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dna_viewer_export_fbx.py
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dna_viewer_export_fbx.py
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"""
This example demonstrates generating functional rig in maya scene and exporting fbx per lod.
IMPORTANT: You have to setup the environment before running this example. Please refer to the 'Environment setup' section in README.md.
- usage in command line:
python dna_viewer_export_fbx.py
mayapy dna_viewer_export_fbx.py
NOTE: Script cannot be called with Python, it must be called with mayapy.
- usage in Maya:
1. copy whole content of this file to Maya Script Editor
2. change value of ROOT_DIR to absolute path of dna_calibration, e.g. `c:/dna_calibration` in Windows or `/home/user/dna_calibration`. Important:
Use `/` (forward slash), because Maya uses forward slashes in path.
- customization:
- change CHARACTER_NAME to Taro, or the name of a custom DNA file placed in /data/dna_files. If you change name to Taro,
or some other Masculine character, you need to change BODY_FILE with value f"{BODY_DIR}/masc_skeleton.ma"
- change ADD_COLOR_VERTEX to True, if you want to import fbx in Unreal Engine with painted vertices for fallowing cases:
- vertex normals that are going to be updated during import in Unreal Engine, its vertices must be painted with green color.
- for potential future GeneSplicer usage, skinwights on vertices which will need update in character mixing process, must be painted with blue color.
- change UP_AXIS in order change up axis, it can be 'z' or 'y', if put any value is put, ValueError will be raised
Expected:
- script will generate fbx files Ada_lodX.mb where X are values from 0 to 7, in OUTPUT_DIR
- script will generate workspace.mel in OUTPUT_DIR
NOTE: If OUTPUT_DIR does not exist, it will be created.
"""
from os import makedirs
from os import path as ospath
from pathlib import Path
# if you use Maya, use absolute path
ROOT_DIR = f"{ospath.dirname(ospath.abspath(__file__))}/..".replace("\\", "/")
OUTPUT_DIR = f"{ROOT_DIR}/output"
EXAMPLES_DIR = f"{ROOT_DIR}/examples"
ROOT_LIB_DIR = f"{ROOT_DIR}/lib"
DATA_DIR = f"{ROOT_DIR}/data"
# Setting constants that will be used
FACIAL_ROOT_NAME = "FACIAL_C_FacialRoot"
CHARACTER_NAME = "Ada"
ADD_COLOR_VERTEX = False
DNA_DIR = f"{DATA_DIR}/dna_files"
BODY_DIR = f"{DATA_DIR}/body"
CHARACTER_DNA = f"{DNA_DIR}/{CHARACTER_NAME}.dna"
UP_AXIS = "z"
if UP_AXIS not in ("z", "y"):
raise ValueError("UP_AXIS can be 'z' or 'y'")
BODY_FILE = f"{BODY_DIR}/fem_skeleton.ma"
ADD_MESH_NAME_TO_BLEND_SHAPE_CHANNEL_NAME = True
FACIAL_ROOT_JOINTS = ["FACIAL_C_FacialRoot", "FACIAL_C_Neck1Root", "FACIAL_C_Neck2Root"]
NECK_JOINTS = ["head", "neck_01", "neck_02"]
ROOT_JOINT = "spine_04"
from dna import (
BinaryStreamReader,
BinaryStreamWriter,
DataLayer_All,
FileStream,
Status,
)
from dnacalib import DNACalibDNAReader, RotateCommand
from maya import cmds, mel
from vtx_color import MESH_SHADER_MAPPING, VTX_COLOR_MESHES, VTX_COLOR_VALUES
from dna_viewer import (
DNA,
Config,
build_meshes,
get_skin_weights_from_scene,
set_skin_weights_to_scene,
)
def load_dna_reader():
stream = FileStream(
CHARACTER_DNA, FileStream.AccessMode_Read, FileStream.OpenMode_Binary
)
reader = BinaryStreamReader(stream, DataLayer_All)
reader.read()
if not Status.isOk():
status = Status.get()
raise RuntimeError(f"Error loading DNA: {status.message}")
return reader
def save_dna(reader):
stream = FileStream(
f"{CHARACTER_DNA}.rotate.dna",
FileStream.AccessMode_Write,
FileStream.OpenMode_Binary,
)
writer = BinaryStreamWriter(stream)
writer.setFrom(reader)
writer.write()
if not Status.isOk():
status = Status.get()
raise RuntimeError(f"Error saving DNA: {status.message}")
def prepare_rotated_dna():
reader = load_dna_reader()
# Copies DNA contents and will serve as input/output parameter to commands
calibrated = DNACalibDNAReader(reader)
# Modifies calibrated DNA in-place
rotate = RotateCommand([90.0, 0.0, 0.0], [0.0, 0.0, 0.0])
rotate.run(calibrated)
save_dna(calibrated)
return DNA(f"{CHARACTER_DNA}.rotate.dna")
def get_dna():
if UP_AXIS == "z":
return prepare_rotated_dna()
return DNA(CHARACTER_DNA)
def cleanup():
path = Path(f"{CHARACTER_DNA}.rotate.dna")
if path.exists():
path.unlink()
def build_meshes_for_lod(dna, lod):
# Create config
config = Config(
group_by_lod=False,
create_display_layers=False,
lod_filter=[lod],
add_mesh_name_to_blend_shape_channel_name=ADD_MESH_NAME_TO_BLEND_SHAPE_CHANNEL_NAME,
)
# Builds and returns the created mesh paths in the scene
return build_meshes(dna, config)
def create_skin_cluster(influences, mesh, skin_cluster_name, maximum_influences):
cmds.select(influences[0], replace=True)
cmds.select(mesh, add=True)
skinCluster = cmds.skinCluster(
toSelectedBones=True,
name=skin_cluster_name,
maximumInfluences=maximum_influences,
skinMethod=0,
obeyMaxInfluences=True,
)
if len(influences) > 1:
cmds.skinCluster(
skinCluster, edit=True, addInfluence=influences[1:], weight=0.0
)
return skinCluster
def create_head_and_body_scene(mesh_names):
scene_mesh_names = []
skinweights = []
for mesh_name in mesh_names:
if cmds.objExists(mesh_name):
scene_mesh_names.append(mesh_name)
skinweights.append(get_skin_weights_from_scene(mesh_name))
cmds.delete(f"{mesh_name}_skinCluster")
for facial_joint in FACIAL_ROOT_JOINTS:
cmds.parent(facial_joint, world=True)
cmds.delete(ROOT_JOINT)
cmds.file(BODY_FILE, options="v=0", type="mayaAscii", i=True)
if UP_AXIS == "y":
cmds.joint("root", edit=True, orientation=[-90.0, 0.0, 0.0])
for facial_joint, neck_joint in zip(FACIAL_ROOT_JOINTS, NECK_JOINTS):
cmds.parent(facial_joint, neck_joint)
for mesh_name, skinweight in zip(scene_mesh_names, skinweights):
create_skin_cluster(
skinweight.joints,
mesh_name,
f"{mesh_name}_skinCluster",
skinweight.no_of_influences,
)
set_skin_weights_to_scene(mesh_name, skinweight)
def set_fbx_options():
# Executes FBX relate commands from the imported plugin
min_time = cmds.playbackOptions(minTime=True, query=True)
max_time = cmds.playbackOptions(maxTime=True, query=True)
cmds.FBXResetExport()
mel.eval("FBXExportBakeComplexAnimation -v true")
mel.eval(f"FBXExportBakeComplexStart -v {min_time}")
mel.eval(f"FBXExportBakeComplexEnd -v {max_time}")
mel.eval("FBXExportConstraints -v true")
mel.eval("FBXExportSkeletonDefinitions -v true")
mel.eval("FBXExportInputConnections -v true")
mel.eval("FBXExportSmoothingGroups -v true")
mel.eval("FBXExportSkins -v true")
mel.eval("FBXExportShapes -v true")
mel.eval("FBXExportCameras -v false")
mel.eval("FBXExportLights -v false")
cmds.FBXExportUpAxis(UP_AXIS)
# Deselects objects in Maya
cmds.select(clear=True)
def create_shader(name):
cmds.shadingNode("blinn", asShader=True, name=name)
shading_group = str(
cmds.sets(
renderable=True,
noSurfaceShader=True,
empty=True,
name=f"{name}SG",
)
)
cmds.connectAttr(f"{name}.outColor", f"{shading_group}.surfaceShader")
return shading_group
def add_shader():
for shader_name, meshes in MESH_SHADER_MAPPING.items():
shading_group = create_shader(shader_name)
for mesh in meshes:
try:
cmds.select(mesh, replace=True)
cmds.sets(edit=True, forceElement=shading_group)
except Exception as e:
print(f"Skipped adding shader for mesh {mesh}. Reason {e}")
def set_vertex_color():
for m, meshName in enumerate(VTX_COLOR_MESHES):
try:
cmds.select(meshName)
except Exception as e:
print(f"Skipped adding vtx color for mesh {meshName}. Reason {e}")
continue
for v, rgb in enumerate(VTX_COLOR_VALUES[m]):
cmds.polyColorPerVertex(f"{meshName}.vtx[{v}]", g=rgb[1], b=rgb[2])
def export_fbx(lod, meshes):
# Selects every mesh in the given lod
for item in meshes:
cmds.select(item, add=True)
# Adds facial root joint to selection
cmds.select(FACIAL_ROOT_NAME, add=True)
# Sets the file path
export_file_name = f"{OUTPUT_DIR}/{CHARACTER_NAME}_lod{lod}.fbx"
# Exports the fbx
mel.eval(f'FBXExport -f "{export_file_name}" -s true')
def export_fbx_for_lod(dna, lod):
# Creates the meshes for the given lod
result = build_meshes_for_lod(dna, lod)
meshes = result.get_all_meshes()
# Executes FBX relate commands from the imported plugin
create_head_and_body_scene(meshes)
set_fbx_options()
# Saves the result
if ADD_COLOR_VERTEX:
add_shader()
set_vertex_color()
export_fbx(lod, meshes)
if __name__ == "__main__":
makedirs(OUTPUT_DIR, exist_ok=True)
# Loads the builtin plugin needed for FBX
cmds.loadPlugin("fbxmaya.mll")
# This fixes warning when calling this script with headless maya Warning: line 1: Unknown object type: HIKCharacterNode
mel.eval(f"HIKCharacterControlsTool;")
# Generate workspace.mel
mel.eval(f'setProject "{OUTPUT_DIR}";')
# Export FBX for each lod
cmds.upAxis(ax=UP_AXIS)
dna = get_dna()
for lod in range(dna.get_lod_count()):
export_fbx_for_lod(dna, lod)
cleanup()