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
|
# ***** 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.
# ***** GPL LICENSE BLOCK *****
bl_addon_info = {
"name": "Export Skeleletal Mesh/Animation Data",
"author": "Darknet/Optimus_P-Fat/Active_Trash/Sinsoft",
"version": (2,0),
"blender": (2, 5, 3),
"api": 31847,
"location": "File > Export > Skeletal Mesh/Animation Data (.psk/.psa)",
"description": "Export Unreal Engine (.psk)",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/File_I-O/Unreal_psk_psa",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=21366&group_id=153&atid=469",
"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
"""
import os
import time
import datetime
import bpy
import mathutils
import operator
from struct import pack, calcsize
# 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
########################################################################
# 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):
data = pack('ffff', self.X, self.Y, self.Z, self.W)
return data
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):
data = pack('fff', self.X, self.Y, self.Z)
return data
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):
data = self.Orientation.dump() + self.Position.dump() + pack('4f', self.Length, self.XSize, self.YSize, self.ZSize)
return data
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):
data = pack('64s64siiiifffiii', self.Name, self.Group, self.TotalBones, self.RootInclude, self.KeyCompressionStyle, self.KeyQuotum, self.KeyPrediction, self.TrackTime, self.AnimRate, self.StartBone, self.FirstRawFrame, self.NumRawFrames)
return data
class VChunkHeader:
def __init__(self, name, type_size):
self.ChunkID = name # length=20
self.TypeFlag = 1999801 # special value
self.DataSize = type_size
self.DataCount = 0
def dump(self):
data = pack('20siii', self.ChunkID, self.TypeFlag, self.DataSize, self.DataCount)
return data
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):
data = pack('64siLiLii', self.MaterialName, self.TextureIndex, self.PolyFlags, self.AuxMaterial, self.AuxFlags, self.LodBias, self.LodStyle)
return data
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):
data = pack('64sLii', self.Name, self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()
return data
#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):
data = pack('64sLii', self.Name, self.Flags, self.NumChildren, self.ParentIndex) + self.BonePos.dump()
return data
class VRawBoneInfluence:
def __init__(self):
self.Weight = 0.0
self.PointIndex = 0
self.BoneIndex = 0
def dump(self):
data = pack('fii', self.Weight, self.PointIndex, self.BoneIndex)
return data
class VQuatAnimKey:
def __init__(self):
self.Position = FVector()
self.Orientation = FQuat()
self.Time = 0.0
def dump(self):
data = self.Position.dump() + self.Orientation.dump() + pack('f', self.Time)
return data
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
def dump(self):
data = pack('HHffBBH', self.PointIndex, 0, self.U, self.V, self.MatIndex, self.Reserved, 0)
return data
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)
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 VPoint(object):
def __init__(self):
self.Point = FVector()
def dump(self):
return self.Point.dump()
def __cmp__(self, other):
return cmp(self.Point, other.Point)
def _key(self):
return (type(self).__name__, self.Point)
def __hash__(self):
return hash(self._key())
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):
data = pack('HHHBBL', self.WedgeIndex0, self.WedgeIndex1, self.WedgeIndex2, self.MatIndex, self.AuxMatIndex, self.SmoothingGroups)
return data
# 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)
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):
#print ('AddPoint')
self.Points.Data.append(p)
def AddWedge(self, w):
#print ('AddWedge')
self.Wedges.Data.append(w)
def AddFace(self, f):
#print ('AddFace')
self.Faces.Data.append(f)
def AddMaterial(self, m):
#print ('AddMaterial')
self.Materials.Data.append(m)
def AddBone(self, b):
#print ('AddBone [%s]: Position: (x=%f, y=%f, z=%f) Rotation=(%f,%f,%f,%f)' % (b.Name, b.BonePos.Position.X, b.BonePos.Position.Y, b.BonePos.Position.Z, b.BonePos.Orientation.X,b.BonePos.Orientation.Y,b.BonePos.Orientation.Z,b.BonePos.Orientation.W))
self.Bones.Data.append(b)
def AddInfluence(self, i):
#print ('AddInfluence')
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()
m.MaterialName = "Mat%i" % mat_index
self.AddMaterial(m)
return m
def PrintOut(self):
print ("--- PSK FILE EXPORTED ---")
print ('point count: %i' % len(self.Points.Data))
print ('wedge count: %i' % len(self.Wedges.Data))
print ('face count: %i' % len(self.Faces.Data))
print ('material count: %i' % len(self.Materials.Data))
print ('bone count: %i' % len(self.Bones.Data))
print ('inlfuence count: %i' % len(self.Influences.Data))
print ('-------------------------')
# PSA FILE 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 dump(self):
data = self.Generalheader.dump() + self.Bones.dump() + self.Animations.dump() + self.RawKeys.dump()
return data
def AddBone(self, b):
#LOUD
#print "AddBone: " + b.Name
self.Bones.Data.append(b)
def AddAnimation(self, a):
#LOUD
#print "AddAnimation: %s, TotalBones: %i, AnimRate: %f, NumRawFrames: %i, TrackTime: %f" % (a.Name, a.TotalBones, a.AnimRate, a.NumRawFrames, a.TrackTime)
self.Animations.Data.append(a)
def AddRawKey(self, k):
#LOUD
#print "AddRawKey [%i]: Time: %f, Quat: x=%f, y=%f, z=%f, w=%f, Position: x=%f, y=%f, z=%f" % (len(self.RawKeys.Data), k.Time, k.Orientation.X, k.Orientation.Y, k.Orientation.Z, k.Orientation.W, k.Position.X, k.Position.Y, k.Position.Z)
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()
data = self.GeneralHeader.dump() + self.Bones.dump() + self.Animations.dump() + self.RawKeys.dump()
return data
def PrintOut(self):
print ('--- PSA FILE EXPORTED ---')
print ('bone count: %i' % len(self.Bones.Data))
print ('animation count: %i' % len(self.Animations.Data))
print ('rawkey count: %i' % len(self.RawKeys.Data))
print ('-------------------------')
####################################
# 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
##################################################
#RG - check to make sure face isnt a line
#The face has to be triangle not a line
def is_1d_face(blender_face,mesh):
#ID Vertex of id point
v0 = blender_face.vertices[0]
v1 = blender_face.vertices[1]
v2 = blender_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
##################################################
# 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 triangulateNMesh(object):
bneedtri = False
scene = bpy.context.scene
bpy.ops.object.mode_set(mode='OBJECT')
for i in scene.objects: i.select = False #deselect all objects
object.select = True
scene.objects.active = object #set the mesh object to current
bpy.ops.object.mode_set(mode='OBJECT')
print("Checking mesh if needs to convert quad to Tri...")
for face in object.data.faces:
if (len(face.vertices) > 3):
bneedtri = True
break
bpy.ops.object.mode_set(mode='OBJECT')
if bneedtri == True:
print("Converting quad to tri mesh...")
me_da = object.data.copy() #copy data
me_ob = object.copy() #copy object
#note two copy two types else it will use the current data or mesh
me_ob.data = me_da
bpy.context.scene.objects.link(me_ob)#link the object to the scene #current object location
for i in scene.objects: i.select = False #deselect all objects
me_ob.select = True
scene.objects.active = me_ob #set the mesh object to current
bpy.ops.object.mode_set(mode='EDIT') #Operators
bpy.ops.mesh.select_all(action='SELECT')#select all the face/vertex/edge
bpy.ops.mesh.quads_convert_to_tris() #Operators
bpy.context.scene.update()
bpy.ops.object.mode_set(mode='OBJECT') # set it in object
bpy.context.scene.unrealtriangulatebool = True
print("Triangulate Mesh Done!")
else:
print("No need to convert tri mesh.")
me_ob = object
return me_ob
#Blender Bone Index
class BBone:
def __init__(self):
self.bone = ""
self.index = 0
bonedata = []
BBCount = 0
#deal with mesh bones groups vertex point
def BoneIndex(bone):
global BBCount, bonedata
#print("//==============")
#print(bone.name , "ID:",BBCount)
BB = BBone()
BB.bone = bone.name
BB.index = BBCount
bonedata.append(BB)
BBCount += 1
for current_child_bone in bone.children:
BoneIndex(current_child_bone)
def BoneIndexArmature(blender_armature):
global BBCount
#print("\n Buildng bone before mesh \n")
#objectbone = blender_armature.pose #Armature bone
#print(blender_armature)
objectbone = blender_armature[0].pose
#print(dir(ArmatureData))
for bone in objectbone.bones:
if(bone.parent is None):
BoneIndex(bone)
#BBCount += 1
break
# Actual object parsing functions
def parse_meshes(blender_meshes, psk_file):
#this is use to call the bone name and the index array for group index matches
global bonedata
#print("BONE DATA",len(bonedata))
print ("----- parsing meshes -----")
print("Number of Object Meshes:",len(blender_meshes))
for current_obj in blender_meshes: #number of mesh that should be one mesh here
current_obj = triangulateNMesh(current_obj)
#print(dir(current_obj))
print("Mesh Name:",current_obj.name)
current_mesh = current_obj.data
#if len(current_obj.materials) > 0:
# object_mat = current_obj.materials[0]
object_material_index = current_obj.active_material_index
points = ObjMap()
wedges = ObjMap()
discarded_face_count = 0
print (" -- Dumping Mesh Faces -- LEN:", len(current_mesh.faces))
for current_face in current_mesh.faces:
#print ' -- Dumping UVs -- '
#print current_face.uv_textures
if len(current_face.vertices) != 3:
raise RuntimeError("Non-triangular face (%i)" % len(current_face.vertices))
#No Triangulate Yet
# if len(current_face.vertices) != 3:
# raise RuntimeError("Non-triangular face (%i)" % len(current_face.vertices))
# #TODO: add two fake faces made of triangles?
#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(current_face,current_mesh):
#print("faces")
wedge_list = []
vect_list = []
#get or create the current material
m = psk_file.GetMatByIndex(object_material_index)
face_index = current_face.index
has_UV = False
faceUV = None
if len(current_mesh.uv_textures) > 0:
has_UV = True
#print("face index: ",face_index)
#faceUV = current_mesh.uv_textures.active.data[face_index]#UVs for current face
#faceUV = current_mesh.uv_textures.active.data[0]#UVs for current face
#print(face_index,"<[FACE NUMBER")
uv_layer = current_mesh.uv_textures.active
faceUV = uv_layer.data[face_index]
#print("============================")
#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 = current_face.vertices[i]
vert = current_mesh.vertices[vert_index]
uv = []
#assumes 3 UVs Per face (for now).
if (has_UV):
if len(faceUV.uv) != 3:
print ("WARNING: Current face is missing UV coordinates - writing 0,0...")
print ("WARNING: Face has more than 3 UVs - writing 0,0...")
uv = [0.0, 0.0]
else:
#uv.append(faceUV.uv[i][0])
#uv.append(faceUV.uv[i][1])
uv = [faceUV.uv[i][0],faceUV.uv[i][1]] #OR bottom works better # 24 for cube
#uv = list(faceUV.uv[i]) #30 just cube
else:
print ("No UVs?")
uv = [0.0, 0.0]
#print("UV >",uv)
#uv = [0.0, 0.0] #over ride uv that is not fixed
#print(uv)
#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]
#deal with the min and max value
#if value is over the set limit it will null the uv texture
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
vpos = vert.co * current_obj.matrix_local
# Create the point
p = VPoint()
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
# Create the wedge
w = VVertex()
w.MatIndex = object_material_index
w.PointIndex = points.get(p) # get index from map
#Set UV TEXTURE
w.U = uv[0]
w.V = uv[1]
index_wedge = wedges.get(w)
wedge_list.append(index_wedge)
#print results
#print 'result PointIndex=%i, U=%f, V=%f, wedge_index=%i' % (
# w.PointIndex,
# w.U,
# w.V,
# wedge_index)
# Determine face vertex order
# get normal from blender
no = current_face.normal
# TODO: convert to Blender.Mathutils
# 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)
# print results
#print 'face norm: (%f,%f,%f), tnorm=(%f,%f,%f), dot=%f' % (
# norm.X, norm.Y, norm.Z,
# tnorm.X, tnorm.Y, tnorm.Z,
# dot)
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 = current_face.vertices[0];
dindex1 = current_face.vertices[1];
dindex2 = current_face.vertices[2];
raise RuntimeError("normal vector coplanar with face! points:", current_mesh.vertices[dindex0].co, current_mesh.vertices[dindex1].co, current_mesh.vertices[dindex2].co)
tri.MatIndex = object_material_index
#print(tri)
psk_file.AddFace(tri)
else:
discarded_face_count = discarded_face_count + 1
print (" -- Dumping Mesh Points -- LEN:",len(points.dict))
for point in points.items():
psk_file.AddPoint(point)
print (" -- Dumping Mesh Wedge -- LEN:",len(wedges.dict))
for wedge in wedges.items():
psk_file.AddWedge(wedge)
#RG - if we happend upon any non-planar faces above that we've discarded,
# just let the user know we discarded them here in case they want
# to investigate
if discarded_face_count > 0:
print ("INFO: Discarded %i non-planar faces." % (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
#vertex group.
for bonegroup in bonedata:
#print("bone gourp build:",bonegroup.bone)
vert_list = []
for current_vert in current_mesh.vertices:
#print("INDEX V:",current_vert.index)
vert_index = current_vert.index
for vgroup in current_vert.groups:#vertex groupd id
vert_weight = vgroup.weight
if(bonegroup.index == vgroup.group):
p = VPoint()
vpos = current_vert.co * current_obj.matrix_local
p.Point.X = vpos.x
p.Point.Y = vpos.y
p.Point.Z = vpos.z
#print(current_vert.co)
point_index = points.get(p) #point index
v_item = (point_index, vert_weight)
vert_list.append(v_item)
#bone name, [point id and wieght]
#print("Add Vertex Group:",bonegroup.bone, " No. Points:",len(vert_list))
psk_file.VertexGroups[bonegroup.bone] = vert_list
#unrealtriangulatebool #this will remove the mesh from the scene
if (bpy.context.scene.unrealtriangulatebool == True):
print("Remove tmp Mesh [ " ,current_obj.name, " ] from scene >" ,(bpy.context.scene.unrealtriangulatebool ))
bpy.ops.object.mode_set(mode='OBJECT') # set it in object
bpy.context.scene.objects.unlink(current_obj)
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()
quat.X = bquat.x
quat.Y = bquat.y
quat.Z = bquat.z
quat.W = bquat.w
return quat
# =================================================================================================
# TODO: remove this 1am hack
nbone = 0
def parse_bone(blender_bone, psk_file, psa_file, parent_id, is_root_bone, parent_matrix, parent_root):
global nbone # look it's evil!
#print '-------------------- Dumping Bone ---------------------- '
#If bone does not have parent that mean it the root bone
if blender_bone.parent is None:
parent_root = blender_bone
child_count = len(blender_bone.children)
#child of parent
child_parent = blender_bone.parent
if child_parent != None:
print ("--Bone Name:",blender_bone.name ," parent:" , blender_bone.parent.name, "ID:", nbone)
else:
print ("--Bone Name:",blender_bone.name ," parent: None" , "ID:", nbone)
if child_parent != None:
quat_root = blender_bone.matrix
quat = make_fquat(quat_root.to_quat())
quat_parent = child_parent.matrix.to_quat().inverse()
parent_head = child_parent.head * quat_parent
parent_tail = child_parent.tail * quat_parent
set_position = (parent_tail - parent_head) + blender_bone.head
else:
# ROOT BONE
#This for root
set_position = blender_bone.head * parent_matrix #ARMATURE OBJECT Locction
rot_mat = blender_bone.matrix * parent_matrix.rotation_part() #ARMATURE OBJECT Rotation
#print(dir(rot_mat))
quat = make_fquat_default(rot_mat.to_quat())
print ("[[======= FINAL POSITION:", set_position)
final_parent_id = parent_id
#RG/RE -
#if we are not seperated by a small distance, create a dummy bone for the displacement
#this is only needed for root bones, since UT assumes a connected skeleton, and from here
#down the chain we just use "tail" as an endpoint
#if(head.length > 0.001 and is_root_bone == 1):
if(0):
pb = make_vbone("dummy_" + blender_bone.name, parent_id, 1, FQuat(), tail)
psk_file.AddBone(pb)
pbb = make_namedbonebinary("dummy_" + blender_bone.name, parent_id, 1, FQuat(), tail, 0)
psa_file.StoreBone(pbb)
final_parent_id = nbone
nbone = nbone + 1
#tail = tail-head
my_id = nbone
pb = make_vbone(blender_bone.name, final_parent_id, child_count, quat, set_position)
psk_file.AddBone(pb)
pbb = make_namedbonebinary(blender_bone.name, final_parent_id, child_count, quat, set_position, 1)
psa_file.StoreBone(pbb)
nbone = nbone + 1
#RG - dump influences for this bone - use the data we collected in the mesh dump phase
# to map our bones to vertex groups
#print("///////////////////////")
#print("set influence")
if blender_bone.name in psk_file.VertexGroups:
vertex_list = psk_file.VertexGroups[blender_bone.name]
#print("vertex list:", len(vertex_list), " of >" ,blender_bone.name )
for vertex_data in vertex_list:
#print("set influence vettex")
point_index = vertex_data[0]
vertex_weight = vertex_data[1]
influence = VRawBoneInfluence()
influence.Weight = vertex_weight
#influence.BoneIndex = my_id
influence.BoneIndex = my_id
influence.PointIndex = point_index
#print(influence)
#print ('Adding Bone Influence for [%s] = Point Index=%i, Weight=%f' % (blender_bone.name, point_index, vertex_weight))
#print("adding influence")
psk_file.AddInfluence(influence)
#blender_bone.matrix_local
#recursively dump child bones
mainparent = parent_matrix
#if len(blender_bone.children) > 0:
for current_child_bone in blender_bone.children:
parse_bone(current_child_bone, psk_file, psa_file, my_id, 0, mainparent, parent_root)
def parse_armature(blender_armature, psk_file, psa_file):
print ("----- parsing armature -----")
print ('blender_armature length: %i' % (len(blender_armature)))
#magic 0 sized root bone for UT - this is where all armature dummy bones will attach
#dont increment nbone here because we initialize it to 1 (hackity hackity hack)
#count top level bones first. NOT EFFICIENT.
child_count = 0
for current_obj in blender_armature:
current_armature = current_obj.data
bones = [x for x in current_armature.bones if not x.parent is None]
child_count += len(bones)
for current_obj in blender_armature:
print ("Current Armature Name: " + current_obj.name)
current_armature = current_obj.data
#armature_id = make_armature_bone(current_obj, psk_file, psa_file)
#we dont want children here - only the top level bones of the armature itself
#we will recursively dump the child bones as we dump these bones
"""
bones = [x for x in current_armature.bones if not x.parent is None]
#will ingore this part of the ocde
"""
for current_bone in current_armature.bones: #list the bone. #note this will list all the bones.
if(current_bone.parent is None):
parse_bone(current_bone, psk_file, psa_file, 0, 0, current_obj.matrix_local, None)
break
# get blender objects by type
def get_blender_objects(objects, intype):
return [x for x in objects if x.type == intype]
#strips current extension (if any) from filename and replaces it with extension passed in
def make_filename_ext(filename, extension):
new_filename = ''
extension_index = filename.find('.')
if extension_index == -1:
new_filename = filename + extension
else:
new_filename = filename[0:extension_index] + extension
return new_filename
# returns the quaternion Grassman product a*b
# this is the same as the rotation a(b(x))
# (ie. the same as B*A if A and B are matrices representing
# the rotations described by quaternions a and b)
def grassman(a, b):
return mathutils.Quaternion(
a.w*b.w - a.x*b.x - a.y*b.y - a.z*b.z,
a.w*b.x + a.x*b.w + a.y*b.z - a.z*b.y,
a.w*b.y - a.x*b.z + a.y*b.w + a.z*b.x,
a.w*b.z + a.x*b.y - a.y*b.x + a.z*b.w)
def parse_animation(blender_scene, blender_armatures, psa_file):
#to do list:
#need to list the action sets
#need to check if there animation
#need to check if animation is has one frame then exit it
print ('\n----- parsing animation -----')
##print(dir(blender_scene))
#print(dir(blender_armatures))
render_data = blender_scene.render
bHaveAction = True
anim_rate = render_data.fps
#print("dir:",dir(blender_scene))
#print(dir(bpy.data.actions))
#print("dir:",dir(bpy.data.actions[0]))
print("==== Blender Settings ====")
print ('Scene: %s Start Frame: %i, End Frame: %i' % (blender_scene.name, blender_scene.frame_start, blender_scene.frame_end))
print ('Frames Per Sec: %i' % anim_rate)
print ("Default FPS: 24" )
cur_frame_index = 0
#print(dir(bpy.data.actions))
#print(dir(bpy.context.scene.background_set))
#list of armature objects
for arm in blender_armatures:
#check if there animation data from armature or something
#print(dir(arm.animation_data))
#print("[["+dir(arm.animation_data.action))
if not arm.animation_data:
print("======================================")
print("Check Animation Data: None")
print("Armature has no animation, skipping...")
print("======================================")
break
if not arm.animation_data.action:
print("======================================")
print("Check Action: None")
print("Armature has no animation, skipping...")
print("======================================")
break
act = arm.animation_data.action
#print(dir(act))
action_name = act.name
if not len(act.fcurves):
print("//===========================================================")
print("// None bone pose set keys for this action set... skipping...")
print("//===========================================================")
bHaveAction = False
#this deal with action export control
if bHaveAction == True:
print("")
print("==== Action Set ====")
print("Action Name:",action_name)
#look for min and max frame that current set keys
framemin, framemax = act.frame_range
#print("max frame:",framemax)
start_frame = int(framemin)
end_frame = int(framemax)
scene_frames = range(start_frame, end_frame+1)
frame_count = len(scene_frames)
#===================================================
anim = AnimInfoBinary()
anim.Name = action_name
anim.Group = "" #what is group?
anim.NumRawFrames = frame_count
anim.AnimRate = anim_rate
anim.FirstRawFrame = cur_frame_index
#===================================================
count_previous_keys = len(psa_file.RawKeys.Data)
print("Frame Key Set Count:",frame_count, "Total Frame:",frame_count)
#print("init action bones...")
unique_bone_indexes = {}
# bone lookup table
bones_lookup = {}
#build bone node for animation keys needed to be set
for bone in arm.data.bones:
bones_lookup[bone.name] = bone
#print("bone name:",bone.name)
frame_count = len(scene_frames)
#print ('Frame Count: %i' % frame_count)
pose_data = arm.pose
#these must be ordered in the order the bones will show up in the PSA file!
ordered_bones = {}
ordered_bones = sorted((psa_file.UseBone(x.name), x) for x in pose_data.bones, key=operator.itemgetter(0))
#############################
# ORDERED FRAME, BONE
#for frame in scene_frames:
for i in range(frame_count):
frame = scene_frames[i]
#LOUD
#print ("==== outputting frame %i ===" % frame)
if frame_count > i+1:
next_frame = scene_frames[i+1]
#print "This Frame: %i, Next Frame: %i" % (frame, next_frame)
else:
next_frame = -1
#print "This Frame: %i, Next Frame: NONE" % frame
#frame start from 1 as number one from blender
blender_scene.frame_set(frame)
cur_frame_index = cur_frame_index + 1
for bone_data in ordered_bones:
bone_index = bone_data[0]
pose_bone = bone_data[1]
#print("[=====POSE NAME:",pose_bone.name)
#print("LENG >>.",len(bones_lookup))
blender_bone = bones_lookup[pose_bone.name]
#just need the total unique bones used, later for this AnimInfoBinary
unique_bone_indexes[bone_index] = bone_index
#LOUD
#print ("-------------------", pose_bone.name)
head = pose_bone.head
posebonemat = mathutils.Matrix(pose_bone.matrix)
parent_pose = pose_bone.parent
if parent_pose != None:
parentposemat = mathutils.Matrix(parent_pose.matrix)
#blender 2.4X it been flip around with new 2.50 (mat1 * mat2) should now be (mat2 * mat1)
posebonemat = parentposemat.invert() * posebonemat
head = posebonemat.translation_part()
quat = posebonemat.to_quat().normalize()
vkey = VQuatAnimKey()
vkey.Position.X = head.x
vkey.Position.Y = head.y
vkey.Position.Z = head.z
if parent_pose != None:
quat = make_fquat(quat)
else:
quat = make_fquat_default(quat)
vkey.Orientation = quat
#print("Head:",head)
#print("Orientation",quat)
#time from now till next frame = diff / framesPerSec
if next_frame >= 0:
diff = next_frame - frame
else:
diff = 1.0
#print ("Diff = ", diff)
vkey.Time = float(diff)/float(anim_rate)
psa_file.AddRawKey(vkey)
#done looping frames
#done looping armatures
#continue adding animInfoBinary counts here
anim.TotalBones = len(unique_bone_indexes)
print("Bones Count:",anim.TotalBones)
anim.TrackTime = float(frame_count) / anim.AnimRate
print("Time Track Frame:",anim.TrackTime)
psa_file.AddAnimation(anim)
print("==== Finish Action Build(s) ====")
exportmessage = "Export Finish"
def fs_callback(filename, context, user_setting):
#this deal with repeat export and the reset settings
global bonedata, BBCount, nbone, exportmessage
bonedata = []#clear array
BBCount = 0
nbone = 0
start_time = time.clock()
print ("========EXPORTING TO UNREAL SKELETAL MESH FORMATS========\r\n")
print("Blender Version:", bpy.app.version_string)
psk = PSKFile()
psa = PSAFile()
#sanity check - this should already have the extension, but just in case, we'll give it one if it doesn't
psk_filename = make_filename_ext(filename, '.psk')
#make the psa filename
psa_filename = make_filename_ext(filename, '.psa')
print ('PSK File: ' + psk_filename)
print ('PSA File: ' + psa_filename)
barmature = True
bmesh = True
blender_meshes = []
blender_armature = []
selectmesh = []
selectarmature = []
current_scene = context.scene
cur_frame = current_scene.frame_current #store current frame before we start walking them during animation parse
objects = current_scene.objects
print("Checking object count...")
for next_obj in objects:
if next_obj.type == 'MESH':
blender_meshes.append(next_obj)
if (next_obj.select):
#print("mesh object select")
selectmesh.append(next_obj)
if next_obj.type == 'ARMATURE':
blender_armature.append(next_obj)
if (next_obj.select):
#print("armature object select")
selectarmature.append(next_obj)
print("Mesh Count:",len(blender_meshes)," Armature Count:",len(blender_armature))
print("====================================")
print("Checking Mesh Condtion(s):")
if len(blender_meshes) == 1:
print(" - One Mesh Scene")
elif (len(blender_meshes) > 1) and (len(selectmesh) == 1):
print(" - One Mesh [Select]")
else:
print(" - Too Many Meshes!")
print(" - Select One Mesh Object!")
bmesh = False
print("====================================")
print("Checking Armature Condtion(s):")
if len(blender_armature) == 1:
print(" - One Armature Scene")
elif (len(blender_armature) > 1) and (len(selectarmature) == 1):
print(" - One Armature [Select]")
else:
print(" - Too Armature Meshes!")
print(" - Select One Armature Object Only!")
barmature = False
if (bmesh == False) or (barmature == False):
exportmessage = "Export Fail! Check Log."
print("=================================")
print("= Export Fail! =")
print("=================================")
else:
exportmessage = "Export Finish!"
#need to build a temp bone index for mesh group vertex
BoneIndexArmature(blender_armature)
try:
#######################
# STEP 1: MESH DUMP
# we build the vertexes, wedges, and faces in here, as well as a vertexgroup lookup table
# for the armature parse
print("//===============================")
print("// STEP 1")
print("//===============================")
parse_meshes(blender_meshes, psk)
except:
context.scene.frame_set(cur_frame) #set frame back to original frame
print ("Exception during Mesh Parse")
raise
try:
#######################
# STEP 2: ARMATURE DUMP
# IMPORTANT: do this AFTER parsing meshes - we need to use the vertex group data from
# the mesh parse in here to generate bone influences
print("//===============================")
print("// STEP 2")
print("//===============================")
parse_armature(blender_armature, psk, psa)
except:
context.scene.frame_set(cur_frame) #set frame back to original frame
print ("Exception during Armature Parse")
raise
try:
#######################
# STEP 3: ANIMATION DUMP
# IMPORTANT: do AFTER parsing bones - we need to do bone lookups in here during animation frames
print("//===============================")
print("// STEP 3")
print("//===============================")
parse_animation(current_scene, blender_armature, psa)
except:
context.scene.frame_set(cur_frame) #set frame back to original frame
print ("Exception during Animation Parse")
raise
# reset current frame
context.scene.frame_set(cur_frame) #set frame back to original frame
##########################
# FILE WRITE
print("//===========================================")
print("// bExportPsk:",bpy.context.scene.unrealexportpsk," bExportPsa:",bpy.context.scene.unrealexportpsa)
print("//===========================================")
if bpy.context.scene.unrealexportpsk == True:
print("Writing Skeleton Mesh Data...")
#RG - dump psk file
psk.PrintOut()
file = open(psk_filename, "wb")
file.write(psk.dump())
file.close()
print ("Successfully Exported File: " + psk_filename)
if bpy.context.scene.unrealexportpsa == True:
print("Writing Animaiton Data...")
#RG - dump psa file
if not psa.IsEmpty():
psa.PrintOut()
file = open(psa_filename, "wb")
file.write(psa.dump())
file.close()
print ("Successfully Exported File: " + psa_filename)
else:
print ("No Animations (.psa file) to Export")
print ('PSK/PSA Export Script finished in %.2f seconds' % (time.clock() - start_time))
#MSG BOX EXPORT COMPLETE
#...
#DONE
print ("PSK/PSA Export Complete")
def write_data(path, context, user_setting):
print("//============================")
print("// running psk/psa export...")
print("//============================")
fs_callback(path, context, user_setting)
pass
from bpy.props import *
exporttypedata = []
# [index,text field,0] #or something like that
exporttypedata.append(("0","PSK","Export PSK"))
exporttypedata.append(("1","PSA","Export PSA"))
exporttypedata.append(("2","ALL","Export ALL"))
bpy.types.Scene.unrealfpsrate = IntProperty(
name="fps rate",
description="Set the frame per second (fps) for unreal.",
default=24,min=1,max=100)
bpy.types.Scene.unrealexport_settings = EnumProperty(
name="Export:",
description="Select a export settings (psk/psa/all)...",
items = exporttypedata, default = '0')
bpy.types.Scene.unrealtriangulatebool = BoolProperty(
name="Triangulate Mesh",
description="Convert Quad to Tri Mesh Boolean...",
default=False)
bpy.types.Scene.unrealactionexportall = BoolProperty(
name="All Actions",
description="This let you export all actions from current armature.[Not Build Yet]",
default=False)
bpy.types.Scene.unrealexportpsk = BoolProperty(
name="bool export psa",
description="bool for exporting this psk format",
default=False)
bpy.types.Scene.unrealexportpsa = BoolProperty(
name="bool export psa",
description="bool for exporting this psa format",
default=False)
class ExportUDKAnimData(bpy.types.Operator):
global exportmessage
'''Export Skeleton Mesh / Animation Data file(s)'''
bl_idname = "export.udk_anim_data" # this is important since its how bpy.ops.export.udk_anim_data is constructed
bl_label = "Export PSK/PSA"
__doc__ = "One mesh and one armature else select one mesh or armature to be exported."
# List of operator properties, the attributes will be assigned
# to the class instance from the operator settings before calling.
filepath = StringProperty(name="File Path", description="Filepath used for exporting the PSA file", maxlen= 1024, default= "")
use_setting = BoolProperty(name="No Options Yet", description="No Options Yet", default= True)
pskexportbool = BoolProperty(name="Export PSK", description="Export Skeletal Mesh", default= True)
psaexportbool = BoolProperty(name="Export PSA", description="Export Action Set (Animation Data)", default= True)
actionexportall = BoolProperty(name="All Actions", description="This will export all the actions that matches the current armature.", default=False)
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
#check if skeleton mesh is needed to be exported
if (self.pskexportbool):
bpy.context.scene.unrealexportpsk = True
else:
bpy.context.scene.unrealexportpsk = False
#check if animation data is needed to be exported
if (self.psaexportbool):
bpy.context.scene.unrealexportpsa = True
else:
bpy.context.scene.unrealexportpsa = False
write_data(self.filepath, context, self.use_setting)
self.report({'WARNING', 'INFO'}, exportmessage)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_label = "Unreal Tools"
@classmethod
def poll(cls, context):
return context.active_object
def draw(self, context):
layout = self.layout
#layout.label(text="Unreal Tools")
rd = context.scene
#drop box
layout.prop(rd, "unrealexport_settings",expand=True)
#layout.prop(rd, "unrealexport_settings")
#button
layout.operator("object.UnrealExport")
#FPS #it use the real data from your scene
layout.prop(rd.render, "fps")
layout.prop(rd, "unrealactionexportall")
#row = layout.row()
#row.label(text="Action Set(s)(not build)")
#for action in bpy.data.actions:
#print(dir( action))
#print(action.frame_range)
#row = layout.row()
#row.prop(action, "name")
#print(dir(action.groups[0]))
#for g in action.groups:#those are bones
#print("group...")
#print(dir(g))
#print("////////////")
#print((g.name))
#print("////////////")
#row.label(text="Active:" + action.select)
btrimesh = False
class OBJECT_OT_UnrealExport(bpy.types.Operator):
global exportmessage
bl_idname = "OBJECT_OT_UnrealExport"
bl_label = "Unreal Export"
__doc__ = "Select export setting for .psk/.psa or both."
def invoke(self, context, event):
#path = StringProperty(name="File Path", description="File path used for exporting the PSA file", maxlen= 1024, default= "")
print("Init Export Script:")
if(int(bpy.context.scene.unrealexport_settings) == 0):
bpy.context.scene.unrealexportpsk = True
bpy.context.scene.unrealexportpsa = False
print("Exporting PSK...")
if(int(bpy.context.scene.unrealexport_settings) == 1):
bpy.context.scene.unrealexportpsk = False
bpy.context.scene.unrealexportpsa = True
print("Exporting PSA...")
if(int(bpy.context.scene.unrealexport_settings) == 2):
bpy.context.scene.unrealexportpsk = True
bpy.context.scene.unrealexportpsa = True
print("Exporting ALL...")
default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
fs_callback(default_path, bpy.context, False)
#self.report({'WARNING', 'INFO'}, exportmessage)
self.report({'INFO'}, exportmessage)
return{'FINISHED'}
def menu_func(self, context):
bpy.context.scene.unrealexportpsk = True
bpy.context.scene.unrealexportpsa = True
default_path = os.path.splitext(bpy.data.filepath)[0] + ".psk"
self.layout.operator("export.udk_anim_data", text="Skeleton Mesh / Animation Data (.psk/.psa)").filepath = default_path
def register():
bpy.types.INFO_MT_file_export.append(menu_func)
def unregister():
bpy.types.INFO_MT_file_export.remove(menu_func)
if __name__ == "__main__":
register()
|