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Diffstat (limited to 'io_import_scene_unreal_psk.py')
-rw-r--r-- | io_import_scene_unreal_psk.py | 794 |
1 files changed, 794 insertions, 0 deletions
diff --git a/io_import_scene_unreal_psk.py b/io_import_scene_unreal_psk.py new file mode 100644 index 00000000..5646af8b --- /dev/null +++ b/io_import_scene_unreal_psk.py @@ -0,0 +1,794 @@ +# ##### 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 ##### + +bl_info = { + "name": "Import Unreal Skeleton Mesh (.psk)", + "author": "Darknet", + "version": (2, 0), + "blender": (2, 5, 3), + "api": 36079, + "location": "File > Import > Skeleton Mesh (.psk)", + "description": "Import Skeleleton Mesh", + "warning": "", + "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/" + "Scripts/Import-Export/Unreal_psk_psa", + "tracker_url": "https://projects.blender.org/tracker/index.php?"\ + "func=detail&aid=21366", + "category": "Import-Export"} + +""" +Version': '2.0' ported by Darknet + +Unreal Tournament PSK file to Blender mesh converter V1.0 +Author: D.M. Sturgeon (camg188 at the elYsium forum), ported by Darknet +Imports a *psk file to a new mesh + +-No UV Texutre +-No Weight +-No Armature Bones +-No Material ID +-Export Text Log From Current Location File (Bool ) +""" + +import bpy +import mathutils +import os +import sys +import string +import math +import re +from string import * +from struct import * +from math import * +from bpy.props import * +import mathutils + +bpy.types.Scene.unrealbonesize = FloatProperty( + name="Bone Length", + description="Bone Length from head to tail distance.", + default=1,min=0.001,max=1000) + +#output log in to txt file +DEBUGLOG = False + +scale = 1.0 +bonesize = 1.0 +md5_bones=[] + +def unpack_list(list_of_tuples): + l = [] + for t in list_of_tuples: + l.extend(t) + return l +""" +class md5_bone: + 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 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 + + 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 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])) +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])) + +def pskimport(infile,importmesh,importbone,bDebugLogPSK,importmultiuvtextures): + global DEBUGLOG + DEBUGLOG = bDebugLogPSK + print ("--------------------------------------------------") + print ("---------SCRIPT EXECUTING PYTHON IMPORTER---------") + print ("--------------------------------------------------") + print (" DEBUG Log:",bDebugLogPSK) + 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])]) + printlog(str(indata[0]) + "|" +str(indata[1]) + "|" +str(indata[2]) + "\n") + #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] + printlog("[index to PNTS, U coord, v coord]\n"); + while counter < recCount: + counter = counter + 1 + indata = unpack('hhffhh',pskfile.read(16)) + UVCoords.append([indata[0],indata[2],indata[3]]) + printlog(str(indata[0]) + "|" +str(indata[2]) + "|" +str(indata[3])+"\n") + #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 = [] + #the psk values are: nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp + printlog("nWdgIdx1|WdgIdx2|WdgIdx3|MatIdx|AuxMatIdx|SmthGrp \n") + while counter < recCount: + counter = counter + 1 + indata = unpack('hhhbbi',pskfile.read(12)) + printlog(str(indata[0]) + "|" +str(indata[1]) + "|" +str(indata[2])+ "|" +str(indata[3])+ "|" +str(indata[4])+ "|" +str(indata[5]) + "\n") + #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,indata[3],indata[4],indata[5]]) + + #print("material:",indata[3]) + #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 + materialcount = 0 + while counter < recCount: + counter = counter + 1 + indata = unpack('64s6i',pskfile.read(88)) + materialcount += 1 + print("Material",counter) + ## + + #================================================================================================== + # Bones (Armature) + #================================================================================================== + #read the REFSKEL0 header + indata = unpack('20s3i',pskfile.read(32)) + recCount = indata[3] + printlog( "Nbr of REFSKEL0 records: " + str(recCount) + "\n") + #REFSKEL0 fields - Name|Flgs|NumChld|PrntIdx|Qw|Qx|Qy|Qz|LocX|LocY|LocZ|Lngth|XSize|YSize|ZSize + + Bns = [] + bone = [] + nobone = 0 + #================================================================================================== + # Bone Data + #================================================================================================== + counter = 0 + print ("---PRASE--BONES---") + printlog("Name|Flgs|NumChld|PrntIdx|Qw|Qx|Qy|Qz|LocX|LocY|LocZ|Lngth|XSize|YSize|ZSize\n") + 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')) + printlog(temp_name + "|" +str(indata[1]) + "|" +str(indata[2])+ "|" +str(indata[3])+ "|" +str(indata[4])+ "|" +str(indata[5]) +str(indata[6]) + "|" +str(indata[7]) + "|" +str(indata[8])+ "|" +str(indata[9])+ "|" +str(indata[10])+ "|" +str(indata[11]) +str(indata[12]) + "|" +str(indata[13]) + "|" +str(indata[14])+ "\n") + 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]))#default + #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]))#default + #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 + if importbone: + 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)) + bpy.ops.object.mode_set(mode='EDIT') + newbone = ob_new.data.edit_bones.new(bone.name) + ''' + + + 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)) + bpy.ops.object.mode_set(mode='EDIT') + newbone = ob_new.data.edit_bones.new(bone.name) + #parent the bone + print("DRI:",dir(newbone)) + parentbone = None + print("bone name:",bone.name) + #note bone location is set in the real space or global not local + bonesize = bpy.types.Scene.unrealbonesize + 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().to_4x4().to_3x3() # XXX, redundant matrix conversion? + newbone.transform(bone.bindmat.to_matrix().to_4x4(),True,True) + #parent_head = parentbone.head * parentbone.matrix.to_quaternion().inverse() + #parent_tail = parentbone.tail * parentbone.matrix.to_quaternion().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]) + #newbone.roll = fixRoll(newbone) + else: + #print("rotmatrix:",dir(bone.bindmat.to_matrix().resize_4x4())) + #rotmatrix = bone.bindmat.to_matrix().resize_4x4().to_3x3() # XXX, redundant matrix conversion? + rotmatrix = bone.bindmat.to_matrix().to_3x3() # XXX, redundant matrix conversion? + #newbone.transform(bone.bindmat.to_matrix(),True,True) + 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] + #newbone.roll = fixRoll(newbone) + #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]]) + #print("weight:",[indata[1],indata[2],indata[0]]) + #RWghts fields = PntIdx|BoneIdx|Weight + RWghts.sort() + printlog( "Vertex point and groups count =" + str(len(RWghts)) + "\n") + printlog("PntIdx|BoneIdx|Weight") + for vg in RWghts: + printlog( str(vg[0]) + "|" + str(vg[1]) + "|" + str(vg[2]) + "\n") + + #Tmsh.update_tag() + + #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_tag() + + """ + Material setup coding. + First the mesh has to be create first to get the uv texture setup working. + -Create material(s) list in the psk pack data from the list.(to do list) + -Append the material to the from create the mesh object. + -Create Texture(s) + -fae loop for uv assign and assign material index + + """ + bpy.ops.object.mode_set(mode='OBJECT') + #=================================================================================================== + #Material Setup + #=================================================================================================== + print ("-------------------------") + print ("----Creating--Materials--") + print ("-------------------------") + materialname = "pskmat" + materials = [] + + for matcount in range(materialcount): + #if texturedata != None: + matdata = bpy.data.materials.new(materialname + str(matcount)) + #mtex = matdata.texture_slots.new() + #mtex.texture = texture[matcount].data + #print(type(texture[matcount].data)) + #print(dir(mtex)) + #print(dir(matdata)) + #for texno in range(len( bpy.data.textures)): + #print((bpy.data.textures[texno].name)) + #print(dir(bpy.data.textures[texno])) + #matdata.active_texture = bpy.data.textures[matcount-1] + #matdata.texture_coords = 'UV' + #matdata.active_texture = texturedata + materials.append(matdata) + + for material in materials: + #add material to the mesh list of materials + me_ob.materials.append(material) + #=================================================================================================== + #UV Setup + #=================================================================================================== + print ("-------------------------") + print ("-- Creating UV Texture --") + print ("-------------------------") + texture = [] + texturename = "text1" + countm = 0 + #for countm in range(materialcount): + #psktexname="psk" + str(countm) + #me_ob.uv_textures.new(name=psktexname) + if importmultiuvtextures == True: + me_ob.uv_textures.new(name="pskuvtexture") + #print(dir(bpy.data)) + if (len(faceuv) > 0): + for countm in range(len(me_ob.uv_textures)): + me_ob.update() + uvtex = me_ob.uv_textures[countm] #add one uv texture + me_ob.update() + #print("UV TEXTURE NAME:",uvtex.name) + for i, face in enumerate(me_ob.faces): + blender_tface = uvtex.data[i] #face + mfaceuv = faceuv[i] + #print("---------------------------------------") + #print(faceuv[i][1]) + #print(dir(face)) + face.material_index = faceuv[i][1] + blender_tface.uv1 = mfaceuv[0][0] #uv = (0,0) + blender_tface.uv2 = mfaceuv[0][1] #uv = (0,0) + blender_tface.uv3 = mfaceuv[0][2] #uv = (0,0) + texture.append(uvtex) + else: + for countm in range(materialcount): + psktexname="psk" + str(countm) + me_ob.uv_textures.new(name=psktexname) + #psktexname="psk" + str(countm) + #me_ob.uv_textures.new(name=psktexname) + for countm in range(len(me_ob.uv_textures)): + me_ob.update() + #print(dir(me_ob.uv_textures)) + #psktexname="psk" + str(countm) + uvtex = me_ob.uv_textures[countm] #add one uv texture + me_ob.update() + #print("UV TEXTURE NAME:",uvtex.name) + if (len(faceuv) > 0): + counttex = 0 + countm = 0 + for countm in range(len(me_ob.uv_textures)): + me_ob.update() + #print(dir(me_ob.uv_textures)) + psktexname="psk" + str(countm) + uvtex = me_ob.uv_textures[countm] #add one uv texture + me_ob.update() + #print("UV TEXTURE NAME:",uvtex.name) + for i, face in enumerate(me_ob.faces): + blender_tface = uvtex.data[i] #face + mfaceuv = faceuv[i] + #print("---------------------------------------") + #print(faceuv[i][1]) + #print(dir(face)) + face.material_index = faceuv[i][1] + if countm == faceuv[i][1]: + face.material_index = faceuv[i][1] + blender_tface.uv1 = mfaceuv[0][0] #uv = (0,0) + blender_tface.uv2 = mfaceuv[0][1] #uv = (0,0) + blender_tface.uv3 = mfaceuv[0][2] #uv = (0,0) + else: + #set uv to zero (0,0) + #print("--------------------") + #print(blender_tface.uv1) + #print(blender_tface.uv2) + #print(blender_tface.uv2) + blender_tface.uv1 = [0,0] + #print(blender_tface.uv1) + blender_tface.uv2 = [0,0] + blender_tface.uv3 = [0,0] + + texture.append(uvtex) + print("UV TEXTURE LEN:",len(texture)) + #for tex in me_ob.uv_textures: + #print("mesh tex:",dir(tex)) + #print((tex.name)) + + #for face in me_ob.faces: + #print(dir(face)) + + + ''' + 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.append(material) + ''' + #=================================================================================================== + # + #=================================================================================================== + obmesh = bpy.data.objects.new(objName,me_ob) + #=================================================================================================== + #Mesh Vertex Group bone weight + #=================================================================================================== + print("---- building bone weight mesh ----") + #print(dir(ob_new.data.bones)) + #create bone vertex group #deal with bone id for index number + for bone in ob_new.data.bones: + #print("names:",bone.name,":",dir(bone)) + #print("names:",bone.name) + group = obmesh.vertex_groups.new(bone.name) + for vgroup in obmesh.vertex_groups: + #print(vgroup.name,":",vgroup.index) + for vgp in RWghts: + #bone index + if vgp[1] == vgroup.index: + #print(vgp) + #[vertex id],weight + vgroup.add([vgp[0]], vgp[2], 'ADD') + + #check if there is a material to set to + if len(materials) > 0: + obmesh.active_material = materials[0] #material setup tmp + print("---- adding mesh to the scene ----") + bpy.context.scene.objects.link(obmesh) + bpy.context.scene.update() + + print ("PSK2Blender completed") +#End of def pskimport######################### + +def getInputFilename(self,filename,importmesh,importbone,bDebugLogPSK,importmultiuvtextures): + checktype = filename.split('\\')[-1].split('.')[1] + print ("------------",filename) + if checktype.lower() != 'psk': + print (" Selected file = ",filename) + raise (IOError, "The selected input file is not a *.psk file") + #self.report({'INFO'}, ("Selected file:"+ filename)) + else: + pskimport(filename,importmesh,importbone,bDebugLogPSK,importmultiuvtextures) + +class IMPORT_OT_psk(bpy.types.Operator): + '''Load a skeleton mesh psk File''' + bl_idname = "import_scene.psk" + bl_label = "Import PSK" + bl_space_type = "PROPERTIES" + bl_region_type = "WINDOW" + + # 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 psk file", maxlen= 1024, subtype='FILE_PATH') + filter_glob = StringProperty(default="*.psk", options={'HIDDEN'}) + importmesh = BoolProperty(name="Mesh", description="Import mesh only. (not yet build.)", default=True) + importbone = BoolProperty(name="Bones", description="Import bones only. Current not working yet.", default=True) + importmultiuvtextures = BoolProperty(name="Single UV Texture(s)", description="Single or Multi uv textures.", default=True) + bDebugLogPSK = BoolProperty(name="Debug Log.txt", description="Log the output of raw format. It will save in current file dir. Note this just for testing.", default=False) + unrealbonesize = FloatProperty( name="Bone Length", description="Bone Length from head to tail distance.", default=1,min=0.001,max=1000) + + def execute(self, context): + bpy.types.Scene.unrealbonesize = self.unrealbonesize + getInputFilename(self,self.filepath,self.importmesh,self.importbone,self.bDebugLogPSK,self.importmultiuvtextures) + return {'FINISHED'} + + def invoke(self, context, event): + wm = context.window_manager + wm.fileselect_add(self) + return {'RUNNING_MODAL'} + +def menu_func(self, context): + self.layout.operator(IMPORT_OT_psk.bl_idname, text="Skeleton Mesh (.psk)") + +def register(): + bpy.utils.register_module(__name__) + bpy.types.INFO_MT_file_import.append(menu_func) + +def unregister(): + bpy.utils.unregister_module(__name__) + bpy.types.INFO_MT_file_import.remove(menu_func) + +if __name__ == "__main__": + register() + +#note this only read the data and will not be place in the scene +#getInputFilename('C:\\blenderfiles\\BotA.psk') +#getInputFilename('C:\\blenderfiles\\AA.PSK') |