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12 Commits

Author SHA1 Message Date
Colin Basnett
d996f59cae Fix for root bone being incorrectly oriented if it wasn't at the identity rotation in the bind pose 2024-03-25 01:32:03 -07:00
Colin Basnett
bd667d4833 Update README.md 2024-03-14 19:13:48 -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
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
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
14 changed files with 166 additions and 54 deletions

View File

@@ -10,7 +10,7 @@ This Blender addon allows you to import and export meshes and animations to and
| Blender Version | Addon Version | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 4.0+ | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD |
| [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) | ✅️ June 2025 |
| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.6](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.6) | ✅️ June 2025 |
| [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) | ✅️ September 2024 |
Bug fixes will be issued for legacy addon versions that are under [Blender's LTS maintenance period](https://www.blender.org/download/lts/). Once the LTS period has ended, legacy addon versions will no longer be supported by the maintainers of this repository, although we will accept pull requests for bug fixes.

View File

@@ -3,7 +3,7 @@ from bpy.app.handlers import persistent
bl_info = {
'name': 'PSK/PSA Importer/Exporter',
'author': 'Colin Basnett, Yurii Ti',
'version': (6, 1, 2),
'version': (6, 2, 0),
'blender': (4, 0, 0),
'description': 'PSK/PSA Import/Export (.psk/.psa)',
'warning': '',
@@ -24,6 +24,8 @@ if 'bpy' in locals():
importlib.reload(psk_writer)
importlib.reload(psk_builder)
importlib.reload(psk_importer)
importlib.reload(psk_properties)
importlib.reload(psk_ui)
importlib.reload(psk_export_properties)
importlib.reload(psk_export_operators)
importlib.reload(psk_export_ui)
@@ -34,6 +36,7 @@ if 'bpy' in locals():
importlib.reload(psa_reader)
importlib.reload(psa_writer)
importlib.reload(psa_builder)
importlib.reload(psa_importer)
importlib.reload(psa_export_properties)
importlib.reload(psa_export_operators)
importlib.reload(psa_export_ui)
@@ -50,6 +53,8 @@ else:
from .psk import writer as psk_writer
from .psk import builder as psk_builder
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 operators as psk_export_operators
from .psk.export import ui as psk_export_ui
@@ -72,6 +77,8 @@ import bpy
from bpy.props import PointerProperty
classes = psx_types.classes +\
psk_properties.classes +\
psk_ui.classes +\
psk_import_operators.classes +\
psk_export_properties.classes +\
psk_export_operators.classes +\
@@ -107,6 +114,7 @@ def register():
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_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_export = PointerProperty(type=psa_export_properties.PSA_PG_export)
bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export)
@@ -114,6 +122,7 @@ def register():
def unregister():
del bpy.types.Material.psk
del bpy.types.Scene.psa_import
del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export

View File

@@ -47,7 +47,7 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
if not is_action_for_armature(armature, action):
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):
item = pg.action_list.add()
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 = sorted(action.pose_markers, key=lambda x: x.frame)
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
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()
@@ -78,7 +78,7 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
for marker_name in marker_names:
if marker_name not in sequence_frame_ranges:
continue
if marker_name.startswith('#'):
if marker_name.strip() == '' or marker_name.startswith('#'):
continue
frame_start, frame_end = sequence_frame_ranges[marker_name]
sequences = get_sequences_from_name_and_frame_range(marker_name, frame_start, frame_end)
@@ -110,7 +110,7 @@ def get_animation_data_object(context: Context) -> Object:
if active_object.type != '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
else:
animation_data_object = active_object

View File

@@ -153,7 +153,8 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
import_bone.original_rotation.conjugate()
else:
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()
context.window_manager.progress_begin(0, len(sequences))

View File

@@ -1,15 +1,19 @@
from typing import Optional
import bmesh
import bpy
from bpy.types import Armature
import numpy as np
from bpy.types import Armature, Material
from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags
from ..helpers import *
class PskInputObjects(object):
def __init__(self):
self.mesh_objects = []
self.armature_object = None
self.armature_object: Optional[Object] = None
class PskBuildOptions(object):
@@ -17,7 +21,7 @@ class PskBuildOptions(object):
self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = []
self.use_raw_mesh_data = True
self.material_names: List[str] = []
self.materials: List[Material] = []
self.should_enforce_bone_name_restrictions = False
@@ -61,7 +65,7 @@ def get_psk_input_objects(context) -> PskInputObjects:
class PskBuildResult(object):
def __init__(self):
self.psk = None
self.warnings = []
self.warnings: List[str] = []
def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
@@ -72,9 +76,9 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
psk = Psk()
bones = []
if armature_object is None:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
# that a PSK file must have at least one bone.
if armature_object is None or len(armature_object.data.bones) == 0:
# If the mesh has no armature object or no bones, simply assign it a dummy bone at the root to satisfy the
# requirement that a PSK file must have at least one bone.
psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0
@@ -135,21 +139,25 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
psk.bones.append(psk_bone)
# MATERIALS
material_names = options.material_names
for material_name in material_names:
for material in options.materials:
psk_material = Psk.Material()
try:
psk_material.name = bytes(material_name, encoding='windows-1252')
psk_material.name = bytes(material.name, encoding='windows-1252')
except UnicodeEncodeError:
raise RuntimeError(f'Material name "{material_name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(f'Material name "{material.name}" contains characters that cannot be encoded in the Windows-1252 codepage')
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)
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):
should_flip_normals = False
# MATERIALS
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
@@ -177,8 +185,16 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
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)
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
for vertex_group in input_mesh_object.vertex_groups:
@@ -207,11 +223,11 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(mesh_data.loops):
wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
wedges.append(wedge)
wedges.append(Psk.Wedge(
point_index=loop.vertex_index + vertex_offset,
u=uv_layer[loop_index].uv[0],
v=1.0 - uv_layer[loop_index].uv[1]
))
# Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles:
@@ -219,8 +235,8 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {}
loop_wedge_indices = [-1] * len(mesh_data.loops)
wedge_indices = dict()
loop_wedge_indices = np.full(len(mesh_data.loops), -1)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
@@ -233,6 +249,7 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
# FACES
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:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
@@ -242,6 +259,11 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
face.smoothing_groups = poly_groups[f.polygon_index]
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
if armature_object is not None:
armature_data = typing.cast(Armature, armature_object.data)

View File

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

View File

@@ -20,19 +20,19 @@ def is_bone_filter_mode_item_available(context, identifier):
def populate_material_list(mesh_objects, material_list):
material_list.clear()
material_names = []
materials = []
for mesh_object in mesh_objects:
for i, material_slot in enumerate(mesh_object.material_slots):
material = material_slot.material
# TODO: put this in the poll arg?
if material is None:
raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
if material.name not in material_names:
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_name = material_name
m.material = material
m.index = index
@@ -159,7 +159,7 @@ class PSK_OT_export(Operator, ExportHelper):
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.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
try:

View File

@@ -1,11 +1,11 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, StringProperty
from bpy.types import PropertyGroup
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
from bpy.types import PropertyGroup, Material
from ...types import PSX_PG_bone_collection_list_item
class PSK_PG_material_list_item(PropertyGroup):
material_name: StringProperty()
material: PointerProperty(type=Material)
index: IntProperty()

View File

@@ -4,7 +4,7 @@ from bpy.types import UIList
class PSK_UL_materials(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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 = (

View File

@@ -7,6 +7,7 @@ from bpy.types import VertexGroup
from mathutils import Quaternion, Vector, Matrix
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
@@ -134,6 +135,9 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
else:
# Just create a blank material.
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
mesh_data.materials.append(material)
@@ -166,38 +170,38 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
bm.to_mesh(mesh_data)
# TEXTURE COORDINATES
data_index = 0
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges:
uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v
data_index += 1
uv_layer.data[uv_layer_data_index].uv = wedge.u, 1.0 - wedge.v
uv_layer_data_index += 1
# EXTRA UVS
if psk.has_extra_uvs and options.should_import_extra_uvs:
extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count):
data_index = 0
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[data_index].uv = u, 1.0 - v
data_index += 1
uv_layer.data[uv_layer_data_index].uv = u, 1.0 - v
uv_layer_data_index += 1
wedge_index_offset += len(psk.wedges)
# VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors:
# Convert vertex colors to sRGB if necessary.
psk_vertex_colors = np.zeros((len(psk.vertex_colors), 4))
for i in range(len(psk.vertex_colors)):
psk_vertex_colors[i,:] = psk.vertex_colors[i].normalized()
for vertex_color_index in range(len(psk.vertex_colors)):
psk_vertex_colors[vertex_color_index,:] = psk.vertex_colors[vertex_color_index].normalized()
match options.vertex_color_space:
case 'SRGBA':
for i in range(psk_vertex_colors.shape[0]):

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@@ -0,0 +1,48 @@
from bpy.props import EnumProperty
from bpy.types import PropertyGroup
mesh_triangle_types_items = (
('NORMAL', 'Normal', 'Normal one-sided', 0),
('NORMAL_TWO_SIDED', 'Normal Two-Sided', 'Normal but two-sided', 1),
('TRANSLUCENT', 'Translucent', 'Translucent two-sided', 2),
('MASKED', 'Masked', 'Masked two-sided', 3),
('MODULATE', 'Modulate', 'Modulation blended two-sided', 4),
('PLACEHOLDER', 'Placeholder', 'Placeholder triangle for positioning weapon. Invisible', 8),
)
mesh_triangle_bit_flags_items = (
('UNLIT', 'Unlit', 'Full brightness, no lighting', 16),
('FLAT', 'Flat', 'Flat surface, don\'t do bMeshCurvy thing', 32),
('ENVIRONMENT', 'Environment', 'Environment mapped', 64),
('NO_SMOOTH', 'No Smooth', 'No bilinear filtering on this poly\'s texture', 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

@@ -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

@@ -6,7 +6,7 @@ from ..data import Section, Vector3
MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296
MAX_BONE_COUNT = 256
MAX_BONE_COUNT = 2147483647
MAX_MATERIAL_COUNT = 256

View File

@@ -51,5 +51,5 @@ classes = (
PSX_PG_action_export,
PSX_PG_bone_collection_list_item,
PSX_UL_bone_collection_list,
PSX_PT_action
PSX_PT_action,
)