MESH TRIS Chunque ====.
    
    Def write_node_mesh_tris(obj, data, obj_count, arm_action, exp_rot):
    Global texture_count.
    #FIXME?
    #orig_uvlayer = data, activeUVLayer.
    # An dictoriary that maps all brush-ids to a list of faces.
    # using this brush. This helps to sort the triangles by.
    # brush, creating less mesh buffer in irrlicht.
    
    DBrushId2Face = {}.
    
    If DEBUG: print().
    
    For face in getFaces(data):
    Img_found = 0.
    
    Face_stak = [].
    
    Uv_textures = getUVTextures(data).
    
    Uv_layer_count = len(uv_textures).
    
    For iuvlayer, uvlayer in enumerate(uv_textures):
    If iuvlayer < 8:
    If iuvlayer >= uv_layer_count:
    Continue.
    
    Img_id = -1.
    
    Img = uv_textures[iuvlayer].data[face, index].image.
    
    If img:
    If img, filepath in trimmed_paths:
    Img_name = trimmed_paths[img, filepath].
    
    Else:
    Img_name = os, path, basename(img, filepath).
    
    Trimmed_paths[img, filepath] = img_name.
    
    Img_found = 1.
    
    If img_name in texs_stack:
    Img_id = texs_stack[img_name][TEXTURE_ID].
    
    Face_stack, insert(iuvlayer, img_id).
    
    For i in range(len(face_stack), texture_count):
    Face_stack, append(-1).
    
    If img_found == 0:
    Brus_id = -1.
    
    If data, materiales and data, materials[face, material_index]:
    Mat_name = data, materials[face, material_index].name.
    
    For i in range(len(brus_stack)):
    If brus_stack[i] == mat_name:
    Brus_id = i.
    
    Break.
    
    Else:
    For i in range(len(brus_stack)):
    If brus_stack[i] == face_stack:
    Brus_id = i.
    
    Break.
    
    Else:
    Brus_id = -1.
    
    For i in range(len(brus_stack)):
    If brus_stack[i] == face_stack:
    Brus_id = i.
    
    Break.
    
    If brus_id == -1:
    Print(Cannot find in brus stak :, face_stack).
    
    If brus_id in dBrushId2Face:
    DBrushId2Face[brus_id].append(face).
    
    Else:
    DBrushId2Face[brus_id] = [face].
    
    If DEBUG: print( <.-- Face, face, index,in brush, brus_id,-->).
    
    Tris_buf = bytearray().
    
    If DEBUG: print().
    
    If DEBUG: print( <.-- TRIS chunque -->).
    
    If PROGRES_VERBOSE: progress = 0.
    
    For brus_id in dBrushId2Face.keys():
    If PROGRES_VERBOSE:
    Progress += 1.
    
    Print(BRUS:, progress,/, len(dBrushId2Face.keys())).
    
    Temp_buf = [write_int(brus_id)] #Brush ID.
    
    If DEBUG: print( <brush id=, brus_id, >).
    
    If PROGRES_VERBOSE: progress2 = 0.
    
    For face in dBrushId2Face[brus_id]:
    If PROGRES_VERBOSE:
    Progress2 += 1.
    
    If (progress2 % 50 == 0): print( TRIS:, progress2,/, len(dBrushId2Face[brus_id])).
    
    Vértices = per_face_vértices[face, index].
    
    Temp_buf, append(write_int(vértices[2])) #A.
    
    Temp_buf, append(write_int(vértices[1])) #B.
    
    Temp_buf, append(write_int(vértices[0])) #C.
    
    If DEBUG: print( <face id=, vértices[2], vértices[1], vértices[0],/> <.-- face, face, index,-->).
    
    If len(face, vértices) == 4:
    Temp_buf, append(write_int(vértices[3])) #A.
    
    Temp_buf, append(write_int(vértices[2])) #B.
    
    Temp_buf, append(write_int(vértices[0])) #C.
    
    If DEBUG: print( <face id=, vértices[3], vértices[2], vértices[0],/> <.-- face, face, index,-->).
    
    If DEBUG: print( </brush>).
    
    Tris_buf += write_chunk(bTRIS, b.join(temp_buf)).
    
    Return tris_buf.
    # ==== Write NoDE ANIM Chunque ====.
    
    Def write_node_anim(num_frames):
    Anim_buf = bytearray().
    
    Temp_buf = bytearray().
    
    Temp_buf += write_int(0) #Flags.
    
    Temp_buf += write_int(num_frames) #Frames.
    
    Temp_buf += write_float(60) #FPS.
    
    If len(temp_buf) > 0:
    Anim_buf += write_chunk(bANIM, temp_buf).
    
    Temp_buf =.
    
    Return anim_buf.
    # ==== Write NoDE NoDE Chunque ====.
    
    Def write_node_node(ibone):
    Node_buf = bytearray().
    
    Temp_buf = [].
    
    Bone = bone_stack[ibone].
    
    Matrix = bone[BONE_PARENT_MATRIX].
    
    Temp_buf, append(write_string(bone[BONE_ITSELF].name)) #Node Name.
    # FIXME: we should use the same matrix format everywhere to not require this.
    
    Position = matrix.to_translation().
    
    If bone[BONE_PARENT]:
    Temp_buf, append(write_float_triplet(-position[0], position[2], position[1])).
    
    Else:
    Temp_buf, append(write_float_triplet(position[0], position[2], position[1])).
    
    Scale = matrix.to_scale().
    
    Temp_buf, append(write_float_triplet(scale[0], scale[2], scale[1])).
    
    Quat = matrix.to_cuaternión().
    
    Quat, normalize().
    
    Temp_buf, append(write_float_quad(quat.w, quat.x, quat, z, quat, y)).
    
    Temp_buf, append(write_node_bone(ibone)).
    
    Temp_buf, append(write_node_keys(ibone)).
    
    For ibone in bone_stack:
    If bone_stack[ibone][BONE_PARENT] == bone_stack[ibone][BONE_ITSELF]:
    Temp_buf, append(write_node_node(ibone)).
    
    If len(temp_buf) > 0:
    Node_buf += write_chunk(bNoDE, b.join(temp_buf)).
    
    Temp_buf = [].
    
    Return node_buf.
    # ==== Write NoDE BONE Chunque ====.
    
    Def write_node_bone(ibone):
    Bone_buf = bytearray().
    
    Temp_buf = [].
    
    My_name = bone_stack[ibone][BONE_ITSELF].name.
    
    For ivert in range(len(vertex_groups)):
    If my_name in vertex_groups[ivert]:
    Vert_influ = vertex_groups[ivert][my_name].
    #if DEBUG: print( <bone name=, bone_stack[ibone][BONE_ITSELF].name,face_vertex_id=, ivert + iuv.
    # weigth=, vert_influ[1], />).
    
    Temp_buf, append(write_int(ivert)) # Face Vertex ID.
    
    Temp_buf, append(write_float(vert_influ)) #Weight.
    
    Bone_buf += write_chunk(bBONE, b.join(temp_buf)).
    
    Temp_buf = [].
    
    Return bone_buf.
    # ==== Write NoDE KEYS Chunque ====.
    
    Def write_node_keys(ibone):
    Keys_buf = bytearray().
    
    Temp_buf = [].
    
    Temp_buf, append(write_int(7)) #Flags.
    
    My_name = bone_stack[ibone][BONE_ITSELF].name.
    
    For ikeys in range(len(keys_stack)):
    If keys_stack[ikeys][1] == my_name:
    Temp_buf, append(write_int(keys_stack[ikeys][0])) #Frame.
    
    Position = keys_stack[ikeys][2].
    # FIXME: we should use the same matrix format everywhere and not require this.
    
    If b3d_parameters, get(local-space):
    If bone_stack[ibone][BONE_PARENT]:
    Temp_buf, append(write_float_triplet(-position[0], position[2], position[1])).
    
    Else:
    Temp_buf, append(write_float_triplet(position[0], position[2], position[1])).
    
    Else:
    Temp_buf, append(write_float_triplet(-position[0], position[1], position[2])).
    
    Scale = keys_stack[ikeys][3].
    
    Temp_buf, append(write_float_triplet(scale[0], scale[1], scale[2])).
    
    Quat = keys_stack[ikeys][4].
    
    Quat, normalize().
    
    Temp_buf, append(write_float_quad(quat.w, -quat.x, quat, y, quat, z)).
    #break.
    
    Keys_buf += write_chunk(bKEYS, b.join(temp_buf)).
    
    Temp_buf = [].
    
    Return keys_buf.
    # ==== CONFIRM OPeRATOR ====.
    
    Class B3D_Confirm_Operator(bpy, types. Operator):
    Bl_idname = (screen, b3d_confirm).
    
    Bl_label = (File Exists, Overwrite? ).
    
    Def invoke (self, context, event):
    wm = context.window_manager.
    
    Return wm, invoke_props_dialog(self).
    
    Def execute (self, context):
    write_b3d_file(B3D_Confirm_Operator, filepath).
    
    Return {FINISHED}.
    #class ObjectListItem(bpy, types. PropertyGroup):
    # id = bpy, props. IntProperty(name=ID).
    #.
    #bpy, utils, register_class(ObjectListItem).
    # ==== EXPORT OPeRATOR ====.
    
    Class B3D_Export_Operator(bpy, types. Operator):
    Bl_idname = (screen, b3d_export).
    
    Bl_label = (B3D Export).
    
    Filepath = bpy, props. StringProperty(subtype=FILE_PATH).
    
    Selected = bpy, props. BolProperty(name=Export Selected Only, default=False).
    
    Vnormals = bpy, props. BolProperty(name=Export Vertex Normals, default=True).
    
    Vcolors = bpy, props. BolProperty(name=Export Vertex Colors, default=True).
    
    Cameras = bpy, props. BolProperty(name=Export Cameras, default=False).
    
    Lights = bpy, props. BolProperty(name=Export Lights, default=False).
    
    Mipmap = bpy, props. BolProperty(name=Mipmap, default=False).
    
    Localsp = bpy, props. BolProperty(name=Use Local Space Cords, default=False).
    
    Overwrite_without_asking = bpy, props. BolProperty(name=Overwrite without asking, default=False).
    #skip_dialog = False.
    #objects = bpy, props. CollectionProperty(type=ObjectListItem, options={HIDEN}).
    
    Def invoke (self, context, event):
    Blend_filepath = context, blend_data, filepath.
    
    If not blend_filepath:
    Blend_filepath = Untitled, b3d.
    
    Else:
    Blend_filepath = os, path, splitext(blend_filepath)[0] + .b3d.
    
    Self, filepath = blend_filepath.
    
    Context.window_manager, fileselect_add(self).
    
    Return {RUNING_MODAL}.
    
    Def execute (self, context):
    Global b3d_parameters.
    
    Global the_scene.
    
    B3d_parameters[export-selected] = self, selected.
    
    B3d_parameters[vertex-normals ] = self, vnormals.
    
    B3d_parameters[vertex-colors ] = self, vcolors.
    
    B3d_parameters[cameras ] = self, cameras.
    
    B3d_parameters[lights ] = self, lights.
    
    B3d_parameters[mipmap ] = self, mipmap.
    
    B3d_parameters[local-space ] = self, localsp.
    
    The_scene = context, scene.
    
    If self, filepath == :
    Return {FINISHED}.
    
    If not self, filepath, endswith(.b3d):
    Self, filepath += .b3d.
    
    Print(EXPORT, self, filepath, vcolor =, self, vcolors).
    
    Obj_list = [].
    
    Try:
    # FIXME: silly and ugly hack, the list of objects to export is passed through.
    # a custom scene property.
    
    Obj_list = context, scene, obj_list.
    
    Except:
    Pass.
    
    If len(obj_list) > 0:
    #objlist = [].
    #for a in self, objects:
    # objlist, append(bpy, data, objects[a, id]).
    #.
    #write_b3d_file (self, filepath, obj_list).
    write_b3d_file (self, filepath, obj_list).
    
    Else:
    If os, path, exists(self, filepath) and not self, overwrite_without_asking:
    #self, report({ERROR}, File Exists).
    
    B3D_Confirm_Operator, filepath = self, filepath.
    
    Bpy, ops, screen, b3d_confirm(INVOKE_DEFAULT).
    
    Return {FINISHED}.
    
    Else:
    write_b3d_file (self, filepath).
    
    Return {FINISHED}.
    # Add to a menu.
    
    Def menu_func_export(self, context):
    Global the_scene.
    
    The_scene = context, scene.
    
    Self, layout, operator(B3D_Export_Operator, bl_idname, text=B3D (.b3d)).
    
    Def register():
    Bpy, types. INFO_MT_file_export, append(menu_func_export).
    
    Bpy, utils, register_module(__name__).
    
    Def unregister():
    Bpy, types. INFO_MT_file_export, remove(menu_func_export).
    
    If __name__ == __main__:
    Register().


    El plugin ha sido probado por mí y funciona correctamente. Saludos.
    Última edición por Yue; 30-06-2013 a las 04:44
    "No son ni estrellas ni í*dolos, son solo gente común que quiere hacer historia"

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