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19 Commits
4.3.0 ... 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
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
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
14 changed files with 643 additions and 492 deletions

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@@ -1,4 +1,11 @@
This Blender 2.90+ 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 versions 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.
@@ -11,36 +18,33 @@ This Blender 2.90+ add-on allows you to import and export meshes and animations
# 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 2.90 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)?

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@@ -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, 3, 0), "version": (5, 0, 0),
"blender": (2, 90, 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
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@@ -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 = []
@@ -86,13 +88,6 @@ def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.props
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-Z\d_\- ]+$') pattern = re.compile(r'^[a-zA-Z\d_\- ]+$')
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]
@@ -101,7 +96,7 @@ def check_bone_names(bone_names: Iterable[str]):
f'Bone names must only contain letters, numbers, spaces, hyphens 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]

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@@ -1,115 +1,63 @@
from typing import Dict from typing import Optional
from bpy.types import Action, Armature, Bone 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.should_ignore_bone_name_restrictions = False
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: bpy.types.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_object = active_object armature_object = active_object
@@ -177,102 +125,60 @@ def build_psa(context: bpy.types.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. # 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_frame_current = context.scene.frame_current
saved_action = animation_data.action 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_object.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
@@ -281,18 +187,16 @@ def build_psa(context: bpy.types.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. # Restore the previous action & frame.
animation_data.action = saved_action options.animation_data.action = saved_action
context.scene.frame_set(saved_frame_current) context.scene.frame_set(saved_frame_current)
return psa return psa

View File

@@ -10,7 +10,7 @@ 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),

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',
@@ -121,26 +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(
default=False,
name='Original Names',
options=empty_set,
update=should_use_original_sequence_names_updated,
description='If the action was imported from the PSA Import panel, the original name of the sequence will be '
'used instead of the Blender action name',
)
should_trim_timeline_marker_sequences: BoolProperty(
default=True,
name='Trim Sequences',
options=empty_set,
description='Frames without NLA track information at the boundaries of timeline markers will be excluded from '
'the exported sequences '
)
should_ignore_bone_name_restrictions: BoolProperty( should_ignore_bone_name_restrictions: BoolProperty(
default=False, default=False,
name='Ignore Bone Name Restrictions', name='Ignore Bone Name Restrictions',
description='Bone names restrictions will be ignored. Note that bone names without properly formatted names ' description='Bone names restrictions will be ignored. Note that bone names without properly formatted names '
'cannot be referenced in scripts.' 'cannot be referenced in scripts'
) )
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)
@@ -159,6 +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)
@@ -170,6 +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'
@@ -184,7 +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):
@@ -228,7 +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')
@@ -240,7 +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')
@@ -275,19 +445,6 @@ class PsaExportOperator(Operator, ExportHelper):
# 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\[\"([^\"]+)\"](\[\"([^\"]+)\"])?', 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:
@@ -302,35 +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)
@@ -339,21 +475,53 @@ 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_trim_timeline_marker_sequences = pg.should_trim_timeline_marker_sequences
options.should_ignore_bone_name_restrictions = pg.should_ignore_bone_name_restrictions options.should_ignore_bone_name_restrictions = pg.should_ignore_bone_name_restrictions
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
@@ -391,6 +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
@@ -410,10 +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()
@@ -425,12 +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

@@ -8,7 +8,7 @@ from typing import List, Optional
import bpy import bpy
import numpy import numpy
from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty, EnumProperty from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty, EnumProperty
from bpy.types import Operator, UIList, PropertyGroup, Panel, FCurve 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
@@ -215,7 +215,6 @@ def import_psa(psa_reader: PsaReader, armature_object: bpy.types.Object, options
# Write meta-data. # 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
@@ -243,14 +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()
@@ -262,8 +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):
@@ -276,7 +275,6 @@ 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)
@@ -290,7 +288,7 @@ class PsaImportPropertyGroup(PropertyGroup):
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 ' 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') '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)
@@ -477,117 +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()
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')
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'
@@ -605,23 +492,32 @@ 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'}
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for importing the PSA file',
maxlen=1024,
default='',
update=on_psa_file_path_updated)
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = getattr(context.scene, 'psa_import')
active_object = context.view_layer.objects.active active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE': if active_object is None or active_object.type != 'ARMATURE':
cls.poll_message_set('The active object must be an armature')
return False return False
return any(map(lambda x: x.is_selected, pg.sequence_list)) return True
def execute(self, context): def execute(self, context):
pg = getattr(context.scene, 'psa_import') pg = getattr(context.scene, 'psa_import')
psa_reader = PsaReader(pg.psa_file_path) psa_reader = PsaReader(self.filepath)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected] sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
options = PsaImportOptions() options = PsaImportOptions()
@@ -646,27 +542,72 @@ class PsaImportOperator(Operator):
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)
class PsaImportFileSelectOperator(Operator, ImportHelper):
bl_idname = 'psa_import.file_select'
bl_label = 'File Select'
bl_options = {'INTERNAL'}
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for importing the PSA file',
maxlen=1024,
default='')
def invoke(self, context, event):
context.window_manager.fileselect_add(self) context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'} return {'RUNNING_MODAL'}
def execute(self, context): def draw(self, context: bpy.types.Context):
layout = self.layout
pg = getattr(context.scene, 'psa_import') pg = getattr(context.scene, 'psa_import')
pg.psa_file_path = self.filepath
return {'FINISHED'} 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 = (
@@ -680,10 +621,6 @@ classes = (
PsaImportSequencesSelectAll, PsaImportSequencesSelectAll,
PsaImportSequencesDeselectAll, PsaImportSequencesDeselectAll,
PsaImportSequencesFromText, PsaImportSequencesFromText,
PsaImportFileReload,
PSA_PT_ImportPanel,
PSA_PT_ImportPanel_Advanced,
PsaImportOperator, PsaImportOperator,
PsaImportFileSelectOperator,
PsaImportSelectFile, PsaImportSelectFile,
) )

View File

@@ -105,10 +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 @property
def has_morph_data(self): def has_morph_data(self):
return len(self.morph_infos) > 0 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] = []
@@ -121,3 +125,4 @@ class Psk(object):
self.vertex_normals: List[Vector3] = [] self.vertex_normals: List[Vector3] = []
self.morph_infos: List[Psk.MorphInfo] = [] self.morph_infos: List[Psk.MorphInfo] = []
self.morph_data: List[Psk.MorphData] = [] self.morph_data: List[Psk.MorphData] = []
self.material_references: List[str] = []

View File

@@ -258,7 +258,7 @@ class PskExportPropertyGroup(PropertyGroup):
default=False, default=False,
name='Ignore Bone Name Restrictions', name='Ignore Bone Name Restrictions',
description='Bone names restrictions will be ignored. Note that bone names without properly formatted names ' description='Bone names restrictions will be ignored. Note that bone names without properly formatted names '
'cannot be referenced in scripts.' 'cannot be referenced in scripts'
) )

View File

@@ -7,19 +7,20 @@ 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
@@ -27,9 +28,10 @@ class PskImportOptions(object):
self.should_import_skeleton = True self.should_import_skeleton = True
self.should_import_shape_keys = 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.
""" """
@@ -126,10 +128,24 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
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()
@@ -266,7 +282,19 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
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,
@@ -301,6 +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',
@@ -318,40 +357,25 @@ class PskImportPropertyGroup(PropertyGroup):
) )
should_import_shape_keys: BoolProperty( should_import_shape_keys: BoolProperty(
default=True, default=True,
name='Import Shape Keys', name='Shape Keys',
options=empty_set, options=empty_set,
description='Import shape keys, if available' description='Import shape keys, if available'
) )
class PskImportOperator(Operator, ImportHelper):
bl_idname = 'import.psk'
bl_label = 'Import'
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.should_import_shape_keys = pg.should_import_shape_keys options.bone_length = self.bone_length
options.bone_length = pg.bone_length options.should_import_materials = self.should_import_materials
options.should_import_shape_keys = self.should_import_shape_keys
result = import_psk(psk, context, options) result = import_psk(psk, context, options)
@@ -365,28 +389,27 @@ class PskImportOperator(Operator, ImportHelper):
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')
layout.prop(pg, 'should_import_shape_keys')
classes = ( classes = (
PskImportOperator, PskImportOperator,
PskImportPropertyGroup,
) )

View File

@@ -1,5 +1,8 @@
import ctypes import ctypes
import os import os
import re
import warnings
from pathlib import Path
from .data import * from .data import *
@@ -13,8 +16,22 @@ def _read_types(fp, data_class, section: Section, data):
offset += section.data_size offset += section.data_size
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: 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)
@@ -53,5 +70,12 @@ def read_psk(path: str) -> Psk:
else: else:
# Section is not handled, skip it. # Section is not handled, skip it.
fp.seek(section.data_size * section.data_count, os.SEEK_CUR) fp.seek(section.data_size * section.data_count, os.SEEK_CUR)
print(f'Unrecognized section "{section.name} at position {fp.tell():15}"') 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
) )