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41 Commits

Author SHA1 Message Date
Colin Basnett
c51a8f21df Fixed a bug with materials in PSK export 2024-04-21 00:55:58 -07:00
Colin Basnett
06b1dd10a8 Merged main 2024-04-12 11:39:48 -07:00
Colin Basnett
ff090baffb Updated localizations 2024-03-24 23:30:36 -07:00
Colin Basnett
7e1693dbb3 Translated the README the Japanese 2024-03-22 23:58:51 -07:00
Colin Basnett
56c847e791 Initial commit of scripts for importing & exporting translations from weblate 2024-03-19 01:08:21 -07:00
Colin Basnett
d48534f1a5 Loads of work on localization
Also updated some of the operator UI to use the new panels
2024-03-15 03:02:15 -07:00
Colin Basnett
ea539d542f Merge branch 'blender-4.1' into i18n-jp
# Conflicts:
#	io_scene_psk_psa/__init__.py
#	io_scene_psk_psa/psk/export/operators.py
#	io_scene_psk_psa/psk/export/ui.py
#	io_scene_psk_psa/psk/import_/operators.py
2024-03-14 19:19:19 -07:00
Colin Basnett
fb02742381 Reorganizing & renaming some things for clarity and correctness 2024-03-14 19:08:32 -07:00
Colin Basnett
d4d46bea66 PSA import dialog now uses new Blender 4.1 UI panels 2024-03-14 19:06:29 -07:00
Colin Basnett
a93450eab9 Added PSA file handler 2024-03-14 19:06:03 -07:00
Colin Basnett
c65fdaa6a4 Fixing PEP warnings 2024-03-14 19:04:12 -07:00
Colin Basnett
6b8088225a Fix for root bone being incorrectly oriented if it wasn't at the identity rotation in the bind pose 2024-03-14 18:55:28 -07:00
Colin Basnett
e27b078866 Now handling PSKX files in the PSK file handler 2024-03-14 18:53:53 -07:00
Colin Basnett
b67c734687 Merge branch 'master' into blender-4.1 2024-03-11 18:46:24 -07:00
Colin Basnett
226e403925 Fix for syntax error 2024-03-11 18:46:18 -07:00
Colin Basnett
d81477673b Fixed a script reload issue 2024-03-02 13:15:48 -08:00
Colin Basnett
4d41f1af83 When exporting PSKs, armatures with no bones are now more sensibly handled
umodel, for some reason, exports some models with no bones. For
compatibility and convenience, an armature with no bones may as well not
exist, so we treat it as though it doesn't on export, and a single fake
root bone is added for maximum compatibility.
2024-03-01 15:14:37 -08:00
Colin Basnett
5d3c7cc570 Fixed PSA import resampling logic 2024-02-29 16:03:47 -08:00
Colin Basnett
15e2c6ccdd Importing PSKs with poly flags now works 2024-02-29 00:32:42 -08:00
Colin Basnett
14116963bb Incremented version to 6.2.0 2024-02-28 23:21:31 -08:00
Colin Basnett
ead1e3c793 Initial commit of UT99 poly flags 2024-02-28 00:51:33 -08:00
Colin Basnett
ce1a411200 Fix for issue #76 2024-02-17 23:01:42 -08:00
Colin Basnett
11bf205fe2 Added PSA resampling on import + some fixes for 4.1 2024-02-13 14:03:04 -08:00
Colin Basnett
f7bbe911ea Removed use_auto_smooth...again 2024-02-13 00:19:12 -08:00
Colin Basnett
8c49c8f34e Merge branch 'master' into blender-4.1 2024-02-12 18:02:59 -08:00
Colin Basnett
82eaddf1cb Increased max bone count to int32 limit 2024-02-12 11:06:52 -08:00
Colin Basnett
eb8cee6973 Markers with empty names are now ignored as export options 2024-02-06 13:29:34 -08:00
Colin Basnett
c2d7eecb4f Minor naming changes and refactoring 2024-02-06 13:26:48 -08:00
Colin Basnett
44100a50f0 Added better handling for exporting meshes with negative scaling
The exporter now corrects the face normals of meshes with negative
scaling that would otherwise be inverted on export. The face orientation
should now always match what is seen in the viewport.
2024-02-06 13:19:45 -08:00
Colin Basnett
9125606bc4 Fix for issue #71 2024-02-02 12:28:45 -08:00
Colin Basnett
0a7804b5ab Improved reporting of PSK import error when there is nothing selected to import 2024-01-27 00:42:51 -08:00
Colin Basnett
ced03afafe Added "Scale" option for PSK import 2024-01-25 11:43:13 -08:00
Colin Basnett
9438a35cd1 Fixed a bug where any invalid faces would result in import failure if also importing vertex colors 2024-01-24 18:46:03 -08:00
Colin Basnett
5a870104f1 Added TODO about 4.1 compatibility 2024-01-22 15:23:16 -08:00
Colin Basnett
564f7ec221 All string literals now use single-quotes instead of double-quotes where possible 2024-01-22 15:23:01 -08:00
Colin Basnett
e9ba117fa9 Added file handler for PSK/PSKX files 2024-01-20 14:48:18 -08:00
Colin Basnett
7adf817673 Some more 日本語 translations 2023-10-19 12:59:12 -07:00
Colin Basnett
f92231091c Merge branch 'blender-4.0' into i18n-jp
# Conflicts:
#	io_scene_psk_psa/psa/export/properties.py
#	io_scene_psk_psa/types.py
2023-10-04 23:29:31 -07:00
Colin Basnett
66fa656b12 More localization work 2023-08-04 16:28:31 -07:00
Colin Basnett
a73655fc98 Fixed a bug where the action list would not be populated for PSA export if the armature had not had it's animation data initialized 2023-08-04 16:27:50 -07:00
Colin Basnett
38a8dab100 Initial commit for Japanese translations 2023-08-01 21:49:29 -07:00
33 changed files with 1149 additions and 392 deletions

3
.gitmodules vendored Normal file
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@@ -0,0 +1,3 @@
[submodule "extern/io_scene_psk_psa-translations"]
path = extern/io_scene_psk_psa-translations
url = https://github.com/DarklightGames/io_scene_psk_psa-translations.git

84
README-JP.md Normal file
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@@ -0,0 +1,84 @@
[![Blender](https://img.shields.io/badge/Blender->=2.9-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)
この Blender アドオンを使用すると、Unreal Engine の多くのバージョンで使用されている [PSK および PSA ファイル形式](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats) との間でメッシュとアニメーションをインポートおよびエクスポートできます。
# 互換性
| Blenderのバージョン | アドオンのバージョン | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 4.0+ | [最新](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | 未定 |
| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.5](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.5) | ✅️ 2025年6月 |
| [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | ✅️ 202年9月 |
バグ修正は、[Blender の LTS メンテナンス期間](https://www.blender.org/download/lts/)中のレガシー アドオン バージョンに対して発行されます。 LTS 期間が終了すると、レガシー アドオン バージョンはこのリポジトリのメンテナによってサポートされなくなりますが、バグ修正のためのプル リクエストは受け付けます。
# 機能
* PSK および PSA ファイルをインポートする。
* 非標準のファイル セクション データ (頂点法線、追加の UV チャンネル、頂点カラー、シェイプ キーなど) をインポートします。
* 多数のシーケンスを含む PSA ファイルを操作する場合の効率的なワークフローのためのきめ細かい PSA シーケンス インポート。
* PSA シーケンスのメタデータ (フレーム レートなど) はインポート時に保存されるため、このデータをエクスポート時に再利用できます。
* ボーン コレクションは PSK/PSA エクスポートから除外できます。 これは、IK コントローラなどの寄与しないボーンを除外する場合に便利です。
* PSA シーケンスは、アクションから直接エクスポートすることも、シーンの [タイムライン マーカー](https://docs.blender.org/manual/ja/latest/animation/markers.html) または NLA トラック ストリップを使用して描写することもでき、[NLA](https://docs.blender.org/manual/ja/latest/editors/nla/index.html) シーケンスを作成するとき。
* 複数のメッシュ オブジェクトをエクスポートするときにマテリアル スロットを手動で並べ替えます。
# 取り付け
1. 最新バージョンの zip ファイルを [Releases](https://github.com/DarklightGames/io_export_psk_psa/releases) ページからダウンロードします。
2. Blender 4.0.0 以降を開きます。
3. Blender の設定に移動します (`編集` > `プリファレンス`)。
4. `アドオン`タブを選択します。
5. `インストール...`ボタンをクリックします。
6. 先ほどダウンロードした `.zip` ファイルを選択し、`アドオンのインストール`をクリックします。
7. 新しく追加された`インポート-エクスポート: PSK/PSA Importer/Exporter`アドオンを有効にします。
# 使用方法
## PSKのエクスポート
1. エクスポートするアーマチュア オブジェクトを選択します。
2. `ファイル` > `エクスポート` > `Unreal PSK (.psk)`に移動します.
3. ファイル名を入力して`エクスポート`をクリックします.
## PSK/PSKXのインポート
1. `ファイル` > `インポート` > `Unreal PSK (.psk/.pskx)`に移動します.
2. インポートしたい PSK ファイルを選択し、`インポート`をクリックします。
## PSAのエクスポート
1. エクスポートするアーマチュア オブジェクトを選択します。
2. `ファイル` > `エクスポート` > `Unreal PSA (.psa)`に移動します.
3. ファイル名を入力し、`エクスポート`をクリックします。
## PSAのインポート
1. アニメーションを読み込みたいアーマチュアを選択します。
2. `ファイル` > `インポート` > `Unreal PSA (.psa)`に移動します。
3. アニメーションのインポート元となる PSA ファイルを選択します.
4. インポートしたいアニメーションを選択し、`インポート`をクリックします。
> アーマチュアに適用されたインポートされたアクションを確認するには、[ドープ シート](https://docs.blender.org/manual/ja/latest/editors/dope_sheet/introduction.html) エディタまたは [ノンリニアアニメーション](https://docs.blender.org/manual/ja/latest/editors/nla/introduction.html) エディタを使用する必要があります。
## ローカライゼーション
現在、次の言語がサポートされています。
| 言語 | 地位 | 方法 |
|-|-|-|
| 英語 (English) | ✅️ | 🧑 |
| 日本語 | ✅️ | 🤖 |
翻訳に問題がある場合は、お気軽に [Weblate](https://weblate.darklightgames.com/projects/io_scene_psk_psa/) に修正を送信してください。
自分の母国語に対するサポートの追加をご希望の場合は、[問題を報告して](http://github.com/DarklightGames/io_scene_psk_psa/issues)ください。
# FAQ
## PSA をインポートした後にアニメーションが表示されないのはなぜですか?
PSA アニメーションをインポートしても、アクションはアーマチュアに自動的に適用されません。これは、PSA には複数のシーケンスをインポートできるため、また、インポーターが必要のないときにシーンを変更するのは悪い形式であるためです。
PSA インポーターは、PSA 内の選択されたシーケンスごとに[アクション](https://docs.blender.org/manual/ja/latest/animation/actions.html)を作成します。これらのアクションは、[アクション エディター](https://docs.blender.org/manual/ja/latest/editors/dope_sheet/action.html)または [NLA エディター](https://docs.blender.org/manual/ja/latest/editors/nla/index.html)を介してアーマチュアに適用できます。
## [UE Viewer](https://www.gildor.org/en/projects/umodel) から抽出した PSK をインポートすると、メッシュ面の法線が不正確になるのはなぜですか?
モデルのメッシュ法線を保持することがワークフローにとって重要な場合、UE Viewer から PSK ファイルをエクスポートすることはお勧めできません。これは、UE Viewer が元の[スムージング グループ](https://en.wikipedia.org/wiki/Smoothing_group)を再構築しようとしないためです。その結果、インポートされた PSK ファイルの法線は、Blender にインポートされたときに不正確になるため、手動で修正する必要があります。
回避策として、[glTF](https://en.wikipedia.org/wiki/GlTF) 形式は明示的な法線をサポートしており、UE Viewer はエクスポート時にメッシュ法線を正しく保存できるため、代わりに UE Viewer から glTF メッシュをエクスポートすることをお勧めします。ただし、インポートされた glTF アーマチュアは、Blender にインポートされたときにボーンの方向が間違っている可能性があります。これを軽減するには、PSK のアーマチュアと glTF のメッシュを組み合わせて最良の結果を得ることができます。

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@@ -5,7 +5,7 @@
This Blender addon 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. This Blender addon 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.
## Compatibility # Compatibility
| Blender Version | Addon Version | Long Term Support | | Blender Version | Addon Version | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------| |--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
@@ -56,6 +56,19 @@ Bug fixes will be issued for legacy addon versions that are under [Blender's LTS
> Note that in order to see the imported actions applied to your armature, you must use the [Dope Sheet](https://docs.blender.org/manual/en/latest/editors/dope_sheet/introduction.html) or [Nonlinear Animation](https://docs.blender.org/manual/en/latest/editors/nla/introduction.html) editors. > Note that in order to see the imported actions applied to your armature, you must use the [Dope Sheet](https://docs.blender.org/manual/en/latest/editors/dope_sheet/introduction.html) or [Nonlinear Animation](https://docs.blender.org/manual/en/latest/editors/nla/introduction.html) editors.
## Localization
The following languages are currently supported:
| Language | Status | Method |
|----------------|--------|--------|
| English | ✅️ | 🧑 |
| Japanese (日本語) | ✅️ | 🤖 |
If you notice any issues with the translations, please feel free to submit a correction on [Weblate](https://weblate.darklightgames.com/projects/io_scene_psk_psa/).
If you would like to see support add for your own native language, please [open an issue](http://github.com/DarklightGames/io_scene_psk_psa/issues) and we will consider adding it.
# FAQ # FAQ
## Why can't I see the animations imported from my PSA? ## Why can't I see the animations imported from my PSA?

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@@ -1,15 +1,15 @@
from bpy.app.handlers import persistent from bpy.app.handlers import persistent
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": (6, 1, 2), 'version': (6, 2, 0),
"blender": (4, 0, 0), 'blender': (4, 0, 0),
"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',
"tracker_url": "https://github.com/DarklightGames/io_scene_psk_psa/issues", 'tracker_url': 'https://github.com/DarklightGames/io_scene_psk_psa/issues',
"category": "Import-Export" 'category': 'Import-Export'
} }
if 'bpy' in locals(): if 'bpy' in locals():
@@ -18,12 +18,15 @@ if 'bpy' in locals():
importlib.reload(psx_data) importlib.reload(psx_data)
importlib.reload(psx_helpers) importlib.reload(psx_helpers)
importlib.reload(psx_types) importlib.reload(psx_types)
importlib.reload(psx_i18n)
importlib.reload(psk_data) importlib.reload(psk_data)
importlib.reload(psk_reader) importlib.reload(psk_reader)
importlib.reload(psk_writer) importlib.reload(psk_writer)
importlib.reload(psk_builder) importlib.reload(psk_builder)
importlib.reload(psk_importer) importlib.reload(psk_importer)
importlib.reload(psk_properties)
importlib.reload(psk_ui)
importlib.reload(psk_export_properties) importlib.reload(psk_export_properties)
importlib.reload(psk_export_operators) importlib.reload(psk_export_operators)
importlib.reload(psk_export_ui) importlib.reload(psk_export_ui)
@@ -34,6 +37,7 @@ if 'bpy' in locals():
importlib.reload(psa_reader) importlib.reload(psa_reader)
importlib.reload(psa_writer) importlib.reload(psa_writer)
importlib.reload(psa_builder) importlib.reload(psa_builder)
importlib.reload(psa_importer)
importlib.reload(psa_export_properties) importlib.reload(psa_export_properties)
importlib.reload(psa_export_operators) importlib.reload(psa_export_operators)
importlib.reload(psa_export_ui) importlib.reload(psa_export_ui)
@@ -45,11 +49,14 @@ else:
from . import data as psx_data from . import data as psx_data
from . import helpers as psx_helpers from . import helpers as psx_helpers
from . import types as psx_types from . import types as psx_types
from . import i18n as psx_i18n
from .psk import data as psk_data from .psk import data as psk_data
from .psk import reader as psk_reader from .psk import reader as psk_reader
from .psk import writer as psk_writer from .psk import writer as psk_writer
from .psk import builder as psk_builder from .psk import builder as psk_builder
from .psk import importer as psk_importer from .psk import importer as psk_importer
from .psk import properties as psk_properties
from .psk import ui as psk_ui
from .psk.export import properties as psk_export_properties from .psk.export import properties as psk_export_properties
from .psk.export import operators as psk_export_operators from .psk.export import operators as psk_export_operators
from .psk.export import ui as psk_export_ui from .psk.export import ui as psk_export_ui
@@ -72,6 +79,8 @@ import bpy
from bpy.props import PointerProperty from bpy.props import PointerProperty
classes = psx_types.classes +\ classes = psx_types.classes +\
psk_properties.classes +\
psk_ui.classes +\
psk_import_operators.classes +\ psk_import_operators.classes +\
psk_export_properties.classes +\ psk_export_properties.classes +\
psk_export_operators.classes +\ psk_export_operators.classes +\
@@ -103,17 +112,23 @@ def psa_import_menu_func(self, context):
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.TOPBAR_MT_file_import.append(psa_import_menu_func)
bpy.types.Material.psk = PointerProperty(type=psk_properties.PSX_PG_material)
bpy.types.Scene.psa_import = PointerProperty(type=psa_import_properties.PSA_PG_import) bpy.types.Scene.psa_import = PointerProperty(type=psa_import_properties.PSA_PG_import)
bpy.types.Scene.psa_export = PointerProperty(type=psa_export_properties.PSA_PG_export) bpy.types.Scene.psa_export = PointerProperty(type=psa_export_properties.PSA_PG_export)
bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export) bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export)
bpy.types.Action.psa_export = PointerProperty(type=psx_types.PSX_PG_action_export) bpy.types.Action.psa_export = PointerProperty(type=psx_types.PSX_PG_action_export)
bpy.app.translations.register(__name__, psx_i18n.langs)
def unregister(): def unregister():
bpy.app.translations.unregister(__name__)
del bpy.types.Material.psk
del bpy.types.Scene.psa_import del bpy.types.Scene.psa_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

View File

@@ -30,12 +30,12 @@ def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, fr
def populate_bone_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None: def populate_bone_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None:
""" '''
Updates the bone collections collection. Updates the bone collections collection.
Bone collection selections are preserved between updates unless none of the groups were previously selected; Bone collection selections are preserved between updates unless none of the groups were previously selected;
otherwise, all collections are selected by default. otherwise, all collections are selected by default.
""" '''
has_selected_collections = any([g.is_selected for g in bone_collection_list]) has_selected_collections = any([g.is_selected for g in bone_collection_list])
unassigned_collection_is_selected, selected_assigned_collection_names = True, [] unassigned_collection_is_selected, selected_assigned_collection_names = True, []
@@ -60,7 +60,7 @@ def populate_bone_collection_list(armature_object: Object, bone_collection_list:
return return
item = bone_collection_list.add() item = bone_collection_list.add()
item.name = 'Unassigned' item.name = bpy.app.translations.pgettext_iface('Unassigned')
item.index = -1 item.index = -1
# Count the number of bones without an assigned bone collection # Count the number of bones without an assigned bone collection
item.count = sum(map(lambda bone: 1 if len(bone.collections) == 0 else 0, armature.bones)) item.count = sum(map(lambda bone: 1 if len(bone.collections) == 0 else 0, armature.bones))
@@ -78,13 +78,16 @@ 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]
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' message = bpy.app.translations.pgettext_iface(
f'Bone names must only contain letters, numbers, spaces, hyphens and underscores.\n' 'The following bone names are invalid: {invalid_bone_names}.\n'
f'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.') 'Bone names must only contain letters, numbers, spaces, hyphens and underscores.\n'
'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings'
)
raise RuntimeError(message.format(invalid_bone_names=str(invalid_bone_names)))
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: List[int]) -> List[str]: def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: List[int]) -> List[str]:
""" '''
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone collections. Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone collections.
Note that the ancestors of bones within the bone collections will also be present in the returned list. Note that the ancestors of bones within the bone collections will also be present in the returned list.
@@ -93,7 +96,7 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_c
:param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS'] :param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS']
:param bone_collection_indices: List of bone collection indices to be exported. :param bone_collection_indices: List of bone collection indices to be exported.
:return: A sorted list of bone indices that should be exported. :return: A sorted list of bone indices that should be exported.
""" '''
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')
@@ -153,13 +156,18 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_c
# TODO: in future, it would be preferential to have a readout of *all* instigator bones. # TODO: in future, it would be preferential to have a readout of *all* instigator bones.
instigator_bone_name = instigator_bone_names[bone_names.index(bone_name)] instigator_bone_name = instigator_bone_names[bone_names.index(bone_name)]
if instigator_bone_name is None: if instigator_bone_name is None:
print(f'Root bone "{root_bone_name}" was included because {bone_name} was marked for export') message = bpy.app.translations.pgettext_iface('Root bone "{root_bone_name}" was included because {bone_name} was marked for export')
message = message.format(root_bone_name=root_bone_name, bone_name=bone_name)
print(message)
break break
bone_name = instigator_bone_name bone_name = instigator_bone_name
raise RuntimeError('Exported bone hierarchy must have a single root bone.\n' message = bpy.app.translations.pgettext_iface(
f'The bone hierarchy marked for export has {len(root_bones)} root bones: {root_bone_names}.\n' 'Exported bone hierarchy must have a single root bone.\n'
f'Additional debugging information has been written to the console.') 'The bone hierarchy marked for export has {root_bone_count} root bones: {root_bone_names}.\n'
'Additional debugging information has been written to the console.'
)
raise RuntimeError(message.format(root_bone_count=len(root_bones), root_bone_names=str(root_bone_names)))
return bone_names return bone_names

216
io_scene_psk_psa/i18n.py Normal file
View File

@@ -0,0 +1,216 @@
langs = {'ja': {('*', 'Action Metadata'): 'アクションメタデータ',
('*', 'Additional data will be written to the properties of the Action (e.g., frame rate)'): 'アクションのプロパティに追加データが書き込まれます '
'(フレームレートなど)',
('*', 'All bones will be exported'): 'すべてのボーンがエクスポートされます',
('*', 'All selected meshes must have the same armature modifier, encountered {count} ({names})'): '選択したすべてのメッシュには同じアーマチュア修飾子が必要です。検出されたアーマチュア修飾子は '
'{count} '
'({names})',
('*', 'An armature must be selected'): 'アーマチュアを選択する必要があります',
('*', 'An armature object must be supplied'): 'アーマチュアオブジェクトを指定する必要があります',
('*', 'Assign each imported action a fake user so that the data block is always saved'): 'インポートされた各アクションにフェイクユーザーを割り当てて、データブロックが常に保存されるようにします',
('*', 'At least one bone must be marked for export'): '少なくとも 1 '
'つのボーンをエクスポート対象としてマークする必要があります',
('*', 'At least one mesh must be selected'): '少なくとも 1 '
'つのメッシュを選択する必要があります',
('*', 'Bone Collections'): 'ボーンコレクション',
('*', 'Bone Filter'): 'ボーンフィルター',
('*', 'Bone Length'): 'ボーンの長さ',
('*', 'Bone Name Mapping'): 'ボーン名マッピング',
('*', 'Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'ボーン名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Bone names must match exactly'): 'ボーン名は正確に一致する必要があります',
('*', 'Bone names restrictions will be enforced. Note that bone names without properly formatted names may not be able to be referenced by some versions of the Unreal Engine'): 'ボーン名の制限が適用されます。ボーン名が正しくフォーマットされていないと、Unreal '
'Engine '
'のバージョンによっては参照できない場合があることに注意してください',
('*', 'Bones'): 'ボーンズ',
('*', "Bones names must match, ignoring case (e.g., the PSA bone 'aBcDeF' can be mapped to the armature bone 'ABCDEF')"): 'ボーンの名前は大文字と小文字を区別しないで一致する必要があります '
'(例:PSAボーン '
"'abcDef' "
'はアーマチュアボーン '
"'ABCDEF' "
'にマッピングできます)',
('*', 'Case Insensitive'): '大文字と小文字を区別しない',
('*', 'Compression Ratio'): '圧縮率',
('*', 'Context'): 'コンテキスト',
('*', 'Convert keyframes to read-only samples. Recommended if you do not plan on editing the actions directly'): 'キーフレームを読み取り専用サンプルに変換します。アクションを直接編集する予定がない場合におすすめです',
('*', 'Convert to Samples'): 'サンプルに変換',
('*', 'Custom FPS'): 'カスタムFPS',
('*', 'Deselect All'): 'すべて選択解除',
('*', 'Deselect all bone collections'): 'すべてのボーンコレクションを選択解除',
('*', 'Deselect all visible sequences'): '表示されているシーケンスをすべて選択解除',
('*', 'Discarded {count} invalid face(s)'): '{count}個の無効なフェースが廃棄されました',
('*', 'Duplicate action: {action_name}'): 'アクションが重複しています:{action_name}',
('*', 'Each sequence name should be on a new line'): '各シーケンス名は新しい行にする必要があります',
('*', 'Enforce Bone Name Restrictions'): 'ボーン名制限を強制',
('*', 'Enforce that bone names must only contain letters, numbers, spaces, hyphens and underscores.\n\nDepending on the engine, improper bone names might not be referenced correctly by scripts'): 'ボーン名には文字、数字、スペース、ハイフン、アンダースコアのみを含めるようにしてください。\n'
'\n'
'エンジンによっては、不適切なボーン名がスクリプトで正しく参照されない場合があります',
('*', 'Exact'): '正確',
('*', 'Export'): 'エクスポート',
('*', 'Export actions to PSA'): 'アクションをPSAにエクスポート',
('*', 'Export mesh and armature to PSK'): 'メッシュとアーマチュアを PSK にエクスポート',
('*', 'Exported bone hierarchy must have a single root bone.\nThe bone hierarchy marked for export has {root_bone_count} root bones: {root_bone_names}.\nAdditional debugging information has been written to the console.'): 'エクスポートされたボーン階層にはルートボーンが '
'1 '
'つ必要です。\n'
'エクスポート対象としてマークされたボーン階層には '
'{root_bone_count} '
'個のルートボーン '
'({root_bone_names}) '
'があります。\n'
'追加のデバッグ情報がコンソールに書き込まれました。',
('*', 'Extra UVs'): '追加のUV',
('*', 'FPS Source'): 'FPSソース',
('*', 'Failed to read PSA config file: {error}'): 'PSA構成ファイルを読み込めませんでした:{error}',
('*', 'Fake User'): 'フェイクユーザー',
('*', 'File Path'): 'ファイルパス',
('*', 'File path used for exporting the PSA file'): 'PSAファイルのエクスポートに使用するファイルパス',
('*', 'File path used for exporting the PSK file'): 'PSKファイルのエクスポートに使用するファイルパス',
('*', 'File path used for importing the PSA file'): 'PSAファイルのインポートに使用するファイルパス',
('*', 'Filter by Name'): '名前で絞り込む',
('*', 'Filter using regular expressions'): '正規表現を使用してフィルタリングする',
('*', 'Flags'): '国旗',
('*', "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"): '一致する名前のアクションが既に存在する場合、新しいアクションが作成されるのではなく、既存のアクションのデータが上書きされます',
('*', 'Import'): 'インポート',
('*', 'Import Extra UVs'): '追加のUVをインポート',
('*', 'Import Shape Keys'): 'シェイプキーをインポート',
('*', 'Import Vertex Colors'): '頂点カラーをインポート',
('*', 'Import Vertex Normals'): '頂点法線をインポート',
('*', 'Import extra UVs, if available'): '追加の UV (可能な場合) をインポートする',
('*', 'Import shape keys, if available'): 'シェイプキーをインポートする (可能な場合)',
('*', 'Import the selected animations into the scene as actions'): '選択したアニメーションをアクションとしてシーンにインポートします',
('*', 'Import vertex colors, if available'): '頂点カラーをインポート (可能な場合)',
('*', 'Import vertex normals, if available'): '頂点法線 (可能な場合) をインポートする',
('*', 'Imported {action_count} action(s)'): 'インポートされた{action_count}アクション',
('*', 'Imported {action_count} action(s) with {warning_count} warning(s)'): '{action_count}個のアクションが{warning_count}個の警告付きでインポートされました',
('*', 'Invalid FPS source: {fps_source}'): 'FPSソースが無効です:{fps_source}',
('*', 'Invert filtering (show hidden items, and vice versa)'): '反転フィルタリング '
'(隠しアイテムを表示、その逆)',
('*', 'Keyframe Quota'): 'キーフレームクォータ',
('*', 'Load a PSK file'): 'PSKファイルを読み込む',
('*', 'Material name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'マテリアル名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Material slot cannot be empty (index {index})'): 'マテリアルスロットを空にすることはできません '
'(インデックス{index})',
('*', 'Materials'): 'マテリアル',
('*', 'Mesh "{object_name}" must have at least one material'): 'メッシュ「{object_name}」には少なくとも1つのマテリアルが必要です',
('*', 'Mesh "{object_name}" must have only one armature modifier'): 'メッシュ「{object_name}」にはアーマチュアモディファイヤが '
'1 '
'つだけ必要です',
('*', 'Metadata'): 'メタデータ',
('*', 'Modulate'): '変調する',
('*', 'Move the selected material down one slot'): '選択したマテリアルを1スロット下に移動',
('*', 'Move the selected material up one slot'): '選択したマテリアルを1つ上のスロットに移動',
('*', 'NLA Track'): 'NLAトラック',
('*', 'NLA Track Index'): 'NLAトラックインデックス',
('*', 'NLA Track Strips'): 'NLAトラックストリップ',
('*', 'No NLA track strips were selected for export'): 'エクスポート対象のNLAトラックストリップが選択されていません',
('*', 'No Smooth'): 'スムーズなし',
('*', 'No actions were selected for export'): 'エクスポートするアクションが選択されていません',
('*', 'No animation data for object "{name}"'): 'オブジェクト「{name}」のアニメーションデータはありません',
('*', 'No bones available for export'): 'エクスポートできるボーンはありません',
('*', 'No modifiers will be evaluated as part of the exported mesh'): 'エクスポートされたメッシュの一部として評価されるモディファイヤはありません',
('*', 'No sequences selected'): 'シーケンスが選択されていません',
('*', 'No text block selected'): 'テキストブロックが選択されていません',
('*', 'No timeline markers were selected for export'): 'エクスポートするタイムラインマーカーが選択されていません',
('*', 'Normal Two-Sided'): 'ノーマル両面',
('*', 'Nothing to import'): 'インポートするものはありません',
('*', 'Number of bones ({bone_count}) exceeds limit of {MAX_BONE_COUNT}'): 'ボーンの数({bone_count})が{MAX_BONE_COUNT}の制限を超えています',
('*', 'Number of materials ({material_count}) exceeds limit of {MAX_MATERIAL_COUNT}'): 'マテリアルの数({material_count})が{MAX_MATERIAL_COUNT}の制限を超えています',
('*', 'Number of wedges ({wedge_count}) exceeds limit of {MAX_WEDGE_COUNT}'): 'ウェッジの数({wedge_count})が{MAX_WEDGE_COUNT}の制限を超えています',
('*', 'Numbers of vertices ({point_count}) exceeds limit of {MAX_POINT_COUNT}'): '頂点の数({point_count})が{MAX_POINT_COUNT}の制限を超えています',
('*', 'Only Show Selected'): '選択したものだけを表示',
('*', 'Only bones belonging to the selected bone collections and their ancestors will be exported'): '選択したボーンコレクションに属するボーンとその祖先だけがエクスポートされます',
('*', "Only show items matching this name (use '*' as wildcard)"): 'この名前に一致するアイテムのみを表示 '
'(ワイルドカードとして「*」を使用)',
('*', 'Only show selected sequences'): '選択したシーケンスのみを表示',
('*', 'Override Animation Data'): 'アニメーションデータをオーバーライドする',
('*', 'PSA Export'): 'PSAエクスポート',
('*', 'PSA bone {bone_index} ({bone_name}) could not be mapped to armature bone {armature_bone_index} ({armature_bone_name}) because the armature bone is already mapped to PSA bone {mapped_psa_bone_index} ({mapped_psa_bone_name})'): 'アーマチュアボーンは既に '
'PSA '
'ボーン{mapped_psa_bone_index}({mapped_psa_bone_name})にマップされているため、PSA '
'ボーン{bone_index}({bone_name})をアーマチュアボーン{armature_bone_index}({mapped_psa_bone_name})にマッピングできませんでした',
('*', 'PSA export successful'): 'PSAのエクスポートが成功しました',
('*', 'PSK Material'): 'PSKマテリアル',
('*', 'PSK export successful'): 'PSKのエクスポートが成功しました',
('*', 'PSK export successful with {warning_count} warnings'): 'PSKエクスポートは成功しましたが、警告が{warning_count}件ありました',
('*', 'PSK imported ({name})'): 'PSKがインポートされました ({name})',
('*', 'PSK imported with {count} warning(s)'): 'PSKをインポートすると{count}つの警告が発生しました',
('*', 'PSK/PSA Import/Export (.psk/.psa)'): 'PSK/PSA インポート/エクスポート '
'(.psk/.psa)',
('*', 'PSK/PSA Importer/Exporter'): 'PSK/PSA インポーター/エクスポーター',
('*', 'Prefix Action Name'): 'プレフィックスアクション名',
('*', 'Raw Mesh Data'): '未加工メッシュデータ',
('*', 'Regular Expression'): '正規表現',
('*', 'RemoveTracks'): 'RemoveTracks',
('*', 'Reversed'): '逆転しました',
('*', 'Root Motion'): 'ルートモーション',
('*', 'Root bone "{root_bone_name}" was included because {bone_name} was marked for export'): 'ルートボーン「{root_bone_name}」が含まれたのは、「{bone_name}」がエクスポート対象としてマークされているためです',
('*', 'Select All'): 'すべて選択',
('*', 'Select By Text List'): 'テキストリストで選択',
('*', 'Select a PSA file'): 'PSAファイルを選択',
('*', 'Select all bone collections'): 'すべてのボーンコレクションを選択',
('*', 'Select all visible sequences'): '表示されているシーケンスをすべて選択',
('*', 'Select sequences by name from text list'): 'テキストリストから名前でシーケンスを選択',
('*', 'Selected object "{object_name}" is not a mesh'): '選択したオブジェクト「{object_name}」はメッシュではありません',
('*', 'Selected object must be an Armature'): '選択したオブジェクトはアーマチュアでなければなりません',
('*', 'Selected {count} sequence(s)'): '選択した{count}シーケンス',
('*', 'Sequence'): 'シーケンス',
('*', 'Sequence name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'シーケンス名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Sequences'): 'シーケンス',
('*', 'Sequences are delineated by scene timeline markers'): 'シーケンスはシーンのタイムラインマーカーによって描かれます',
('*', 'Sequences are delineated by the start & end times of strips on the selected NLA track'): 'シーケンスは、選択した '
'NLA '
'トラックのストリップの開始時間と終了時間によって示されます',
('*', 'Sequences will be exported using actions'): 'シーケンスはアクションを使用してエクスポートされます',
('*', 'Shape Keys'): 'シェイプキー',
('*', 'Show actions that belong to an asset library'): 'アセットライブラリに属するアクションを表示',
('*', 'Show reversed sequences'): '逆のシーケンスを表示',
('*', 'Source'): 'ソース',
('*', 'Stash'): '保留',
('*', 'Stash each imported action as a strip on a new non-contributing NLA track'): 'インポートした各アクションを、コントリビューションされていない新しい '
'NLA '
'トラックにストリップとして保存する',
('*', 'The active object must be an armature'): 'アクティブオブジェクトはアーマチュアでなければなりません',
('*', "The armature '{armature_name}' is missing {count} bones that exist in the PSA:\n{missing_bone_names}"): 'アーマチュア「{armature_name}」にはPSAに存在する{count}個のボーンがありません:\n'
'{missing_bone_names}',
('*', 'The following bone names are invalid: {invalid_bone_names}.\nBone names must only contain letters, numbers, spaces, hyphens and underscores.\nYou can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.'): '次のボーン名は無効です:{invalid_bone_names}\n'
'ボーン名に使用できるのは、文字、数字、スペース、ハイフン、アンダースコアのみです。\n'
'エクスポート設定で「ボーン名制限を強制」を無効にすることで、これを回避できます',
('*', 'The frame rate of the exported sequence'): 'エクスポートされたシーケンスのフレームレート',
('*', 'The frame rate to which the imported sequences will be resampled to'): 'インポートしたシーケンスをリサンプリングするときのフレームレート',
('*', "The frame rate will be determined by action's FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used"): 'フレームレートは、PSAエクスポートのパネルにあるアクションのFPSプロパティによって決まります。\n'
'\n'
'シーケンスソースがタイムラインマーカーの場合、関連するすべてのアクションのうち最も低い値が使用されます',
('*', 'The keyframe 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'): 'エクスポートされたシーケンスのキーフレームサンプリング比。\n'
'\n'
'圧縮率が1.0の場合はすべてのフレームがエクスポートされ、圧縮率が0.5の場合はフレームの半分がエクスポートされます',
('*', 'The method by which bones from the PSA file are mapped to the bones of the armature'): 'PSAファイルのボーンをアーマチュアのボーンにマッピングする方法',
('*', 'The minimum number of keyframes to be exported'): 'エクスポートするキーフレームの最小数',
('*', 'The selected object must be an armature'): '選択したオブジェクトはアーマチュアでなければなりません',
('*', 'The sequence frame rate matches the original frame rate'): 'シーケンスのフレームレートは元のフレームレートと一致します',
('*', 'The sequence is resampled to a custom frame rate'): 'シーケンスはカスタムフレームレートにリサンプリングされます',
('*', 'The sequence is resampled to the frame rate of the scene'): 'シーケンスはシーンのフレームレートに合わせてリサンプリングされます',
('*', 'The source vertex color space'): 'ソース頂点カラースペース',
('*', 'Translucent'): '半透明',
('*', 'Triangle Bit Flags'): 'トライアングルビットフラグ',
('*', 'Triangle Type'): 'トライアングルタイプ',
('*', 'Unhandled section "{section_name}" at position {position}'): '{position}の位置にある未処理のセクション「{section_name}',
('*', 'Unhandled sequence source: {sequence_source}'): '未処理のシーケンスソース:{sequence_source}',
('*', 'Unlit'): '明かりなし',
('*', 'Unreal PSA (.psa)'): 'アンリアルPSA (.psa)',
('*', 'Unreal PSK (.psk)'): 'アンリアルPSK (.psk)',
('*', 'Unreal PSK (.psk/.pskx)'): 'アンリアルPSK (.psk/.pskx)',
('*', 'Unrecognized wedge format'): '認識されないウェッジフォーマット',
('*', 'Use Config File'): '設定ファイルを使用',
('*', 'Use the .config file that is sometimes generated when the PSA file is exported from UEViewer. This file contains options that can be used to filter out certain bones tracks from the imported actions'): 'PSA '
'ファイルをUEViewerからエクスポートしたときに生成されることがある.configファイルを使用してください。このファイルには、インポートしたアクションから特定のボーントラックを除外するためのオプションが含まれています',
('*', 'Use the animation data from a different object instead of the selected object'): '選択したオブジェクトの代わりに別のオブジェクトのアニメーションデータを使用する',
('*', 'Vertex Color Space'): '頂点カラースペース',
('*', 'Vertex Colors'): '頂点カラー',
('*', 'Vertex Normals'): '頂点法線',
('*', 'When enabled, the root bone will be transformed as it appears in the scene.\n\nYou 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'): '有効にすると、ルートボーンはシーンに表示されているとおりにトランスフォームされます。\n'
'\n'
'武器や盾など、別のオブジェクトにアタッチされているアーマチュアのアニメーションをエクスポートする場合は、これを無効にすると良いかもしれません',
('*', 'Write'): '書き込み',
('*', 'sRGBA'): 'sRGBA'}}

View File

@@ -1,5 +1,6 @@
from typing import Optional from typing import Optional
import bpy.app.translations
from bpy.types import Armature, Bone, Action, PoseBone from bpy.types import Armature, Bone, Action, PoseBone
from .data import * from .data import *
@@ -95,7 +96,8 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
try: try:
psa_bone.name = bytes(bone.name, encoding='windows-1252') psa_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError: except UnicodeEncodeError:
raise RuntimeError(f'Bone name "{bone.name}" contains characters that cannot be encoded in the Windows-1252 codepage') message = bpy.app.translations.pgettext_iface('Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(message.format(name=bone.name))
try: try:
parent_index = bones.index(bone.parent) parent_index = bones.index(bone.parent)
@@ -172,7 +174,9 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
try: try:
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252') psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
except UnicodeEncodeError: except UnicodeEncodeError:
raise RuntimeError(f'Sequence name "{export_sequence.name}" contains characters that cannot be encoded in the Windows-1252 codepage') message = bpy.app.translations.pgettext_iface('Sequence name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
message = message.format(name=export_sequence.name)
raise RuntimeError(message)
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 = frame_count / sequence_duration psa_sequence.fps = frame_count / sequence_duration

View File

@@ -41,7 +41,7 @@ def _load_config_file(file_path: str) -> ConfigParser:
def _get_bone_flags_from_value(value: str) -> int: def _get_bone_flags_from_value(value: str) -> int:
match value: match value:
case 'all': case 'all':
return (REMOVE_TRACK_LOCATION | REMOVE_TRACK_ROTATION) return REMOVE_TRACK_LOCATION | REMOVE_TRACK_ROTATION
case 'trans': case 'trans':
return REMOVE_TRACK_LOCATION return REMOVE_TRACK_LOCATION
case 'rot': case 'rot':

View File

@@ -4,10 +4,10 @@ from typing import List
from ..data import * 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 the keys for a sequence. Use the PsaReader::get_sequence_keys to get the keys for a sequence.
""" '''
class Psa: class Psa:

View File

@@ -47,7 +47,7 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
if not is_action_for_armature(armature, action): if not is_action_for_armature(armature, action):
continue continue
if not action.name.startswith('#'): if action.name != '' and not action.name.startswith('#'):
for (name, frame_start, frame_end) in get_sequences_from_action(action): for (name, frame_start, frame_end) in get_sequences_from_action(action):
item = pg.action_list.add() item = pg.action_list.add()
item.action = action item.action = action
@@ -60,7 +60,7 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
# Pose markers are not guaranteed to be in frame-order, so make sure that they are. # 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) pose_markers = sorted(action.pose_markers, key=lambda x: x.frame)
for pose_marker_index, pose_marker in enumerate(pose_markers): for pose_marker_index, pose_marker in enumerate(pose_markers):
if pose_marker.name.startswith('#'): if pose_marker.name.strip() == '' or pose_marker.name.startswith('#'):
continue continue
for (name, frame_start, frame_end) in get_sequences_from_action_pose_marker(action, pose_markers, pose_marker, pose_marker_index): 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 = pg.action_list.add()
@@ -78,7 +78,7 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
for marker_name in marker_names: for marker_name in marker_names:
if marker_name not in sequence_frame_ranges: if marker_name not in sequence_frame_ranges:
continue continue
if marker_name.startswith('#'): if marker_name.strip() == '' or marker_name.startswith('#'):
continue continue
frame_start, frame_end = sequence_frame_ranges[marker_name] frame_start, frame_end = sequence_frame_ranges[marker_name]
sequences = get_sequences_from_name_and_frame_range(marker_name, frame_start, frame_end) sequences = get_sequences_from_name_and_frame_range(marker_name, frame_start, frame_end)
@@ -91,15 +91,18 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float: def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float:
if fps_source == 'SCENE': match fps_source:
return context.scene.render.fps case 'SCENE':
elif fps_source == 'CUSTOM': return context.scene.render.fps
return fps_custom case 'CUSTOM':
elif fps_source == 'ACTION_METADATA': return fps_custom
# Get the minimum value of action metadata FPS values. case 'ACTION_METADATA':
return min([action.psa_export.fps for action in actions]) # Get the minimum value of action metadata FPS values.
else: return min([action.psa_export.fps for action in actions])
raise RuntimeError(f'Invalid FPS source "{fps_source}"') case _:
message = bpy.app.translations.pgettext_iface('Invalid FPS source: {fps_source}')
message = message.format(fps_source=fps_source)
raise RuntimeError(message)
def get_animation_data_object(context: Context) -> Object: def get_animation_data_object(context: Context) -> Object:
@@ -110,7 +113,7 @@ def get_animation_data_object(context: Context) -> Object:
if active_object.type != 'ARMATURE': if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature') raise RuntimeError('Selected object must be an Armature')
if pg.should_override_animation_data: if pg.sequence_source != 'ACTIONS' and pg.should_override_animation_data:
animation_data_object = pg.animation_data_override animation_data_object = pg.animation_data_override
else: else:
animation_data_object = active_object animation_data_object = active_object
@@ -233,79 +236,94 @@ class PSA_OT_export(Operator, ExportHelper):
layout = self.layout layout = self.layout
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
# FPS sequences_header, sequences_panel = layout.panel('sequences_panel_id', default_closed=False)
layout.prop(pg, 'fps_source', text='FPS') sequences_header.label(text='Sequences', icon='ACTION')
if pg.fps_source == 'CUSTOM':
layout.prop(pg, 'fps_custom', text='Custom')
# SOURCE if sequences_panel is not None:
layout.prop(pg, 'sequence_source', text='Source') flow = sequences_panel.grid_flow()
if pg.sequence_source in {'TIMELINE_MARKERS', 'NLA_TRACK_STRIPS'}:
# ANIMDATA SOURCE
layout.prop(pg, 'should_override_animation_data')
if pg.should_override_animation_data:
layout.prop(pg, 'animation_data_override', text='')
if pg.sequence_source == 'NLA_TRACK_STRIPS':
flow = layout.grid_flow()
flow.use_property_split = True flow.use_property_split = True
flow.use_property_decorate = False flow.use_property_decorate = False
flow.prop(pg, 'nla_track')
# SELECT ALL/NONE # FPS
row = layout.row(align=True) fps_row = flow.row(align=True)
row.label(text='Select') fps_row.prop(pg, 'fps_source', text='FPS')
row.operator(PSA_OT_export_actions_select_all.bl_idname, text='All', icon='CHECKBOX_HLT') if pg.fps_source == 'CUSTOM':
row.operator(PSA_OT_export_actions_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT') fps_row.prop(pg, 'fps_custom', text='')
# ACTIONS # SOURCE
if pg.sequence_source == 'ACTIONS': flow.prop(pg, 'sequence_source', text='Source')
rows = max(3, min(len(pg.action_list), 10))
layout.template_list('PSA_UL_export_sequences', '', pg, 'action_list', pg, 'action_list_index', rows=rows)
elif pg.sequence_source == 'TIMELINE_MARKERS':
rows = max(3, min(len(pg.marker_list), 10))
layout.template_list('PSA_UL_export_sequences', '', pg, 'marker_list', pg, 'marker_list_index', rows=rows)
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
rows = max(3, min(len(pg.nla_strip_list), 10))
layout.template_list('PSA_UL_export_sequences', '', pg, 'nla_strip_list', pg, 'nla_strip_list_index', rows=rows)
col = layout.column() if pg.sequence_source in {'TIMELINE_MARKERS', 'NLA_TRACK_STRIPS'}:
col.use_property_split = True # ANIMDATA SOURCE
col.use_property_decorate = False flow.prop(pg, 'should_override_animation_data')
col.prop(pg, 'sequence_name_prefix') if pg.should_override_animation_data:
col.prop(pg, 'sequence_name_suffix') flow.prop(pg, 'animation_data_override', text='')
# Determine if there is going to be a naming conflict and display an error, if so. if pg.sequence_source == 'NLA_TRACK_STRIPS':
selected_items = [x for x in pg.action_list if x.is_selected] flow = sequences_panel.grid_flow()
action_names = [x.name for x in selected_items] flow.use_property_split = True
action_name_counts = Counter(action_names) flow.use_property_decorate = False
for action_name, count in action_name_counts.items(): flow.prop(pg, 'nla_track')
if count > 1:
layout.label(text=f'Duplicate action: {action_name}', icon='ERROR')
break
layout.separator() # SELECT ALL/NONE
row = sequences_panel.row(align=True)
row.label(text='Select')
row.operator(PSA_OT_export_actions_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_actions_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
# ACTIONS
if pg.sequence_source == 'ACTIONS':
rows = max(3, min(len(pg.action_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'action_list', pg, 'action_list_index', rows=rows)
elif pg.sequence_source == 'TIMELINE_MARKERS':
rows = max(3, min(len(pg.marker_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'marker_list', pg, 'marker_list_index', rows=rows)
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
rows = max(3, min(len(pg.nla_strip_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'nla_strip_list', pg, 'nla_strip_list_index', rows=rows)
col = sequences_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
# Determine if there is going to be a naming conflict and display an error, if so.
selected_items = [x for x in pg.action_list if x.is_selected]
action_names = [x.name for x in selected_items]
action_name_counts = Counter(action_names)
for action_name, count in action_name_counts.items():
if count > 1:
text = bpy.app.translations.pgettext_iface('Duplicate action: {action_name}')
text = text.format(action_name=action_name)
sequences_panel.label(text, icon='ERROR')
break
# BONES # BONES
row = layout.row(align=True) bones_header, bones_panel = layout.panel('bones_panel_id', default_closed=False)
row.prop(pg, 'bone_filter_mode', text='Bones') bones_header.label(text='Bones', icon='BONE_DATA')
if pg.bone_filter_mode == 'BONE_COLLECTIONS': if bones_panel is not None:
row = layout.row(align=True) row = bones_panel.row(align=True)
row.label(text='Select') row.prop(pg, 'bone_filter_mode', text='Bones')
row.operator(PSA_OT_export_bone_collections_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_bone_collections_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_collection_list), 10))
layout.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows)
layout.prop(pg, 'should_enforce_bone_name_restrictions') if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row(align=True)
row.label(text='Select')
row.operator(PSA_OT_export_bone_collections_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_bone_collections_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_collection_list), 10))
bones_panel.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows)
layout.separator() bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# ROOT MOTION # ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion') advanced_header, advanced_panel = layout.panel('advanced_panel_id', default_closed=False)
advanced_header.label(text='Advanced')
if advanced_panel is not None:
advanced_panel.prop(pg, 'root_motion', text='Root Motion')
@classmethod @classmethod
def _check_context(cls, context): def _check_context(cls, context):
@@ -354,7 +372,9 @@ class PSA_OT_export(Operator, ExportHelper):
animation_data = animation_data_object.animation_data animation_data = animation_data_object.animation_data
if animation_data is None: if animation_data is None:
raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'') message = bpy.app.translations.pgettext_iface('No animation data for object "{name}"')
message = message.format(name=animation_data_object.name)
raise RuntimeError(message)
export_sequences: List[PsaBuildSequence] = [] export_sequences: List[PsaBuildSequence] = []
@@ -392,7 +412,8 @@ class PSA_OT_export(Operator, ExportHelper):
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [nla_strip_item.action]) export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [nla_strip_item.action])
export_sequences.append(export_sequence) export_sequences.append(export_sequence)
else: else:
raise ValueError(f'Unhandled sequence source: {pg.sequence_source}') message = bpy.app.translations.pgettext_iface('Unhandled sequence source: {sequence_source}')
raise ValueError(message.format(sequence_source=pg.sequence_source))
options = PsaBuildOptions() options = PsaBuildOptions()
options.animation_data = animation_data options.animation_data = animation_data

View File

@@ -141,9 +141,9 @@ class PSA_PG_export(PropertyGroup):
options=empty_set, options=empty_set,
description='', description='',
items=( items=(
('ALL', 'All', 'All bones will be exported.'), ('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections', 'Only bones belonging to the selected bone collections and their ' ('BONE_COLLECTIONS', 'Bone Collections', 'Only bones belonging to the selected bone collections and their '
'ancestors will be exported.'), 'ancestors will be exported'),
) )
) )
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item) bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
@@ -152,7 +152,7 @@ class PSA_PG_export(PropertyGroup):
default=False, default=False,
name='Enforce Bone Name Restrictions', name='Enforce Bone Name Restrictions',
description='Bone names restrictions will be enforced. Note that bone names without properly formatted names ' description='Bone names restrictions will be enforced. Note that bone names without properly formatted names '
'may not be able to be referenced in-engine' 'may not be able to be referenced by some versions of the Unreal Engine'
) )
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)
@@ -168,18 +168,18 @@ class PSA_PG_export(PropertyGroup):
description='Invert filtering (show hidden items, and vice versa)') description='Invert filtering (show hidden items, and vice versa)')
sequence_filter_asset: BoolProperty( sequence_filter_asset: BoolProperty(
default=False, default=False,
name='Show assets', name='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( sequence_filter_pose_marker: BoolProperty(
default=True, default=True,
name='Show pose markers', name='Pose Markers',
options=empty_set) 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)
sequence_filter_reversed: BoolProperty( sequence_filter_reversed: BoolProperty(
default=True, default=True,
options=empty_set, options=empty_set,
name='Show Reversed', name='Reversed',
description='Show reversed sequences' description='Show reversed sequences'
) )

View File

@@ -15,7 +15,7 @@ class PSA_UL_export_sequences(UIList):
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 = cast(PSA_PG_export_action_list_item, item) item = cast(PSA_PG_export_action_list_item, item)
is_pose_marker = hasattr(item, 'is_pose_marker') and item.is_pose_marker 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, translate=False)
if hasattr(item, 'action') and item.action is not None and item.action.asset_data is not None: if hasattr(item, 'action') and item.action is not None and item.action.asset_data is not None:
layout.label(text='', icon='ASSET_MANAGER') layout.label(text='', icon='ASSET_MANAGER')
@@ -24,27 +24,25 @@ class PSA_UL_export_sequences(UIList):
if item.frame_end < item.frame_start: if item.frame_end < item.frame_start:
row.label(text='', icon='FRAME_PREV') row.label(text='', icon='FRAME_PREV')
if is_pose_marker: if is_pose_marker:
row.label(text=item.action.name, icon='PMARKER') row.label(text=item.action.name, icon='PMARKER', translate=False)
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()
subrow = row.row(align=True) subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_name', text="") subrow.prop(pg, 'sequence_filter_name', text='')
subrow.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT') subrow.prop(pg, 'sequence_use_filter_invert', text='', icon='ARROW_LEFTRIGHT')
# subrow.prop(pg, 'sequence_use_filter_sort_reverse', text='', icon='SORT_ASC')
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') subrow.prop(pg, 'sequence_filter_pose_marker', icon_only=True, icon='PMARKER')
subrow.prop(pg, 'sequence_filter_reversed', text="", icon='FRAME_PREV') subrow.prop(pg, 'sequence_filter_reversed', text='', icon='FRAME_PREV')
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 = list(range(len(actions))) flt_neworder = list(range(len(actions)))
return flt_flags, flt_neworder return flt_flags, flt_neworder

View File

@@ -1,8 +1,9 @@
import os import os
from pathlib import Path from pathlib import Path
import bpy
from bpy.props import StringProperty from bpy.props import StringProperty
from bpy.types import Operator, Event, Context from bpy.types import Operator, Event, Context, FileHandler
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from .properties import get_visible_sequences from .properties import get_visible_sequences
@@ -28,7 +29,7 @@ class PSA_OT_import_sequences_from_text(Operator):
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
pg = getattr(context.scene, 'psa_import') pg = getattr(context.scene, 'psa_import')
layout.label(icon='INFO', text='Each sequence name should be on a new line.') layout.label(icon='INFO', text='Each sequence name should be on a new line')
layout.prop(pg, 'select_text', text='') layout.prop(pg, 'select_text', text='')
def execute(self, context): def execute(self, context):
@@ -43,14 +44,16 @@ class PSA_OT_import_sequences_from_text(Operator):
if sequence.action_name == line: if sequence.action_name == line:
sequence.is_selected = True sequence.is_selected = True
count += 1 count += 1
self.report({'INFO'}, f'Selected {count} sequence(s)') message = bpy.app.translations.pgettext('Selected {count} sequence(s)')
message = message.format(count=count)
self.report({'INFO'}, message)
return {'FINISHED'} return {'FINISHED'}
class PSA_OT_import_sequences_select_all(Operator): class PSA_OT_import_sequences_select_all(Operator):
bl_idname = 'psa_import.sequences_select_all' bl_idname = 'psa_import.sequences_select_all'
bl_label = 'All' bl_label = 'All'
bl_description = 'Select all sequences' bl_description = 'Select all visible sequences'
bl_options = {'INTERNAL'} bl_options = {'INTERNAL'}
@classmethod @classmethod
@@ -89,23 +92,6 @@ class PSA_OT_import_sequences_deselect_all(Operator):
return {'FINISHED'} return {'FINISHED'}
class PSA_OT_import_select_file(Operator):
bl_idname = 'psa_import.select_file'
bl_label = 'Select'
bl_options = {'INTERNAL'}
bl_description = 'Select a PSA file from which to import animations'
filepath: StringProperty(subtype='FILE_PATH')
filter_glob: StringProperty(default="*.psa", options={'HIDDEN'})
def execute(self, context):
getattr(context.scene, 'psa_import').psa_file_path = self.filepath
return {"FINISHED"}
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {"RUNNING_MODAL"}
def load_psa_file(context, filepath: str): 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()
@@ -182,17 +168,22 @@ class PSA_OT_import(Operator, ImportHelper):
try: try:
options.psa_config = read_psa_config(psa_reader, str(config_path)) options.psa_config = read_psa_config(psa_reader, str(config_path))
except Exception as e: except Exception as e:
self.report({'WARNING'}, f'Failed to read PSA config file: {e}') message = bpy.app.translations.pgettext_iface('Failed to read PSA config file: {error}')
message = message.format(error=str(e))
self.report({'WARNING'}, message)
result = import_psa(context, psa_reader, context.view_layer.objects.active, options) result = import_psa(context, psa_reader, context.view_layer.objects.active, options)
if len(result.warnings) > 0: if len(result.warnings) > 0:
message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n' message = bpy.app.translations.pgettext_iface('Imported {action_count} action(s) with {warning_count} warning(s)')
message = message.format(action_count=len(sequence_names), warning_count=len(result.warnings))
self.report({'WARNING'}, message) self.report({'WARNING'}, message)
for warning in result.warnings: for warning in result.warnings:
self.report({'WARNING'}, warning) self.report({'WARNING'}, warning)
else: else:
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)') message = bpy.app.translations.pgettext_iface('Imported {action_count} action(s)')
message = message.format(action_count=len(sequence_names))
self.report({'INFO'}, message)
return {'FINISHED'} return {'FINISHED'}
@@ -207,67 +198,82 @@ class PSA_OT_import(Operator, ImportHelper):
layout = self.layout layout = self.layout
pg = getattr(context.scene, 'psa_import') pg = getattr(context.scene, 'psa_import')
if pg.psa_error: sequences_header, sequences_panel = layout.panel('sequences_panel_id', default_closed=False)
row = layout.row() sequences_header.label(text='Sequences')
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') if sequences_panel:
if pg.psa_error:
row = sequences_panel.row()
row.label(text='Select a PSA file', icon='ERROR')
else:
# Select buttons.
rows = max(3, min(len(pg.sequence_list), 10))
# Select buttons. row = sequences_panel.row()
rows = max(3, min(len(pg.sequence_list), 10)) col = row.column()
row = box.row() row2 = col.row(align=True)
col = row.column() row2.label(text='Select')
row2.operator(PSA_OT_import_sequences_from_text.bl_idname, text='', icon='TEXT')
row2.operator(PSA_OT_import_sequences_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row2.operator(PSA_OT_import_sequences_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
row2 = col.row(align=True) col = col.row()
row2.label(text='Select') col.template_list('PSA_UL_import_sequences', '', pg, 'sequence_list', pg, 'sequence_list_index', rows=rows)
row2.operator(PSA_OT_import_sequences_from_text.bl_idname, text='', icon='TEXT')
row2.operator(PSA_OT_import_sequences_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row2.operator(PSA_OT_import_sequences_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
col = col.row() col = sequences_panel.column(heading='')
col.template_list('PSA_UL_import_sequences', '', 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_split = True
col.use_property_decorate = False col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
col.separator()
# FPS
col.prop(pg, 'fps_source') col.prop(pg, 'fps_source')
if pg.fps_source == 'CUSTOM': if pg.fps_source == 'CUSTOM':
col.prop(pg, 'fps_custom') col.prop(pg, 'fps_custom')
col.prop(pg, 'should_overwrite')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
col = layout.column(heading='Options') data_header, data_panel = layout.panel('data_panel_id', default_closed=False)
col.use_property_split = True data_header.label(text='Data')
col.use_property_decorate = False
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_config_file')
col.prop(pg, 'should_use_action_name_prefix') if data_panel:
col = data_panel.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')
if pg.should_use_action_name_prefix: if pg.should_write_keyframes:
col.prop(pg, 'action_name_prefix') col = col.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
advanced_header, advanced_panel = layout.panel('advanced_panel_id', default_closed=True)
advanced_header.label(text='Advanced')
if advanced_panel:
col = advanced_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
col = advanced_panel.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_config_file')
class PSA_FH_import(FileHandler):
bl_idname = 'PSA_FH_import'
bl_label = ''
bl_import_operator = 'psa_import.import'
bl_file_extensions = '.psa'
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
classes = ( classes = (
@@ -275,5 +281,5 @@ classes = (
PSA_OT_import_sequences_deselect_all, PSA_OT_import_sequences_deselect_all,
PSA_OT_import_sequences_from_text, PSA_OT_import_sequences_from_text,
PSA_OT_import, PSA_OT_import,
PSA_OT_import_select_file, PSA_FH_import,
) )

View File

@@ -30,7 +30,7 @@ class PSA_PG_import(PropertyGroup):
sequence_list_index: IntProperty(name='', default=0) sequence_list_index: IntProperty(name='', default=0)
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 ' description='Assign each imported action a fake user so that the data block is '
'saved even it has no users', 'always saved',
options=empty_set) options=empty_set)
should_use_config_file: BoolProperty(default=True, name='Use Config File', should_use_config_file: BoolProperty(default=True, name='Use Config File',
description='Use the .config file that is sometimes generated when the PSA ' description='Use the .config file that is sometimes generated when the PSA '
@@ -48,8 +48,8 @@ class PSA_PG_import(PropertyGroup):
'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)
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 ' description='Additional data will be written to the properties of the Action '
'Action (e.g., frame rate)') '(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')
@@ -64,24 +64,24 @@ class PSA_PG_import(PropertyGroup):
'Recommended if you do not plan on editing the actions directly' 'Recommended if you do not plan on editing the actions directly'
) )
bone_mapping_mode: EnumProperty( bone_mapping_mode: EnumProperty(
name='Bone Mapping', name='Bone Name Mapping',
options=empty_set, options=empty_set,
description='The method by which bones from the incoming PSA file are mapped to the armature', description='The method by which bones from the PSA file are mapped to the bones of the armature',
items=( items=(
('EXACT', 'Exact', 'Bone names must match exactly.', 'EXACT', 0), ('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 ' ('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the PSA bone '
'\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1), '\'aBcDeF\' can be mapped to the armature bone \'ABCDEF\')', 'CASE_INSENSITIVE', 1),
) )
) )
fps_source: EnumProperty(name='FPS Source', items=( fps_source: EnumProperty(name='FPS Source', items=(
('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0), ('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0),
('SCENE', 'Scene', 'The sequence frame rate dilates to match that of the scene', 'SCENE_DATA', 1), ('SCENE', 'Scene', 'The sequence is resampled to the frame rate of the scene', 'SCENE_DATA', 1),
('CUSTOM', 'Custom', 'The sequence frame rate dilates to match a custom frame rate', 2), ('CUSTOM', 'Custom', 'The sequence is resampled to a custom frame rate', 2),
)) ))
fps_custom: FloatProperty( fps_custom: FloatProperty(
default=30.0, default=30.0,
name='Custom FPS', name='Custom FPS',
description='The frame rate to which the imported actions will be converted', description='The frame rate to which the imported sequences will be resampled to',
options=empty_set, options=empty_set,
min=1.0, min=1.0,
soft_min=1.0, soft_min=1.0,

View File

@@ -10,17 +10,16 @@ class PSA_UL_sequences(UIList):
split = row.split(align=True, factor=0.75) split = row.split(align=True, factor=0.75)
column = split.row(align=True) column = split.row(align=True)
column.alignment = 'LEFT' column.alignment = 'LEFT'
column.prop(item, 'is_selected', icon_only=True) column.prop(item, 'is_selected', text=getattr(item, 'action_name'), translate=False)
column.label(text=getattr(item, 'action_name'))
def draw_filter(self, context, layout): def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_import') pg = getattr(context.scene, 'psa_import')
row = layout.row() row = layout.row()
sub_row = row.row(align=True) sub_row = row.row(align=True)
sub_row.prop(pg, 'sequence_filter_name', text="") sub_row.prop(pg, 'sequence_filter_name', text='')
sub_row.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT') sub_row.prop(pg, 'sequence_use_filter_invert', text='', icon='ARROW_LEFTRIGHT')
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')

View File

@@ -2,7 +2,7 @@ import typing
from typing import List, Optional from typing import List, Optional
import bpy import bpy
import numpy import numpy as np
from bpy.types import FCurve, Object, Context from bpy.types import FCurve, Object, Context
from mathutils import Vector, Quaternion from mathutils import Vector, Quaternion
@@ -46,16 +46,16 @@ def _calculate_fcurve_data(import_bone: ImportBone, key_data: typing.Iterable[fl
key_location = Vector(key_data[4:]) key_location = Vector(key_data[4:])
q = import_bone.post_rotation.copy() q = import_bone.post_rotation.copy()
q.rotate(import_bone.original_rotation) q.rotate(import_bone.original_rotation)
quat = q rotation = q
q = import_bone.post_rotation.copy() q = import_bone.post_rotation.copy()
if import_bone.parent is None: if import_bone.parent is None:
q.rotate(key_rotation.conjugated()) q.rotate(key_rotation.conjugated())
else: else:
q.rotate(key_rotation) q.rotate(key_rotation)
quat.rotate(q.conjugated()) rotation.rotate(q.conjugated())
loc = key_location - import_bone.original_location location = key_location - import_bone.original_location
loc.rotate(import_bone.post_rotation.conjugated()) location.rotate(import_bone.post_rotation.conjugated())
return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z return rotation.w, rotation.x, rotation.y, rotation.z, location.x, location.y, location.z
class PsaImportResult: class PsaImportResult:
@@ -79,6 +79,51 @@ def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_name
return armature_bone_index return armature_bone_index
return None return None
def _get_sample_frame_times(source_frame_count: int, frame_step: float) -> typing.Iterable[float]:
# TODO: for correctness, we should also emit the target frame time as well (because the last frame can be a
# fractional frame).
time = 0.0
while time < source_frame_count - 1:
yield time
time += frame_step
yield source_frame_count - 1
def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, frame_step: float = 1.0) -> np.ndarray:
"""
Resamples the sequence data matrix to the target frame count.
@param sequence_data_matrix: FxBx7 matrix where F is the number of frames, B is the number of bones, and X is the
number of data elements per bone.
@param frame_step: The step between frames in the resampled sequence.
@return: The resampled sequence data matrix, or sequence_data_matrix if no resampling is necessary.
"""
if frame_step == 1.0:
# No resampling is necessary.
return sequence_data_matrix
source_frame_count, bone_count = sequence_data_matrix.shape[:2]
sample_frame_times = list(_get_sample_frame_times(source_frame_count, frame_step))
target_frame_count = len(sample_frame_times)
resampled_sequence_data_matrix = np.zeros((target_frame_count, bone_count, 7), dtype=float)
for sample_frame_index, sample_frame_time in enumerate(sample_frame_times):
frame_index = int(sample_frame_time)
if sample_frame_time % 1.0 == 0.0:
# Sample time has no fractional part, so just copy the frame.
resampled_sequence_data_matrix[sample_frame_index, :, :] = sequence_data_matrix[frame_index, :, :]
else:
# Sample time has a fractional part, so interpolate between two frames.
next_frame_index = frame_index + 1
for bone_index in range(bone_count):
source_frame_1_data = sequence_data_matrix[frame_index, bone_index, :]
source_frame_2_data = sequence_data_matrix[next_frame_index, bone_index, :]
factor = sample_frame_time - frame_index
q = Quaternion((source_frame_1_data[:4])).slerp(Quaternion((source_frame_2_data[:4])), factor)
q.normalize()
l = Vector(source_frame_1_data[4:]).lerp(Vector(source_frame_2_data[4:]), factor)
resampled_sequence_data_matrix[sample_frame_index, bone_index, :] = q.w, q.x, q.y, q.z, l.x, l.y, l.z
return resampled_sequence_data_matrix
def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object, options: PsaImportOptions) -> PsaImportResult: def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object, options: PsaImportOptions) -> PsaImportResult:
result = PsaImportResult() result = PsaImportResult()
@@ -113,16 +158,16 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
psa_bone_name = psa_bone_names[psa_bone_index] psa_bone_name = psa_bone_names[psa_bone_index]
armature_bone_name = armature_bone_names[armature_bone_index] armature_bone_name = armature_bone_names[armature_bone_index]
mapped_psa_bone_name = psa_bone_names[mapped_psa_bone_index] mapped_psa_bone_name = psa_bone_names[mapped_psa_bone_index]
result.warnings.append(f'PSA bone {psa_bone_index} ({psa_bone_name}) could not be mapped to armature bone {armature_bone_index} ({armature_bone_name}) because the armature bone is already mapped to PSA bone {mapped_psa_bone_index} ({mapped_psa_bone_name})') message = bpy.app.translations.pgettext_iface('PSA bone {bone_index} ({bone_name}) could not be mapped to armature bone {armature_bone_index} ({armature_bone_name}) because the armature bone is already mapped to PSA bone {mapped_psa_bone_index} ({mapped_psa_bone_name})')
message = message.format(bone_index=psa_bone_index, bone_name=psa_bone_name, armature_bone_index=armature_bone_index, armature_bone_name=armature_bone_name, mapped_psa_bone_index=mapped_psa_bone_index, mapped_psa_bone_name=mapped_psa_bone_name)
result.warnings.append(message)
# 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:
result.warnings.append( message = bpy.app.translations.pgettext_iface('The armature \'{armature_name}\' is missing {count} bones that exist in the PSA:\n{missing_bone_names}')
f'The armature \'{armature_object.name}\' is missing {len(missing_bone_names)} bones that exist in ' message = message.format(armature_name=armature_object.name, count=len(missing_bone_names), missing_bone_names=str(list(sorted(missing_bone_names))))
'the PSA:\n' + result.warnings.append(message)
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.
@@ -142,8 +187,10 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
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):
armature_bone = import_bone.armature_bone armature_bone = import_bone.armature_bone
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names: if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
import_bone.parent = import_bones_dict[armature_bone.parent.name] import_bone.parent = import_bones_dict[armature_bone.parent.name]
# Calculate the original location & rotation of each bone (in world-space maybe?) # Calculate the original location & rotation of each bone (in world-space maybe?)
if import_bone.parent is not None: if import_bone.parent is not None:
import_bone.original_location = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation import_bone.original_location = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
@@ -153,7 +200,8 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
import_bone.original_rotation.conjugate() import_bone.original_rotation.conjugate()
else: else:
import_bone.original_location = armature_bone.matrix_local.translation.copy() import_bone.original_location = armature_bone.matrix_local.translation.copy()
import_bone.original_rotation = armature_bone.matrix_local.to_quaternion() import_bone.original_rotation = armature_bone.matrix_local.to_quaternion().conjugated()
import_bone.post_rotation = import_bone.original_rotation.conjugated() import_bone.post_rotation = import_bone.original_rotation.conjugated()
context.window_manager.progress_begin(0, len(sequences)) context.window_manager.progress_begin(0, len(sequences))
@@ -176,22 +224,21 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
action = bpy.data.actions.new(name=action_name) action = bpy.data.actions.new(name=action_name)
# Calculate the target FPS. # Calculate the target FPS.
target_fps = sequence.fps match options.fps_source:
if options.fps_source == 'CUSTOM': case 'CUSTOM':
target_fps = options.fps_custom target_fps = options.fps_custom
elif options.fps_source == 'SCENE': case 'SCENE':
target_fps = context.scene.render.fps target_fps = context.scene.render.fps
elif options.fps_source == 'SEQUENCE': case 'SEQUENCE':
target_fps = sequence.fps target_fps = sequence.fps
else: case _:
raise ValueError(f'Unknown FPS source: {options.fps_source}') message = bpy.app.translations.pgettext_iface('Invalid FPS source: {fps_source}')
message = message.format(fps_source=options.fps_source)
keyframe_time_dilation = target_fps / sequence.fps raise ValueError(message)
if options.should_write_keyframes: if options.should_write_keyframes:
# Remove existing f-curves (replace with action.fcurves.clear() in Blender 3.2) # Remove existing f-curves.
while len(action.fcurves) > 0: action.fcurves.clear()
action.fcurves.remove(action.fcurves[-1])
# Create f-curves for the rotation and location of each bone. # Create f-curves for the rotation and location of each bone.
for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items(): for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items():
@@ -225,19 +272,25 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# 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)
# Write the keyframes out. # Resample the sequence data to the target FPS.
fcurve_data = numpy.zeros(2 * sequence.frame_count, dtype=float) # If the target frame count is the same as the source frame count, this will be a no-op.
resampled_sequence_data_matrix = _resample_sequence_data_matrix(sequence_data_matrix,
frame_step=sequence.fps / target_fps)
# Write the keyframes out.
# Note that the f-curve data consists of alternating time and value data.
target_frame_count = resampled_sequence_data_matrix.shape[0]
fcurve_data = np.zeros(2 * target_frame_count, dtype=float)
fcurve_data[0::2] = range(0, target_frame_count)
# Populate the keyframe time data.
fcurve_data[0::2] = [x * keyframe_time_dilation for x in range(sequence.frame_count)]
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, fcurve in enumerate(import_bone.fcurves):
if fcurve is None: if fcurve is None:
continue continue
fcurve_data[1::2] = sequence_data_matrix[:, bone_index, fcurve_index] fcurve_data[1::2] = resampled_sequence_data_matrix[:, bone_index, fcurve_index]
fcurve.keyframe_points.add(sequence.frame_count) fcurve.keyframe_points.add(target_frame_count)
fcurve.keyframe_points.foreach_set('co', fcurve_data) fcurve.keyframe_points.foreach_set('co', fcurve_data)
for fcurve_keyframe in fcurve.keyframe_points: for fcurve_keyframe in fcurve.keyframe_points:
fcurve_keyframe.interpolation = 'LINEAR' fcurve_keyframe.interpolation = 'LINEAR'

View File

@@ -1,5 +1,7 @@
import ctypes import ctypes
import warnings
import bpy.app.translations
import numpy as np import numpy as np
from .data import * from .data import *
@@ -11,15 +13,14 @@ def _try_fix_cue4parse_issue_103(sequences) -> bool:
# The issue was that the frame_start_index was not being set correctly, and was always being set to the same value # The issue was that the frame_start_index was not being set correctly, and was always being set to the same value
# as the frame_count. # as the frame_count.
# This fix will eventually be deprecated as it is only necessary for files exported prior to the fix. # This fix will eventually be deprecated as it is only necessary for files exported prior to the fix.
if len(sequences) > 0: if len(sequences) > 0 and sequences[0].frame_start_index == sequences[0].frame_count:
if sequences[0].frame_start_index == sequences[0].frame_count: # Manually set the frame_start_index for each sequence. This assumes that the sequences are in order with
# Manually set the frame_start_index for each sequence. This assumes that the sequences are in order with # no shared frames between sequences (all exporters that I know of do this, so it's a safe assumption).
# no shared frames between sequences (all exporters that I know of do this, so it's a safe assumption). frame_start_index = 0
frame_start_index = 0 for i, sequence in enumerate(sequences):
for i, sequence in enumerate(sequences): sequence.frame_start_index = frame_start_index
sequence.frame_start_index = frame_start_index frame_start_index += sequence.frame_count
frame_start_index += sequence.frame_count return True
return True
return False return False
@@ -114,5 +115,7 @@ class PsaReader(object):
fp.seek(section.data_size * section.data_count, 1) fp.seek(section.data_size * section.data_count, 1)
else: else:
fp.seek(section.data_size * section.data_count, 1) fp.seek(section.data_size * section.data_count, 1)
print(f'Unrecognized section in PSA: "{section.name}"') message = bpy.app.translations.pgettext_iface('Unhandled section "{section_name}" at position {position}')
message = message.format(section_name=section.name.decode(), position=fp.tell())
warnings.warn(message)
return psa return psa

View File

@@ -1,15 +1,19 @@
from typing import Optional
import bmesh import bmesh
import bpy import bpy
from bpy.types import Armature import numpy as np
from bpy.types import Armature, Material
from .data import * from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags
from ..helpers import * from ..helpers import *
class PskInputObjects(object): class PskInputObjects(object):
def __init__(self): def __init__(self):
self.mesh_objects = [] self.mesh_objects = set()
self.armature_object = None self.armature_object: Optional[Object] = None
class PskBuildOptions(object): class PskBuildOptions(object):
@@ -17,24 +21,35 @@ class PskBuildOptions(object):
self.bone_filter_mode = 'ALL' self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = [] self.bone_collection_indices: List[int] = []
self.use_raw_mesh_data = True self.use_raw_mesh_data = True
self.material_names: List[str] = [] self.materials: List[Material] = []
self.should_enforce_bone_name_restrictions = False self.should_enforce_bone_name_restrictions = False
def get_psk_input_objects(context) -> PskInputObjects: def get_psk_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects() input_objects = PskInputObjects()
for selected_object in context.view_layer.objects.selected:
if selected_object.type != 'MESH':
raise RuntimeError(f'Selected object "{selected_object.name}" is not a mesh')
input_objects.mesh_objects = context.view_layer.objects.selected # Check if the active object is an armature.
if context.active_object is not None and context.active_object.type == 'ARMATURE':
# Collect all the mesh objects that have an armature modifier referencing the active armature.
input_objects.armature_object = context.active_object
for obj in filter(lambda x: x.type == 'MESH' and x.visible_get(), context.view_layer.objects):
for modifier in obj.modifiers:
if modifier.type == 'ARMATURE' and modifier.object == input_objects.armature_object:
input_objects.mesh_objects.add(obj)
for selected_object in context.view_layer.objects.selected:
if selected_object is input_objects.armature_object:
continue
if selected_object.type == 'MESH':
input_objects.mesh_objects.add(selected_object)
if len(input_objects.mesh_objects) == 0: if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected') raise RuntimeError('At least one mesh must be selected')
for mesh_object in input_objects.mesh_objects: for mesh_object in input_objects.mesh_objects:
if len(mesh_object.data.materials) == 0: if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material') message = bpy.app.translations.pgettext_iface('Mesh "{object_name}" must have at least one material')
raise RuntimeError(message.format(object_name=mesh_object.name))
# Ensure that there are either no armature modifiers (static mesh) # Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between # or that there is exactly one armature modifier object shared between
@@ -46,12 +61,15 @@ def get_psk_input_objects(context) -> PskInputObjects:
if len(modifiers) == 0: if len(modifiers) == 0:
continue continue
elif len(modifiers) > 1: elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have only one armature modifier') message = bpy.app.translations.pgettext_iface('Mesh "{object_name}" must have only one armature modifier')
raise RuntimeError(message.format(object_name=mesh_object.name))
armature_modifier_objects.add(modifiers[0].object) armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1: if len(armature_modifier_objects) > 1:
armature_modifier_names = [x.name for x in armature_modifier_objects] armature_modifier_names = [x.name for x in armature_modifier_objects]
raise RuntimeError(f'All selected meshes must have the same armature modifier, encountered {len(armature_modifier_names)} ({", ".join(armature_modifier_names)})') message = bpy.app.translations.pgettext_iface('All selected meshes must have the same armature modifier, encountered {count} ({names})')
message = message.format(count=len(armature_modifier_objects), names=', '.join(armature_modifier_names))
raise RuntimeError(message)
elif len(armature_modifier_objects) == 1: elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0] input_objects.armature_object = list(armature_modifier_objects)[0]
@@ -61,7 +79,7 @@ def get_psk_input_objects(context) -> PskInputObjects:
class PskBuildResult(object): class PskBuildResult(object):
def __init__(self): def __init__(self):
self.psk = None self.psk = None
self.warnings = [] self.warnings: List[str] = []
def build_psk(context, options: PskBuildOptions) -> PskBuildResult: def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
@@ -72,9 +90,9 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
psk = Psk() psk = Psk()
bones = [] bones = []
if armature_object is None: if armature_object is None or len(armature_object.data.bones) == 0:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement # If the mesh has no armature object or no bones, simply assign it a dummy bone at the root to satisfy the
# that a PSK file must have at least one bone. # requirement that a PSK file must have at least one bone.
psk_bone = Psk.Bone() psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252') psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0 psk_bone.flags = 0
@@ -97,8 +115,8 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
try: try:
psk_bone.name = bytes(bone.name, encoding='windows-1252') psk_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError: except UnicodeEncodeError:
raise RuntimeError( message = bpy.app.translations.pgettext_iface('Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
f'Bone name "{bone.name}" contains characters that cannot be encoded in the Windows-1252 codepage') raise RuntimeError(message.format(name=bone.name))
psk_bone.flags = 0 psk_bone.flags = 0
psk_bone.children_count = 0 psk_bone.children_count = 0
@@ -135,21 +153,26 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
psk.bones.append(psk_bone) psk.bones.append(psk_bone)
# MATERIALS # MATERIALS
material_names = options.material_names for material in options.materials:
for material_name in material_names:
psk_material = Psk.Material() psk_material = Psk.Material()
try: try:
psk_material.name = bytes(material_name, encoding='windows-1252') psk_material.name = bytes(material.name, encoding='windows-1252')
except UnicodeEncodeError: except UnicodeEncodeError:
raise RuntimeError(f'Material name "{material_name}" contains characters that cannot be encoded in the Windows-1252 codepage') message = bpy.app.translations.pgettext_iface('Material name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(message.format(name=material.name))
psk_material.texture_index = len(psk.materials) psk_material.texture_index = len(psk.materials)
psk_material.poly_flags = triangle_type_and_bit_flags_to_poly_flags(material.psk.mesh_triangle_type,
material.psk.mesh_triangle_bit_flags)
psk.materials.append(psk_material) psk.materials.append(psk_material)
context.window_manager.progress_begin(0, len(input_objects.mesh_objects)) context.window_manager.progress_begin(0, len(input_objects.mesh_objects))
material_names = [m.name for m in options.materials]
for object_index, input_mesh_object in enumerate(input_objects.mesh_objects): for object_index, input_mesh_object in enumerate(input_objects.mesh_objects):
should_flip_normals = False
# MATERIALS # MATERIALS
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots] material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
@@ -177,8 +200,16 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
mesh_object.matrix_world = input_mesh_object.matrix_world mesh_object.matrix_world = input_mesh_object.matrix_world
scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z) scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
if any(map(lambda x: x < 0, scale)):
result.warnings.append(f'Mesh "{input_mesh_object.name}" has negative scaling which may result in inverted normals.') # Negative scaling in Blender results in inverted normals after the scale is applied. However, if the scale
# is not applied, the normals will appear unaffected in the viewport. The evaluated mesh data used in the
# export will have the scale applied, but this behavior is not obvious to the user.
#
# In order to have the exporter be as WYSIWYG as possible, we need to check for negative scaling and invert
# the normals if necessary. If two axes have negative scaling and the third has positive scaling, the
# normals will be correct. We can detect this by checking if the number of negative scaling axes is odd. If
# it is, we need to invert the normals of the mesh by swapping the order of the vertices in each face.
should_flip_normals = sum(1 for x in scale if x < 0) % 2 == 1
# Copy the vertex groups # Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups: for vertex_group in input_mesh_object.vertex_groups:
@@ -207,11 +238,11 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
# Build a list of non-unique wedges. # Build a list of non-unique wedges.
wedges = [] wedges = []
for loop_index, loop in enumerate(mesh_data.loops): for loop_index, loop in enumerate(mesh_data.loops):
wedge = Psk.Wedge() wedges.append(Psk.Wedge(
wedge.point_index = loop.vertex_index + vertex_offset point_index=loop.vertex_index + vertex_offset,
wedge.u, wedge.v = uv_layer[loop_index].uv u=uv_layer[loop_index].uv[0],
wedge.v = 1.0 - wedge.v v=1.0 - uv_layer[loop_index].uv[1]
wedges.append(wedge) ))
# Assign material indices to the wedges. # Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles: for triangle in mesh_data.loop_triangles:
@@ -219,8 +250,8 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
wedges[loop_index].material_index = material_indices[triangle.material_index] wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices # Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {} wedge_indices = dict()
loop_wedge_indices = [-1] * len(mesh_data.loops) loop_wedge_indices = np.full(len(mesh_data.loops), -1)
for loop_index, wedge in enumerate(wedges): for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge) wedge_hash = hash(wedge)
if wedge_hash in wedge_indices: if wedge_hash in wedge_indices:
@@ -233,6 +264,7 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
# FACES # FACES
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True) poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True)
psk_face_start_index = len(psk.faces)
for f in mesh_data.loop_triangles: for f in mesh_data.loop_triangles:
face = Psk.Face() face = Psk.Face()
face.material_index = material_indices[f.material_index] face.material_index = material_indices[f.material_index]
@@ -242,6 +274,11 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
face.smoothing_groups = poly_groups[f.polygon_index] face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face) psk.faces.append(face)
if should_flip_normals:
# Invert the normals of the faces.
for face in psk.faces[psk_face_start_index:]:
face.wedge_indices[0], face.wedge_indices[2] = face.wedge_indices[2], face.wedge_indices[0]
# WEIGHTS # WEIGHTS
if armature_object is not None: if armature_object is not None:
armature_data = typing.cast(Armature, armature_object.data) armature_data = typing.cast(Armature, armature_object.data)

View File

@@ -5,11 +5,11 @@ from ..data import *
class Psk(object): class Psk(object):
class Wedge(object): class Wedge(object):
def __init__(self): def __init__(self, point_index: int, u: float, v: float, material_index: int = 0):
self.point_index: int = 0 self.point_index: int = point_index
self.u: float = 0.0 self.u: float = u
self.v: float = 0.0 self.v: float = v
self.material_index: int = 0 self.material_index = material_index
def __hash__(self): def __hash__(self):
return hash(f'{self.point_index}-{self.u}-{self.v}-{self.material_index}') return hash(f'{self.point_index}-{self.u}-{self.v}-{self.material_index}')

View File

@@ -1,3 +1,4 @@
import bpy
from bpy.props import StringProperty from bpy.props import StringProperty
from bpy.types import Operator from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper from bpy_extras.io_utils import ExportHelper
@@ -20,19 +21,20 @@ def is_bone_filter_mode_item_available(context, identifier):
def populate_material_list(mesh_objects, material_list): def populate_material_list(mesh_objects, material_list):
material_list.clear() material_list.clear()
material_names = [] materials = []
for mesh_object in mesh_objects: for mesh_object in mesh_objects:
for i, material_slot in enumerate(mesh_object.material_slots): for i, material_slot in enumerate(mesh_object.material_slots):
material = material_slot.material material = material_slot.material
# TODO: put this in the poll arg? # TODO: put this in the poll arg?
if material is None: if material is None:
raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')') message = bpy.app.translations.pgettext_iface('Material slot cannot be empty (index {index})')
if material.name not in material_names: raise RuntimeError(message.format(index=i))
material_names.append(material.name) if material not in materials:
materials.append(material)
for index, material_name in enumerate(material_names):
for index, material in enumerate(materials):
m = material_list.add() m = material_list.add()
m.material_name = material_name m.material = material
m.index = index m.index = index
@@ -51,7 +53,7 @@ class PSK_OT_material_list_move_up(Operator):
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index - 1) pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
pg.material_list_index -= 1 pg.material_list_index -= 1
return {"FINISHED"} return {'FINISHED'}
class PSK_OT_material_list_move_down(Operator): class PSK_OT_material_list_move_down(Operator):
@@ -69,7 +71,7 @@ class PSK_OT_material_list_move_down(Operator):
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index + 1) pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
pg.material_list_index += 1 pg.material_list_index += 1
return {"FINISHED"} return {'FINISHED'}
class PSK_OT_export(Operator, ExportHelper): class PSK_OT_export(Operator, ExportHelper):
@@ -121,37 +123,40 @@ class PSK_OT_export(Operator, ExportHelper):
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
# MESH # MESH
box = layout.box() mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
box.label(text='Mesh', icon='MESH_DATA') mesh_header.label(text='Mesh', icon='MESH_DATA')
box.prop(pg, 'use_raw_mesh_data') if mesh_panel is not None:
mesh_panel.prop(pg, 'use_raw_mesh_data')
# BONES # BONES
box = layout.box() bones_header, bones_panel = layout.panel('bones_panel_id', default_closed=False)
box.label(text='Bones', icon='BONE_DATA') bones_header.label(text='Bones', icon='BONE_DATA')
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static if bones_panel is not None:
row = box.row(align=True) bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
for item in bone_filter_mode_items: row = bones_panel.row(align=True)
identifier = item.identifier for item in bone_filter_mode_items:
item_layout = row.row(align=True) identifier = item.identifier
item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier) item_layout = row.row(align=True)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier) item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if pg.bone_filter_mode == 'BONE_COLLECTIONS': if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = box.row() row = bones_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10)) rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows) row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows)
box.prop(pg, 'should_enforce_bone_name_restrictions') bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# MATERIALS # MATERIALS
box = layout.box() materials_header, materials_panel = layout.panel('materials_panel_id', default_closed=False)
box.label(text='Materials', icon='MATERIAL') materials_header.label(text='Materials', icon='MATERIAL')
row = box.row() if materials_panel is not None:
rows = max(3, min(len(pg.bone_collection_list), 10)) row = materials_panel.row()
row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows) rows = max(3, min(len(pg.bone_collection_list), 10))
col = row.column(align=True) row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP') col = row.column(align=True)
col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN') col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP')
col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN')
def execute(self, context): def execute(self, context):
pg = context.scene.psk_export pg = context.scene.psk_export
@@ -159,16 +164,17 @@ class PSK_OT_export(Operator, ExportHelper):
options.bone_filter_mode = pg.bone_filter_mode options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected] options.bone_collection_indices = [x.index for x in pg.bone_collection_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.materials = [m.material for m in pg.material_list]
options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
try: try:
result = build_psk(context, options) result = build_psk(context, options)
for warning in result.warnings: for warning in result.warnings:
self.report({'WARNING'}, warning) self.report({'WARNING'}, warning)
write_psk(result.psk, self.filepath) write_psk(result.psk, self.filepath)
if len(result.warnings) > 0: if len(result.warnings) > 0:
self.report({'WARNING'}, f'PSK export successful with {len(result.warnings)} warnings') message = bpy.app.translations.pgettext_iface('PSK export successful with {warning_count} warnings')
self.report({'WARNING'}, message.format(warning_count=len(result.warnings)))
else: else:
self.report({'INFO'}, f'PSK export successful') self.report({'INFO'}, f'PSK export successful')
except RuntimeError as e: except RuntimeError as e:

View File

@@ -1,18 +1,19 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, StringProperty from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
from bpy.types import PropertyGroup from bpy.types import PropertyGroup, Material
from ...types import PSX_PG_bone_collection_list_item from ...types import PSX_PG_bone_collection_list_item
empty_set = set()
class PSK_PG_material_list_item(PropertyGroup): class PSK_PG_material_list_item(PropertyGroup):
material_name: StringProperty() material: PointerProperty(type=Material)
index: IntProperty() index: IntProperty()
class PSK_PG_export(PropertyGroup): class PSK_PG_export(PropertyGroup):
bone_filter_mode: EnumProperty( bone_filter_mode: EnumProperty(
name='Bone Filter', name='Bone Filter',
options=set(), options=empty_set,
description='', description='',
items=( items=(
('ALL', 'All', 'All bones will be exported'), ('ALL', 'All', 'All bones will be exported'),

View File

@@ -4,7 +4,7 @@ from bpy.types import UIList
class PSK_UL_materials(UIList): class PSK_UL_materials(UIList):
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):
row = layout.row() row = layout.row()
row.label(text=str(getattr(item, 'material_name')), icon='MATERIAL') row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
classes = ( classes = (

View File

@@ -1,8 +1,9 @@
import os import os
import sys import sys
import bpy.app.translations
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty
from bpy.types import Operator from bpy.types import Operator, FileHandler, Context
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from ..importer import PskImportOptions, import_psk from ..importer import PskImportOptions, import_psk
@@ -11,6 +12,17 @@ from ..reader import read_psk
empty_set = set() empty_set = set()
class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import'
bl_label = ''
bl_import_operator = 'import_scene.psk'
bl_file_extensions = '.psk;.pskx'
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
class PSK_OT_import(Operator, ImportHelper): class PSK_OT_import(Operator, ImportHelper):
bl_idname = 'import_scene.psk' bl_idname = 'import_scene.psk'
bl_label = 'Import' bl_label = 'Import'
@@ -27,8 +39,8 @@ class PSK_OT_import(Operator, ImportHelper):
should_import_vertex_colors: BoolProperty( should_import_vertex_colors: BoolProperty(
default=True, default=True,
options=empty_set, options=empty_set,
name='Vertex Colors', name='Import Vertex Colors',
description='Import vertex colors from PSKX files, if available' description='Import vertex colors, if available'
) )
vertex_color_space: EnumProperty( vertex_color_space: EnumProperty(
name='Vertex Color Space', name='Vertex Color Space',
@@ -42,38 +54,30 @@ class PSK_OT_import(Operator, ImportHelper):
) )
should_import_vertex_normals: BoolProperty( should_import_vertex_normals: BoolProperty(
default=True, default=True,
name='Vertex Normals', name='Import Vertex Normals',
options=empty_set, options=empty_set,
description='Import vertex normals, 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='Import Extra UVs',
options=empty_set, options=empty_set,
description='Import extra UV maps, if available' description='Import extra UVs, if available'
) )
should_import_mesh: BoolProperty( should_import_mesh: BoolProperty(
default=True, default=True,
name='Import Mesh', name='Mesh',
options=empty_set, options=empty_set
description='Import mesh'
) )
should_import_materials: BoolProperty( should_import_materials: BoolProperty(
default=True, default=True,
name='Import Materials', name='Materials',
options=empty_set, 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='Armature',
options=empty_set, options=empty_set
description='Import skeleton'
) )
bone_length: FloatProperty( bone_length: FloatProperty(
default=1.0, default=1.0,
@@ -82,15 +86,19 @@ class PSK_OT_import(Operator, ImportHelper):
soft_min=1.0, soft_min=1.0,
name='Bone Length', name='Bone Length',
options=empty_set, options=empty_set,
subtype='DISTANCE', subtype='DISTANCE'
description='Length of the bones'
) )
should_import_shape_keys: BoolProperty( should_import_shape_keys: BoolProperty(
default=True, default=True,
name='Shape Keys', name='Import Shape Keys',
options=empty_set, options=empty_set,
description='Import shape keys, if available' description='Import shape keys, if available'
) )
scale: FloatProperty(
name='Scale',
default=1.0,
soft_min=0.0,
)
def execute(self, context): def execute(self, context):
psk = read_psk(self.filepath) psk = read_psk(self.filepath)
@@ -106,40 +114,64 @@ class PSK_OT_import(Operator, ImportHelper):
options.bone_length = self.bone_length options.bone_length = self.bone_length
options.should_import_materials = self.should_import_materials options.should_import_materials = self.should_import_materials
options.should_import_shape_keys = self.should_import_shape_keys options.should_import_shape_keys = self.should_import_shape_keys
options.scale = self.scale
if not options.should_import_mesh and not options.should_import_skeleton:
self.report({'ERROR'}, 'Nothing to import')
return {'CANCELLED'}
result = import_psk(psk, context, options) result = import_psk(psk, context, options)
if len(result.warnings): if len(result.warnings):
message = f'PSK imported with {len(result.warnings)} warning(s)\n' message = bpy.app.translations.pgettext_iface('PSK imported with {count} warning(s)')
message = message.format(count=len(result.warnings))
message += '\n'.join(result.warnings) message += '\n'.join(result.warnings)
self.report({'WARNING'}, message) self.report({'WARNING'}, message)
else: else:
self.report({'INFO'}, f'PSK imported ({options.name})') message = bpy.app.translations.pgettext_iface('PSK imported ({name})')
message = message.format(name=options.name)
self.report({'INFO'}, message)
return {'FINISHED'} return {'FINISHED'}
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
layout.prop(self, 'should_import_materials')
layout.prop(self, 'should_import_mesh') row = layout.row()
row = layout.column()
row.use_property_split = True col = row.column()
row.use_property_decorate = False col.use_property_split = True
if self.should_import_mesh: col.use_property_decorate = False
row.prop(self, 'should_import_vertex_normals') col.prop(self, 'scale')
row.prop(self, 'should_import_extra_uvs')
row.prop(self, 'should_import_vertex_colors') mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.prop(self, 'should_import_mesh')
if mesh_panel and self.should_import_mesh:
row = mesh_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'should_import_materials', text='Materials')
col.prop(self, 'should_import_vertex_normals', text='Vertex Normals')
col.prop(self, 'should_import_extra_uvs', text='Extra UVs')
col.prop(self, 'should_import_vertex_colors', text='Vertex Colors')
if self.should_import_vertex_colors: if self.should_import_vertex_colors:
row.prop(self, 'vertex_color_space') col.prop(self, 'vertex_color_space')
row.prop(self, 'should_import_shape_keys') col.prop(self, 'should_import_shape_keys', text='Shape Keys')
layout.prop(self, 'should_import_skeleton')
row = layout.column() skeleton_header, skeleton_panel = layout.panel('skeleton_panel_id', default_closed=False)
row.use_property_split = True skeleton_header.prop(self, 'should_import_skeleton')
row.use_property_decorate = False
if self.should_import_skeleton: if skeleton_panel and self.should_import_skeleton:
row.prop(self, 'bone_length') row = skeleton_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'bone_length')
classes = ( classes = (
PSK_OT_import, PSK_OT_import,
PSK_FH_import,
) )

View File

@@ -7,6 +7,7 @@ from bpy.types import VertexGroup
from mathutils import Quaternion, Vector, Matrix from mathutils import Quaternion, Vector, Matrix
from .data import Psk from .data import Psk
from .properties import poly_flags_to_triangle_type_and_bit_flags
from ..helpers import rgb_to_srgb, is_bdk_addon_loaded from ..helpers import rgb_to_srgb, is_bdk_addon_loaded
@@ -23,6 +24,7 @@ class PskImportOptions:
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 self.should_import_materials = True
self.scale = 1.0
class ImportBone: class ImportBone:
@@ -51,6 +53,7 @@ class PskImportResult:
def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult: def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
result = PskImportResult() result = PskImportResult()
armature_object = None armature_object = None
mesh_object = None
if options.should_import_skeleton: if options.should_import_skeleton:
# ARMATURE # ARMATURE
@@ -132,6 +135,9 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
else: else:
# Just create a blank material. # Just create a blank material.
material = bpy.data.materials.new(material_name) material = bpy.data.materials.new(material_name)
mesh_triangle_type, mesh_triangle_bit_flags = poly_flags_to_triangle_type_and_bit_flags(psk_material.poly_flags)
material.psk.mesh_triangle_type = mesh_triangle_type
material.psk.mesh_triangle_bit_flags = mesh_triangle_bit_flags
material.use_nodes = True material.use_nodes = True
mesh_data.materials.append(material) mesh_data.materials.append(material)
@@ -159,43 +165,44 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
# TODO: Handle invalid faces better. # TODO: Handle invalid faces better.
if len(invalid_face_indices) > 0: if len(invalid_face_indices) > 0:
result.warnings.append(f'Discarded {len(invalid_face_indices)} invalid face(s).') message = bpy.app.translations.pgettext_iface('Discarded {count} invalid face(s)')
result.warnings.append(message.format(count=len(invalid_face_indices)))
bm.to_mesh(mesh_data) bm.to_mesh(mesh_data)
# TEXTURE COORDINATES # TEXTURE COORDINATES
data_index = 0 uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name='VTXW0000') uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces): for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices: if face_index in invalid_face_indices:
continue continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)] face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges: for wedge in face_wedges:
uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v uv_layer.data[uv_layer_data_index].uv = wedge.u, 1.0 - wedge.v
data_index += 1 uv_layer_data_index += 1
# EXTRA UVS # EXTRA UVS
if psk.has_extra_uvs and options.should_import_extra_uvs: if psk.has_extra_uvs and options.should_import_extra_uvs:
extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges)) extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0 wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count): for extra_uv_index in range(extra_uv_channel_count):
data_index = 0 uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}') uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces): for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices: if face_index in invalid_face_indices:
continue continue
for wedge_index in reversed(face.wedge_indices): for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index] u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[data_index].uv = u, 1.0 - v uv_layer.data[uv_layer_data_index].uv = u, 1.0 - v
data_index += 1 uv_layer_data_index += 1
wedge_index_offset += len(psk.wedges) wedge_index_offset += len(psk.wedges)
# VERTEX COLORS # VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors: if psk.has_vertex_colors and options.should_import_vertex_colors:
# Convert vertex colors to sRGB if necessary. # Convert vertex colors to sRGB if necessary.
psk_vertex_colors = np.zeros((len(psk.vertex_colors), 4)) psk_vertex_colors = np.zeros((len(psk.vertex_colors), 4))
for i in range(len(psk.vertex_colors)): for vertex_color_index in range(len(psk.vertex_colors)):
psk_vertex_colors[i,:] = psk.vertex_colors[i].normalized() psk_vertex_colors[vertex_color_index,:] = psk.vertex_colors[vertex_color_index].normalized()
match options.vertex_color_space: match options.vertex_color_space:
case 'SRGBA': case 'SRGBA':
for i in range(psk_vertex_colors.shape[0]): for i in range(psk_vertex_colors.shape[0]):
@@ -204,9 +211,12 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
pass pass
# Map the PSK vertex colors to the face corners. # Map the PSK vertex colors to the face corners.
face_corner_colors = np.full((len(psk.faces * 3), 4), 1.0) face_count = len(psk.faces) - len(invalid_face_indices)
face_corner_colors = np.full((face_count * 3, 4), 1.0)
face_corner_color_index = 0 face_corner_color_index = 0
for face_index, face in enumerate(psk.faces): for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
for wedge_index in reversed(face.wedge_indices): for wedge_index in reversed(face.wedge_indices):
face_corner_colors[face_corner_color_index] = psk_vertex_colors[wedge_index] face_corner_colors[face_corner_color_index] = psk_vertex_colors[wedge_index]
face_corner_color_index += 1 face_corner_color_index += 1
@@ -222,7 +232,6 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
for vertex_normal in psk.vertex_normals: for vertex_normal in psk.vertex_normals:
normals.append(tuple(vertex_normal)) normals.append(tuple(vertex_normal))
mesh_data.normals_split_custom_set_from_vertices(normals) mesh_data.normals_split_custom_set_from_vertices(normals)
mesh_data.use_auto_smooth = True
else: else:
mesh_data.shade_smooth() mesh_data.shade_smooth()
@@ -262,6 +271,9 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
armature_modifier.object = armature_object armature_modifier.object = armature_object
mesh_object.parent = armature_object mesh_object.parent = armature_object
root_object = armature_object if options.should_import_skeleton else mesh_object
root_object.scale = (options.scale, options.scale, options.scale)
try: try:
bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='OBJECT')
except: except:

View File

@@ -0,0 +1,48 @@
from bpy.props import EnumProperty
from bpy.types import PropertyGroup
mesh_triangle_types_items = (
('NORMAL', 'Normal', '', 0),
('NORMAL_TWO_SIDED', 'Normal Two-Sided', '', 1),
('TRANSLUCENT', 'Translucent', '', 2),
('MASKED', 'Masked', '', 3),
('MODULATE', 'Modulate', '', 4),
('PLACEHOLDER', 'Placeholder', '', 8),
)
mesh_triangle_bit_flags_items = (
('UNLIT', 'Unlit', '', 16),
('FLAT', 'Flat', '', 32),
('ENVIRONMENT', 'Environment', '', 64),
('NO_SMOOTH', 'No Smooth', '', 128),
)
class PSX_PG_material(PropertyGroup):
mesh_triangle_type: EnumProperty(items=mesh_triangle_types_items, name='Triangle Type')
mesh_triangle_bit_flags: EnumProperty(items=mesh_triangle_bit_flags_items, name='Triangle Bit Flags',
options={'ENUM_FLAG'})
mesh_triangle_types_items_dict = {item[0]: item[3] for item in mesh_triangle_types_items}
mesh_triangle_bit_flags_items_dict = {item[0]: item[3] for item in mesh_triangle_bit_flags_items}
def triangle_type_and_bit_flags_to_poly_flags(mesh_triangle_type: str, mesh_triangle_bit_flags: set[str]) -> int:
poly_flags = 0
poly_flags |= mesh_triangle_types_items_dict.get(mesh_triangle_type, 0)
for flag in mesh_triangle_bit_flags:
poly_flags |= mesh_triangle_bit_flags_items_dict.get(flag, 0)
return poly_flags
def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> (str, set[str]):
try:
triangle_type = next(item[0] for item in mesh_triangle_types_items if item[3] == (poly_flags & 15))
except StopIteration:
triangle_type = 'NORMAL'
triangle_bit_flags = {item[0] for item in mesh_triangle_bit_flags_items if item[3] & poly_flags}
return triangle_type, triangle_bit_flags
classes = (
PSX_PG_material,
)

View File

@@ -1,9 +1,10 @@
import ctypes import ctypes
import os
import re import re
import warnings import warnings
from pathlib import Path from pathlib import Path
import bpy.app.translations
from .data import * from .data import *
@@ -23,7 +24,7 @@ def _read_material_references(path: str) -> List[str]:
return [] return []
# Do a crude regex match to find the Material list entries. # Do a crude regex match to find the Material list entries.
contents = property_file_path.read_text() contents = property_file_path.read_text()
pattern = r"Material\s*=\s*([^\s^,]+)" pattern = r'Material\s*=\s*([^\s^,]+)'
return re.findall(pattern, contents) return re.findall(pattern, contents)
@@ -69,8 +70,9 @@ def read_psk(path: str) -> Psk:
_read_types(fp, Psk.MorphData, section, psk.morph_data) _read_types(fp, Psk.MorphData, section, psk.morph_data)
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) message: str = bpy.app.translations.pgettext_iface('Unhandled section "{section_name}" at position {position}')
warnings.warn(f'Unrecognized section "{section.name} at position {fp.tell():15}"') message.format(section_name=section.name, position=f'{fp.tell():15}')
warnings.warn(message)
''' '''
UEViewer exports a sidecar file (*.props.txt) with fully-qualified reference paths for each material UEViewer exports a sidecar file (*.props.txt) with fully-qualified reference paths for each material
@@ -78,14 +80,14 @@ def read_psk(path: str) -> Psk:
''' '''
psk.material_references = _read_material_references(path) psk.material_references = _read_material_references(path)
''' """
Tools like UEViewer and CUE4Parse write the point index as a 32-bit integer, exploiting the fact that due to struct Tools like UEViewer and CUE4Parse write the point index as a 32-bit integer, exploiting the fact that due to struct
alignment, there were 16-bits of padding following the original 16-bit point index in the wedge struct. alignment, there were 16-bits of padding following the original 16-bit point index in the wedge struct.
However, this breaks compatibility with PSK files that were created with older tools that treated the However, this breaks compatibility with PSK files that were created with older tools that treated the
point index as a 16-bit integer and might have junk data written to the padding bits. point index as a 16-bit integer and might have junk data written to the padding bits.
To work around this, we check if each point is still addressable using a 16-bit index, and if it is, assume the To work around this, we check if each point is still addressable using a 16-bit index, and if it is, assume the
point index is a 16-bit integer and truncate the high bits. point index is a 16-bit integer and truncate the high bits.
''' """
if len(psk.points) <= 65536: if len(psk.points) <= 65536:
for wedge in psk.wedges: for wedge in psk.wedges:
wedge.point_index &= 0xFFFF wedge.point_index &= 0xFFFF

View File

@@ -0,0 +1,28 @@
from bpy.types import Panel
class PSK_PT_material(Panel):
bl_label = 'PSK Material'
bl_idname = 'PSK_PT_material'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'material'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material is not None
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
material = context.material
layout.prop(material.psk, 'mesh_triangle_type')
col = layout.column()
col.prop(material.psk, 'mesh_triangle_bit_flags', expand=True, text='Flags')
classes = (
PSK_PT_material,
)

View File

@@ -1,12 +1,14 @@
from ctypes import Structure, sizeof from ctypes import Structure, sizeof
from typing import Type from typing import Type
import bpy.app.translations
from .data import Psk from .data import Psk
from ..data import Section, Vector3 from ..data import Section, Vector3
MAX_WEDGE_COUNT = 65536 MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296 MAX_POINT_COUNT = 4294967296
MAX_BONE_COUNT = 256 MAX_BONE_COUNT = 2147483647
MAX_MATERIAL_COUNT = 256 MAX_MATERIAL_COUNT = 256
@@ -24,15 +26,20 @@ def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: lis
def write_psk(psk: Psk, path: str): def write_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}') message = bpy.app.translations.pgettext_iface('Number of wedges ({wedge_count}) exceeds limit of {MAX_WEDGE_COUNT}')
raise RuntimeError(message.format(wedge_count=len(psk.wedges), MAX_WEDGE_COUNT=MAX_WEDGE_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}') message = bpy.app.translations.pgettext_iface('Numbers of vertices ({point_count}) exceeds limit of {MAX_POINT_COUNT}')
raise RuntimeError(message.format(point_count=len(psk.points), MAX_POINT_COUNT=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}') message = bpy.app.translations.pgettext_iface('Number of materials ({material_count}) exceeds limit of {MAX_MATERIAL_COUNT}')
raise RuntimeError(message.format(material_count=len(psk.materials), MAX_MATERIAL_COUNT=MAX_MATERIAL_COUNT))
if len(psk.bones) > MAX_BONE_COUNT: if len(psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}') message = bpy.app.translations.pgettext_iface('Number of bones ({bone_count}) exceeds limit of {MAX_BONE_COUNT}')
raise RuntimeError(message.format(bone_count=len(psk.bones), MAX_BONE_COUNT=MAX_BONE_COUNT))
elif len(psk.bones) == 0: elif len(psk.bones) == 0:
raise RuntimeError(f'At least one bone must be marked for export') message = bpy.app.translations.pgettext_iface('At least one bone must be marked for export')
raise RuntimeError(message)
with open(path, 'wb') as fp: with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD') _write_section(fp, b'ACTRHEAD')

View File

@@ -7,7 +7,7 @@ class PSX_UL_bone_collection_list(UIList):
def draw_item(self, context: Context, layout: UILayout, data: AnyType, item: AnyType, icon: int, def draw_item(self, context: Context, layout: UILayout, data: AnyType, item: AnyType, icon: int,
active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0): active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0):
row = layout.row() row = layout.row()
row.prop(item, 'is_selected', text=getattr(item, 'name')) row.prop(item, 'is_selected', text=item.name, translate=False)
row.label(text=str(getattr(item, 'count')), icon='BONE_DATA') row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
@@ -19,8 +19,8 @@ class PSX_PG_bone_collection_list_item(PropertyGroup):
class PSX_PG_action_export(PropertyGroup): class PSX_PG_action_export(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') compression_ratio: FloatProperty(name='Compression Ratio', default=1.0, min=0.0, max=1.0, subtype='FACTOR', description='The keyframe 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') key_quota: IntProperty(name='Keyframe Quota', default=0, min=1, description='The minimum number of keyframes to be exported')
fps: FloatProperty(name='FPS', default=30.0, min=0.0, description='The frame rate of the exported sequence') fps: FloatProperty(name='FPS', default=30.0, min=0.0, description='The frame rate of the exported sequence')
@@ -51,5 +51,5 @@ classes = (
PSX_PG_action_export, PSX_PG_action_export,
PSX_PG_bone_collection_list_item, PSX_PG_bone_collection_list_item,
PSX_UL_bone_collection_list, PSX_UL_bone_collection_list,
PSX_PT_action PSX_PT_action,
) )

1
localization/.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
artifacts

132
localization/stringscan.py Normal file
View File

@@ -0,0 +1,132 @@
import ast
import glob
import os
import pathlib
import polib
# Walk the directory and open all .py files using glob
strings = dict()
root_path = pathlib.Path('../io_scene_psk_psa').resolve()
for file in glob.glob('../io_scene_psk_psa/**/*.py', recursive=True):
with open(os.path.join(file), 'r') as f:
if file.endswith('i18n.py'):
# TODO: Don't parse the i18n files.
continue
# Walk the entire tree and build a list of all string literals.
try:
a = ast.parse(f.read())
for node in ast.walk(a):
if isinstance(node, ast.Constant) and isinstance(node.value, str):
a = pathlib.Path(file).resolve()
filepath = a.relative_to(root_path)
if node.s not in strings:
strings[node.s] = filepath, node.lineno, node.col_offset
except UnicodeDecodeError as e:
print(f'Error reading file {file}: {e}')
string_keys = set(strings.keys())
# Remove all keys from the dictionary that are empty or contain only whitespace.
string_keys = set(filter(lambda x: x.strip(), string_keys))
# Remove all strings that have no alphabetic characters.
string_keys = set(filter(lambda x: any(c.isalpha() for c in x), string_keys))
# Remove any strings that have '@return: ' in them.
string_keys = set(filter(lambda x: '@return: ' not in x, string_keys))
# Remove any strings that are entirely lowercase and have no whitespace.
string_keys = set(filter(lambda x: not x.islower() or ' ' in x, string_keys))
# Remove any strings that are in SCREAMING_SNAKE_CASE.
string_keys = set(filter(lambda x: not x.isupper(), string_keys))
# Remove any strings that have underscores and no spaces.
string_keys = set(filter(lambda x: '_' not in x or ' ' in x, string_keys))
# Remove any string that starts with a newline.
string_keys = set(filter(lambda x: not x.startswith('\n'), string_keys))
# Remove any string that looks like a regular expression.
string_keys = set(filter(lambda x: not any(c in x for c in '^'), string_keys))
def write_multiline_string(f, string):
f.write(f'msgid ""\n')
for line in string.split('\n'):
f.write(f'"{line}"\n')
f.write('msgstr ""\n\n')
# TODO: big brain move would be to load the translated Blender strings and remove any that are already translated
# instead of manually removing them.
exclude_strings = {
'Import-Export',
'Linear',
'Masked',
'Normal',
'Placeholder',
'Flat',
'Environment',
'Advanced',
'Action',
'All',
'Assets',
'Armature',
'Materials'
'Bones',
'Custom',
'Data',
'Colin Basnett, Yurii Ti',
'Invert',
'Keyframes', # maybe?
'Mesh',
'None',
'Options',
'Overwrite',
'Scale',
'Scene',
'Select',
'RemoveTracks'
'Source',
'Move Up',
'Move Down',
'Unassigned',
'Prefix',
'Suffix',
'Timeline Markers',
'Pose Markers',
'Actions',
'sRGBA',
}
# Remove any strings that are in the exclude_strings set.
string_keys = set(filter(lambda x: x not in exclude_strings, string_keys))
# Make a new PO file and write the strings to it.
pofile = polib.POFile()
pofile.header = '''msgid ""
msgstr ""
"Language: en\\n"
"MIME-Version: 1.0\\n"
"Content-Type: text/plain; charset=UTF-8\\n"
"Content-Transfer-Encoding: 8bit\\n"
'''
# Sort the string keys into a list.
string_keys = list(string_keys)
string_keys.sort()
for string_key in string_keys:
file, line, col = strings[string_key]
entry = polib.POEntry(
msgid=string_key,
msgstr=string_key,
comment=f'{file}:{line}',
)
pofile.append(entry)
pofile.save('../extern/io_scene_psk_psa-translations/io_scene_psk_psa.en.po')
# Print the # of strings.
print(f'Found {len(string_keys)} strings.')

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import os.path
import pprint
import re
from glob import glob
import polib
langs = {}
for file_path in glob('../extern/io_scene_psk_psa-translations/io_scene_psk_psa.*.po'):
with open(file_path, 'r', encoding='utf-8') as f:
content = f.read()
po = polib.pofile(content)
# Get the language code from the file name.
lang_code = re.match(r'io_scene_psk_psa.(\w*)\.po', os.path.basename(file_path)).group(1)
if lang_code == 'en':
continue
langs[lang_code] = {('*', entry.msgid): entry.msgstr for entry in po if entry.msgid != ''}
with open('../io_scene_psk_psa/i18n.py', 'w', encoding='utf-8') as f:
s = pprint.pformat(langs)
f.write(f'langs = {s}')
print(f'Language_codes = {list(langs.keys())}')
print('Wrote i18n.py')