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If a mesh consisted in a single rectangle but it wasn't properly unwrapped (with each vert at a corner), the object was identified as an image, but could then not be exported as one. Consider such objects as nulls instead.
875 lines
32 KiB
Python
875 lines
32 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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bl_info = {
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"name": "Export: Adobe After Effects (.jsx)",
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"description": "Export cameras, selected objects & camera solution "
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"3D Markers to Adobe After Effects CS3 and above",
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"author": "Bartek Skorupa, Damien Picard (@pioverfour)",
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"version": (0, 1, 3),
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"blender": (2, 80, 0),
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"location": "File > Export > Adobe After Effects (.jsx)",
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"warning": "",
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"doc_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
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"Scripts/Import-Export/Adobe_After_Effects",
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"category": "Import-Export",
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}
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import bpy
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import os
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import datetime
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from math import degrees
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from mathutils import Matrix, Vector, Color
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def get_camera_frame_ranges(scene, start, end):
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"""Get frame ranges for each marker in the timeline
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For this, start at the end of the timeline,
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iterate through each camera-bound marker in reverse,
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and get the range from this marker to the end of the previous range.
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"""
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markers = sorted((m for m in scene.timeline_markers if m.camera is not None),
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key=lambda m:m.frame, reverse=True)
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if len(markers) <= 1:
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return [[[start, end], scene.camera],]
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camera_frame_ranges = []
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current_frame = end
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for m in markers:
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if m.frame < current_frame:
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camera_frame_ranges.append([[m.frame, current_frame + 1], m.camera])
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current_frame = m.frame - 1
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camera_frame_ranges.reverse()
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camera_frame_ranges[0][0][0] = start
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return camera_frame_ranges
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class ObjectExport():
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"""Base exporter class
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Collects data about an object and outputs the proper JSX script for AE.
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"""
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def __init__(self, obj):
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self.obj = obj
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self.name_ae = convert_name(self.obj.name)
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self.keyframes = {}
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def get_prop_keyframe(self, prop_name, value, time):
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"""Get keyframe for given property, only if different from previous value"""
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prop_keys = self.keyframes.setdefault(prop_name, [])
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if len(prop_keys) == 0:
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prop_keys.append([time, value, False])
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return
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if value != prop_keys[-1][1]:
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prop_keys.append([time, value, False])
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# Store which keys should hold, that is, which are
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# the first in a series of identical values
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else:
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prop_keys[-1][2] = True
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def get_keyframe(self, context, width, height, aspect, time, ae_size):
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"""Store animation for the current frame"""
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ae_transform = convert_transform_matrix(self.obj.matrix_world,
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width, height, aspect, ae_size)
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self.get_prop_keyframe('position', ae_transform[0:3], time)
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self.get_prop_keyframe('orientation', ae_transform[3:6], time)
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self.get_prop_keyframe('scale', ae_transform[6:9], time)
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def get_obj_script(self, include_animation):
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"""Get the JSX script for the object"""
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return self.get_type_script() + self.get_anim_script(include_animation) + self.get_post_script()
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def get_type_script(self):
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"""Get the basic part of the JSX script"""
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type_script = f'var {self.name_ae} = newComp.layers.addNull();\n'
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type_script += f'{self.name_ae}.threeDLayer = true;\n'
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type_script += f'{self.name_ae}.source.name = "{self.name_ae}";\n'
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return type_script
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def get_anim_script(self, include_animation):
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"""Get the part of the JSX script encoding animation"""
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anim_script = ""
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# Set values of properties, add keyframes only where needed
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for prop, keys in self.keyframes.items():
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if include_animation and len(keys) > 1:
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times = ",".join(str(k[0]) for k in keys)
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values = ",".join(str(k[1]) for k in keys).replace(" ", "")
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anim_script += (
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f'{self.name_ae}.property("{prop}").setValuesAtTimes([{times}],[{values}]);\n')
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# Set to HOLD the frames after which animation is fixed
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# for several frames, to avoid interpolation errors
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if any(k[2] for k in keys):
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anim_script += (
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f'var hold_frames = {[i + 1 for i, k in enumerate(keys) if k[2]]};\n'
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'for (var i = 0; i < hold_frames.length; i++) {\n'
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f' {self.name_ae}.property("{prop}").setInterpolationTypeAtKey(hold_frames[i], KeyframeInterpolationType.HOLD);\n'
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'}\n')
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# No animation for this property
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else:
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value = str(keys[0][1]).replace(" ", "")
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anim_script += (
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f'{self.name_ae}.property("{prop}").setValue({value});\n')
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anim_script += '\n'
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return anim_script
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def get_post_script(self):
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"""This is only used in lights as a post-treatment after animation"""
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return ""
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class CameraExport(ObjectExport):
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def __init__(self, obj, start_time=None, end_time=None):
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super().__init__(obj)
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self.start_time = start_time
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self.end_time = end_time
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def get_keyframe(self, context, width, height, aspect, time, ae_size):
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ae_transform = convert_transform_matrix(self.obj.matrix_world,
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width, height, aspect, ae_size)
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zoom = convert_lens(self.obj, width, height,
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aspect)
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self.get_prop_keyframe('position', ae_transform[0:3], time)
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self.get_prop_keyframe('orientation', ae_transform[3:6], time)
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self.get_prop_keyframe('zoom', zoom, time)
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def get_type_script(self):
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type_script = f'var {self.name_ae} = newComp.layers.addCamera("{self.name_ae}",[0,0]);\n'
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# Restrict time range when multiple cameras are used (markers)
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if self.start_time is not None:
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type_script += f'{self.name_ae}.inPoint = {self.start_time};\n'
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type_script += f'{self.name_ae}.outPoint = {self.end_time};\n'
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type_script += f'{self.name_ae}.autoOrient = AutoOrientType.NO_AUTO_ORIENT;\n'
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return type_script
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class LightExport(ObjectExport):
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def get_keyframe(self, context, width, height, aspect, time, ae_size):
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ae_transform = convert_transform_matrix(self.obj.matrix_world,
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width, height, aspect, ae_size)
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self.type = self.obj.data.type
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color = list(self.obj.data.color)
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intensity = self.obj.data.energy * 10.0
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self.get_prop_keyframe('position', ae_transform[0:3], time)
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if self.type in {'SPOT', 'SUN'}:
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self.get_prop_keyframe('orientation', ae_transform[3:6], time)
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self.get_prop_keyframe('intensity', intensity, time)
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self.get_prop_keyframe('Color', color, time)
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if self.type == 'SPOT':
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cone_angle = degrees(self.obj.data.spot_size)
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self.get_prop_keyframe('Cone Angle', cone_angle, time)
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cone_feather = self.obj.data.spot_blend * 100.0
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self.get_prop_keyframe('Cone Feather', cone_feather, time)
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def get_type_script(self):
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type_script = f'var {self.name_ae} = newComp.layers.addLight("{self.name_ae}", [0.0, 0.0]);\n'
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type_script += f'{self.name_ae}.autoOrient = AutoOrientType.NO_AUTO_ORIENT;\n'
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type_script += f'{self.name_ae}.lightType = LightType.SPOT;\n'
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return type_script
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def get_post_script(self):
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"""Set light type _after_ the orientation, otherwise the property is hidden in AE..."""
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if self.obj.data.type == 'SUN':
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post_script = f'{self.name_ae}.lightType = LightType.PARALLEL;\n'
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elif self.obj.data.type == 'SPOT':
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post_script = f'{self.name_ae}.lightType = LightType.SPOT;\n'
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else:
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post_script = f'{self.name_ae}.lightType = LightType.POINT;\n'
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return post_script
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class ImageExport(ObjectExport):
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def get_keyframe(self, context, width, height, aspect, time, ae_size):
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# Convert obj transform properties to AE space
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plane_matrix = get_image_plane_matrix(self.obj)
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# Scale plane to account for AE's transforms
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plane_matrix = plane_matrix @ Matrix.Scale(100.0 / width, 4)
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ae_transform = convert_transform_matrix(plane_matrix,
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width, height, aspect, ae_size)
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opacity = 0.0 if self.obj.hide_render else 100.0
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if not hasattr(self, 'filepath'):
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self.filepath = get_image_filepath(self.obj)
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image_width, image_height = get_image_size(self.obj)
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ratio_to_comp = image_width / width
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scale = ae_transform[6:9]
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if image_height != 0.0:
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scale[1] *= image_width / image_height
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if ratio_to_comp != 0.0:
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scale[0] /= ratio_to_comp
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scale[1] /= ratio_to_comp
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self.get_prop_keyframe('position', ae_transform[0:3], time)
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self.get_prop_keyframe('orientation', ae_transform[3:6], time)
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self.get_prop_keyframe('scale', scale, time)
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self.get_prop_keyframe('opacity', opacity, time)
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def get_type_script(self):
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type_script = f'var newFootage = app.project.importFile(new ImportOptions(File("{self.filepath}")));\n'
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type_script += 'newFootage.parentFolder = footageFolder;\n'
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type_script += f'var {self.name_ae} = newComp.layers.add(newFootage);\n'
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type_script += f'{self.name_ae}.threeDLayer = true;\n'
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type_script += f'{self.name_ae}.source.name = "{self.name_ae}";\n'
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return type_script
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class SolidExport(ObjectExport):
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def get_keyframe(self, context, width, height, aspect, time, ae_size):
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# Convert obj transform properties to AE space
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plane_matrix = get_plane_matrix(self.obj)
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# Scale plane to account for AE's transforms
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plane_matrix = plane_matrix @ Matrix.Scale(100.0 / width, 4)
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ae_transform = convert_transform_matrix(plane_matrix,
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width, height, aspect, ae_size)
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opacity = 0.0 if self.obj.hide_render else 100.0
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if not hasattr(self, 'color'):
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self.color = get_plane_color(self.obj)
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if not hasattr(self, 'width'):
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self.width = width
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if not hasattr(self, 'height'):
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self.height = height
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scale = ae_transform[6:9]
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scale[1] *= width / height
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self.get_prop_keyframe('position', ae_transform[0:3], time)
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self.get_prop_keyframe('orientation', ae_transform[3:6], time)
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self.get_prop_keyframe('scale', scale, time)
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self.get_prop_keyframe('opacity', opacity, time)
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def get_type_script(self):
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type_script = f'var {self.name_ae} = newComp.layers.addSolid({self.color},"{self.name_ae}",{self.width},{self.height},1.0);\n'
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type_script += f'{self.name_ae}.source.name = "{self.name_ae}";\n'
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type_script += f'{self.name_ae}.source.parentFolder = footageFolder;\n'
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type_script += f'{self.name_ae}.threeDLayer = true;\n'
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return type_script
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class CamBundleExport(ObjectExport):
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def __init__(self, obj, track):
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self.obj = obj
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self.track = track
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self.name_ae = convert_name(f'{obj.name}__{track.name}')
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self.keyframes = {}
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def get_keyframe(self, context, width, height, aspect, time, ae_size):
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# Bundles are in camera space.
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# Transpose to world space
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matrix = self.obj.matrix_basis @ Matrix.Translation(self.track.bundle)
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# Convert the position into AE space
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ae_transform = convert_transform_matrix(matrix,
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width, height, aspect, ae_size)
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self.get_prop_keyframe('position', ae_transform[0:3], time)
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self.get_prop_keyframe('orientation', ae_transform[3:6], time)
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def get_type_script(self):
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type_script = f'var {self.name_ae} = newComp.layers.addNull();\n'
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type_script += f'{self.name_ae}.threeDLayer = true;\n'
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type_script += f'{self.name_ae}.source.name = "{self.name_ae}";\n'
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return type_script
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def get_camera_bundles(scene, camera):
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cam_bundles = []
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for constraint in camera.constraints:
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if constraint.type == 'CAMERA_SOLVER':
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# Which movie clip does it use
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if constraint.use_active_clip:
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clip = scene.active_clip
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else:
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clip = constraint.clip
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# Go through each tracking point
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for track in clip.tracking.tracks:
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# Does this tracking point have a bundle
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# (has its 3D position been solved)
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if track.has_bundle:
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cam_bundles.append(CamBundleExport(camera, track))
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return cam_bundles
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def get_selected(context, include_active_cam, include_selected_cams,
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include_selected_objects, include_cam_bundles,
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include_image_planes, include_solids):
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"""Create manageable list of selected objects"""
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cameras = []
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solids = [] # Meshes exported as AE solids
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images = [] # Meshes exported as AE AV layers
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lights = [] # Lights exported as AE lights
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cam_bundles = [] # Camera trackers exported as AE nulls
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nulls = [] # Remaining objects exported as AE nulls
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scene = context.scene
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fps = scene.render.fps / scene.render.fps_base
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if context.scene.camera is not None:
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if include_active_cam:
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for frame_range, camera in get_camera_frame_ranges(
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context.scene,
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context.scene.frame_start, context.scene.frame_end):
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if (include_cam_bundles
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and camera not in (cam.obj for cam in cameras)):
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cam_bundles.extend(
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get_camera_bundles(context.scene, camera))
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cameras.append(
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CameraExport(camera,
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(frame_range[0] - scene.frame_start) / fps,
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(frame_range[1] - scene.frame_start) / fps))
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for obj in context.selected_objects:
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if obj.type == 'CAMERA':
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# Ignore camera if already selected
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if obj in (cam.obj for cam in cameras):
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continue
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if include_selected_cams:
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cameras.append(CameraExport(obj))
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if include_cam_bundles:
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cam_bundles.extend(get_camera_bundles(context.scene, obj))
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elif include_image_planes and is_image_plane(obj):
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images.append(ImageExport(obj))
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elif include_solids and is_plane(obj):
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solids.append(SolidExport(obj))
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elif include_selected_objects:
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if obj.type == 'LIGHT':
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lights.append(LightExport(obj))
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else:
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nulls.append(ObjectExport(obj))
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return {'cameras': cameras,
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'images': images,
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'solids': solids,
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'lights': lights,
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'nulls': nulls,
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'cam_bundles': cam_bundles}
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def get_first_material(obj):
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for slot in obj.material_slots:
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if slot.material is not None:
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return slot.material
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def get_image_node(mat):
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for node in mat.node_tree.nodes:
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if node.type == "TEX_IMAGE":
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return node.image
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def get_plane_color(obj):
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"""Get the object's emission and base color, or 0.5 gray if no color is found."""
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if obj.active_material is None:
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color = (0.5,) * 3
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elif obj.active_material:
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from bpy_extras import node_shader_utils
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wrapper = node_shader_utils.PrincipledBSDFWrapper(obj.active_material)
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color = Color(wrapper.base_color[:3]) + wrapper.emission_color
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return str(list(color))
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def is_plane(obj):
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"""Check if object is a plane
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Makes a few assumptions:
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- The mesh has exactly one quad face
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- The mesh is a rectangle
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For now this doesn't account for shear, which could happen e.g. if the
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vertices are rotated, and the object is scaled non-uniformly...
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"""
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if obj.type != 'MESH':
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return False
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if len(obj.data.polygons) != 1:
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return False
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if len(obj.data.polygons[0].vertices) != 4:
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return False
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v1, v2, v3, v4 = (obj.data.vertices[v].co for v in obj.data.polygons[0].vertices)
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# Check that poly is a parallelogram
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if -v1 + v2 + v4 != v3:
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return False
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# Check that poly has at least one right angle
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if (v2-v1).dot(v4-v1) != 0.0:
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return False
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# If my calculations are correct, that should make it a rectangle
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return True
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def is_image_plane(obj):
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"""Check if object is a plane with an image
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Makes a few assumptions:
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- The mesh is a plane
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- The mesh has exactly one material
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- There is only one image in this material node tree
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- The rectangle is UV unwrapped and its UV is occupying the whole space
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"""
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if not is_plane(obj):
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return False
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if len(obj.material_slots) == 0:
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return False
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mat = get_first_material(obj)
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if mat is None:
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return False
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img = get_image_node(mat)
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if img is None:
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return False
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if len(obj.data.vertices) != 4:
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return False
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|
|
if not get_image_plane_matrix(obj):
|
|
return False
|
|
|
|
return True
|
|
|
|
def get_image_filepath(obj):
|
|
mat = get_first_material(obj)
|
|
img = get_image_node(mat)
|
|
filepath = img.filepath
|
|
filepath = bpy.path.abspath(filepath)
|
|
filepath = os.path.abspath(filepath)
|
|
filepath = filepath.replace('\\', '\\\\')
|
|
return filepath
|
|
|
|
|
|
def get_image_size(obj):
|
|
mat = get_first_material(obj)
|
|
img = get_image_node(mat)
|
|
return img.size
|
|
|
|
|
|
def get_plane_matrix(obj):
|
|
"""Get object's polygon local matrix from vertices."""
|
|
v1, v2, v3, v4 = (obj.data.vertices[v].co for v in obj.data.polygons[0].vertices)
|
|
|
|
p0 = obj.matrix_world @ v1
|
|
px = obj.matrix_world @ v2 - p0
|
|
py = obj.matrix_world @ v4 - p0
|
|
|
|
rot_mat = Matrix((px, py, px.cross(py))).transposed().to_4x4()
|
|
trans_mat = Matrix.Translation(p0 + (px + py) / 2.0)
|
|
mat = trans_mat @ rot_mat
|
|
|
|
return mat
|
|
|
|
|
|
def get_image_plane_matrix(obj):
|
|
"""Get object's polygon local matrix from uvs.
|
|
|
|
This will only work if uvs occupy all space, to get bounds
|
|
"""
|
|
p0, px, py = None, None, None
|
|
for p_i, p in enumerate(obj.data.uv_layers.active.data):
|
|
if p.uv == Vector((0, 0)):
|
|
p0 = p_i
|
|
elif p.uv == Vector((1, 0)):
|
|
px = p_i
|
|
elif p.uv == Vector((0, 1)):
|
|
py = p_i
|
|
|
|
if None in (p0, px, py):
|
|
return False
|
|
|
|
verts = obj.data.vertices
|
|
loops = obj.data.loops
|
|
|
|
p0 = obj.matrix_world @ verts[loops[p0].vertex_index].co
|
|
px = obj.matrix_world @ verts[loops[px].vertex_index].co - p0
|
|
py = obj.matrix_world @ verts[loops[py].vertex_index].co - p0
|
|
|
|
rot_mat = Matrix((px, py, px.cross(py))).transposed().to_4x4()
|
|
trans_mat = Matrix.Translation(p0 + (px + py) / 2.0)
|
|
mat = trans_mat @ rot_mat
|
|
|
|
return mat
|
|
|
|
|
|
def convert_name(name):
|
|
"""Convert names of objects to avoid errors in AE"""
|
|
if not name[0].isalpha():
|
|
name = "_" + name
|
|
name = bpy.path.clean_name(name)
|
|
name = name.replace("-", "_")
|
|
|
|
return name
|
|
|
|
|
|
def convert_transform_matrix(matrix, width, height, aspect, ae_size=100.0):
|
|
"""Convert from Blender's Location, Rotation and Scale
|
|
to AE's Position, Rotation/Orientation and Scale
|
|
|
|
This function will be called for every object for every frame
|
|
"""
|
|
|
|
# Get blender transform data for object
|
|
b_loc = matrix.to_translation()
|
|
b_rot = matrix.to_euler('ZYX') # ZYX euler matches AE's orientation and allows to use x_rot_correction
|
|
b_scale = matrix.to_scale()
|
|
|
|
# Convert to AE Position Rotation and Scale. Axes in AE are different:
|
|
# AE's X is Blender's X,
|
|
# AE's Y is Blender's -Z,
|
|
# AE's Z is Blender's Y
|
|
x = (b_loc.x * 100.0 / aspect + width / 2.0) * ae_size / 100.0
|
|
y = (-b_loc.z * 100.0 + height / 2.0) * ae_size / 100.0
|
|
z = (b_loc.y * 100.0) * ae_size / 100.0
|
|
|
|
# Convert rotations to match AE's orientation.
|
|
# In Blender, object of zero rotation lays on floor.
|
|
# In AE, layer of zero orientation "stands", so subtract 90 degrees
|
|
rx = degrees(b_rot.x) - 90.0 # AE's X orientation = blender's X rotation if 'ZYX' euler.
|
|
ry = -degrees(b_rot.y) # AE's Y orientation = -blender's Y rotation if 'ZYX' euler
|
|
rz = -degrees(b_rot.z) # AE's Z orientation = -blender's Z rotation if 'ZYX' euler
|
|
|
|
# Convert scale to AE scale. ae_size is a global multiplier.
|
|
sx = b_scale.x * ae_size
|
|
sy = b_scale.y * ae_size
|
|
sz = b_scale.z * ae_size
|
|
|
|
return [x, y, z, rx, ry, rz, sx, sy, sz]
|
|
|
|
|
|
# Get camera's lens and convert to AE's "zoom" value in pixels
|
|
# this function will be called for every camera for every frame
|
|
#
|
|
#
|
|
# AE's lens is defined by "zoom" in pixels.
|
|
# Zoom determines focal angle or focal length.
|
|
#
|
|
# ZOOM VALUE CALCULATIONS:
|
|
#
|
|
# Given values:
|
|
# - sensor width (camera.data.sensor_width)
|
|
# - sensor height (camera.data.sensor_height)
|
|
# - sensor fit (camera.data.sensor_fit)
|
|
# - lens (blender's lens in mm)
|
|
# - width (width of the composition/scene in pixels)
|
|
# - height (height of the composition/scene in pixels)
|
|
# - PAR (pixel aspect ratio)
|
|
#
|
|
# Calculations are made using sensor's size and scene/comp dimension (width or height).
|
|
# If camera.sensor_fit is set to 'HORIZONTAL':
|
|
# sensor = camera.data.sensor_width, dimension = width.
|
|
#
|
|
# If camera.sensor_fit is set to 'AUTO':
|
|
# sensor = camera.data.sensor_width
|
|
# (actually, it just means to use the first value)
|
|
# In AUTO, if the vertical size is greater than the horizontal size:
|
|
# dimension = width
|
|
# else:
|
|
# dimension = height
|
|
#
|
|
# If camera.sensor_fit is set to 'VERTICAL':
|
|
# sensor = camera.data.sensor_height, dimension = height
|
|
#
|
|
# Zoom can be calculated using simple proportions.
|
|
#
|
|
# |
|
|
# / |
|
|
# / |
|
|
# / | d
|
|
# s |\ / | i
|
|
# e | \ / | m
|
|
# n | \ / | e
|
|
# s | / \ | n
|
|
# o | / \ | s
|
|
# r |/ \ | i
|
|
# \ | o
|
|
# | | \ | n
|
|
# | | \ |
|
|
# | | |
|
|
# lens | zoom
|
|
#
|
|
# zoom / dimension = lens / sensor =>
|
|
# zoom = lens * dimension / sensor
|
|
#
|
|
# Above is true if square pixels are used. If not,
|
|
# aspect compensation is needed, so final formula is:
|
|
# zoom = lens * dimension / sensor * aspect
|
|
|
|
def convert_lens(camera, width, height, aspect):
|
|
if camera.data.sensor_fit == 'VERTICAL':
|
|
sensor = camera.data.sensor_height
|
|
else:
|
|
sensor = camera.data.sensor_width
|
|
|
|
if (camera.data.sensor_fit == 'VERTICAL'
|
|
or camera.data.sensor_fit == 'AUTO'
|
|
and (width / height) * aspect < 1.0):
|
|
dimension = height
|
|
else:
|
|
dimension = width
|
|
|
|
zoom = camera.data.lens * dimension / sensor * aspect
|
|
|
|
return zoom
|
|
|
|
# convert object bundle's matrix. Not ready yet. Temporarily not active
|
|
# def get_ob_bundle_matrix_world(cam_matrix_world, bundle_matrix):
|
|
# matrix = cam_matrix_basis
|
|
# return matrix
|
|
|
|
|
|
def write_jsx_file(context, file, selection, include_animation, ae_size):
|
|
"""jsx script for AE creation"""
|
|
|
|
print("\n---------------------------\n"
|
|
"- Export to After Effects -\n"
|
|
"---------------------------")
|
|
|
|
# Create list of static blender data
|
|
scene = context.scene
|
|
width = scene.render.resolution_x
|
|
height = scene.render.resolution_y
|
|
aspect_x = scene.render.pixel_aspect_x
|
|
aspect_y = scene.render.pixel_aspect_y
|
|
aspect = aspect_x / aspect_y
|
|
if include_animation:
|
|
frame_end = scene.frame_end + 1
|
|
else:
|
|
frame_end = scene.frame_start + 1
|
|
fps = scene.render.fps / scene.render.fps_base
|
|
duration = (frame_end - scene.frame_start) / fps
|
|
|
|
# Store the current frame to restore it at the end of export
|
|
frame_current = scene.frame_current
|
|
|
|
# Get all keyframes for each object
|
|
for frame in range(scene.frame_start, frame_end):
|
|
print("Working on frame: " + str(frame))
|
|
scene.frame_set(frame)
|
|
|
|
# Get time for this loop
|
|
time = (frame - scene.frame_start) / fps
|
|
|
|
for obj_type in selection.values():
|
|
for obj in obj_type:
|
|
obj.get_keyframe(context, width, height, aspect, time, ae_size)
|
|
|
|
# ---- write JSX file
|
|
with open(file, 'w') as jsx_file:
|
|
# Make the jsx executable in After Effects (enable double click on jsx)
|
|
jsx_file.write('#target AfterEffects\n\n')
|
|
# Script's header
|
|
jsx_file.write('/**************************************\n')
|
|
jsx_file.write(f'Scene : {scene.name}\n')
|
|
jsx_file.write(f'Resolution : {width} x {height}\n')
|
|
jsx_file.write(f'Duration : {duration}\n')
|
|
jsx_file.write(f'FPS : {fps}\n')
|
|
jsx_file.write(f'Date : {datetime.datetime.now()}\n')
|
|
jsx_file.write('Exported with io_export_after_effects.py\n')
|
|
jsx_file.write('**************************************/\n\n\n\n')
|
|
|
|
# Wrap in function
|
|
jsx_file.write("function compFromBlender(){\n")
|
|
|
|
# Create new comp
|
|
if bpy.data.filepath:
|
|
comp_name = convert_name(
|
|
os.path.splitext(os.path.basename(bpy.data.filepath))[0])
|
|
else:
|
|
comp_name = "BlendComp"
|
|
jsx_file.write(f'\nvar compName = prompt("Blender Comp\'s Name \\nEnter Name of newly created Composition","{comp_name}","Composition\'s Name");\n')
|
|
jsx_file.write('if (compName){')
|
|
# Continue only if comp name is given. If not - terminate
|
|
jsx_file.write(
|
|
f'\nvar newComp = app.project.items.addComp(compName, {width}, '
|
|
f'{height}, {aspect}, {duration}, {fps});')
|
|
jsx_file.write(f"\nnewComp.displayStartTime = {scene.frame_start / fps};\n\n")
|
|
|
|
jsx_file.write('var footageFolder = app.project.items.addFolder(compName + "_layers")\n\n\n')
|
|
|
|
# Write each object's creation script
|
|
for obj_type in ('cam_bundles', 'nulls', 'solids', 'images', 'lights', 'cameras'):
|
|
if len(selection[obj_type]):
|
|
type_name = 'CAMERA 3D MARKERS' if obj_type == 'cam_bundles' else obj_type.upper()
|
|
jsx_file.write(f'// ************** {type_name} **************\n\n')
|
|
for obj in selection[obj_type]:
|
|
jsx_file.write(obj.get_obj_script(include_animation))
|
|
jsx_file.write('\n')
|
|
|
|
# Exit import if no comp name given
|
|
jsx_file.write('\n}else{alert ("Exit Import Blender animation data \\nNo Comp name has been chosen","EXIT")};')
|
|
# Close function
|
|
jsx_file.write("}\n\n\n")
|
|
# Execute function. Wrap in "undo group" for easy undoing import process
|
|
jsx_file.write('app.beginUndoGroup("Import Blender animation data");\n')
|
|
jsx_file.write('compFromBlender();\n') # Execute function
|
|
jsx_file.write('app.endUndoGroup();\n\n\n')
|
|
|
|
# Restore current frame of animation in blender to state before export
|
|
scene.frame_set(frame_current)
|
|
|
|
|
|
##########################################
|
|
# ExportJsx class register/unregister
|
|
##########################################
|
|
|
|
|
|
from bpy_extras.io_utils import ExportHelper
|
|
from bpy.props import StringProperty, BoolProperty, FloatProperty
|
|
|
|
|
|
class ExportJsx(bpy.types.Operator, ExportHelper):
|
|
"""Export selected cameras and objects animation to After Effects"""
|
|
bl_idname = "export.jsx"
|
|
bl_label = "Export to Adobe After Effects"
|
|
bl_options = {'PRESET', 'UNDO'}
|
|
filename_ext = ".jsx"
|
|
filter_glob: StringProperty(default="*.jsx", options={'HIDDEN'})
|
|
|
|
include_animation: BoolProperty(
|
|
name="Animation",
|
|
description="Animate Exported Cameras and Objects",
|
|
default=True,
|
|
)
|
|
include_active_cam: BoolProperty(
|
|
name="Active Camera",
|
|
description="Include Active Camera",
|
|
default=True,
|
|
)
|
|
include_selected_cams: BoolProperty(
|
|
name="Selected Cameras",
|
|
description="Add Selected Cameras",
|
|
default=True,
|
|
)
|
|
include_selected_objects: BoolProperty(
|
|
name="Selected Objects",
|
|
description="Export Selected Objects",
|
|
default=True,
|
|
)
|
|
include_cam_bundles: BoolProperty(
|
|
name="Camera 3D Markers",
|
|
description="Include 3D Markers of Camera Motion Solution for selected cameras",
|
|
default=True,
|
|
)
|
|
include_image_planes: BoolProperty(
|
|
name="Image Planes",
|
|
description="Include image mesh objects",
|
|
default=True,
|
|
)
|
|
include_solids: BoolProperty(
|
|
name="Solids",
|
|
description="Include rectangles as solids",
|
|
default=True,
|
|
)
|
|
# include_ob_bundles = BoolProperty(
|
|
# name="Objects 3D Markers",
|
|
# description="Include 3D Markers of Object Motion Solution for selected cameras",
|
|
# default=True,
|
|
# )
|
|
ae_size: FloatProperty(
|
|
name="Scale",
|
|
description="Size of AE Composition (pixels per 1 BU)",
|
|
default=100.0,
|
|
min=0.0,
|
|
soft_max=10000,
|
|
)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
box = layout.box()
|
|
box.label(text='Include Cameras and Objects')
|
|
col = box.column(align=True)
|
|
col.prop(self, 'include_active_cam')
|
|
col.prop(self, 'include_selected_cams')
|
|
col.prop(self, 'include_selected_objects')
|
|
col.prop(self, 'include_image_planes')
|
|
col.prop(self, 'include_solids')
|
|
|
|
box = layout.box()
|
|
box.label(text='Include Tracking Data')
|
|
box.prop(self, 'include_cam_bundles')
|
|
# box.prop(self, 'include_ob_bundles')
|
|
|
|
box = layout.box()
|
|
box.prop(self, 'include_animation')
|
|
|
|
box = layout.box()
|
|
box.label(text='Transform')
|
|
box.prop(self, 'ae_size')
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
selected = context.selected_objects
|
|
camera = context.scene.camera
|
|
return selected or camera
|
|
|
|
def execute(self, context):
|
|
selection = get_selected(context, self.include_active_cam,
|
|
self.include_selected_cams,
|
|
self.include_selected_objects,
|
|
self.include_cam_bundles,
|
|
self.include_image_planes,
|
|
self.include_solids)
|
|
write_jsx_file(context, self.filepath, selection,
|
|
self.include_animation, self.ae_size)
|
|
print("\nExport to After Effects Completed")
|
|
return {'FINISHED'}
|
|
|
|
|
|
def menu_func(self, context):
|
|
self.layout.operator(
|
|
ExportJsx.bl_idname, text="Adobe After Effects (.jsx)")
|
|
|
|
|
|
def register():
|
|
bpy.utils.register_class(ExportJsx)
|
|
bpy.types.TOPBAR_MT_file_export.append(menu_func)
|
|
|
|
|
|
def unregister():
|
|
bpy.utils.unregister_class(ExportJsx)
|
|
bpy.types.TOPBAR_MT_file_export.remove(menu_func)
|
|
|
|
|
|
if __name__ == "__main__":
|
|
register()
|