text: # ##### BEGIN GPL LICENSE BLOCK #####
  #
  #  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 version 2
  #  of the License, or (at your option) any later version.
  #
  #  This program is distributed in the hope that it will be useful,
  #  but WITHOUT ANY WARRANTY; without even the implied warranty of
  #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  #
  # ##### END GPL LICENSE BLOCK #####
  
  # <pep8 compliant>
  
  bl_info = {
      "name": "FBX format",
      "author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
      "version": (3, 9, 1),
      "blender": (2, 79, 1),
      "location": "File > Import-Export",
      "description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
      "warning": "",
      "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/Autodesk_FBX",
      "support": 'OFFICIAL',
      "category": "Import-Export",
  }
  
  
  if "bpy" in locals():
      import importlib
      if "import_fbx" in locals():
          importlib.reload(import_fbx)
      if "export_fbx_bin" in locals():
          importlib.reload(export_fbx_bin)
      if "export_fbx" in locals():
          importlib.reload(export_fbx)
  
  
  import bpy
  from bpy.props import (
          StringProperty,
          BoolProperty,
          FloatProperty,
          EnumProperty,
          )
  from bpy_extras.io_utils import (
          ImportHelper,
          ExportHelper,
          orientation_helper_factory,
          path_reference_mode,
          axis_conversion,
          )
  
  
  IOFBXOrientationHelper = orientation_helper_factory("IOFBXOrientationHelper", axis_forward='-Z', axis_up='Y')
  
  
  class ImportFBX(bpy.types.Operator, ImportHelper, IOFBXOrientationHelper):
      """Load a FBX file"""
      bl_idname = "import_scene.fbx"
      bl_label = "Import FBX"
      bl_options = {'UNDO', 'PRESET'}
  
      directory = StringProperty()
  
      filename_ext = ".fbx"
      filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'})
  
      ui_tab = EnumProperty(
              items=(('MAIN', "Main", "Main basic settings"),
                     ('ARMATURE', "Armatures", "Armature-related settings"),
                     ),
              name="ui_tab",
              description="Import options categories",
              )
  
      use_manual_orientation = BoolProperty(
              name="Manual Orientation",
              description="Specify orientation and scale, instead of using embedded data in FBX file",
              default=False,
              )
      global_scale = FloatProperty(
              name="Scale",
              min=0.001, max=1000.0,
              default=1.0,
              )
      bake_space_transform = BoolProperty(
              name="!EXPERIMENTAL! Apply Transform",
              description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
                          "target space is not aligned with Blender's space "
                          "(WARNING! experimental option, use at own risks, known broken with armatures/animations)",
              default=False,
              )
  
      use_custom_normals = BoolProperty(
              name="Import Normals",
              description="Import custom normals, if available (otherwise Blender will recompute them)",
              default=True,
              )
  
      use_image_search = BoolProperty(
              name="Image Search",
              description="Search subdirs for any associated images (WARNING: may be slow)",
              default=True,
              )
  
      use_alpha_decals = BoolProperty(
              name="Alpha Decals",
              description="Treat materials with alpha as decals (no shadow casting)",
              default=False,
              )
      decal_offset = FloatProperty(
              name="Decal Offset",
              description="Displace geometry of alpha meshes",
              min=0.0, max=1.0,
              default=0.0,
              )
  
      use_anim = BoolProperty(
              name="Import Animation",
              description="Import FBX animation",
              default=True,
              )
      anim_offset = FloatProperty(
              name="Animation Offset",
              description="Offset to apply to animation during import, in frames",
              default=1.0,
              )
  
      use_custom_props = BoolProperty(
              name="Import User Properties",
              description="Import user properties as custom properties",
              default=True,
              )
      use_custom_props_enum_as_string = BoolProperty(
              name="Import Enums As Strings",
              description="Store enumeration values as strings",
              default=True,
              )
  
      ignore_leaf_bones = BoolProperty(
              name="Ignore Leaf Bones",
              description="Ignore the last bone at the end of each chain (used to mark the length of the previous bone)",
              default=False,
              )
      force_connect_children = BoolProperty(
              name="Force Connect Children",
              description="Force connection of children bones to their parent, even if their computed head/tail "
                          "positions do not match (can be useful with pure-joints-type armatures)",
              default=False,
              )
      automatic_bone_orientation = BoolProperty(
              name="Automatic Bone Orientation",
              description="Try to align the major bone axis with the bone children",
              default=False,
              )
      primary_bone_axis = EnumProperty(
              name="Primary Bone Axis",
              items=(('X', "X Axis", ""),
                     ('Y', "Y Axis", ""),
                     ('Z', "Z Axis", ""),
                     ('-X', "-X Axis", ""),
                     ('-Y', "-Y Axis", ""),
                     ('-Z', "-Z Axis", ""),
                     ),
              default='Y',
              )
      secondary_bone_axis = EnumProperty(
              name="Secondary Bone Axis",
              items=(('X', "X Axis", ""),
                     ('Y', "Y Axis", ""),
                     ('Z', "Z Axis", ""),
                     ('-X', "-X Axis", ""),
                     ('-Y', "-Y Axis", ""),
                     ('-Z', "-Z Axis", ""),
                     ),
              default='X',
              )
  
      use_prepost_rot = BoolProperty(
              name="Use Pre/Post Rotation",
              description="Use pre/post rotation from FBX transform (you may have to disable that in some cases)",
              default=True,
              )
  
      def draw(self, context):
          layout = self.layout
  
          layout.prop(self, "ui_tab", expand=True)
          if self.ui_tab == 'MAIN':
              layout.prop(self, "use_manual_orientation"),
              sub = layout.column()
              sub.enabled = self.use_manual_orientation
              sub.prop(self, "axis_forward")
              sub.prop(self, "axis_up")
              layout.prop(self, "global_scale")
              layout.prop(self, "bake_space_transform")
  
              layout.prop(self, "use_custom_normals")
  
              layout.prop(self, "use_anim")
              layout.prop(self, "anim_offset")
  
              layout.prop(self, "use_custom_props")
              sub = layout.row()
              sub.enabled = self.use_custom_props
              sub.prop(self, "use_custom_props_enum_as_string")
  
              layout.prop(self, "use_image_search")
              # layout.prop(self, "use_alpha_decals")
              layout.prop(self, "decal_offset")
  
              layout.prop(self, "use_prepost_rot")
          elif self.ui_tab == 'ARMATURE':
              layout.prop(self, "ignore_leaf_bones")
              layout.prop(self, "force_connect_children"),
              layout.prop(self, "automatic_bone_orientation"),
              sub = layout.column()
              sub.enabled = not self.automatic_bone_orientation
              sub.prop(self, "primary_bone_axis")
              sub.prop(self, "secondary_bone_axis")
  
      def execute(self, context):
          keywords = self.as_keywords(ignore=("filter_glob", "directory", "ui_tab"))
          keywords["use_cycles"] = (context.scene.render.engine == 'CYCLES')
  
          from . import import_fbx
          return import_fbx.load(self, context, **keywords)
  
  
  class ExportFBX(bpy.types.Operator, ExportHelper, IOFBXOrientationHelper):
      """Write a FBX file"""
      bl_idname = "export_scene.fbx"
      bl_label = "Export FBX"
      bl_options = {'UNDO', 'PRESET'}
  
      filename_ext = ".fbx"
      filter_glob = StringProperty(default="*.fbx", options={'HIDDEN'})
  
      # List of operator properties, the attributes will be assigned
      # to the class instance from the operator settings before calling.
  
      version = EnumProperty(
              items=(('BIN7400', "FBX 7.4 binary", "Modern 7.4 binary version"),
                     ('ASCII6100', "FBX 6.1 ASCII",
                                   "Legacy 6.1 ascii version - WARNING: Deprecated and no more maintained"),
                     ),
              name="Version",
              description="Choose which version of the exporter to use",
              )
  
      # 7.4 only
      ui_tab = EnumProperty(
              items=(('MAIN', "Main", "Main basic settings"),
                     ('GEOMETRY', "Geometries", "Geometry-related settings"),
                     ('ARMATURE', "Armatures", "Armature-related settings"),
                     ('ANIMATION', "Animation", "Animation-related settings"),
                     ),
              name="ui_tab",
              description="Export options categories",
              )
  
      use_selection = BoolProperty(
              name="Selected Objects",
              description="Export selected objects on visible layers",
              default=False,
              )
      global_scale = FloatProperty(
              name="Scale",
              description="Scale all data (Some importers do not support scaled armatures!)",
              min=0.001, max=1000.0,
              soft_min=0.01, soft_max=1000.0,
              default=1.0,
              )
      # 7.4 only
      apply_unit_scale = BoolProperty(
              name="Apply Unit",
              description="Take into account current Blender units settings (if unset, raw Blender Units values are used as-is)",
              default=True,
              )
      # 7.4 only
      apply_scale_options = EnumProperty(
              items=(('FBX_SCALE_NONE', "All Local",
                      "Apply custom scaling and units scaling to each object transformation, FBX scale remains at 1.0"),
                     ('FBX_SCALE_UNITS', "FBX Units Scale",
                      "Apply custom scaling to each object transformation, and units scaling to FBX scale"),
                     ('FBX_SCALE_CUSTOM', "FBX Custom Scale",
                      "Apply custom scaling to FBX scale, and units scaling to each object transformation"),
                     ('FBX_SCALE_ALL', "FBX All",
                      "Apply custom scaling and units scaling to FBX scale"),
                     ),
              name="Apply Scalings",
              description="How to apply custom and units scalings in generated FBX file "
                          "(Blender uses FBX scale to detect units on import, "
                          "but many other applications do not handle the same way)",
              )
      # 7.4 only
      bake_space_transform = BoolProperty(
              name="!EXPERIMENTAL! Apply Transform",
              description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
                          "target space is not aligned with Blender's space "
                          "(WARNING! experimental option, use at own risks, known broken with armatures/animations)",
              default=False,
              )
  
      object_types = EnumProperty(
              name="Object Types",
              options={'ENUM_FLAG'},
              items=(('EMPTY', "Empty", ""),
                     ('CAMERA', "Camera", ""),
                     ('LAMP', "Lamp", ""),
                     ('ARMATURE', "Armature", "WARNING: not supported in dupli/group instances"),
                     ('MESH', "Mesh", ""),
                     ('OTHER', "Other", "Other geometry types, like curve, metaball, etc. (converted to meshes)"),
                     ),
              description="Which kind of object to export",
              default={'EMPTY', 'CAMERA', 'LAMP', 'ARMATURE', 'MESH', 'OTHER'},
              )
  
      use_mesh_modifiers = BoolProperty(
              name="Apply Modifiers",
              description="Apply modifiers to mesh objects (except Armature ones) - "
                          "WARNING: prevents exporting shape keys",
              default=True,
              )
      use_mesh_modifiers_render = BoolProperty(
              name="Use Modifiers Render Setting",
              description="Use render settings when applying modifiers to mesh objects",
              default=True,
              )
      mesh_smooth_type = EnumProperty(
              name="Smoothing",
              items=(('OFF', "Normals Only", "Export only normals instead of writing edge or face smoothing data"),
                     ('FACE', "Face", "Write face smoothing"),
                     ('EDGE', "Edge", "Write edge smoothing"),
                     ),
              description="Export smoothing information "
                          "(prefer 'Normals Only' option if your target importer understand split normals)",
              default='OFF',
              )
      use_mesh_edges = BoolProperty(
              name="Loose Edges",
              description="Export loose edges (as two-vertices polygons)",
              default=False,
              )
      # 7.4 only
      use_tspace = BoolProperty(
              name="Tangent Space",
              description="Add binormal and tangent vectors, together with normal they form the tangent space "
                          "(will only work correctly with tris/quads only meshes!)",
              default=False,
              )
      # 7.4 only
      use_custom_props = BoolProperty(
              name="Custom Properties",
              description="Export custom properties",
              default=False,
              )
      add_leaf_bones = BoolProperty(
              name="Add Leaf Bones",
              description="Append a final bone to the end of each chain to specify last bone length "
                          "(use this when you intend to edit the armature from exported data)",
              default=True # False for commit!
              )
      primary_bone_axis = EnumProperty(
              name="Primary Bone Axis",
              items=(('X', "X Axis", ""),
                     ('Y', "Y Axis", ""),
                     ('Z', "Z Axis", ""),
                     ('-X', "-X Axis", ""),
                     ('-Y', "-Y Axis", ""),
                     ('-Z', "-Z Axis", ""),
                     ),
              default='Y',
              )
      secondary_bone_axis = EnumProperty(
              name="Secondary Bone Axis",
              items=(('X', "X Axis", ""),
                     ('Y', "Y Axis", ""),
                     ('Z', "Z Axis", ""),
                     ('-X', "-X Axis", ""),
                     ('-Y', "-Y Axis", ""),
                     ('-Z', "-Z Axis", ""),
                     ),
              default='X',
              )
      use_armature_deform_only = BoolProperty(
              name="Only Deform Bones",
              description="Only write deforming bones (and non-deforming ones when they have deforming children)",
              default=False,
              )
      armature_nodetype = EnumProperty(
              name="Armature FBXNode Type",
              items=(('NULL', "Null", "'Null' FBX node, similar to Blender's Empty (default)"),
                     ('ROOT', "Root", "'Root' FBX node, supposed to be the root of chains of bones..."),
                     ('LIMBNODE', "LimbNode", "'LimbNode' FBX node, a regular joint between two bones..."),
                    ),
              description="FBX type of node (object) used to represent Blender's armatures "
                          "(use Null one unless you experience issues with other app, other choices may no import back "
                          "perfectly in Blender...)",
              default='NULL',
              )
      # Anim - 7.4
      bake_anim = BoolProperty(
              name="Baked Animation",
              description="Export baked keyframe animation",
              default=True,
              )
      bake_anim_use_all_bones = BoolProperty(
              name="Key All Bones",
              description="Force exporting at least one key of animation for all bones "
                          "(needed with some target applications, like UE4)",
              default=True,
              )
      bake_anim_use_nla_strips = BoolProperty(
              name="NLA Strips",
              description="Export each non-muted NLA strip as a separated FBX's AnimStack, if any, "
                          "instead of global scene animation",
              default=True,
              )
      bake_anim_use_all_actions = BoolProperty(
              name="All Actions",
              description="Export each action as a separated FBX's AnimStack, instead of global scene animation "
                          "(note that animated objects will get all actions compatible with them, "
                          "others will get no animation at all)",
              default=True,
              )
      bake_anim_force_startend_keying = BoolProperty(
              name="Force Start/End Keying",
              description="Always add a keyframe at start and end of actions for animated channels",
              default=True,
              )
      bake_anim_step = FloatProperty(
              name="Sampling Rate",
              description="How often to evaluate animated values (in frames)",
              min=0.01, max=100.0,
              soft_min=0.1, soft_max=10.0,
              default=1.0,
              )
      bake_anim_simplify_factor = FloatProperty(
              name="Simplify",
              description="How much to simplify baked values (0.0 to disable, the higher the more simplified)",
              min=0.0, max=100.0,  # No simplification to up to 10% of current magnitude tolerance.
              soft_min=0.0, soft_max=10.0,
              default=1.0,  # default: min slope: 0.005, max frame step: 10.
              )
      # Anim - 6.1
      use_anim = BoolProperty(
              name="Animation",
              description="Export keyframe animation",
              default=True,
              )
      use_anim_action_all = BoolProperty(
              name="All Actions",
              description=("Export all actions for armatures or just the currently selected action"),
              default=True,
              )
      use_default_take = BoolProperty(
              name="Default Take",
              description="Export currently assigned object and armature animations into a default take from the scene "
                          "start/end frames",
              default=True
              )
      use_anim_optimize = BoolProperty(
              name="Optimize Keyframes",
              description="Remove double keyframes",
              default=True,
              )
      anim_optimize_precision = FloatProperty(
              name="Precision",
              description="Tolerance for comparing double keyframes (higher for greater accuracy)",
              min=0.0, max=20.0,  # from 10^2 to 10^-18 frames precision.
              soft_min=1.0, soft_max=16.0,
              default=6.0,  # default: 10^-4 frames.
              )
      # End anim
      path_mode = path_reference_mode
      # 7.4 only
      embed_textures = BoolProperty(
              name="Embed Textures",
              description="Embed textures in FBX binary file (only for \"Copy\" path mode!)",
              default=False,
              )
      batch_mode = EnumProperty(
              name="Batch Mode",
              items=(('OFF', "Off", "Active scene to file"),
                     ('SCENE', "Scene", "Each scene as a file"),
                     ('GROUP', "Group", "Each group as a file"),
                     ),
              )
      use_batch_own_dir = BoolProperty(
              name="Batch Own Dir",
              description="Create a dir for each exported file",
              default=True,
              )
      use_metadata = BoolProperty(
              name="Use Metadata",
              default=True,
              options={'HIDDEN'},
              )
  
      def draw(self, context):
          layout = self.layout
  
          layout.prop(self, "version")
  
          if self.version == 'BIN7400':
              layout.prop(self, "ui_tab", expand=True)
              if self.ui_tab == 'MAIN':
                  layout.prop(self, "use_selection")
  
                  col = layout.column(align=True)
                  row = col.row(align=True)
                  row.prop(self, "global_scale")
                  sub = row.row(align=True)
                  sub.prop(self, "apply_unit_scale", text="", icon='NDOF_TRANS')
                  col.prop(self, "apply_scale_options")
  
                  layout.prop(self, "axis_forward")
                  layout.prop(self, "axis_up")
  
                  layout.separator()
                  layout.prop(self, "object_types")
                  layout.prop(self, "bake_space_transform")
                  layout.prop(self, "use_custom_props")
  
                  layout.separator()
                  row = layout.row(align=True)
                  row.prop(self, "path_mode")
                  sub = row.row(align=True)
                  sub.enabled = (self.path_mode == 'COPY')
                  sub.prop(self, "embed_textures", text="", icon='PACKAGE' if self.embed_textures else 'UGLYPACKAGE')
                  row = layout.row(align=True)
                  row.prop(self, "batch_mode")
                  sub = row.row(align=True)
                  sub.prop(self, "use_batch_own_dir", text="", icon='NEWFOLDER')
              elif self.ui_tab == 'GEOMETRY':
                  layout.prop(self, "use_mesh_modifiers")
                  sub = layout.row()
                  sub.enabled = self.use_mesh_modifiers
                  sub.prop(self, "use_mesh_modifiers_render")
                  layout.prop(self, "mesh_smooth_type")
                  layout.prop(self, "use_mesh_edges")
                  sub = layout.row()
                  #~ sub.enabled = self.mesh_smooth_type in {'OFF'}
                  sub.prop(self, "use_tspace")
              elif self.ui_tab == 'ARMATURE':
                  layout.prop(self, "use_armature_deform_only")
                  layout.prop(self, "add_leaf_bones")
                  layout.prop(self, "primary_bone_axis")
                  layout.prop(self, "secondary_bone_axis")
                  layout.prop(self, "armature_nodetype")
              elif self.ui_tab == 'ANIMATION':
                  layout.prop(self, "bake_anim")
                  col = layout.column()
                  col.enabled = self.bake_anim
                  col.prop(self, "bake_anim_use_all_bones")
                  col.prop(self, "bake_anim_use_nla_strips")
                  col.prop(self, "bake_anim_use_all_actions")
                  col.prop(self, "bake_anim_force_startend_keying")
                  col.prop(self, "bake_anim_step")
                  col.prop(self, "bake_anim_simplify_factor")
          else:
              layout.prop(self, "use_selection")
              layout.prop(self, "global_scale")
              layout.prop(self, "axis_forward")
              layout.prop(self, "axis_up")
  
              layout.separator()
              layout.prop(self, "object_types")
              layout.prop(self, "use_mesh_modifiers")
              layout.prop(self, "mesh_smooth_type")
              layout.prop(self, "use_mesh_edges")
              sub = layout.row()
              #~ sub.enabled = self.mesh_smooth_type in {'OFF'}
              sub.prop(self, "use_tspace")
              layout.prop(self, "use_armature_deform_only")
              layout.prop(self, "use_anim")
              col = layout.column()
              col.enabled = self.use_anim
              col.prop(self, "use_anim_action_all")
              col.prop(self, "use_default_take")
              col.prop(self, "use_anim_optimize")
              col.prop(self, "anim_optimize_precision")
  
              layout.separator()
              layout.prop(self, "path_mode")
  
              layout.prop(self, "batch_mode")
              layout.prop(self, "use_batch_own_dir")
  
      @property
      def check_extension(self):
          return self.batch_mode == 'OFF'
  
      def execute(self, context):
          from mathutils import Matrix
          if not self.filepath:
              raise Exception("filepath not set")
  
          global_matrix = (axis_conversion(to_forward=self.axis_forward,
                                           to_up=self.axis_up,
                                           ).to_4x4())
  
          keywords = self.as_keywords(ignore=("check_existing",
                                              "filter_glob",
                                              "ui_tab",
                                              ))
  
          keywords["global_matrix"] = global_matrix
  
          if self.version == 'BIN7400':
              from . import export_fbx_bin
              return export_fbx_bin.save(self, context, **keywords)
          else:
              from . import export_fbx
              return export_fbx.save(self, context, **keywords)
  
  
  def menu_func_import(self, context):
      self.layout.operator(ImportFBX.bl_idname, text="FBX (.fbx)")
  
  
  def menu_func_export(self, context):
      self.layout.operator(ExportFBX.bl_idname, text="FBX (.fbx)")
  
  
  classes = (
      ImportFBX,
      ExportFBX,
  )
  
  
  def register():
      for cls in classes:
          bpy.utils.register_class(cls)
  
      bpy.types.INFO_MT_file_import.append(menu_func_import)
      bpy.types.INFO_MT_file_export.append(menu_func_export)
  
  
  def unregister():
      bpy.types.INFO_MT_file_import.remove(menu_func_import)
      bpy.types.INFO_MT_file_export.remove(menu_func_export)
  
      for cls in classes:
          bpy.utils.unregister_class(cls)
  
  
  if __name__ == "__main__":
      register()
  