diff options
author | Luca Bonavita <mindrones@gmail.com> | 2010-08-31 06:43:31 +0400 |
---|---|---|
committer | Luca Bonavita <mindrones@gmail.com> | 2010-08-31 06:43:31 +0400 |
commit | 01564c0f25797dd213157388291331b66034488e (patch) | |
tree | 77cb5ef7d20c7f34db6d1bf10f60236277cddb63 /io_import_scene_unreal_psk.py | |
parent | 6cc0943c59112e4679dd2e01a8ee75669a05385e (diff) |
== trunk addons ==
- comforming after my commit in bf-blender:
- removed the categories from addons names
- made 'version' a tuple of integers
- added 'api' field
- formatted wiki and trackers pages and added where needed (empty pages are yet to be written by the authors though)
- more conforming:
- 1 tab = 4 spaces
- please check everything is fine in case I made some gross mistake
Diffstat (limited to 'io_import_scene_unreal_psk.py')
-rw-r--r-- | io_import_scene_unreal_psk.py | 993 |
1 files changed, 498 insertions, 495 deletions
diff --git a/io_import_scene_unreal_psk.py b/io_import_scene_unreal_psk.py index 6a04955a..f2844f2c 100644 --- a/io_import_scene_unreal_psk.py +++ b/io_import_scene_unreal_psk.py @@ -17,15 +17,18 @@ # ##### END GPL LICENSE BLOCK ##### bl_addon_info = { - "name": "Import: Unreal Skeleton Mesh(.psk)", + "name": "Import Unreal Skeleton Mesh(.psk)", "author": "Darknet", - "version": "2.0", + "version": (2,0), "blender": (2, 5, 3), + "api": 31667, "location": "File > Import ", "description": "Import Unreal Engine (.psk)", "warning": "", - "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/Scripts/File_I-O/Unreal_psk_psa", - "tracker_url": "https://projects.blender.org/tracker/index.php?func=detail&aid=21366&group_id=153&atid=469", + "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/" + "Scripts/File_I-O/Unreal_psk_psa", + "tracker_url": "https://projects.blender.org/tracker/index.php?"\ + "func=detail&aid=21366&group_id=153&atid=469", "category": "Import/Export"} """ @@ -71,515 +74,515 @@ def unpack_list(list_of_tuples): return l """ class md5_bone: - bone_index=0 - name="" - bindpos=[] - bindmat = mathutils.Quaternion() - parent="" - parent_index=0 - blenderbone=None - roll=0 + bone_index=0 + name="" + bindpos=[] + bindmat = mathutils.Quaternion() + parent="" + parent_index=0 + blenderbone=None + roll=0 - def __init__(self): - self.bone_index=0 - self.name="" - self.bindpos=[0.0]*3 - self.bindmat=[None]*3 #is this how you initilize a 2d-array - for i in range(3): self.bindmat[i] = [0.0]*3 - self.parent="" - self.parent_index=0 - self.blenderbone=None + def __init__(self): + self.bone_index=0 + self.name="" + self.bindpos=[0.0]*3 + self.bindmat=[None]*3 #is this how you initilize a 2d-array + for i in range(3): self.bindmat[i] = [0.0]*3 + self.parent="" + self.parent_index=0 + self.blenderbone=None - def dump(self): - print ("bone index: ", self.bone_index) - print ("name: ", self.name) - print ("bind position: ", self.bindpos) - print ("bind translation matrix: ", self.bindmat) - print ("parent: ", self.parent) - print ("parent index: ", self.parent_index) - print ("blenderbone: ", self.blenderbone) + def dump(self): + print ("bone index: ", self.bone_index) + print ("name: ", self.name) + print ("bind position: ", self.bindpos) + print ("bind translation matrix: ", self.bindmat) + print ("parent: ", self.parent) + print ("parent index: ", self.parent_index) + print ("blenderbone: ", self.blenderbone) """ class md5_bone: - bone_index=0 - name="" - bindpos=[] - bindmat=[] - scale = [] - parent="" - parent_index=0 - blenderbone=None - roll=0 + bone_index=0 + name="" + bindpos=[] + bindmat=[] + scale = [] + parent="" + parent_index=0 + blenderbone=None + roll=0 - def __init__(self): - self.bone_index=0 - self.name="" - self.bindpos=[0.0]*3 - self.scale=[0.0]*3 - self.bindmat=[None]*3 #is this how you initilize a 2d-array - for i in range(3): self.bindmat[i] = [0.0]*3 - self.parent="" - self.parent_index=0 - self.blenderbone=None + def __init__(self): + self.bone_index=0 + self.name="" + self.bindpos=[0.0]*3 + self.scale=[0.0]*3 + self.bindmat=[None]*3 #is this how you initilize a 2d-array + for i in range(3): self.bindmat[i] = [0.0]*3 + self.parent="" + self.parent_index=0 + self.blenderbone=None - def dump(self): - print ("bone index: ", self.bone_index) - print ("name: ", self.name) - print ("bind position: ", self.bindpos) - print ("bind translation matrix: ", self.bindmat) - print ("parent: ", self.parent) - print ("parent index: ", self.parent_index) - print ("blenderbone: ", self.blenderbone) - -#http://www.blender.org/forum/viewtopic.php?t=13340&sid=8b17d5de07b17960021bbd72cac0495f + def dump(self): + print ("bone index: ", self.bone_index) + print ("name: ", self.name) + print ("bind position: ", self.bindpos) + print ("bind translation matrix: ", self.bindmat) + print ("parent: ", self.parent) + print ("parent index: ", self.parent_index) + print ("blenderbone: ", self.blenderbone) + +#http://www.blender.org/forum/viewtopic.php?t=13340&sid=8b17d5de07b17960021bbd72cac0495f def fixRollZ(b): - v = (b.tail-b.head)/b.length - b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2])) + v = (b.tail-b.head)/b.length + b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2])) def fixRoll(b): - v = (b.tail-b.head)/b.length - if v[2]*v[2] > .5: - #align X-axis - b.roll += math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[2]*v[2] + v[1]*v[0]*v[0])) - else: - #align Z-axis - b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2])) - + v = (b.tail-b.head)/b.length + if v[2]*v[2] > .5: + #align X-axis + b.roll += math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[2]*v[2] + v[1]*v[0]*v[0])) + else: + #align Z-axis + b.roll -= math.degrees(math.atan2(v[0]*v[2]*(1 - v[1]),v[0]*v[0] + v[1]*v[2]*v[2])) + def pskimport(infile): - global DEBUGLOG - print ("--------------------------------------------------") - print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------") - print ("--------------------------------------------------") - print ("Importing file: ", infile) - - md5_bones=[] - pskfile = open(infile,'rb') - if (DEBUGLOG): - logpath = infile.replace(".psk", ".txt") - print("logpath:",logpath) - logf = open(logpath,'w') - - def printlog(strdata): - if (DEBUGLOG): - logf.write(strdata) - - objName = infile.split('\\')[-1].split('.')[0] - - me_ob = bpy.data.meshes.new(objName) - print("objName:",objName) - printlog(("New Mesh = " + me_ob.name + "\n")) - #read general header - indata = unpack('20s3i',pskfile.read(32)) - #not using the general header at this time - #================================================================================================== - # vertex point - #================================================================================================== - #read the PNTS0000 header - indata = unpack('20s3i',pskfile.read(32)) - recCount = indata[3] - printlog(( "Nbr of PNTS0000 records: " + str(recCount) + "\n")) - counter = 0 - verts = [] - while counter < recCount: - counter = counter + 1 - indata = unpack('3f',pskfile.read(12)) - #print(indata[0],indata[1],indata[2]) - verts.extend([(indata[0],indata[1],indata[2])]) - #Tmsh.vertices.append(NMesh.Vert(indata[0],indata[1],indata[2])) - - #================================================================================================== - # UV - #================================================================================================== - #read the VTXW0000 header - indata = unpack('20s3i',pskfile.read(32)) - recCount = indata[3] - printlog( "Nbr of VTXW0000 records: " + str(recCount)+ "\n") - counter = 0 - UVCoords = [] - #UVCoords record format = [index to PNTS, U coord, v coord] - while counter < recCount: - counter = counter + 1 - indata = unpack('hhffhh',pskfile.read(16)) - UVCoords.append([indata[0],indata[2],indata[3]]) - #print([indata[0],indata[2],indata[3]]) - #print([indata[1],indata[2],indata[3]]) - - #================================================================================================== - # Face - #================================================================================================== - #read the FACE0000 header - indata = unpack('20s3i',pskfile.read(32)) - recCount = indata[3] - printlog( "Nbr of FACE0000 records: "+ str(recCount) + "\n") - #PSK FACE0000 fields: WdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp - #associate MatIdx to an image, associate SmthGrp to a material - SGlist = [] - counter = 0 - faces = [] - faceuv = [] - while counter < recCount: - counter = counter + 1 - indata = unpack('hhhbbi',pskfile.read(12)) - #the psk values are: nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp - #indata[0] = index of UVCoords - #UVCoords[indata[0]]=[index to PNTS, U coord, v coord] - #UVCoords[indata[0]][0] = index to PNTS - PNTSA = UVCoords[indata[0]][0] - PNTSB = UVCoords[indata[1]][0] - PNTSC = UVCoords[indata[2]][0] - #print(PNTSA,PNTSB,PNTSC) #face id vertex - #faces.extend([0,1,2,0]) - faces.extend([PNTSA,PNTSB,PNTSC,0]) - uv = [] - u0 = UVCoords[indata[0]][1] - v0 = UVCoords[indata[0]][2] - uv.append([u0,v0]) - u1 = UVCoords[indata[1]][1] - v1 = UVCoords[indata[1]][2] - uv.append([u1,v1]) - u2 = UVCoords[indata[2]][1] - v2 = UVCoords[indata[2]][2] - uv.append([u2,v2]) - faceuv.append(uv) - #print("UV: ",u0,v0) - #update the uv var of the last item in the Tmsh.faces list - # which is the face just added above - ##Tmsh.faces[-1].uv = [(u0,v0),(u1,v1),(u2,v2)] - #print("smooth:",indata[5]) - #collect a list of the smoothing groups - if SGlist.count(indata[5]) == 0: - SGlist.append(indata[5]) - print("smooth:",indata[5]) - #assign a material index to the face - #Tmsh.faces[-1].materialIndex = SGlist.index(indata[5]) - printlog( "Using Materials to represent PSK Smoothing Groups...\n") - #========== - # skip something... - #========== - - #================================================================================================== - # Material - #================================================================================================== - ## - #read the MATT0000 header - indata = unpack('20s3i',pskfile.read(32)) - recCount = indata[3] - printlog("Nbr of MATT0000 records: " + str(recCount) + "\n" ) - printlog(" - Not importing any material data now. PSKs are texture wrapped! \n") - counter = 0 - while counter < recCount: - counter = counter + 1 - indata = unpack('64s6i',pskfile.read(88)) - ## - - #================================================================================================== - # Bones (Armature) - #================================================================================================== - #read the REFSKEL0 header - indata = unpack('20s3i',pskfile.read(32)) - recCount = indata[3] - printlog( "Nbr of REFSKEL0 records: " + str(recCount) + "\n") - Bns = [] - bone = [] - nobone = 0 - #================================================================================================== - # Bone Data - #================================================================================================== - counter = 0 - print ("---PRASE--BONES---") - while counter < recCount: - indata = unpack('64s3i11f',pskfile.read(120)) - #print( "DATA",str(indata)) - bone.append(indata) - - createbone = md5_bone() - #temp_name = indata[0][:30] - temp_name = indata[0] - - temp_name = bytes.decode(temp_name) - temp_name = temp_name.lstrip(" ") - temp_name = temp_name.rstrip(" ") - temp_name = temp_name.strip() - temp_name = temp_name.strip( bytes.decode(b'\x00')) - print ("temp_name:", temp_name, "||") - createbone.name = temp_name - createbone.bone_index = counter - createbone.parent_index = indata[3] - createbone.bindpos[0] = indata[8] - createbone.bindpos[1] = indata[9] - createbone.bindpos[2] = indata[10] - createbone.scale[0] = indata[12] - createbone.scale[1] = indata[13] - createbone.scale[2] = indata[14] - - #w,x,y,z - if (counter == 0):#main parent - print("no parent bone") - createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6])) - #createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6])) - else:#parent - print("parent bone") - createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6])) - #createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6])) - - md5_bones.append(createbone) - counter = counter + 1 - bnstr = (str(indata[0])) - Bns.append(bnstr) - - for pbone in md5_bones: - pbone.parent = md5_bones[pbone.parent_index].name - - bonecount = 0 - for armbone in bone: - temp_name = armbone[0][:30] - #print ("BONE NAME: ",len(temp_name)) - temp_name=str((temp_name)) - #temp_name = temp_name[1] - #print ("BONE NAME: ",temp_name) - bonecount +=1 - print ("-------------------------") - print ("----Creating--Armature---") - print ("-------------------------") - - #================================================================================================ - #Check armature if exist if so create or update or remove all and addnew bone - #================================================================================================ - #bpy.ops.object.mode_set(mode='OBJECT') - meshname ="ArmObject" - objectname = "armaturedata" - bfound = False - arm = None - for obj in bpy.data.objects: - if (obj.name == meshname): - bfound = True - arm = obj - break - - if bfound == False: - armdata = bpy.data.armatures.new(objectname) - ob_new = bpy.data.objects.new(meshname, armdata) - #ob_new = bpy.data.objects.new(meshname, 'ARMATURE') - #ob_new.data = armdata - bpy.context.scene.objects.link(ob_new) - #bpy.ops.object.mode_set(mode='OBJECT') - for i in bpy.context.scene.objects: i.select = False #deselect all objects - ob_new.select = True - #set current armature to edit the bone - bpy.context.scene.objects.active = ob_new - #set mode to able to edit the bone - bpy.ops.object.mode_set(mode='EDIT') - #newbone = ob_new.data.edit_bones.new('test') - #newbone.tail.y = 1 - print("creating bone(s)") - for bone in md5_bones: - #print(dir(bone)) - newbone = ob_new.data.edit_bones.new(bone.name) - #parent the bone - parentbone = None - print("bone name:",bone.name) - #note bone location is set in the real space or global not local - if bone.name != bone.parent: - - pos_x = bone.bindpos[0] - pos_y = bone.bindpos[1] - pos_z = bone.bindpos[2] - - #print( "LINKING:" , bone.parent ,"j") - parentbone = ob_new.data.edit_bones[bone.parent] - newbone.parent = parentbone - rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part() - - #parent_head = parentbone.head * parentbone.matrix.to_quat().inverse() - #parent_tail = parentbone.tail * parentbone.matrix.to_quat().inverse() - #location=Vector(pos_x,pos_y,pos_z) - #set_position = (parent_tail - parent_head) + location - #print("tmp head:",set_position) - - #pos_x = set_position.x - #pos_y = set_position.y - #pos_z = set_position.z - - newbone.head.x = parentbone.head.x + pos_x - newbone.head.y = parentbone.head.y + pos_y - newbone.head.z = parentbone.head.z + pos_z - print("head:",newbone.head) - newbone.tail.x = parentbone.head.x + (pos_x + bonesize * rotmatrix[1][0]) - newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1]) - newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[1][2]) - else: - rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part() - newbone.head.x = bone.bindpos[0] - newbone.head.y = bone.bindpos[1] - newbone.head.z = bone.bindpos[2] - newbone.tail.x = bone.bindpos[0] + bonesize * rotmatrix[1][0] - newbone.tail.y = bone.bindpos[1] + bonesize * rotmatrix[1][1] - newbone.tail.z = bone.bindpos[2] + bonesize * rotmatrix[1][2] - #print("no parent") - - bpy.context.scene.update() - - #================================================================================================== - #END BONE DATA BUILD - #================================================================================================== - VtxCol = [] - for x in range(len(Bns)): - #change the overall darkness of each material in a range between 0.1 and 0.9 - tmpVal = ((float(x)+1.0)/(len(Bns))*0.7)+0.1 - tmpVal = int(tmpVal * 256) - tmpCol = [tmpVal,tmpVal,tmpVal,0] - #Change the color of each material slightly - if x % 3 == 0: - if tmpCol[0] < 128: tmpCol[0] += 60 - else: tmpCol[0] -= 60 - if x % 3 == 1: - if tmpCol[1] < 128: tmpCol[1] += 60 - else: tmpCol[1] -= 60 - if x % 3 == 2: - if tmpCol[2] < 128: tmpCol[2] += 60 - else: tmpCol[2] -= 60 - #Add the material to the mesh - VtxCol.append(tmpCol) - - #================================================================================================== - # Bone Weight - #================================================================================================== - #read the RAWW0000 header - indata = unpack('20s3i',pskfile.read(32)) - recCount = indata[3] - printlog( "Nbr of RAWW0000 records: " + str(recCount) +"\n") - #RAWW0000 fields: Weight|PntIdx|BoneIdx - RWghts = [] - counter = 0 - while counter < recCount: - counter = counter + 1 - indata = unpack('fii',pskfile.read(12)) - RWghts.append([indata[1],indata[2],indata[0]]) - #RWghts fields = PntIdx|BoneIdx|Weight - RWghts.sort() - printlog( "len(RWghts)=" + str(len(RWghts)) + "\n") - #Tmsh.update() - - #set the Vertex Colors of the faces - #face.v[n] = RWghts[0] - #RWghts[1] = index of VtxCol - """ - for x in range(len(Tmsh.faces)): - for y in range(len(Tmsh.faces[x].v)): - #find v in RWghts[n][0] - findVal = Tmsh.faces[x].v[y].index - n = 0 - while findVal != RWghts[n][0]: - n = n + 1 - TmpCol = VtxCol[RWghts[n][1]] - #check if a vertex has more than one influence - if n != len(RWghts)-1: - if RWghts[n][0] == RWghts[n+1][0]: - #if there is more than one influence, use the one with the greater influence - #for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small - if RWghts[n][2] < RWghts[n+1][2]: - TmpCol = VtxCol[RWghts[n+1][1]] - Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0],TmpCol[1],TmpCol[2],0)) - """ - if (DEBUGLOG): - logf.close() - #================================================================================================== - #Building Mesh - #================================================================================================== - print("vertex:",len(verts),"faces:",len(faces)) - me_ob.vertices.add(len(verts)) - me_ob.faces.add(len(faces)//4) + global DEBUGLOG + print ("--------------------------------------------------") + print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------") + print ("--------------------------------------------------") + print ("Importing file: ", infile) + + md5_bones=[] + pskfile = open(infile,'rb') + if (DEBUGLOG): + logpath = infile.replace(".psk", ".txt") + print("logpath:",logpath) + logf = open(logpath,'w') + + def printlog(strdata): + if (DEBUGLOG): + logf.write(strdata) + + objName = infile.split('\\')[-1].split('.')[0] + + me_ob = bpy.data.meshes.new(objName) + print("objName:",objName) + printlog(("New Mesh = " + me_ob.name + "\n")) + #read general header + indata = unpack('20s3i',pskfile.read(32)) + #not using the general header at this time + #================================================================================================== + # vertex point + #================================================================================================== + #read the PNTS0000 header + indata = unpack('20s3i',pskfile.read(32)) + recCount = indata[3] + printlog(( "Nbr of PNTS0000 records: " + str(recCount) + "\n")) + counter = 0 + verts = [] + while counter < recCount: + counter = counter + 1 + indata = unpack('3f',pskfile.read(12)) + #print(indata[0],indata[1],indata[2]) + verts.extend([(indata[0],indata[1],indata[2])]) + #Tmsh.vertices.append(NMesh.Vert(indata[0],indata[1],indata[2])) + + #================================================================================================== + # UV + #================================================================================================== + #read the VTXW0000 header + indata = unpack('20s3i',pskfile.read(32)) + recCount = indata[3] + printlog( "Nbr of VTXW0000 records: " + str(recCount)+ "\n") + counter = 0 + UVCoords = [] + #UVCoords record format = [index to PNTS, U coord, v coord] + while counter < recCount: + counter = counter + 1 + indata = unpack('hhffhh',pskfile.read(16)) + UVCoords.append([indata[0],indata[2],indata[3]]) + #print([indata[0],indata[2],indata[3]]) + #print([indata[1],indata[2],indata[3]]) + + #================================================================================================== + # Face + #================================================================================================== + #read the FACE0000 header + indata = unpack('20s3i',pskfile.read(32)) + recCount = indata[3] + printlog( "Nbr of FACE0000 records: "+ str(recCount) + "\n") + #PSK FACE0000 fields: WdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp + #associate MatIdx to an image, associate SmthGrp to a material + SGlist = [] + counter = 0 + faces = [] + faceuv = [] + while counter < recCount: + counter = counter + 1 + indata = unpack('hhhbbi',pskfile.read(12)) + #the psk values are: nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp + #indata[0] = index of UVCoords + #UVCoords[indata[0]]=[index to PNTS, U coord, v coord] + #UVCoords[indata[0]][0] = index to PNTS + PNTSA = UVCoords[indata[0]][0] + PNTSB = UVCoords[indata[1]][0] + PNTSC = UVCoords[indata[2]][0] + #print(PNTSA,PNTSB,PNTSC) #face id vertex + #faces.extend([0,1,2,0]) + faces.extend([PNTSA,PNTSB,PNTSC,0]) + uv = [] + u0 = UVCoords[indata[0]][1] + v0 = UVCoords[indata[0]][2] + uv.append([u0,v0]) + u1 = UVCoords[indata[1]][1] + v1 = UVCoords[indata[1]][2] + uv.append([u1,v1]) + u2 = UVCoords[indata[2]][1] + v2 = UVCoords[indata[2]][2] + uv.append([u2,v2]) + faceuv.append(uv) + #print("UV: ",u0,v0) + #update the uv var of the last item in the Tmsh.faces list + # which is the face just added above + ##Tmsh.faces[-1].uv = [(u0,v0),(u1,v1),(u2,v2)] + #print("smooth:",indata[5]) + #collect a list of the smoothing groups + if SGlist.count(indata[5]) == 0: + SGlist.append(indata[5]) + print("smooth:",indata[5]) + #assign a material index to the face + #Tmsh.faces[-1].materialIndex = SGlist.index(indata[5]) + printlog( "Using Materials to represent PSK Smoothing Groups...\n") + #========== + # skip something... + #========== + + #================================================================================================== + # Material + #================================================================================================== + ## + #read the MATT0000 header + indata = unpack('20s3i',pskfile.read(32)) + recCount = indata[3] + printlog("Nbr of MATT0000 records: " + str(recCount) + "\n" ) + printlog(" - Not importing any material data now. PSKs are texture wrapped! \n") + counter = 0 + while counter < recCount: + counter = counter + 1 + indata = unpack('64s6i',pskfile.read(88)) + ## + + #================================================================================================== + # Bones (Armature) + #================================================================================================== + #read the REFSKEL0 header + indata = unpack('20s3i',pskfile.read(32)) + recCount = indata[3] + printlog( "Nbr of REFSKEL0 records: " + str(recCount) + "\n") + Bns = [] + bone = [] + nobone = 0 + #================================================================================================== + # Bone Data + #================================================================================================== + counter = 0 + print ("---PRASE--BONES---") + while counter < recCount: + indata = unpack('64s3i11f',pskfile.read(120)) + #print( "DATA",str(indata)) + bone.append(indata) + + createbone = md5_bone() + #temp_name = indata[0][:30] + temp_name = indata[0] + + temp_name = bytes.decode(temp_name) + temp_name = temp_name.lstrip(" ") + temp_name = temp_name.rstrip(" ") + temp_name = temp_name.strip() + temp_name = temp_name.strip( bytes.decode(b'\x00')) + print ("temp_name:", temp_name, "||") + createbone.name = temp_name + createbone.bone_index = counter + createbone.parent_index = indata[3] + createbone.bindpos[0] = indata[8] + createbone.bindpos[1] = indata[9] + createbone.bindpos[2] = indata[10] + createbone.scale[0] = indata[12] + createbone.scale[1] = indata[13] + createbone.scale[2] = indata[14] + + #w,x,y,z + if (counter == 0):#main parent + print("no parent bone") + createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6])) + #createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6])) + else:#parent + print("parent bone") + createbone.bindmat = mathutils.Quaternion((indata[7],-indata[4],-indata[5],-indata[6])) + #createbone.bindmat = mathutils.Quaternion((indata[7],indata[4],indata[5],indata[6])) + + md5_bones.append(createbone) + counter = counter + 1 + bnstr = (str(indata[0])) + Bns.append(bnstr) + + for pbone in md5_bones: + pbone.parent = md5_bones[pbone.parent_index].name + + bonecount = 0 + for armbone in bone: + temp_name = armbone[0][:30] + #print ("BONE NAME: ",len(temp_name)) + temp_name=str((temp_name)) + #temp_name = temp_name[1] + #print ("BONE NAME: ",temp_name) + bonecount +=1 + print ("-------------------------") + print ("----Creating--Armature---") + print ("-------------------------") + + #================================================================================================ + #Check armature if exist if so create or update or remove all and addnew bone + #================================================================================================ + #bpy.ops.object.mode_set(mode='OBJECT') + meshname ="ArmObject" + objectname = "armaturedata" + bfound = False + arm = None + for obj in bpy.data.objects: + if (obj.name == meshname): + bfound = True + arm = obj + break + + if bfound == False: + armdata = bpy.data.armatures.new(objectname) + ob_new = bpy.data.objects.new(meshname, armdata) + #ob_new = bpy.data.objects.new(meshname, 'ARMATURE') + #ob_new.data = armdata + bpy.context.scene.objects.link(ob_new) + #bpy.ops.object.mode_set(mode='OBJECT') + for i in bpy.context.scene.objects: i.select = False #deselect all objects + ob_new.select = True + #set current armature to edit the bone + bpy.context.scene.objects.active = ob_new + #set mode to able to edit the bone + bpy.ops.object.mode_set(mode='EDIT') + #newbone = ob_new.data.edit_bones.new('test') + #newbone.tail.y = 1 + print("creating bone(s)") + for bone in md5_bones: + #print(dir(bone)) + newbone = ob_new.data.edit_bones.new(bone.name) + #parent the bone + parentbone = None + print("bone name:",bone.name) + #note bone location is set in the real space or global not local + if bone.name != bone.parent: + + pos_x = bone.bindpos[0] + pos_y = bone.bindpos[1] + pos_z = bone.bindpos[2] + + #print( "LINKING:" , bone.parent ,"j") + parentbone = ob_new.data.edit_bones[bone.parent] + newbone.parent = parentbone + rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part() + + #parent_head = parentbone.head * parentbone.matrix.to_quat().inverse() + #parent_tail = parentbone.tail * parentbone.matrix.to_quat().inverse() + #location=Vector(pos_x,pos_y,pos_z) + #set_position = (parent_tail - parent_head) + location + #print("tmp head:",set_position) + + #pos_x = set_position.x + #pos_y = set_position.y + #pos_z = set_position.z + + newbone.head.x = parentbone.head.x + pos_x + newbone.head.y = parentbone.head.y + pos_y + newbone.head.z = parentbone.head.z + pos_z + print("head:",newbone.head) + newbone.tail.x = parentbone.head.x + (pos_x + bonesize * rotmatrix[1][0]) + newbone.tail.y = parentbone.head.y + (pos_y + bonesize * rotmatrix[1][1]) + newbone.tail.z = parentbone.head.z + (pos_z + bonesize * rotmatrix[1][2]) + else: + rotmatrix = bone.bindmat.to_matrix().resize4x4().rotation_part() + newbone.head.x = bone.bindpos[0] + newbone.head.y = bone.bindpos[1] + newbone.head.z = bone.bindpos[2] + newbone.tail.x = bone.bindpos[0] + bonesize * rotmatrix[1][0] + newbone.tail.y = bone.bindpos[1] + bonesize * rotmatrix[1][1] + newbone.tail.z = bone.bindpos[2] + bonesize * rotmatrix[1][2] + #print("no parent") + + bpy.context.scene.update() + + #================================================================================================== + #END BONE DATA BUILD + #================================================================================================== + VtxCol = [] + for x in range(len(Bns)): + #change the overall darkness of each material in a range between 0.1 and 0.9 + tmpVal = ((float(x)+1.0)/(len(Bns))*0.7)+0.1 + tmpVal = int(tmpVal * 256) + tmpCol = [tmpVal,tmpVal,tmpVal,0] + #Change the color of each material slightly + if x % 3 == 0: + if tmpCol[0] < 128: tmpCol[0] += 60 + else: tmpCol[0] -= 60 + if x % 3 == 1: + if tmpCol[1] < 128: tmpCol[1] += 60 + else: tmpCol[1] -= 60 + if x % 3 == 2: + if tmpCol[2] < 128: tmpCol[2] += 60 + else: tmpCol[2] -= 60 + #Add the material to the mesh + VtxCol.append(tmpCol) + + #================================================================================================== + # Bone Weight + #================================================================================================== + #read the RAWW0000 header + indata = unpack('20s3i',pskfile.read(32)) + recCount = indata[3] + printlog( "Nbr of RAWW0000 records: " + str(recCount) +"\n") + #RAWW0000 fields: Weight|PntIdx|BoneIdx + RWghts = [] + counter = 0 + while counter < recCount: + counter = counter + 1 + indata = unpack('fii',pskfile.read(12)) + RWghts.append([indata[1],indata[2],indata[0]]) + #RWghts fields = PntIdx|BoneIdx|Weight + RWghts.sort() + printlog( "len(RWghts)=" + str(len(RWghts)) + "\n") + #Tmsh.update() + + #set the Vertex Colors of the faces + #face.v[n] = RWghts[0] + #RWghts[1] = index of VtxCol + """ + for x in range(len(Tmsh.faces)): + for y in range(len(Tmsh.faces[x].v)): + #find v in RWghts[n][0] + findVal = Tmsh.faces[x].v[y].index + n = 0 + while findVal != RWghts[n][0]: + n = n + 1 + TmpCol = VtxCol[RWghts[n][1]] + #check if a vertex has more than one influence + if n != len(RWghts)-1: + if RWghts[n][0] == RWghts[n+1][0]: + #if there is more than one influence, use the one with the greater influence + #for simplicity only 2 influences are checked, 2nd and 3rd influences are usually very small + if RWghts[n][2] < RWghts[n+1][2]: + TmpCol = VtxCol[RWghts[n+1][1]] + Tmsh.faces[x].col.append(NMesh.Col(TmpCol[0],TmpCol[1],TmpCol[2],0)) + """ + if (DEBUGLOG): + logf.close() + #================================================================================================== + #Building Mesh + #================================================================================================== + print("vertex:",len(verts),"faces:",len(faces)) + me_ob.vertices.add(len(verts)) + me_ob.faces.add(len(faces)//4) - me_ob.vertices.foreach_set("co", unpack_list(verts)) - - me_ob.faces.foreach_set("vertices_raw", faces) - me_ob.faces.foreach_set("use_smooth", [False] * len(me_ob.faces)) - me_ob.update() - - #=================================================================================================== - #UV Setup - #=================================================================================================== - texture = [] - texturename = "text1" - #print(dir(bpy.data)) - if (len(faceuv) > 0): - uvtex = me_ob.uv_textures.new() #add one uv texture - for i, face in enumerate(me_ob.faces): - blender_tface= uvtex.data[i] #face - blender_tface.uv1 = faceuv[i][0] #uv = (0,0) - blender_tface.uv2 = faceuv[i][1] #uv = (0,0) - blender_tface.uv3 = faceuv[i][2] #uv = (0,0) - texture.append(uvtex) - - #for tex in me_ob.uv_textures: - #print("mesh tex:",dir(tex)) - #print((tex.name)) - - #=================================================================================================== - #Material Setup - #=================================================================================================== - materialname = "mat" - materials = [] - - matdata = bpy.data.materials.new(materialname) - #color is 0 - 1 not in 0 - 255 - #matdata.mirror_color=(float(0.04),float(0.08),float(0.44)) - matdata.diffuse_color=(float(0.04),float(0.08),float(0.44))#blue color - #print(dir(me_ob.uv_textures[0].data)) - texdata = None - texdata = bpy.data.textures[len(bpy.data.textures)-1] - if (texdata != None): - #print(texdata.name) - #print(dir(texdata)) - texdata.name = "texturelist1" - matdata.active_texture = texdata - materials.append(matdata) - #matdata = bpy.data.materials.new(materialname) - #materials.append(matdata) - #= make sure the list isnt too big - for material in materials: - #add material to the mesh list of materials - me_ob.materials.link(material) - #=================================================================================================== - # - #=================================================================================================== - obmesh = bpy.data.objects.new(objName,me_ob) - #check if there is a material to set to - if len(materials) > 0: - obmesh.active_material = materials[0] #material setup tmp - - bpy.context.scene.objects.link(obmesh) - - bpy.context.scene.update() - - print ("PSK2Blender completed") + me_ob.vertices.foreach_set("co", unpack_list(verts)) + + me_ob.faces.foreach_set("vertices_raw", faces) + me_ob.faces.foreach_set("use_smooth", [False] * len(me_ob.faces)) + me_ob.update() + + #=================================================================================================== + #UV Setup + #=================================================================================================== + texture = [] + texturename = "text1" + #print(dir(bpy.data)) + if (len(faceuv) > 0): + uvtex = me_ob.uv_textures.new() #add one uv texture + for i, face in enumerate(me_ob.faces): + blender_tface= uvtex.data[i] #face + blender_tface.uv1 = faceuv[i][0] #uv = (0,0) + blender_tface.uv2 = faceuv[i][1] #uv = (0,0) + blender_tface.uv3 = faceuv[i][2] #uv = (0,0) + texture.append(uvtex) + + #for tex in me_ob.uv_textures: + #print("mesh tex:",dir(tex)) + #print((tex.name)) + + #=================================================================================================== + #Material Setup + #=================================================================================================== + materialname = "mat" + materials = [] + + matdata = bpy.data.materials.new(materialname) + #color is 0 - 1 not in 0 - 255 + #matdata.mirror_color=(float(0.04),float(0.08),float(0.44)) + matdata.diffuse_color=(float(0.04),float(0.08),float(0.44))#blue color + #print(dir(me_ob.uv_textures[0].data)) + texdata = None + texdata = bpy.data.textures[len(bpy.data.textures)-1] + if (texdata != None): + #print(texdata.name) + #print(dir(texdata)) + texdata.name = "texturelist1" + matdata.active_texture = texdata + materials.append(matdata) + #matdata = bpy.data.materials.new(materialname) + #materials.append(matdata) + #= make sure the list isnt too big + for material in materials: + #add material to the mesh list of materials + me_ob.materials.link(material) + #=================================================================================================== + # + #=================================================================================================== + obmesh = bpy.data.objects.new(objName,me_ob) + #check if there is a material to set to + if len(materials) > 0: + obmesh.active_material = materials[0] #material setup tmp + + bpy.context.scene.objects.link(obmesh) + + bpy.context.scene.update() + + print ("PSK2Blender completed") #End of def pskimport######################### def getInputFilename(filename): - checktype = filename.split('\\')[-1].split('.')[1] - print ("------------",filename) - if checktype.upper() != 'PSK': - print (" Selected file = ",filename) - raise (IOError, "The selected input file is not a *.psk file") - pskimport(filename) + checktype = filename.split('\\')[-1].split('.')[1] + print ("------------",filename) + if checktype.upper() != 'PSK': + print (" Selected file = ",filename) + raise (IOError, "The selected input file is not a *.psk file") + pskimport(filename) from bpy.props import * class IMPORT_OT_psk(bpy.types.Operator): - '''Load a skeleton mesh psk File''' - bl_idname = "import_scene.psk" - bl_label = "Import PSK" + '''Load a skeleton mesh psk File''' + bl_idname = "import_scene.psk" + bl_label = "Import PSK" - # List of operator properties, the attributes will be assigned - # to the class instance from the operator settings before calling. - filepath = StringProperty(name="File Path", description="Filepath used for importing the OBJ file", maxlen= 1024, default= "") + # List of operator properties, the attributes will be assigned + # to the class instance from the operator settings before calling. + filepath = StringProperty(name="File Path", description="Filepath used for importing the OBJ file", maxlen= 1024, default= "") - def execute(self, context): - getInputFilename(self.properties.filepath) - return {'FINISHED'} + def execute(self, context): + getInputFilename(self.properties.filepath) + return {'FINISHED'} - def invoke(self, context, event): - wm = context.manager - wm.add_fileselect(self) - return {'RUNNING_MODAL'} + def invoke(self, context, event): + wm = context.manager + wm.add_fileselect(self) + return {'RUNNING_MODAL'} def menu_func(self, context): self.layout.operator(IMPORT_OT_psk.bl_idname, text="Skeleton Mesh (.psk)") @@ -592,8 +595,8 @@ def unregister(): bpy.types.INFO_MT_file_import.remove(menu_func) if __name__ == "__main__": - register() + register() -#note this only read the data and will not be place in the scene +#note this only read the data and will not be place in the scene #getInputFilename('C:\\blenderfiles\\BotA.psk') #getInputFilename('C:\\blenderfiles\\AA.PSK') |