Welcome to mirror list, hosted at ThFree Co, Russian Federation.

io_export_unreal_psk_psa.py - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 47aea0ec7511a447d9379fc8a98d12a05a102dc4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
#====================== 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 3 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, see <http://www.gnu.org/licenses/>.
#  All rights reserved.
#
#======================= END GPL LICENSE BLOCK =============================

bl_info = {
    "name": "Export Unreal Engine Format(.psk/.psa)",
    "author": "Darknet/Optimus_P-Fat/Active_Trash/Sinsoft/VendorX/Spoof",
    "version": (2, 7),
    "blender": (2, 65, 4),
    "location": "File > Export > Skeletal Mesh/Animation Data (.psk/.psa)",
    "description": "Export Skeleletal Mesh/Animation Data",
    "warning": "",
    "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/Import-Export/Unreal_psk_psa",
    "category": "Import-Export",
}

"""
-- Unreal Skeletal Mesh and Animation Export (.psk  and .psa) export script v0.0.1 --<br>

- NOTES:
- This script Exports To Unreal's PSK and PSA file formats for Skeletal Meshes and Animations. <br>
- This script DOES NOT support vertex animation! These require completely different file formats. <br>

- v0.0.1
- Initial version

- v0.0.2
- This version adds support for more than one material index!

[ - Edit by: Darknet
- v0.0.3 - v0.0.12
- This will work on UT3 and it is a stable version that work with vehicle for testing.
- Main Bone fix no dummy needed to be there.
- Just bone issues position, rotation, and offset for psk.
- The armature bone position, rotation, and the offset of the bone is fix. It was to deal with skeleton mesh export for psk.
- Animation is fix for position, offset, rotation bone support one rotation direction when armature build.
- It will convert your mesh into triangular when exporting to psk file.
- Did not work with psa export yet.

- v0.0.13
- The animatoin will support different bone rotations when export the animation.

- v0.0.14
- Fixed Action set keys frames when there is no pose keys and it will ignore it.

- v0.0.15
- Fixed multiple objects when exporting to psk. Select one mesh to export to psk.
- ]

- v0.1.1
- Blender 2.50 svn (Support)

Credit to:
- export_cal3d.py (Position of the Bones Format)
- blender2md5.py (Animation Translation Format)
- export_obj.py (Blender 2.5/Pyhton 3.x Format)

- freenode #blendercoder -> user -> ideasman42

- Give Credit to those who work on this script.

- http://sinsoft.com
"""


#===========================================================================
"""
NOTES for Jan 2012 refactor (Spoof)

    * THIS IS A WORK IN PROGRESS. These modifications were originally
    intended for internal use and are incomplete. Use at your own risk! *

TODO

- (Blender 2.62) changes to Matrix math
- (Blender 2.62) check for long names
- option to manually set the root bone for export

CHANGES

- new bone parsing to allow advanced rigging
- identification of armature and mesh
- removed the need to apply an action to the armature
- fixed anim rate to work correctly in UDK (no more FPS fudging)
- progress reporting while processing smooth groups
- more informative logging
- code refactor for clarity and modularity
    - naming conventions unified to use lowercase_with_underscore
    - C++ datatypes and PSK/PSA classes remain CamelCaseStyle for clarity
    - names such as 'ut' and 'unreal' unified to 'udk'
    - simplification of code structure
    - removed legacy code paths

USAGE

This version of the exporter is more selective over which bones are considered
part of the UDK skeletal mesh, and allows greater flexibility for adding
control bones to aid in animation.

Taking advantage of this script requires the following methodology:

    * Place all exportable bones into a bone hierarchy extending from a single
    root. This root bone must have use_deform enabled. All other root bones
    in the armature must disable use_deform. *

The script searches for a root bone with use_deform set true and considers all
bones parented to it as part of the UDK skeletal mesh. Thus only these bones
are exported and all other bones are ignored.

This removes many restrictions on the rigger/animator, who can add control
bone hierarchies to the rig, and keyframe any element into actions. With this
approach you can build complex animation rigs in a similar vein to the Rigify
add-on, by Nathan Vegdahl. However...

    * Rigify is incompatible with this script *

Rigify interlaces deformer bones within a single hierarchy making it difficult
to deconstruct for export. It also splits some meta-rig bones into multiple
deformer bones (bad for optimising a game character). I had partial success
writing a parser for the structure, but it was taking too much time and,
considering the other issues with Rigify, it was abandoned.
"""
#===========================================================================

import bmesh
import os
import time
import bpy
import mathutils
import math
import random
import operator
import sys
from bpy.props import *
from struct import pack

# REFERENCE MATERIAL JUST IN CASE:
#
# U = x / sqrt(x^2 + y^2 + z^2)
# V = y / sqrt(x^2 + y^2 + z^2)
#
# Triangles specifed counter clockwise for front face
#
# defines for sizeofs
SIZE_FQUAT              = 16
SIZE_FVECTOR            = 12
SIZE_VJOINTPOS          = 44
SIZE_ANIMINFOBINARY     = 168
SIZE_VCHUNKHEADER       = 32
SIZE_VMATERIAL          = 88
SIZE_VBONE              = 120
SIZE_FNAMEDBONEBINARY   = 120
SIZE_VRAWBONEINFLUENCE  = 12
SIZE_VQUATANIMKEY       = 32
SIZE_VVERTEX            = 16
SIZE_VPOINT             = 12
SIZE_VTRIANGLE          = 12

MaterialName            = []

#===========================================================================
# Custom exception class
#===========================================================================
class Error( Exception ):

    def __init__(self, message):
        self.message = message

#===========================================================================
# Verbose logging with loop truncation
#===========================================================================
def verbose( msg, iteration=-1, max_iterations=4, msg_truncated="..." ):

    if bpy.context.scene.udk_option_verbose == True:
        # limit the number of times a loop can output messages
        if iteration > max_iterations:
            return
        elif iteration == max_iterations:
            print(msg_truncated)
            return

        print(msg)

#===========================================================================
# Log header/separator
#===========================================================================
def header( msg, justify='LEFT', spacer='_', cols=78 ):

    if justify == 'LEFT':
        s = '{:{spacer}<{cols}}'.format(msg+" ", spacer=spacer, cols=cols)

    elif justify == 'RIGHT':
        s = '{:{spacer}>{cols}}'.format(" "+msg, spacer=spacer, cols=cols)

    else:
        s = '{:{spacer}^{cols}}'.format(" "+msg+" ", spacer=spacer, cols=cols)

    return "\n" + s + "\n"

#===========================================================================
# Generic Object->Integer mapping
# the object must be usable as a dictionary key
#===========================================================================
class ObjMap:

    def __init__(self):
        self.dict = {}
        self.next = 0

    def get(self, obj):
        if obj in self.dict:
            return self.dict[obj]
        else:
            id = self.next
            self.next = self.next + 1
            self.dict[obj] = id
            return id

    def items(self):
        getval = operator.itemgetter(0)
        getkey = operator.itemgetter(1)
        return map(getval, sorted(self.dict.items(), key=getkey))

#===========================================================================
# RG - UNREAL DATA STRUCTS - CONVERTED FROM C STRUCTS GIVEN ON UDN SITE
# provided here: http://udn.epicgames.com/Two/BinaryFormatSpecifications.html
# updated UDK (Unreal Engine 3): http://udn.epicgames.com/Three/BinaryFormatSpecifications.html
#===========================================================================
class FQuat:

    def __init__(self):
        self.X = 0.0
        self.Y = 0.0
        self.Z = 0.0
        self.W = 1.0

    def dump(self):
        return pack('ffff', self.X, self.Y, self.Z, self.W)

    def __cmp__(self, other):
        return cmp(self.X, other.X) \
            or cmp(self.Y, other.Y) \
            or cmp(self.Z, other.Z) \
            or cmp(self.W, other.W)

    def __hash__(self):
        return hash(self.X) ^ hash(self.Y) ^ hash(self.Z) ^ hash(self.W)

    def __str__(self):
        return "[%f,%f,%f,%f](FQuat)" % (self.X, self.Y, self.Z, self.W)

class FVector(object):

    def __init__(self, X=0.0, Y=0.0, Z=0.0):
        self.X = X
        self.Y = Y
        self.Z = Z

    def dump(self):
        return pack('fff', self.X, self.Y, self.Z)

    def __cmp__(self, other):
        return cmp(self.X, other.X) \
            or cmp(self.Y, other.Y) \
            or cmp(self.Z, other.Z)

    def _key(self):
        return (type(self).__name__, self.X, self.Y, self.Z)

    def __hash__(self):
        return hash(self._key())

    def __eq__(self, other):
        if not hasattr(other, '_key'):
            return False
        return self._key() == other._key()

    def dot(self, other):
        return self.X * other.X + self.Y * other.Y + self.Z * other.Z

    def cross(self, other):
        return FVector(self.Y * other.Z - self.Z * other.Y,
                self.Z * other.X - self.X * other.Z,
                self.X * other.Y - self.Y * other.X)

    def sub(self, other):
        return FVector(self.X - other.X,
            self.Y - other.Y,
            self.Z - other.Z)

class VJointPos:

    def __init__(self):
        self.Orientation    = FQuat()
        self.Position       = FVector()
        self.Length         = 0.0
        self.XSize          = 0.0
        self.YSize          = 0.0
        self.ZSize          = 0.0

    def dump(self):
        return self.Orientation.dump() + self.Position.dump() + pack('4f', self.Length, self.XSize, self.YSize, self.ZSize)

class AnimInfoBinary:

    def __init__(self):
        self.Name           = ""    # length=64
        self.Group          = ""    # length=64
        self.TotalBones     = 0
        self.RootInclude    = 0
        self.KeyCompressionStyle = 0
        self.KeyQuotum      = 0
        self.KeyPrediction  = 0.0
        self.TrackTime      = 0.0
        self.AnimRate       = 0.0
        self.StartBone      = 0
        self.FirstRawFrame  = 0
        self.NumRawFrames   = 0

    def dump(self):
        return pack('64s64siiiifffiii', str.encode(self.Name), str.encode(self.Group), self.TotalBones, self.RootInclude, self.KeyCompressionStyle, self.KeyQuotum, self.KeyPrediction, self.TrackTime, self.AnimRate, self.StartBone, self.FirstRawFrame, self.NumRawFrames)

class VChunkHeader:

    def __init__(self, name, type_size):
        self.ChunkID        = str.encode(name)  # length=20
        self.TypeFlag       = 1999801           # special value
        self.DataSize       = type_size
        self.DataCount      = 0

    def dump(self):
        return pack('20siii', self.ChunkID, self.TypeFlag, self.DataSize, self.DataCount)

class VMaterial:

    def __init__(self):
        self.MaterialName   = ""    # length=64
        self.TextureIndex   = 0
        self.PolyFlags      = 0     # DWORD
        self.AuxMaterial    = 0
        self.AuxFlags       = 0     # DWORD
        self.LodBias        = 0
        self.LodStyle       = 0

    def dump(self):
        #print("DATA MATERIAL:",self.MaterialName)
        return pack('64siLiLii', str.encode(self.MaterialName), self.TextureIndex, self.PolyFlags, self.AuxMaterial, self.AuxFlags, self.LodBias, self.LodStyle)

class VBone:

    def __init__(self):
        self.Name           = ""    # length = 64
        self.Flags          = 0     # DWORD
        self.NumChildren    = 0
        self.ParentIndex    = 0
        self.BonePos        = VJointPos()

    def dump(self):
        return pack('64sLii', str.encode(self.Name), self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()

#same as above - whatever - this is how Epic does it...
class FNamedBoneBinary:

    def __init__(self):
        self.Name           = ""    # length = 64
        self.Flags          = 0     # DWORD
        self.NumChildren    = 0
        self.ParentIndex    = 0
        self.BonePos        = VJointPos()
        self.IsRealBone     = 0     # this is set to 1 when the bone is actually a bone in the mesh and not a dummy

    def dump(self):
        return pack('64sLii', str.encode(self.Name), self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()

class VRawBoneInfluence:

    def __init__(self):
        self.Weight         = 0.0
        self.PointIndex     = 0
        self.BoneIndex      = 0

    def dump(self):
        return pack('fii', self.Weight, self.PointIndex, self.BoneIndex)

class VQuatAnimKey:

    def __init__(self):
        self.Position       = FVector()
        self.Orientation    = FQuat()
        self.Time           = 0.0

    def dump(self):
        return self.Position.dump() + self.Orientation.dump() + pack('f', self.Time)

class VVertex(object):

    def __init__(self):
        self.PointIndex     = 0     # WORD
        self.U              = 0.0
        self.V              = 0.0
        self.MatIndex       = 0     # BYTE
        self.Reserved       = 0     # BYTE
        self.SmoothGroup    = 0

    def dump(self):
        return pack('HHffBBH', self.PointIndex, 0, self.U, self.V, self.MatIndex, self.Reserved, 0)

    def __cmp__(self, other):
        return cmp(self.PointIndex, other.PointIndex) \
            or cmp(self.U, other.U) \
            or cmp(self.V, other.V) \
            or cmp(self.MatIndex, other.MatIndex) \
            or cmp(self.Reserved, other.Reserved) \
            or cmp(self.SmoothGroup, other.SmoothGroup )

    def _key(self):
        return (type(self).__name__, self.PointIndex, self.U, self.V, self.MatIndex, self.Reserved)

    def __hash__(self):
        return hash(self._key())

    def __eq__(self, other):
        if not hasattr(other, '_key'):
            return False
        return self._key() == other._key()

class VPointSimple:

    def __init__(self):
        self.Point = FVector()

    def __cmp__(self, other):
        return cmp(self.Point, other.Point)

    def __hash__(self):
        return hash(self._key())

    def _key(self):
        return (type(self).__name__, self.Point)

    def __eq__(self, other):
        if not hasattr(other, '_key'):
            return False
        return self._key() == other._key()

class VPoint(object):

    def __init__(self):
        self.Point = FVector()
        self.SmoothGroup = 0

    def dump(self):
        return self.Point.dump()

    def __cmp__(self, other):
        return cmp(self.Point, other.Point) \
            or cmp(self.SmoothGroup, other.SmoothGroup)

    def _key(self):
        return (type(self).__name__, self.Point, self.SmoothGroup)

    def __hash__(self):
        return hash(self._key()) \
            ^ hash(self.SmoothGroup)

    def __eq__(self, other):
        if not hasattr(other, '_key'):
            return False
        return self._key() == other._key()

class VTriangle:

    def __init__(self):
        self.WedgeIndex0    = 0     # WORD
        self.WedgeIndex1    = 0     # WORD
        self.WedgeIndex2    = 0     # WORD
        self.MatIndex       = 0     # BYTE
        self.AuxMatIndex    = 0     # BYTE
        self.SmoothingGroups = 0    # DWORD

    def dump(self):
        return pack('HHHBBL', self.WedgeIndex0, self.WedgeIndex1, self.WedgeIndex2, self.MatIndex, self.AuxMatIndex, self.SmoothingGroups)
        #print("smooth",self.SmoothingGroups)
        #return pack('HHHBBI', self.WedgeIndex0, self.WedgeIndex1, self.WedgeIndex2, self.MatIndex, self.AuxMatIndex, self.SmoothingGroups)

# END UNREAL DATA STRUCTS
#===========================================================================

#===========================================================================
# RG - helper class to handle the normal way the UT files are stored
# as sections consisting of a header and then a list of data structures
#===========================================================================
class FileSection:

    def __init__(self, name, type_size):
        self.Header = VChunkHeader(name, type_size)
        self.Data   = []    # list of datatypes

    def dump(self):
        data = self.Header.dump()
        for i in range(len(self.Data)):
            data = data + self.Data[i].dump()
        return data

    def UpdateHeader(self):
        self.Header.DataCount = len(self.Data)

#===========================================================================
# PSK
#===========================================================================
class PSKFile:

    def __init__(self):
        self.GeneralHeader  = VChunkHeader("ACTRHEAD", 0)
        self.Points         = FileSection("PNTS0000", SIZE_VPOINT)              # VPoint
        self.Wedges         = FileSection("VTXW0000", SIZE_VVERTEX)             # VVertex
        self.Faces          = FileSection("FACE0000", SIZE_VTRIANGLE)           # VTriangle
        self.Materials      = FileSection("MATT0000", SIZE_VMATERIAL)           # VMaterial
        self.Bones          = FileSection("REFSKELT", SIZE_VBONE)               # VBone
        self.Influences     = FileSection("RAWWEIGHTS", SIZE_VRAWBONEINFLUENCE) # VRawBoneInfluence

        #RG - this mapping is not dumped, but is used internally to store the new point indices
        # for vertex groups calculated during the mesh dump, so they can be used again
        # to dump bone influences during the armature dump
        #
        # the key in this dictionary is the VertexGroup/Bone Name, and the value
        # is a list of tuples containing the new point index and the weight, in that order
        #
        # Layout:
        # { groupname : [ (index, weight), ... ], ... }
        #
        # example:
        # { 'MyVertexGroup' : [ (0, 1.0), (5, 1.0), (3, 0.5) ] , 'OtherGroup' : [(2, 1.0)] }

        self.VertexGroups = {}

    def AddPoint(self, p):
        self.Points.Data.append(p)

    def AddWedge(self, w):
        self.Wedges.Data.append(w)

    def AddFace(self, f):
        self.Faces.Data.append(f)

    def AddMaterial(self, m):
        self.Materials.Data.append(m)

    def AddBone(self, b):
        self.Bones.Data.append(b)

    def AddInfluence(self, i):
        self.Influences.Data.append(i)

    def UpdateHeaders(self):
        self.Points.UpdateHeader()
        self.Wedges.UpdateHeader()
        self.Faces.UpdateHeader()
        self.Materials.UpdateHeader()
        self.Bones.UpdateHeader()
        self.Influences.UpdateHeader()

    def dump(self):
        self.UpdateHeaders()
        data = self.GeneralHeader.dump() + self.Points.dump() + self.Wedges.dump() + self.Faces.dump() + self.Materials.dump() + self.Bones.dump() + self.Influences.dump()
        return data

    def GetMatByIndex(self, mat_index):
        if mat_index >= 0 and len(self.Materials.Data) > mat_index:
            return self.Materials.Data[mat_index]
        else:
            m = VMaterial()
            # modified by VendorX
            m.MaterialName = MaterialName[mat_index]
            self.AddMaterial(m)
            return m

    def PrintOut(self):
        print( "{:>16} {:}".format( "Points", len(self.Points.Data) ) )
        print( "{:>16} {:}".format( "Wedges", len(self.Wedges.Data) ) )
        print( "{:>16} {:}".format( "Faces", len(self.Faces.Data) ) )
        print( "{:>16} {:}".format( "Materials", len(self.Materials.Data) ) )
        print( "{:>16} {:}".format( "Bones", len(self.Bones.Data) ) )
        print( "{:>16} {:}".format( "Influences", len(self.Influences.Data) ) )

#===========================================================================
# PSA
#
# Notes from UDN:
#   The raw key array holds all the keys for all the bones in all the specified sequences,
#   organized as follows:
#   For each AnimInfoBinary's sequence there are [Number of bones] times [Number of frames keys]
#   in the VQuatAnimKeys, laid out as tracks of [numframes] keys for each bone in the order of
#   the bones as defined in the array of FnamedBoneBinary in the PSA.
#
#   Once the data from the PSK (now digested into native skeletal mesh) and PSA (digested into
#   a native animation object containing one or more sequences) are associated together at runtime,
#   bones are linked up by name. Any bone in a skeleton (from the PSK) that finds no partner in
#   the animation sequence (from the PSA) will assume its reference pose stance ( as defined in
#   the offsets & rotations that are in the VBones making up the reference skeleton from the PSK)
#===========================================================================
class PSAFile:

    def __init__(self):
        self.GeneralHeader  = VChunkHeader("ANIMHEAD", 0)
        self.Bones          = FileSection("BONENAMES", SIZE_FNAMEDBONEBINARY)   #FNamedBoneBinary
        self.Animations     = FileSection("ANIMINFO", SIZE_ANIMINFOBINARY)      #AnimInfoBinary
        self.RawKeys        = FileSection("ANIMKEYS", SIZE_VQUATANIMKEY)        #VQuatAnimKey
        # this will take the format of key=Bone Name, value = (BoneIndex, Bone Object)
        # THIS IS NOT DUMPED
        self.BoneLookup = {}

    def AddBone(self, b):
        self.Bones.Data.append(b)

    def AddAnimation(self, a):
        self.Animations.Data.append(a)

    def AddRawKey(self, k):
        self.RawKeys.Data.append(k)

    def UpdateHeaders(self):
        self.Bones.UpdateHeader()
        self.Animations.UpdateHeader()
        self.RawKeys.UpdateHeader()

    def GetBoneByIndex(self, bone_index):
        if bone_index >= 0 and len(self.Bones.Data) > bone_index:
            return self.Bones.Data[bone_index]

    def IsEmpty(self):
        return (len(self.Bones.Data) == 0 or len(self.Animations.Data) == 0)

    def StoreBone(self, b):
        self.BoneLookup[b.Name] = [-1, b]

    def UseBone(self, bone_name):
        if bone_name in self.BoneLookup:
            bone_data = self.BoneLookup[bone_name]

            if bone_data[0] == -1:
                bone_data[0] = len(self.Bones.Data)
                self.AddBone(bone_data[1])
                #self.Bones.Data.append(bone_data[1])

            return bone_data[0]

    def GetBoneByName(self, bone_name):
        if bone_name in self.BoneLookup:
            bone_data = self.BoneLookup[bone_name]
            return bone_data[1]

    def GetBoneIndex(self, bone_name):
        if bone_name in self.BoneLookup:
            bone_data = self.BoneLookup[bone_name]
            return bone_data[0]

    def dump(self):
        self.UpdateHeaders()
        return self.GeneralHeader.dump() + self.Bones.dump() + self.Animations.dump() + self.RawKeys.dump()

    def PrintOut(self):
        print( "{:>16} {:}".format( "Bones", len(self.Bones.Data) ) )
        print( "{:>16} {:}".format( "Animations", len(self.Animations.Data) ) )
        print( "{:>16} {:}".format( "Raw keys", len(self.RawKeys.Data) ) )

#===========================================================================
# Helpers to create bone structs
#===========================================================================
def make_vbone( name, parent_index, child_count, orientation_quat, position_vect ):
    bone                        = VBone()
    bone.Name                   = name
    bone.ParentIndex            = parent_index
    bone.NumChildren            = child_count
    bone.BonePos.Orientation    = orientation_quat
    bone.BonePos.Position.X     = position_vect.x
    bone.BonePos.Position.Y     = position_vect.y
    bone.BonePos.Position.Z     = position_vect.z
    #these values seem to be ignored?
    #bone.BonePos.Length = tail.length
    #bone.BonePos.XSize = tail.x
    #bone.BonePos.YSize = tail.y
    #bone.BonePos.ZSize = tail.z
    return bone

def make_namedbonebinary( name, parent_index, child_count, orientation_quat, position_vect, is_real ):
    bone                        = FNamedBoneBinary()
    bone.Name                   = name
    bone.ParentIndex            = parent_index
    bone.NumChildren            = child_count
    bone.BonePos.Orientation    = orientation_quat
    bone.BonePos.Position.X     = position_vect.x
    bone.BonePos.Position.Y     = position_vect.y
    bone.BonePos.Position.Z     = position_vect.z
    bone.IsRealBone             = is_real
    return bone

def make_fquat( bquat ):
    quat    = FQuat()
    #flip handedness for UT = set x,y,z to negative (rotate in other direction)
    quat.X  = -bquat.x
    quat.Y  = -bquat.y
    quat.Z  = -bquat.z
    quat.W  = bquat.w
    return quat

def make_fquat_default( bquat ):
    quat    = FQuat()
    #print(dir(bquat))
    quat.X  = bquat.x
    quat.Y  = bquat.y
    quat.Z  = bquat.z
    quat.W  = bquat.w
    return quat

#===========================================================================
#RG - check to make sure face isnt a line
#===========================================================================
def is_1d_face( face, mesh ):
    #ID Vertex of id point
    v0 = face.vertices[0]
    v1 = face.vertices[1]
    v2 = face.vertices[2]

    return (mesh.vertices[v0].co == mesh.vertices[v1].co \
        or mesh.vertices[v1].co == mesh.vertices[v2].co \
        or mesh.vertices[v2].co == mesh.vertices[v0].co)
    return False

#===========================================================================
# Smoothing group
# (renamed to seperate it from VVertex.SmoothGroup)
#===========================================================================
class SmoothingGroup:

    static_id = 1

    def __init__(self):
        self.faces              = []
        self.neighboring_faces  = []
        self.neighboring_groups = []
        self.id                 = -1
        self.local_id           = SmoothingGroup.static_id
        SmoothingGroup.static_id += 1

    def __cmp__(self, other):
        if isinstance(other, SmoothingGroup):
            return cmp( self.local_id, other.local_id )
        return -1

    def __hash__(self):
        return hash(self.local_id)

    # searches neighboring faces to determine which smoothing group ID can be used
    def get_valid_smoothgroup_id(self):
        temp_id = 1
        for group in self.neighboring_groups:
            if group != None and group.id == temp_id:
                if temp_id < 0x80000000:
                    temp_id = temp_id << 1
                else:
                    raise Error("Smoothing Group ID Overflowed, Smoothing Group evidently has more than 31 neighboring groups")

        self.id = temp_id
        return self.id

    def make_neighbor(self, new_neighbor):
        if new_neighbor not in self.neighboring_groups:
            self.neighboring_groups.append( new_neighbor )

    def contains_face(self, face):
        return (face in self.faces)

    def add_neighbor_face(self, face):
        if not face in self.neighboring_faces:
            self.neighboring_faces.append( face )

    def add_face(self, face):
        if not face in self.faces:
            self.faces.append( face )

def determine_edge_sharing( mesh ):

    edge_sharing_list = dict()

    for edge in mesh.edges:
        edge_sharing_list[edge.key] = []

    for face in mesh.tessfaces:
        for key in face.edge_keys:
            if not face in edge_sharing_list[key]:
                edge_sharing_list[key].append(face) # mark this face as sharing this edge

    return edge_sharing_list

def find_edges( mesh, key ):
    """ Temp replacement for mesh.findEdges().
        This is painfully slow.
    """
    for edge in mesh.edges:
        v = edge.vertices
        if key[0] == v[0] and key[1] == v[1]:
            return edge.index

def add_face_to_smoothgroup( mesh, face, edge_sharing_list, smoothgroup ):

    if face in smoothgroup.faces:
        return

    smoothgroup.add_face(face)

    for key in face.edge_keys:

        edge_id = find_edges(mesh, key)

        if edge_id != None:

            # not sharp
            if not( mesh.edges[edge_id].use_edge_sharp):

                for shared_face in edge_sharing_list[key]:
                    if shared_face != face:
                        # recursive
                        add_face_to_smoothgroup( mesh, shared_face, edge_sharing_list, smoothgroup )
            # sharp
            else:
                for shared_face in edge_sharing_list[key]:
                    if shared_face != face:
                        smoothgroup.add_neighbor_face( shared_face )

def determine_smoothgroup_for_face( mesh, face, edge_sharing_list, smoothgroup_list ):

    for group in smoothgroup_list:
        if (face in group.faces):
            return

    smoothgroup = SmoothingGroup();
    add_face_to_smoothgroup( mesh, face, edge_sharing_list, smoothgroup )

    if not smoothgroup in smoothgroup_list:
        smoothgroup_list.append( smoothgroup )

def build_neighbors_tree( smoothgroup_list ):

    for group in smoothgroup_list:
        for face in group.neighboring_faces:
            for neighbor_group in smoothgroup_list:
                if neighbor_group.contains_face( face ) and neighbor_group not in group.neighboring_groups:
                    group.make_neighbor( neighbor_group )
                    neighbor_group.make_neighbor( group )

#===========================================================================
# parse_smooth_groups
#===========================================================================
def parse_smooth_groups( mesh ):

    print("Parsing smooth groups...")

    t                   = time.clock()
    smoothgroup_list    = []
    edge_sharing_list   = determine_edge_sharing(mesh)
    #print("faces:",len(mesh.tessfaces))
    interval =  math.floor(len(mesh.tessfaces) / 100)
    if interval == 0: #if the faces are few do this
        interval =  math.floor(len(mesh.tessfaces) / 10)
    #print("FACES:",len(mesh.tessfaces),"//100 =" "interval:",interval)
    for face in mesh.tessfaces:
        #print(dir(face))
        determine_smoothgroup_for_face(mesh, face, edge_sharing_list, smoothgroup_list)
        # progress indicator, writes to console without scrolling
        if face.index > 0 and (face.index % interval) == 0:
            print("Processing... {}%\r".format( int(face.index / len(mesh.tessfaces) * 100) ), end='')
            sys.stdout.flush()
    print("Completed" , ' '*20)

    verbose("len(smoothgroup_list)={}".format(len(smoothgroup_list)))

    build_neighbors_tree(smoothgroup_list)

    for group in smoothgroup_list:
        group.get_valid_smoothgroup_id()

    print("Smooth group parsing completed in {:.2f}s".format(time.clock() - t))
    return smoothgroup_list

#===========================================================================
# http://en.wikibooks.org/wiki/Blender_3D:_Blending_Into_Python/Cookbook#Triangulate_NMesh
# blender 2.50 format using the Operators/command convert the mesh to tri mesh
#===========================================================================
def triangulate_mesh( object ):

    verbose(header("triangulateNMesh"))
    #print(type(object))
    scene = bpy.context.scene

    me_ob       = object.copy()
    me_ob.data = object.to_mesh(bpy.context.scene, True, 'PREVIEW') #write data object
    bpy.context.scene.objects.link(me_ob)
    bpy.context.scene.update()
    bpy.ops.object.mode_set(mode='OBJECT')
    for i in scene.objects:
        i.select = False # deselect all objects

    me_ob.select            = True
    scene.objects.active    = me_ob

    print("Copy and Convert mesh just incase any way...")

    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.select_all(action='SELECT')# select all the face/vertex/edge
    bpy.ops.object.mode_set(mode='EDIT')
    bpy.ops.mesh.quads_convert_to_tris()
    bpy.context.scene.update()

    bpy.ops.object.mode_set(mode='OBJECT')

    bpy.context.scene.udk_option_triangulate = True

    verbose("Triangulated mesh")

    me_ob.data = me_ob.to_mesh(bpy.context.scene, True, 'PREVIEW') #write data object
    bpy.context.scene.update()
    return me_ob

#copy mesh data and then merge them into one object
def meshmerge(selectedobjects):
    bpy.ops.object.mode_set(mode='OBJECT') #object mode and not edit mode
    cloneobjects = [] #object holder for copying object data
    if len(selectedobjects) > 1:
        print("selectedobjects:",len(selectedobjects)) #print select object
        count = 0 #reset count
        for count in range(len( selectedobjects)):
            #print("Index:",count)
            if selectedobjects[count] != None:
                me_da = selectedobjects[count].data.copy() #copy data
                me_ob = selectedobjects[count].copy() #copy object
                #note two copy two types else it will use the current data or mesh
                me_ob.data = me_da #assign the data
                bpy.context.scene.objects.link(me_ob)#link the object to the scene #current object location
                print("Index:",count,"clone object",me_ob.name) #print clone object
                cloneobjects.append(me_ob) #add object to the array
        for i in bpy.data.objects: i.select = False #deselect all objects
        count = 0 #reset count
        #begin merging the mesh together as one
        for count in range(len( cloneobjects)):
            if count == 0:
                bpy.context.scene.objects.active = cloneobjects[count]
                print("Set Active Object:",cloneobjects[count].name)
            cloneobjects[count].select = True
        bpy.ops.object.join() #join object together
        if len(cloneobjects) > 1:
            bpy.types.Scene.udk_copy_merge = True
    return cloneobjects[0]

#sort the mesh center top list and not center at the last array. Base on order while select to merge mesh to make them center.
def sortmesh(selectmesh):
    print("MESH SORTING...")
    centermesh = []
    notcentermesh = []
    for countm in range(len(selectmesh)):
        #if object are center add here
        if selectmesh[countm].location.x == 0 and selectmesh[countm].location.y == 0 and selectmesh[countm].location.z == 0:
            centermesh.append(selectmesh[countm])
        else:#if not add here for not center
            notcentermesh.append(selectmesh[countm])
    selectmesh = []
    #add mesh object in order for merge object
    for countm in range(len(centermesh)):
        selectmesh.append(centermesh[countm])
    for countm in range(len(notcentermesh)):
        selectmesh.append(notcentermesh[countm])
    if len(selectmesh) == 1: #if there one mesh just do some here
        return selectmesh[0] #return object mesh
    else:
        return meshmerge(selectmesh) #return merge object mesh
import binascii
#===========================================================================
# parse_mesh
#===========================================================================
def parse_mesh( mesh, psk ):
    #bpy.ops.object.mode_set(mode='OBJECT')
    #error ? on commands for select object?
    print(header("MESH", 'RIGHT'))
    print("Mesh object:", mesh.name)
    scene = bpy.context.scene
    for i in scene.objects: i.select = False # deselect all objects
    scene.objects.active    = mesh
    setmesh = mesh
    mesh = triangulate_mesh(mesh)
    if bpy.types.Scene.udk_copy_merge == True:
        bpy.context.scene.objects.unlink(setmesh)
    #print("FACES----:",len(mesh.data.tessfaces))
    verbose("Working mesh object: {}".format(mesh.name))

    #collect a list of the material names
    print("Materials...")

    mat_slot_index = 0

    for slot in mesh.material_slots:

        print("  Material {} '{}'".format(mat_slot_index, slot.name))
        MaterialName.append(slot.name)
        #if slot.material.texture_slots[0] != None:
            #if slot.material.texture_slots[0].texture.image.filepath != None:
                #print("    Texture path {}".format(slot.material.texture_slots[0].texture.image.filepath))
        #create the current material
        v_material              = psk.GetMatByIndex(mat_slot_index)
        v_material.MaterialName = slot.name
        v_material.TextureIndex = mat_slot_index
        v_material.AuxMaterial  = mat_slot_index
        mat_slot_index += 1
        verbose("    PSK index {}".format(v_material.TextureIndex))

    #END slot in mesh.material_slots

    # object_mat = mesh.materials[0]
    #object_material_index = mesh.active_material_index
    #FIXME ^ this is redundant due to "= face.material_index" in face loop

    wedges          = ObjMap()
    points          = ObjMap() #vertex
    points_linked   = {}

    discarded_face_count = 0
    sys.setrecursionlimit(1000000)
    smoothgroup_list = parse_smooth_groups(mesh.data)

    print("{} faces".format(len(mesh.data.tessfaces)))

    print("Smooth groups active:", bpy.context.scene.udk_option_smoothing_groups)

    for face in mesh.data.tessfaces:

        smoothgroup_id = 0x80000000

        for smooth_group in smoothgroup_list:
            if smooth_group.contains_face(face):
                smoothgroup_id = smooth_group.id
                break

        #print ' -- Dumping UVs -- '
        #print current_face.uv_textures
        # modified by VendorX
        object_material_index = face.material_index

        if len(face.vertices) != 3:
            raise Error("Non-triangular face (%i)" % len(face.vertices))

        #RG - apparently blender sometimes has problems when you do quad to triangle
        #   conversion, and ends up creating faces that have only TWO points -
        #   one of the points is simply in the vertex list for the face twice.
        #   This is bad, since we can't get a real face normal for a LINE, we need
        #   a plane for this. So, before we add the face to the list of real faces,
        #   ensure that the face is actually a plane, and not a line. If it is not
        #   planar, just discard it and notify the user in the console after we're
        #   done dumping the rest of the faces

        if not is_1d_face(face, mesh.data):

            wedge_list  = []
            vect_list   = []

            #get or create the current material
            psk.GetMatByIndex(object_material_index)

            face_index  = face.index
            has_uv      = False
            face_uv     = None

            if len(mesh.data.uv_textures) > 0:
                has_uv      = True
                uv_layer    = mesh.data.tessface_uv_textures.active
                face_uv     = uv_layer.data[face_index]
                #size(data) is number of texture faces. Each face has UVs
                #print("DATA face uv: ",len(faceUV.uv), " >> ",(faceUV.uv[0][0]))

            for i in range(3):
                vert_index  = face.vertices[i]
                vert        = mesh.data.vertices[vert_index]
                uv          = []
                #assumes 3 UVs Per face (for now)
                if (has_uv):
                    if len(face_uv.uv) != 3:
                        print("WARNING: face has more or less than 3 UV coordinates - writing 0,0...")
                        uv = [0.0, 0.0]
                    else:
                        uv = [face_uv.uv[i][0],face_uv.uv[i][1]] #OR bottom works better # 24 for cube
                else:
                    #print ("No UVs?")
                    uv = [0.0, 0.0]

                #flip V coordinate because UEd requires it and DOESN'T flip it on its own like it
                #does with the mesh Y coordinates. this is otherwise known as MAGIC-2
                uv[1] = 1.0 - uv[1]

                # clamp UV coords if udk_option_clamp_uv is True
                if bpy.context.scene.udk_option_clamp_uv:
                    if (uv[0] > 1):
                        uv[0] = 1
                    if (uv[0] < 0):
                        uv[0] = 0
                    if (uv[1] > 1):
                        uv[1] = 1
                    if (uv[1] < 0):
                        uv[1] = 0

                # RE - Append untransformed vector (for normal calc below)
                # TODO: convert to Blender.Mathutils
                vect_list.append( FVector(vert.co.x, vert.co.y, vert.co.z) )

                # Transform position for export
                #vpos = vert.co * object_material_index

                #should fixed this!!
                vpos = mesh.matrix_local * vert.co
                if bpy.context.scene.udk_option_scale < 0 or bpy.context.scene.udk_option_scale > 1:
                    #print("OK!")
                    vpos.x = vpos.x * bpy.context.scene.udk_option_scale
                    vpos.y = vpos.y * bpy.context.scene.udk_option_scale
                    vpos.z = vpos.z * bpy.context.scene.udk_option_scale
                #print("scale pos:", vpos)
                # Create the point
                p               = VPoint()
                p.Point.X       = vpos.x
                p.Point.Y       = vpos.y
                p.Point.Z       = vpos.z
                if bpy.context.scene.udk_option_smoothing_groups:#is this necessary?
                    p.SmoothGroup = smoothgroup_id

                lPoint          = VPointSimple()
                lPoint.Point.X  = vpos.x
                lPoint.Point.Y  = vpos.y
                lPoint.Point.Z  = vpos.z

                if lPoint in points_linked:
                    if not(p in points_linked[lPoint]):
                        points_linked[lPoint].append(p)
                else:
                    points_linked[lPoint] = [p]

                # Create the wedge
                w               = VVertex()
                w.MatIndex      = object_material_index
                w.PointIndex    = points.get(p) # store keys
                w.U             = uv[0]
                w.V             = uv[1]
                if bpy.context.scene.udk_option_smoothing_groups:#is this necessary?
                    w.SmoothGroup = smoothgroup_id
                index_wedge = wedges.get(w)
                wedge_list.append(index_wedge)

                #print results
                #print("result PointIndex={}, U={:.6f}, V={:.6f}, wedge_index={}".format(
                #   w.PointIndex,
                #   w.U,
                #   w.V,
                #   index_wedge))

            #END for i in range(3)

            # Determine face vertex order

            # TODO: convert to Blender.Mathutils
            # get normal from blender
            no = face.normal
            # convert to FVector
            norm = FVector(no[0], no[1], no[2])
            # Calculate the normal of the face in blender order
            tnorm = vect_list[1].sub(vect_list[0]).cross(vect_list[2].sub(vect_list[1]))
            # RE - dot the normal from blender order against the blender normal
            # this gives the product of the two vectors' lengths along the blender normal axis
            # all that matters is the sign
            dot = norm.dot(tnorm)

            tri = VTriangle()
            # RE - magic: if the dot product above > 0, order the vertices 2, 1, 0
            #      if the dot product above < 0, order the vertices 0, 1, 2
            #      if the dot product is 0, then blender's normal is coplanar with the face
            #      and we cannot deduce which side of the face is the outside of the mesh
            if dot > 0:
                (tri.WedgeIndex2, tri.WedgeIndex1, tri.WedgeIndex0) = wedge_list
            elif dot < 0:
                (tri.WedgeIndex0, tri.WedgeIndex1, tri.WedgeIndex2) = wedge_list
            else:
                dindex0 = face.vertices[0];
                dindex1 = face.vertices[1];
                dindex2 = face.vertices[2];

                mesh.data.vertices[dindex0].select = True
                mesh.data.vertices[dindex1].select = True
                mesh.data.vertices[dindex2].select = True

                raise Error("Normal coplanar with face! points: %s, %s, %s" % (str(mesh.data.vertices[dindex0].co),
                                                                               str(mesh.data.vertices[dindex1].co),
                                                                               str(mesh.data.vertices[dindex2].co)))

            face.select = True
            if face.use_smooth == True:
                tri.SmoothingGroups = 1
            else:
                tri.SmoothingGroups = 0
            tri.MatIndex = object_material_index

            if bpy.context.scene.udk_option_smoothing_groups:
                tri.SmoothingGroups = smoothgroup_id
                print("Bool Smooth")

            psk.AddFace(tri)

        #END if not is_1d_face(current_face, mesh.data)

        else:
            discarded_face_count += 1

    #END face in mesh.data.faces

    print("{} points".format(len(points.dict)))

    for point in points.items():
        psk.AddPoint(point)

    if len(points.dict) > 32767:
       raise Error("Mesh vertex limit exceeded! {} > 32767".format(len(points.dict)))

    print("{} wedges".format(len(wedges.dict)))

    for wedge in wedges.items():
        psk.AddWedge(wedge)

    # alert the user to degenerate face issues
    if discarded_face_count > 0:
        print("WARNING: Mesh contained degenerate faces (non-planar)")
        print("      Discarded {} faces".format(discarded_face_count))

    #RG - walk through the vertex groups and find the indexes into the PSK points array
    #for them, then store that index and the weight as a tuple in a new list of
    #verts for the group that we can look up later by bone name, since Blender matches
    #verts to bones for influences by having the VertexGroup named the same thing as
    #the bone

    #[print(x, len(points_linked[x])) for x in points_linked]
    #print("pointsindex length ",len(points_linked))
    #vertex group

    # all vertex groups of the mesh (obj)...
    for obj_vertex_group in mesh.vertex_groups:

        #print("  bone group build:",obj_vertex_group.name)#print bone name
        #print(dir(obj_vertex_group))
        verbose("obj_vertex_group.name={}".format(obj_vertex_group.name))

        vertex_list = []

        # all vertices in the mesh...
        for vertex in mesh.data.vertices:
            #print(dir(vertex))
            # all groups this vertex is a member of...
            for vgroup in vertex.groups:
                if vgroup.group == obj_vertex_group.index:
                    vertex_weight   = vgroup.weight
                    p               = VPointSimple()
                    vpos            = mesh.matrix_local * vertex.co
                    if bpy.context.scene.udk_option_scale < 0 or bpy.context.scene.udk_option_scale > 1:
                        vpos.x = vpos.x * bpy.context.scene.udk_option_scale
                        vpos.y = vpos.y * bpy.context.scene.udk_option_scale
                        vpos.z = vpos.z * bpy.context.scene.udk_option_scale
                    p.Point.X       = vpos.x
                    p.Point.Y       = vpos.y
                    p.Point.Z       = vpos.z
                    #print(p)
                    #print(len(points_linked[p]))
                    try: #check if point doesn't give error
                        for point in points_linked[p]:
                            point_index = points.get(point) #point index
                            v_item      = (point_index, vertex_weight)
                            vertex_list.append(v_item)
                    except Exception:#if get error ignore them #not safe I think
                        print("Error link points!")
                        pass

        #bone name, [point id and wieght]
        #print("Add Vertex Group:",obj_vertex_group.name, " No. Points:",len(vertex_list))
        psk.VertexGroups[obj_vertex_group.name] = vertex_list

    # remove the temporary triangulated mesh
    if bpy.context.scene.udk_option_triangulate == True:
        verbose("Removing temporary triangle mesh: {}".format(mesh.name))
        bpy.ops.object.mode_set(mode='OBJECT')    # OBJECT mode
        mesh.parent = None                        # unparent to avoid phantom links
        bpy.context.scene.objects.unlink(mesh)    # unlink

#===========================================================================
# Collate bones that belong to the UDK skeletal mesh
#===========================================================================
def parse_armature( armature, psk, psa ):

    print(header("ARMATURE", 'RIGHT'))
    verbose("Armature object: {} Armature data: {}".format(armature.name, armature.data.name))

    # generate a list of root bone candidates
    root_candidates = [b for b in armature.data.bones if b.parent == None and b.use_deform == True]

    # should be a single, unambiguous result
    if len(root_candidates) == 0:
        raise Error("Cannot find root for UDK bones. The root bone must use deform.")

    if len(root_candidates) > 1:
        raise Error("Ambiguous root for UDK. More than one root bone is using deform.")

    # prep for bone collection
    udk_root_bone   = root_candidates[0]
    udk_bones       = []
    BoneUtil.static_bone_id = 0 # replaces global

    # traverse bone chain
    print("{: <3} {: <48} {: <20}".format("ID", "Bone", "Status"))
    print()
    recurse_bone(udk_root_bone, udk_bones, psk, psa, 0, armature.matrix_local)

    # final validation
    if len(udk_bones) < 3:
        raise Error("Less than three bones may crash UDK (legacy issue?)")

    # return a list of bones making up the entire udk skel
    # this is passed to parse_animation instead of working from keyed bones in the action
    return udk_bones

#===========================================================================
# bone              current bone
# bones             bone list
# psk               the PSK file object
# psa               the PSA file object
# parent_id
# parent_matrix
# indent            text indent for recursive log
#===========================================================================
def recurse_bone( bone, bones, psk, psa, parent_id, parent_matrix, indent="" ):

    status = "Ok"

    bones.append(bone);

    if not bone.use_deform:
        status = "No effect"

    # calc parented bone transform
    if bone.parent != None:
        quat        = make_fquat(bone.matrix.to_quaternion())
        quat_parent = bone.parent.matrix.to_quaternion().inverted()
        parent_head = quat_parent * bone.parent.head
        parent_tail = quat_parent * bone.parent.tail
        translation = (parent_tail - parent_head) + bone.head

    # calc root bone transform
    else:
        translation = parent_matrix * bone.head             # ARMATURE OBJECT Location
        rot_matrix  = bone.matrix * parent_matrix.to_3x3()  # ARMATURE OBJECT Rotation
        quat        = make_fquat_default(rot_matrix.to_quaternion())
    #udk_option_scale bones here?
    if bpy.context.scene.udk_option_scale < 0 or bpy.context.scene.udk_option_scale > 1:
        translation.x = translation.x * bpy.context.scene.udk_option_scale
        translation.y = translation.y * bpy.context.scene.udk_option_scale
        translation.z = translation.z * bpy.context.scene.udk_option_scale
    bone_id     = BoneUtil.static_bone_id   # ALT VERS
    BoneUtil.static_bone_id += 1            # ALT VERS

    child_count = len(bone.children)

    psk.AddBone( make_vbone(bone.name, parent_id, child_count, quat, translation) )
    psa.StoreBone( make_namedbonebinary(bone.name, parent_id, child_count, quat, translation, 1) )

    #RG - dump influences for this bone - use the data we collected in the mesh dump phase to map our bones to vertex groups
    if bone.name in psk.VertexGroups:
        vertex_list = psk.VertexGroups[bone.name]
        #print("vertex list:", len(vertex_list), " of >" ,bone.name )
        for vertex_data in vertex_list:
            point_index             = vertex_data[0]
            vertex_weight           = vertex_data[1]
            influence               = VRawBoneInfluence()
            influence.Weight        = vertex_weight
            influence.BoneIndex     = bone_id
            influence.PointIndex    = point_index
            #print ("   AddInfluence to vertex {}, weight={},".format(point_index, vertex_weight))
            psk.AddInfluence(influence)
    else:
        status = "No vertex group"
        #FIXME overwriting previous status error?

    print("{:<3} {:<48} {:<20}".format(bone_id, indent+bone.name, status))

    #bone.matrix_local
    #recursively dump child bones

    for child_bone in bone.children:
        recurse_bone(child_bone, bones, psk, psa, bone_id, parent_matrix, " "+indent)

# FIXME rename? remove?
class BoneUtil:
    static_bone_id = 0 # static property to replace global

#===========================================================================
# armature          the armature
# udk_bones         list of bones to be exported
# actions_to_export list of actions to process for export
# psa               the PSA file object
#===========================================================================
def parse_animation( armature, udk_bones, actions_to_export, psa ):

    print(header("ANIMATION", 'RIGHT'))

    context     = bpy.context
    anim_rate   = context.scene.render.fps

    verbose("Armature object: {}".format(armature.name))
    print("Scene: {} FPS: {} Frames: {} to {}".format(context.scene.name, anim_rate, context.scene.frame_start, context.scene.frame_end))
    print("Processing {} action(s)".format(len(actions_to_export)))
    print()
    if armature.animation_data == None: #if animation data was not create for the armature it will skip the exporting action set(s)
        print("None Actions Set! skipping...")
        return
    restoreAction   = armature.animation_data.action    # Q: is animation_data always valid?

    restoreFrame    = context.scene.frame_current       # we already do this in export_proxy, but we'll do it here too for now
    raw_frame_index = 0  # used to set FirstRawFrame, seperating actions in the raw keyframe array

    # action loop...
    for action in actions_to_export:

        # removed: check for armature with no animation; all it did was force you to add one

        if not len(action.fcurves):
            print("{} has no keys, skipping".format(action.name))
            continue

        # apply action to armature and update scene
        # note if loop all actions that is not armature it will override and will break armature animation.
        armature.animation_data.action = action
        context.scene.update()

        # min/max frames define range
        framemin, framemax  = action.frame_range
        start_frame         = int(framemin)
        end_frame           = int(framemax)
        scene_range         = range(start_frame, end_frame + 1)
        frame_count         = len(scene_range)

        # create the AnimInfoBinary
        anim                = AnimInfoBinary()
        anim.Name           = action.name
        anim.Group          = "" # unused?
        anim.NumRawFrames   = frame_count
        anim.AnimRate       = anim_rate
        anim.FirstRawFrame  = raw_frame_index

        print("{}, frames {} to {} ({} frames)".format(action.name, start_frame, end_frame, frame_count))

        # removed: bone lookup table

        # build a list of pose bones relevant to the collated udk_bones
        # fixme: could be done once, prior to loop?
        udk_pose_bones = []
        for b in udk_bones:
            for pb in armature.pose.bones:
                if b.name == pb.name:
                    udk_pose_bones.append(pb)
                    break;

        # sort in the order the bones appear in the PSA file
        ordered_bones = {}
        ordered_bones = sorted([(psa.UseBone(b.name), b) for b in udk_pose_bones], key=operator.itemgetter(0))

        # NOTE: posebone.bone references the obj/edit bone
        # REMOVED: unique_bone_indexes is redundant?

        # frame loop...
        for i in range(frame_count):

            frame = scene_range[i]

            #verbose("FRAME {}".format(i), i) # test loop sampling

            # advance to frame (automatically updates the pose)
            context.scene.frame_set(frame)

            # compute the key for each bone
            for bone_data in ordered_bones:

                bone_index          = bone_data[0]
                pose_bone           = bone_data[1]
                pose_bone_matrix    = mathutils.Matrix(pose_bone.matrix)

                if pose_bone.parent != None:
                    pose_bone_parent_matrix = mathutils.Matrix(pose_bone.parent.matrix)
                    pose_bone_matrix        = pose_bone_parent_matrix.inverted() * pose_bone_matrix

                head                = pose_bone_matrix.to_translation()
                quat                = pose_bone_matrix.to_quaternion().normalized()

                if pose_bone.parent != None:
                    quat = make_fquat(quat)
                else:
                    quat = make_fquat_default(quat)

                #scale animation position here?
                if bpy.context.scene.udk_option_scale < 0 or bpy.context.scene.udk_option_scale > 1:
                    head.x = head.x * bpy.context.scene.udk_option_scale
                    head.y = head.y * bpy.context.scene.udk_option_scale
                    head.z = head.z * bpy.context.scene.udk_option_scale

                vkey                = VQuatAnimKey()
                vkey.Position.X     = head.x
                vkey.Position.Y     = head.y
                vkey.Position.Z     = head.z
                vkey.Orientation    = quat

                # frame delta = 1.0 / fps
                vkey.Time           = 1.0 / anim_rate  # according to C++ header this is "disregarded"

                psa.AddRawKey(vkey)

            # END for bone_data in ordered_bones

            raw_frame_index += 1

        # END for i in range(frame_count)

        anim.TotalBones = len(ordered_bones)    # REMOVED len(unique_bone_indexes)
        anim.TrackTime  = float(frame_count)    # frame_count/anim.AnimRate makes more sense, but this is what actually works in UDK

        verbose("anim.TotalBones={}, anim.TrackTime={}".format(anim.TotalBones, anim.TrackTime))

        psa.AddAnimation(anim)

    # END for action in actions

    # restore
    armature.animation_data.action = restoreAction
    context.scene.frame_set(restoreFrame)

#===========================================================================
# Collate actions to be exported
# Modify this to filter for one, some or all actions. For now use all.
# RETURNS list of actions
#===========================================================================
def collate_actions():
    verbose(header("collate_actions"))
    actions_to_export = []

    for action in bpy.data.actions:
        if bpy.context.scene.udk_option_selectanimations: # check if needed to select actions set for exporting it
            print("Action Set is selected!")
            bready = False
            for actionlist in bpy.context.scene.udkas_list: #list the action set from the list
                if actionlist.name == action.name and actionlist.bmatch == True and actionlist.bexport == True:
                    bready = True
                    print("Added Action Set:",action.name)
                    break
            if bready == False:#don't export it
                print("Skipping Action Set:",action.name)
                continue
        verbose(" + {}".format(action.name)) #action set name
        actions_to_export.append(action) #add to the action array

    return actions_to_export

#===========================================================================
# Locate the target armature and mesh for export
# RETURNS armature, mesh
#===========================================================================
def find_armature_and_mesh():
    verbose(header("find_armature_and_mesh", 'LEFT', '<', 60))

    context         = bpy.context
    active_object   = context.active_object
    armature        = None
    mesh            = None

    # TODO:
    # this could be more intuitive
    #bpy.ops.object.mode_set(mode='OBJECT')

    if bpy.context.scene.udk_option_selectobjects: #if checked select object true do list object on export
        print("select mode:")
        if len(bpy.context.scene.udkArm_list) > 0:
            print("Armature Name:",bpy.context.scene.udkArm_list[bpy.context.scene.udkArm_list_idx].name)
            for obj in bpy.context.scene.objects:
                if obj.name == bpy.context.scene.udkArm_list[bpy.context.scene.udkArm_list_idx].name:
                    armature = obj
                    break
        else:
            raise Error("There is no Armature in the list!")
        meshselected = []
        #parented_meshes = [obj for obj in armature.children if obj.type == 'MESH']
        meshes = [obj for obj in bpy.context.scene.objects if obj.type == 'MESH']
        for obj in meshes:
            #print(dir(obj))
            if obj.type == 'MESH':
                bexportmesh = False
                #print("PARENT MESH:",obj.name)
                for udkmeshlist in bpy.context.scene.udkmesh_list:
                    if obj.name == udkmeshlist.name and udkmeshlist.bexport == True:
                        bexportmesh = True
                        break
                if bexportmesh == True:
                    print("Mesh Name:",obj.name," < SELECT TO EXPORT!")
                    meshselected.append(obj)
        print("MESH COUNT:",len(meshselected))
        # try the active object
        if active_object and active_object.type == 'MESH' and len(meshselected) == 0:
            if active_object.parent == armature:
                mesh = active_object
            else:
                raise Error("The selected mesh is not parented to the armature")

        # otherwise, expect a single mesh parented to the armature (other object types are ignored)
        else:
            print("Number of meshes:",len(meshes))
            print("Number of meshes (selected):",len(meshes))
            if len(meshes) == 1:
                mesh = meshes[0]

            elif len(meshes) > 1:
                if len(meshselected) >= 1:
                    mesh = sortmesh(meshselected)
                else:
                    raise Error("More than one mesh(s) parented to armature. Select object(s)!")
            else:
                raise Error("No mesh parented to armature")
    else: #if not check for select function from the list work the code here
        print("normal mode:")
        # try the active object
        if active_object and active_object.type == 'ARMATURE':
            armature = active_object
            bpy.ops.object.mode_set(mode='OBJECT')
        # otherwise, try for a single armature in the scene
        else:
            #bpy.ops.object.mode_set(mode='OBJECT')
            all_armatures = [obj for obj in bpy.context.scene.objects if obj.type == 'ARMATURE']

            if len(all_armatures) == 1:#if armature has one scene just assign it
                armature = all_armatures[0]
            elif len(all_armatures) > 1:#if there more armature then find the select armature
                barmselect = False
                for _armobj in all_armatures:
                    if _armobj.select:
                        armature = _armobj
                        barmselect = True
                        break
                if barmselect == False:
                    raise Error("Please select an armatures in the scene")
            else:
                raise Error("No armatures in scene")

        verbose("Found armature: {}".format(armature.name))

        meshselected = []
        parented_meshes = [obj for obj in armature.children if obj.type == 'MESH']

        if len(armature.children) == 0:
            raise Error("The selected Armature has no mesh parented to the Armature Object!")

        for obj in armature.children:
            #print(dir(obj))
            if obj.type == 'MESH' and obj.select == True:
                meshselected.append(obj)
        # try the active object
        if active_object and active_object.type == 'MESH' and len(meshselected) == 0:
            if active_object.parent == armature:
                mesh = active_object
            else:
                raise Error("The selected mesh is not parented to the armature")

        # otherwise, expect a single mesh parented to the armature (other object types are ignored)
        else:
            print("Number of meshes:",len(parented_meshes))
            print("Number of meshes (selected):",len(meshselected))
            if len(parented_meshes) == 1:
                mesh = parented_meshes[0]

            elif len(parented_meshes) > 1:
                if len(meshselected) >= 1:
                    mesh = sortmesh(meshselected)
                else:
                    raise Error("More than one mesh(s) parented to armature. Select object(s)!")
            else:
                raise Error("No mesh parented to armature")

        verbose("Found mesh: {}".format(mesh.name))
    if mesh == None or armature == None:
        raise Error("Check Mesh and Armature are list!")
    #if len(armature.pose.bones) == len(mesh.vertex_groups):
        #print("Armature and Mesh Vertex Groups matches Ok!")
    #else:
        #raise Error("Armature bones:" + str(len(armature.pose.bones)) + " Mesh Vertex Groups:" + str(len(mesh.vertex_groups)) +" doesn't match!")

    #this will check if object need to be rebuild.
    if bpy.context.scene.udk_option_rebuildobjects:
        #print("INIT... REBUILDING...")
        print("REBUILDING ARMATURE...")
        #if deform mesh
        armature =  rebuildarmature(armature) #rebuild the armature to raw . If there IK constraint it will ignore it.
        print("REBUILDING MESH...")
        mesh = rebuildmesh(mesh) #rebuild the mesh to raw data format.

    return armature, mesh

#===========================================================================
# Returns a list of vertex groups in the mesh. Can be modified to filter
# groups as necessary.
# UNUSED
#===========================================================================
def collate_vertex_groups( mesh ):
    verbose("collate_vertex_groups")
    groups = []

    for group in mesh.vertex_groups:

        groups.append(group)
        verbose("  " + group.name)

    return groups

#===========================================================================
# Main
#===========================================================================
def export(filepath):
    print(header("Export", 'RIGHT'))
    bpy.types.Scene.udk_copy_merge = False #in case fail to export set this to default
    t       = time.clock()
    context = bpy.context

    print("Blender Version {}.{}.{}".format(bpy.app.version[0], bpy.app.version[1], bpy.app.version[2]))
    print("Filepath: {}".format(filepath))

    verbose("PSK={}, PSA={}".format(context.scene.udk_option_export_psk, context.scene.udk_option_export_psa))

    # find armature and mesh
    # [change this to implement alternative methods; raise Error() if not found]
    udk_armature, udk_mesh = find_armature_and_mesh()

    # check misc conditions
    if not (udk_armature.scale.x == udk_armature.scale.y == udk_armature.scale.z == 1):
        raise Error("bad armature scale: armature object should have uniform scale of 1 (ALT-S)")

    if not (udk_mesh.scale.x == udk_mesh.scale.y == udk_mesh.scale.z == 1):
        raise Error("bad mesh scale: mesh object should have uniform scale of 1 (ALT-S)")

    if not (udk_armature.location.x == udk_armature.location.y == udk_armature.location.z == 0):
        raise Error("bad armature location: armature should be located at origin (ALT-G)")

    if not (udk_mesh.location.x == udk_mesh.location.y == udk_mesh.location.z == 0):
        raise Error("bad mesh location: mesh should be located at origin (ALT-G)")

    # prep
    psk = PSKFile()
    psa = PSAFile()

    # step 1
    parse_mesh(udk_mesh, psk)

    # step 2
    udk_bones = parse_armature(udk_armature, psk, psa)

    # step 3
    if context.scene.udk_option_export_psa == True:
        actions = collate_actions()
        parse_animation(udk_armature, udk_bones, actions, psa)

    # write files
    print(header("Exporting", 'CENTER'))

    psk_filename = filepath + '.psk'
    psa_filename = filepath + '.psa'

    if context.scene.udk_option_export_psk == True:
        print("Skeletal mesh data...")
        psk.PrintOut()
        file = open(psk_filename, "wb")
        file.write(psk.dump())
        file.close()
        print("Exported: " + psk_filename)
        print()

    if context.scene.udk_option_export_psa == True:
        print("Animation data...")
        if not psa.IsEmpty():
            psa.PrintOut()
            file = open(psa_filename, "wb")
            file.write(psa.dump())
            file.close()
            print("Exported: " + psa_filename)
        else:
            print("No Animation (.psa file) to export")

        print()

    #if objects are rebuild do the unlink
    if bpy.context.scene.udk_option_rebuildobjects:
        print("Unlinking Objects")
        print("Armature Object Name:",udk_armature.name) #display object name
        bpy.context.scene.objects.unlink(udk_armature) #remove armature from the scene
        print("Mesh Object Name:",udk_mesh.name) #display object name
        bpy.context.scene.objects.unlink(udk_mesh) #remove mesh from the scene

    print("Export completed in {:.2f} seconds".format((time.clock() - t)))

#===========================================================================
# Operator
#===========================================================================
class Operator_UDKExport( bpy.types.Operator ):
    """Export to UDK"""
    bl_idname   = "object.udk_export"
    bl_label    = "Export now"

    def execute(self, context):
        print( "\n"*8 )

        scene = bpy.context.scene

        scene.udk_option_export_psk = (scene.udk_option_export == '0' or scene.udk_option_export == '2')
        scene.udk_option_export_psa = (scene.udk_option_export == '1' or scene.udk_option_export == '2')

        filepath = get_dst_path()

        # cache settings
        restore_frame = scene.frame_current

        message = "Finish Export!"
        try:
            export(filepath)

        except Error as err:
            print(err.message)
            message = err.message

        # restore settings
        scene.frame_set(restore_frame)

        self.report({'ERROR'}, message)

        # restore settings
        scene.frame_set(restore_frame)

        return {'FINISHED'}

#===========================================================================
# Operator
#===========================================================================
class Operator_ToggleConsole( bpy.types.Operator ):
    """Show or hide the console"""
    bl_idname   = "object.toggle_console"
    bl_label    = "Toggle console"

    #def invoke(self, context, event):
    #   bpy.ops.wm.console_toggle()
    #   return{'FINISHED'}
    def execute(self, context):
        bpy.ops.wm.console_toggle()
        return {'FINISHED'}

#===========================================================================
# Get filepath for export
#===========================================================================
def get_dst_path():
    if bpy.context.scene.udk_option_filename_src == '0':
        if bpy.context.active_object:
            path = os.path.split(bpy.data.filepath)[0] + "\\" + bpy.context.active_object.name# + ".psk"
        else:
            #path = os.path.split(bpy.data.filepath)[0] + "\\" + "Unknown";
            path = os.path.splitext(bpy.data.filepath)[0]# + ".psk"
    else:
        path = os.path.splitext(bpy.data.filepath)[0]# + ".psk"
    return path

#Added by [MGVS]
bpy.types.Scene.udk_option_filename_src = EnumProperty(
        name        = "Filename",
        description = "Sets the name for the files",
        items       = [ ('0', "From object",    "Name will be taken from object name"),
                        ('1', "From Blend",     "Name will be taken from .blend file name") ],
        default     = '0')

bpy.types.Scene.udk_option_export_psk = BoolProperty(
        name        = "bool export psa",
        description = "Boolean for exporting psk format (Skeleton Mesh)",
        default     = True)

bpy.types.Scene.udk_option_export_psa = BoolProperty(
        name        = "bool export psa",
        description = "Boolean for exporting psa format (Animation Data)",
        default     = True)

bpy.types.Scene.udk_option_clamp_uv = BoolProperty(
        name        = "Clamp UV",
        description = "True is to limit Clamp UV co-ordinates to [0-1]. False is unrestricted (x,y). ",
        default     = False)

bpy.types.Scene.udk_copy_merge = BoolProperty(
        name        = "Merge Mesh",
        description = "This will copy the mesh(s) and merge the object together and unlink the mesh to be remove while exporting the object",
        default     = False)

bpy.types.Scene.udk_option_export = EnumProperty(
        name        = "Export",
        description = "What to export",
        items       = [ ('0', "Mesh only",          "Exports the PSK file for the Skeletal Mesh"),
                        ('1', "Animation only",     "Export the PSA file for Action Set(s)(Animations Data)"),
                        ('2', "Mesh & Animation",   "Export both PSK and PSA files(Skeletal Mesh/Animation(s) Data)") ],
        default     = '2')

bpy.types.Scene.udk_option_verbose = BoolProperty(
        name        = "Verbose",
        description = "Verbose console output",
        default     = False)

bpy.types.Scene.udk_option_smoothing_groups = BoolProperty(
        name        = "Smooth Groups",
        description = "Activate hard edges as smooth groups",
        default     = True)

bpy.types.Scene.udk_option_triangulate = BoolProperty(
        name        = "Triangulate Mesh",
        description = "Convert Quads to Triangles",
        default     = False)

bpy.types.Scene.udk_option_selectanimations = BoolProperty(
        name        = "Select Animation(s)",
        description = "Select animation(s) for export to psa file",
        default     = False)

bpy.types.Scene.udk_option_selectobjects = BoolProperty(
        name        = "Select Object(s)",
        description = "Select Armature and Mesh(s). Just make sure mesh(s) is parent to armature",
        default     = False)

bpy.types.Scene.udk_option_rebuildobjects = BoolProperty(
        name        = "Rebuild Objects",
        description = "In case of deform skeleton mesh and animations data - This will rebuild objects from raw format on export when checked",
        default     = False)

bpy.types.Scene.udk_option_ignoreactiongroupnames = BoolProperty(
        name        = "Ignore Action Group Names",
        description = "This will Ignore Action Set Group Names Check With Armature Bones. It will override armature to set action set",
        default     = False)

bpy.types.Scene.udk_option_scale = FloatProperty(
    name = "UDK Scale",
    description = "In case you don't want to scale objects manually - This will just scale position when on export for the skeleton mesh and animation data",
    default     = 1)

#===========================================================================
# User interface
#===========================================================================
class OBJECT_OT_UTSelectedFaceSmooth(bpy.types.Operator):
    """It will only select smooth faces that is select mesh"""
    bl_idname = "object.utselectfacesmooth"  # XXX, name???
    bl_label = "Select Smooth Faces"#"Select Smooth faces"

    def invoke(self, context, event):
        print("----------------------------------------")
        print("Init Select Face(s):")
        bselected = False
        for obj in bpy.data.objects:
            if obj.type == 'MESH' and obj.select == True:
                smoothcount = 0
                flatcount = 0
                bpy.ops.object.mode_set(mode='OBJECT')#it need to go into object mode to able to select the faces
                for i in bpy.context.scene.objects: i.select = False #deselect all objects
                obj.select = True #set current object select
                bpy.context.scene.objects.active = obj #set active object
                mesh = bmesh.new();
                mesh.from_mesh(obj.data)
                for face in mesh.faces:
                    face.select = False
                for face in mesh.faces:
                    if face.smooth == True:
                        face.select = True
                        smoothcount += 1
                    else:
                        flatcount += 1
                        face.select = False
                mesh.to_mesh(obj.data)
                bpy.context.scene.update()
                bpy.ops.object.mode_set(mode='EDIT')
                print("Select Smooth Count(s):",smoothcount," Flat Count(s):",flatcount)
                bselected = True
                break
        if bselected:
            print("Selected Face(s) Exectue!")
            self.report({'INFO'}, "Selected Face(s) Exectue!")
        else:
            print("Didn't select Mesh Object!")
            self.report({'INFO'}, "Didn't Select Mesh Object!")
        print("----------------------------------------")
        return{'FINISHED'}

class OBJECT_OT_MeshClearWeights(bpy.types.Operator):
    """Remove all mesh vertex groups weights for the bones"""
    bl_idname = "object.meshclearweights"  # XXX, name???
    bl_label = "Remove Vertex Weights"#"Remove Mesh vertex weights"

    def invoke(self, context, event):
        for obj in bpy.data.objects:
            if obj.type == 'MESH' and obj.select == True:
                for vg in obj.vertex_groups:
                    obj.vertex_groups.remove(vg)
                self.report({'INFO'}, "Mesh Vertex Groups Remove!")
                break
        return{'FINISHED'}

def unpack_list(list_of_tuples):
    l = []
    for t in list_of_tuples:
        l.extend(t)
    return l

def rebuildmesh(obj):
    #make sure it in object mode
    print("Mesh Object Name:",obj.name)
    bpy.ops.object.mode_set(mode='OBJECT')
    for i in bpy.context.scene.objects: i.select = False #deselect all objects
    obj.select = True
    bpy.context.scene.objects.active = obj

    me_ob = bpy.data.meshes.new(("Re_"+obj.name))
    mesh = obj.data
    faces = []
    verts = []
    smoothings = []
    uvfaces = []
    #print("creating array build mesh...")
    mmesh = obj.to_mesh(bpy.context.scene,True,'PREVIEW')
    uv_layer = mmesh.tessface_uv_textures.active
    for face in mmesh.tessfaces:
        smoothings.append(face.use_smooth)#smooth or flat in boolean
        if uv_layer != None:#check if there texture data exist
            faceUV = uv_layer.data[face.index]
            uvs = []
            for uv in faceUV.uv:
                uvs.append((uv[0],uv[1]))
            uvfaces.append(uvs)
        #print((face.vertices[:]))
        if len(face.vertices) == 3:
            faces.extend([(face.vertices[0],face.vertices[1],face.vertices[2],0)])
        else:
            faces.extend([(face.vertices[0],face.vertices[1],face.vertices[2],face.vertices[3])])
    #vertex positions
    for vertex in mesh.vertices:
        verts.append(vertex.co.to_tuple())
    #vertices weight groups into array
    vertGroups = {} #array in strings
    for vgroup in obj.vertex_groups:
        vlist = []
        for v in mesh.vertices:
            for vg in v.groups:
                if vg.group == vgroup.index:
                    vlist.append((v.index,vg.weight))
                    #print((v.index,vg.weight))
        vertGroups[vgroup.name] = vlist

    #print("creating mesh object...")
    #me_ob.from_pydata(verts, [], faces)
    me_ob.vertices.add(len(verts))
    me_ob.tessfaces.add(len(faces))
    me_ob.vertices.foreach_set("co", unpack_list(verts))
    me_ob.tessfaces.foreach_set("vertices_raw",unpack_list( faces))
    me_ob.tessfaces.foreach_set("use_smooth", smoothings)#smooth array from face

    #check if there is uv faces
    if len(uvfaces) > 0:
        uvtex = me_ob.tessface_uv_textures.new(name="retex")
        for i, face in enumerate(me_ob.tessfaces):
            blender_tface = uvtex.data[i] #face
            mfaceuv = uvfaces[i]
            if len(mfaceuv) == 3:
                blender_tface.uv1 = mfaceuv[0];
                blender_tface.uv2 = mfaceuv[1];
                blender_tface.uv3 = mfaceuv[2];
            if len(mfaceuv) == 4:
                blender_tface.uv1 = mfaceuv[0];
                blender_tface.uv2 = mfaceuv[1];
                blender_tface.uv3 = mfaceuv[2];
                blender_tface.uv4 = mfaceuv[3];

    me_ob.update()#need to update the information to able to see into the secne
    obmesh = bpy.data.objects.new(("Re_"+obj.name),me_ob)
    bpy.context.scene.update()
    #Build tmp materials
    materialname = "ReMaterial"
    for matcount in mesh.materials:
        matdata = bpy.data.materials.new(materialname)
        me_ob.materials.append(matdata)
    #assign face to material id
    for face in mesh.tessfaces:
        me_ob.faces[face.index].material_index = face.material_index
    #vertices weight groups
    for vgroup in vertGroups:
        group = obmesh.vertex_groups.new(vgroup)
        for v in vertGroups[vgroup]:
            group.add([v[0]], v[1], 'ADD')# group.add(array[vertex id],weight,add)
    bpy.context.scene.objects.link(obmesh)
    #print("Mesh Material Count:",len(me_ob.materials))
    matcount = 0
    #print("MATERIAL ID OREDER:")
    for mat in me_ob.materials:
        #print("-Material:",mat.name,"INDEX:",matcount)
        matcount += 1
    print("Mesh Object Name:",obmesh.name)
    bpy.context.scene.update()
    return obmesh

class OBJECT_OT_UTRebuildMesh(bpy.types.Operator):
    """It rebuild the mesh from scrape from the selected mesh object. """ \
    """Note the scale will be 1:1 for object mode. To keep from deforming"""
    bl_idname = "object.utrebuildmesh"  # XXX, name???
    bl_label = "Rebuild Mesh"#"Rebuild Mesh"

    def invoke(self, context, event):
        print("----------------------------------------")
        print("Init Mesh Bebuild...")
        bselected = False
        bpy.ops.object.mode_set(mode='OBJECT')
        for obj in bpy.data.objects:
            if obj.type == 'MESH' and obj.select == True:
                rebuildmesh(obj)
        self.report({'INFO'}, "Rebuild Mesh Finish!")
        print("Finish Mesh Build...")
        print("----------------------------------------")
        return{'FINISHED'}

def rebuildarmature(obj):
    currentbone = [] #select armature for roll copy
    print("Armature Name:",obj.name)
    objectname = "ArmatureDataPSK"
    meshname ="ArmatureObjectPSK"
    armdata = bpy.data.armatures.new(objectname)
    ob_new = bpy.data.objects.new(meshname, 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
    bpy.context.scene.objects.active = obj

    bpy.ops.object.mode_set(mode='EDIT')
    for bone in obj.data.edit_bones:
        if bone.parent != None:
            currentbone.append([bone.name,bone.roll])
        else:
            currentbone.append([bone.name,bone.roll])
    bpy.ops.object.mode_set(mode='OBJECT')
    for i in bpy.context.scene.objects: i.select = False #deselect all objects
    bpy.context.scene.objects.active = ob_new
    bpy.ops.object.mode_set(mode='EDIT')

    for bone in obj.data.bones:
        bpy.ops.object.mode_set(mode='EDIT')
        newbone = ob_new.data.edit_bones.new(bone.name)
        newbone.head = bone.head_local
        newbone.tail = bone.tail_local
        for bonelist in currentbone:
            if bone.name == bonelist[0]:
                newbone.roll = bonelist[1]
                break
        if bone.parent != None:
            parentbone = ob_new.data.edit_bones[bone.parent.name]
            newbone.parent = parentbone

    ob_new.animation_data_create()#create animation data
    if obj.animation_data != None:#check for animation
        ob_new.animation_data.action  = obj.animation_data.action  #just make sure it here to do the animations if exist
    print("Armature Object Name:",ob_new.name)
    return ob_new

class OBJECT_OT_UTRebuildArmature(bpy.types.Operator):
    """If mesh is deform when importing to unreal engine try this. """ \
    """It rebuild the bones one at the time by select one armature object scrape to raw setup build. """ \
    """Note the scale will be 1:1 for object mode. To keep from deforming"""
    bl_idname = "object.utrebuildarmature"  # XXX, name???
    bl_label = "Rebuild Armature" #Rebuild Armature

    def invoke(self, context, event):
        print("----------------------------------------")
        print("Init Rebuild Armature...")
        bselected = False
        for obj in bpy.data.objects:
            if obj.type == 'ARMATURE' and obj.select == True:
                rebuildarmature(obj)
        self.report({'INFO'}, "Rebuild Armature Finish!")
        print("End of Rebuild Armature.")
        print("----------------------------------------")
        return{'FINISHED'}

class UDKActionSetListPG(bpy.types.PropertyGroup):
    bool    = BoolProperty(default=False)
    string  = StringProperty()
    actionname  = StringProperty()
    bmatch    = BoolProperty(default=False,name="Match", options={"HIDDEN"},description = "This check against bone names and action group names matches and override boolean if true")
    bexport    = BoolProperty(default=False,name="Export",description = "Check this to export the animation")

bpy.utils.register_class(UDKActionSetListPG)
bpy.types.Scene.udkas_list = CollectionProperty(type=UDKActionSetListPG)
bpy.types.Scene.udkas_list_idx = IntProperty()

class UL_UDKActionSetList(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layout.label(item.name)
        layout.prop(item, "bmatch", text="Match")
        layout.prop(item, "bexport", text="Export")

class UDKObjListPG(bpy.types.PropertyGroup):
    bool    = BoolProperty(default=False)
    string  = StringProperty()
    bexport    = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This will be ignore when exported")
    bselect    = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "This will be ignore when exported")
    otype  = StringProperty(name="Type",description = "This will be ignore when exported")

bpy.utils.register_class(UDKObjListPG)
bpy.types.Scene.udkobj_list = CollectionProperty(type=UDKObjListPG)
bpy.types.Scene.udkobj_list_idx = IntProperty()

class UL_UDKObjList(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layout.label(item.name)
        layout.prop(item, "otype", text="")
        layout.prop(item, "bselect", text="")

class UDKMeshListPG(bpy.types.PropertyGroup):
    bool    = BoolProperty(default=False)
    string  = StringProperty()
    bexport    = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This object will be export when true")
    bselect    = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "Make sure you have Mesh is parent to Armature")
    otype  = StringProperty(name="Type",description = "This will be ignore when exported")

bpy.utils.register_class(UDKMeshListPG)
bpy.types.Scene.udkmesh_list = CollectionProperty(type=UDKMeshListPG)
bpy.types.Scene.udkmesh_list_idx = IntProperty()

class UL_UDKMeshList(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layout.label(item.name)
        #layout.prop(item, "bselect", text="Select")
        layout.prop(item, "bexport", text="Export")

class UDKArmListPG(bpy.types.PropertyGroup):
    bool    = BoolProperty(default=False)
    string  = StringProperty()
    bexport    = BoolProperty(default=False,name="Export", options={"HIDDEN"},description = "This will be ignore when exported")
    bselect    = BoolProperty(default=False,name="Select", options={"HIDDEN"},description = "This will be ignore when exported")
    otype  = StringProperty(name="Type",description = "This will be ignore when exported")

bpy.utils.register_class(UDKArmListPG)
bpy.types.Scene.udkArm_list = CollectionProperty(type=UDKArmListPG)
bpy.types.Scene.udkArm_list_idx = IntProperty()

class UL_UDKArmList(bpy.types.UIList):
    def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
        layout.label(item.name)

class Panel_UDKExport( bpy.types.Panel ):

    bl_label        = "UDK Export"
    bl_idname       = "OBJECT_PT_udk_tools"
    bl_category     = "Import/Export"
    bl_space_type   = "VIEW_3D"
    bl_region_type  = "TOOLS"

    #def draw_header(self, context):
    #   layout = self.layout
        #obj = context.object
        #layout.prop(obj, "select", text="")

    #@classmethod
    #def poll(cls, context):
    #   return context.active_object

    def draw(self, context):
        layout = self.layout
        path = get_dst_path()

        object_name = ""
        #if context.object:
        #   object_name = context.object.name
        if context.active_object:
            object_name = context.active_object.name
        row10 = layout.row()
        row10.prop(context.scene, "udk_option_smoothing_groups")
        row10.prop(context.scene, "udk_option_clamp_uv")
        row10.prop(context.scene, "udk_option_verbose")
        row = layout.row()
        row.label(text="Active object: " + object_name)
        #layout.separator()
        layout.prop(context.scene, "udk_option_filename_src")
        row = layout.row()
        row.label(text=path)
        #layout.separator()
        layout.prop(context.scene, "udk_option_export")
        layout.prop(context.scene, "udk_option_selectobjects")

        if context.scene.udk_option_selectobjects:
            layout.operator("object.selobjectpdate")
            layout.label(text="ARMATURE - Index")
            layout.template_list("UL_UDKArmList", "udk_armatures", context.scene, "udkArm_list",
                                 context.scene, "udkArm_list_idx", rows=3)
            layout.label(text="MESH - Export")
            layout.template_list("UL_UDKMeshList", "", context.scene, "udkmesh_list",
                                 context.scene, "udkmesh_list_idx", rows=5)
        layout.prop(context.scene, "udk_option_selectanimations")
        if context.scene.udk_option_selectanimations:
            layout.operator("action.setanimupdate")
            layout.label(text="Action Set(s) - Match / Export")
            layout.template_list("UL_UDKActionSetList", "", context.scene, "udkas_list",
                                 context.scene, "udkas_list_idx", rows=5)
        test = layout.separator()
        layout.prop(context.scene, "udk_option_scale")
        layout.prop(context.scene, "udk_option_rebuildobjects")
        #layout.prop(context.scene, "udk_option_ignoreactiongroupnames")
        row11 = layout.row()
        row11.operator("object.udk_export")
        row11.operator("object.toggle_console")
        layout.operator(OBJECT_OT_UTRebuildArmature.bl_idname)
        layout.label(text="Mesh")
        layout.operator(OBJECT_OT_MeshClearWeights.bl_idname)
        layout.operator(OBJECT_OT_UTSelectedFaceSmooth.bl_idname)
        layout.operator(OBJECT_OT_UTRebuildMesh.bl_idname)
        layout.operator(OBJECT_OT_UDKCheckMeshLines.bl_idname)

def udkupdateobjects():
        my_objlist = bpy.context.scene.udkArm_list
        objectl = []
        for objarm in bpy.context.scene.objects:#list and filter only mesh and armature
            if objarm.type == 'ARMATURE':
                objectl.append(objarm)
        for _objd in objectl:#check if list has in udk list
            bfound_obj = False
            for _obj in my_objlist:
                if _obj.name == _objd.name and _obj.otype == _objd.type:
                    _obj.bselect = _objd.select
                    bfound_obj = True
                    break
            if bfound_obj == False:
                #print("ADD ARMATURE...")
                my_item = my_objlist.add()
                my_item.name = _objd.name
                my_item.bselect = _objd.select
                my_item.otype = _objd.type
        removeobject = []
        for _udkobj in my_objlist:
            bfound_objv = False
            for _objd in bpy.context.scene.objects: #check if there no existing object from sense to remove it
                if _udkobj.name == _objd.name and _udkobj.otype == _objd.type:
                    bfound_objv = True
                    break
            if bfound_objv == False:
                removeobject.append(_udkobj)
        #print("remove check...")
        for _item in removeobject: #loop remove object from udk list object
            count = 0
            for _obj in my_objlist:
                if _obj.name == _item.name and _obj.otype == _item.otype:
                    my_objlist.remove(count)
                    break
                count += 1

        my_objlist = bpy.context.scene.udkmesh_list
        objectl = []
        for objarm in bpy.context.scene.objects:#list and filter only mesh and armature
            if objarm.type == 'MESH':
                objectl.append(objarm)
        for _objd in objectl:#check if list has in udk list
            bfound_obj = False
            for _obj in my_objlist:
                if _obj.name == _objd.name and _obj.otype == _objd.type:
                    _obj.bselect = _objd.select
                    bfound_obj = True
                    break
            if bfound_obj == False:
                my_item = my_objlist.add()
                my_item.name = _objd.name
                my_item.bselect = _objd.select
                my_item.otype = _objd.type
        removeobject = []
        for _udkobj in my_objlist:
            bfound_objv = False
            for _objd in bpy.context.scene.objects: #check if there no existing object from sense to remove it
                if _udkobj.name == _objd.name and _udkobj.otype == _objd.type:
                    bfound_objv = True
                    break
            if bfound_objv == False:
                removeobject.append(_udkobj)
        #print("remove check...")
        for _item in removeobject: #loop remove object from udk list object
            count = 0
            for _obj in my_objlist:
                if _obj.name == _item.name and _obj.otype == _item.otype:
                    my_objlist.remove(count)
                    break
                count += 1

class OBJECT_OT_UDKObjUpdate(bpy.types.Operator):
    """This will update the filter of the mesh and armature"""
    bl_idname = "object.selobjectpdate"
    bl_label = "Update Object(s)"

    actionname = bpy.props.StringProperty()

    def execute(self, context):
        udkupdateobjects()
        return{'FINISHED'}

def udkcheckmeshline():
    objmesh = None
    for obj in bpy.context.scene.objects:
        if obj.type == 'MESH' and obj.select == True:
            objmesh = obj
    objmesh = triangulate_mesh(objmesh) #create a copy of the mesh
    bpy.ops.object.mode_set(mode='OBJECT')
    for i in bpy.context.scene.objects: i.select = False # deselect all objects
    objmesh.select = True
    bpy.context.scene.objects.active = objmesh #set active mesh
    wedges          = ObjMap()
    points          = ObjMap()
    bpy.ops.object.mode_set(mode='EDIT') #set in edit mode
    bpy.ops.mesh.select_all(action='DESELECT')
    bpy.context.tool_settings.mesh_select_mode = (True, False, False) #select vertices

    if objmesh != None:
        print("found mesh")
        print(objmesh)
        print(objmesh.data.tessfaces)
        vertex_list = []
        for face in objmesh.data.tessfaces:
            wedge_list  = []
            vect_list   = []
            for i in range(3):
                vert_index  = face.vertices[i]
                vert        = objmesh.data.vertices[vert_index]
                vect_list.append( FVector(vert.co.x, vert.co.y, vert.co.z) )
                vpos = objmesh.matrix_local * vert.co
                p               = VPoint()
                p.Point.X       = vpos.x
                p.Point.Y       = vpos.y
                p.Point.Z       = vpos.z
                w               = VVertex()
                w.PointIndex    = points.get(p) # store keys
                index_wedge = wedges.get(w)
                wedge_list.append(index_wedge)
            no = face.normal
            norm = FVector(no[0], no[1], no[2])
            tnorm = vect_list[1].sub(vect_list[0]).cross(vect_list[2].sub(vect_list[1]))
            dot = norm.dot(tnorm)

            tri = VTriangle()
            if dot > 0:
                (tri.WedgeIndex2, tri.WedgeIndex1, tri.WedgeIndex0) = wedge_list
            elif dot < 0:
                (tri.WedgeIndex0, tri.WedgeIndex1, tri.WedgeIndex2) = wedge_list
            else:
                dindex0 = face.vertices[0];
                dindex1 = face.vertices[1];
                dindex2 = face.vertices[2];
                vertex_list.append(dindex0)
                vertex_list.append(dindex1)
                vertex_list.append(dindex2)

        bpy.ops.object.mode_set(mode='OBJECT')
        for vertex in objmesh.data.vertices: #loop all vertex in the mesh list
            for vl in vertex_list: #loop for error vertex
                if vertex.index == vl: #if match set to select
                    vertex.select = True
                    break
        bpy.ops.object.mode_set(mode='EDIT') #set in edit mode to see the select vertex
        objmesh.data.update() # update object
        bpy.context.scene.update() #update scene
        message = "MESH PASS"
        if len(vertex_list) > 0:
            message = "MESH FAIL"
    return message

class OBJECT_OT_UDKCheckMeshLines(bpy.types.Operator):
    """Select the mesh for export test. This will create dummy mesh to see which area are broken. """ \
    """If the vertices share the same position it will cause a bug"""
    bl_idname = "object.udkcheckmeshline"
    bl_label = "Check Mesh Vertices"

    def execute(self, context):
        message = udkcheckmeshline()
        self.report({'ERROR'}, message)
        return{'FINISHED'}

class OBJECT_OT_ActionSetAnimUpdate(bpy.types.Operator):
    """Select Armture to match the action set groups. """ \
    """All bones keys must be set to match with number of bones"""
    bl_idname = "action.setanimupdate"
    bl_label = "Update Action Set(s)"

    actionname = bpy.props.StringProperty()

    def execute(self, context):
        my_sett = bpy.context.scene.udkas_list

        bones = []
        armature = None
        armatures = []
        armatureselected = []
        for objarm in bpy.context.scene.objects:
            if objarm.type == 'ARMATURE':
                #print("ADDED ARMATURE...")
                armatures.append(objarm)
                if objarm.select == True:
                    armatureselected.append(objarm)

        if len(armatureselected) == len(armatures) == 1:
            armature = armatures[0]
        if len(armatures) == 1:
            armature = armatures[0]
        if len(armatureselected) == 1:
            armature = armatureselected[0]

        if armature != None:
            for bone in armature.pose.bones:
                bones.append(bone.name)

        for action in bpy.data.actions:#action list
            bfound = False
            count = 0
            for actionbone in action.groups:
                #print("Pose bone name: ",actionbone.name)
                for b in bones:
                    if b == actionbone.name:
                        count += 1
                        #print(b," : ",actionbone.name)
                        break
            for actionlist in my_sett:
                if action.name == actionlist.name:
                    bactionfound = True
                    if len(bones) == len(action.groups) == count:
                        actionlist.bmatch = True
                    else:
                        actionlist.bmatch = False
                    bfound = True
                    break
            if bfound != True:
                my_item = my_sett.add()
                #print(dir(my_item.bmatch))
                my_item.name = action.name
                #my_item.template_list_controls = "bmatch:bexport"
                if len(bones) == len(action.groups) == count:
                    my_item.bmatch = True
                else:
                    my_item.bmatch = False
        removeactions = []
        #check action list and data actions
        for actionlist in bpy.context.scene.udkas_list:
            bfind = False
            notfound = 0
            for act in bpy.data.actions:
                if actionlist.name == act.name:
                    bfind = True
                else:
                    notfound += 1
            #print("ACT NAME:",actionlist.name," COUNT",notfound)
            if notfound == len(bpy.data.actions):
                #print("remove :",actionlist.name)
                removeactions.append(actionlist.name)
        #print("Not in the action data list:",len(removeactions))
        #remove list or chnages in the name the template list
        for actname in removeactions:
            actioncount = 0
            for actionlist in my_sett:
                #print("action name:",actionlist.name)
                if actionlist.name == actname:
                    my_sett.remove(actioncount);
                    break
                actioncount += 1
        return{'FINISHED'}

class ExportUDKAnimData(bpy.types.Operator):
    """Export Skeleton Mesh / Animation Data file(s). """ \
    """One mesh and one armature else select one mesh or armature to be exported"""
    bl_idname = "export_anim.udk" # this is important since its how bpy.ops.export.udk_anim_data is constructed
    bl_label = "Export PSK/PSA"

    # List of operator properties, the attributes will be assigned
    # to the class instance from the operator settings before calling.

    filepath = StringProperty(
            subtype='FILE_PATH',
            )
    filter_glob = StringProperty(
            default="*.psk;*.psa",
            options={'HIDDEN'},
            )
    udk_option_smoothing_groups = bpy.types.Scene.udk_option_smoothing_groups
    udk_option_clamp_uv = bpy.types.Scene.udk_option_clamp_uv
    udk_option_verbose = bpy.types.Scene.udk_option_verbose
    udk_option_filename_src = bpy.types.Scene.udk_option_filename_src
    udk_option_export = bpy.types.Scene.udk_option_export
    udk_option_scale = bpy.types.Scene.udk_option_scale
    udk_option_rebuildobjects = bpy.types.Scene.udk_option_rebuildobjects

    @classmethod
    def poll(cls, context):
        return context.active_object != None

    def execute(self, context):
        scene = bpy.context.scene
        scene.udk_option_export_psk = (scene.udk_option_export == '0' or scene.udk_option_export == '2')
        scene.udk_option_export_psa = (scene.udk_option_export == '1' or scene.udk_option_export == '2')
        bpy.context.scene.udk_option_scale = self.udk_option_scale
        bpy.context.scene.udk_option_rebuildobjects = self.udk_option_rebuildobjects

        filepath = get_dst_path()

        # cache settings
        restore_frame = scene.frame_current

        message = "Finish Export!"
        try:
            export(filepath)

        except Error as err:
            print(err.message)
            message = err.message

        # restore settings
        scene.frame_set(restore_frame)

        self.report({'WARNING', 'INFO'}, message)
        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.window_manager
        wm.fileselect_add(self)
        return {'RUNNING_MODAL'}

def menu_func(self, context):
    default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
    self.layout.operator(ExportUDKAnimData.bl_idname, text="Skeleton Mesh / Animation Data (.psk/.psa)").filepath = default_path

## Addons Preferences Update Panel
def update_panel(self, context):
    try:
        bpy.utils.unregister_class(Panel_UDKExport)
    except:
        pass
    Panel_UDKExport.bl_category = context.user_preferences.addons[__name__].preferences.category
    bpy.utils.register_class(Panel_UDKExport)

class PskAddonPreferences(bpy.types.AddonPreferences):
    # this must match the addon name, use '__package__'
    # when defining this in a submodule of a python package.
    bl_idname = __name__

    category = bpy.props.StringProperty(
            name="Tab Category",
            description="Choose a name for the category of the panel",
            default="Import/Export",
            update=update_panel)

    def draw(self, context):

        layout = self.layout
        row = layout.row()
        col = row.column()
        col.label(text="Tab Category:")
        col.prop(self, "category", text="")
#===========================================================================
# Entry
#===========================================================================
def register():
    #print("REGISTER")
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_file_export.append(menu_func)

def unregister():
    #print("UNREGISTER")
    bpy.utils.unregister_module(__name__)
    bpy.types.INFO_MT_file_export.remove(menu_func)

if __name__ == "__main__":
    #print("\n"*4)
    print(header("UDK Export PSK/PSA 2.6", 'CENTER'))
    register()

#loader
#filename = "D:/Projects/BlenderScripts/io_export_udk_psa_psk_alpha.py"
#exec(compile(open(filename).read(), filename, 'exec'))