Files
AIGame/Tools/normalize_explorer_fbx.py
T

52 lines
1.4 KiB
Python

import bpy
import mathutils
bpy.ops.wm.read_factory_settings(use_empty=True)
fbx_in = r"Tools/output/explorer_3d/mixamo_extracted/model.fbx"
fbx_out = r"AIClient/Assets/Bundles/Characters/Human/Explorer/Explorer.fbx"
bpy.ops.import_scene.fbx(filepath=fbx_in)
# Find armature and mesh
armature = None
mesh_objs = []
for obj in bpy.context.scene.objects:
if obj.type == 'ARMATURE':
armature = obj
elif obj.type == 'MESH':
mesh_objs.append(obj)
print("Imported armature:", armature.name if armature else "None")
print("Imported meshes:", [m.name for m in mesh_objs])
# Calculate bounds of meshes
min_y = float('inf')
for obj in mesh_objs:
for v in obj.data.vertices:
world_co = obj.matrix_world @ v.co
if world_co.z < min_y: # In Blender Z is up
min_y = world_co.z
print("Mesh lowest Z in Blender:", min_y)
# Export FBX with Y-up, -Z forward in blender convention (which converts to +Z in Unity)
bpy.ops.export_scene.fbx(
filepath=fbx_out,
use_selection=False,
global_scale=1.0,
apply_unit_scale=True,
apply_scale_options='FBX_SCALE_NONE',
bake_space_transform=False,
object_types={'ARMATURE', 'MESH'},
use_mesh_modifiers=True,
mesh_smooth_type='FACE',
add_leaf_bones=False,
primary_bone_axis='Y',
secondary_bone_axis='X',
axis_forward='-Z',
axis_up='Y'
)
print("Exported normalized Explorer.fbx")