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6 Commits

Author SHA1 Message Date
Colin Basnett
e79af9e8e3 Attempted fix for no-weight issue 2024-07-26 00:58:40 -07:00
Colin Basnett
10a25dc036 Added support for collection exporters 2024-07-17 01:38:32 -07:00
Colin Basnett
14f5b0424c Fixed README link to VTXNORMS UE Viewer PR 2024-07-10 01:34:24 -07:00
Colin Basnett
d26d195a85 PSA export dialog now uses inline panels 2024-07-10 01:30:45 -07:00
Colin Basnett
02913f6922 Updated README in preparation for Blender 4.2 release 2024-07-10 00:59:12 -07:00
Colin Basnett
5cfb37d1a2 Updated BDK repository support to match bdk_addon 2024-06-22 23:44:43 -07:00
11 changed files with 336 additions and 156 deletions

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@@ -8,35 +8,41 @@ This Blender addon allows you to import and export meshes and animations to and
This software is licensed under the [GPLv3](https://www.gnu.org/licenses/gpl-3.0.html) license.
# Compatibility
| Blender Version | Addon Version | Long Term Support |
|-|-|-|
| [4.1](https://www.blender.org/download/releases/4-1/) | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD |
| [4.0](https://www.blender.org/download/releases/4-0/) | [6.2.1](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/6.2.1) | TBD |
| [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.
# Features
* Full PSK/PSA import and export capabilities.
* Non-standard file section data is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files.
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export.
* PSA sequence metadata (e.g., frame rate) is preserved on import, allowing this data to be reused on export.
* Specific bone collections can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers).
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html) or NLA track strips, allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html), pose markers, or NLA track strips, allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* Manual re-ordering of material slots when exporting multiple mesh objects.
# Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
2. Open Blender 4.0.0 or later.
For Blender 4.2 and higher, it is recommended to download the latest version from the [Blender Extensions](https://extensions.blender.org/add-ons/io-scene-psk-psa/) platform.
For Blender 4.1 and lower, you can install the addon manually by following these steps:
1. Download the .zip file of the latest compatible version for your Blender version (see [Legacy Compatibility](#legacy-compatibility)).
2. Open Blender.
3. Navigate to the Blender Preferences (`Edit` > `Preferences`).
4. Select the `Add-ons` tab.
5. Click the `Install...` button.
6. Select the .zip file that you downloaded earlier and click `Install Add-on`.
7. Enable the newly added `Import-Export: PSK/PSA Importer/Exporter` addon.
# Legacy Compatibility
Below is a table of the latest addon versions that are compatible with older versions of Blender. These versions are no longer maintained and may contain bugs that have been fixed in newer versions. It is recommended to use the latest version of the addon for the best experience.
Critical bug fixes may 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 the releases will still be available for download.
| Blender Version| Addon Version | Long Term Support |
|-|--------------------------------------------------------------------------------|-----------------|
| [4.1](https://www.blender.org/download/releases/4-1/) | [7.0.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/7.0.0) | No |
| [4.0](https://www.blender.org/download/releases/4-0/) | [6.2.1](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/6.2.1) | No |
| [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 |
# Usage
## Exporting a PSK
1. Select the mesh objects you wish to export.
@@ -71,3 +77,5 @@ The PSA importer creates [Actions](https://docs.blender.org/manual/en/latest/ani
If preserving the mesh normals of models is important for your workflow, it is *not recommended* to export PSK files from UE Viewer. This is because UE Viewer makes no attempt to reconstruct the original [smoothing groups](https://en.wikipedia.org/wiki/Smoothing_group). As a result, the normals of imported PSK files will be incorrect when imported into Blender and will need to be manually fixed.
As a workaround, it is recommended to export [glTF](https://en.wikipedia.org/wiki/GlTF) meshes out of UE Viewer instead, since the glTF format has support for explicit normals and UE Viewer can correctly preserve the mesh normals on export. Note, however, that the imported glTF armature may have it's bones oriented incorrectly when imported into Blender. To mitigate this, you can combine the armature of PSK and the mesh of the glTF for best results.
There is also an open pull request to add support for exporting explicit normals from UE Viewer in the future: https://github.com/gildor2/UEViewer/pull/277.

View File

@@ -239,79 +239,94 @@ class PSA_OT_export(Operator, ExportHelper):
layout = self.layout
pg = getattr(context.scene, 'psa_export')
# FPS
layout.prop(pg, 'fps_source', text='FPS')
if pg.fps_source == 'CUSTOM':
layout.prop(pg, 'fps_custom', text='Custom')
sequences_header, sequences_panel = layout.panel('Sequences', default_closed=False)
sequences_header.label(text='Sequences', icon='ACTION')
# SOURCE
layout.prop(pg, 'sequence_source', text='Source')
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()
if sequences_panel:
flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'nla_track')
flow.prop(pg, 'sequence_source', text='Source')
# SELECT ALL/NONE
row = layout.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')
if pg.sequence_source in {'TIMELINE_MARKERS', 'NLA_TRACK_STRIPS'}:
# ANIMDATA SOURCE
flow.prop(pg, 'should_override_animation_data')
if pg.should_override_animation_data:
flow.prop(pg, 'animation_data_override', text=' ')
# ACTIONS
if pg.sequence_source == 'ACTIONS':
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)
if pg.sequence_source == 'NLA_TRACK_STRIPS':
flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'nla_track')
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
# 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')
# Determine if there is going to be a naming conflict and display an error, if so.
selected_items = [x for x in pg.action_list if x.is_selected]
action_names = [x.name for x in selected_items]
action_name_counts = Counter(action_names)
for action_name, count in action_name_counts.items():
if count > 1:
layout.label(text=f'Duplicate action: {action_name}', icon='ERROR')
break
# 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)
layout.separator()
flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'sequence_name_prefix', text='Name Prefix')
flow.prop(pg, 'sequence_name_suffix')
# Determine if there is going to be a naming conflict and display an error, if so.
selected_items = [x for x in pg.action_list if x.is_selected]
action_names = [x.name for x in selected_items]
action_name_counts = Counter(action_names)
for action_name, count in action_name_counts.items():
if count > 1:
layout.label(text=f'Duplicate action: {action_name}', icon='ERROR')
break
# FPS
flow.prop(pg, 'fps_source')
if pg.fps_source == 'CUSTOM':
flow.prop(pg, 'fps_custom', text='Custom')
# BONES
row = layout.row(align=True)
row.prop(pg, 'bone_filter_mode', text='Bones')
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
row = bones_panel.row(align=True)
row.prop(pg, 'bone_filter_mode', text='Bones')
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = layout.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))
layout.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows)
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.prop(pg, 'should_enforce_bone_name_restrictions')
flow = bones_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'should_enforce_bone_name_restrictions')
layout.separator()
# ADVANCED
advanced_header, advanced_panel = layout.panel('Advanced', default_closed=False)
advanced_header.label(text='Advanced')
# ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion')
if advanced_panel:
flow = advanced_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'root_motion', text='Root Motion')
@classmethod
def _check_context(cls, context):

View File

@@ -125,7 +125,7 @@ class PSA_PG_export(PropertyGroup):
description='',
items=(
('SCENE', 'Scene', '', 'SCENE_DATA', 0),
('ACTION_METADATA', 'Action Metadata', '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', 'PROPERTIES', 1),
('ACTION_METADATA', 'Action Metadata', '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', 'ACTION', 1),
('CUSTOM', 'Custom', '', 2)
)
)

View File

@@ -108,7 +108,6 @@ def load_psa_file(context, filepath: str):
pg.psa_error = str(e)
def on_psa_file_path_updated(cls, context):
load_psa_file(context, cls.filepath)
@@ -261,6 +260,7 @@ class PSA_FH_import(FileHandler):
bl_idname = 'PSA_FH_import'
bl_label = 'File handler for Unreal PSA import'
bl_import_operator = 'psa_import.import'
bl_export_operator = 'psa_export.export'
bl_file_extensions = '.psa'
@classmethod

View File

@@ -3,7 +3,7 @@ from typing import Optional
import bmesh
import bpy
import numpy as np
from bpy.types import Armature, Material
from bpy.types import Armature, Material, Collection, Context
from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags
@@ -20,30 +20,28 @@ class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = []
self.use_raw_mesh_data = True
self.object_eval_state = 'EVALUATED'
self.materials: List[Material] = []
self.should_enforce_bone_name_restrictions = False
def get_psk_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
for selected_object in context.view_layer.objects.selected:
if selected_object.type == 'MESH':
input_objects.mesh_objects.append(selected_object)
def get_mesh_objects_for_collection(collection: Collection):
for obj in collection.all_objects:
if obj.type == 'MESH':
yield obj
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
for mesh_object in input_objects.mesh_objects:
if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
def get_mesh_objects_for_context(context: Context):
for obj in context.view_layer.objects.selected:
if obj.type == 'MESH':
yield obj
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
def get_armature_for_mesh_objects(mesh_objects: List[Object]) -> Optional[Object]:
# Ensure that there are either no armature modifiers (static mesh) or that there is exactly one armature modifier
# object shared between all meshes.
armature_modifier_objects = set()
for mesh_object in input_objects.mesh_objects:
for mesh_object in mesh_objects:
modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
@@ -53,21 +51,46 @@ def get_psk_input_objects(context) -> PskInputObjects:
if len(armature_modifier_objects) > 1:
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)})')
raise RuntimeError(
f'All meshes must have the same armature modifier, encountered {len(armature_modifier_names)} ({", ".join(armature_modifier_names)})')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return list(armature_modifier_objects)[0]
else:
return None
def _get_psk_input_objects(mesh_objects: List[Object]) -> PskInputObjects:
if len(mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
for mesh_object in mesh_objects:
if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
input_objects = PskInputObjects()
input_objects.mesh_objects = mesh_objects
input_objects.armature_object = get_armature_for_mesh_objects(mesh_objects)
return input_objects
def get_psk_input_objects_for_context(context: Context) -> PskInputObjects:
mesh_objects = list(get_mesh_objects_for_context(context))
return _get_psk_input_objects(mesh_objects)
def get_psk_input_objects_for_collection(collection: Collection) -> PskInputObjects:
mesh_objects = list(get_mesh_objects_for_collection(collection))
return _get_psk_input_objects(mesh_objects)
class PskBuildResult(object):
def __init__(self):
self.psk = None
self.warnings: List[str] = []
def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
input_objects = get_psk_input_objects(context)
def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions) -> PskBuildResult:
armature_object: bpy.types.Object = input_objects.armature_object
result = PskBuildResult()
@@ -160,47 +183,48 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
# MESH DATA
if options.use_raw_mesh_data:
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
else:
# Create a copy of the mesh object after non-armature modifiers are applied.
match options.object_eval_state:
case 'ORIGINAL':
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
case 'EVALUATED':
# Create a copy of the mesh object after non-armature modifiers are applied.
# Temporarily force the armature into the rest position.
# We will undo this later.
old_pose_position = None
if armature_object is not None:
old_pose_position = armature_object.data.pose_position
armature_object.data.pose_position = 'REST'
# Temporarily force the armature into the rest position.
# We will undo this later.
old_pose_position = None
if armature_object is not None:
old_pose_position = armature_object.data.pose_position
armature_object.data.pose_position = 'REST'
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
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)
# 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
# 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:
mesh_object.vertex_groups.new(name=vertex_group.name)
# Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
# Restore the previous pose position on the armature.
if old_pose_position is not None:
armature_object.data.pose_position = old_pose_position
# Restore the previous pose position on the armature.
if old_pose_position is not None:
armature_object.data.pose_position = old_pose_position
vertex_offset = len(psk.points)
@@ -287,6 +311,12 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
break
except ValueError:
bone = bone.parent
# Keep track of which vertices have been assigned weights.
# The ones that have not been assigned weights will be assigned to the root bone.
# Without this, some older versions of UnrealEd may have corrupted meshes.
vertices_assigned_weights = np.full(len(mesh_data.vertices), False)
for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
@@ -304,8 +334,18 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
w.point_index = vertex_offset + vertex_index
w.weight = weight
psk.weights.append(w)
vertices_assigned_weights[vertex_index] = True
if not options.use_raw_mesh_data:
# Assign vertices that have not been assigned weights to the root bone.
for vertex_index, assigned in enumerate(vertices_assigned_weights):
if not assigned:
w = Psk.Weight()
w.bone_index = 0
w.point_index = vertex_offset + vertex_index
w.weight = 1.0
psk.weights.append(w)
if options.object_eval_state == 'EVALUATED':
bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data)
del mesh_data

View File

@@ -1,35 +1,40 @@
from bpy.props import StringProperty
from bpy.types import Operator
from typing import List
import bpy
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator, Context, Object
from bpy_extras.io_utils import ExportHelper
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects
from .properties import object_eval_state_items
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects_for_context, \
get_psk_input_objects_for_collection
from ..writer import write_psk
from ...shared.helpers import populate_bone_collection_list
def is_bone_filter_mode_item_available(context, identifier):
input_objects = get_psk_input_objects(context)
input_objects = get_psk_input_objects_for_context(context)
armature_object = input_objects.armature_object
if identifier == 'BONE_COLLECTIONS':
if armature_object is None or armature_object.data is None or len(armature_object.data.collections) == 0:
return False
# else if... you can set up other conditions if you add more options
return True
def populate_material_list(mesh_objects, material_list):
material_list.clear()
def get_materials_for_mesh_objects(mesh_objects: List[Object]):
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 not in materials:
materials.append(material)
return materials
def populate_material_list(mesh_objects, material_list):
materials = get_materials_for_mesh_objects(mesh_objects)
material_list.clear()
for index, material in enumerate(materials):
m = material_list.add()
m.material = material
@@ -72,6 +77,84 @@ class PSK_OT_material_list_move_down(Operator):
return {'FINISHED'}
class PSK_OT_export_collection(Operator, ExportHelper):
bl_idname = 'export.psk_collection'
bl_label = 'Export'
bl_options = {'INTERNAL'}
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='',
subtype='FILE_PATH')
collection: StringProperty(options={'HIDDEN'})
object_eval_state: EnumProperty(
items=object_eval_state_items,
name='Object Evaluation State',
default='EVALUATED'
)
should_enforce_bone_name_restrictions: BoolProperty(
default=False,
name='Enforce Bone Name Restrictions',
description='Enforce that bone names must only contain letters, numbers, spaces, hyphens and underscores.\n\n'
'Depending on the engine, improper bone names might not be referenced correctly by scripts'
)
def execute(self, context):
collection = bpy.data.collections.get(self.collection)
try:
input_objects = get_psk_input_objects_for_collection(collection)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
options = PskBuildOptions()
options.bone_filter_mode = 'ALL'
options.object_eval_state = self.object_eval_state
options.materials = get_materials_for_mesh_objects(input_objects.mesh_objects)
options.should_enforce_bone_name_restrictions = self.should_enforce_bone_name_restrictions
try:
result = build_psk(context, input_objects, options)
for warning in result.warnings:
self.report({'WARNING'}, warning)
write_psk(result.psk, self.filepath)
if len(result.warnings) > 0:
self.report({'WARNING'}, f'PSK export successful with {len(result.warnings)} warnings')
else:
self.report({'INFO'}, f'PSK export successful')
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
return {'FINISHED'}
def draw(self, context: Context):
layout = self.layout
# MESH
mesh_header, mesh_panel = layout.panel('Mesh', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel:
flow = mesh_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(self, 'object_eval_state', text='Data')
# BONES
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
flow = bones_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(self, 'should_enforce_bone_name_restrictions')
class PSK_OT_export(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
@@ -88,7 +171,7 @@ class PSK_OT_export(Operator, ExportHelper):
def invoke(self, context, event):
try:
input_objects = get_psk_input_objects(context)
input_objects = get_psk_input_objects_for_context(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
@@ -110,7 +193,7 @@ class PSK_OT_export(Operator, ExportHelper):
@classmethod
def poll(cls, context):
try:
get_psk_input_objects(context)
get_psk_input_objects_for_context(context)
except RuntimeError as e:
cls.poll_message_set(str(e))
return False
@@ -118,16 +201,20 @@ class PSK_OT_export(Operator, ExportHelper):
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psk_export')
# MESH
mesh_header, mesh_panel = layout.panel('01_mesh', default_closed=False)
mesh_header, mesh_panel = layout.panel('Mesh', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel:
mesh_panel.prop(pg, 'use_raw_mesh_data')
flow = mesh_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'object_eval_state', text='Data')
# BONES
bones_header, bones_panel = layout.panel('02_bones', default_closed=False)
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
@@ -146,7 +233,7 @@ class PSK_OT_export(Operator, ExportHelper):
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# MATERIALS
materials_header, materials_panel = layout.panel('03_materials', default_closed=False)
materials_header, materials_panel = layout.panel('Materials', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel:
row = materials_panel.row()
@@ -157,16 +244,19 @@ class PSK_OT_export(Operator, ExportHelper):
col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN')
def execute(self, context):
pg = context.scene.psk_export
pg = getattr(context.scene, 'psk_export')
input_objects = get_psk_input_objects_for_context(context)
options = PskBuildOptions()
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.object_eval_state = pg.object_eval_state
options.materials = [m.material for m in pg.material_list]
options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
try:
result = build_psk(context, options)
result = build_psk(context, input_objects, options)
for warning in result.warnings:
self.report({'WARNING'}, warning)
write_psk(result.psk, self.filepath)
@@ -185,4 +275,5 @@ classes = (
PSK_OT_material_list_move_up,
PSK_OT_material_list_move_down,
PSK_OT_export,
PSK_OT_export_collection,
)

View File

@@ -5,6 +5,12 @@ from ...shared.types import PSX_PG_bone_collection_list_item
empty_set = set()
object_eval_state_items = (
('EVALUATED', 'Evaluated', 'Use data from fully evaluated object'),
('ORIGINAL', 'Original', 'Use data from original object with no modifiers applied'),
)
class PSK_PG_material_list_item(PropertyGroup):
material: PointerProperty(type=Material)
index: IntProperty()
@@ -23,7 +29,11 @@ class PSK_PG_export(PropertyGroup):
)
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0)
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
object_eval_state: EnumProperty(
items=object_eval_state_items,
name='Object Evaluation State',
default='EVALUATED'
)
material_list: CollectionProperty(type=PSK_PG_material_list_item)
material_list_index: IntProperty(default=0)
should_enforce_bone_name_restrictions: BoolProperty(

View File

@@ -13,8 +13,9 @@ empty_set = set()
class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import'
bl_label = 'File handler for Unreal PSK/PSKX import'
bl_label = 'Unreal PSK'
bl_import_operator = 'import_scene.psk'
bl_export_operator = 'export.psk_collection'
bl_file_extensions = '.psk;.pskx'
@classmethod
@@ -101,6 +102,12 @@ class PSK_OT_import(Operator, ImportHelper):
default=1.0,
soft_min=0.0,
)
bdk_repository_id: StringProperty(
name='BDK Repository ID',
default='',
options=empty_set,
description='The ID of the BDK repository to use for loading materials'
)
def execute(self, context):
psk = read_psk(self.filepath)
@@ -118,6 +125,9 @@ class PSK_OT_import(Operator, ImportHelper):
options.should_import_shape_keys = self.should_import_shape_keys
options.scale = self.scale
if self.bdk_repository_id:
options.bdk_repository_id = self.bdk_repository_id
if not options.should_import_mesh and not options.should_import_skeleton:
self.report({'ERROR'}, 'Nothing to import')
return {'CANCELLED'}

View File

@@ -25,6 +25,7 @@ class PskImportOptions:
self.bone_length = 1.0
self.should_import_materials = True
self.scale = 1.0
self.bdk_repository_id = None
class ImportBone:
@@ -130,7 +131,7 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
# Material does not yet exist, and we have the BDK addon installed.
# Attempt to load it using BDK addon's operator.
material_reference = psk.material_references[material_index]
if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}:
if material_reference and bpy.ops.bdk.link_material(reference=material_reference, repository_id=options.bdk_repository_id) == {'FINISHED'}:
material = bpy.data.materials[material_name]
else:
# Just create a blank material.

View File

@@ -1,3 +1,4 @@
import os
from ctypes import Structure, sizeof
from typing import Type
@@ -34,6 +35,9 @@ def write_psk(psk: Psk, path: str):
elif len(psk.bones) == 0:
raise RuntimeError(f'At least one bone must be marked for export')
# Make the directory for the file if it doesn't exist.
os.makedirs(os.path.dirname(path), exist_ok=True)
with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD')
_write_section(fp, b'PNTS0000', Vector3, psk.points)

View File

@@ -2,7 +2,6 @@ import re
import typing
from typing import List, Iterable
import addon_utils
import bpy.types
from bpy.types import NlaStrip, Object, AnimData
@@ -165,4 +164,6 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_c
def is_bdk_addon_loaded():
return addon_utils.check('bdk_addon')[1]
# TODO: this does not work anymore for *reasons*. Just check if bpy.ops.bdk.link_material exists.
# return addon_utils.check('bdk_addon')[1]
return bpy.ops.bdk.link_material is not None