Compare commits

...

46 Commits
4.0.0 ... 5.0.0

Author SHA1 Message Date
Colin Basnett
51b105b5fb Fix issue #37
https://github.com/DarklightGames/io_scene_psk_psa/issues/37
2023-06-25 01:22:47 -07:00
Colin Basnett
2993d4569f Added kofi badge to README 2023-06-20 19:46:01 -07:00
Colin Basnett
536937cc26 Removed superfluous funding file 2023-06-20 19:45:36 -07:00
Colin Basnett
68dee73d1a Added kofi funding link 2023-06-20 19:00:31 -07:00
Colin Basnett
202a77d38a Removed defunct material path preferences (BDK addon integration now handles this for us!) 2023-06-20 19:00:17 -07:00
Colin Basnett
5cb9714597 Added key compression functionality 2023-04-30 20:18:59 -07:00
Colin Basnett
15e20cdefc Removed zip file added in error 2023-04-27 21:19:17 -07:00
Colin Basnett
9e18e40387 Merge branch 'bdk'
# Conflicts:
#	README.md
#	io_scene_psk_psa/__init__.py
#	io_scene_psk_psa/psk/data.py
#	io_scene_psk_psa/psk/importer.py
#	io_scene_psk_psa/psk/reader.py
2023-04-27 19:56:09 -07:00
Colin Basnett
268d039693 Disabling root motion now correctly exports the root bone in the bind pose in animations
The description for Root Motion has also been updated to better explain how the setting works.
2023-04-27 19:43:15 -07:00
Colin Basnett
9566131690 Updated the readme. 2023-04-04 02:42:31 -07:00
Colin Basnett
e4e2354834 Added option to include or exclude shape keys from PSK import. 2023-04-03 22:12:09 -07:00
Colin Basnett
db6204d592 Incremented version to 4.3.0 2023-04-03 22:03:14 -07:00
Colin Basnett
89772ad90d Added an empty MORPH_BASE shape key if any shape keys are present on import. 2023-04-03 22:01:25 -07:00
Colin Basnett
f54d10bb80 Added support for reading and importing MRPHINFO and MRPHKEYS sections. 2023-04-03 21:28:08 -07:00
Colin Basnett
c99725b686 Bumped the minimum Blender version to 2.90. 2023-04-03 02:26:53 -07:00
Colin Basnett
947c86eb8f Fix for issue #32.
Unrecognized sections are now simply ignored.
2023-04-03 01:52:52 -07:00
Colin Basnett
7111a536b2 A blank material is now created if it is unable to be loaded via the BDK. 2023-04-03 01:40:17 -07:00
Colin Basnett
25e1b73fc7 Removed unused property 2023-04-03 01:39:57 -07:00
Colin Basnett
f7b97added * Allow users to export a sequence in reverse
You can do this by naming a sequence `<name>/<reversed_name>`. For example, `crawlF/crawlB` will result in two export options: `crawlF` (forward) and `crawlB` (the same animation, but reversed).
* Allow users to exclude sequences from the export dialog by prepending the name of the action/marker with a "#" character.
* The "Use original sequence names" option has been removed as it's not really needed.
2023-04-01 15:04:16 -07:00
Colin Basnett
fd02f3f4d7 Now using new BDK addon operators to load the materials 2023-03-09 01:51:04 -08:00
Colin Basnett
f40db53cb9 Fixed a bug where it was possible to export a PSK with no bones 2023-02-18 00:28:31 -08:00
Colin Basnett
c9d4958800 Sequences can now be exported from action pose markers 2023-02-17 22:18:46 -08:00
Colin Basnett
8221130e4a BDK code commit 2023-01-03 20:05:45 -08:00
Colin Basnett
5a66cab92e Renamed "Reuse Existing Actions" to "Overwrite" in PSA import options. 2023-01-02 19:37:11 -08:00
Colin Basnett
4811911e4a Updated typing and minor non-functional changes 2023-01-02 19:36:31 -08:00
Colin Basnett
eceb0622af Updated README. 2023-01-02 16:02:10 -08:00
Colin Basnett
b26e49d403 The PSA import functionality has been moved to a file import dialog.
As a result, the "PSA Import" panel in the Armature Data tab has been
removed as it is now redundant.

This was made possible by https://developer.blender.org/D15543.

As a result, the minimum Blender version has now been bumped to 3.4.

The 4.2.0 version is now in LTS mode and will not be receiving new
features.
2023-01-02 15:47:00 -08:00
Colin Basnett
ab998885bb Update README.md 2022-12-06 10:13:30 -08:00
Colin Basnett
f821bec0ff Update README.md 2022-12-06 10:13:13 -08:00
Colin Basnett
43b0fe82dd Update README.md 2022-12-06 10:11:55 -08:00
Colin Basnett
17e9e83826 Incremented version to 4.2.0 2022-11-25 12:44:50 -08:00
Colin Basnett
44afce3e64 Improved PSA import speed dramatically 2022-11-24 16:38:06 -08:00
Colin Basnett
449331cd00 Fixed a bug where certain material errors would not display correctly 2022-11-22 12:57:44 -08:00
Colin Basnett
8ada80e243 Typing and naming improvements 2022-11-22 12:57:06 -08:00
Colin Basnett
38ed183897 Fixed a bug where the root bone orientation would be exported incorrectly 2022-11-22 12:55:56 -08:00
Colin Basnett
9ae573422b Fixed a bug where actions would not be considered to be "for" an armature if its only F-Curve data was for custom properties on a bone 2022-11-16 12:34:09 -08:00
Colin Basnett
86473584b8 Fixing warnings and typing 2022-11-12 16:26:40 -08:00
Colin Basnett
aa8725c3d0 Added a "Bone Mapping" option.
This allows imported PSA actions to map to armature bones with names
that differ only by case.

In addition, import warnings are now written to the info log so they
have better visibility to the user.
2022-11-12 16:25:19 -08:00
Colin Basnett
980042fc7f Incremented version to 4.1.0 2022-11-01 11:34:31 -07:00
Colin Basnett
02082b9594 Added an option to bake imported PSA sequences to samples.
Also, the "Clean Keyframes" option has been removed from the PSA import
because it did not work correctly.

This will be replaced by a "Decimate F-Curves" option in the future.
2022-11-01 11:33:39 -07:00
Colin Basnett
4181a15d0e Improved comment and typing information 2022-11-01 11:32:50 -07:00
Colin Basnett
b6ef3dda44 Simplified method used to put armature in bind pose for PSK export 2022-11-01 11:32:25 -07:00
Colin Basnett
f7290e6808 The scene's frame and selected object's active action is now restored after PSA export 2022-11-01 11:30:13 -07:00
Colin Basnett
65d3104ea9 Added an option to ignore bone name restrictions 2022-11-01 11:28:55 -07:00
Colin Basnett
1a48128cb9 Updated bone name constraint message 2022-08-30 23:44:12 -07:00
Colin Basnett
88c22c9e80 Bone names can now contain hyphens 2022-08-11 15:57:02 -07:00
15 changed files with 927 additions and 608 deletions

View File

@@ -1,46 +1,50 @@
This Blender 2.80+ 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) used in many version of the Unreal Engine. [![Blender](https://img.shields.io/badge/Blender->=3.4-blue?logo=blender&logoColor=white)](https://www.blender.org/download/ "Download Blender")
[![GitHub release](https://img.shields.io/github/release/DarklightGames/io_scene_psk_psa?include_prereleases=&sort=semver&color=blue)](https://github.com/DarklightGames/io_scene_psk_psa/releases/)
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/L4L3853VR)
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) used in many version of the Unreal Engine.
> **NOTE**: This addon requires Blender 3.4+. If this is not available to you, install version [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0), as it has a minimum Blender version of 2.9, but is no longer receiving new features.
# Features # Features
* Full PSK/PSA import and export capabilities * 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 * Non-standard file section data is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files * 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.
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export * Specific [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).
* Specific [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 direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* 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 direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences * Manual re-ordering of material slots when exporting multiple mesh objects.
# Installation # Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page. 1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
2. Open Blender 2.80 or later. 2. Open Blender 3.4.0 or later.
3. Navigate to the Blender Preferences (Edit > Preferences). 3. Navigate to the Blender Preferences (`Edit` > `Preferences`).
4. Select the "Add-ons" tab. 4. Select the `Add-ons` tab.
5. Click the "Install..." button. 5. Click the `Install...` button.
6. Select the .zip file that you downloaded earlier and click "Install Add-on". 6. Select the .zip file that you downloaded earlier and click `Install Add-on`.
7. Enable the newly added "Import-Export: PSK/PSA Importer/Exporter" addon. 7. Enable the newly added `Import-Export: PSK/PSA Importer/Exporter` addon.
# Usage # Usage
## Exporting a PSK ## Exporting a PSK
1. Select the mesh objects you wish to export. 1. Select the mesh objects you wish to export.
3. Navigate to File > Export > Unreal PSK (.psk) 2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`.
4. Enter the file name and click "Export". 3. Enter the file name and click `Export`.
## Importing a PSK/PSKX ## Importing a PSK/PSKX
1. Navigate to File > Import > Unreal PSK (.psk/.pskx) 1. Navigate to `File` > `Import` > `Unreal PSK (.psk/.pskx)`.
2. Select the PSK file you want to import and click "Import" 2. Select the PSK file you want to import and click `Import`.
## Exporting a PSA ## Exporting a PSA
1. Select the armature objects you wish to export. 1. Select the armature objects you wish to export.
2. Navigate to File > Export > Unreal PSA (.psa) 2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`.
3. Enter the file name and click "Export". 3. Enter the file name and click `Export`.
## Importing a PSA ## Importing a PSA
1. Select the armature object that you wish you import actions to. 1. Select an armature that you want import animations for.
2. Navigate to the Object Data Properties tab of the Properties editor. 2. Navigate to `File` > `Import` > `Unreal PSA (.psa)`.
3. Navigate to the PSA Import panel. 3. Select the PSA file you want to import.
4. Click "Select PSA File". 4. Select the sequences that you want to import and click `Import`.
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 # FAQ
## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)? ## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)?

View File

@@ -1,9 +1,8 @@
bl_info = { bl_info = {
"name": "PSK/PSA Importer/Exporter", "name": "PSK/PSA Importer/Exporter",
"author": "Colin Basnett, Yurii Ti", "author": "Colin Basnett, Yurii Ti",
"version": (4, 0, 0), "version": (5, 0, 0),
"blender": (2, 80, 0), "blender": (3, 4, 0),
# "location": "File > Export > PSK Export (.psk)",
"description": "PSK/PSA Import/Export (.psk/.psa)", "description": "PSK/PSA Import/Export (.psk/.psa)",
"warning": "", "warning": "",
"doc_url": "https://github.com/DarklightGames/io_scene_psk_psa", "doc_url": "https://github.com/DarklightGames/io_scene_psk_psa",
@@ -46,11 +45,11 @@ else:
import bpy import bpy
from bpy.props import PointerProperty from bpy.props import PointerProperty
classes = (psx_types.classes + classes = psx_types.classes +\
psk_importer.classes + psk_importer.classes +\
psk_exporter.classes + psk_exporter.classes +\
psa_exporter.classes + psa_exporter.classes +\
psa_importer.classes) psa_importer.classes
def psk_export_menu_func(self, context): def psk_export_menu_func(self, context):
@@ -65,26 +64,32 @@ def psa_export_menu_func(self, context):
self.layout.operator(psa_exporter.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)') self.layout.operator(psa_exporter.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)')
def psa_import_menu_func(self, context):
self.layout.operator(psa_importer.PsaImportOperator.bl_idname, text='Unreal PSA (.psa)')
def register(): def register():
for cls in classes: for cls in classes:
bpy.utils.register_class(cls) bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(psk_export_menu_func) 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_import.append(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func) bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.append(psa_import_menu_func)
bpy.types.Scene.psa_import = PointerProperty(type=psa_importer.PsaImportPropertyGroup) 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.psa_export = PointerProperty(type=psa_exporter.PsaExportPropertyGroup)
bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup) bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup)
bpy.types.Action.psa_export = PointerProperty(type=psx_types.PSX_PG_ActionExportPropertyGroup)
def unregister(): def unregister():
del bpy.types.Scene.psa_import del bpy.types.Scene.psa_import
del bpy.types.Scene.psk_import
del bpy.types.Scene.psa_export del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export del bpy.types.Scene.psk_export
del bpy.types.Action.psa_export
bpy.types.TOPBAR_MT_file_export.remove(psk_export_menu_func) 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_import.remove(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.remove(psa_export_menu_func) bpy.types.TOPBAR_MT_file_export.remove(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psa_import_menu_func)
for cls in reversed(classes): for cls in reversed(classes):
bpy.utils.unregister_class(cls) bpy.utils.unregister_class(cls)

39
io_scene_psk_psa/bdk.py Normal file
View File

@@ -0,0 +1,39 @@
import re
from typing import Optional
class UReference:
type_name: str
package_name: str
group_name: Optional[str]
object_name: str
def __init__(self, type_name: str, package_name: str, object_name: str, group_name: Optional[str] = None):
self.type_name = type_name
self.package_name = package_name
self.object_name = object_name
self.group_name = group_name
@staticmethod
def from_string(string: str) -> Optional['UReference']:
if string == 'None':
return None
pattern = r'(\w+)\'([\w\.\d\-\_]+)\''
match = re.match(pattern, string)
if match is None:
print(f'BAD REFERENCE STRING: {string}')
return None
type_name = match.group(1)
object_name = match.group(2)
pattern = r'([\w\d\-\_]+)'
values = re.findall(pattern, object_name)
package_name = values[0]
object_name = values[-1]
return UReference(type_name, package_name, object_name, group_name=None)
def __repr__(self):
s = f'{self.type_name}\'{self.package_name}'
if self.group_name:
s += f'.{self.group_name}'
s += f'.{self.object_name}'
return s

View File

@@ -1,10 +1,12 @@
import datetime import datetime
import re import re
import typing
from collections import Counter from collections import Counter
from typing import List, Iterable from typing import List, Iterable
import addon_utils
import bpy.types import bpy.types
from bpy.types import NlaStrip, Object from bpy.types import NlaStrip, Object, AnimData
class Timer: class Timer:
@@ -25,14 +27,14 @@ class Timer:
return datetime.datetime.now() - self.start return datetime.datetime.now() - self.start
def rgb_to_srgb(c): def rgb_to_srgb(c: float):
if c > 0.0031308: if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055 return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
else: else:
return 12.92 * c return 12.92 * c
def get_nla_strips_in_timeframe(animation_data, frame_min, frame_max) -> List[NlaStrip]: def get_nla_strips_in_timeframe(animation_data: AnimData, frame_min: float, frame_max: float) -> List[NlaStrip]:
if animation_data is None: if animation_data is None:
return [] return []
strips = [] strips = []
@@ -47,7 +49,7 @@ def get_nla_strips_in_timeframe(animation_data, frame_min, frame_max) -> List[Nl
return strips return strips
def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.types.Collection) -> None: def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.props.CollectionProperty) -> None:
""" """
Updates the bone group collection. Updates the bone group collection.
@@ -86,22 +88,15 @@ def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.types
item.is_selected = bone_group.name in selected_assigned_group_names if has_selected_groups else True item.is_selected = bone_group.name in selected_assigned_group_names if has_selected_groups else 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 check_bone_names(bone_names: Iterable[str]): def check_bone_names(bone_names: Iterable[str]):
pattern = re.compile(r'^[a-zA-Z0-9_ ]+$') pattern = re.compile(r'^[a-zA-Z\d_\- ]+$')
invalid_bone_names = [x for x in bone_names if pattern.match(x) is None] invalid_bone_names = [x for x in bone_names if pattern.match(x) is None]
if len(invalid_bone_names) > 0: if len(invalid_bone_names) > 0:
raise RuntimeError(f'The following bone names are invalid: {invalid_bone_names}.\n' raise RuntimeError(f'The following bone names are invalid: {invalid_bone_names}.\n'
f'Bone names must only contain letters, numbers, spaces, and underscores.') f'Bone names must only contain letters, numbers, spaces, hyphens and underscores.')
def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices: List[int]) -> List[str]: def get_export_bone_names(armature_object: Object, bone_filter_mode: str, 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. Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone groups.
@@ -115,7 +110,8 @@ def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices:
if armature_object is None or armature_object.type != 'ARMATURE': if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied') raise ValueError('An armature object must be supplied')
bones = armature_object.data.bones armature_data = typing.cast(bpy.types.Armature, armature_object.data)
bones = armature_data.bones
pose_bones = armature_object.pose.bones pose_bones = armature_object.pose.bones
bone_names = [x.name for x in bones] bone_names = [x.name for x in bones]
@@ -174,3 +170,7 @@ def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices:
f'Additional debugging information has been written to the console.') f'Additional debugging information has been written to the console.')
return bone_names return bone_names
def is_bdk_addon_loaded():
return addon_utils.check('bdk_addon')[1]

View File

@@ -1,129 +1,79 @@
from typing import Dict from typing import Optional
from bpy.types import Action from bpy.types import Armature, Bone, Action, PoseBone
from .data import * from .data import *
from ..helpers import * from ..helpers import *
class PsaBuildOptions(object): class PsaExportSequence:
class NlaState:
def __init__(self):
self.action: Optional[Action] = None
self.frame_start: int = 0
self.frame_end: int = 0
def __init__(self): def __init__(self):
self.should_override_animation_data = False self.name: str = ''
self.animation_data_override = None self.nla_state: PsaExportSequence.NlaState = PsaExportSequence.NlaState()
self.fps_source = 'SCENE' self.compression_ratio: float = 1.0
self.fps_custom = 30.0 self.key_quota: int = 0
self.sequence_source = 'ACTIONS' self.fps: float = 30.0
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 = ''
self.root_motion = False
def get_sequence_fps(context, options: PsaBuildOptions, actions: Iterable[Action]) -> float: class PsaBuildOptions:
if options.fps_source == 'SCENE': def __init__(self):
return context.scene.render.fps self.animation_data: Optional[AnimData] = None
if options.fps_source == 'CUSTOM': self.sequences: List[PsaExportSequence] = []
return options.fps_custom self.bone_filter_mode: str = 'ALL'
elif options.fps_source == 'ACTION_METADATA': self.bone_group_indices: List[int] = []
# Get the minimum value of action metadata FPS values. self.should_ignore_bone_name_restrictions: bool = False
fps_list = [] self.sequence_name_prefix: str = ''
for action in filter(lambda x: 'psa_sequence_fps' in x, actions): self.sequence_name_suffix: str = ''
fps = action['psa_sequence_fps'] self.root_motion: bool = False
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0: def get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: Object, options: PsaBuildOptions):
return min(fps_list) if pose_bone.parent is not None:
else: pose_bone_matrix = pose_bone.matrix
# No valid action metadata to use, fallback to scene FPS pose_bone_parent_matrix = pose_bone.parent.matrix
return context.scene.render.fps pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
else: else:
raise RuntimeError(f'Invalid FPS source "{options.fps_source}"') if options.root_motion:
# Get the bone's pose matrix, taking the armature object's world matrix into account.
pose_bone_matrix = armature_object.matrix_world @ pose_bone.matrix
def get_timeline_marker_sequence_frame_ranges(animation_data, context, options: PsaBuildOptions) -> 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(animation_data, marker.frame, frame_max)
if len(nla_strips) > 0:
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:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_max = frame_min
else: else:
# There is no next marker. # Use the bind pose matrix for the root bone.
# Find the final frame of all the NLA strips and use that as the last frame of this sequence. pose_bone_matrix = pose_bone.matrix
for nla_track in 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: location = pose_bone_matrix.to_translation()
continue rotation = pose_bone_matrix.to_quaternion().normalized()
sequence_frame_ranges[marker_name] = int(frame_min), int(frame_max) if pose_bone.parent is not None:
rotation.conjugate()
return sequence_frame_ranges return location, rotation
def build_psa(context, options: PsaBuildOptions) -> Psa: def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
active_object = context.view_layer.objects.active active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
if options.should_override_animation_data:
animation_data_object = options.animation_data_override
else:
animation_data_object = active_object
animation_data = animation_data_object.animation_data
if animation_data is None:
raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'')
# 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() psa = Psa()
armature = active_object armature_object = active_object
bones = list(armature.data.bones) armature_data = typing.cast(Armature, armature_object.data)
bones: List[Bone] = list(iter(armature_data.bones))
# The order of the armature bones and the pose bones is not guaranteed to be the same. # The order of the armature bones and the pose bones is not guaranteed to be the same.
# As a result, we need to reconstruct the list of pose bones in the same order as the # As a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones. # armature bones.
bone_names = [x.name for x in 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 = [(bone_names.index(bone.name), bone) for bone in armature_object.pose.bones]
pose_bones.sort(key=lambda x: x[0]) pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones] 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. # 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) export_bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bone_indices = [bone_names.index(x) for x in export_bone_names] 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. # Make the bone lists contain only the bones that are going to be exported.
@@ -135,7 +85,8 @@ def build_psa(context, options: PsaBuildOptions) -> Psa:
raise RuntimeError('No bones available for export') raise RuntimeError('No bones available for export')
# Check that all bone names are valid. # Check that all bone names are valid.
check_bone_names(map(lambda bone: bone.name, bones)) if not options.should_ignore_bone_name_restrictions:
check_bone_names(map(lambda bone: bone.name, bones))
# Build list of PSA bones. # Build list of PSA bones.
for bone in bones: for bone in bones:
@@ -156,9 +107,12 @@ def build_psa(context, options: PsaBuildOptions) -> Psa:
parent_tail = inverse_parent_rotation @ bone.parent.tail parent_tail = inverse_parent_rotation @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head location = (parent_tail - parent_head) + bone.head
else: else:
location = armature.matrix_local @ bone.head armature_local_matrix = armature_object.matrix_local
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3() location = armature_local_matrix @ bone.head
rotation = rot_matrix.to_quaternion() bone_rotation = bone.matrix.to_quaternion().conjugated()
local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation
rotation.conjugate()
psa_bone.location.x = location.x psa_bone.location.x = location.x
psa_bone.location.y = location.y psa_bone.location.y = location.y
@@ -171,97 +125,60 @@ def build_psa(context, options: PsaBuildOptions) -> Psa:
psa.bones.append(psa_bone) 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 = get_sequence_fps(context, options, [action])
export_sequences.append(export_sequence)
pass
elif options.sequence_source == 'TIMELINE_MARKERS':
sequence_frame_ranges = get_timeline_marker_sequence_frame_ranges(animation_data, 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(animation_data, frame_min, frame_max)))
export_sequence.fps = 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. # Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in export_sequences: for export_sequence in options.sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}' export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'
export_sequence.name = export_sequence.name.strip() export_sequence.name = export_sequence.name.strip()
# Save the current action and frame so that we can restore the state once we are done.
saved_frame_current = context.scene.frame_current
saved_action = options.animation_data.action
# Now build the PSA sequences. # Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices. # We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0 frame_start_index = 0
for export_sequence in export_sequences: for export_sequence in options.sequences:
# Link the action to the animation data and update view layer. # Link the action to the animation data and update view layer.
animation_data.action = export_sequence.nla_state.action options.animation_data.action = export_sequence.nla_state.action
context.view_layer.update() context.view_layer.update()
frame_min = export_sequence.nla_state.frame_min frame_start = export_sequence.nla_state.frame_start
frame_max = export_sequence.nla_state.frame_max frame_end = export_sequence.nla_state.frame_end
frame_count = frame_max - frame_min + 1
# Calculate the frame step based on the compression factor.
frame_extents = abs(frame_end - frame_start)
frame_count_raw = frame_extents + 1
frame_count = max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio))
try:
frame_step = frame_extents / (frame_count - 1)
except ZeroDivisionError:
frame_step = 0.0
sequence_duration = frame_count_raw / export_sequence.fps
# If this is a reverse sequence, we need to reverse the frame step.
if frame_start > frame_end:
frame_step = -frame_step
psa_sequence = Psa.Sequence() psa_sequence = Psa.Sequence()
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252') psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
psa_sequence.frame_count = frame_count psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = export_sequence.fps psa_sequence.fps = frame_count / sequence_duration
psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
for frame in range(frame_count): frame = float(frame_start)
context.scene.frame_set(frame_min + frame)
for _ in range(frame_count):
context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
for pose_bone in pose_bones: for pose_bone in pose_bones:
location, rotation = get_pose_bone_location_and_rotation(pose_bone, armature_object, options)
key = Psa.Key() key = Psa.Key()
if pose_bone.parent is not None:
pose_bone_matrix = pose_bone.matrix
pose_bone_parent_matrix = pose_bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
else:
if options.root_motion:
# Export root motion
pose_bone_matrix = armature.matrix_world @ pose_bone.matrix
else:
pose_bone_matrix = pose_bone.matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent is not None:
rotation.conjugate()
key.location.x = location.x key.location.x = location.x
key.location.y = location.y key.location.y = location.y
key.location.z = location.z key.location.z = location.z
@@ -270,14 +187,16 @@ def build_psa(context, options: PsaBuildOptions) -> Psa:
key.rotation.z = rotation.z key.rotation.z = rotation.z
key.rotation.w = rotation.w key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps key.time = 1.0 / psa_sequence.fps
psa.keys.append(key) psa.keys.append(key)
psa_sequence.bone_count = len(pose_bones) frame += frame_step
psa_sequence.track_time = frame_count
frame_start_index += frame_count frame_start_index += frame_count
psa.sequences[export_sequence.name] = psa_sequence psa.sequences[export_sequence.name] = psa_sequence
# Restore the previous action & frame.
options.animation_data.action = saved_action
context.scene.frame_set(saved_frame_current)
return psa return psa

View File

@@ -6,11 +6,11 @@ from ..data import *
""" """
Note that keys are not stored within the Psa object. Note that keys are not stored within the Psa object.
Use the PsaReader::get_sequence_keys to get a the keys for a sequence. Use the PsaReader::get_sequence_keys to get the keys for a sequence.
""" """
class Psa(object): class Psa:
class Bone(Structure): class Bone(Structure):
_fields_ = [ _fields_ = [
('name', c_char * 64), ('name', c_char * 64),
@@ -60,5 +60,5 @@ class Psa(object):
def __init__(self): def __init__(self):
self.bones: List[Psa.Bone] = [] self.bones: List[Psa.Bone] = []
self.sequences: typing.OrderedDict[Psa.Sequence] = OrderedDict() self.sequences: typing.OrderedDict[str, Psa.Sequence] = OrderedDict()
self.keys: List[Psa.Key] = [] self.keys: List[Psa.Key] = []

View File

@@ -1,14 +1,14 @@
import fnmatch import fnmatch
import sys import sys
from typing import Type from typing import Type, Dict
import bpy import bpy
from bpy.props import BoolProperty, CollectionProperty, EnumProperty, FloatProperty, IntProperty, PointerProperty, \ from bpy.props import BoolProperty, CollectionProperty, EnumProperty, FloatProperty, IntProperty, PointerProperty, \
StringProperty StringProperty
from bpy.types import Action, Operator, PropertyGroup, UIList from bpy.types import Action, Operator, PropertyGroup, UIList, Context, Armature, TimelineMarker
from bpy_extras.io_utils import ExportHelper from bpy_extras.io_utils import ExportHelper
from .builder import PsaBuildOptions, build_psa from .builder import PsaBuildOptions, PsaExportSequence, build_psa
from .data import * from .data import *
from ..helpers import * from ..helpers import *
from ..types import BoneGroupListItem from ..types import BoneGroupListItem
@@ -38,23 +38,17 @@ class PsaExportActionListItem(PropertyGroup):
action: PointerProperty(type=Action) action: PointerProperty(type=Action)
name: StringProperty() name: StringProperty()
is_selected: BoolProperty(default=False) is_selected: BoolProperty(default=False)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
is_pose_marker: BoolProperty(options={'HIDDEN'})
class PsaExportTimelineMarkerListItem(PropertyGroup): class PsaExportTimelineMarkerListItem(PropertyGroup):
marker_index: IntProperty() marker_index: IntProperty()
name: StringProperty() name: StringProperty()
is_selected: BoolProperty(default=True) is_selected: BoolProperty(default=True)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
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)
def psa_export_property_group_animation_data_override_poll(_context, obj): def psa_export_property_group_animation_data_override_poll(_context, obj):
@@ -69,7 +63,9 @@ class PsaExportPropertyGroup(PropertyGroup):
name='Root Motion', name='Root Motion',
options=empty_set, options=empty_set,
default=False, default=False,
description='The root bone will be transformed as it appears in the scene', description='When enabled, the root bone will be transformed as it appears in the scene.\n\n'
'You might want to disable this if you are exporting an animation for an armature that is '
'attached to another object, such as a weapon or a shield',
) )
should_override_animation_data: BoolProperty( should_override_animation_data: BoolProperty(
name='Override Animation Data', name='Override Animation Data',
@@ -121,20 +117,11 @@ class PsaExportPropertyGroup(PropertyGroup):
) )
bone_group_list: CollectionProperty(type=BoneGroupListItem) bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0, name='', description='') bone_group_list_index: IntProperty(default=0, name='', description='')
should_use_original_sequence_names: BoolProperty( should_ignore_bone_name_restrictions: BoolProperty(
default=False, default=False,
name='Original Names', name='Ignore Bone Name Restrictions',
options=empty_set, description='Bone names restrictions will be ignored. Note that bone names without properly formatted names '
update=should_use_original_sequence_names_updated, 'cannot be referenced in scripts'
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=empty_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=empty_set) sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
sequence_name_suffix: StringProperty(name='Suffix', options=empty_set) sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
@@ -153,6 +140,10 @@ class PsaExportPropertyGroup(PropertyGroup):
name='Show assets', name='Show assets',
options=empty_set, options=empty_set,
description='Show actions that belong to an asset library') description='Show actions that belong to an asset library')
sequence_filter_pose_marker: BoolProperty(
default=False,
name='Show pose markers',
options=empty_set)
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set) sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set)
@@ -164,6 +155,193 @@ def is_bone_filter_mode_item_available(context, identifier):
return True return True
def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context: Context, marker_names: List[str]) -> 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 marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_start = 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_end = 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_end = sorted_timeline_markers[next_marker_index].frame
nla_strips = get_nla_strips_in_timeframe(animation_data, marker.frame, frame_end)
if len(nla_strips) > 0:
frame_end = min(frame_end, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_start = max(frame_start, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_end = frame_start
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 animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
frame_end = max(frame_end, strip.frame_end)
if frame_start > frame_end:
continue
sequence_frame_ranges[marker_name] = int(frame_start), int(frame_end)
return sequence_frame_ranges
def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float:
if fps_source == 'SCENE':
return context.scene.render.fps
elif fps_source == 'CUSTOM':
return fps_custom
elif 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 "{fps_source}"')
def is_action_for_armature(armature: Armature, action: Action):
if len(action.fcurves) == 0:
return False
bone_names = set([x.name for x in armature.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\[\"([^\"]+)\"](\[\"([^\"]+)\"])?', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
return False
def get_animation_data_object(context: Context) -> Object:
pg: PsaExportPropertyGroup = getattr(context.scene, 'psa_export')
active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
if pg.should_override_animation_data:
animation_data_object = pg.animation_data_override
else:
animation_data_object = active_object
return animation_data_object
def get_sequences_from_action(action: Action) -> List[Tuple[str, int, int]]:
frame_start = int(action.frame_range[0])
frame_end = int(action.frame_range[1])
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, action.name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
return [
(forward_name, frame_start, frame_end),
(backwards_name, frame_end, frame_start)
]
else:
return [(action.name, frame_start, frame_end)]
def get_sequences_from_action_pose_marker(action: Action, pose_markers: List[TimelineMarker], pose_marker: TimelineMarker, pose_marker_index: int) -> List[Tuple[str, int, int]]:
frame_start = pose_marker.frame
if pose_marker_index + 1 < len(pose_markers):
frame_end = pose_markers[pose_marker_index + 1].frame
else:
frame_end = int(action.frame_range[1])
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, pose_marker.name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
return [
(forward_name, frame_start, frame_end),
(backwards_name, frame_end, frame_start)
]
else:
return [(pose_marker.name, frame_start, frame_end)]
def update_actions_and_timeline_markers(context: Context, armature: Armature):
pg = getattr(context.scene, 'psa_export')
# Clear actions and markers.
pg.action_list.clear()
pg.marker_list.clear()
# Get animation data.
animation_data_object = get_animation_data_object(context)
animation_data = animation_data_object.animation_data if animation_data_object else None
if animation_data is None:
return
# Populate actions list.
for action in bpy.data.actions:
if not is_action_for_armature(armature, action):
continue
if not action.name.startswith('#'):
for (name, frame_start, frame_end) in get_sequences_from_action(action):
item = pg.action_list.add()
item.action = action
item.name = name
item.is_selected = False
item.is_pose_marker = False
item.frame_start = frame_start
item.frame_end = frame_end
# Pose markers are not guaranteed to be in frame-order, so make sure that they are.
pose_markers = sorted(action.pose_markers, key=lambda x: x.frame)
for pose_marker_index, pose_marker in enumerate(pose_markers):
if pose_marker.name.startswith('#'):
continue
for (name, frame_start, frame_end) in get_sequences_from_action_pose_marker(action, pose_markers, pose_marker, pose_marker_index):
item = pg.action_list.add()
item.action = action
item.name = name
item.is_selected = False
item.is_pose_marker = True
item.frame_start = frame_start
item.frame_end = frame_end
# Populate timeline markers list.
marker_names = [x.name for x in context.scene.timeline_markers]
sequence_frame_ranges = get_timeline_marker_sequence_frame_ranges(animation_data, context, marker_names)
for marker_name in marker_names:
if marker_name not in sequence_frame_ranges:
continue
if marker_name.startswith('#'):
continue
item = pg.marker_list.add()
item.name = marker_name
item.is_selected = False
frame_start, frame_end = sequence_frame_ranges[marker_name]
item.frame_start = frame_start
item.frame_end = frame_end
class PsaExportOperator(Operator, ExportHelper): class PsaExportOperator(Operator, ExportHelper):
bl_idname = 'psa_export.operator' bl_idname = 'psa_export.operator'
bl_label = 'Export' bl_label = 'Export'
@@ -178,7 +356,7 @@ class PsaExportOperator(Operator, ExportHelper):
default='') default='')
def __init__(self): def __init__(self):
self.armature = None self.armature_object = None
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
@@ -222,7 +400,6 @@ class PsaExportOperator(Operator, ExportHelper):
col = layout.column() col = layout.column()
col.use_property_split = True col.use_property_split = True
col.use_property_decorate = False col.use_property_decorate = False
col.prop(pg, 'should_use_original_sequence_names')
col.prop(pg, 'sequence_name_prefix') col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix') col.prop(pg, 'sequence_name_suffix')
@@ -234,7 +411,6 @@ class PsaExportOperator(Operator, ExportHelper):
col = layout.column() col = layout.column()
col.use_property_split = True col.use_property_split = True
col.use_property_decorate = False col.use_property_decorate = False
col.prop(pg, 'should_trim_timeline_marker_sequences')
col.prop(pg, 'sequence_name_prefix') col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix') col.prop(pg, 'sequence_name_suffix')
@@ -262,24 +438,13 @@ class PsaExportOperator(Operator, ExportHelper):
layout.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index', layout.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index',
rows=rows) rows=rows)
layout.prop(pg, 'should_ignore_bone_name_restrictions')
layout.separator() layout.separator()
# ROOT MOTION # ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion') layout.prop(pg, 'root_motion', text='Root Motion')
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
@classmethod @classmethod
def _check_context(cls, context): def _check_context(cls, context):
if context.view_layer.objects.active is None: if context.view_layer.objects.active is None:
@@ -294,35 +459,14 @@ class PsaExportOperator(Operator, ExportHelper):
except RuntimeError as e: except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e)) self.report({'ERROR_INVALID_CONTEXT'}, str(e))
pg = getattr(context.scene, 'psa_export') pg: PsaExportPropertyGroup = getattr(context.scene, 'psa_export')
self.armature = context.view_layer.objects.active
# Populate actions list. self.armature_object = context.view_layer.objects.active
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 = False
update_action_names(context) update_actions_and_timeline_markers(context, self.armature_object.data)
# Populate timeline markers list.
pg.marker_list.clear()
for marker in context.scene.timeline_markers:
item = pg.marker_list.add()
item.name = marker.name
item.is_selected = False
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 groups list.
populate_bone_group_list(self.armature, pg.bone_group_list) populate_bone_group_list(self.armature_object, pg.bone_group_list)
context.window_manager.fileselect_add(self) context.window_manager.fileselect_add(self)
@@ -331,21 +475,54 @@ class PsaExportOperator(Operator, ExportHelper):
def execute(self, context): def execute(self, context):
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
actions = [x.action for x in pg.action_list if x.is_selected] # Ensure that we actually have items that we are going to be exporting.
marker_names = [x.name for x in pg.marker_list if x.is_selected] if pg.sequence_source == 'ACTIONS' and len(pg.action_list) == 0:
raise RuntimeError('No actions were selected for export')
elif pg.sequence_source == 'TIMELINE_MARKERS' and len(pg.marker_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
# Populate the export sequence list.
animation_data_object = get_animation_data_object(context)
animation_data = animation_data_object.animation_data
if animation_data is None:
raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'')
export_sequences: List[PsaExportSequence] = []
if pg.sequence_source == 'ACTIONS':
for action in filter(lambda x: x.is_selected, pg.action_list):
if len(action.action.fcurves) == 0:
continue
export_sequence = PsaExportSequence()
export_sequence.nla_state.action = action.action
export_sequence.name = action.name
export_sequence.nla_state.frame_start = action.frame_start
export_sequence.nla_state.frame_end = action.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action.action])
export_sequence.compression_ratio = action.action.psa_export.compression_ratio
export_sequence.key_quota = action.action.psa_export.key_quota
export_sequences.append(export_sequence)
elif pg.sequence_source == 'TIMELINE_MARKERS':
for marker in pg.marker_list:
export_sequence = PsaExportSequence()
export_sequence.name = marker.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = marker.frame_start
export_sequence.nla_state.frame_end = marker.frame_end
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(animation_data, marker.frame_start, marker.frame_end)))
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequences.append(export_sequence)
else:
raise ValueError(f'Unhandled sequence source: {pg.sequence_source}')
options = PsaBuildOptions() options = PsaBuildOptions()
options.should_override_animation_data = pg.should_override_animation_data options.animation_data = animation_data
options.animation_data_override = pg.animation_data_override options.sequences = export_sequences
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_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected] 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_ignore_bone_name_restrictions = pg.should_ignore_bone_name_restrictions
options.should_trim_timeline_marker_sequences = pg.should_trim_timeline_marker_sequences
options.sequence_name_prefix = pg.sequence_name_prefix options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix options.sequence_name_suffix = pg.sequence_name_suffix
options.root_motion = pg.root_motion options.root_motion = pg.root_motion
@@ -382,6 +559,11 @@ def filter_sequences(pg: PsaExportPropertyGroup, sequences) -> List[int]:
if hasattr(sequence, 'action') and sequence.action.asset_data is not None: if hasattr(sequence, 'action') and sequence.action.asset_data is not None:
flt_flags[i] &= ~bitflag_filter_item flt_flags[i] &= ~bitflag_filter_item
if not pg.sequence_filter_pose_marker:
for i, sequence in enumerate(sequences):
if hasattr(sequence, 'is_pose_marker') and sequence.is_pose_marker:
flt_flags[i] &= ~bitflag_filter_item
return flt_flags return flt_flags
@@ -401,10 +583,19 @@ class PSA_UL_ExportSequenceList(UIList):
self.use_filter_show = True self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
item = typing.cast(PsaExportActionListItem, item)
is_pose_marker = hasattr(item, 'is_pose_marker') and item.is_pose_marker
layout.prop(item, 'is_selected', icon_only=True, text=item.name) layout.prop(item, 'is_selected', icon_only=True, text=item.name)
if hasattr(item, 'action') and item.action.asset_data is not None: if hasattr(item, 'action') and item.action.asset_data is not None:
layout.label(text='', icon='ASSET_MANAGER') layout.label(text='', icon='ASSET_MANAGER')
row = layout.row(align=True)
row.alignment = 'RIGHT'
if item.frame_end < item.frame_start:
row.label(text='', icon='FRAME_PREV')
if is_pose_marker:
row.label(text=item.action.name, icon='PMARKER')
def draw_filter(self, context, layout): def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
row = layout.row() row = layout.row()
@@ -416,12 +607,14 @@ class PSA_UL_ExportSequenceList(UIList):
if pg.sequence_source == 'ACTIONS': if pg.sequence_source == 'ACTIONS':
subrow = row.row(align=True) subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER') subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER')
subrow.prop(pg, 'sequence_filter_pose_marker', icon_only=True, icon='PMARKER')
def filter_items(self, context, data, prop): def filter_items(self, context, data, prop):
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
actions = getattr(data, prop) actions = getattr(data, prop)
flt_flags = filter_sequences(pg, actions) flt_flags = filter_sequences(pg, actions)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name') # flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name')
flt_neworder = list(range(len(actions)))
return flt_flags, flt_neworder return flt_flags, flt_neworder

View File

@@ -1,12 +1,14 @@
import fnmatch import fnmatch
import os import os
import re import re
import typing
from collections import Counter
from typing import List, Optional from typing import List, Optional
import bpy import bpy
import numpy as np import numpy
from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty, EnumProperty
from bpy.types import Operator, UIList, PropertyGroup, Panel from bpy.types import Operator, UIList, PropertyGroup, FCurve
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from mathutils import Vector, Quaternion from mathutils import Vector, Quaternion
@@ -16,7 +18,6 @@ from .reader import PsaReader
class PsaImportOptions(object): class PsaImportOptions(object):
def __init__(self): def __init__(self):
self.should_clean_keys = True
self.should_use_fake_user = False self.should_use_fake_user = False
self.should_stash = False self.should_stash = False
self.sequence_names = [] self.sequence_names = []
@@ -24,6 +25,8 @@ class PsaImportOptions(object):
self.should_write_keyframes = True self.should_write_keyframes = True
self.should_write_metadata = True self.should_write_metadata = True
self.action_name_prefix = '' self.action_name_prefix = ''
self.should_convert_to_samples = False
self.bone_mapping_mode = 'CASE_INSENSITIVE'
class ImportBone(object): class ImportBone(object):
@@ -35,10 +38,10 @@ class ImportBone(object):
self.orig_loc: Vector = Vector() self.orig_loc: Vector = Vector()
self.orig_quat: Quaternion = Quaternion() self.orig_quat: Quaternion = Quaternion()
self.post_quat: Quaternion = Quaternion() self.post_quat: Quaternion = Quaternion()
self.fcurves = [] self.fcurves: List[FCurve] = []
def calculate_fcurve_data(import_bone: ImportBone, key_data: []): def calculate_fcurve_data(import_bone: ImportBone, key_data: typing.Iterable[float]):
# Convert world-space transforms to local-space transforms. # Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4]) key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:]) key_location = Vector(key_data[4:])
@@ -56,44 +59,73 @@ def calculate_fcurve_data(import_bone: ImportBone, key_data: []):
return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z
def import_psa(psa_reader: PsaReader, armature_object, options: PsaImportOptions): class PsaImportResult:
def __init__(self):
self.warnings: List[str] = []
def import_psa(psa_reader: PsaReader, armature_object: bpy.types.Object, options: PsaImportOptions) -> PsaImportResult:
result = PsaImportResult()
sequences = map(lambda x: psa_reader.sequences[x], options.sequence_names) sequences = map(lambda x: psa_reader.sequences[x], options.sequence_names)
armature_data = armature_object.data armature_data = typing.cast(bpy.types.Armature, armature_object.data)
# Create an index mapping from bones in the PSA to bones in the target armature. # Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {} psa_to_armature_bone_indices = {}
armature_bone_names = [x.name for x in armature_data.bones] armature_bone_names = [x.name for x in armature_data.bones]
psa_bone_names = [] psa_bone_names = []
for psa_bone_index, psa_bone in enumerate(psa_reader.bones): for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
psa_bone_name = psa_bone.name.decode('windows-1252') psa_bone_name: str = psa_bone.name.decode('windows-1252')
psa_bone_names.append(psa_bone_name)
try: try:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name) psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
except ValueError: except ValueError:
pass # PSA bone could not be mapped directly to an armature bone by name.
# Attempt to create a bone mapping by ignoring the case of the names.
if options.bone_mapping_mode == 'CASE_INSENSITIVE':
for armature_bone_index, armature_bone_name in enumerate(armature_bone_names):
if armature_bone_name.upper() == psa_bone_name.upper():
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_index
psa_bone_name = armature_bone_name
break
psa_bone_names.append(psa_bone_name)
# Remove ambiguous bone mappings (where multiple PSA bones correspond to the same armature bone).
armature_bone_index_counts = Counter(psa_to_armature_bone_indices.values())
for armature_bone_index, count in armature_bone_index_counts.items():
if count > 1:
psa_bone_indices = []
for psa_bone_index, mapped_bone_index in psa_to_armature_bone_indices:
if mapped_bone_index == armature_bone_index:
psa_bone_indices.append(psa_bone_index)
ambiguous_psa_bone_names = list(sorted([psa_bone_names[x] for x in psa_bone_indices]))
result.warnings.append(
f'Ambiguous mapping for bone {armature_bone_names[armature_bone_index]}!\n'
f'The following PSA bones all map to the same armature bone: {ambiguous_psa_bone_names}\n'
f'These bones will be ignored.'
)
# Report if there are missing bones in the target armature. # Report if there are missing bones in the target armature.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names)) missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0: if len(missing_bone_names) > 0:
print( result.warnings.append(
f'The armature object \'{armature_object.name}\' is missing the following bones that exist in the PSA:') f'The armature \'{armature_object.name}\' is missing {len(missing_bone_names)} bones that exist in '
print(list(sorted(missing_bone_names))) 'the PSA:\n' +
str(list(sorted(missing_bone_names)))
)
del armature_bone_names del armature_bone_names
# Create intermediate bone data for import operations. # Create intermediate bone data for import operations.
import_bones = [] import_bones = []
import_bones_dict = dict() import_bones_dict = dict()
for psa_bone_index, psa_bone in enumerate(psa_reader.bones): for (psa_bone_index, psa_bone), psa_bone_name in zip(enumerate(psa_reader.bones), psa_bone_names):
bone_name = psa_bone.name.decode('windows-1252') if psa_bone_index not in psa_to_armature_bone_indices:
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. # PSA bone does not map to armature bone, skip it and leave an empty bone in its place.
import_bones.append(None) import_bones.append(None)
continue continue
import_bone = ImportBone(psa_bone) import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[bone_name] import_bone.armature_bone = armature_data.bones[psa_bone_name]
import_bone.pose_bone = armature_object.pose.bones[bone_name] import_bone.pose_bone = armature_object.pose.bones[psa_bone_name]
import_bones_dict[bone_name] = import_bone import_bones_dict[psa_bone_name] = import_bone
import_bones.append(import_bone) import_bones.append(import_bone)
for import_bone in filter(lambda x: x is not None, import_bones): for import_bone in filter(lambda x: x is not None, import_bones):
@@ -154,7 +186,6 @@ def import_psa(psa_reader: PsaReader, armature_object, options: PsaImportOptions
# Read the sequence data matrix from the PSA. # Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name) 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. # Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones): for bone_index, import_bone in enumerate(import_bones):
@@ -166,43 +197,24 @@ def import_psa(psa_reader: PsaReader, armature_object, options: PsaImportOptions
# Calculate the local-space key data for the bone. # Calculate the local-space key data for the bone.
sequence_data_matrix[frame_index, bone_index] = calculate_fcurve_data(import_bone, key_data) 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 # Write the keyframes out.
# insufficiently large change in the data from the last written frame. fcurve_data = numpy.zeros(2 * sequence.frame_count, dtype=float)
if options.should_clean_keys: fcurve_data[0::2] = range(sequence.frame_count)
threshold = 0.001 for bone_index, import_bone in enumerate(import_bones):
for bone_index, import_bone in enumerate(import_bones): if import_bone is None:
if import_bone is None: continue
continue for fcurve_index, fcurve in enumerate(import_bone.fcurves):
for fcurve_index in range(len(import_bone.fcurves)): fcurve_data[1::2] = sequence_data_matrix[:, bone_index, fcurve_index]
# Get all the keyframe data for the bone's f-curve data from the sequence data matrix. fcurve.keyframe_points.add(sequence.frame_count)
fcurve_frame_data = sequence_data_matrix[:, bone_index, fcurve_index] fcurve.keyframe_points.foreach_set('co', fcurve_data)
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! if options.should_convert_to_samples:
for frame_index in range(sequence.frame_count): # Bake the curve to samples.
for bone_index, import_bone in enumerate(import_bones): for fcurve in action.fcurves:
if import_bone is None: fcurve.convert_to_samples(start=0, end=sequence.frame_count)
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 # Write meta-data.
if options.should_write_metadata: if options.should_write_metadata:
action['psa_sequence_name'] = sequence_name
action['psa_sequence_fps'] = sequence.fps action['psa_sequence_fps'] = sequence.fps
action.use_fake_user = options.should_use_fake_user action.use_fake_user = options.should_use_fake_user
@@ -219,6 +231,8 @@ def import_psa(psa_reader: PsaReader, armature_object, options: PsaImportOptions
nla_track.mute = True nla_track.mute = True
nla_track.strips.new(name=action.name, start=0, action=action) nla_track.strips.new(name=action.name, start=0, action=action)
return result
empty_set = set() empty_set = set()
@@ -228,14 +242,14 @@ class PsaImportActionListItem(PropertyGroup):
is_selected: BoolProperty(default=False, options=empty_set) is_selected: BoolProperty(default=False, options=empty_set)
def load_psa_file(context): def load_psa_file(context, filepath: str):
pg = context.scene.psa_import pg = context.scene.psa_import
pg.sequence_list.clear() pg.sequence_list.clear()
pg.psa.bones.clear() pg.psa.bones.clear()
pg.psa_error = '' pg.psa_error = ''
try: try:
# Read the file and populate the action list. # Read the file and populate the action list.
p = os.path.abspath(pg.psa_file_path) p = os.path.abspath(filepath)
psa_reader = PsaReader(p) psa_reader = PsaReader(p)
for sequence in psa_reader.sequences.values(): for sequence in psa_reader.sequences.values():
item = pg.sequence_list.add() item = pg.sequence_list.add()
@@ -247,8 +261,8 @@ def load_psa_file(context):
pg.psa_error = str(e) pg.psa_error = str(e)
def on_psa_file_path_updated(property, context): def on_psa_file_path_updated(cls, context):
load_psa_file(context) load_psa_file(context, cls.filepath)
class PsaBonePropertyGroup(PropertyGroup): class PsaBonePropertyGroup(PropertyGroup):
@@ -261,27 +275,26 @@ class PsaDataPropertyGroup(PropertyGroup):
class PsaImportPropertyGroup(PropertyGroup): class PsaImportPropertyGroup(PropertyGroup):
psa_file_path: StringProperty(default='', options=empty_set, update=on_psa_file_path_updated, name='PSA File Path')
psa_error: StringProperty(default='') psa_error: StringProperty(default='')
psa: PointerProperty(type=PsaDataPropertyGroup) psa: PointerProperty(type=PsaDataPropertyGroup)
sequence_list: CollectionProperty(type=PsaImportActionListItem) sequence_list: CollectionProperty(type=PsaImportActionListItem)
sequence_list_index: IntProperty(name='', default=0) 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=empty_set)
should_use_fake_user: BoolProperty(default=True, name='Fake User', 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', description='Assign each imported action a fake user so that the data block is '
'saved even it has no users',
options=empty_set) options=empty_set)
should_stash: BoolProperty(default=False, name='Stash', should_stash: BoolProperty(default=False, name='Stash',
description='Stash each imported action as a strip on a new non-contributing NLA track', description='Stash each imported action as a strip on a new non-contributing NLA track',
options=empty_set) options=empty_set)
should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=empty_set) should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=empty_set)
action_name_prefix: StringProperty(default='', name='Prefix', options=empty_set) action_name_prefix: StringProperty(default='', name='Prefix', options=empty_set)
should_overwrite: BoolProperty(default=False, name='Reuse Existing Actions', options=empty_set, should_overwrite: BoolProperty(default=False, name='Overwrite', options=empty_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') 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=empty_set) should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=empty_set)
should_write_metadata: BoolProperty(default=True, name='Metadata', options=empty_set, should_write_metadata: BoolProperty(default=True, name='Metadata', options=empty_set,
description='Additional data will be written to the custom properties of the Action (e.g., frame rate)') 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_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_filter_is_selected: BoolProperty(default=False, options=empty_set, name='Only Show Selected', sequence_filter_is_selected: BoolProperty(default=False, options=empty_set, name='Only Show Selected',
description='Only show selected sequences') description='Only show selected sequences')
@@ -289,6 +302,22 @@ class PsaImportPropertyGroup(PropertyGroup):
sequence_use_filter_regex: BoolProperty(default=False, name='Regular Expression', sequence_use_filter_regex: BoolProperty(default=False, name='Regular Expression',
description='Filter using regular expressions', options=empty_set) description='Filter using regular expressions', options=empty_set)
select_text: PointerProperty(type=bpy.types.Text) select_text: PointerProperty(type=bpy.types.Text)
should_convert_to_samples: BoolProperty(
default=False,
name='Convert to Samples',
description='Convert keyframes to read-only samples. '
'Recommended if you do not plan on editing the actions directly'
)
bone_mapping_mode: EnumProperty(
name='Bone Mapping',
options=empty_set,
description='The method by which bones from the incoming PSA file are mapped to the armature',
items=(
('EXACT', 'Exact', 'Bone names must match exactly.', 'EXACT', 0),
('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the bone PSA bone '
'\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1),
)
)
def filter_sequences(pg: PsaImportPropertyGroup, sequences) -> List[int]: def filter_sequences(pg: PsaImportPropertyGroup, sequences) -> List[int]:
@@ -352,9 +381,9 @@ class PSA_UL_SequenceList(UIList):
sub_row.prop(pg, 'sequence_use_filter_regex', text="", icon='SORTBYEXT') sub_row.prop(pg, 'sequence_use_filter_regex', text="", icon='SORTBYEXT')
sub_row.prop(pg, 'sequence_filter_is_selected', text="", icon='CHECKBOX_HLT') sub_row.prop(pg, 'sequence_filter_is_selected', text="", icon='CHECKBOX_HLT')
def filter_items(self, context, data, property): def filter_items(self, context, data, property_):
pg = getattr(context.scene, 'psa_import') pg = getattr(context.scene, 'psa_import')
sequences = getattr(data, property) sequences = getattr(data, property_)
flt_flags = filter_sequences(pg, sequences) flt_flags = filter_sequences(pg, sequences)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'action_name') flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'action_name')
return flt_flags, flt_neworder return flt_flags, flt_neworder
@@ -446,107 +475,6 @@ class PsaImportSequencesDeselectAll(Operator):
return {'FINISHED'} 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 = getattr(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.view_layer.objects.active.type == 'ARMATURE'
def draw(self, context):
layout = self.layout
pg = getattr(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): class PsaImportSelectFile(Operator):
bl_idname = 'psa_import.select_file' bl_idname = 'psa_import.select_file'
bl_label = 'Select' bl_label = 'Select'
@@ -564,63 +492,123 @@ class PsaImportSelectFile(Operator):
return {"RUNNING_MODAL"} return {"RUNNING_MODAL"}
class PsaImportOperator(Operator): class PsaImportOperator(Operator, ImportHelper):
bl_idname = 'psa_import.import' bl_idname = 'psa_import.import'
bl_label = 'Import' bl_label = 'Import'
bl_description = 'Import the selected animations into the scene as actions' bl_description = 'Import the selected animations into the scene as actions'
bl_options = {'INTERNAL', 'UNDO'} bl_options = {'INTERNAL', 'UNDO'}
@classmethod
def poll(cls, context):
pg = getattr(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 = getattr(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
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' filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'}) filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty( filepath: StringProperty(
name='File Path', name='File Path',
description='File path used for importing the PSA file', description='File path used for importing the PSA file',
maxlen=1024, maxlen=1024,
default='') default='',
update=on_psa_file_path_updated)
def invoke(self, context, event): @classmethod
context.window_manager.fileselect_add(self) def poll(cls, context):
return {'RUNNING_MODAL'} active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
cls.poll_message_set('The active object must be an armature')
return False
return True
def execute(self, context): def execute(self, context):
pg = getattr(context.scene, 'psa_import') pg = getattr(context.scene, 'psa_import')
pg.psa_file_path = self.filepath psa_reader = PsaReader(self.filepath)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
options = PsaImportOptions()
options.sequence_names = sequence_names
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
options.should_convert_to_samples = pg.should_convert_to_samples
options.bone_mapping_mode = pg.bone_mapping_mode
result = import_psa(psa_reader, context.view_layer.objects.active, options)
if len(result.warnings) > 0:
message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n'
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message)
else:
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)')
return {'FINISHED'} return {'FINISHED'}
def invoke(self, context: bpy.types.Context, event: bpy.types.Event):
# Attempt to load the PSA file for the pre-selected file.
load_psa_file(context, self.filepath)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def draw(self, context: bpy.types.Context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
if pg.psa_error:
row = layout.row()
row.label(text='Select a PSA file', icon='ERROR')
else:
box = layout.box()
box.label(text=f'Sequences ({len(pg.sequence_list)})', icon='ARMATURE_DATA')
# Select buttons.
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')
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
if pg.should_write_keyframes:
col = layout.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
col.separator()
col = layout.column(heading='Options')
col.use_property_split = True
col.use_property_decorate = False
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')
classes = ( classes = (
PsaImportActionListItem, PsaImportActionListItem,
@@ -633,10 +621,6 @@ classes = (
PsaImportSequencesSelectAll, PsaImportSequencesSelectAll,
PsaImportSequencesDeselectAll, PsaImportSequencesDeselectAll,
PsaImportSequencesFromText, PsaImportSequencesFromText,
PsaImportFileReload,
PSA_PT_ImportPanel,
PSA_PT_ImportPanel_Advanced,
PsaImportOperator, PsaImportOperator,
PsaImportFileSelectOperator,
PsaImportSelectFile, PsaImportSelectFile,
) )

View File

@@ -25,7 +25,12 @@ class PsaReader(object):
def sequences(self): def sequences(self):
return self.psa.sequences return self.psa.sequences
def read_sequence_data_matrix(self, sequence_name: str): def read_sequence_data_matrix(self, sequence_name: str) -> np.ndarray:
"""
Reads and returns the data matrix for the given sequence.
@param sequence_name: The name of the sequence.
@return: An FxBx7 matrix where F is the number of frames, B is the number of bones.
"""
sequence = self.psa.sequences[sequence_name] sequence = self.psa.sequences[sequence_name]
keys = self.read_sequence_keys(sequence_name) keys = self.read_sequence_keys(sequence_name)
bone_count = len(self.bones) bone_count = len(self.bones)
@@ -41,8 +46,8 @@ class PsaReader(object):
""" """
Reads and returns the key data for a sequence. Reads and returns the key data for a sequence.
:param sequence_name: The name of the sequence. @param sequence_name: The name of the sequence.
:return: A list of Psa.Keys. @return: A list of Psa.Keys.
""" """
# Set the file reader to the beginning of the keys data # Set the file reader to the beginning of the keys data
sequence = self.psa.sequences[sequence_name] sequence = self.psa.sequences[sequence_name]

View File

@@ -1,10 +1,11 @@
from collections import OrderedDict import typing
from typing import Dict, List
import bmesh
import bpy
from bpy.types import Armature
from .data import * from .data import *
from ..helpers import * from ..helpers import *
import bmesh
import bpy
class PskInputObjects(object): class PskInputObjects(object):
@@ -19,6 +20,7 @@ class PskBuildOptions(object):
self.bone_group_indices: List[int] = [] self.bone_group_indices: List[int] = []
self.use_raw_mesh_data = True self.use_raw_mesh_data = True
self.material_names: List[str] = [] self.material_names: List[str] = []
self.should_ignore_bone_name_restrictions = False
def get_psk_input_objects(context) -> PskInputObjects: def get_psk_input_objects(context) -> PskInputObjects:
@@ -60,7 +62,7 @@ def get_psk_input_objects(context) -> PskInputObjects:
def build_psk(context, options: PskBuildOptions) -> Psk: def build_psk(context, options: PskBuildOptions) -> Psk:
input_objects = get_psk_input_objects(context) input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object armature_object: bpy.types.Object = input_objects.armature_object
psk = Psk() psk = Psk()
bones = [] bones = []
@@ -78,10 +80,12 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
psk.bones.append(psk_bone) psk.bones.append(psk_bone)
else: else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices) 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] armature_data = typing.cast(Armature, armature_object.data)
bones = [armature_data.bones[bone_name] for bone_name in bone_names]
# Check that all bone names are valid. # Check that all bone names are valid.
check_bone_names(map(lambda x: x.name, bones)) if not options.should_ignore_bone_name_restrictions:
check_bone_names(map(lambda x: x.name, bones))
for bone in bones: for bone in bones:
psk_bone = Psk.Bone() psk_bone = Psk.Bone()
@@ -98,15 +102,17 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
if bone.parent is not None: if bone.parent is not None:
rotation = bone.matrix.to_quaternion().conjugated() rotation = bone.matrix.to_quaternion().conjugated()
quat_parent = bone.parent.matrix.to_quaternion().inverted() inverse_parent_rotation = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ bone.parent.head parent_head = inverse_parent_rotation @ bone.parent.head
parent_tail = quat_parent @ bone.parent.tail parent_tail = inverse_parent_rotation @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head location = (parent_tail - parent_head) + bone.head
else: else:
local_matrix = armature_object.matrix_local armature_local_matrix = armature_object.matrix_local
location = local_matrix @ bone.head location = armature_local_matrix @ bone.head
rot_matrix = bone.matrix @ local_matrix.to_3x3() bone_rotation = bone.matrix.to_quaternion().conjugated()
rotation = rot_matrix.to_quaternion() local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation
rotation.conjugate()
psk_bone.location.x = location.x psk_bone.location.x = location.x
psk_bone.location.y = location.y psk_bone.location.y = location.y
@@ -133,16 +139,17 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
# MATERIALS # MATERIALS
material_indices = [material_names.index(material.name) for material in input_mesh_object.data.materials] material_indices = [material_names.index(material.name) for material in input_mesh_object.data.materials]
# MESH DATA
if options.use_raw_mesh_data: if options.use_raw_mesh_data:
mesh_object = input_mesh_object mesh_object = input_mesh_object
mesh_data = input_mesh_object.data mesh_data = input_mesh_object.data
else: else:
# Create a copy of the mesh object after non-armature modifiers are applied. # Create a copy of the mesh object after non-armature modifiers are applied.
# Temporarily deactivate any armature modifiers on the input mesh object. # Temporarily force the armature into the rest position.
active_armature_modifiers = [x for x in filter(lambda x: x.type == 'ARMATURE' and x.is_active, input_mesh_object.modifiers)] # We will undo this later.
for modifier in active_armature_modifiers: old_pose_position = armature_object.data.pose_position
modifier.show_viewport = False armature_object.data.pose_position = 'REST'
depsgraph = context.evaluated_depsgraph_get() depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new() bm = bmesh.new()
@@ -157,9 +164,8 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
for vertex_group in input_mesh_object.vertex_groups: for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name) mesh_object.vertex_groups.new(name=vertex_group.name)
# Reactivate previously active armature modifiers # Restore the previous pose position on the armature.
for modifier in active_armature_modifiers: armature_object.data.pose_position = old_pose_position
modifier.show_viewport = True
vertex_offset = len(psk.points) vertex_offset = len(psk.points)
@@ -217,6 +223,7 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
# WEIGHTS # WEIGHTS
if armature_object is not None: if armature_object is not None:
armature_data = typing.cast(Armature, armature_object.data)
# Because the vertex groups may contain entries for which there is no matching bone in the armature, # 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. # we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones] bone_names = [x.name for x in bones]
@@ -230,8 +237,8 @@ def build_psk(context, options: PskBuildOptions) -> Psk:
# Check to see if there is an associated bone for this vertex group that exists in the armature. # 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 # 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. # weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_object.data.bones: if vertex_group_name in armature_data.bones:
bone = armature_object.data.bones[vertex_group_name] bone = armature_data.bones[vertex_group_name]
while bone is not None: while bone is not None:
try: try:
bone_index = bone_names.index(bone.name) bone_index = bone_names.index(bone.name)

View File

@@ -80,6 +80,19 @@ class Psk(object):
('bone_index', c_int32), ('bone_index', c_int32),
] ]
class MorphInfo(Structure):
_fields_ = [
('name', c_char * 64),
('vertex_count', c_int32)
]
class MorphData(Structure):
_fields_ = [
('position_delta', Vector3),
('tangent_z_delta', Vector3),
('point_index', c_int32)
]
@property @property
def has_extra_uvs(self): def has_extra_uvs(self):
return len(self.extra_uvs) > 0 return len(self.extra_uvs) > 0
@@ -92,6 +105,14 @@ class Psk(object):
def has_vertex_normals(self): def has_vertex_normals(self):
return len(self.vertex_normals) > 0 return len(self.vertex_normals) > 0
@property
def has_material_references(self):
return len(self.material_references) > 0
@property
def has_morph_data(self):
return len(self.morph_infos) > 0
def __init__(self): def __init__(self):
self.points: List[Vector3] = [] self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge] = [] self.wedges: List[Psk.Wedge] = []
@@ -102,3 +123,6 @@ class Psk(object):
self.extra_uvs: List[Vector2] = [] self.extra_uvs: List[Vector2] = []
self.vertex_colors: List[Color] = [] self.vertex_colors: List[Color] = []
self.vertex_normals: List[Vector3] = [] self.vertex_normals: List[Vector3] = []
self.morph_infos: List[Psk.MorphInfo] = []
self.morph_data: List[Psk.MorphData] = []
self.material_references: List[str] = []

View File

@@ -30,12 +30,14 @@ def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: lis
def export_psk(psk: Psk, path: str): def export_psk(psk: Psk, path: str):
if len(psk.wedges) > MAX_WEDGE_COUNT: if len(psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}') raise RuntimeError(f'Number of wedges ({len(psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
if len(psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
if len(psk.points) > MAX_POINT_COUNT: if len(psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(psk.points)}) exceeds limit of {MAX_POINT_COUNT}') raise RuntimeError(f'Numbers of vertices ({len(psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(psk.materials) > MAX_MATERIAL_COUNT: if len(psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}') raise RuntimeError(f'Number of materials ({len(psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
if len(psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
elif len(psk.bones) == 0:
raise RuntimeError(f'At least one bone must be marked for export')
with open(path, 'wb') as fp: with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD') _write_section(fp, b'ACTRHEAD')
@@ -161,7 +163,12 @@ class PskExportOperator(Operator, ExportHelper):
# Populate bone groups list. # Populate bone groups list.
populate_bone_group_list(input_objects.armature_object, pg.bone_group_list) populate_bone_group_list(input_objects.armature_object, pg.bone_group_list)
populate_material_list(input_objects.mesh_objects, pg.material_list)
try:
populate_material_list(input_objects.mesh_objects, pg.material_list)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
context.window_manager.fileselect_add(self) context.window_manager.fileselect_add(self)
@@ -208,6 +215,10 @@ class PskExportOperator(Operator, ExportHelper):
col.operator(PskMaterialListItemMoveUp.bl_idname, text='', icon='TRIA_UP') col.operator(PskMaterialListItemMoveUp.bl_idname, text='', icon='TRIA_UP')
col.operator(PskMaterialListItemMoveDown.bl_idname, text='', icon='TRIA_DOWN') col.operator(PskMaterialListItemMoveDown.bl_idname, text='', icon='TRIA_DOWN')
layout.separator()
layout.prop(pg, 'should_ignore_bone_name_restrictions')
def execute(self, context): def execute(self, context):
pg = context.scene.psk_export pg = context.scene.psk_export
options = PskBuildOptions() options = PskBuildOptions()
@@ -215,6 +226,7 @@ class PskExportOperator(Operator, ExportHelper):
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected] options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.use_raw_mesh_data = pg.use_raw_mesh_data options.use_raw_mesh_data = pg.use_raw_mesh_data
options.material_names = [m.material_name for m in pg.material_list] options.material_names = [m.material_name for m in pg.material_list]
options.should_ignore_bone_name_restrictions = pg.should_ignore_bone_name_restrictions
try: try:
psk = build_psk(context, options) psk = build_psk(context, options)
@@ -242,6 +254,12 @@ class PskExportPropertyGroup(PropertyGroup):
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh') use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
material_list: CollectionProperty(type=MaterialListItem) material_list: CollectionProperty(type=MaterialListItem)
material_list_index: IntProperty(default=0) material_list_index: IntProperty(default=0)
should_ignore_bone_name_restrictions: BoolProperty(
default=False,
name='Ignore Bone Name Restrictions',
description='Bone names restrictions will be ignored. Note that bone names without properly formatted names '
'cannot be referenced in scripts'
)
classes = ( classes = (

View File

@@ -7,28 +7,31 @@ import bmesh
import bpy import bpy
import numpy as np import numpy as np
from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty
from bpy.types import Operator, PropertyGroup, VertexGroup from bpy.types import Operator, VertexGroup
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from mathutils import Quaternion, Vector, Matrix from mathutils import Quaternion, Vector, Matrix
from .data import Psk from .data import Psk
from .reader import read_psk from .reader import read_psk
from ..helpers import rgb_to_srgb from ..helpers import rgb_to_srgb, is_bdk_addon_loaded
class PskImportOptions(object): class PskImportOptions:
def __init__(self): def __init__(self):
self.name = '' self.name = ''
self.should_import_mesh = True self.should_import_mesh = True
self.should_reuse_materials = True
self.should_import_vertex_colors = True self.should_import_vertex_colors = True
self.vertex_color_space = 'sRGB' self.vertex_color_space = 'sRGB'
self.should_import_vertex_normals = True self.should_import_vertex_normals = True
self.should_import_extra_uvs = True self.should_import_extra_uvs = True
self.should_import_skeleton = True self.should_import_skeleton = True
self.should_import_shape_keys = True
self.bone_length = 1.0 self.bone_length = 1.0
self.should_import_materials = True
class ImportBone(object): class ImportBone:
""" """
Intermediate bone type for the purpose of construction. Intermediate bone type for the purpose of construction.
""" """
@@ -46,7 +49,13 @@ class ImportBone(object):
self.post_quat: Quaternion = Quaternion() self.post_quat: Quaternion = Quaternion()
def import_psk(psk: Psk, context, options: PskImportOptions): class PskImportResult:
def __init__(self):
self.warnings: List[str] = []
def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
result = PskImportResult()
armature_object = None armature_object = None
if options.should_import_skeleton: if options.should_import_skeleton:
@@ -119,10 +128,24 @@ def import_psk(psk: Psk, context, options: PskImportOptions):
mesh_object = bpy.data.objects.new(options.name, mesh_data) mesh_object = bpy.data.objects.new(options.name, mesh_data)
# MATERIALS # MATERIALS
for material in psk.materials: if options.should_import_materials:
# TODO: re-use of materials should be an option for material_index, psk_material in enumerate(psk.materials):
bpy_material = bpy.data.materials.new(material.name.decode('utf-8')) material_name = psk_material.name.decode('utf-8')
mesh_data.materials.append(bpy_material) material = None
if options.should_reuse_materials and material_name in bpy.data.materials:
# Material already exists, just re-use it.
material = bpy.data.materials[material_name]
elif is_bdk_addon_loaded() and psk.has_material_references:
# Material does not yet exist and we have the BDK addon installed.
# Attempt to load it using BDK addon's operator.
material_reference = psk.material_references[material_index]
if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}:
material = bpy.data.materials[material_name]
else:
# Just create a blank material.
material = bpy.data.materials.new(material_name)
material.use_nodes = True
mesh_data.materials.append(material)
bm = bmesh.new() bm = bmesh.new()
@@ -142,7 +165,7 @@ def import_psk(psk: Psk, context, options: PskImportOptions):
degenerate_face_indices.add(face_index) degenerate_face_indices.add(face_index)
if len(degenerate_face_indices) > 0: if len(degenerate_face_indices) > 0:
print(f'WARNING: Discarded {len(degenerate_face_indices)} degenerate face(s).') result.warnings.append(f'Discarded {len(degenerate_face_indices)} degenerate face(s).')
bm.to_mesh(mesh_data) bm.to_mesh(mesh_data)
@@ -200,7 +223,8 @@ def import_psk(psk: Psk, context, options: PskImportOptions):
vertex_color_data.data[loop_index].color = 1.0, 1.0, 1.0, 1.0 vertex_color_data.data[loop_index].color = 1.0, 1.0, 1.0, 1.0
if len(ambiguous_vertex_color_point_indices) > 0: if len(ambiguous_vertex_color_point_indices) > 0:
print(f'WARNING: {len(ambiguous_vertex_color_point_indices)} vertex(es) with ambiguous vertex colors.') result.warnings.append(
f'{len(ambiguous_vertex_color_point_indices)} vertex(es) with ambiguous vertex colors.')
# VERTEX NORMALS # VERTEX NORMALS
if psk.has_vertex_normals and options.should_import_vertex_normals: if psk.has_vertex_normals and options.should_import_vertex_normals:
@@ -214,6 +238,7 @@ def import_psk(psk: Psk, context, options: PskImportOptions):
bm.normal_update() bm.normal_update()
bm.free() bm.free()
# WEIGHTS
# Get a list of all bones that have weights associated with them. # 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)) vertex_group_bone_indices = set(map(lambda weight: weight.bone_index, psk.weights))
vertex_groups: List[Optional[VertexGroup]] = [None] * len(psk.bones) vertex_groups: List[Optional[VertexGroup]] = [None] * len(psk.bones)
@@ -223,6 +248,21 @@ def import_psk(psk: Psk, context, options: PskImportOptions):
for weight in psk.weights: for weight in psk.weights:
vertex_groups[weight.bone_index].add((weight.point_index,), weight.weight, 'ADD') vertex_groups[weight.bone_index].add((weight.point_index,), weight.weight, 'ADD')
# MORPHS (SHAPE KEYS)
if options.should_import_shape_keys:
morph_data_iterator = iter(psk.morph_data)
if psk.has_morph_data:
mesh_object.shape_key_add(name='MORPH_BASE', from_mix=False)
for morph_info in psk.morph_infos:
shape_key = mesh_object.shape_key_add(name=morph_info.name.decode('windows-1252'), from_mix=False)
for _ in range(morph_info.vertex_count):
morph_data = next(morph_data_iterator)
x, y, z = morph_data.position_delta
shape_key.data[morph_data.point_index].co += Vector((x, -y, z))
context.scene.collection.objects.link(mesh_object) context.scene.collection.objects.link(mesh_object)
# Add armature modifier to our mesh object. # Add armature modifier to our mesh object.
@@ -236,11 +276,25 @@ def import_psk(psk: Psk, context, options: PskImportOptions):
except: except:
pass pass
return result
empty_set = set() empty_set = set()
class PskImportPropertyGroup(PropertyGroup): class PskImportOperator(Operator, ImportHelper):
bl_idname = 'import_scene.psk'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
__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='')
should_import_vertex_colors: BoolProperty( should_import_vertex_colors: BoolProperty(
default=True, default=True,
options=empty_set, options=empty_set,
@@ -261,13 +315,13 @@ class PskImportPropertyGroup(PropertyGroup):
default=True, default=True,
name='Vertex Normals', name='Vertex Normals',
options=empty_set, options=empty_set,
description='Import vertex normals from PSKX files, if available' description='Import vertex normals, if available'
) )
should_import_extra_uvs: BoolProperty( should_import_extra_uvs: BoolProperty(
default=True, default=True,
name='Extra UVs', name='Extra UVs',
options=empty_set, options=empty_set,
description='Import extra UV maps from PSKX files, if available' description='Import extra UV maps, if available'
) )
should_import_mesh: BoolProperty( should_import_mesh: BoolProperty(
default=True, default=True,
@@ -275,6 +329,17 @@ class PskImportPropertyGroup(PropertyGroup):
options=empty_set, options=empty_set,
description='Import mesh' description='Import mesh'
) )
should_import_materials: BoolProperty(
default=True,
name='Import Materials',
options=empty_set,
)
should_reuse_materials: BoolProperty(
default=True,
name='Reuse Materials',
options=empty_set,
description='Existing materials with matching names will be reused when available'
)
should_import_skeleton: BoolProperty( should_import_skeleton: BoolProperty(
default=True, default=True,
name='Import Skeleton', name='Import Skeleton',
@@ -290,62 +355,61 @@ class PskImportPropertyGroup(PropertyGroup):
options=empty_set, options=empty_set,
description='Length of the bones' description='Length of the bones'
) )
should_import_shape_keys: BoolProperty(
default=True,
class PskImportOperator(Operator, ImportHelper): name='Shape Keys',
bl_idname = 'import.psk' options=empty_set,
bl_label = 'Import' description='Import shape keys, if available'
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): def execute(self, context):
pg = getattr(context.scene, 'psk_import')
psk = read_psk(self.filepath) psk = read_psk(self.filepath)
options = PskImportOptions() options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0] options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_mesh = pg.should_import_mesh options.should_import_mesh = self.should_import_mesh
options.should_import_extra_uvs = pg.should_import_extra_uvs options.should_import_extra_uvs = self.should_import_extra_uvs
options.should_import_vertex_colors = pg.should_import_vertex_colors options.should_import_vertex_colors = self.should_import_vertex_colors
options.should_import_vertex_normals = pg.should_import_vertex_normals options.should_import_vertex_normals = self.should_import_vertex_normals
options.vertex_color_space = pg.vertex_color_space options.vertex_color_space = self.vertex_color_space
options.should_import_skeleton = pg.should_import_skeleton options.should_import_skeleton = self.should_import_skeleton
options.bone_length = pg.bone_length options.bone_length = self.bone_length
options.should_import_materials = self.should_import_materials
options.should_import_shape_keys = self.should_import_shape_keys
import_psk(psk, context, options) result = import_psk(psk, context, options)
if len(result.warnings):
message = f'PSK imported with {len(result.warnings)} warning(s)\n'
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message)
else:
self.report({'INFO'}, f'PSK imported')
return {'FINISHED'} return {'FINISHED'}
def draw(self, context): def draw(self, context):
pg = getattr(context.scene, 'psk_import')
layout = self.layout layout = self.layout
layout.prop(pg, 'should_import_mesh') layout.prop(self, 'should_import_materials')
layout.prop(self, 'should_import_mesh')
row = layout.column() row = layout.column()
row.use_property_split = True row.use_property_split = True
row.use_property_decorate = False row.use_property_decorate = False
if pg.should_import_mesh: if self.should_import_mesh:
row.prop(pg, 'should_import_vertex_normals') row.prop(self, 'should_import_vertex_normals')
row.prop(pg, 'should_import_extra_uvs') row.prop(self, 'should_import_extra_uvs')
row.prop(pg, 'should_import_vertex_colors') row.prop(self, 'should_import_vertex_colors')
if pg.should_import_vertex_colors: if self.should_import_vertex_colors:
row.prop(pg, 'vertex_color_space') row.prop(self, 'vertex_color_space')
layout.prop(pg, 'should_import_skeleton') row.prop(self, 'should_import_shape_keys')
layout.prop(self, 'should_import_skeleton')
row = layout.column() row = layout.column()
row.use_property_split = True row.use_property_split = True
row.use_property_decorate = False row.use_property_decorate = False
if pg.should_import_skeleton: if self.should_import_skeleton:
row.prop(pg, 'bone_length') row.prop(self, 'bone_length')
classes = ( classes = (
PskImportOperator, PskImportOperator,
PskImportPropertyGroup,
) )

View File

@@ -1,4 +1,8 @@
import ctypes import ctypes
import os
import re
import warnings
from pathlib import Path
from .data import * from .data import *
@@ -12,8 +16,22 @@ def _read_types(fp, data_class, section: Section, data):
offset += section.data_size offset += section.data_size
def read_psk(path) -> Psk: def _read_material_references(path: str) -> List[str]:
property_file_path = Path(path).with_suffix('.props.txt')
if not property_file_path.is_file():
# Property file does not exist.
return []
# Do a crude regex match to find the Material list entries.
contents = property_file_path.read_text()
pattern = r"Material\s*=\s*([^\s^,]+)"
return re.findall(pattern, contents)
def read_psk(path: str) -> Psk:
psk = Psk() psk = Psk()
# Read the PSK file sections.
with open(path, 'rb') as fp: with open(path, 'rb') as fp:
while fp.read(1): while fp.read(1):
fp.seek(-1, 1) fp.seek(-1, 1)
@@ -45,6 +63,19 @@ def read_psk(path) -> Psk:
_read_types(fp, Vector2, section, psk.extra_uvs) _read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS': elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals) _read_types(fp, Vector3, section, psk.vertex_normals)
elif section.name == b'MRPHINFO':
_read_types(fp, Psk.MorphInfo, section, psk.morph_infos)
elif section.name == b'MRPHDATA':
_read_types(fp, Psk.MorphData, section, psk.morph_data)
else: else:
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"') # Section is not handled, skip it.
fp.seek(section.data_size * section.data_count, os.SEEK_CUR)
warnings.warn(f'Unrecognized section "{section.name} at position {fp.tell():15}"')
'''
UEViewer exports a sidecar file (*.props.txt) with fully-qualified reference paths for each material
(e.g., Texture'Package.Group.Object').
'''
psk.material_references = _read_material_references(path)
return psk return psk

View File

@@ -1,5 +1,5 @@
from bpy.props import StringProperty, IntProperty, BoolProperty from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel
class PSX_UL_BoneGroupList(UIList): class PSX_UL_BoneGroupList(UIList):
@@ -18,7 +18,33 @@ class BoneGroupListItem(PropertyGroup):
is_selected: BoolProperty(default=False) is_selected: BoolProperty(default=False)
class PSX_PG_ActionExportPropertyGroup(PropertyGroup):
compression_ratio: FloatProperty(name='Compression Ratio', default=1.0, min=0.0, max=1.0, subtype='FACTOR', description='The key sampling ratio of the exported sequence.\n\nA compression ratio of 1.0 will export all frames, while a compression ratio of 0.5 will export half of the frames')
key_quota: IntProperty(name='Key Quota', default=0, min=1, description='The minimum number of frames to be exported')
class PSX_PT_ActionPropertyPanel(Panel):
bl_idname = 'PSX_PT_ActionPropertyPanel'
bl_label = 'PSA Export'
bl_space_type = 'DOPESHEET_EDITOR'
bl_region_type = 'UI'
bl_context = 'action'
bl_category = 'Action'
@classmethod
def poll(cls, context: 'Context'):
return context.active_object and context.active_object.type == 'ARMATURE' and context.active_action is not None
def draw(self, context: 'Context'):
action = context.active_action
layout = self.layout
layout.prop(action.psa_export, 'compression_ratio')
layout.prop(action.psa_export, 'key_quota')
classes = ( classes = (
PSX_PG_ActionExportPropertyGroup,
BoneGroupListItem, BoneGroupListItem,
PSX_UL_BoneGroupList, PSX_UL_BoneGroupList,
PSX_PT_ActionPropertyPanel
) )