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26
README.md
26
README.md
@@ -1,3 +1,25 @@
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|||||||
# io_export_psk_psa
|
This Blender add-on allows you to export meshes and animations to the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats).
|
||||||
|
|
||||||
If you are looking for a PSK/PSA importer, use [this one](https://github.com/Befzz/blender3d_import_psk_psa)!
|
# Installation
|
||||||
|
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
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||||||
|
2. Open Blender 2.80 or later.
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||||||
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3. Navigate to the Blender Preferences (Edit > Preferences).
|
||||||
|
4. Select the "Add-ons" tab.
|
||||||
|
5. Click the "Install..." button.
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||||||
|
6. Select the .zip file that you downloaded earlier and click "Install Add-on".
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||||||
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7. Enable the newly added "Import-Export: PSK/PSA Exporter" addon.
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||||||
|
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||||||
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# Usage
|
||||||
|
## Exporting a PSK
|
||||||
|
1. Select the mesh objects you wish to export.
|
||||||
|
3. Navigate to File > Export > Unreal PSK (.psk)
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||||||
|
4. Enter the file name and click "Export".
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||||||
|
|
||||||
|
## Exporting a PSA
|
||||||
|
1. Select the armature objects you wish to export.
|
||||||
|
2. Navigate to File > Export > Unreal PSA (.psa)
|
||||||
|
3. Enter the file name and click "Export".
|
||||||
|
|
||||||
|
# FAQ
|
||||||
|
## Can I use this addon to import PSK and PSA files?
|
||||||
|
Currently, no. If you are looking for a PSK/PSA importer, use [this one](https://github.com/Befzz/blender3d_import_psk_psa)!
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||||||
|
|||||||
@@ -1,7 +1,7 @@
|
|||||||
bl_info = {
|
bl_info = {
|
||||||
"name": "PSK/PSA Exporter",
|
"name": "PSK/PSA Exporter",
|
||||||
"author": "Colin Basnett",
|
"author": "Colin Basnett",
|
||||||
"version": ( 1, 0, 0 ),
|
"version": ( 1, 1, 0 ),
|
||||||
"blender": ( 2, 80, 0 ),
|
"blender": ( 2, 80, 0 ),
|
||||||
"location": "File > Export > PSK Export (.psk)",
|
"location": "File > Export > PSK Export (.psk)",
|
||||||
"description": "PSK/PSA Export (.psk)",
|
"description": "PSK/PSA Export (.psk)",
|
||||||
|
|||||||
@@ -56,16 +56,17 @@ class PsaExportOperator(Operator, ExportHelper):
|
|||||||
row.template_list('PSA_UL_ActionList', 'asd', scene, 'psa_action_list', scene, 'psa_action_list_index', rows=len(context.scene.psa_action_list))
|
row.template_list('PSA_UL_ActionList', 'asd', scene, 'psa_action_list', scene, 'psa_action_list_index', rows=len(context.scene.psa_action_list))
|
||||||
|
|
||||||
def is_action_for_armature(self, action):
|
def is_action_for_armature(self, action):
|
||||||
bone_names = [x.name for x in self.armature.data.bones]
|
if len(action.fcurves) == 0:
|
||||||
print(bone_names)
|
return False
|
||||||
|
bone_names = set([x.name for x in self.armature.data.bones])
|
||||||
for fcurve in action.fcurves:
|
for fcurve in action.fcurves:
|
||||||
match = re.match('pose\.bones\["(.+)"\].\w+', fcurve.data_path)
|
match = re.match(r'pose\.bones\["(.+)"\].\w+', fcurve.data_path)
|
||||||
if not match:
|
if not match:
|
||||||
continue
|
continue
|
||||||
bone_name = match.group(1)
|
bone_name = match.group(1)
|
||||||
if bone_name not in bone_names:
|
if bone_name in bone_names:
|
||||||
return False
|
return True
|
||||||
return True
|
return False
|
||||||
|
|
||||||
def invoke(self, context, event):
|
def invoke(self, context, event):
|
||||||
if context.view_layer.objects.active.type != 'ARMATURE':
|
if context.view_layer.objects.active.type != 'ARMATURE':
|
||||||
|
|||||||
@@ -1,158 +1,197 @@
|
|||||||
import bpy
|
import bpy
|
||||||
import bmesh
|
import bmesh
|
||||||
|
from collections import OrderedDict
|
||||||
from .data import *
|
from .data import *
|
||||||
|
|
||||||
|
# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py
|
||||||
|
|
||||||
|
class PskInputObjects(object):
|
||||||
|
def __init__(self):
|
||||||
|
self.mesh_objects = []
|
||||||
|
self.armature_object = None
|
||||||
|
|
||||||
class PskBuilder(object):
|
class PskBuilder(object):
|
||||||
def __init__(self):
|
def __init__(self):
|
||||||
# TODO: add options in here
|
|
||||||
pass
|
pass
|
||||||
|
|
||||||
|
@staticmethod
|
||||||
|
def get_input_objects(context) -> PskInputObjects:
|
||||||
|
input_objects = PskInputObjects()
|
||||||
|
for obj in context.view_layer.objects.selected:
|
||||||
|
if obj.type != 'MESH':
|
||||||
|
raise RuntimeError(f'Selected object "{obj.name}" is not a mesh')
|
||||||
|
|
||||||
|
input_objects.mesh_objects = context.view_layer.objects.selected
|
||||||
|
|
||||||
|
if len(input_objects.mesh_objects) == 0:
|
||||||
|
raise RuntimeError('At least one mesh must be selected')
|
||||||
|
|
||||||
|
for obj in input_objects.mesh_objects:
|
||||||
|
if len(obj.data.materials) == 0:
|
||||||
|
raise RuntimeError(f'Mesh "{obj.name}" must have at least one material')
|
||||||
|
|
||||||
|
# Ensure that there are either no armature modifiers (static mesh)
|
||||||
|
# or that there is exactly one armature modifier object shared between
|
||||||
|
# all selected meshes
|
||||||
|
armature_modifier_objects = set()
|
||||||
|
|
||||||
|
for obj in input_objects.mesh_objects:
|
||||||
|
modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE']
|
||||||
|
if len(modifiers) == 0:
|
||||||
|
continue
|
||||||
|
elif len(modifiers) == 2:
|
||||||
|
raise RuntimeError(f'Mesh "{obj.name}" must have only one armature modifier')
|
||||||
|
armature_modifier_objects.add(modifiers[0].object)
|
||||||
|
|
||||||
|
if len(armature_modifier_objects) > 1:
|
||||||
|
raise RuntimeError('All selected meshes must have the same armature modifier')
|
||||||
|
elif len(armature_modifier_objects) == 1:
|
||||||
|
input_objects.armature_object = list(armature_modifier_objects)[0]
|
||||||
|
|
||||||
|
return input_objects
|
||||||
|
|
||||||
def build(self, context) -> Psk:
|
def build(self, context) -> Psk:
|
||||||
object = context.view_layer.objects.active
|
input_objects = PskBuilder.get_input_objects(context)
|
||||||
|
wedge_count = sum([len(m.data.loops) for m in input_objects.mesh_objects])
|
||||||
if object.type != 'MESH':
|
if wedge_count <= 65536:
|
||||||
raise RuntimeError('Selected object must be a mesh')
|
|
||||||
|
|
||||||
if len(object.data.materials) == 0:
|
|
||||||
raise RuntimeError('Mesh must have at least one material')
|
|
||||||
|
|
||||||
# ensure that there is exactly one armature modifier
|
|
||||||
modifiers = [x for x in object.modifiers if x.type == 'ARMATURE']
|
|
||||||
|
|
||||||
if len(modifiers) != 1:
|
|
||||||
raise RuntimeError('Mesh must have one armature modifier')
|
|
||||||
|
|
||||||
armature_modifier = modifiers[0]
|
|
||||||
armature_object = armature_modifier.object
|
|
||||||
|
|
||||||
if armature_object is None:
|
|
||||||
raise RuntimeError('Armature modifier has no linked object')
|
|
||||||
|
|
||||||
# TODO: probably requires at least one bone? not sure
|
|
||||||
mesh_data = object.data
|
|
||||||
|
|
||||||
# TODO: if there is an edge-split modifier, we need to apply it (maybe?)
|
|
||||||
|
|
||||||
# TODO: duplicate all the data
|
|
||||||
mesh = bpy.data.meshes.new('export')
|
|
||||||
|
|
||||||
# copy the contents of the mesh
|
|
||||||
bm = bmesh.new()
|
|
||||||
bm.from_mesh(mesh_data)
|
|
||||||
bmesh.ops.triangulate(bm, faces=bm.faces)
|
|
||||||
bm.to_mesh(mesh)
|
|
||||||
bm.free()
|
|
||||||
del bm
|
|
||||||
|
|
||||||
psk = Psk()
|
|
||||||
|
|
||||||
# VERTICES
|
|
||||||
for vertex in object.data.vertices:
|
|
||||||
point = Vector3()
|
|
||||||
point.x = vertex.co.x
|
|
||||||
point.y = vertex.co.y
|
|
||||||
point.z = vertex.co.z
|
|
||||||
psk.points.append(point)
|
|
||||||
|
|
||||||
# WEDGES
|
|
||||||
uv_layer = object.data.uv_layers.active.data
|
|
||||||
if len(object.data.loops) <= 65536:
|
|
||||||
wedge_type = Psk.Wedge16
|
wedge_type = Psk.Wedge16
|
||||||
else:
|
else:
|
||||||
wedge_type = Psk.Wedge32
|
wedge_type = Psk.Wedge32
|
||||||
psk.wedges = [wedge_type() for _ in range(len(object.data.loops))]
|
|
||||||
|
|
||||||
for loop_index, loop in enumerate(object.data.loops):
|
psk = Psk()
|
||||||
wedge = psk.wedges[loop_index]
|
|
||||||
wedge.material_index = 0
|
|
||||||
wedge.point_index = loop.vertex_index
|
|
||||||
wedge.u, wedge.v = uv_layer[loop_index].uv
|
|
||||||
wedge.v = 1.0 - wedge.v
|
|
||||||
psk.wedges.append(wedge)
|
|
||||||
|
|
||||||
# MATERIALS
|
materials = OrderedDict()
|
||||||
for i, m in enumerate(object.data.materials):
|
|
||||||
if m is None:
|
|
||||||
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
|
|
||||||
material = Psk.Material()
|
|
||||||
material.name = bytes(m.name, encoding='utf-8')
|
|
||||||
material.texture_index = i
|
|
||||||
psk.materials.append(material)
|
|
||||||
|
|
||||||
# FACES
|
if input_objects.armature_object is None:
|
||||||
# TODO: this is making the assumption that the mesh is triangulated
|
# Static mesh (no armature)
|
||||||
object.data.calc_loop_triangles()
|
|
||||||
poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
|
|
||||||
for f in object.data.loop_triangles:
|
|
||||||
face = Psk.Face()
|
|
||||||
face.material_index = f.material_index
|
|
||||||
face.wedge_index_1 = f.loops[2]
|
|
||||||
face.wedge_index_2 = f.loops[1]
|
|
||||||
face.wedge_index_3 = f.loops[0]
|
|
||||||
face.smoothing_groups = poly_groups[f.polygon_index]
|
|
||||||
psk.faces.append(face)
|
|
||||||
# update the material index of the wedges
|
|
||||||
for i in range(3):
|
|
||||||
psk.wedges[f.loops[i]].material_index = f.material_index
|
|
||||||
|
|
||||||
# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py
|
|
||||||
bones = list(armature_object.data.bones)
|
|
||||||
for bone in bones:
|
|
||||||
psk_bone = Psk.Bone()
|
psk_bone = Psk.Bone()
|
||||||
psk_bone.name = bytes(bone.name, encoding='utf-8')
|
psk_bone.name = bytes('static', encoding='utf-8')
|
||||||
psk_bone.flags = 0
|
psk_bone.flags = 0
|
||||||
psk_bone.children_count = len(bone.children)
|
psk_bone.children_count = 0
|
||||||
|
psk_bone.parent_index = 0
|
||||||
try:
|
psk_bone.location = Vector3(0, 0, 0)
|
||||||
psk_bone.parent_index = bones.index(bone.parent)
|
psk_bone.rotation = Quaternion(0, 0, 0, 1)
|
||||||
except ValueError:
|
|
||||||
psk_bone.parent_index = 0
|
|
||||||
|
|
||||||
if bone.parent is not None:
|
|
||||||
rotation = bone.matrix.to_quaternion()
|
|
||||||
rotation.x = -rotation.x
|
|
||||||
rotation.y = -rotation.y
|
|
||||||
rotation.z = -rotation.z
|
|
||||||
quat_parent = bone.parent.matrix.to_quaternion().inverted()
|
|
||||||
parent_head = quat_parent @ bone.parent.head
|
|
||||||
parent_tail = quat_parent @ bone.parent.tail
|
|
||||||
location = (parent_tail - parent_head) + bone.head
|
|
||||||
else:
|
|
||||||
location = armature_object.matrix_local @ bone.head
|
|
||||||
rot_matrix = bone.matrix @ armature_object.matrix_local.to_3x3()
|
|
||||||
rotation = rot_matrix.to_quaternion()
|
|
||||||
|
|
||||||
psk_bone.location.x = location.x
|
|
||||||
psk_bone.location.y = location.y
|
|
||||||
psk_bone.location.z = location.z
|
|
||||||
|
|
||||||
psk_bone.rotation.x = rotation.x
|
|
||||||
psk_bone.rotation.y = rotation.y
|
|
||||||
psk_bone.rotation.z = rotation.z
|
|
||||||
psk_bone.rotation.w = rotation.w
|
|
||||||
|
|
||||||
psk.bones.append(psk_bone)
|
psk.bones.append(psk_bone)
|
||||||
|
else:
|
||||||
|
bones = list(input_objects.armature_object.data.bones)
|
||||||
|
for bone in bones:
|
||||||
|
psk_bone = Psk.Bone()
|
||||||
|
psk_bone.name = bytes(bone.name, encoding='utf-8')
|
||||||
|
psk_bone.flags = 0
|
||||||
|
psk_bone.children_count = len(bone.children)
|
||||||
|
|
||||||
# WEIGHTS
|
|
||||||
# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
|
|
||||||
armature = armature_object.data
|
|
||||||
bone_names = [x.name for x in armature.bones]
|
|
||||||
vertex_group_names = [x.name for x in object.vertex_groups]
|
|
||||||
bone_indices = [bone_names.index(name) for name in vertex_group_names]
|
|
||||||
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
|
|
||||||
bone_index = bone_indices[vertex_group_index]
|
|
||||||
for vertex_index in range(len(object.data.vertices)):
|
|
||||||
try:
|
try:
|
||||||
weight = vertex_group.weight(vertex_index)
|
psk_bone.parent_index = bones.index(bone.parent)
|
||||||
except RuntimeError:
|
except ValueError:
|
||||||
continue
|
psk_bone.parent_index = 0
|
||||||
if weight == 0.0:
|
|
||||||
continue
|
if bone.parent is not None:
|
||||||
w = Psk.Weight()
|
rotation = bone.matrix.to_quaternion()
|
||||||
w.bone_index = bone_index
|
rotation.x = -rotation.x
|
||||||
w.point_index = vertex_index
|
rotation.y = -rotation.y
|
||||||
w.weight = weight
|
rotation.z = -rotation.z
|
||||||
psk.weights.append(w)
|
quat_parent = bone.parent.matrix.to_quaternion().inverted()
|
||||||
|
parent_head = quat_parent @ bone.parent.head
|
||||||
|
parent_tail = quat_parent @ bone.parent.tail
|
||||||
|
location = (parent_tail - parent_head) + bone.head
|
||||||
|
else:
|
||||||
|
location = input_objects.armature_object.matrix_local @ bone.head
|
||||||
|
rot_matrix = bone.matrix @ input_objects.armature_object.matrix_local.to_3x3()
|
||||||
|
rotation = rot_matrix.to_quaternion()
|
||||||
|
|
||||||
|
psk_bone.location.x = location.x
|
||||||
|
psk_bone.location.y = location.y
|
||||||
|
psk_bone.location.z = location.z
|
||||||
|
|
||||||
|
psk_bone.rotation.x = rotation.x
|
||||||
|
psk_bone.rotation.y = rotation.y
|
||||||
|
psk_bone.rotation.z = rotation.z
|
||||||
|
psk_bone.rotation.w = rotation.w
|
||||||
|
|
||||||
|
psk.bones.append(psk_bone)
|
||||||
|
|
||||||
|
vertex_offset = 0
|
||||||
|
wedge_offset = 0
|
||||||
|
weight_offset = 0
|
||||||
|
|
||||||
|
# TODO: if there is an edge-split modifier, we need to apply it (maybe?)
|
||||||
|
for object in input_objects.mesh_objects:
|
||||||
|
# VERTICES
|
||||||
|
for vertex in object.data.vertices:
|
||||||
|
point = Vector3()
|
||||||
|
v = object.matrix_world @ vertex.co
|
||||||
|
point.x = v.x
|
||||||
|
point.y = v.y
|
||||||
|
point.z = v.z
|
||||||
|
psk.points.append(point)
|
||||||
|
|
||||||
|
# WEDGES
|
||||||
|
uv_layer = object.data.uv_layers.active.data
|
||||||
|
psk.wedges.extend([wedge_type() for _ in range(len(object.data.loops))])
|
||||||
|
|
||||||
|
for loop_index, loop in enumerate(object.data.loops):
|
||||||
|
wedge = psk.wedges[wedge_offset + loop_index]
|
||||||
|
wedge.material_index = 0 # NOTE: this material index is set properly while building the faces
|
||||||
|
wedge.point_index = loop.vertex_index + vertex_offset
|
||||||
|
wedge.u, wedge.v = uv_layer[loop_index].uv
|
||||||
|
wedge.v = 1.0 - wedge.v
|
||||||
|
psk.wedges.append(wedge)
|
||||||
|
|
||||||
|
# MATERIALS
|
||||||
|
material_indices = []
|
||||||
|
for i, m in enumerate(object.data.materials):
|
||||||
|
if m is None:
|
||||||
|
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
|
||||||
|
if m.name in materials:
|
||||||
|
material_index = list(materials.keys()).index(m.name)
|
||||||
|
else:
|
||||||
|
material = Psk.Material()
|
||||||
|
material.name = bytes(m.name, encoding='utf-8')
|
||||||
|
material.texture_index = len(psk.materials)
|
||||||
|
psk.materials.append(material)
|
||||||
|
materials[m.name] = m
|
||||||
|
material_index = material.texture_index
|
||||||
|
material_indices.append(material_index)
|
||||||
|
|
||||||
|
# FACES
|
||||||
|
object.data.calc_loop_triangles()
|
||||||
|
poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
|
||||||
|
for f in object.data.loop_triangles:
|
||||||
|
face = Psk.Face()
|
||||||
|
face.material_index = material_indices[f.material_index]
|
||||||
|
face.wedge_index_1 = f.loops[2] + wedge_offset
|
||||||
|
face.wedge_index_2 = f.loops[1] + wedge_offset
|
||||||
|
face.wedge_index_3 = f.loops[0] + wedge_offset
|
||||||
|
face.smoothing_groups = poly_groups[f.polygon_index]
|
||||||
|
psk.faces.append(face)
|
||||||
|
# update the material index of the wedges
|
||||||
|
for i in range(3):
|
||||||
|
psk.wedges[wedge_offset + f.loops[i]].material_index = face.material_index
|
||||||
|
|
||||||
|
# WEIGHTS
|
||||||
|
# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
|
||||||
|
if input_objects.armature_object is not None:
|
||||||
|
armature = input_objects.armature_object.data
|
||||||
|
bone_names = [x.name for x in armature.bones]
|
||||||
|
vertex_group_names = [x.name for x in object.vertex_groups]
|
||||||
|
bone_indices = [bone_names.index(name) for name in vertex_group_names]
|
||||||
|
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
|
||||||
|
bone_index = bone_indices[vertex_group_index]
|
||||||
|
for vertex_index in range(len(object.data.vertices)):
|
||||||
|
try:
|
||||||
|
weight = vertex_group.weight(vertex_index)
|
||||||
|
except RuntimeError:
|
||||||
|
continue
|
||||||
|
if weight == 0.0:
|
||||||
|
continue
|
||||||
|
w = Psk.Weight()
|
||||||
|
w.bone_index = bone_index
|
||||||
|
w.point_index = vertex_offset + vertex_index
|
||||||
|
w.weight = weight
|
||||||
|
psk.weights.append(w)
|
||||||
|
|
||||||
|
vertex_offset += len(psk.points)
|
||||||
|
wedge_offset += len(psk.wedges)
|
||||||
|
weight_offset += len(psk.weights)
|
||||||
|
|
||||||
return psk
|
return psk
|
||||||
|
|||||||
@@ -19,13 +19,11 @@ class PskExporter(object):
|
|||||||
fp.write(datum)
|
fp.write(datum)
|
||||||
|
|
||||||
def export(self, path: str):
|
def export(self, path: str):
|
||||||
# TODO: add logic somewhere to assert lengths of ctype structs
|
|
||||||
with open(path, 'wb') as fp:
|
with open(path, 'wb') as fp:
|
||||||
self.write_section(fp, b'ACTRHEAD')
|
self.write_section(fp, b'ACTRHEAD')
|
||||||
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
|
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
|
||||||
|
|
||||||
# WEDGES
|
# WEDGES
|
||||||
# TODO: this really should be on the level of the builder, not the exporter
|
|
||||||
if len(self.psk.wedges) <= 65536:
|
if len(self.psk.wedges) <= 65536:
|
||||||
wedge_type = Psk.Wedge16
|
wedge_type = Psk.Wedge16
|
||||||
else:
|
else:
|
||||||
|
|||||||
@@ -18,6 +18,16 @@ class PskExportOperator(Operator, ExportHelper):
|
|||||||
maxlen=1024,
|
maxlen=1024,
|
||||||
default='')
|
default='')
|
||||||
|
|
||||||
|
def invoke(self, context, event):
|
||||||
|
try:
|
||||||
|
PskBuilder.get_input_objects(context)
|
||||||
|
except RuntimeError as e:
|
||||||
|
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
|
||||||
|
return {'CANCELLED'}
|
||||||
|
|
||||||
|
context.window_manager.fileselect_add(self)
|
||||||
|
return {'RUNNING_MODAL'}
|
||||||
|
|
||||||
def execute(self, context):
|
def execute(self, context):
|
||||||
builder = PskBuilder()
|
builder = PskBuilder()
|
||||||
psk = builder.build(context)
|
psk = builder.build(context)
|
||||||
|
|||||||
Reference in New Issue
Block a user