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78 Commits
1.1.0 ... 3.0.0

Author SHA1 Message Date
Colin Basnett
a31c3ab2ae Updated the README to better reflect the capabilities of the addon 2022-04-24 22:55:23 -07:00
Colin Basnett
19a8f88686 Merge branch 'feature-original-sequence-names' 2022-04-24 22:08:47 -07:00
Colin Basnett
1eafb71dce * Fixed a bug where the action name prefix could be applied even if the checkbox was deselected
* Fixed a typo in the PSA reader
* Added the ability to define the bone length of imported PSK armatures
* The PSK import options (extra UVs, vertex colors etc.) are now actually respected if turned off
* Ran automated formatting on all the code to quell the PEP8 gods
* Incremented version to 3.0.0
2022-04-24 22:08:36 -07:00
Colin Basnett
d56aa3ab65 Added the ability to hide deselected sequences from the PSA import sequence list 2022-04-17 17:55:15 -07:00
Colin Basnett
e8e8d6ce8b Added regex fitlering to the PSA sequence list 2022-04-17 17:31:52 -07:00
Colin Basnett
ab52b1520e Added the ability to select sequences from the import seqquence list by a text file 2022-04-17 16:30:15 -07:00
Colin Basnett
962fb0a791 Fixed a bug where use_fake_user would not be set correctly on import 2022-04-15 17:35:06 -07:00
Colin Basnett
37f14a2a19 * Added the ability to import the sequence FPS as a custom property to the Action (psa_fps)
* Added additional options for exporting sequence FPS values (scene, action metadata (custom data), custom,)
* The user can now choose to reuse existing action data blocks when importing sequence data.
* The user can choose whether or not to import keyframe data and metadata
2022-04-15 16:52:15 -07:00
Colin Basnett
7af97d53bd get_nla_strips_in_timeframe now ignored muted NLA tracks 2022-04-14 00:07:43 -07:00
Colin Basnett
99da7e67c0 Determining the last frame when using timeline markers no longer considers muted NLA tracks 2022-04-13 22:52:55 -07:00
Yurii Ti
d81f8286a1 Fixed a bug that would incorrectly include/exclude some bones on export 2022-04-12 23:21:44 +03:00
Colin Basnett
762e13ac38 Fixed an incorrect reference to the marker list 2022-04-12 11:25:18 -07:00
Colin Basnett
e383ce9fe4 Fixed a bug with the default length of PSA import list 2022-04-12 11:24:02 -07:00
Colin Basnett
a5955bf09b Lots of interface tweaks 2022-04-04 00:32:12 -07:00
Colin Basnett
eb7a497010 Fixed the options of many properties to not be ANIMATABLE 2022-03-05 13:43:24 -08:00
Colin Basnett
04503ed282 Added the ability to prefix and suffix sequence names on PSA export 2022-02-13 16:08:17 -08:00
Colin Basnett
e52aa8975a Removed pointless NLA track muting functionality 2022-02-12 19:59:31 -08:00
Colin Basnett
bcf5117bae Fixed a bug in get_nla_strips_in_timeframe 2022-02-12 19:58:34 -08:00
Yurii Ti
15b27ac4d6 Fixed the bug where sequences weren't trimmed correctly 2022-02-12 15:21:47 +02:00
Colin Basnett
5e7c2535e2 * Unified how bones are filtered for export based on export settings (bone filter mode + bone groups)
* Bone Group filtering now works properly for PSK export
* Fixed a number of bugs that broke animation export
2022-02-12 02:07:12 -08:00
Colin Basnett
7ad8f0238a Added the ability to export sequences using timeline markers (WIP, not thoroughly tested yet!)
A bunch of clean up
2022-02-11 15:21:31 -08:00
Colin Basnett
b58b44cafb Merge branch 'master' into feature-original-sequence-names
# Conflicts:
#	io_scene_psk_psa/psa/exporter.py
2022-02-02 20:07:10 -08:00
Colin Basnett
70fc7d45ac Minor formatting changes 2022-02-02 18:35:39 -08:00
Colin Basnett
a95c9302c8 Fixed a bug where the error message that would warn about duplicate root bones would not list the correct bones. 2022-02-02 02:18:14 -08:00
Colin Basnett
7d749ea30f Merge branch 'master' into feature-original-sequence-names
# Conflicts:
#	io_scene_psk_psa/psa/importer.py
#	io_scene_psk_psa/psk/importer.py
2022-01-29 21:40:14 -08:00
Colin Basnett
2e2b74edaf Fixed version 2022-01-27 18:46:01 -08:00
Colin Basnett
57d1f78d9e Merge remote-tracking branch 'origin/master'
# Conflicts:
#	README.md
2022-01-27 18:26:24 -08:00
Colin Basnett
6158eb024d Updated version to 1.3.0 2022-01-27 18:24:16 -08:00
Colin Basnett
71622e5ab9 Merge branch 'feature-pskx' 2022-01-27 18:23:44 -08:00
Colin Basnett
6e8faa38bf Updated documentation 2022-01-27 18:23:29 -08:00
Colin Basnett
a62ee207e1 Added vertex color space conversion option for sRGBA (this is now the default to match UE4.24) 2022-01-27 15:11:32 -08:00
Colin Basnett
0809927ec1 Merge branch 'master' into feature-original-sequence-names
# Conflicts:
#	io_scene_psk_psa/psa/importer.py
2022-01-26 13:20:42 -08:00
Colin Basnett
4f61d341d4 Update README.md 2022-01-26 01:20:30 -08:00
Colin Basnett
24e606a3fd Revert "Added the ability to prefix imported action names."
This reverts commit 5a13faeb5e.
2022-01-26 01:01:52 -08:00
Colin Basnett
8c0b7f84fc Incremented version to v1.2.1 2022-01-25 22:54:30 -08:00
Colin Basnett
2ba29b04d3 Fixed a comment 2022-01-25 21:09:52 -08:00
Colin Basnett
2f5ed901b2 Fixed has_vertex_colors and has_vertex_normals return values 2022-01-25 21:09:47 -08:00
Colin Basnett
4099c95381 Initial commit for PSKX support 2022-01-25 19:41:09 -08:00
Colin Basnett
fbf3ec599b Reformatting for brevity and reducing redundancy 2022-01-25 15:36:48 -08:00
Colin Basnett
c672941663 PSA Import screen now has more robust functionality now (but still aint done!) 2022-01-24 21:50:34 -08:00
Colin Basnett
0d06236bab Added the ability to export actions with the original sequence names that they were imported from. This will be very helpful in resolving naming conflicts when working with actions that share the same name on export (e.g. players and weapons often share the same animation name (e.g., prone_reload_mg42 but have to exist in the same file).
Still kind of broken though because it allows duplicate names which will possibly break downstream programs.
2022-01-24 14:14:35 -08:00
Colin Basnett
5a13faeb5e Added the ability to prefix imported action names. 2022-01-24 01:14:20 -08:00
Colin Basnett
3932176a57 Merge remote-tracking branch 'origin/master' 2022-01-23 19:42:38 -08:00
Colin Basnett
57a2179412 * Fixed a bug where the keyframe cleaning process could write incorrect data to the resultant keyframes in some cases.
* Added new options to the PSA Import pane: "Clean Keyframes", "Fake User" and "Stash".
2022-01-23 18:15:07 -08:00
Colin Basnett
605b618856 Update README.md 2022-01-23 01:02:32 -08:00
Colin Basnett
ea6905ec74 Errors emitted from PskExporter::export will not be displayed more gracefully. 2022-01-23 00:56:44 -08:00
Colin Basnett
13c194e629 Merge remote-tracking branch 'origin/master' 2022-01-23 00:22:36 -08:00
Colin Basnett
dba6983ae0 Merge branch 'feature-importers' 2022-01-23 00:22:23 -08:00
Colin Basnett
cb449f1c39 Removed useless comments. 2022-01-23 00:22:07 -08:00
Colin Basnett
7527a43f8e Updated README.md 2022-01-23 00:21:56 -08:00
Colin Basnett
ff58da8788 Create FUNDING.yml 2022-01-23 00:20:36 -08:00
Colin Basnett
b2a75e6bc7 Merge remote-tracking branch 'origin/feature-importers' into feature-importers 2022-01-22 23:54:27 -08:00
Colin Basnett
8be4b040f8 Renaming the add-on from io_export_psk_psa to io_scene_psk_psa 2022-01-22 23:54:15 -08:00
Colin Basnett
a636cf8f0e Create README.md 2022-01-22 23:46:19 -08:00
Colin Basnett
a6c193e059 More polishing (more operator descriptions, better error reporting etc.) 2022-01-22 23:40:36 -08:00
Colin Basnett
41edd61f3d * Considerable clean-up of existing code.
* Moved the PSA import to the properties panel.
2022-01-22 21:44:36 -08:00
Colin Basnett
abef2a7f45 Bone group filtering is now working for both PSK and PSA exports. 2022-01-22 18:11:41 -08:00
Colin Basnett
41e14d5e19 Fixed keyframe "bleeding" on PSA import 2022-01-19 02:55:10 -08:00
Colin Basnett
59af9d2145 Now eliminating redundant final keyframes on PSA import. 2022-01-18 20:09:53 -08:00
Colin Basnett
f2ad61ce84 PSA import operations now take dramatically less time to complete. 2022-01-18 17:41:35 -08:00
Colin Basnett
728f70a356 Fixed a bug where animations would be incorrectly imported. 2022-01-18 16:06:54 -08:00
Colin Basnett
7fd0c6de81 Bone group filtering appears to work correctly now 2022-01-18 14:52:27 -08:00
Colin Basnett
78837863e2 Added search filtering for PSA export action list 2022-01-17 01:12:06 -08:00
Colin Basnett
10e02a84f1 * Fixed a bug where animations could fail to import if the order of the PSA bones did not match the DFS-order of the target armature.
* Added Select All + Deselect All to PSA export operator
2022-01-16 18:57:46 -08:00
Colin Basnett
c34ebce128 PSK importer now discards degenerate triangles. 2022-01-16 14:56:48 -08:00
Colin Basnett
4e625e37d1 Initial working commit for full PSK/PSA import/export cycle. 2022-01-15 21:59:58 -08:00
Colin Basnett
5607788d1c Importing animations now mostly works, though the root bone is messed up. 2022-01-14 21:04:18 -08:00
Colin Basnett
9fa0780032 * PSK importer now working
* Fleshing out PSA importer (not done yet but getting there)
2022-01-14 12:26:35 -08:00
Colin Basnett
d578350980 Merge branch 'master' into feature-importers
# Conflicts:
#	io_export_psk_psa/psk/builder.py
#	io_export_psk_psa/psk/data.py
2021-09-08 19:51:16 -07:00
Colin Basnett
a42ebbd240 Fix for accidental check-in of bugged animation code in previous commit 2021-09-07 21:51:41 -07:00
Colin Basnett
65833b57e8 Fix for bug https://github.com/DarklightGames/io_export_psk_psa/issues/7 2021-09-07 21:40:42 -07:00
Colin Basnett
4a9a921583 WIP import functionality (PSK working, PSA in the works) 2021-09-07 00:02:59 -07:00
Colin Basnett
0622cf43e5 Updated version to 1.1.1 2021-09-07 00:01:57 -07:00
Colin Basnett
6a94d1b862 Fixed a bug where animations would be exported incorrectly if the first key frame of an action wasn't at frame zero 2021-09-06 23:35:49 -07:00
Colin Basnett
313dfcc97c PSA files now export actions with the frame-rate defined in the scene (previously defaulted to 30fps) 2021-09-06 16:18:42 -07:00
Colin Basnett
58fb7a5dad Revert "PSA files now export actions with the frame-rate defined in the scene (previously defaulted to 30fps)"
This reverts commit e29f9e16dd.
2021-09-06 16:18:13 -07:00
Colin Basnett
e29f9e16dd PSA files now export actions with the frame-rate defined in the scene (previously defaulted to 30fps) 2021-09-06 16:14:55 -07:00
Colin Basnett
9db05766e0 Update README.md 2021-08-24 00:09:21 -07:00
25 changed files with 2605 additions and 510 deletions

1
.github/FUNDING.yml vendored Normal file
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ko_fi: cmbasnett

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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).
This Blender add-on allows you to import and export meshes and animations to and from the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats).
# Features
* Full PSK/PSA import and export capabilities
* Non-standard PSKX file format with vertex normals, extra UV channels and vertex colors is supported for import only
* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files
* Automatic keyframe reduction on PSA import
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export
* An armature's [bone groups](https://docs.blender.org/manual/en/latest/animation/armatures/properties/bone_groups.html) can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers)
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html), allowing use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences
# Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
@@ -7,7 +16,7 @@ This Blender add-on allows you to export meshes and animations to the [PSK and P
4. Select the "Add-ons" tab.
5. Click the "Install..." button.
6. Select the .zip file that you downloaded earlier and click "Install Add-on".
7. Enable the newly added "Import-Export: PSK/PSA Exporter" addon.
7. Enable the newly added "Import-Export: PSK/PSA Importer/Exporter" addon.
# Usage
## Exporting a PSK
@@ -15,11 +24,26 @@ This Blender add-on allows you to export meshes and animations to the [PSK and P
3. Navigate to File > Export > Unreal PSK (.psk)
4. Enter the file name and click "Export".
## Importing a PSK/PSKX
1. Navigate to File > Import > Unreal PSK (.psk/.pskx)
2. Select the PSK file you want to import and click "Import"
## 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".
## Importing a PSA
1. Select the armature object that you wish you import actions to.
2. Navigate to the Object Data Properties tab of the Properties editor.
3. Navigate to the PSA Import panel.
4. Click "Select PSA File".
5. Select the PSA file that you want to import animations from and click "Select".
6. In the Actions box, select which animations you want to import.
7. Click "Import".
# 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)!
## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)?
If preserving the mesh normals of models is important for your workflow, it is *not recommended* to export PSK files from UE Viewer. This is because UE Viewer makes no attempt to reconstruct the original [smoothing groups](https://en.wikipedia.org/wiki/Smoothing_group). As a result, the normals of imported PSK files will be incorrect when imported into Blender and will need to be manually fixed.
As a workaround, it is recommended to export [glTF](https://en.wikipedia.org/wiki/GlTF) meshes out of UE Viewer instead, since the glTF format has support for explicit normals and UE Viewer can correctly preserve the mesh normals on export. Note, however, that the imported glTF armature may have it's bones oriented incorrectly when imported into Blender. To mitigate this, you can combine the armature of PSK and the mesh of the glTF for best results.

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bl_info = {
"name": "PSK/PSA Exporter",
"author": "Colin Basnett",
"version": ( 1, 1, 0 ),
"blender": ( 2, 80, 0 ),
"location": "File > Export > PSK Export (.psk)",
"description": "PSK/PSA Export (.psk)",
"warning": "",
"wiki_url": "https://github.com/DarklightGames/io_export_psk_psa",
"tracker_url": "https://github.com/DarklightGames/io_export_psk_psa/issues",
"category": "Import-Export"
}
if 'bpy' in locals():
import importlib
importlib.reload(psk_data)
importlib.reload(psk_builder)
importlib.reload(psk_exporter)
importlib.reload(psk_operator)
importlib.reload(psa_data)
importlib.reload(psa_builder)
importlib.reload(psa_exporter)
importlib.reload(psa_operator)
else:
# if i remove this line, it can be enabled just fine
from .psk import data as psk_data
from .psk import builder as psk_builder
from .psk import exporter as psk_exporter
from .psk import operator as psk_operator
from .psa import data as psa_data
from .psa import builder as psa_builder
from .psa import exporter as psa_exporter
from .psa import operator as psa_operator
import bpy
from bpy.props import IntProperty, CollectionProperty
classes = [
psk_operator.PskExportOperator,
psa_operator.PsaExportOperator,
psa_operator.PSA_UL_ActionList,
psa_operator.ActionListItem
]
def psk_menu_func(self, context):
self.layout.operator(psk_operator.PskExportOperator.bl_idname, text ='Unreal PSK (.psk)')
def psa_menu_func(self, context):
self.layout.operator(psa_operator.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)')
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(psk_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_menu_func)
bpy.types.Scene.psa_action_list = CollectionProperty(type=psa_operator.ActionListItem)
bpy.types.Scene.psa_action_list_index = IntProperty(name='index for list??', default=0)
def unregister():
del bpy.types.Scene.psa_action_list_index
del bpy.types.Scene.psa_action_list
bpy.types.TOPBAR_MT_file_export.remove(psa_menu_func)
bpy.types.TOPBAR_MT_file_export.remove(psk_menu_func)
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == '__main__':
register()

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from ctypes import *
class Vector3(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
('z', c_float),
]
class Quaternion(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
('z', c_float),
('w', c_float),
]
class Section(Structure):
_fields_ = [
('name', c_char * 20),
('type_flags', c_int32),
('data_size', c_int32),
('data_count', c_int32)
]
def __init__(self, *args, **kw):
super().__init__(*args, **kw)
self.type_flags = 1999801

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from .data import *
class PsaBuilderOptions(object):
def __init__(self):
self.actions = []
# https://git.cth451.me/cth451/blender-addons/blob/master/io_export_unreal_psk_psa.py
class PsaBuilder(object):
def __init__(self):
# TODO: add options in here (selected anims, eg.)
pass
def build(self, context, options) -> Psa:
object = context.view_layer.objects.active
if object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
armature = object
if armature.animation_data is None:
raise RuntimeError('No animation data for armature')
psa = Psa()
bones = list(armature.data.bones)
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As as a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
for bone in bones:
psa_bone = Psa.Bone()
psa_bone.name = bytes(bone.name, encoding='utf-8')
psa_bone.children_count = len(bone.children)
try:
psa_bone.parent_index = bones.index(bone.parent)
except ValueError:
psa_bone.parent_index = -1
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.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
psa.bones.append(psa_bone)
frame_start_index = 0
for action in options.actions:
if len(action.fcurves) == 0:
continue
armature.animation_data.action = action
context.view_layer.update()
frame_min, frame_max = [int(x) for x in action.frame_range]
sequence = Psa.Sequence()
sequence.name = bytes(action.name, encoding='utf-8')
sequence.frame_count = frame_max - frame_min + 1
sequence.frame_start_index = frame_start_index
sequence.fps = 30 # TODO: fill in later with r
frame_count = frame_max - frame_min + 1
for frame in range(frame_count):
context.scene.frame_set(frame)
for bone in pose_bones:
# TODO: is the cast-to-matrix necessary? (guessing no)
key = Psa.Key()
pose_bone_matrix = bone.matrix
if bone.parent is not None:
pose_bone_parent_matrix = bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if bone.parent is not None:
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
key.location.x = location.x
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / sequence.fps
psa.keys.append(key)
frame_start_index += 1
sequence.bone_count = len(pose_bones)
sequence.track_time = frame_count
psa.sequences.append(sequence)
return psa

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from typing import Type
from .data import *
class PsaExporter(object):
def __init__(self, psa: Psa):
self.psa: Psa = psa
# This method is shared by both PSA/K file formats, move this?
@staticmethod
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def export(self, path: str):
with open(path, 'wb') as fp:
self.write_section(fp, b'ANIMHEAD')
self.write_section(fp, b'BONENAMES', Psa.Bone, self.psa.bones)
self.write_section(fp, b'ANIMINFO', Psa.Sequence, self.psa.sequences)
self.write_section(fp, b'ANIMKEYS', Psa.Key, self.psa.keys)

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from bpy.types import Operator, Action, UIList, PropertyGroup
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty
from .builder import PsaBuilder, PsaBuilderOptions
from .exporter import PsaExporter
import bpy
import re
class ActionListItem(PropertyGroup):
action: PointerProperty(type=Action)
is_selected: BoolProperty(default=False)
@property
def name(self):
return self.action.name
class PSA_UL_ActionList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.alignment = 'LEFT'
layout.prop(item, 'is_selected', icon_only=True)
layout.label(text=item.action.name)
def filter_items(self, context, data, property):
# TODO: returns two lists, apparently
actions = getattr(data, property)
flt_flags = []
flt_neworder = []
if self.filter_name:
flt_flags = bpy.types.UI_UL_list.filter_items_by_name(self.filter_name, self.bitflag_filter_item, actions, 'name', reverse=self.use_filter_invert)
return flt_flags, flt_neworder
class PsaExportOperator(Operator, ExportHelper):
bl_idname = 'export.psa'
bl_label = 'Export'
__doc__ = 'PSA Exporter (.psa)'
filename_ext = '.psa'
filter_glob : StringProperty(default='*.psa', options={'HIDDEN'})
filepath : StringProperty(
name='File Path',
description='File path used for exporting the PSA file',
maxlen=1024,
default='')
def __init__(self):
self.armature = None
def draw(self, context):
layout = self.layout
scene = context.scene
box = layout.box()
box.label(text='Actions', icon='ACTION')
row = box.row()
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):
if len(action.fcurves) == 0:
return False
bone_names = set([x.name for x in self.armature.data.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\["(.+)"\].\w+', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
return False
def invoke(self, context, event):
if context.view_layer.objects.active.type != 'ARMATURE':
self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be an armature.')
return {'CANCELLED'}
self.armature = context.view_layer.objects.active
context.scene.psa_action_list.clear()
for action in bpy.data.actions:
item = context.scene.psa_action_list.add()
item.action = action
if self.is_action_for_armature(action):
item.is_selected = True
if len(context.scene.psa_action_list) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'There are no actions to export.')
return {'CANCELLED'}
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
actions = [x.action for x in context.scene.psa_action_list if x.is_selected]
if len(actions) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No actions were selected for export.')
return {'CANCELLED'}
options = PsaBuilderOptions()
options.actions = actions
builder = PsaBuilder()
psk = builder.build(context, options)
exporter = PsaExporter(psk)
exporter.export(self.filepath)
return {'FINISHED'}

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@@ -1,36 +0,0 @@
from typing import Type
from .data import *
class PskExporter(object):
def __init__(self, psk: Psk):
self.psk: Psk = psk
@staticmethod
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def export(self, path: str):
with open(path, 'wb') as fp:
self.write_section(fp, b'ACTRHEAD')
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
# WEDGES
if len(self.psk.wedges) <= 65536:
wedge_type = Psk.Wedge16
else:
wedge_type = Psk.Wedge32
self.write_section(fp, b'VTXW0000', wedge_type, self.psk.wedges)
self.write_section(fp, b'FACE0000', Psk.Face, self.psk.faces)
self.write_section(fp, b'MATT0000', Psk.Material, self.psk.materials)
self.write_section(fp, b'REFSKELT', Psk.Bone, self.psk.bones)
self.write_section(fp, b'RAWWEIGHTS', Psk.Weight, self.psk.weights)

View File

@@ -1,36 +0,0 @@
from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, FloatProperty
from .builder import PskBuilder
from .exporter import PskExporter
class PskExportOperator(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
__doc__ = 'PSK Exporter (.psk)'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
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):
builder = PskBuilder()
psk = builder.build(context)
exporter = PskExporter(psk)
exporter.export(self.filepath)
return {'FINISHED'}

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@@ -0,0 +1,93 @@
bl_info = {
"name": "PSK/PSA Importer/Exporter",
"author": "Colin Basnett",
"version": (3, 0, 0),
"blender": (2, 80, 0),
# "location": "File > Export > PSK Export (.psk)",
"description": "PSK/PSA Import/Export (.psk/.psa)",
"warning": "",
"doc_url": "https://github.com/DarklightGames/io_scene_psk_psa",
"tracker_url": "https://github.com/DarklightGames/io_scene_psk_psa/issues",
"category": "Import-Export"
}
if 'bpy' in locals():
import importlib
importlib.reload(psx_data)
importlib.reload(psx_helpers)
importlib.reload(psx_types)
importlib.reload(psk_data)
importlib.reload(psk_builder)
importlib.reload(psk_exporter)
importlib.reload(psk_importer)
importlib.reload(psk_reader)
importlib.reload(psa_data)
importlib.reload(psa_builder)
importlib.reload(psa_exporter)
importlib.reload(psa_reader)
importlib.reload(psa_importer)
else:
# if i remove this line, it can be enabled just fine
from . import data as psx_data
from . import helpers as psx_helpers
from . import types as psx_types
from .psk import data as psk_data
from .psk import builder as psk_builder
from .psk import exporter as psk_exporter
from .psk import reader as psk_reader
from .psk import importer as psk_importer
from .psa import data as psa_data
from .psa import builder as psa_builder
from .psa import exporter as psa_exporter
from .psa import reader as psa_reader
from .psa import importer as psa_importer
import bpy
from bpy.props import PointerProperty
classes = (psx_types.classes +
psk_importer.classes +
psk_exporter.classes +
psa_exporter.classes +
psa_importer.classes)
def psk_export_menu_func(self, context):
self.layout.operator(psk_exporter.PskExportOperator.bl_idname, text='Unreal PSK (.psk)')
def psk_import_menu_func(self, context):
self.layout.operator(psk_importer.PskImportOperator.bl_idname, text='Unreal PSK (.psk/.pskx)')
def psa_export_menu_func(self, context):
self.layout.operator(psa_exporter.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)')
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(psk_export_menu_func)
bpy.types.TOPBAR_MT_file_import.append(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func)
bpy.types.Scene.psa_import = PointerProperty(type=psa_importer.PsaImportPropertyGroup)
bpy.types.Scene.psk_import = PointerProperty(type=psk_importer.PskImportPropertyGroup)
bpy.types.Scene.psa_export = PointerProperty(type=psa_exporter.PsaExportPropertyGroup)
bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup)
def unregister():
del bpy.types.Scene.psa_import
del bpy.types.Scene.psk_import
del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export
bpy.types.TOPBAR_MT_file_export.remove(psk_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.remove(psa_export_menu_func)
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == '__main__':
register()

95
io_scene_psk_psa/data.py Normal file
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@@ -0,0 +1,95 @@
from ctypes import *
from typing import Tuple
class Color(Structure):
_fields_ = [
('r', c_ubyte),
('g', c_ubyte),
('b', c_ubyte),
('a', c_ubyte),
]
def __iter__(self):
yield self.r
yield self.g
yield self.b
yield self.a
def __eq__(self, other):
return all(map(lambda x: x[0] == x[1], zip(self, other)))
def __repr__(self):
return repr(tuple(self))
def normalized(self) -> Tuple:
return tuple(map(lambda x: x / 255.0, iter(self)))
class Vector2(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
]
def __iter__(self):
yield self.x
yield self.y
def __repr__(self):
return repr(tuple(self))
class Vector3(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
('z', c_float),
]
def __iter__(self):
yield self.x
yield self.y
yield self.z
def __repr__(self):
return repr(tuple(self))
@classmethod
def zero(cls):
return Vector3(0, 0, 0)
class Quaternion(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
('z', c_float),
('w', c_float),
]
def __iter__(self):
yield self.w
yield self.x
yield self.y
yield self.z
def __repr__(self):
return repr(tuple(self))
@classmethod
def identity(cls):
return Quaternion(0, 0, 0, 1)
class Section(Structure):
_fields_ = [
('name', c_char * 20),
('type_flags', c_int32),
('data_size', c_int32),
('data_count', c_int32)
]
def __init__(self, *args, **kw):
super().__init__(*args, **kw)
self.type_flags = 1999801

158
io_scene_psk_psa/helpers.py Normal file
View File

@@ -0,0 +1,158 @@
import datetime
from collections import Counter
from typing import List
from bpy.types import NlaStrip
class Timer:
def __enter__(self):
self.start = datetime.datetime.now()
self.interval = None
return self
def __exit__(self, *args):
self.end = datetime.datetime.now()
self.interval = self.end - self.start
@property
def duration(self):
if self.interval is not None:
return self.interval
else:
return datetime.datetime.now() - self.start
def rgb_to_srgb(c):
if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
else:
return 12.92 * c
def get_nla_strips_ending_at_frame(object, frame) -> List[NlaStrip]:
if object is None or object.animation_data is None:
return []
strips = []
for nla_track in object.animation_data.nla_tracks:
for strip in nla_track.strips:
if strip.frame_end == frame:
strips.append(strip)
return strips
def get_nla_strips_in_timeframe(object, frame_min, frame_max) -> List[NlaStrip]:
if object is None or object.animation_data is None:
return []
strips = []
for nla_track in object.animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
if (strip.frame_start < frame_min and strip.frame_end > frame_max) or \
(frame_min <= strip.frame_start < frame_max) or \
(frame_min < strip.frame_end <= frame_max):
strips.append(strip)
return strips
def populate_bone_group_list(armature_object, bone_group_list):
bone_group_list.clear()
if armature_object and armature_object.pose:
bone_group_counts = Counter(map(lambda x: x.bone_group, armature_object.pose.bones))
item = bone_group_list.add()
item.name = 'Unassigned'
item.index = -1
item.count = 0 if None not in bone_group_counts else bone_group_counts[None]
item.is_selected = True
for bone_group_index, bone_group in enumerate(armature_object.pose.bone_groups):
item = bone_group_list.add()
item.name = bone_group.name
item.index = bone_group_index
item.count = 0 if bone_group not in bone_group_counts else bone_group_counts[bone_group]
item.is_selected = True
def get_psa_sequence_name(action, should_use_original_sequence_name):
if should_use_original_sequence_name and 'psa_sequence_name' in action:
return action['psa_sequence_name']
else:
return action.name
def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices: List[int]) -> List[str]:
"""
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone groups.
Note that the ancestors of bones within the bone groups will also be present in the returned list.
:param armature_object: Blender object with type 'ARMATURE'
:param bone_filter_mode: One of ['ALL', 'BONE_GROUPS']
:param bone_group_indices: List of bone group indices to be exported.
:return: A sorted list of bone indices that should be exported.
"""
if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied')
bones = armature_object.data.bones
pose_bones = armature_object.pose.bones
bone_names = [x.name for x in bones]
# Get a list of the bone indices that we are explicitly including.
bone_index_stack = []
is_exporting_none_bone_groups = -1 in bone_group_indices
for bone_index, pose_bone in enumerate(pose_bones):
if bone_filter_mode == 'ALL' or \
(pose_bone.bone_group is None and is_exporting_none_bone_groups) or \
(pose_bone.bone_group is not None and pose_bone.bone_group_index in bone_group_indices):
bone_index_stack.append((bone_index, None))
# For each bone that is explicitly being added, recursively walk up the hierarchy and ensure that all of
# those ancestor bone indices are also in the list.
bone_indices = dict()
while len(bone_index_stack) > 0:
bone_index, instigator_bone_index = bone_index_stack.pop()
bone = bones[bone_index]
if bone.parent is not None:
parent_bone_index = bone_names.index(bone.parent.name)
if parent_bone_index not in bone_indices:
bone_index_stack.append((parent_bone_index, bone_index))
bone_indices[bone_index] = instigator_bone_index
# Sort the bone index list in-place.
bone_indices = [(x[0], x[1]) for x in bone_indices.items()]
bone_indices.sort(key=lambda x: x[0])
# Split out the bone indices and the instigator bone names into separate lists.
# We use the bone names for the return values because the bone name is a more universal way of referencing them.
# For example, users of this function may modify bone lists, which would invalidate the indices and require a
# index mapping scheme to resolve it. Using strings is more comfy and results in less code downstream.
instigator_bone_names = [bones[x[1]].name if x[1] is not None else None for x in bone_indices]
bone_names = [bones[x[0]].name for x in bone_indices]
# Ensure that the hierarchy we are sending back has a single root bone.
bone_indices = [x[0] for x in bone_indices]
root_bones = [bones[bone_index] for bone_index in bone_indices if bones[bone_index].parent is None]
if len(root_bones) > 1:
# There is more than one root bone.
# Print out why each root bone was included by linking it to one of the explicitly included bones.
root_bone_names = [bone.name for bone in root_bones]
for root_bone_name in root_bone_names:
bone_name = root_bone_name
while True:
# Traverse the instigator chain until the end to find the true instigator bone.
# TODO: in future, it would be preferential to have a readout of *all* instigator bones.
instigator_bone_name = instigator_bone_names[bone_names.index(bone_name)]
if instigator_bone_name is None:
print(f'Root bone "{root_bone_name}" was included because {bone_name} was marked for export')
break
bone_name = instigator_bone_name
raise RuntimeError('Exported bone hierarchy must have a single root bone.\n'
f'The bone hierarchy marked for export has {len(root_bones)} root bones: {root_bone_names}.\n'
f'Additional debugging information has been written to the console.')
return bone_names

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@@ -0,0 +1,283 @@
from typing import Dict, Iterable
from bpy.types import Action
from .data import *
from ..helpers import *
class PsaBuilderOptions(object):
def __init__(self):
self.fps_source = 'SCENE'
self.fps_custom = 30.0
self.sequence_source = 'ACTIONS'
self.actions = []
self.marker_names = []
self.bone_filter_mode = 'ALL'
self.bone_group_indices = []
self.should_use_original_sequence_names = False
self.should_trim_timeline_marker_sequences = True
self.sequence_name_prefix = ''
self.sequence_name_suffix = ''
class PsaBuilderPerformance:
def __init__(self):
self.frame_set_duration = datetime.timedelta()
self.key_build_duration = datetime.timedelta()
self.key_add_duration = datetime.timedelta()
class PsaBuilder(object):
def __init__(self):
pass
def get_sequence_fps(self, context, options: PsaBuilderOptions, actions: Iterable[Action]) -> float:
if options.fps_source == 'SCENE':
return context.scene.render.fps
if options.fps_source == 'CUSTOM':
return options.fps_custom
elif options.fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
fps_list = []
for action in filter(lambda x: 'psa_sequence_fps' in x, actions):
fps = action['psa_sequence_fps']
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0:
return min(fps_list)
else:
# No valid action metadata to use, fallback to scene FPS
return context.scene.render.fps
else:
raise RuntimeError(f'Invalid FPS source "{options.fps_source}"')
def build(self, context, options: PsaBuilderOptions) -> Psa:
performance = PsaBuilderPerformance()
active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
armature = active_object
if armature.animation_data is None:
raise RuntimeError('No animation data for armature')
# Ensure that we actually have items that we are going to be exporting.
if options.sequence_source == 'ACTIONS' and len(options.actions) == 0:
raise RuntimeError('No actions were selected for export')
elif options.sequence_source == 'TIMELINE_MARKERS' and len(options.marker_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
psa = Psa()
bones = list(armature.data.bones)
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As as a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
# Get a list of all the bone indices and instigator bones for the bone filter settings.
export_bone_names = get_export_bone_names(armature, options.bone_filter_mode, options.bone_group_indices)
bone_indices = [bone_names.index(x) for x in export_bone_names]
# Make the bone lists contain only the bones that are going to be exported.
bones = [bones[bone_index] for bone_index in bone_indices]
pose_bones = [pose_bones[bone_index] for bone_index in bone_indices]
# No bones are going to be exported.
if len(bones) == 0:
raise RuntimeError('No bones available for export')
# Build list of PSA bones.
for bone in bones:
psa_bone = Psa.Bone()
psa_bone.name = bytes(bone.name, encoding='utf-8')
try:
parent_index = bones.index(bone.parent)
psa_bone.parent_index = parent_index
psa.bones[parent_index].children_count += 1
except ValueError:
psa_bone.parent_index = -1
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.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
psa.bones.append(psa_bone)
# Populate the export sequence list.
class NlaState:
def __init__(self):
self.frame_min = 0
self.frame_max = 0
self.action = None
class ExportSequence:
def __init__(self):
self.name = ''
self.nla_state = NlaState()
self.fps = 30.0
export_sequences = []
if options.sequence_source == 'ACTIONS':
for action in options.actions:
if len(action.fcurves) == 0:
continue
export_sequence = ExportSequence()
export_sequence.nla_state.action = action
export_sequence.name = get_psa_sequence_name(action, options.should_use_original_sequence_names)
frame_min, frame_max = [int(x) for x in action.frame_range]
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
export_sequence.fps = self.get_sequence_fps(context, options, [action])
export_sequences.append(export_sequence)
pass
elif options.sequence_source == 'TIMELINE_MARKERS':
sequence_frame_ranges = self.get_timeline_marker_sequence_frame_ranges(armature, context, options)
for name, (frame_min, frame_max) in sequence_frame_ranges.items():
export_sequence = ExportSequence()
export_sequence.name = name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(active_object, frame_min, frame_max)))
export_sequence.fps = self.get_sequence_fps(context, options, nla_strips_actions)
export_sequences.append(export_sequence)
else:
raise ValueError(f'Unhandled sequence source: {options.sequence_source}')
# Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in export_sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'.strip()
# Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0
for export_sequence in export_sequences:
armature.animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
psa_sequence = Psa.Sequence()
frame_min = export_sequence.nla_state.frame_min
frame_max = export_sequence.nla_state.frame_max
frame_count = frame_max - frame_min + 1
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = export_sequence.fps
frame_count = frame_max - frame_min + 1
for frame in range(frame_count):
with Timer() as t:
context.scene.frame_set(frame_min + frame)
performance.frame_set_duration += t.duration
for pose_bone in pose_bones:
with Timer() as t:
key = Psa.Key()
pose_bone_matrix = pose_bone.matrix
if pose_bone.parent is not None:
pose_bone_parent_matrix = pose_bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent is not None:
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
key.location.x = location.x
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps
performance.key_build_duration += t.duration
with Timer() as t:
psa.keys.append(key)
performance.key_add_duration += t.duration
psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
frame_start_index += frame_count
psa.sequences[export_sequence.name] = psa_sequence
return psa
def get_timeline_marker_sequence_frame_ranges(self, object, context, options: PsaBuilderOptions) -> Dict:
# Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
for marker_name in options.marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_min = marker.frame
# Determine the final frame of the sequence based on the next marker.
# If no subsequent marker exists, use the maximum frame_end from all NLA strips.
marker_index = sorted_timeline_marker_names.index(marker_name)
next_marker_index = marker_index + 1
frame_max = 0
if next_marker_index < len(sorted_timeline_markers):
# There is a next marker. Use that next marker's frame position as the last frame of this sequence.
frame_max = sorted_timeline_markers[next_marker_index].frame
if options.should_trim_timeline_marker_sequences:
nla_strips = get_nla_strips_in_timeframe(object, marker.frame, frame_max)
frame_max = min(frame_max, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_min = max(frame_min, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# There is no next marker.
# Find the final frame of all the NLA strips and use that as the last frame of this sequence.
for nla_track in object.animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
frame_max = max(frame_max, strip.frame_end)
if frame_min == frame_max:
continue
sequence_frame_ranges[marker_name] = int(frame_min), int(frame_max)
return sequence_frame_ranges

View File

@@ -1,9 +1,16 @@
import typing
from collections import OrderedDict
from typing import List
from ..data import *
"""
Note that keys are not stored within the Psa object.
Use the PsaReader::get_sequence_keys to get a the keys for a sequence.
"""
class Psa(object):
class Bone(Structure):
_fields_ = [
('name', c_char * 64),
@@ -22,7 +29,7 @@ class Psa(object):
('bone_count', c_int32),
('root_include', c_int32),
('compression_style', c_int32),
('key_quotum', c_int32), # what the fuck is a quotum
('key_quotum', c_int32),
('key_reduction', c_float),
('track_time', c_float),
('fps', c_float),
@@ -38,7 +45,20 @@ class Psa(object):
('time', c_float)
]
@property
def data(self):
yield self.rotation.w
yield self.rotation.x
yield self.rotation.y
yield self.rotation.z
yield self.location.x
yield self.location.y
yield self.location.z
def __repr__(self) -> str:
return repr((self.location, self.rotation, self.time))
def __init__(self):
self.bones: List[Psa.Bone] = []
self.sequences: List[Psa.Sequence] = []
self.sequences: typing.OrderedDict[Psa.Sequence] = OrderedDict()
self.keys: List[Psa.Key] = []

View File

@@ -0,0 +1,499 @@
import fnmatch
import re
import sys
from collections import Counter
from typing import Type
import bpy
from bpy.props import BoolProperty, CollectionProperty, EnumProperty, FloatProperty, IntProperty, PointerProperty, \
StringProperty
from bpy.types import Action, Operator, PropertyGroup, UIList
from bpy_extras.io_utils import ExportHelper
from .builder import PsaBuilder, PsaBuilderOptions
from .data import *
from ..helpers import *
from ..types import BoneGroupListItem
class PsaExporter(object):
def __init__(self, psa: Psa):
self.psa: Psa = psa
# This method is shared by both PSA/K file formats, move this?
@staticmethod
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def export(self, path: str):
with open(path, 'wb') as fp:
self.write_section(fp, b'ANIMHEAD')
self.write_section(fp, b'BONENAMES', Psa.Bone, self.psa.bones)
self.write_section(fp, b'ANIMINFO', Psa.Sequence, list(self.psa.sequences.values()))
self.write_section(fp, b'ANIMKEYS', Psa.Key, self.psa.keys)
class PsaExportActionListItem(PropertyGroup):
action: PointerProperty(type=Action)
name: StringProperty()
is_selected: BoolProperty(default=False)
class PsaExportTimelineMarkerListItem(PropertyGroup):
marker_index: IntProperty()
name: StringProperty()
is_selected: BoolProperty(default=True)
def update_action_names(context):
pg = context.scene.psa_export
for item in pg.action_list:
action = item.action
item.action_name = get_psa_sequence_name(action, pg.should_use_original_sequence_names)
def should_use_original_sequence_names_updated(_, context):
update_action_names(context)
class PsaExportPropertyGroup(PropertyGroup):
sequence_source: EnumProperty(
name='Source',
options=set(),
description='',
items=(
('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0),
('TIMELINE_MARKERS', 'Timeline Markers', 'Sequences will be exported using timeline markers', 'MARKER_HLT',
1),
)
)
fps_source: EnumProperty(
name='FPS Source',
options=set(),
description='',
items=(
('SCENE', 'Scene', '', 'SCENE_DATA', 0),
('ACTION_METADATA', 'Action Metadata',
'The frame rate will be determined by action\'s "psa_sequence_fps" custom property, if it exists. If the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used. If no metadata is available, the scene\'s frame rate will be used.',
'PROPERTIES', 1),
('CUSTOM', 'Custom', '', 2)
)
)
fps_custom: FloatProperty(default=30.0, min=sys.float_info.epsilon, soft_min=1.0, options=set(), step=100,
soft_max=60.0)
action_list: CollectionProperty(type=PsaExportActionListItem)
action_list_index: IntProperty(default=0)
marker_list: CollectionProperty(type=PsaExportTimelineMarkerListItem)
marker_list_index: IntProperty(default=0)
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=set(),
description='',
items=(
('ALL', 'All', 'All bones will be exported.'),
('BONE_GROUPS', 'Bone Groups', 'Only bones belonging to the selected bone groups and their ancestors will '
'be exported.'),
)
)
bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0, name='', description='')
should_use_original_sequence_names: BoolProperty(
default=False,
name='Original Names',
options=set(),
update=should_use_original_sequence_names_updated,
description='If the action was imported from the PSA Import panel, the original name of the sequence will be '
'used instead of the Blender action name',
)
should_trim_timeline_marker_sequences: BoolProperty(
default=True,
name='Trim Sequences',
options=set(),
description='Frames without NLA track information at the boundaries of timeline markers will be excluded from '
'the exported sequences '
)
sequence_name_prefix: StringProperty(name='Prefix', options=set())
sequence_name_suffix: StringProperty(name='Suffix', options=set())
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_use_filter_invert: BoolProperty(default=False, options=set())
sequence_filter_asset: BoolProperty(default=False, name='Show assets',
description='Show actions that belong to an asset library', options=set())
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=set())
def is_bone_filter_mode_item_available(context, identifier):
if identifier == 'BONE_GROUPS':
obj = context.active_object
if not obj.pose or not obj.pose.bone_groups:
return False
return True
class PsaExportOperator(Operator, ExportHelper):
bl_idname = 'psa_export.operator'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export actions to PSA'
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSA file',
maxlen=1024,
default='')
def __init__(self):
self.armature = None
def draw(self, context):
layout = self.layout
pg = context.scene.psa_export
# FPS
layout.prop(pg, 'fps_source', text='FPS')
if pg.fps_source == 'CUSTOM':
layout.prop(pg, 'fps_custom', text='Custom')
# SOURCE
layout.prop(pg, 'sequence_source', text='Source')
# SELECT ALL/NONE
row = layout.row(align=True)
row.label(text='Select')
row.operator(PsaExportActionsSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PsaExportActionsDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
# ACTIONS
if pg.sequence_source == 'ACTIONS':
rows = max(3, min(len(pg.action_list), 10))
layout.template_list('PSA_UL_ExportActionList', '', pg, 'action_list', pg, 'action_list_index', rows=rows)
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_use_original_sequence_names')
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
elif pg.sequence_source == 'TIMELINE_MARKERS':
rows = max(3, min(len(pg.marker_list), 10))
layout.template_list('PSA_UL_ExportTimelineMarkerList', '', pg, 'marker_list', pg, 'marker_list_index',
rows=rows)
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_trim_timeline_marker_sequences')
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
# Determine if there is going to be a naming conflict and display an error, if so.
selected_items = [x for x in pg.action_list if x.is_selected]
action_names = [x.name for x in selected_items]
action_name_counts = Counter(action_names)
for action_name, count in action_name_counts.items():
if count > 1:
layout.label(text=f'Duplicate action: {action_name}', icon='ERROR')
break
layout.separator()
# BONES
row = layout.row(align=True)
row.prop(pg, 'bone_filter_mode', text='Bones')
if pg.bone_filter_mode == 'BONE_GROUPS':
row = layout.row(align=True)
row.label(text='Select')
row.operator(PsaExportBoneGroupsSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PsaExportBoneGroupsDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_group_list), 10))
layout.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index',
rows=rows)
def should_action_be_selected_by_default(self, action):
return action is not None and action.asset_data is None
def is_action_for_armature(self, action):
if len(action.fcurves) == 0:
return False
bone_names = set([x.name for x in self.armature.data.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\["(.+)"\].\w+', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
return False
def invoke(self, context, event):
pg = context.scene.psa_export
if context.view_layer.objects.active is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'An armature must be selected')
return {'CANCELLED'}
if context.view_layer.objects.active.type != 'ARMATURE':
self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be an armature.')
return {'CANCELLED'}
self.armature = context.view_layer.objects.active
# Populate actions list.
pg.action_list.clear()
for action in bpy.data.actions:
if not self.is_action_for_armature(action):
continue
item = pg.action_list.add()
item.action = action
item.name = action.name
item.is_selected = self.should_action_be_selected_by_default(action)
update_action_names(context)
# Populate timeline markers list.
pg.marker_list.clear()
for marker in context.scene.timeline_markers:
item = pg.marker_list.add()
item.name = marker.name
if len(pg.action_list) == 0 and len(pg.marker_list) == 0:
# If there are no actions at all, we have nothing to export, so just cancel the operation.
self.report({'ERROR_INVALID_CONTEXT'}, 'There are no actions or timeline markers to export.')
return {'CANCELLED'}
# Populate bone groups list.
populate_bone_group_list(self.armature, pg.bone_group_list)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
pg = context.scene.psa_export
actions = [x.action for x in pg.action_list if x.is_selected]
marker_names = [x.name for x in pg.marker_list if x.is_selected]
options = PsaBuilderOptions()
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
options.sequence_source = pg.sequence_source
options.actions = actions
options.marker_names = marker_names
options.bone_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.should_use_original_sequence_names = pg.should_use_original_sequence_names
options.should_trim_timeline_marker_sequences = pg.should_trim_timeline_marker_sequences
options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix
builder = PsaBuilder()
try:
psa = builder.build(context, options)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
exporter = PsaExporter(psa)
exporter.export(self.filepath)
return {'FINISHED'}
class PSA_UL_ExportTimelineMarkerList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.prop(item, 'is_selected', icon_only=True, text=item.name)
def filter_items(self, context, data, property):
pg = context.scene.psa_export
sequences = getattr(data, property)
flt_flags = filter_sequences(pg, sequences)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'name')
return flt_flags, flt_neworder
def filter_sequences(pg: PsaExportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[int]:
bitflag_filter_item = 1 << 30
flt_flags = [bitflag_filter_item] * len(sequences)
if pg.sequence_filter_name is not None:
# Filter name is non-empty.
for i, sequence in enumerate(sequences):
if not fnmatch.fnmatch(sequence.name, f'*{pg.sequence_filter_name}*'):
flt_flags[i] &= ~bitflag_filter_item
if not pg.sequence_filter_asset:
for i, sequence in enumerate(sequences):
if hasattr(sequence, 'action') and sequence.action.asset_data is not None:
flt_flags[i] &= ~bitflag_filter_item
if pg.sequence_use_filter_invert:
# Invert filter flags for all items.
for i, sequence in enumerate(sequences):
flt_flags[i] ^= bitflag_filter_item
return flt_flags
def get_visible_sequences(pg: PsaExportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[
PsaExportActionListItem]:
visible_sequences = []
for i, flag in enumerate(filter_sequences(pg, sequences)):
if bool(flag & (1 << 30)):
visible_sequences.append(sequences[i])
return visible_sequences
class PSA_UL_ExportActionList(UIList):
def __init__(self):
super(PSA_UL_ExportActionList, self).__init__()
# Show the filtering options by default.
self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.prop(item, 'is_selected', icon_only=True, text=item.name)
if item.action.asset_data is not None:
layout.label(text='', icon='ASSET_MANAGER')
def draw_filter(self, context, layout):
pg = context.scene.psa_export
row = layout.row()
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_name', text="")
subrow.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT')
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER')
# subrow.prop(pg, 'sequence_use_filter_sort_reverse', text='', icon='SORT_ASC')
def filter_items(self, context, data, property):
pg = context.scene.psa_export
actions = getattr(data, property)
flt_flags = filter_sequences(pg, actions)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name')
return flt_flags, flt_neworder
class PsaExportActionsSelectAll(Operator):
bl_idname = 'psa_export.sequences_select_all'
bl_label = 'Select All'
bl_description = 'Select all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
def get_item_list(cls, context):
pg = context.scene.psa_export
if pg.sequence_source == 'ACTIONS':
return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS':
return pg.marker_list
return None
@classmethod
def poll(cls, context):
pg = context.scene.psa_export
item_list = cls.get_item_list(context)
visible_sequences = get_visible_sequences(pg, item_list)
has_unselected_sequences = any(map(lambda item: not item.is_selected, visible_sequences))
return has_unselected_sequences
def execute(self, context):
pg = context.scene.psa_export
sequences = self.get_item_list(context)
for sequence in get_visible_sequences(pg, sequences):
sequence.is_selected = True
return {'FINISHED'}
class PsaExportActionsDeselectAll(Operator):
bl_idname = 'psa_export.sequences_deselect_all'
bl_label = 'Deselect All'
bl_description = 'Deselect all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
def get_item_list(cls, context):
pg = context.scene.psa_export
if pg.sequence_source == 'ACTIONS':
return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS':
return pg.marker_list
return None
@classmethod
def poll(cls, context):
item_list = cls.get_item_list(context)
has_selected_items = any(map(lambda item: item.is_selected, item_list))
return len(item_list) > 0 and has_selected_items
def execute(self, context):
pg = context.scene.psa_export
item_list = self.get_item_list(context)
for sequence in get_visible_sequences(pg, item_list):
sequence.is_selected = False
return {'FINISHED'}
class PsaExportBoneGroupsSelectAll(Operator):
bl_idname = 'psa_export.bone_groups_select_all'
bl_label = 'Select All'
bl_description = 'Select all bone groups'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = context.scene.psa_export
item_list = pg.bone_group_list
has_unselected_items = any(map(lambda action: not action.is_selected, item_list))
return len(item_list) > 0 and has_unselected_items
def execute(self, context):
pg = context.scene.psa_export
for item in pg.bone_group_list:
item.is_selected = True
return {'FINISHED'}
class PsaExportBoneGroupsDeselectAll(Operator):
bl_idname = 'psa_export.bone_groups_deselect_all'
bl_label = 'Deselect All'
bl_description = 'Deselect all bone groups'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = context.scene.psa_export
item_list = pg.bone_group_list
has_selected_actions = any(map(lambda action: action.is_selected, item_list))
return len(item_list) > 0 and has_selected_actions
def execute(self, context):
pg = context.scene.psa_export
for action in pg.bone_group_list:
action.is_selected = False
return {'FINISHED'}
classes = (
PsaExportActionListItem,
PsaExportTimelineMarkerListItem,
PsaExportPropertyGroup,
PsaExportOperator,
PSA_UL_ExportActionList,
PSA_UL_ExportTimelineMarkerList,
PsaExportActionsSelectAll,
PsaExportActionsDeselectAll,
PsaExportBoneGroupsSelectAll,
PsaExportBoneGroupsDeselectAll,
)

View File

@@ -0,0 +1,638 @@
import fnmatch
import os
import re
from typing import List, Optional
import bpy
import numpy as np
from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty
from bpy.types import Operator, UIList, PropertyGroup, Panel
from bpy_extras.io_utils import ImportHelper
from mathutils import Vector, Quaternion
from .data import Psa
from .reader import PsaReader
class PsaImportOptions(object):
def __init__(self):
self.should_clean_keys = True
self.should_use_fake_user = False
self.should_stash = False
self.sequence_names = []
self.should_overwrite = False
self.should_write_keyframes = True
self.should_write_metadata = True
self.action_name_prefix = ''
class PsaImporter(object):
def __init__(self):
pass
def import_psa(self, psa_reader: PsaReader, armature_object, options: PsaImportOptions):
sequences = map(lambda x: psa_reader.sequences[x], options.sequence_names)
armature_data = armature_object.data
class ImportBone(object):
def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone
self.parent: Optional[ImportBone] = None
self.armature_bone = None
self.pose_bone = None
self.orig_loc: Vector = Vector()
self.orig_quat: Quaternion = Quaternion()
self.post_quat: Quaternion = Quaternion()
self.fcurves = []
def calculate_fcurve_data(import_bone: ImportBone, key_data: []):
# Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:])
q = import_bone.post_quat.copy()
q.rotate(import_bone.orig_quat)
quat = q
q = import_bone.post_quat.copy()
if import_bone.parent is None:
q.rotate(key_rotation.conjugated())
else:
q.rotate(key_rotation)
quat.rotate(q.conjugated())
loc = key_location - import_bone.orig_loc
loc.rotate(import_bone.post_quat.conjugated())
return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z
# Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {}
armature_bone_names = [x.name for x in armature_data.bones]
psa_bone_names = []
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
psa_bone_name = psa_bone.name.decode('windows-1252')
psa_bone_names.append(psa_bone_name)
try:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
except ValueError:
pass
# Report if there are missing bones in the target armature.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0:
print(
f'The armature object \'{armature_object.name}\' is missing the following bones that exist in the PSA:')
print(list(sorted(missing_bone_names)))
del armature_bone_names
# Create intermediate bone data for import operations.
import_bones = []
import_bones_dict = dict()
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
bone_name = psa_bone.name.decode('windows-1252')
if psa_bone_index not in psa_to_armature_bone_indices: # TODO: replace with bone_name in armature_data.bones
# PSA bone does not map to armature bone, skip it and leave an empty bone in its place.
import_bones.append(None)
continue
import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[bone_name]
import_bone.pose_bone = armature_object.pose.bones[bone_name]
import_bones_dict[bone_name] = import_bone
import_bones.append(import_bone)
for import_bone in filter(lambda x: x is not None, import_bones):
armature_bone = import_bone.armature_bone
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
import_bone.parent = import_bones_dict[armature_bone.parent.name]
# Calculate the original location & rotation of each bone (in world-space maybe?)
if armature_bone.get('orig_quat') is not None:
# TODO: ideally we don't rely on bone auxiliary data like this, the non-aux data path is incorrect (animations are flipped 180 around Z)
import_bone.orig_quat = Quaternion(armature_bone['orig_quat'])
import_bone.orig_loc = Vector(armature_bone['orig_loc'])
import_bone.post_quat = Quaternion(armature_bone['post_quat'])
else:
if import_bone.parent is not None:
import_bone.orig_loc = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
import_bone.orig_loc.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.orig_quat.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat.conjugate()
else:
import_bone.orig_loc = armature_bone.matrix_local.translation.copy()
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.post_quat = import_bone.orig_quat.conjugated()
# Create and populate the data for new sequences.
actions = []
for sequence in sequences:
# Add the action.
sequence_name = sequence.name.decode('windows-1252')
action_name = options.action_name_prefix + sequence_name
if options.should_overwrite and action_name in bpy.data.actions:
action = bpy.data.actions[action_name]
else:
action = bpy.data.actions.new(name=action_name)
if options.should_write_keyframes:
# Remove existing f-curves (replace with action.fcurves.clear() in Blender 3.2)
while len(action.fcurves) > 0:
action.fcurves.remove(action.fcurves[-1])
# Create f-curves for the rotation and location of each bone.
for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items():
import_bone = import_bones[psa_bone_index]
pose_bone = import_bone.pose_bone
rotation_data_path = pose_bone.path_from_id('rotation_quaternion')
location_data_path = pose_bone.path_from_id('location')
import_bone.fcurves = [
action.fcurves.new(rotation_data_path, index=0, action_group=pose_bone.name), # Qw
action.fcurves.new(rotation_data_path, index=1, action_group=pose_bone.name), # Qx
action.fcurves.new(rotation_data_path, index=2, action_group=pose_bone.name), # Qy
action.fcurves.new(rotation_data_path, index=3, action_group=pose_bone.name), # Qz
action.fcurves.new(location_data_path, index=0, action_group=pose_bone.name), # Lx
action.fcurves.new(location_data_path, index=1, action_group=pose_bone.name), # Ly
action.fcurves.new(location_data_path, index=2, action_group=pose_bone.name), # Lz
]
# Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name)
keyframe_write_matrix = np.ones(sequence_data_matrix.shape, dtype=np.int8)
# Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
for frame_index in range(sequence.frame_count):
# This bone has writeable keyframes for this frame.
key_data = sequence_data_matrix[frame_index, bone_index]
# Calculate the local-space key data for the bone.
sequence_data_matrix[frame_index, bone_index] = calculate_fcurve_data(import_bone, key_data)
# Clean the keyframe data. This is accomplished by writing zeroes to the write matrix when there is an
# insufficiently large change in the data from the last written frame.
if options.should_clean_keys:
threshold = 0.001
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
for fcurve_index in range(len(import_bone.fcurves)):
# Get all the keyframe data for the bone's f-curve data from the sequence data matrix.
fcurve_frame_data = sequence_data_matrix[:, bone_index, fcurve_index]
last_written_datum = 0
for frame_index, datum in enumerate(fcurve_frame_data):
# If the f-curve data is not different enough to the last written frame, un-mark this data for writing.
if frame_index > 0 and abs(datum - last_written_datum) < threshold:
keyframe_write_matrix[frame_index, bone_index, fcurve_index] = 0
else:
last_written_datum = datum
# Write the keyframes out!
for frame_index in range(sequence.frame_count):
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
bone_has_writeable_keyframes = any(keyframe_write_matrix[frame_index, bone_index])
if bone_has_writeable_keyframes:
# This bone has writeable keyframes for this frame.
key_data = sequence_data_matrix[frame_index, bone_index]
for fcurve, should_write, datum in zip(import_bone.fcurves,
keyframe_write_matrix[frame_index, bone_index],
key_data):
if should_write:
fcurve.keyframe_points.insert(frame_index, datum, options={'FAST'})
# Write
if options.should_write_metadata:
action['psa_sequence_name'] = sequence_name
action['psa_sequence_fps'] = sequence.fps
action.use_fake_user = options.should_use_fake_user
actions.append(action)
# If the user specifies, store the new animations as strips on a non-contributing NLA track.
if options.should_stash:
if armature_object.animation_data is None:
armature_object.animation_data_create()
for action in actions:
nla_track = armature_object.animation_data.nla_tracks.new()
nla_track.name = action.name
nla_track.mute = True
nla_track.strips.new(name=action.name, start=0, action=action)
class PsaImportActionListItem(PropertyGroup):
action_name: StringProperty(options=set())
is_selected: BoolProperty(default=False, options=set())
def load_psa_file(context):
pg = context.scene.psa_import
pg.sequence_list.clear()
pg.psa.bones.clear()
pg.psa_error = ''
try:
# Read the file and populate the action list.
p = os.path.abspath(pg.psa_file_path)
psa_reader = PsaReader(p)
for sequence in psa_reader.sequences.values():
item = pg.sequence_list.add()
item.action_name = sequence.name.decode('windows-1252')
for psa_bone in psa_reader.bones:
item = pg.psa.bones.add()
item.bone_name = psa_bone.name.decode('windows-1252')
except Exception as e:
pg.psa_error = str(e)
def on_psa_file_path_updated(property, context):
load_psa_file(context)
class PsaBonePropertyGroup(PropertyGroup):
bone_name: StringProperty(options=set())
class PsaDataPropertyGroup(PropertyGroup):
bones: CollectionProperty(type=PsaBonePropertyGroup)
sequence_count: IntProperty(default=0)
class PsaImportPropertyGroup(PropertyGroup):
psa_file_path: StringProperty(default='', options=set(), update=on_psa_file_path_updated, name='PSA File Path')
psa_error: StringProperty(default='')
psa: PointerProperty(type=PsaDataPropertyGroup)
sequence_list: CollectionProperty(type=PsaImportActionListItem)
sequence_list_index: IntProperty(name='', default=0)
should_clean_keys: BoolProperty(default=True, name='Clean Keyframes',
description='Exclude unnecessary keyframes from being written to the actions',
options=set())
should_use_fake_user: BoolProperty(default=True, name='Fake User',
description='Assign each imported action a fake user so that the data block is saved even it has no users',
options=set())
should_stash: BoolProperty(default=False, name='Stash',
description='Stash each imported action as a strip on a new non-contributing NLA track',
options=set())
should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=set())
action_name_prefix: StringProperty(default='', name='Prefix', options=set())
should_overwrite: BoolProperty(default=False, name='Reuse Existing Actions', options=set(),
description='If an action with a matching name already exists, the existing action will have it\'s data overwritten instead of a new action being created')
should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=set())
should_write_metadata: BoolProperty(default=True, name='Metadata', options=set(),
description='Additional data will be written to the custom properties of the Action (e.g., frame rate)')
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_filter_is_selected: BoolProperty(default=False, options=set(), name='Only Show Selected',
description='Only show selected sequences')
sequence_use_filter_invert: BoolProperty(default=False, options=set())
sequence_use_filter_regex: BoolProperty(default=False, name='Regular Expression',
description='Filter using regular expressions', options=set())
select_text: PointerProperty(type=bpy.types.Text)
def filter_sequences(pg: PsaImportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[int]:
bitflag_filter_item = 1 << 30
flt_flags = [bitflag_filter_item] * len(sequences)
if pg.sequence_filter_name is not None:
# Filter name is non-empty.
if pg.sequence_use_filter_regex:
# Use regular expression. If regex pattern doesn't compile, just ignore it.
try:
regex = re.compile(pg.sequence_filter_name)
for i, sequence in enumerate(sequences):
if not regex.match(sequence.action_name):
flt_flags[i] &= ~bitflag_filter_item
except re.error:
pass
else:
# User regular text matching.
for i, sequence in enumerate(sequences):
if not fnmatch.fnmatch(sequence.action_name, f'*{pg.sequence_filter_name}*'):
flt_flags[i] &= ~bitflag_filter_item
if pg.sequence_filter_is_selected:
for i, sequence in enumerate(sequences):
if not sequence.is_selected:
flt_flags[i] &= ~bitflag_filter_item
if pg.sequence_use_filter_invert:
# Invert filter flags for all items.
for i, sequence in enumerate(sequences):
flt_flags[i] ^= bitflag_filter_item
return flt_flags
def get_visible_sequences(pg: PsaImportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[
PsaImportActionListItem]:
bitflag_filter_item = 1 << 30
visible_sequences = []
for i, flag in enumerate(filter_sequences(pg, sequences)):
if bool(flag & bitflag_filter_item):
visible_sequences.append(sequences[i])
return visible_sequences
class PSA_UL_SequenceList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row(align=True)
split = row.split(align=True, factor=0.75)
column = split.row(align=True)
column.alignment = 'LEFT'
column.prop(item, 'is_selected', icon_only=True)
column.label(text=item.action_name)
def draw_filter(self, context, layout):
pg = context.scene.psa_import
row = layout.row()
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_name', text="")
subrow.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT')
subrow.prop(pg, 'sequence_use_filter_regex', text="", icon='SORTBYEXT')
subrow.prop(pg, 'sequence_filter_is_selected', text="", icon='CHECKBOX_HLT')
def filter_items(self, context, data, property):
pg = context.scene.psa_import
sequences = getattr(data, property)
flt_flags = filter_sequences(pg, sequences)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'action_name')
return flt_flags, flt_neworder
class PSA_UL_ImportSequenceList(PSA_UL_SequenceList, UIList):
pass
class PSA_UL_ImportActionList(PSA_UL_SequenceList, UIList):
pass
class PsaImportSequencesFromText(Operator):
bl_idname = 'psa_import.sequences_select_from_text'
bl_label = 'Select By Text List'
bl_description = 'Select sequences by name from text list'
bl_options = {'INTERNAL', 'UNDO'}
@classmethod
def poll(cls, context):
pg = context.scene.psa_import
return len(pg.sequence_list) > 0
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self, width=256)
def draw(self, context):
layout = self.layout
pg = context.scene.psa_import
layout.label(icon='INFO', text='Each sequence name should be on a new line.')
layout.prop(pg, 'select_text', text='')
def execute(self, context):
pg = context.scene.psa_import
contents = pg.select_text.as_string()
count = 0
for line in contents.split('\n'):
for sequence in pg.sequence_list:
if sequence.action_name == line:
sequence.is_selected = True
count += 1
self.report({'INFO'}, f'Selected {count} sequence(s)')
return {'FINISHED'}
class PsaImportSequencesSelectAll(Operator):
bl_idname = 'psa_import.sequences_select_all'
bl_label = 'All'
bl_description = 'Select all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = context.scene.psa_import
visible_sequences = get_visible_sequences(pg, pg.sequence_list)
has_unselected_actions = any(map(lambda action: not action.is_selected, visible_sequences))
return len(visible_sequences) > 0 and has_unselected_actions
def execute(self, context):
pg = context.scene.psa_import
visible_sequences = get_visible_sequences(pg, pg.sequence_list)
for sequence in visible_sequences:
sequence.is_selected = True
return {'FINISHED'}
class PsaImportSequencesDeselectAll(Operator):
bl_idname = 'psa_import.sequences_deselect_all'
bl_label = 'None'
bl_description = 'Deselect all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = context.scene.psa_import
visible_sequences = get_visible_sequences(pg, pg.sequence_list)
has_selected_sequences = any(map(lambda sequence: sequence.is_selected, visible_sequences))
return len(visible_sequences) > 0 and has_selected_sequences
def execute(self, context):
pg = context.scene.psa_import
visible_sequences = get_visible_sequences(pg, pg.sequence_list)
for sequence in visible_sequences:
sequence.is_selected = False
return {'FINISHED'}
class PSA_PT_ImportPanel_Advanced(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = 'Advanced'
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'PSA_PT_ImportPanel'
def draw(self, context):
layout = self.layout
pg = context.scene.psa_import
col = layout.column(heading="Options")
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_clean_keys')
col.separator()
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
class PSA_PT_ImportPanel(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = 'PSA Import'
bl_context = 'data'
bl_category = 'PSA Import'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.object.type == 'ARMATURE'
def draw(self, context):
layout = self.layout
pg = context.scene.psa_import
row = layout.row(align=True)
row.operator(PsaImportSelectFile.bl_idname, text='', icon='FILEBROWSER')
row.prop(pg, 'psa_file_path', text='')
row.operator(PsaImportFileReload.bl_idname, text='', icon='FILE_REFRESH')
if pg.psa_error != '':
row = layout.row()
row.label(text='File could not be read', icon='ERROR')
box = layout.box()
box.label(text=f'Sequences ({len(pg.sequence_list)})', icon='ARMATURE_DATA')
# select
rows = max(3, min(len(pg.sequence_list), 10))
row = box.row()
col = row.column()
row2 = col.row(align=True)
row2.label(text='Select')
row2.operator(PsaImportSequencesFromText.bl_idname, text='', icon='TEXT')
row2.operator(PsaImportSequencesSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
row2.operator(PsaImportSequencesDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
col = col.row()
col.template_list('PSA_UL_ImportSequenceList', '', pg, 'sequence_list', pg, 'sequence_list_index', rows=rows)
col = layout.column(heading='')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_overwrite')
col = layout.column(heading='Write')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_write_keyframes')
col.prop(pg, 'should_write_metadata')
selected_sequence_count = sum(map(lambda x: x.is_selected, pg.sequence_list))
row = layout.row()
import_button_text = 'Import'
if selected_sequence_count > 0:
import_button_text = f'Import ({selected_sequence_count})'
row.operator(PsaImportOperator.bl_idname, text=import_button_text)
class PsaImportFileReload(Operator):
bl_idname = 'psa_import.file_reload'
bl_label = 'Refresh'
bl_options = {'INTERNAL'}
bl_description = 'Refresh the PSA file'
def execute(self, context):
load_psa_file(context)
return {"FINISHED"}
class PsaImportSelectFile(Operator):
bl_idname = 'psa_import.select_file'
bl_label = 'Select'
bl_options = {'INTERNAL'}
bl_description = 'Select a PSA file from which to import animations'
filepath: bpy.props.StringProperty(subtype='FILE_PATH')
filter_glob: bpy.props.StringProperty(default="*.psa", options={'HIDDEN'})
def execute(self, context):
context.scene.psa_import.psa_file_path = self.filepath
return {"FINISHED"}
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {"RUNNING_MODAL"}
class PsaImportOperator(Operator):
bl_idname = 'psa_import.import'
bl_label = 'Import'
bl_description = 'Import the selected animations into the scene as actions'
bl_options = {'INTERNAL', 'UNDO'}
@classmethod
def poll(cls, context):
pg = context.scene.psa_import
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
return False
return any(map(lambda x: x.is_selected, pg.sequence_list))
def execute(self, context):
pg = context.scene.psa_import
psa_reader = PsaReader(pg.psa_file_path)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
options = PsaImportOptions()
options.sequence_names = sequence_names
options.should_clean_keys = pg.should_clean_keys
options.should_use_fake_user = pg.should_use_fake_user
options.should_stash = pg.should_stash
options.action_name_prefix = pg.action_name_prefix if pg.should_use_action_name_prefix else ''
options.should_overwrite = pg.should_overwrite
options.should_write_metadata = pg.should_write_metadata
options.should_write_keyframes = pg.should_write_keyframes
PsaImporter().import_psa(psa_reader, context.view_layer.objects.active, options)
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)')
return {'FINISHED'}
class PsaImportFileSelectOperator(Operator, ImportHelper):
bl_idname = 'psa_import.file_select'
bl_label = 'File Select'
bl_options = {'INTERNAL'}
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for importing the PSA file',
maxlen=1024,
default='')
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
pg = context.scene.psa_import
pg.psa_file_path = self.filepath
return {'FINISHED'}
classes = (
PsaImportActionListItem,
PsaBonePropertyGroup,
PsaDataPropertyGroup,
PsaImportPropertyGroup,
PSA_UL_SequenceList,
PSA_UL_ImportSequenceList,
PSA_UL_ImportActionList,
PsaImportSequencesSelectAll,
PsaImportSequencesDeselectAll,
PsaImportSequencesFromText,
PsaImportFileReload,
PSA_PT_ImportPanel,
PSA_PT_ImportPanel_Advanced,
PsaImportOperator,
PsaImportFileSelectOperator,
PsaImportSelectFile,
)

View File

@@ -0,0 +1,93 @@
import ctypes
import numpy as np
from .data import *
class PsaReader(object):
"""
This class reads the sequences and bone information immediately upon instantiation and hold onto a file handle.
The key data is not read into memory upon instantiation due to it's potentially very large size.
To read the key data for a particular sequence, call `read_sequence_keys`.
"""
def __init__(self, path):
self.keys_data_offset: int = 0
self.fp = open(path, 'rb')
self.psa: Psa = self._read(self.fp)
@property
def bones(self):
return self.psa.bones
@property
def sequences(self) -> OrderedDict[Psa.Sequence]:
return self.psa.sequences
def read_sequence_data_matrix(self, sequence_name: str):
sequence = self.psa.sequences[sequence_name]
keys = self.read_sequence_keys(sequence_name)
bone_count = len(self.bones)
matrix_size = sequence.frame_count, bone_count, 7
matrix = np.zeros(matrix_size)
keys_iter = iter(keys)
for frame_index in range(sequence.frame_count):
for bone_index in range(bone_count):
matrix[frame_index, bone_index, :] = list(next(keys_iter).data)
return matrix
def read_sequence_keys(self, sequence_name: str) -> List[Psa.Key]:
""" Reads and returns the key data for a sequence.
:param sequence_name: The name of the sequence.
:return: A list of Psa.Keys.
"""
# Set the file reader to the beginning of the keys data
sequence = self.psa.sequences[sequence_name]
data_size = sizeof(Psa.Key)
bone_count = len(self.psa.bones)
buffer_length = data_size * bone_count * sequence.frame_count
sequence_keys_offset = self.keys_data_offset + (sequence.frame_start_index * bone_count * data_size)
self.fp.seek(sequence_keys_offset, 0)
buffer = self.fp.read(buffer_length)
offset = 0
keys = []
for _ in range(sequence.frame_count * bone_count):
key = Psa.Key.from_buffer_copy(buffer, offset)
keys.append(key)
offset += data_size
return keys
@staticmethod
def _read_types(fp, data_class: ctypes.Structure, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def _read(self, fp) -> Psa:
psa = Psa()
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ANIMHEAD':
pass
elif section.name == b'BONENAMES':
PsaReader._read_types(fp, Psa.Bone, section, psa.bones)
elif section.name == b'ANIMINFO':
sequences = []
PsaReader._read_types(fp, Psa.Sequence, section, sequences)
for sequence in sequences:
psa.sequences[sequence.name.decode()] = sequence
elif section.name == b'ANIMKEYS':
# Skip keys on this pass. We will keep this file open and read from it as needed.
self.keys_data_offset = fp.tell()
fp.seek(section.data_size * section.data_count, 1)
elif section.name in [b'SCALEKEYS']:
fp.seek(section.data_size * section.data_count, 1)
else:
raise RuntimeError(f'Unrecognized section "{section.name}"')
return psa

View File

@@ -1,15 +1,21 @@
import bpy
import bmesh
from collections import OrderedDict
from .data import *
# https://github.com/bwrsandman/blender-addons/blob/master/io_export_unreal_psk_psa.py
from .data import *
from ..helpers import *
class PskInputObjects(object):
def __init__(self):
self.mesh_objects = []
self.armature_object = None
class PskBuilderOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_group_indices = []
class PskBuilder(object):
def __init__(self):
pass
@@ -39,7 +45,7 @@ class PskBuilder(object):
modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
elif len(modifiers) == 2:
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{obj.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
@@ -50,38 +56,40 @@ class PskBuilder(object):
return input_objects
def build(self, context) -> Psk:
def build(self, context, options: PskBuilderOptions) -> Psk:
input_objects = PskBuilder.get_input_objects(context)
wedge_count = sum([len(m.data.loops) for m in input_objects.mesh_objects])
if wedge_count <= 65536:
wedge_type = Psk.Wedge16
else:
wedge_type = Psk.Wedge32
armature_object = input_objects.armature_object
psk = Psk()
bones = []
materials = OrderedDict()
if input_objects.armature_object is None:
# Static mesh (no armature)
if armature_object is None:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
# that a PSK file must have at least one bone.
psk_bone = Psk.Bone()
psk_bone.name = bytes('static', encoding='utf-8')
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3(0, 0, 0)
psk_bone.rotation = Quaternion(0, 0, 0, 1)
psk_bone.location = Vector3.zero()
psk_bone.rotation = Quaternion.identity()
psk.bones.append(psk_bone)
else:
bones = list(input_objects.armature_object.data.bones)
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bones = [armature_object.data.bones[bone_name] for bone_name in bone_names]
for bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes(bone.name, encoding='utf-8')
psk_bone.name = bytes(bone.name, encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = len(bone.children)
psk_bone.children_count = 0
try:
psk_bone.parent_index = bones.index(bone.parent)
parent_index = bones.index(bone.parent)
psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1
except ValueError:
psk_bone.parent_index = 0
@@ -95,8 +103,8 @@ class PskBuilder(object):
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()
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
@@ -110,12 +118,9 @@ class PskBuilder(object):
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:
vertex_offset = len(psk.points)
# VERTICES
for vertex in object.data.vertices:
point = Vector3()
@@ -125,17 +130,7 @@ class PskBuilder(object):
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 = []
@@ -143,8 +138,10 @@ class PskBuilder(object):
if m is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
if m.name in materials:
# Material already evaluated, just get its index.
material_index = list(materials.keys()).index(m.name)
else:
# New material.
material = Psk.Material()
material.name = bytes(m.name, encoding='utf-8')
material.texture_index = len(psk.materials)
@@ -153,30 +150,76 @@ class PskBuilder(object):
material_index = material.texture_index
material_indices.append(material_index)
# FACES
# WEDGES
object.data.calc_loop_triangles()
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(object.data.loops):
wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
wedges.append(wedge)
# Assign material indices to the wedges.
for triangle in object.data.loop_triangles:
for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {}
loop_wedge_indices = [-1] * len(object.data.loops)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
else:
wedge_index = len(psk.wedges)
wedge_indices[wedge_hash] = wedge_index
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
# FACES
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.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[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[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]
if armature_object is not None:
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in object.vertex_groups]
bone_indices = [bone_names.index(name) for name in vertex_group_names]
vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
try:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
except ValueError:
# The vertex group does not have a matching bone in the list of bones to be exported.
# Check to see if there is an associated bone for this vertex group that exists in the armature.
# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
# weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_object.data.bones:
bone = armature_object.data.bones[vertex_group_name]
while bone is not None:
try:
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
break
except ValueError:
bone = bone.parent
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
bone_index = bone_indices[vertex_group_index]
if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
continue
bone_index = vertex_group_bone_indices[vertex_group_index]
for vertex_index in range(len(object.data.vertices)):
try:
weight = vertex_group.weight(vertex_index)
@@ -190,8 +233,4 @@ class PskBuilder(object):
w.weight = weight
psk.weights.append(w)
vertex_offset += len(psk.points)
wedge_offset += len(psk.wedges)
weight_offset += len(psk.weights)
return psk

View File

@@ -1,35 +1,52 @@
from typing import List
from ..data import *
class Psk(object):
class Wedge(object):
def __init__(self):
self.point_index: int = 0
self.u: float = 0.0
self.v: float = 0.0
self.material_index: int = 0
def __hash__(self):
return hash(f'{self.point_index}-{self.u}-{self.v}-{self.material_index}')
class Wedge16(Structure):
_fields_ = [
('point_index', c_int16),
('point_index', c_uint16),
('padding1', c_int16),
('u', c_float),
('v', c_float),
('material_index', c_int8),
('material_index', c_uint8),
('reserved', c_int8),
('padding2', c_int16)
]
class Wedge32(Structure):
_fields_ = [
('point_index', c_int32),
('point_index', c_uint32),
('u', c_float),
('v', c_float),
('material_index', c_int32)
('material_index', c_uint32)
]
class Face(Structure):
_fields_ = [
('wedge_index_1', c_int16),
('wedge_index_2', c_int16),
('wedge_index_3', c_int16),
('material_index', c_int8),
('aux_material_index', c_int8),
('wedge_indices', c_uint16 * 3),
('material_index', c_uint8),
('aux_material_index', c_uint8),
('smoothing_groups', c_int32)
]
class Face32(Structure):
_pack_ = 1
_fields_ = [
('wedge_indices', c_uint32 * 3),
('material_index', c_uint8),
('aux_material_index', c_uint8),
('smoothing_groups', c_int32)
]
@@ -63,10 +80,25 @@ class Psk(object):
('bone_index', c_int32),
]
@property
def has_extra_uvs(self):
return len(self.extra_uvs) > 0
@property
def has_vertex_colors(self):
return len(self.vertex_colors) > 0
@property
def has_vertex_normals(self):
return len(self.vertex_normals) > 0
def __init__(self):
self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge16] = []
self.wedges: List[Psk.Wedge] = []
self.faces: List[Psk.Face] = []
self.materials: List[Psk.Material] = []
self.weights: List[Psk.Weight] = []
self.bones: List[Psk.Bone] = []
self.extra_uvs: List[Vector2] = []
self.vertex_colors: List[Color] = []
self.vertex_normals: List[Vector3] = []

View File

@@ -0,0 +1,160 @@
from typing import Type
from bpy.props import StringProperty, CollectionProperty, IntProperty, EnumProperty
from bpy.types import Operator, PropertyGroup
from bpy_extras.io_utils import ExportHelper
from .builder import PskBuilder, PskBuilderOptions
from .data import *
from ..helpers import populate_bone_group_list
from ..types import BoneGroupListItem
MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296
MAX_BONE_COUNT = 256
MAX_MATERIAL_COUNT = 256
class PskExporter(object):
def __init__(self, psk: Psk):
self.psk: Psk = psk
@staticmethod
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def export(self, path: str):
if len(self.psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(self.psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
if len(self.psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(self.psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
if len(self.psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(self.psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(self.psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(self.psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
with open(path, 'wb') as fp:
self.write_section(fp, b'ACTRHEAD')
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
wedges = []
for index, w in enumerate(self.psk.wedges):
wedge = Psk.Wedge16()
wedge.material_index = w.material_index
wedge.u = w.u
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
self.write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
self.write_section(fp, b'FACE0000', Psk.Face, self.psk.faces)
self.write_section(fp, b'MATT0000', Psk.Material, self.psk.materials)
self.write_section(fp, b'REFSKELT', Psk.Bone, self.psk.bones)
self.write_section(fp, b'RAWWEIGHTS', Psk.Weight, self.psk.weights)
def is_bone_filter_mode_item_available(context, identifier):
input_objects = PskBuilder.get_input_objects(context)
armature_object = input_objects.armature_object
if identifier == 'BONE_GROUPS':
if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups:
return False
# else if... you can set up other conditions if you add more options
return True
class PskExportOperator(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export mesh and armature to PSK'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
def invoke(self, context, event):
try:
input_objects = PskBuilder.get_input_objects(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
pg = context.scene.psk_export
# Populate bone groups list.
populate_bone_group_list(input_objects.armature_object, pg.bone_group_list)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def draw(self, context):
layout = self.layout
scene = context.scene
pg = scene.psk_export
# BONES
box = layout.box()
box.label(text='Bones', icon='BONE_DATA')
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
row = box.row(align=True)
for item in bone_filter_mode_items:
identifier = item.identifier
item_layout = row.row(align=True)
item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if pg.bone_filter_mode == 'BONE_GROUPS':
row = box.row()
rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index', rows=rows)
def execute(self, context):
pg = context.scene.psk_export
builder = PskBuilder()
options = PskBuilderOptions()
options.bone_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
try:
psk = builder.build(context, options)
exporter = PskExporter(psk)
exporter.export(self.filepath)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
return {'FINISHED'}
class PskExportPropertyGroup(PropertyGroup):
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=set(),
description='',
items=(
('ALL', 'All', 'All bones will be exported.'),
('BONE_GROUPS', 'Bone Groups',
'Only bones belonging to the selected bone groups and their ancestors will be exported.')
)
)
bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0)
classes = (
PskExportOperator,
PskExportPropertyGroup
)

View File

@@ -0,0 +1,317 @@
import os
import sys
from math import inf
from typing import Optional
import bmesh
import bpy
import numpy as np
from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty
from bpy.types import Operator, PropertyGroup
from bpy_extras.io_utils import ImportHelper
from mathutils import Quaternion, Vector, Matrix
from .data import Psk
from .reader import PskReader
from ..helpers import rgb_to_srgb
class PskImportOptions(object):
def __init__(self):
self.name = ''
self.should_import_vertex_colors = True
self.vertex_color_space = 'sRGB'
self.should_import_vertex_normals = True
self.should_import_extra_uvs = True
self.bone_length = 1.0
class PskImporter(object):
def __init__(self):
pass
def import_psk(self, psk: Psk, context, options: PskImportOptions):
# ARMATURE
armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(options.name, armature_data)
armature_object.show_in_front = True
context.scene.collection.objects.link(armature_object)
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
armature_object.select_set(state=True)
bpy.context.view_layer.objects.active = armature_object
bpy.ops.object.mode_set(mode='EDIT')
# Intermediate bone type for the purpose of construction.
class ImportBone(object):
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
self.parent: Optional[ImportBone] = None
self.local_rotation: Quaternion = Quaternion()
self.local_translation: Vector = Vector()
self.world_rotation_matrix: Matrix = Matrix()
self.world_matrix: Matrix = Matrix()
self.vertex_group = None
self.orig_quat: Quaternion = Quaternion()
self.orig_loc: Vector = Vector()
self.post_quat: Quaternion = Quaternion()
import_bones = []
for bone_index, psk_bone in enumerate(psk.bones):
import_bone = ImportBone(bone_index, psk_bone)
psk_bone.parent_index = max(0, psk_bone.parent_index)
import_bone.local_rotation = Quaternion(tuple(psk_bone.rotation))
import_bone.local_translation = Vector(tuple(psk_bone.location))
if psk_bone.parent_index == 0 and bone_index == 0:
import_bone.world_rotation_matrix = import_bone.local_rotation.to_matrix()
import_bone.world_matrix = Matrix.Translation(import_bone.local_translation)
import_bones.append(import_bone)
for bone_index, bone in enumerate(import_bones):
if bone.psk_bone.parent_index == 0 and bone_index == 0:
continue
parent = import_bones[bone.psk_bone.parent_index]
bone.parent = parent
bone.world_matrix = parent.world_rotation_matrix.to_4x4()
translation = bone.local_translation.copy()
translation.rotate(parent.world_rotation_matrix)
bone.world_matrix.translation = parent.world_matrix.translation + translation
bone.world_rotation_matrix = bone.local_rotation.conjugated().to_matrix()
bone.world_rotation_matrix.rotate(parent.world_rotation_matrix)
for import_bone in import_bones:
bone_name = import_bone.psk_bone.name.decode('utf-8')
edit_bone = armature_data.edit_bones.new(bone_name)
if import_bone.parent is not None:
edit_bone.parent = armature_data.edit_bones[import_bone.psk_bone.parent_index]
else:
import_bone.local_rotation.conjugate()
edit_bone.tail = Vector((0.0, options.bone_length, 0.0))
edit_bone_matrix = import_bone.local_rotation.conjugated()
edit_bone_matrix.rotate(import_bone.world_matrix)
edit_bone_matrix = edit_bone_matrix.to_matrix().to_4x4()
edit_bone_matrix.translation = import_bone.world_matrix.translation
edit_bone.matrix = edit_bone_matrix
# Store bind pose information in the bone's custom properties.
# This information is used when importing animations from PSA files.
edit_bone['orig_quat'] = import_bone.local_rotation
edit_bone['orig_loc'] = import_bone.local_translation
edit_bone['post_quat'] = import_bone.local_rotation.conjugated()
# MESH
mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
# MATERIALS
for material in psk.materials:
# TODO: re-use of materials should be an option
bpy_material = bpy.data.materials.new(material.name.decode('utf-8'))
mesh_data.materials.append(bpy_material)
bm = bmesh.new()
# VERTICES
for point in psk.points:
bm.verts.new(tuple(point))
bm.verts.ensure_lookup_table()
degenerate_face_indices = set()
for face_index, face in enumerate(psk.faces):
point_indices = [bm.verts[psk.wedges[i].point_index] for i in reversed(face.wedge_indices)]
try:
bm_face = bm.faces.new(point_indices)
bm_face.material_index = face.material_index
except ValueError:
degenerate_face_indices.add(face_index)
if len(degenerate_face_indices) > 0:
print(f'WARNING: Discarded {len(degenerate_face_indices)} degenerate face(s).')
bm.to_mesh(mesh_data)
# TEXTURE COORDINATES
data_index = 0
uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices:
continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges:
uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v
data_index += 1
# EXTRA UVS
if psk.has_extra_uvs and options.should_import_extra_uvs:
extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count):
data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[data_index].uv = u, 1.0 - v
data_index += 1
wedge_index_offset += len(psk.wedges)
# VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors:
size = (len(psk.points), 4)
vertex_colors = np.full(size, inf)
vertex_color_data = mesh_data.vertex_colors.new(name='VERTEXCOLOR')
ambiguous_vertex_color_point_indices = []
for wedge_index, wedge in enumerate(psk.wedges):
point_index = wedge.point_index
psk_vertex_color = psk.vertex_colors[wedge_index].normalized()
if vertex_colors[point_index, 0] != inf and tuple(vertex_colors[point_index]) != psk_vertex_color:
ambiguous_vertex_color_point_indices.append(point_index)
else:
vertex_colors[point_index] = psk_vertex_color
if options.vertex_color_space == 'SRGBA':
for i in range(vertex_colors.shape[0]):
vertex_colors[i, :3] = tuple(map(lambda x: rgb_to_srgb(x), vertex_colors[i, :3]))
for loop_index, loop in enumerate(mesh_data.loops):
vertex_color = vertex_colors[loop.vertex_index]
if vertex_color is not None:
vertex_color_data.data[loop_index].color = vertex_color
else:
vertex_color_data.data[loop_index].color = 1.0, 1.0, 1.0, 1.0
if len(ambiguous_vertex_color_point_indices) > 0:
print(f'WARNING: {len(ambiguous_vertex_color_point_indices)} vertex(es) with ambiguous vertex colors.')
# VERTEX NORMALS
if psk.has_vertex_normals and options.should_import_vertex_normals:
mesh_data.polygons.foreach_set("use_smooth", [True] * len(mesh_data.polygons))
normals = []
for vertex_normal in psk.vertex_normals:
normals.append(tuple(vertex_normal))
mesh_data.normals_split_custom_set_from_vertices(normals)
mesh_data.use_auto_smooth = True
bm.normal_update()
bm.free()
# Get a list of all bones that have weights associated with them.
vertex_group_bone_indices = set(map(lambda weight: weight.bone_index, psk.weights))
for import_bone in map(lambda x: import_bones[x], sorted(list(vertex_group_bone_indices))):
import_bone.vertex_group = mesh_object.vertex_groups.new(
name=import_bone.psk_bone.name.decode('windows-1252'))
for weight in psk.weights:
import_bones[weight.bone_index].vertex_group.add((weight.point_index,), weight.weight, 'ADD')
# Add armature modifier to our mesh object.
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object
mesh_object.parent = armature_object
context.scene.collection.objects.link(mesh_object)
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
class PskImportPropertyGroup(PropertyGroup):
should_import_vertex_colors: BoolProperty(
default=True,
options=set(),
name='Vertex Colors',
description='Import vertex colors from PSKX files, if available'
)
vertex_color_space: EnumProperty(
name='Vertex Color Space',
options=set(),
description='The source vertex color space',
default='SRGBA',
items=(
('LINEAR', 'Linear', ''),
('SRGBA', 'sRGBA', ''),
)
)
should_import_vertex_normals: BoolProperty(
default=True,
name='Vertex Normals',
options=set(),
description='Import vertex normals from PSKX files, if available'
)
should_import_extra_uvs: BoolProperty(
default=True,
name='Extra UVs',
options=set(),
description='Import extra UV maps from PSKX files, if available'
)
bone_length: FloatProperty(
default=1.0,
min=sys.float_info.epsilon,
step=100,
soft_min=1.0,
name='Bone Length',
options=set(),
description='Length of the bones'
)
class PskImportOperator(Operator, ImportHelper):
bl_idname = 'import.psk'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
def execute(self, context):
pg = context.scene.psk_import
reader = PskReader()
psk = reader.read(self.filepath)
options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_extra_uvs = pg.should_import_extra_uvs
options.should_import_vertex_colors = pg.should_import_vertex_colors
options.should_import_vertex_normals = pg.should_import_vertex_normals
options.vertex_color_space = pg.vertex_color_space
options.bone_length = pg.bone_length
PskImporter().import_psk(psk, context, options)
return {'FINISHED'}
def draw(self, context):
pg = context.scene.psk_import
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(pg, 'should_import_vertex_normals')
layout.prop(pg, 'should_import_extra_uvs')
layout.prop(pg, 'should_import_vertex_colors')
if pg.should_import_vertex_colors:
layout.prop(pg, 'vertex_color_space')
layout.prop(pg, 'bone_length')
classes = (
PskImportOperator,
PskImportPropertyGroup,
)

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import ctypes
from .data import *
class PskReader(object):
def __init__(self):
pass
@staticmethod
def read_types(fp, data_class: ctypes.Structure, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def read(self, path) -> Psk:
psk = Psk()
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
PskReader.read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
PskReader.read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
PskReader.read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
PskReader.read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
PskReader.read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
PskReader.read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
PskReader.read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
PskReader.read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
PskReader.read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
PskReader.read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
PskReader.read_types(fp, Vector3, section, psk.vertex_normals)
else:
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"')
return psk

26
io_scene_psk_psa/types.py Normal file
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from bpy.props import StringProperty, IntProperty, BoolProperty
from bpy.types import PropertyGroup, UIList
class PSX_UL_BoneGroupList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
row.prop(item, 'is_selected', text=item.name)
row.label(text=str(item.count), icon='BONE_DATA')
class BoneGroupListItem(PropertyGroup):
name: StringProperty()
index: IntProperty()
count: IntProperty()
is_selected: BoolProperty(default=False)
@property
def name(self):
return self.name
classes = (
BoneGroupListItem,
PSX_UL_BoneGroupList,
)