Compare commits

..

12 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
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
42 changed files with 1194 additions and 2214 deletions

View File

@@ -1,54 +0,0 @@
name: Build Extension
on:
workflow_dispatch:
push:
branches: [ "main" ]
pull_request:
branches: [ "main" ]
jobs:
build:
runs-on: ubuntu-latest
env:
BLENDER_VERSION: blender-4.2.0-linux-x64
ADDON_NAME: io_scene_psk_psa
steps:
- uses: actions/checkout@v3
- uses: SebRollen/toml-action@v1.2.0
id: read_manifest
with:
file: '${{ env.ADDON_NAME }}/blender_manifest.toml'
field: 'version'
- name: Set derived environment variables
run: |
echo "BLENDER_FILENAME=${{ env.BLENDER_VERSION }}.tar.xz" >> $GITHUB_ENV
echo "BLENDER_URL=https://mirrors.iu13.net/blender/release/Blender4.2/${{ env.BLENDER_VERSION }}.tar.xz" >> $GITHUB_ENV
- name: Install Blender Dependencies
run: |
sudo apt-get install libxxf86vm-dev -y
sudo apt-get install libxfixes3 -y
sudo apt-get install libxi-dev -y
sudo apt-get install libxkbcommon-x11-0 -y
sudo apt-get install libgl1-mesa-glx -y
- name: Download & Extract Blender
run: |
wget -q $BLENDER_URL
tar -xf $BLENDER_FILENAME
rm -rf $BLENDER_FILENAME
- name: Add Blender executable to path
run: |
echo "${{ github.workspace }}/${{ env.BLENDER_VERSION }}/" >> $GITHUB_PATH
- name: Build extension
run: |
pushd ./${{ env.ADDON_NAME }}
blender --command extension build
mkdir artifact
unzip -q ${{ env.ADDON_NAME }}-${{ steps.read_manifest.outputs.value }}.zip -d ./artifact
popd
- name: Archive addon
uses: actions/upload-artifact@v4
with:
name: ${{ env.ADDON_NAME }}-${{ github.ref_name }}-${{ github.sha }}
path: |
./${{ env.ADDON_NAME }}/artifact/*

3
.gitmodules vendored Normal file
View File

@@ -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

674
COPYING
View File

@@ -1,674 +0,0 @@
GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains free
software for all its users. We, the Free Software Foundation, use the
GNU General Public License for most of our software; it applies also to
any other work released this way by its authors. You can apply it to
your programs, too.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
have the freedom to distribute copies of free software (and charge for
them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you have
certain responsibilities if you distribute copies of the software, or if
you modify it: responsibilities to respect the freedom of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
freedoms that you received. You must make sure that they, too, receive
or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
that there is no warranty for this free software. For both users' and
authors' sake, the GPL requires that modified versions be marked as
changed, so that their problems will not be attributed erroneously to
authors of previous versions.
Some devices are designed to deny users access to install or run
modified versions of the software inside them, although the manufacturer
can do so. This is fundamentally incompatible with the aim of
protecting users' freedom to change the software. The systematic
pattern of such abuse occurs in the area of products for individuals to
use, which is precisely where it is most unacceptable. Therefore, we
have designed this version of the GPL to prohibit the practice for those
products. If such problems arise substantially in other domains, we
stand ready to extend this provision to those domains in future versions
of the GPL, as needed to protect the freedom of users.
Finally, every program is threatened constantly by software patents.
States should not allow patents to restrict development and use of
software on general-purpose computers, but in those that do, we wish to
avoid the special danger that patents applied to a free program could
make it effectively proprietary. To prevent this, the GPL assures that
patents cannot be used to render the program non-free.
The precise terms and conditions for copying, distribution and
modification follow.
TERMS AND CONDITIONS
0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"Copyright" also means copyright-like laws that apply to other kinds of
works, such as semiconductor masks.
"The Program" refers to any copyrightable work licensed under this
License. Each licensee is addressed as "you". "Licensees" and
"recipients" may be individuals or organizations.
To "modify" a work means to copy from or adapt all or part of the work
in a fashion requiring copyright permission, other than the making of an
exact copy. The resulting work is called a "modified version" of the
earlier work or a work "based on" the earlier work.
A "covered work" means either the unmodified Program or a work based
on the Program.
To "propagate" a work means to do anything with it that, without
permission, would make you directly or secondarily liable for
infringement under applicable copyright law, except executing it on a
computer or modifying a private copy. Propagation includes copying,
distribution (with or without modification), making available to the
public, and in some countries other activities as well.
To "convey" a work means any kind of propagation that enables other
parties to make or receive copies. Mere interaction with a user through
a computer network, with no transfer of a copy, is not conveying.
An interactive user interface displays "Appropriate Legal Notices"
to the extent that it includes a convenient and prominently visible
feature that (1) displays an appropriate copyright notice, and (2)
tells the user that there is no warranty for the work (except to the
extent that warranties are provided), that licensees may convey the
work under this License, and how to view a copy of this License. If
the interface presents a list of user commands or options, such as a
menu, a prominent item in the list meets this criterion.
1. Source Code.
The "source code" for a work means the preferred form of the work
for making modifications to it. "Object code" means any non-source
form of a work.
A "Standard Interface" means an interface that either is an official
standard defined by a recognized standards body, or, in the case of
interfaces specified for a particular programming language, one that
is widely used among developers working in that language.
The "System Libraries" of an executable work include anything, other
than the work as a whole, that (a) is included in the normal form of
packaging a Major Component, but which is not part of that Major
Component, and (b) serves only to enable use of the work with that
Major Component, or to implement a Standard Interface for which an
implementation is available to the public in source code form. A
"Major Component", in this context, means a major essential component
(kernel, window system, and so on) of the specific operating system
(if any) on which the executable work runs, or a compiler used to
produce the work, or an object code interpreter used to run it.
The "Corresponding Source" for a work in object code form means all
the source code needed to generate, install, and (for an executable
work) run the object code and to modify the work, including scripts to
control those activities. However, it does not include the work's
System Libraries, or general-purpose tools or generally available free
programs which are used unmodified in performing those activities but
which are not part of the work. For example, Corresponding Source
includes interface definition files associated with source files for
the work, and the source code for shared libraries and dynamically
linked subprograms that the work is specifically designed to require,
such as by intimate data communication or control flow between those
subprograms and other parts of the work.
The Corresponding Source need not include anything that users
can regenerate automatically from other parts of the Corresponding
Source.
The Corresponding Source for a work in source code form is that
same work.
2. Basic Permissions.
All rights granted under this License are granted for the term of
copyright on the Program, and are irrevocable provided the stated
conditions are met. This License explicitly affirms your unlimited
permission to run the unmodified Program. The output from running a
covered work is covered by this License only if the output, given its
content, constitutes a covered work. This License acknowledges your
rights of fair use or other equivalent, as provided by copyright law.
You may make, run and propagate covered works that you do not
convey, without conditions so long as your license otherwise remains
in force. You may convey covered works to others for the sole purpose
of having them make modifications exclusively for you, or provide you
with facilities for running those works, provided that you comply with
the terms of this License in conveying all material for which you do
not control copyright. Those thus making or running the covered works
for you must do so exclusively on your behalf, under your direction
and control, on terms that prohibit them from making any copies of
your copyrighted material outside their relationship with you.
Conveying under any other circumstances is permitted solely under
the conditions stated below. Sublicensing is not allowed; section 10
makes it unnecessary.
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
No covered work shall be deemed part of an effective technological
measure under any applicable law fulfilling obligations under article
11 of the WIPO copyright treaty adopted on 20 December 1996, or
similar laws prohibiting or restricting circumvention of such
measures.
When you convey a covered work, you waive any legal power to forbid
circumvention of technological measures to the extent such circumvention
is effected by exercising rights under this License with respect to
the covered work, and you disclaim any intention to limit operation or
modification of the work as a means of enforcing, against the work's
users, your or third parties' legal rights to forbid circumvention of
technological measures.
4. Conveying Verbatim Copies.
You may convey verbatim copies of the Program's source code as you
receive it, in any medium, provided that you conspicuously and
appropriately publish on each copy an appropriate copyright notice;
keep intact all notices stating that this License and any
non-permissive terms added in accord with section 7 apply to the code;
keep intact all notices of the absence of any warranty; and give all
recipients a copy of this License along with the Program.
You may charge any price or no price for each copy that you convey,
and you may offer support or warranty protection for a fee.
5. Conveying Modified Source Versions.
You may convey a work based on the Program, or the modifications to
produce it from the Program, in the form of source code under the
terms of section 4, provided that you also meet all of these conditions:
a) The work must carry prominent notices stating that you modified
it, and giving a relevant date.
b) The work must carry prominent notices stating that it is
released under this License and any conditions added under section
7. This requirement modifies the requirement in section 4 to
"keep intact all notices".
c) You must license the entire work, as a whole, under this
License to anyone who comes into possession of a copy. This
License will therefore apply, along with any applicable section 7
additional terms, to the whole of the work, and all its parts,
regardless of how they are packaged. This License gives no
permission to license the work in any other way, but it does not
invalidate such permission if you have separately received it.
d) If the work has interactive user interfaces, each must display
Appropriate Legal Notices; however, if the Program has interactive
interfaces that do not display Appropriate Legal Notices, your
work need not make them do so.
A compilation of a covered work with other separate and independent
works, which are not by their nature extensions of the covered work,
and which are not combined with it such as to form a larger program,
in or on a volume of a storage or distribution medium, is called an
"aggregate" if the compilation and its resulting copyright are not
used to limit the access or legal rights of the compilation's users
beyond what the individual works permit. Inclusion of a covered work
in an aggregate does not cause this License to apply to the other
parts of the aggregate.
6. Conveying Non-Source Forms.
You may convey a covered work in object code form under the terms
of sections 4 and 5, provided that you also convey the
machine-readable Corresponding Source under the terms of this License,
in one of these ways:
a) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by the
Corresponding Source fixed on a durable physical medium
customarily used for software interchange.
b) Convey the object code in, or embodied in, a physical product
(including a physical distribution medium), accompanied by a
written offer, valid for at least three years and valid for as
long as you offer spare parts or customer support for that product
model, to give anyone who possesses the object code either (1) a
copy of the Corresponding Source for all the software in the
product that is covered by this License, on a durable physical
medium customarily used for software interchange, for a price no
more than your reasonable cost of physically performing this
conveying of source, or (2) access to copy the
Corresponding Source from a network server at no charge.
c) Convey individual copies of the object code with a copy of the
written offer to provide the Corresponding Source. This
alternative is allowed only occasionally and noncommercially, and
only if you received the object code with such an offer, in accord
with subsection 6b.
d) Convey the object code by offering access from a designated
place (gratis or for a charge), and offer equivalent access to the
Corresponding Source in the same way through the same place at no
further charge. You need not require recipients to copy the
Corresponding Source along with the object code. If the place to
copy the object code is a network server, the Corresponding Source
may be on a different server (operated by you or a third party)
that supports equivalent copying facilities, provided you maintain
clear directions next to the object code saying where to find the
Corresponding Source. Regardless of what server hosts the
Corresponding Source, you remain obligated to ensure that it is
available for as long as needed to satisfy these requirements.
e) Convey the object code using peer-to-peer transmission, provided
you inform other peers where the object code and Corresponding
Source of the work are being offered to the general public at no
charge under subsection 6d.
A separable portion of the object code, whose source code is excluded
from the Corresponding Source as a System Library, need not be
included in conveying the object code work.
A "User Product" is either (1) a "consumer product", which means any
tangible personal property which is normally used for personal, family,
or household purposes, or (2) anything designed or sold for incorporation
into a dwelling. In determining whether a product is a consumer product,
doubtful cases shall be resolved in favor of coverage. For a particular
product received by a particular user, "normally used" refers to a
typical or common use of that class of product, regardless of the status
of the particular user or of the way in which the particular user
actually uses, or expects or is expected to use, the product. A product
is a consumer product regardless of whether the product has substantial
commercial, industrial or non-consumer uses, unless such uses represent
the only significant mode of use of the product.
"Installation Information" for a User Product means any methods,
procedures, authorization keys, or other information required to install
and execute modified versions of a covered work in that User Product from
a modified version of its Corresponding Source. The information must
suffice to ensure that the continued functioning of the modified object
code is in no case prevented or interfered with solely because
modification has been made.
If you convey an object code work under this section in, or with, or
specifically for use in, a User Product, and the conveying occurs as
part of a transaction in which the right of possession and use of the
User Product is transferred to the recipient in perpetuity or for a
fixed term (regardless of how the transaction is characterized), the
Corresponding Source conveyed under this section must be accompanied
by the Installation Information. But this requirement does not apply
if neither you nor any third party retains the ability to install
modified object code on the User Product (for example, the work has
been installed in ROM).
The requirement to provide Installation Information does not include a
requirement to continue to provide support service, warranty, or updates
for a work that has been modified or installed by the recipient, or for
the User Product in which it has been modified or installed. Access to a
network may be denied when the modification itself materially and
adversely affects the operation of the network or violates the rules and
protocols for communication across the network.
Corresponding Source conveyed, and Installation Information provided,
in accord with this section must be in a format that is publicly
documented (and with an implementation available to the public in
source code form), and must require no special password or key for
unpacking, reading or copying.
7. Additional Terms.
"Additional permissions" are terms that supplement the terms of this
License by making exceptions from one or more of its conditions.
Additional permissions that are applicable to the entire Program shall
be treated as though they were included in this License, to the extent
that they are valid under applicable law. If additional permissions
apply only to part of the Program, that part may be used separately
under those permissions, but the entire Program remains governed by
this License without regard to the additional permissions.
When you convey a copy of a covered work, you may at your option
remove any additional permissions from that copy, or from any part of
it. (Additional permissions may be written to require their own
removal in certain cases when you modify the work.) You may place
additional permissions on material, added by you to a covered work,
for which you have or can give appropriate copyright permission.
Notwithstanding any other provision of this License, for material you
add to a covered work, you may (if authorized by the copyright holders of
that material) supplement the terms of this License with terms:
a) Disclaiming warranty or limiting liability differently from the
terms of sections 15 and 16 of this License; or
b) Requiring preservation of specified reasonable legal notices or
author attributions in that material or in the Appropriate Legal
Notices displayed by works containing it; or
c) Prohibiting misrepresentation of the origin of that material, or
requiring that modified versions of such material be marked in
reasonable ways as different from the original version; or
d) Limiting the use for publicity purposes of names of licensors or
authors of the material; or
e) Declining to grant rights under trademark law for use of some
trade names, trademarks, or service marks; or
f) Requiring indemnification of licensors and authors of that
material by anyone who conveys the material (or modified versions of
it) with contractual assumptions of liability to the recipient, for
any liability that these contractual assumptions directly impose on
those licensors and authors.
All other non-permissive additional terms are considered "further
restrictions" within the meaning of section 10. If the Program as you
received it, or any part of it, contains a notice stating that it is
governed by this License along with a term that is a further
restriction, you may remove that term. If a license document contains
a further restriction but permits relicensing or conveying under this
License, you may add to a covered work material governed by the terms
of that license document, provided that the further restriction does
not survive such relicensing or conveying.
If you add terms to a covered work in accord with this section, you
must place, in the relevant source files, a statement of the
additional terms that apply to those files, or a notice indicating
where to find the applicable terms.
Additional terms, permissive or non-permissive, may be stated in the
form of a separately written license, or stated as exceptions;
the above requirements apply either way.
8. Termination.
You may not propagate or modify a covered work except as expressly
provided under this License. Any attempt otherwise to propagate or
modify it is void, and will automatically terminate your rights under
this License (including any patent licenses granted under the third
paragraph of section 11).
However, if you cease all violation of this License, then your
license from a particular copyright holder is reinstated (a)
provisionally, unless and until the copyright holder explicitly and
finally terminates your license, and (b) permanently, if the copyright
holder fails to notify you of the violation by some reasonable means
prior to 60 days after the cessation.
Moreover, your license from a particular copyright holder is
reinstated permanently if the copyright holder notifies you of the
violation by some reasonable means, this is the first time you have
received notice of violation of this License (for any work) from that
copyright holder, and you cure the violation prior to 30 days after
your receipt of the notice.
Termination of your rights under this section does not terminate the
licenses of parties who have received copies or rights from you under
this License. If your rights have been terminated and not permanently
reinstated, you do not qualify to receive new licenses for the same
material under section 10.
9. Acceptance Not Required for Having Copies.
You are not required to accept this License in order to receive or
run a copy of the Program. Ancillary propagation of a covered work
occurring solely as a consequence of using peer-to-peer transmission
to receive a copy likewise does not require acceptance. However,
nothing other than this License grants you permission to propagate or
modify any covered work. These actions infringe copyright if you do
not accept this License. Therefore, by modifying or propagating a
covered work, you indicate your acceptance of this License to do so.
10. Automatic Licensing of Downstream Recipients.
Each time you convey a covered work, the recipient automatically
receives a license from the original licensors, to run, modify and
propagate that work, subject to this License. You are not responsible
for enforcing compliance by third parties with this License.
An "entity transaction" is a transaction transferring control of an
organization, or substantially all assets of one, or subdividing an
organization, or merging organizations. If propagation of a covered
work results from an entity transaction, each party to that
transaction who receives a copy of the work also receives whatever
licenses to the work the party's predecessor in interest had or could
give under the previous paragraph, plus a right to possession of the
Corresponding Source of the work from the predecessor in interest, if
the predecessor has it or can get it with reasonable efforts.
You may not impose any further restrictions on the exercise of the
rights granted or affirmed under this License. For example, you may
not impose a license fee, royalty, or other charge for exercise of
rights granted under this License, and you may not initiate litigation
(including a cross-claim or counterclaim in a lawsuit) alleging that
any patent claim is infringed by making, using, selling, offering for
sale, or importing the Program or any portion of it.
11. Patents.
A "contributor" is a copyright holder who authorizes use under this
License of the Program or a work on which the Program is based. The
work thus licensed is called the contributor's "contributor version".
A contributor's "essential patent claims" are all patent claims
owned or controlled by the contributor, whether already acquired or
hereafter acquired, that would be infringed by some manner, permitted
by this License, of making, using, or selling its contributor version,
but do not include claims that would be infringed only as a
consequence of further modification of the contributor version. For
purposes of this definition, "control" includes the right to grant
patent sublicenses in a manner consistent with the requirements of
this License.
Each contributor grants you a non-exclusive, worldwide, royalty-free
patent license under the contributor's essential patent claims, to
make, use, sell, offer for sale, import and otherwise run, modify and
propagate the contents of its contributor version.
In the following three paragraphs, a "patent license" is any express
agreement or commitment, however denominated, not to enforce a patent
(such as an express permission to practice a patent or covenant not to
sue for patent infringement). To "grant" such a patent license to a
party means to make such an agreement or commitment not to enforce a
patent against the party.
If you convey a covered work, knowingly relying on a patent license,
and the Corresponding Source of the work is not available for anyone
to copy, free of charge and under the terms of this License, through a
publicly available network server or other readily accessible means,
then you must either (1) cause the Corresponding Source to be so
available, or (2) arrange to deprive yourself of the benefit of the
patent license for this particular work, or (3) arrange, in a manner
consistent with the requirements of this License, to extend the patent
license to downstream recipients. "Knowingly relying" means you have
actual knowledge that, but for the patent license, your conveying the
covered work in a country, or your recipient's use of the covered work
in a country, would infringe one or more identifiable patents in that
country that you have reason to believe are valid.
If, pursuant to or in connection with a single transaction or
arrangement, you convey, or propagate by procuring conveyance of, a
covered work, and grant a patent license to some of the parties
receiving the covered work authorizing them to use, propagate, modify
or convey a specific copy of the covered work, then the patent license
you grant is automatically extended to all recipients of the covered
work and works based on it.
A patent license is "discriminatory" if it does not include within
the scope of its coverage, prohibits the exercise of, or is
conditioned on the non-exercise of one or more of the rights that are
specifically granted under this License. You may not convey a covered
work if you are a party to an arrangement with a third party that is
in the business of distributing software, under which you make payment
to the third party based on the extent of your activity of conveying
the work, and under which the third party grants, to any of the
parties who would receive the covered work from you, a discriminatory
patent license (a) in connection with copies of the covered work
conveyed by you (or copies made from those copies), or (b) primarily
for and in connection with specific products or compilations that
contain the covered work, unless you entered into that arrangement,
or that patent license was granted, prior to 28 March 2007.
Nothing in this License shall be construed as excluding or limiting
any implied license or other defenses to infringement that may
otherwise be available to you under applicable patent law.
12. No Surrender of Others' Freedom.
If conditions are imposed on you (whether by court order, agreement or
otherwise) that contradict the conditions of this License, they do not
excuse you from the conditions of this License. If you cannot convey a
covered work so as to satisfy simultaneously your obligations under this
License and any other pertinent obligations, then as a consequence you may
not convey it at all. For example, if you agree to terms that obligate you
to collect a royalty for further conveying from those to whom you convey
the Program, the only way you could satisfy both those terms and this
License would be to refrain entirely from conveying the Program.
13. Use with the GNU Affero General Public License.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
combined work, and to convey the resulting work. The terms of this
License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
14. Revised Versions of this License.
The Free Software Foundation may publish revised and/or new versions of
the GNU General Public License from time to time. Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.
Each version is given a distinguishing version number. If the
Program specifies that a certain numbered version of the GNU General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU General Public License, you may choose any version ever published
by the Free Software Foundation.
If the Program specifies that a proxy can decide which future
versions of the GNU General Public License can be used, that proxy's
public statement of acceptance of a version permanently authorizes you
to choose that version for the Program.
Later license versions may give you additional or different
permissions. However, no additional obligations are imposed on any
author or copyright holder as a result of your choosing to follow a
later version.
15. Disclaimer of Warranty.
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

21
LICENSE Normal file
View File

@@ -0,0 +1,21 @@
MIT License
Copyright (c) 2019 Darklight Games
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

84
README-JP.md Normal file
View File

@@ -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。

View File

@@ -1,48 +1,38 @@
[![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/)
[![Build Extension](https://github.com/DarklightGames/io_scene_psk_psa/actions/workflows/main.yml/badge.svg)](https://github.com/DarklightGames/io_scene_psk_psa/actions/workflows/main.yml)
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/L4L3853VR)
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 software is licensed under the [GPLv3](https://www.gnu.org/licenses/gpl-3.0.html) license.
# Compatibility
| Blender Version | Addon Version | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 4.0+ | [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 |
| [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) is preserved on import, allowing this data to be reused on export.
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export.
* Specific bone 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), 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.
* 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.
* Manual re-ordering of material slots when exporting multiple mesh objects.
# Installation
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.
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.
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.
@@ -66,6 +56,19 @@ Critical bug fixes may be issued for legacy addon versions that are under [Blend
> 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
## Why can't I see the animations imported from my PSA?
@@ -77,5 +80,3 @@ 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.

41
build.py Normal file
View File

@@ -0,0 +1,41 @@
import os
import subprocess
from fnmatch import fnmatch
from zipfile import ZipFile, ZIP_DEFLATED
ignore_patterns = [
'*/__pycache__/*',
'*/.git/*',
'*/.github/*',
'*/.idea/*',
'*/venv/*',
'*/.gitignore',
'*/.gitattributes',
'*/build/*',
'*/build.py',
]
def zipdir(path, zip_file: ZipFile):
for root, dirs, files in os.walk(path):
for file in files:
if file != zip_file.filename and not any(fnmatch(os.path.join(root, file), pattern) for pattern in ignore_patterns):
zip_file.write(os.path.join(root, file))
# Get the branch name.
branch = subprocess.check_output(['git', 'rev-parse', '--abbrev-ref', 'HEAD']).decode('utf-8').strip()
# Get the most recent tag.
tag = subprocess.check_output(['git', 'describe', '--tags', '--abbrev=0']).decode('utf-8').strip()
# Create a zip file of the current directory.
zip_path = f'./build/io_scene_psk_psa-{branch}-{tag}.zip'
# Check that the directory exists, if it doesn't, create it.
if not os.path.exists('./build'):
os.makedirs('./build')
zipf = ZipFile(zip_path, 'w', ZIP_DEFLATED)
zipdir('.', zipf)
zipf.close()

View File

@@ -1,13 +1,24 @@
from bpy.app.handlers import persistent
bl_info = {
'name': 'PSK/PSA Importer/Exporter',
'author': 'Colin Basnett, Yurii Ti',
'version': (6, 2, 0),
'blender': (4, 0, 0),
'description': 'PSK/PSA Import/Export (.psk/.psa)',
'warning': '',
'doc_url': 'https://github.com/DarklightGames/io_scene_psk_psa',
'tracker_url': 'https://github.com/DarklightGames/io_scene_psk_psa/issues',
'category': 'Import-Export'
}
if 'bpy' in locals():
import importlib
importlib.reload(shared_data)
importlib.reload(shared_helpers)
importlib.reload(shared_types)
importlib.reload(shared_dfs)
importlib.reload(shared_ui)
importlib.reload(psx_data)
importlib.reload(psx_helpers)
importlib.reload(psx_types)
importlib.reload(psx_i18n)
importlib.reload(psk_data)
importlib.reload(psk_reader)
@@ -34,31 +45,40 @@ if 'bpy' in locals():
importlib.reload(psa_import_operators)
importlib.reload(psa_import_ui)
else:
from .shared import data as shared_data, types as shared_types, helpers as shared_helpers
from .shared import dfs as shared_dfs, ui as shared_ui
from .psk import data as psk_data, builder as psk_builder, writer as psk_writer, \
importer as psk_importer, properties as psk_properties
from .psk import reader as psk_reader, ui as psk_ui
from .psk.export import properties as psk_export_properties, ui as psk_export_ui, \
operators as psk_export_operators
# if i remove this line, it can be enabled just fine
from . import data as psx_data
from . import helpers as psx_helpers
from . import types as psx_types
from . import i18n as psx_i18n
from .psk import data as psk_data
from .psk import reader as psk_reader
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
from .psk.import_ import operators as psk_import_operators
from .psa import config as psa_config, data as psa_data, writer as psa_writer, reader as psa_reader, \
builder as psa_builder, importer as psa_importer
from .psa.export import properties as psa_export_properties, ui as psa_export_ui, \
operators as psa_export_operators
from .psa import data as psa_data
from .psa import config as psa_config
from .psa import reader as psa_reader
from .psa import writer as psa_writer
from .psa import builder as psa_builder
from .psa import importer as psa_importer
from .psa.export import properties as psa_export_properties
from .psa.export import operators as psa_export_operators
from .psa.export import ui as psa_export_ui
from .psa.import_ import properties as psa_import_properties
from .psa.import_ import operators as psa_import_operators
from .psa.import_ import ui as psa_import_ui, properties as psa_import_properties
from .psa.import_ import ui as psa_import_ui
import bpy
from bpy.props import PointerProperty
# TODO: just here so that it's not unreferenced and removed on save.
if [shared_data, shared_helpers, psk_data, psk_reader, psk_writer, psk_builder, psk_importer, psa_data, psa_config,
psa_reader, psa_writer, psa_builder, psa_importer]:
pass
classes = shared_types.classes +\
classes = psx_types.classes +\
psk_properties.classes +\
psk_ui.classes +\
psk_import_operators.classes +\
@@ -92,6 +112,7 @@ def psa_import_menu_func(self, context):
def register():
for cls in classes:
bpy.utils.register_class(cls)
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_export.append(psa_export_menu_func)
@@ -100,10 +121,13 @@ def register():
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)
bpy.types.Action.psa_export = PointerProperty(type=shared_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():
bpy.app.translations.unregister(__name__)
del bpy.types.Material.psk
del bpy.types.Scene.psa_import
del bpy.types.Scene.psa_export

View File

@@ -1,27 +0,0 @@
schema_version = "1.0.0"
id = "io_scene_psk_psa"
version = "7.1.3"
name = "Unreal PSK/PSA (.psk/.psa)"
tagline = "Import and export PSK and PSA files used in Unreal Engine"
maintainer = "Colin Basnett <cmbasnett@gmail.com>"
type = "add-on"
website = "https://github.com/DarklightGames/io_scene_psk_psa/"
tags = ["Game Engine", "Import-Export"]
blender_version_min = "4.2.0"
# Optional: maximum supported Blender version
# blender_version_max = "5.1.0"
license = [
"SPDX:GPL-3.0-or-later",
]
[build]
paths_exclude_pattern = [
"/.git/",
"__pycache__/",
"/venv/",
"/.github/",
".gitignore",
]
[permissions]
files = "Import/export PSK and PSA files from/to disk"

View File

@@ -93,9 +93,3 @@ class Section(Structure):
def __init__(self, *args, **kw):
super().__init__(*args, **kw)
self.type_flags = 1999801
bone_filter_mode_items = (
('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections', 'Only bones belonging to the selected bone collections and their ancestors will be exported')
)

View File

@@ -1,9 +1,10 @@
from typing import List, Iterable, cast
import re
import typing
from typing import List, Iterable
import bpy
from bpy.props import CollectionProperty
from bpy.types import AnimData, Object
from bpy.types import Armature
import addon_utils
import bpy.types
from bpy.types import NlaStrip, Object, AnimData
def rgb_to_srgb(c: float):
@@ -13,9 +14,10 @@ def rgb_to_srgb(c: float):
return 12.92 * c
def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, frame_max: float):
def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, frame_max: float) -> List[NlaStrip]:
if animation_data is None:
return
return []
strips = []
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
@@ -23,16 +25,17 @@ def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, fr
if (strip.frame_start < frame_min and strip.frame_end > frame_max) or \
(frame_min <= strip.frame_start < frame_max) or \
(frame_min < strip.frame_end <= frame_max):
yield strip
strips.append(strip)
return strips
def populate_bone_collection_list(armature_object: Object, bone_collection_list: CollectionProperty) -> None:
"""
def populate_bone_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None:
'''
Updates the bone collections collection.
Bone collection selections are preserved between updates unless none of the groups were previously selected;
otherwise, all collections are selected by default.
"""
'''
has_selected_collections = any([g.is_selected for g in bone_collection_list])
unassigned_collection_is_selected, selected_assigned_collection_names = True, []
@@ -51,13 +54,13 @@ def populate_bone_collection_list(armature_object: Object, bone_collection_list:
bone_collection_list.clear()
armature = cast(Armature, armature_object.data)
armature = armature_object.data
if armature is None:
return
item = bone_collection_list.add()
item.name = 'Unassigned'
item.name = bpy.app.translations.pgettext_iface('Unassigned')
item.index = -1
# 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))
@@ -71,21 +74,33 @@ def populate_bone_collection_list(armature_object: Object, bone_collection_list:
item.is_selected = bone_collection.name in selected_assigned_collection_names if has_selected_collections else True
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: Iterable[int]) -> List[str]:
"""
def check_bone_names(bone_names: Iterable[str]):
pattern = re.compile(r'^[a-zA-Z\d_\- ]+$')
invalid_bone_names = [x for x in bone_names if pattern.match(x) is None]
if len(invalid_bone_names) > 0:
message = bpy.app.translations.pgettext_iface(
'The following bone names are invalid: {invalid_bone_names}.\n'
'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]:
'''
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.
:param armature_object: Blender object with type 'ARMATURE'
:param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS']
:param bone_collection_indices: A list of bone collection indices to export.
:param bone_collection_indices: List of bone collection indices to be exported.
:return: A sorted list of bone indices that should be exported.
"""
'''
if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied')
armature_data = cast(Armature, armature_object.data)
armature_data = typing.cast(bpy.types.Armature, armature_object.data)
bones = armature_data.bones
bone_names = [x.name for x in bones]
@@ -141,16 +156,21 @@ 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.
instigator_bone_name = instigator_bone_names[bone_names.index(bone_name)]
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
bone_name = instigator_bone_name
raise RuntimeError('Exported bone hierarchy must have a single root bone.\n'
f'The bone hierarchy marked for export has {len(root_bones)} root bones: {root_bone_names}.\n'
f'Additional debugging information has been written to the console.')
message = bpy.app.translations.pgettext_iface(
'Exported bone hierarchy must have a single root bone.\n'
'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
def is_bdk_addon_loaded() -> bool:
return 'bdk' in dir(bpy.ops)
def is_bdk_addon_loaded():
return addon_utils.check('bdk_addon')[1]

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

@@ -1,9 +1,10 @@
from typing import Optional
from bpy.types import Bone, Action, PoseBone
import bpy.app.translations
from bpy.types import Armature, Bone, Action, PoseBone
from .data import *
from ..shared.helpers import *
from ..helpers import *
class PsaBuildSequence:
@@ -13,9 +14,7 @@ class PsaBuildSequence:
self.frame_start: int = 0
self.frame_end: int = 0
def __init__(self, armature_object: Object, anim_data: AnimData):
self.armature_object = armature_object
self.anim_data = anim_data
def __init__(self):
self.name: str = ''
self.nla_state: PsaBuildSequence.NlaState = PsaBuildSequence.NlaState()
self.compression_ratio: float = 1.0
@@ -29,10 +28,10 @@ class PsaBuildOptions:
self.sequences: List[PsaBuildSequence] = []
self.bone_filter_mode: str = 'ALL'
self.bone_collection_indices: List[int] = []
self.should_enforce_bone_name_restrictions: bool = False
self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = ''
self.root_motion: bool = False
self.scale = 1.0
def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: Object, options: PsaBuildOptions):
@@ -51,8 +50,6 @@ def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: O
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
location *= options.scale
if pose_bone.parent is not None:
rotation.conjugate()
@@ -72,6 +69,9 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
# As a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature_object.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
# Get a list of all the bone indices and instigator bones for the bone filter settings.
export_bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
@@ -79,11 +79,16 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
# Make the bone lists contain only the bones that are going to be exported.
bones = [bones[bone_index] for bone_index in bone_indices]
pose_bones = [pose_bones[bone_index] for bone_index in bone_indices]
# No bones are going to be exported.
if len(bones) == 0:
raise RuntimeError('No bones available for export')
# Check that all bone names are valid.
if options.should_enforce_bone_name_restrictions:
check_bone_names(map(lambda bone: bone.name, bones))
# Build list of PSA bones.
for bone in bones:
psa_bone = Psa.Bone()
@@ -91,7 +96,8 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
try:
psa_bone.name = bytes(bone.name, encoding='windows-1252')
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:
parent_index = bones.index(bone.parent)
@@ -141,14 +147,8 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
context.window_manager.progress_begin(0, len(options.sequences))
for export_sequence_index, export_sequence in enumerate(options.sequences):
# Look up the pose bones for the bones that are going to be exported.
pose_bones = [(bone_names.index(bone.name), bone) for bone in export_sequence.armature_object.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
pose_bones = [pose_bones[bone_index] for bone_index in bone_indices]
# Link the action to the animation data and update view layer.
export_sequence.anim_data.action = export_sequence.nla_state.action
options.animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
frame_start = export_sequence.nla_state.frame_start
@@ -157,7 +157,7 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
# Calculate the frame step based on the compression factor.
frame_extents = abs(frame_end - frame_start)
frame_count_raw = frame_extents + 1
frame_count = max(1, max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio)))
frame_count = max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio))
try:
frame_step = frame_extents / (frame_count - 1)
@@ -174,7 +174,9 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
try:
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
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_start_index = frame_start_index
psa_sequence.fps = frame_count / sequence_duration
@@ -188,7 +190,7 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
for pose_bone in pose_bones:
location, rotation = _get_pose_bone_location_and_rotation(pose_bone, export_sequence.armature_object, options)
location, rotation = _get_pose_bone_location_and_rotation(pose_bone, armature_object, options)
key = Psa.Key()
key.location.x = location.x

View File

@@ -1,6 +1,8 @@
import re
from configparser import ConfigParser
from typing import Dict, List
from typing import Dict
from .reader import PsaReader
REMOVE_TRACK_LOCATION = (1 << 0)
REMOVE_TRACK_ROTATION = (1 << 1)
@@ -26,7 +28,7 @@ def _load_config_file(file_path: str) -> ConfigParser:
with open(file_path, 'r') as f:
lines = f.read().split('\n')
lines = [re.sub(r'^\s*([^=]+)\s*$', r'\1=', line) for line in lines]
lines = [re.sub(r'^\s*(\w+)\s*$', r'\1=', line) for line in lines]
contents = '\n'.join(lines)
@@ -48,7 +50,7 @@ def _get_bone_flags_from_value(value: str) -> int:
return 0
def read_psa_config(psa_sequence_names: List[str], file_path: str) -> PsaConfig:
def read_psa_config(psa_reader: PsaReader, file_path: str) -> PsaConfig:
psa_config = PsaConfig()
config = _load_config_file(file_path)
@@ -60,6 +62,7 @@ def read_psa_config(psa_sequence_names: List[str], file_path: str) -> PsaConfig:
# Map the sequence name onto the actual sequence name in the PSA file.
try:
psa_sequence_names = list(psa_reader.sequences.keys())
lowercase_sequence_names = [sequence_name.lower() for sequence_name in psa_sequence_names]
sequence_name = psa_sequence_names[lowercase_sequence_names.index(sequence_name.lower())]
except ValueError:

View File

@@ -2,7 +2,7 @@ import typing
from collections import OrderedDict
from typing import List
from ..shared.data import *
from ..data import *
'''
Note that keys are not stored within the Psa object.

View File

@@ -1,6 +1,6 @@
import re
from collections import Counter
from typing import List, Iterable, Dict, Tuple, cast, Optional
from typing import List, Iterable, Dict, Tuple
import bpy
from bpy.props import StringProperty
@@ -8,26 +8,10 @@ from bpy.types import Context, Armature, Action, Object, AnimData, TimelineMarke
from bpy_extras.io_utils import ExportHelper
from bpy_types import Operator
from .properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences, \
get_sequences_from_name_and_frame_range
from .properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions
from ..writer import write_psa
from ...shared.helpers import populate_bone_collection_list, get_nla_strips_in_frame_range
from ...shared.ui import draw_bone_filter_mode
def get_sequences_propnames_from_source(sequence_source: str) -> Optional[Tuple[str, str]]:
match sequence_source:
case 'ACTIONS':
return 'action_list', 'action_list_index'
case 'TIMELINE_MARKERS':
return 'marker_list', 'marker_list_index'
case 'NLA_TRACK_STRIPS':
return 'nla_strip_list', 'nla_strip_list_index'
case 'ACTIVE_ACTION':
return 'active_action_list', 'active_action_list_index'
case _:
raise ValueError(f'Unhandled sequence source: {sequence_source}')
from ...helpers import populate_bone_collection_list, get_nla_strips_in_frame_range
def is_action_for_armature(armature: Armature, action: Action):
@@ -44,13 +28,12 @@ def is_action_for_armature(armature: Armature, action: Action):
return False
def update_actions_and_timeline_markers(context: Context):
def update_actions_and_timeline_markers(context: Context, armature: Armature):
pg = getattr(context.scene, 'psa_export')
# Clear actions and markers.
pg.action_list.clear()
pg.marker_list.clear()
pg.active_action_list.clear()
# Get animation data.
animation_data_object = get_animation_data_object(context)
@@ -59,11 +42,9 @@ def update_actions_and_timeline_markers(context: Context):
if animation_data is None:
return
active_armature = cast(Armature, context.active_object.data)
# Populate actions list.
for action in bpy.data.actions:
if not is_action_for_armature(active_armature, action):
if not is_action_for_armature(armature, action):
continue
if action.name != '' and not action.name.startswith('#'):
@@ -81,7 +62,7 @@ def update_actions_and_timeline_markers(context: Context):
for pose_marker_index, pose_marker in enumerate(pose_markers):
if pose_marker.name.strip() == '' or pose_marker.name.startswith('#'):
continue
for (name, frame_start, frame_end) in get_sequences_from_action_pose_markers(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.action = action
item.name = name
@@ -108,21 +89,6 @@ def update_actions_and_timeline_markers(context: Context):
item.frame_start = frame_start
item.frame_end = frame_end
# Populate the active action list.
for armature_object in context.selected_objects:
if armature_object.type != 'ARMATURE':
continue
action = armature_object.animation_data.action if armature_object.animation_data else None
if action is None:
continue
item = pg.active_action_list.add()
item.name = action.name
item.armature_object = armature_object
item.action = action
item.frame_start = int(item.action.frame_range[0])
item.frame_end = int(item.action.frame_range[1])
item.is_selected = True
def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float:
match fps_source:
@@ -134,7 +100,9 @@ def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actio
# Get the minimum value of action metadata FPS values.
return min([action.psa_export.fps for action in actions])
case _:
raise RuntimeError(f'Invalid FPS source "{fps_source}"')
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:
@@ -153,11 +121,19 @@ def get_animation_data_object(context: Context) -> Object:
return animation_data_object
def is_bone_filter_mode_item_available(context, identifier):
if identifier == 'BONE_COLLECTIONS':
armature = context.active_object.data
if len(armature.collections) == 0:
return False
return True
def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context: Context, marker_names: List[str]) -> Dict:
# Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = [x.name for x in sorted_timeline_markers]
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
for marker_name in marker_names:
marker = context.scene.timeline_markers[marker_name]
@@ -170,7 +146,7 @@ def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context:
if next_marker_index < len(sorted_timeline_markers):
# There is a next marker. Use that next marker's frame position as the last frame of this sequence.
frame_end = sorted_timeline_markers[next_marker_index].frame
nla_strips = list(get_nla_strips_in_frame_range(animation_data, marker.frame, frame_end))
nla_strips = get_nla_strips_in_frame_range(animation_data, marker.frame, frame_end)
if len(nla_strips) > 0:
frame_end = min(frame_end, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_start = max(frame_start, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
@@ -194,24 +170,33 @@ def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context:
return sequence_frame_ranges
def get_sequences_from_name_and_frame_range(name: str, frame_start: int, frame_end: int) -> List[Tuple[str, int, int]]:
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
return [
(forward_name, frame_start, frame_end),
(backwards_name, frame_end, frame_start)
]
else:
return [(name, frame_start, frame_end)]
def get_sequences_from_action(action: Action) -> List[Tuple[str, int, int]]:
frame_start = int(action.frame_range[0])
frame_end = int(action.frame_range[1])
return get_sequences_from_name_and_frame_range(action.name, frame_start, frame_end)
def get_sequences_from_action_pose_markers(action: Action, pose_markers: List[TimelineMarker], pose_marker: TimelineMarker, pose_marker_index: int) -> List[Tuple[str, int, int]]:
def get_sequences_from_action_pose_marker(action: Action, pose_markers: List[TimelineMarker], pose_marker: TimelineMarker, pose_marker_index: int) -> List[Tuple[str, int, int]]:
frame_start = pose_marker.frame
sequence_name = pose_marker.name
if pose_marker.name.startswith('!'):
# If the pose marker name starts with an exclamation mark, only export the first frame.
frame_end = frame_start
sequence_name = sequence_name[1:]
elif pose_marker_index + 1 < len(pose_markers):
if pose_marker_index + 1 < len(pose_markers):
frame_end = pose_markers[pose_marker_index + 1].frame
else:
frame_end = int(action.frame_range[1])
return get_sequences_from_name_and_frame_range(sequence_name, frame_start, frame_end)
return get_sequences_from_name_and_frame_range(pose_marker.name, frame_start, frame_end)
def get_visible_sequences(pg: PSA_PG_export, sequences) -> List[PSA_PG_export_action_list_item]:
@@ -226,7 +211,7 @@ class PSA_OT_export(Operator, ExportHelper):
bl_idname = 'psa_export.operator'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
bl_description = 'Export actions to PSA'
__doc__ = 'Export actions to PSA'
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
@@ -235,8 +220,7 @@ class PSA_OT_export(Operator, ExportHelper):
maxlen=1024,
default='')
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
def __init__(self):
self.armature_object = None
@classmethod
@@ -252,20 +236,28 @@ class PSA_OT_export(Operator, ExportHelper):
layout = self.layout
pg = getattr(context.scene, 'psa_export')
sequences_header, sequences_panel = layout.panel('Sequences', default_closed=False)
sequences_header, sequences_panel = layout.panel('sequences_panel_id', default_closed=False)
sequences_header.label(text='Sequences', icon='ACTION')
if sequences_panel:
if sequences_panel is not None:
flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
# FPS
fps_row = flow.row(align=True)
fps_row.prop(pg, 'fps_source', text='FPS')
if pg.fps_source == 'CUSTOM':
fps_row.prop(pg, 'fps_custom', text='')
# SOURCE
flow.prop(pg, 'sequence_source', text='Source')
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=' ')
flow.prop(pg, 'animation_data_override', text='')
if pg.sequence_source == 'NLA_TRACK_STRIPS':
flow = sequences_panel.grid_flow()
@@ -279,17 +271,22 @@ class PSA_OT_export(Operator, ExportHelper):
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')
from .ui import PSA_UL_export_sequences
# 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)
propname, active_propname = get_sequences_propnames_from_source(pg.sequence_source)
sequences_panel.template_list(PSA_UL_export_sequences.bl_idname, '', pg, propname, pg, active_propname,
rows=max(3, min(len(getattr(pg, propname)), 10)))
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')
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]
@@ -297,21 +294,18 @@ class PSA_OT_export(Operator, ExportHelper):
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')
text = bpy.app.translations.pgettext_iface('Duplicate action: {action_name}')
text = text.format(action_name=action_name)
sequences_panel.label(text, icon='ERROR')
break
# FPS
flow.prop(pg, 'fps_source')
if pg.fps_source == 'CUSTOM':
flow.prop(pg, 'fps_custom', text='Custom')
# BONES
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header, bones_panel = layout.panel('bones_panel_id', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
row = bones_panel.row(align=True)
draw_bone_filter_mode(row, pg)
if bones_panel is not None:
row = bones_panel.row(align=True)
row.prop(pg, 'bone_filter_mode', text='Bones')
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row(align=True)
@@ -322,16 +316,14 @@ class PSA_OT_export(Operator, ExportHelper):
bones_panel.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows)
# TRANSFORM
transform_header, transform_panel = layout.panel('Advanced', default_closed=False)
transform_header.label(text='Transform')
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
if transform_panel:
flow = transform_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'root_motion', text='Root Motion')
flow.prop(pg, 'scale', text='Scale')
# 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
def _check_context(cls, context):
@@ -339,16 +331,7 @@ class PSA_OT_export(Operator, ExportHelper):
raise RuntimeError('An armature must be selected')
if context.view_layer.objects.active.type != 'ARMATURE':
raise RuntimeError('The active object must be an armature')
# If we have multiple armatures selected, make sure that they all use the same underlying armature data.
armature_objects = [obj for obj in context.selected_objects if obj.type == 'ARMATURE']
for obj in armature_objects:
if obj.data != context.view_layer.objects.active.data:
raise RuntimeError(f'All selected armatures must use the same armature data block.\n\n'
f'\The armature data block for "{obj.name}\" (\'{obj.data.name}\') does not match '
f'the active armature data block (\'{context.view_layer.objects.active.name}\')')
raise RuntimeError('The selected object must be an armature')
def invoke(self, context, _event):
try:
@@ -365,7 +348,7 @@ class PSA_OT_export(Operator, ExportHelper):
# data created before (i.e. if no action was ever assigned to it).
self.armature_object.animation_data_create()
update_actions_and_timeline_markers(context)
update_actions_and_timeline_markers(context, self.armature_object.data)
populate_bone_collection_list(self.armature_object, pg.bone_collection_list)
@@ -389,70 +372,58 @@ class PSA_OT_export(Operator, ExportHelper):
animation_data = animation_data_object.animation_data
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] = []
selected_armature_objects = [obj for obj in context.selected_objects if obj.type == 'ARMATURE']
match pg.sequence_source:
case 'ACTIONS':
for action_item in filter(lambda x: x.is_selected, pg.action_list):
if len(action_item.action.fcurves) == 0:
continue
export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.name = action_item.name
export_sequence.nla_state.action = action_item.action
export_sequence.nla_state.frame_start = action_item.frame_start
export_sequence.nla_state.frame_end = action_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action_item.action])
export_sequence.compression_ratio = action_item.action.psa_export.compression_ratio
export_sequence.key_quota = action_item.action.psa_export.key_quota
export_sequences.append(export_sequence)
case 'TIMELINE_MARKERS':
for marker_item in filter(lambda x: x.is_selected, pg.marker_list):
export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.name = marker_item.name
export_sequence.nla_state.frame_start = marker_item.frame_start
export_sequence.nla_state.frame_end = marker_item.frame_end
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_frame_range(animation_data, marker_item.frame_start, marker_item.frame_end)))
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequences.append(export_sequence)
case 'NLA_TRACK_STRIPS':
for nla_strip_item in filter(lambda x: x.is_selected, pg.nla_strip_list):
export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.name = nla_strip_item.name
export_sequence.nla_state.frame_start = nla_strip_item.frame_start
export_sequence.nla_state.frame_end = nla_strip_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [nla_strip_item.action])
export_sequence.compression_ratio = nla_strip_item.action.psa_export.compression_ratio
export_sequence.key_quota = nla_strip_item.action.psa_export.key_quota
export_sequences.append(export_sequence)
case 'ACTIVE_ACTION':
for active_action_item in filter(lambda x: x.is_selected, pg.active_action_list):
export_sequence = PsaBuildSequence(active_action_item.armature_object, active_action_item.armature_object.animation_data)
action = active_action_item.action
export_sequence.name = action.name
export_sequence.nla_state.action = action
export_sequence.nla_state.frame_start = int(action.frame_range[0])
export_sequence.nla_state.frame_end = int(action.frame_range[1])
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action])
export_sequence.compression_ratio = action.psa_export.compression_ratio
export_sequence.key_quota = action.psa_export.key_quota
export_sequences.append(export_sequence)
case _:
raise ValueError(f'Unhandled sequence source: {pg.sequence_source}')
if pg.sequence_source == 'ACTIONS':
for action_item in filter(lambda x: x.is_selected, pg.action_list):
if len(action_item.action.fcurves) == 0:
continue
export_sequence = PsaBuildSequence()
export_sequence.nla_state.action = action_item.action
export_sequence.name = action_item.name
export_sequence.nla_state.frame_start = action_item.frame_start
export_sequence.nla_state.frame_end = action_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action_item.action])
export_sequence.compression_ratio = action_item.action.psa_export.compression_ratio
export_sequence.key_quota = action_item.action.psa_export.key_quota
export_sequences.append(export_sequence)
elif pg.sequence_source == 'TIMELINE_MARKERS':
for marker_item in filter(lambda x: x.is_selected, pg.marker_list):
export_sequence = PsaBuildSequence()
export_sequence.name = marker_item.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = marker_item.frame_start
export_sequence.nla_state.frame_end = marker_item.frame_end
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_frame_range(animation_data, marker_item.frame_start, marker_item.frame_end)))
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequences.append(export_sequence)
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
for nla_strip_item in filter(lambda x: x.is_selected, pg.nla_strip_list):
export_sequence = PsaBuildSequence()
export_sequence.name = nla_strip_item.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = nla_strip_item.frame_start
export_sequence.nla_state.frame_end = nla_strip_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [nla_strip_item.action])
export_sequences.append(export_sequence)
else:
message = bpy.app.translations.pgettext_iface('Unhandled sequence source: {sequence_source}')
raise ValueError(message.format(sequence_source=pg.sequence_source))
options = PsaBuildOptions()
options.animation_data = animation_data
options.sequences = export_sequences
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.should_ignore_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix
options.root_motion = pg.root_motion
options.scale = pg.scale
try:
psa = build_psa(context, options)
@@ -475,17 +446,13 @@ class PSA_OT_export_actions_select_all(Operator):
@classmethod
def get_item_list(cls, context):
pg = context.scene.psa_export
match pg.sequence_source:
case 'ACTIONS':
return pg.action_list
case 'TIMELINE_MARKERS':
return pg.marker_list
case 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
case 'ACTIVE_ACTION':
return pg.active_action_list
case _:
return None
if pg.sequence_source == 'ACTIONS':
return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS':
return pg.marker_list
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
return None
@classmethod
def poll(cls, context):
@@ -512,17 +479,13 @@ class PSA_OT_export_actions_deselect_all(Operator):
@classmethod
def get_item_list(cls, context):
pg = context.scene.psa_export
match pg.sequence_source:
case 'ACTIONS':
return pg.action_list
case 'TIMELINE_MARKERS':
return pg.marker_list
case 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
case 'ACTIVE_ACTION':
return pg.active_action_list
case _:
return None
if pg.sequence_source == 'ACTIONS':
return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS':
return pg.marker_list
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
return None
@classmethod
def poll(cls, context):

View File

@@ -1,14 +1,13 @@
import re
import sys
from fnmatch import fnmatch
from typing import List, Optional, Tuple
from typing import List, Optional
from bpy.props import BoolProperty, PointerProperty, EnumProperty, FloatProperty, CollectionProperty, IntProperty, \
StringProperty
from bpy.types import PropertyGroup, Object, Action, AnimData, Context
from ...shared.data import bone_filter_mode_items
from ...shared.types import PSX_PG_bone_collection_list_item
from ...types import PSX_PG_bone_collection_list_item
def psa_export_property_group_animation_data_override_poll(_context, obj):
@@ -27,15 +26,6 @@ class PSA_PG_export_action_list_item(PropertyGroup):
is_pose_marker: BoolProperty(options={'HIDDEN'})
class PSA_PG_export_active_action_list_item(PropertyGroup):
action: PointerProperty(type=Action)
name: StringProperty()
armature_object: PointerProperty(type=Object)
is_selected: BoolProperty(default=True)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
class PSA_PG_export_timeline_markers(PropertyGroup): # TODO: rename this to singular
marker_index: IntProperty()
name: StringProperty()
@@ -52,36 +42,20 @@ class PSA_PG_export_nla_strip_list_item(PropertyGroup):
is_selected: BoolProperty(default=True)
def get_sequences_from_name_and_frame_range(name: str, frame_start: int, frame_end: int) -> List[Tuple[str, int, int]]:
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
return [
(forward_name, frame_start, frame_end),
(backwards_name, frame_end, frame_start)
]
else:
return [(name, frame_start, frame_end)]
def nla_track_update_cb(self: 'PSA_PG_export', context: Context) -> None:
self.nla_strip_list.clear()
if context.object is None or context.object.animation_data is None:
return
match = re.match(r'^(\d+).+$', self.nla_track)
self.nla_track_index = int(match.group(1)) if match else -1
if self.nla_track_index >= 0:
animation_data = get_animation_data(self, context)
if animation_data is None:
return
nla_track = animation_data.nla_tracks[self.nla_track_index]
nla_track = context.object.animation_data.nla_tracks[self.nla_track_index]
for nla_strip in nla_track.strips:
for sequence_name, frame_start, frame_end in get_sequences_from_name_and_frame_range(nla_strip.name, nla_strip.frame_start, nla_strip.frame_end):
strip: PSA_PG_export_nla_strip_list_item = self.nla_strip_list.add()
strip.action = nla_strip.action
strip.name = sequence_name
strip.frame_start = frame_start
strip.frame_end = frame_end
strip: PSA_PG_export_nla_strip_list_item = self.nla_strip_list.add()
strip.action = nla_strip.action
strip.name = nla_strip.name
strip.frame_start = nla_strip.frame_start
strip.frame_end = nla_strip.frame_end
def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimData]:
@@ -94,9 +68,10 @@ def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimDa
def nla_track_search_cb(self, context: Context, edit_text: str):
pg = getattr(context.scene, 'psa_export')
animation_data = get_animation_data(pg, context)
if animation_data is not None:
for index, nla_track in enumerate(animation_data.nla_tracks):
yield f'{index} - {nla_track.name}'
if animation_data is None:
return
for index, nla_track in enumerate(animation_data.nla_tracks):
yield f'{index} - {nla_track.name}'
def animation_data_override_update_cb(self: 'PSA_PG_export', context: Context):
@@ -132,8 +107,7 @@ class PSA_PG_export(PropertyGroup):
items=(
('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0),
('TIMELINE_MARKERS', 'Timeline Markers', 'Sequences are delineated by scene timeline markers', 'MARKER_HLT', 1),
('NLA_TRACK_STRIPS', 'NLA Track Strips', 'Sequences are delineated by the start & end times of strips on the selected NLA track', 'NLA', 2),
('ACTIVE_ACTION', 'Active Action', 'The active action will be exported for each selected armature', 'ACTION', 3),
('NLA_TRACK_STRIPS', 'NLA Track Strips', 'Sequences are delineated by the start & end times of strips on the selected NLA track', 'NLA', 2)
)
)
nla_track: StringProperty(
@@ -150,7 +124,7 @@ 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', 'ACTION', 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', 'PROPERTIES', 1),
('CUSTOM', 'Custom', '', 2)
)
)
@@ -162,16 +136,24 @@ class PSA_PG_export(PropertyGroup):
marker_list_index: IntProperty(default=0)
nla_strip_list: CollectionProperty(type=PSA_PG_export_nla_strip_list_item)
nla_strip_list_index: IntProperty(default=0)
active_action_list: CollectionProperty(type=PSA_PG_export_active_action_list_item)
active_action_list_index: IntProperty(default=0)
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=empty_set,
description='',
items=bone_filter_mode_items,
items=(
('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections', 'Only bones belonging to the selected bone collections and their '
'ancestors will be exported'),
)
)
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0, name='', description='')
should_enforce_bone_name_restrictions: BoolProperty(
default=False,
name='Enforce Bone Name Restrictions',
description='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'
)
sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
sequence_filter_name: StringProperty(
@@ -186,27 +168,20 @@ class PSA_PG_export(PropertyGroup):
description='Invert filtering (show hidden items, and vice versa)')
sequence_filter_asset: BoolProperty(
default=False,
name='Show assets',
name='Assets',
options=empty_set,
description='Show actions that belong to an asset library')
sequence_filter_pose_marker: BoolProperty(
default=True,
name='Show pose markers',
name='Pose Markers',
options=empty_set)
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set)
sequence_filter_reversed: BoolProperty(
default=True,
options=empty_set,
name='Show Reversed',
name='Reversed',
description='Show reversed sequences'
)
scale: FloatProperty(
name='Scale',
default=1.0,
description='Scale factor to apply to the bone translations. Use this if you are exporting animations for a scaled PSK mesh',
min=0.0,
soft_max=100.0
)
def filter_sequences(pg: PSA_PG_export, sequences) -> List[int]:
@@ -246,6 +221,5 @@ classes = (
PSA_PG_export_action_list_item,
PSA_PG_export_timeline_markers,
PSA_PG_export_nla_strip_list_item,
PSA_PG_export_active_action_list_item,
PSA_PG_export,
)

View File

@@ -1,4 +1,4 @@
import typing
from typing import cast
from bpy.types import UIList
@@ -6,18 +6,16 @@ from .properties import PSA_PG_export_action_list_item, filter_sequences
class PSA_UL_export_sequences(UIList):
bl_idname = 'PSA_UL_export_sequences'
def __init__(self, *args, **kwargs):
super(PSA_UL_export_sequences, self).__init__(*args, **kwargs)
def __init__(self):
super(PSA_UL_export_sequences, self).__init__()
# Show the filtering options by default.
self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
item = typing.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
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:
layout.label(text='', icon='ASSET_MANAGER')
@@ -26,10 +24,7 @@ class PSA_UL_export_sequences(UIList):
if item.frame_end < item.frame_start:
row.label(text='', icon='FRAME_PREV')
if is_pose_marker:
row.label(text=item.action.name, icon='PMARKER')
if hasattr(item, 'armature_object') and item.armature_object is not None:
row.label(text=item.armature_object.name, icon='ARMATURE_DATA')
row.label(text=item.action.name, icon='PMARKER', translate=False)
def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_export')

View File

@@ -1,9 +1,9 @@
import os
from pathlib import Path
from typing import List
from bpy.props import StringProperty, CollectionProperty
from bpy.types import Operator, Event, Context, FileHandler, OperatorFileListElement, Object
import bpy
from bpy.props import StringProperty
from bpy.types import Operator, Event, Context, FileHandler
from bpy_extras.io_utils import ImportHelper
from .properties import get_visible_sequences
@@ -29,7 +29,7 @@ class PSA_OT_import_sequences_from_text(Operator):
def draw(self, context):
layout = self.layout
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='')
def execute(self, context):
@@ -44,14 +44,16 @@ class PSA_OT_import_sequences_from_text(Operator):
if sequence.action_name == line:
sequence.is_selected = True
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'}
class PSA_OT_import_sequences_select_all(Operator):
bl_idname = 'psa_import.sequences_select_all'
bl_label = 'All'
bl_description = 'Select all sequences'
bl_description = 'Select all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
@@ -109,98 +111,11 @@ 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)
class PSA_OT_import_multiple(Operator):
bl_idname = 'psa_import.import_multiple'
bl_label = 'Import PSA'
bl_description = 'Import multiple PSA files'
bl_options = {'INTERNAL', 'UNDO'}
directory: StringProperty(subtype='FILE_PATH', options={'SKIP_SAVE', 'HIDDEN'})
files: CollectionProperty(type=OperatorFileListElement, options={'SKIP_SAVE', 'HIDDEN'})
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
warnings = []
for file in self.files:
psa_path = os.path.join(self.directory, file.name)
psa_reader = PsaReader(psa_path)
sequence_names = list(psa_reader.sequences.keys())
result = _import_psa(context, pg, psa_path, sequence_names, context.view_layer.objects.active)
result.warnings.extend(warnings)
if len(result.warnings) > 0:
message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n'
self.report({'INFO'}, message)
for warning in result.warnings:
self.report({'WARNING'}, warning)
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)')
return {'FINISHED'}
def invoke(self, context: Context, event):
# Make sure the selected object is an armature.
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
self.report({'ERROR_INVALID_CONTEXT'}, 'The active object must be an armature')
return {'CANCELLED'}
# Show the import operator properties in a pop-up dialog (do not use the file selector).
context.window_manager.invoke_props_dialog(self)
return {'RUNNING_MODAL'}
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
draw_psa_import_options_no_panels(layout, pg)
def _import_psa(context,
pg,
filepath: str,
sequence_names: List[str],
armature_object: Object
):
options = PsaImportOptions()
options.sequence_names = sequence_names
options.should_use_fake_user = pg.should_use_fake_user
options.should_stash = pg.should_stash
options.action_name_prefix = pg.action_name_prefix if pg.should_use_action_name_prefix else ''
options.should_overwrite = pg.should_overwrite
options.should_write_metadata = pg.should_write_metadata
options.should_write_keyframes = pg.should_write_keyframes
options.should_convert_to_samples = pg.should_convert_to_samples
options.bone_mapping_mode = pg.bone_mapping_mode
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
options.translation_scale = pg.translation_scale
warnings = []
if options.should_use_config_file:
# Read the PSA config file if it exists.
config_path = Path(filepath).with_suffix('.config')
if config_path.exists():
try:
options.psa_config = read_psa_config(sequence_names, str(config_path))
except Exception as e:
warnings.append(f'Failed to read PSA config file: {e}')
psa_reader = PsaReader(filepath)
result = import_psa(context, psa_reader, armature_object, options)
result.warnings.extend(warnings)
return result
class PSA_OT_import(Operator, ImportHelper):
bl_idname = 'psa_import.import'
bl_label = 'Import'
@@ -226,21 +141,49 @@ class PSA_OT_import(Operator, ImportHelper):
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
psa_reader = PsaReader(self.filepath)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
if len(sequence_names) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No sequences selected')
return {'CANCELLED'}
result = _import_psa(context, pg, self.filepath, sequence_names, context.view_layer.objects.active)
options = PsaImportOptions()
options.sequence_names = sequence_names
options.should_use_fake_user = pg.should_use_fake_user
options.should_stash = pg.should_stash
options.action_name_prefix = pg.action_name_prefix if pg.should_use_action_name_prefix else ''
options.should_overwrite = pg.should_overwrite
options.should_write_metadata = pg.should_write_metadata
options.should_write_keyframes = pg.should_write_keyframes
options.should_convert_to_samples = pg.should_convert_to_samples
options.bone_mapping_mode = pg.bone_mapping_mode
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
if options.should_use_config_file:
# Read the PSA config file if it exists.
config_path = Path(self.filepath).with_suffix('.config')
if config_path.exists():
try:
options.psa_config = read_psa_config(psa_reader, str(config_path))
except Exception as 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)
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)
for warning in result.warnings:
self.report({'WARNING'}, warning)
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'}
@@ -314,11 +257,6 @@ class PSA_OT_import(Operator, ImportHelper):
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
col = advanced_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'translation_scale', text='Translation Scale')
col = advanced_panel.column(heading='Options')
col.use_property_split = True
col.use_property_decorate = False
@@ -327,49 +265,10 @@ class PSA_OT_import(Operator, ImportHelper):
col.prop(pg, 'should_use_config_file')
def draw_psa_import_options_no_panels(layout, pg):
col = layout.column(heading='Sequences')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'fps_source')
if pg.fps_source == '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='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_write_keyframes:
col = col.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
col.prop(pg, 'translation_scale')
col = layout.column(heading='Options')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_config_file')
class PSA_FH_import(FileHandler):
bl_idname = 'PSA_FH_import'
bl_label = 'File handler for Unreal PSA import'
bl_import_operator = 'psa_import.import_multiple'
bl_export_operator = 'psa_export.export'
bl_label = ''
bl_import_operator = 'psa_import.import'
bl_file_extensions = '.psa'
@classmethod
@@ -382,6 +281,5 @@ classes = (
PSA_OT_import_sequences_deselect_all,
PSA_OT_import_sequences_from_text,
PSA_OT_import,
PSA_OT_import_multiple,
PSA_FH_import,
)

View File

@@ -30,7 +30,7 @@ class PSA_PG_import(PropertyGroup):
sequence_list_index: IntProperty(name='', default=0)
should_use_fake_user: BoolProperty(default=True, name='Fake User',
description='Assign each imported action a fake user so that the data block is '
'saved even it has no users',
'always saved',
options=empty_set)
should_use_config_file: BoolProperty(default=True, name='Use Config File',
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')
should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=empty_set)
should_write_metadata: BoolProperty(default=True, name='Metadata', options=empty_set,
description='Additional data will be written to the custom properties of the '
'Action (e.g., frame rate)')
description='Additional data will be written to the properties of the Action '
'(e.g., frame rate)')
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_filter_is_selected: BoolProperty(default=False, options=empty_set, name='Only Show Selected',
description='Only show selected sequences')
@@ -64,15 +64,14 @@ class PSA_PG_import(PropertyGroup):
'Recommended if you do not plan on editing the actions directly'
)
bone_mapping_mode: EnumProperty(
name='Bone Mapping',
name='Bone Name Mapping',
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=(
('EXACT', 'Exact', 'Bone names must match exactly.', 'EXACT', 0),
('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the bone PSA bone '
'\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1),
),
default='CASE_INSENSITIVE'
('EXACT', 'Exact', 'Bone names must match exactly', 'EXACT', 0),
('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the PSA bone '
'\'aBcDeF\' can be mapped to the armature bone \'ABCDEF\')', 'CASE_INSENSITIVE', 1),
)
)
fps_source: EnumProperty(name='FPS Source', items=(
('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0),
@@ -89,25 +88,6 @@ class PSA_PG_import(PropertyGroup):
soft_max=60.0,
step=100,
)
compression_ratio_source: EnumProperty(name='Compression Ratio Source', items=(
('ACTION', 'Action', 'The compression ratio is sourced from the action metadata', 'ACTION', 0),
('CUSTOM', 'Custom', 'The compression ratio is set to a custom value', 1),
))
compression_ratio_custom: FloatProperty(
default=1.0,
name='Custom Compression Ratio',
description='The compression ratio to apply to the imported sequences',
options=empty_set,
min=0.0,
soft_min=0.0,
soft_max=1.0,
step=0.0625,
)
translation_scale: FloatProperty(
name='Translation Scale',
default=1.0,
description='Scale factor for bone translation values. Use this when the scale of the armature does not match the PSA file'
)
def filter_sequences(pg: PSA_PG_import, sequences) -> List[int]:

View File

@@ -4,14 +4,13 @@ from bpy.types import UIList
from .properties import filter_sequences
class PSA_UL_sequences_mixin(UIList):
class PSA_UL_sequences(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_property, index, flt_flag):
row = layout.row(align=True)
split = row.split(align=True, factor=0.75)
column = split.row(align=True)
column.alignment = 'LEFT'
column.prop(item, 'is_selected', icon_only=True)
column.label(text=getattr(item, 'action_name'))
column.prop(item, 'is_selected', text=getattr(item, 'action_name'), translate=False)
def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_import')
@@ -30,15 +29,11 @@ class PSA_UL_sequences_mixin(UIList):
return flt_flags, flt_neworder
class PSA_UL_sequences(PSA_UL_sequences_mixin):
class PSA_UL_import_sequences(PSA_UL_sequences, UIList):
pass
class PSA_UL_import_sequences(PSA_UL_sequences_mixin):
pass
class PSA_UL_import_actions(PSA_UL_sequences_mixin):
class PSA_UL_import_actions(PSA_UL_sequences, UIList):
pass

View File

@@ -24,7 +24,6 @@ class PsaImportOptions(object):
self.bone_mapping_mode = 'CASE_INSENSITIVE'
self.fps_source = 'SEQUENCE'
self.fps_custom: float = 30.0
self.translation_scale: float = 1.0
self.should_use_config_file = True
self.psa_config: PsaConfig = PsaConfig()
@@ -89,7 +88,6 @@ def _get_sample_frame_times(source_frame_count: int, frame_step: float) -> typin
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.
@@ -145,7 +143,7 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
if armature_bone_index is not None:
# Ensure that no other PSA bone has been mapped to this armature bone yet.
if armature_bone_index not in armature_to_psa_bone_indices:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_index
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
armature_to_psa_bone_indices[armature_bone_index] = psa_bone_index
else:
# This armature bone has already been mapped to a PSA bone.
@@ -160,21 +158,21 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
psa_bone_name = psa_bone_names[psa_bone_index]
armature_bone_name = armature_bone_names[armature_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.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0:
result.warnings.append(
f'The armature \'{armature_object.name}\' is missing {len(missing_bone_names)} bones that exist in '
'the PSA:\n' +
str(list(sorted(missing_bone_names)))
)
message = bpy.app.translations.pgettext_iface('The armature \'{armature_name}\' is missing {count} bones that exist in the PSA:\n{missing_bone_names}')
message = message.format(armature_name=armature_object.name, count=len(missing_bone_names), missing_bone_names=str(list(sorted(missing_bone_names))))
result.warnings.append(message)
del armature_bone_names
# Create intermediate bone data for import operations.
import_bones = []
psa_bone_names_to_import_bones = dict()
import_bones_dict = dict()
for (psa_bone_index, psa_bone), psa_bone_name in zip(enumerate(psa_reader.bones), psa_bone_names):
if psa_bone_index not in psa_to_armature_bone_indices:
@@ -184,22 +182,17 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[psa_bone_name]
import_bone.pose_bone = armature_object.pose.bones[psa_bone_name]
psa_bone_names_to_import_bones[psa_bone_name] = import_bone
import_bones_dict[psa_bone_name] = import_bone
import_bones.append(import_bone)
bones_with_missing_parents = []
for import_bone in filter(lambda x: x is not None, import_bones):
armature_bone = import_bone.armature_bone
has_parent = armature_bone.parent is not None
if has_parent:
if armature_bone.parent.name in psa_bone_names:
import_bone.parent = psa_bone_names_to_import_bones[armature_bone.parent.name]
else:
# Add a warning if the parent bone is not in the PSA.
bones_with_missing_parents.append(armature_bone)
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]
# Calculate the original location & rotation of each bone (in world-space maybe?)
if has_parent:
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.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.original_rotation = armature_bone.matrix_local.to_quaternion()
@@ -211,12 +204,6 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
import_bone.post_rotation = import_bone.original_rotation.conjugated()
# Warn about bones with missing parents.
if len(bones_with_missing_parents) > 0:
count = len(bones_with_missing_parents)
message = f'{count} bone(s) have parents that are not present in the PSA:\n' + str([x.name for x in bones_with_missing_parents])
result.warnings.append(message)
context.window_manager.progress_begin(0, len(sequences))
# Create and populate the data for new sequences.
@@ -245,7 +232,9 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
case 'SEQUENCE':
target_fps = sequence.fps
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)
raise ValueError(message)
if options.should_write_keyframes:
# Remove existing f-curves.
@@ -273,10 +262,6 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name)
if options.translation_scale != 1.0:
# Scale the translation data.
sequence_data_matrix[:, :, 4:] *= options.translation_scale
# Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:

View File

@@ -1,5 +1,7 @@
import ctypes
import warnings
import bpy.app.translations
import numpy as np
from .data import *
@@ -113,5 +115,7 @@ class PsaReader(object):
fp.seek(section.data_size * section.data_count, 1)
else:
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

View File

@@ -2,7 +2,7 @@ from ctypes import Structure, sizeof
from typing import Type
from .data import Psa
from ..shared.data import Section
from ..data import Section
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):

View File

@@ -1,20 +1,18 @@
import typing
from typing import Optional
import bmesh
import bpy
import numpy as np
from bpy.types import Material, Collection, Context
from mathutils import Matrix, Vector
from bpy.types import Armature, Material
from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags
from ..shared.dfs import dfs_collection_objects, dfs_view_layer_objects, DfsObject
from ..shared.helpers import *
from ..helpers import *
class PskInputObjects(object):
def __init__(self):
self.mesh_objects: List[DfsObject] = []
self.mesh_objects = set()
self.armature_object: Optional[Object] = None
@@ -22,129 +20,76 @@ class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = []
self.object_eval_state = 'EVALUATED'
self.use_raw_mesh_data = True
self.materials: List[Material] = []
self.scale = 1.0
self.export_space = 'WORLD'
self.forward_axis = 'X'
self.up_axis = 'Z'
self.should_enforce_bone_name_restrictions = False
def get_vector_from_axis_identifier(axis_identifier: str) -> Vector:
match axis_identifier:
case 'X':
return Vector((1.0, 0.0, 0.0))
case 'Y':
return Vector((0.0, 1.0, 0.0))
case 'Z':
return Vector((0.0, 0.0, 1.0))
case '-X':
return Vector((-1.0, 0.0, 0.0))
case '-Y':
return Vector((0.0, -1.0, 0.0))
case '-Z':
return Vector((0.0, 0.0, -1.0))
def get_psk_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
# 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)
def get_coordinate_system_transform(forward_axis: str = 'X', up_axis: str = 'Z') -> Matrix:
forward = get_vector_from_axis_identifier(forward_axis)
up = get_vector_from_axis_identifier(up_axis)
left = up.cross(forward)
return Matrix((
(forward.x, forward.y, forward.z, 0.0),
(left.x, left.y, left.z, 0.0),
(up.x, up.y, up.z, 0.0),
(0.0, 0.0, 0.0, 1.0)
)).inverted()
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:
raise RuntimeError('At least one mesh must be selected')
def get_mesh_objects_for_collection(collection: Collection) -> Iterable[DfsObject]:
return filter(lambda x: x.obj.type == 'MESH', dfs_collection_objects(collection))
for mesh_object in input_objects.mesh_objects:
if len(mesh_object.data.materials) == 0:
message = bpy.app.translations.pgettext_iface('Mesh "{object_name}" must have at least one material')
raise RuntimeError(message.format(object_name=mesh_object.name))
def get_mesh_objects_for_context(context: Context) -> Iterable[DfsObject]:
for dfs_object in dfs_view_layer_objects(context.view_layer):
if dfs_object.obj.type == 'MESH' and dfs_object.is_selected:
yield dfs_object
def get_armature_for_mesh_objects(mesh_objects: Iterable[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.
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
armature_modifier_objects = set()
for mesh_object in mesh_objects:
for mesh_object in input_objects.mesh_objects:
modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
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)
if len(armature_modifier_objects) > 1:
armature_modifier_names = [x.name for x in armature_modifier_objects]
raise RuntimeError(
f'All 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:
return list(armature_modifier_objects)[0]
else:
return None
def _get_psk_input_objects(mesh_objects: Iterable[DfsObject]) -> PskInputObjects:
mesh_objects = list(mesh_objects)
if len(mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
input_objects = PskInputObjects()
input_objects.mesh_objects = mesh_objects
input_objects.armature_object = get_armature_for_mesh_objects([x.obj for x in mesh_objects])
input_objects.armature_object = list(armature_modifier_objects)[0]
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, should_exclude_hidden_meshes: bool = True) -> PskInputObjects:
mesh_objects = get_mesh_objects_for_collection(collection)
if should_exclude_hidden_meshes:
mesh_objects = filter(lambda x: x.is_visible, mesh_objects)
return _get_psk_input_objects(mesh_objects)
class PskBuildResult(object):
def __init__(self):
self.psk = None
self.warnings: List[str] = []
def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions) -> PskBuildResult:
def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
input_objects = get_psk_input_objects(context)
armature_object: bpy.types.Object = input_objects.armature_object
result = PskBuildResult()
psk = Psk()
bones = []
def get_export_space_matrix():
match options.export_space:
case 'WORLD':
return Matrix.Identity(4)
case 'ARMATURE':
if armature_object is not None:
return armature_object.matrix_world.inverted()
else:
return Matrix.Identity(4)
case _:
raise ValueError(f'Invalid export space: {options.export_space}')
coordinate_system_matrix = get_coordinate_system_transform(options.forward_axis, options.up_axis)
coordinate_system_default_rotation = coordinate_system_matrix.to_quaternion()
export_space_matrix = get_export_space_matrix() # TODO: maybe neutralize the scale here?
scale_matrix = coordinate_system_matrix @ Matrix.Scale(options.scale, 4)
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.
@@ -154,20 +99,24 @@ def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions)
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3.zero()
psk_bone.rotation = coordinate_system_default_rotation
psk_bone.rotation = Quaternion.identity()
psk.bones.append(psk_bone)
else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
armature_data = typing.cast(Armature, armature_object.data)
bones = [armature_data.bones[bone_name] for bone_name in bone_names]
# Check that all bone names are valid.
if options.should_enforce_bone_name_restrictions:
check_bone_names(map(lambda x: x.name, bones))
for bone in bones:
psk_bone = Psk.Bone()
try:
psk_bone.name = bytes(bone.name, encoding='windows-1252')
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))
psk_bone.flags = 0
psk_bone.children_count = 0
@@ -185,30 +134,12 @@ def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions)
parent_tail = inverse_parent_rotation @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
def get_armature_local_matrix():
match options.export_space:
case 'WORLD':
return armature_object.matrix_world
case 'ARMATURE':
return Matrix.Identity(4)
case _:
raise ValueError(f'Invalid export space: {options.export_space}')
armature_local_matrix = get_armature_local_matrix()
armature_local_matrix = armature_object.matrix_local
location = armature_local_matrix @ bone.head
bone_rotation = bone.matrix.to_quaternion().conjugated()
local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation
rotation.conjugate()
rotation = coordinate_system_default_rotation @ rotation
location = scale_matrix @ location
# If the armature object has been scaled, we need to scale the bone's location to match.
_, _, armature_object_scale = armature_object.matrix_world.decompose()
location.x *= armature_object_scale.x
location.y *= armature_object_scale.y
location.z *= armature_object_scale.z
psk_bone.location.x = location.x
psk_bone.location.y = location.y
@@ -227,114 +158,73 @@ def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions)
try:
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')
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.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)
# TODO: This wasn't left in a good state. We should detect if we need to add a "default" material.
# This can be done by checking if there is an empty material slot on any of the mesh objects, or if there are
# no material slots on any of the mesh objects.
# If so, it should be added to the end of the list of materials, and its index should mapped to a None value in the
# material indices list.
if len(psk.materials) == 0:
# Add a default material if no materials are present.
psk_material = Psk.Material()
psk_material.name = bytes('None', encoding='windows-1252')
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):
obj, instance_objects, matrix_world = input_mesh_object.obj, input_mesh_object.instance_objects, input_mesh_object.matrix_world
should_flip_normals = False
def get_material_name_indices(obj: Object, material_names: List[str]) -> Iterable[int]:
'''
Returns the index of the material in the list of material names.
If the material is not found, the index 0 is returned.
'''
for material_slot in obj.material_slots:
if material_slot.material is None:
yield 0
else:
try:
yield material_names.index(material_slot.material.name)
except ValueError:
yield 0
# MATERIALS
material_indices = list(get_material_name_indices(obj, material_names))
if len(material_indices) == 0:
# Add a default material if no materials are present.
material_indices = [0]
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
# MESH DATA
match options.object_eval_state:
case 'ORIGINAL':
mesh_object = obj
mesh_data = obj.data
case 'EVALUATED':
# Create a copy of the mesh object after non-armature modifiers are applied.
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.
# 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()
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
try:
bm.from_object(obj, depsgraph)
except ValueError:
raise RuntimeError(f'Object "{obj.name}" is not evaluated.\n'
'This is likely because the object is in a collection that has been excluded from the view layer.')
scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
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 = matrix_world
# 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
# Extract the scale from the matrix.
_, _, scale = matrix_world.decompose()
# Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
# 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 obj.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
case _:
raise ValueError(f'Invalid object evaluation state: {options.object_eval_state}')
# 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)
matrix_world = scale_matrix @ export_space_matrix @ mesh_object.matrix_world
# VERTICES
for vertex in mesh_data.vertices:
point = Vector3()
v = matrix_world @ vertex.co
v = mesh_object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
@@ -414,12 +304,6 @@ def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions)
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.
@@ -437,18 +321,8 @@ def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions)
w.point_index = vertex_offset + vertex_index
w.weight = weight
psk.weights.append(w)
vertices_assigned_weights[vertex_index] = True
# 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':
if not options.use_raw_mesh_data:
bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data)
del mesh_data

View File

@@ -1,6 +1,6 @@
from typing import List
from ..shared.data import *
from ..data import *
class Psk(object):

View File

@@ -1,104 +1,43 @@
from typing import List, Optional, cast, Iterable
import bpy
from bpy.props import StringProperty
from bpy.types import Operator, Context, Object, Collection, SpaceProperties, Depsgraph, Material
from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper
from .properties import add_psk_export_properties
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects_for_context, \
get_psk_input_objects_for_collection
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects
from ..writer import write_psk
from ...shared.helpers import populate_bone_collection_list
from ...shared.ui import draw_bone_filter_mode
from ...helpers import populate_bone_collection_list
def get_materials_for_mesh_objects(depsgraph: Depsgraph, mesh_objects: Iterable[Object]):
def is_bone_filter_mode_item_available(context, identifier):
input_objects = get_psk_input_objects(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()
materials = []
for mesh_object in mesh_objects:
evaluated_mesh_object = mesh_object.evaluated_get(depsgraph)
for i, material_slot in enumerate(evaluated_mesh_object.material_slots):
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) + ')')
message = bpy.app.translations.pgettext_iface('Material slot cannot be empty (index {index})')
raise RuntimeError(message.format(index=i))
if material not in materials:
materials.append(material)
return materials
def populate_material_name_list(depsgraph: Depsgraph, mesh_objects, material_list):
materials = get_materials_for_mesh_objects(depsgraph, mesh_objects)
material_list.clear()
for index, material in enumerate(materials):
m = material_list.add()
m.material_name = material.name
m.material = material
m.index = index
def get_collection_from_context(context: Context) -> Optional[Collection]:
if context.space_data.type != 'PROPERTIES':
return None
space_data = cast(SpaceProperties, context.space_data)
if space_data.use_pin_id:
return cast(Collection, space_data.pin_id)
else:
return context.collection
def get_collection_export_operator_from_context(context: Context) -> Optional[object]:
collection = get_collection_from_context(context)
if collection is None:
return None
if 0 > collection.active_exporter_index >= len(collection.exporters):
return None
exporter = collection.exporters[collection.active_exporter_index]
# TODO: make sure this is actually an ASE exporter.
return exporter.export_properties
class PSK_OT_populate_bone_collection_list(Operator):
bl_idname = 'psk_export.populate_bone_collection_list'
bl_label = 'Populate Bone Collection List'
bl_description = 'Populate the bone collection list from the armature that will be used in this collection export'
bl_options = {'INTERNAL'}
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
input_objects = get_psk_input_objects_for_collection(context.collection)
if input_objects.armature_object is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No armature found in collection')
return {'CANCELLED'}
populate_bone_collection_list(input_objects.armature_object, export_operator.bone_collection_list)
return {'FINISHED'}
class PSK_OT_populate_material_name_list(Operator):
bl_idname = 'psk_export.populate_material_name_list'
bl_label = 'Populate Material Name List'
bl_description = 'Populate the material name list from the objects that will be used in this export'
bl_options = {'INTERNAL'}
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
depsgraph = context.evaluated_depsgraph_get()
input_objects = get_psk_input_objects_for_collection(context.collection)
try:
populate_material_name_list(depsgraph, [x.obj for x in input_objects.mesh_objects], export_operator.material_name_list)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
return {'FINISHED'}
class PSK_OT_material_list_move_up(Operator):
bl_idname = 'psk_export.material_list_item_move_up'
bl_label = 'Move Up'
@@ -108,12 +47,12 @@ class PSK_OT_material_list_move_up(Operator):
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_name_list_index > 0
return pg.material_list_index > 0
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_name_list.move(pg.material_name_list_index, pg.material_name_list_index - 1)
pg.material_name_list_index -= 1
pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
pg.material_list_index -= 1
return {'FINISHED'}
@@ -126,203 +65,23 @@ class PSK_OT_material_list_move_down(Operator):
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_name_list_index < len(pg.material_name_list) - 1
return pg.material_list_index < len(pg.material_list) - 1
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_name_list.move(pg.material_name_list_index, pg.material_name_list_index + 1)
pg.material_name_list_index += 1
pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
pg.material_list_index += 1
return {'FINISHED'}
class PSK_OT_material_list_name_move_up(Operator):
bl_idname = 'psk_export.material_name_list_item_move_up'
bl_label = 'Move Up'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material name up one slot'
@classmethod
def poll(cls, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
return False
return export_operator.material_name_list_index > 0
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
export_operator.material_name_list.move(export_operator.material_name_list_index, export_operator.material_name_list_index - 1)
export_operator.material_name_list_index -= 1
return {'FINISHED'}
class PSK_OT_material_list_name_move_down(Operator):
bl_idname = 'psk_export.material_name_list_item_move_down'
bl_label = 'Move Down'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material name down one slot'
@classmethod
def poll(cls, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
return False
return export_operator.material_name_list_index < len(export_operator.material_name_list) - 1
def execute(self, context):
export_operator = get_collection_export_operator_from_context(context)
if export_operator is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No valid export operator found in context')
return {'CANCELLED'}
export_operator.material_name_list.move(export_operator.material_name_list_index, export_operator.material_name_list_index + 1)
export_operator.material_name_list_index += 1
return {'FINISHED'}
empty_set = set()
def get_sorted_materials_by_names(materials: Iterable[Material], material_names: List[str]) -> List[Material]:
"""
Sorts the materials by the order of the material names list. Any materials not in the list will be appended to the
end of the list in the order they are found.
@param materials: A list of materials to sort
@param material_names: A list of material names to sort by
@return: A sorted list of materials
"""
materials_in_collection = [m for m in materials if m.name in material_names]
materials_not_in_collection = [m for m in materials if m.name not in material_names]
materials_in_collection = sorted(materials_in_collection, key=lambda x: material_names.index(x.name))
return materials_in_collection + materials_not_in_collection
def get_psk_build_options_from_property_group(mesh_objects: Iterable[Object], pg: 'PSK_PG_export', depsgraph: Optional[Depsgraph] = None) -> PskBuildOptions:
if depsgraph is None:
depsgraph = bpy.context.evaluated_depsgraph_get()
options = PskBuildOptions()
options.object_eval_state = pg.object_eval_state
options.export_space = pg.export_space
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.scale = pg.scale
options.forward_axis = pg.forward_axis
options.up_axis = pg.up_axis
# TODO: perhaps move this into the build function and replace the materials list with a material names list.
materials = get_materials_for_mesh_objects(depsgraph, mesh_objects)
options.materials = get_sorted_materials_by_names(materials, [m.material_name for m in pg.material_name_list])
return options
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'})
def execute(self, context):
collection = bpy.data.collections.get(self.collection)
try:
input_objects = get_psk_input_objects_for_collection(collection, self.should_exclude_hidden_meshes)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
options = get_psk_build_options_from_property_group([x.obj for x in input_objects.mesh_objects], self)
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
flow = layout.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
# 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')
flow.prop(self, 'should_exclude_hidden_meshes')
# BONES
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
draw_bone_filter_mode(bones_panel, self)
if self.bone_filter_mode == 'BONE_COLLECTIONS':
bones_panel.operator(PSK_OT_populate_bone_collection_list.bl_idname, icon='FILE_REFRESH')
rows = max(3, min(len(self.bone_collection_list), 10))
bones_panel.template_list('PSX_UL_bone_collection_list', '', self, 'bone_collection_list', self, 'bone_collection_list_index', rows=rows)
# MATERIALS
materials_header, materials_panel = layout.panel('Materials', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel:
materials_panel.operator(PSK_OT_populate_material_name_list.bl_idname, icon='FILE_REFRESH')
rows = max(3, min(len(self.material_name_list), 10))
row = materials_panel.row()
row.template_list('PSK_UL_material_names', '', self, 'material_name_list', self, 'material_name_list_index', rows=rows)
col = row.column(align=True)
col.operator(PSK_OT_material_list_name_move_up.bl_idname, text='', icon='TRIA_UP')
col.operator(PSK_OT_material_list_name_move_down.bl_idname, text='', icon='TRIA_DOWN')
# TRANSFORM
transform_header, transform_panel = layout.panel('Transform', default_closed=False)
transform_header.label(text='Transform')
if transform_panel:
flow = transform_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(self, 'export_space')
flow.prop(self, 'scale')
flow.prop(self, 'forward_axis')
flow.prop(self, 'up_axis')
add_psk_export_properties(PSK_OT_export_collection)
class PSK_OT_export(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
bl_description = 'Export mesh and armature to PSK'
__doc__ = 'Export mesh and armature to PSK'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
@@ -331,23 +90,17 @@ class PSK_OT_export(Operator, ExportHelper):
def invoke(self, context, event):
try:
input_objects = get_psk_input_objects_for_context(context)
input_objects = get_psk_input_objects(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
if len(input_objects.mesh_objects) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No mesh objects selected')
return {'CANCELLED'}
pg = getattr(context.scene, 'psk_export')
populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list)
depsgraph = context.evaluated_depsgraph_get()
try:
populate_material_name_list(depsgraph, [x.obj for x in input_objects.mesh_objects], pg.material_name_list)
populate_material_list(input_objects.mesh_objects, pg.material_list)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
@@ -356,60 +109,78 @@ class PSK_OT_export(Operator, ExportHelper):
return {'RUNNING_MODAL'}
@classmethod
def poll(cls, context):
try:
get_psk_input_objects(context)
except RuntimeError as e:
cls.poll_message_set(str(e))
return False
return True
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psk_export')
# MESH
mesh_header, mesh_panel = layout.panel('Mesh', default_closed=False)
mesh_header, mesh_panel = layout.panel('mesh_panel_id', 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(pg, 'object_eval_state', text='Data')
if mesh_panel is not None:
mesh_panel.prop(pg, 'use_raw_mesh_data')
# BONES
bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header, bones_panel = layout.panel('bones_panel_id', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
draw_bone_filter_mode(bones_panel, pg)
if bones_panel is not None:
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
row = bones_panel.row(align=True)
for item in bone_filter_mode_items:
identifier = item.identifier
item_layout = row.row(align=True)
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':
row = bones_panel.row()
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)
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# MATERIALS
materials_header, materials_panel = layout.panel('Materials', default_closed=False)
materials_header, materials_panel = layout.panel('materials_panel_id', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel:
if materials_panel is not None:
row = materials_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSK_UL_material_names', '', pg, 'material_name_list', pg, 'material_name_list_index', rows=rows)
row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True)
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):
pg = getattr(context.scene, 'psk_export')
input_objects = get_psk_input_objects_for_context(context)
options = get_psk_build_options_from_property_group([x.obj for x in input_objects.mesh_objects], pg)
pg = context.scene.psk_export
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.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, input_objects, options)
result = build_psk(context, 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')
message = bpy.app.translations.pgettext_iface('PSK export successful with {warning_count} warnings')
self.report({'WARNING'}, message.format(warning_count=len(result.warnings)))
else:
self.report({'INFO'}, f'PSK export successful')
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
return {'FINISHED'}
@@ -417,9 +188,4 @@ classes = (
PSK_OT_material_list_move_up,
PSK_OT_material_list_move_down,
PSK_OT_export,
PSK_OT_export_collection,
PSK_OT_populate_bone_collection_list,
PSK_OT_populate_material_name_list,
PSK_OT_material_list_name_move_up,
PSK_OT_material_list_name_move_down,
)

View File

@@ -1,126 +1,40 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, PointerProperty, FloatProperty, StringProperty, \
BoolProperty
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
from bpy.types import PropertyGroup, Material
from ...shared.data import bone_filter_mode_items
from ...shared.types import PSX_PG_bone_collection_list_item
from ...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'),
)
export_space_items = [
('WORLD', 'World', 'Export in world space'),
('ARMATURE', 'Armature', 'Export in armature space'),
]
axis_identifiers = ('X', 'Y', 'Z', '-X', '-Y', '-Z')
forward_items = (
('X', 'X Forward', ''),
('Y', 'Y Forward', ''),
('Z', 'Z Forward', ''),
('-X', '-X Forward', ''),
('-Y', '-Y Forward', ''),
('-Z', '-Z Forward', ''),
)
up_items = (
('X', 'X Up', ''),
('Y', 'Y Up', ''),
('Z', 'Z Up', ''),
('-X', '-X Up', ''),
('-Y', '-Y Up', ''),
('-Z', '-Z Up', ''),
)
class PSK_PG_material_list_item(PropertyGroup):
material: PointerProperty(type=Material)
index: IntProperty()
class PSK_PG_material_name_list_item(PropertyGroup):
material_name: StringProperty()
index: IntProperty()
def forward_axis_update(self, _context):
if self.forward_axis == self.up_axis:
# Automatically set the up axis to the next available axis
self.up_axis = next((axis for axis in axis_identifiers if axis != self.forward_axis), 'Z')
def up_axis_update(self, _context):
if self.up_axis == self.forward_axis:
# Automatically set the forward axis to the next available axis
self.forward_axis = next((axis for axis in axis_identifiers if axis != self.up_axis), 'X')
# In order to share the same properties between the PSA and PSK export properties, we need to define the properties in a
# separate function and then apply them to the classes. This is because the collection exporter cannot have
# PointerProperties, so we must effectively duplicate the storage of the properties.
def add_psk_export_properties(cls):
cls.__annotations__['object_eval_state'] = EnumProperty(
items=object_eval_state_items,
name='Object Evaluation State',
default='EVALUATED'
)
cls.__annotations__['should_exclude_hidden_meshes'] = BoolProperty(
default=False,
name='Visible Only',
description='Export only visible meshes'
)
cls.__annotations__['scale'] = FloatProperty(
name='Scale',
default=1.0,
description='Scale factor to apply to the exported mesh and armature',
min=0.0001,
soft_max=100.0
)
cls.__annotations__['export_space'] = EnumProperty(
name='Export Space',
description='Space to export the mesh in',
items=export_space_items,
default='WORLD'
)
cls.__annotations__['bone_filter_mode'] = EnumProperty(
name='Bone Filter',
options=empty_set,
description='',
items=bone_filter_mode_items,
)
cls.__annotations__['bone_collection_list'] = CollectionProperty(type=PSX_PG_bone_collection_list_item)
cls.__annotations__['bone_collection_list_index'] = IntProperty(default=0)
cls.__annotations__['forward_axis'] = EnumProperty(
name='Forward',
items=forward_items,
default='X',
update=forward_axis_update
)
cls.__annotations__['up_axis'] = EnumProperty(
name='Up',
items=up_items,
default='Z',
update=up_axis_update
)
cls.__annotations__['material_name_list'] = CollectionProperty(type=PSK_PG_material_name_list_item)
cls.__annotations__['material_name_list_index'] = IntProperty(default=0)
class PSK_PG_export(PropertyGroup):
pass
add_psk_export_properties(PSK_PG_export)
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=empty_set,
description='',
items=(
('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections',
'Only bones belonging to the selected bone collections and their ancestors will be exported')
)
)
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')
material_list: CollectionProperty(type=PSK_PG_material_list_item)
material_list_index: IntProperty(default=0)
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'
)
classes = (
PSK_PG_material_list_item,
PSK_PG_material_name_list_item,
PSK_PG_export,
)

View File

@@ -1,14 +1,12 @@
import bpy
from bpy.types import UIList
class PSK_UL_material_names(UIList):
class PSK_UL_materials(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
material = bpy.data.materials.get(item.material_name, None)
row.prop(item, 'material_name', text='', emboss=False, icon_value=layout.icon(material) if material else 0)
row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
classes = (
PSK_UL_material_names,
PSK_UL_materials,
)

View File

@@ -1,6 +1,7 @@
import os
import sys
import bpy.app.translations
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty
from bpy.types import Operator, FileHandler, Context
from bpy_extras.io_utils import ImportHelper
@@ -13,9 +14,8 @@ empty_set = set()
class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import'
bl_label = 'Unreal PSK'
bl_label = ''
bl_import_operator = 'import_scene.psk'
bl_export_operator = 'export.psk_collection'
bl_file_extensions = '.psk;.pskx'
@classmethod
@@ -27,7 +27,7 @@ class PSK_OT_import(Operator, ImportHelper):
bl_idname = 'import_scene.psk'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
bl_description = 'Import a PSK file'
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty(
@@ -62,24 +62,22 @@ class PSK_OT_import(Operator, ImportHelper):
default=True,
name='Import Extra UVs',
options=empty_set,
description='Import extra UV maps, if available'
description='Import extra UVs, if available'
)
should_import_mesh: BoolProperty(
default=True,
name='Import Mesh',
options=empty_set,
description='Import mesh'
name='Mesh',
options=empty_set
)
should_import_materials: BoolProperty(
default=True,
name='Import Materials',
name='Materials',
options=empty_set,
)
should_import_skeleton: BoolProperty(
default=True,
name='Import Skeleton',
options=empty_set,
description='Import skeleton'
name='Armature',
options=empty_set
)
bone_length: FloatProperty(
default=1.0,
@@ -88,8 +86,7 @@ class PSK_OT_import(Operator, ImportHelper):
soft_min=1.0,
name='Bone Length',
options=empty_set,
subtype='DISTANCE',
description='Length of the bones'
subtype='DISTANCE'
)
should_import_shape_keys: BoolProperty(
default=True,
@@ -102,12 +99,6 @@ 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)
@@ -125,9 +116,6 @@ 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'}
@@ -135,11 +123,14 @@ class PSK_OT_import(Operator, ImportHelper):
result = import_psk(psk, context, options)
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)
self.report({'WARNING'}, message)
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'}
@@ -152,7 +143,6 @@ class PSK_OT_import(Operator, ImportHelper):
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'scale')
col.prop(self, 'export_space')
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.prop(self, 'should_import_mesh')

View File

@@ -8,7 +8,7 @@ from mathutils import Quaternion, Vector, Matrix
from .data import Psk
from .properties import poly_flags_to_triangle_type_and_bit_flags
from ..shared.helpers import rgb_to_srgb, is_bdk_addon_loaded
from ..helpers import rgb_to_srgb, is_bdk_addon_loaded
class PskImportOptions:
@@ -25,13 +25,12 @@ class PskImportOptions:
self.bone_length = 1.0
self.should_import_materials = True
self.scale = 1.0
self.bdk_repository_id = None
class ImportBone:
'''
"""
Intermediate bone type for the purpose of construction.
'''
"""
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
@@ -131,8 +130,7 @@ 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]
repository_id = options.bdk_repository_id if options.bdk_repository_id is not None else ''
if material_reference and bpy.ops.bdk.link_material(reference=material_reference, repository_id=repository_id) == {'FINISHED'}:
if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}:
material = bpy.data.materials[material_name]
else:
# Just create a blank material.
@@ -167,13 +165,14 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
# TODO: Handle invalid faces better.
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)
# TEXTURE COORDINATES
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name='UVMap')
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

View File

@@ -2,19 +2,19 @@ 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),
('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', '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),
('UNLIT', 'Unlit', '', 16),
('FLAT', 'Flat', '', 32),
('ENVIRONMENT', 'Environment', '', 64),
('NO_SMOOTH', 'No Smooth', '', 128),
)
class PSX_PG_material(PropertyGroup):

View File

@@ -1,9 +1,10 @@
import ctypes
import os
import re
import warnings
from pathlib import Path
import bpy.app.translations
from .data import *
@@ -36,43 +37,42 @@ def read_psk(path: str) -> Psk:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
match section.name:
case b'ACTRHEAD':
pass
case b'PNTS0000':
_read_types(fp, Vector3, section, psk.points)
case b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
_read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
_read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError('Unrecognized wedge format')
case b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
case b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
case b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones)
case b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
case b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
case b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
case b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
case b'MRPHINFO':
_read_types(fp, Psk.MorphInfo, section, psk.morph_infos)
case b'MRPHDATA':
_read_types(fp, Psk.MorphData, section, psk.morph_data)
case _:
if section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
else:
# Section is not handled, skip it.
fp.seek(section.data_size * section.data_count, os.SEEK_CUR)
warnings.warn(f'Unrecognized section "{section.name} at position {fp.tell():15}"')
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
_read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
_read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
_read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
elif section.name == b'MRPHINFO':
_read_types(fp, Psk.MorphInfo, section, psk.morph_infos)
elif section.name == b'MRPHDATA':
_read_types(fp, Psk.MorphData, section, psk.morph_data)
else:
# Section is not handled, skip it.
message: str = bpy.app.translations.pgettext_iface('Unhandled section "{section_name}" at position {position}')
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
@@ -80,14 +80,14 @@ def read_psk(path: str) -> Psk:
'''
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
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
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
point index is a 16-bit integer and truncate the high bits.
'''
"""
if len(psk.points) <= 65536:
for wedge in psk.wedges:
wedge.point_index &= 0xFFFF

View File

@@ -1,9 +1,10 @@
import os
from ctypes import Structure, sizeof
from typing import Type
import bpy.app.translations
from .data import Psk
from ..shared.data import Section, Vector3
from ..data import Section, Vector3
MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296
@@ -25,18 +26,20 @@ def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: lis
def write_psk(psk: Psk, path: str):
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:
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:
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:
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:
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)
message = bpy.app.translations.pgettext_iface('At least one bone must be marked for export')
raise RuntimeError(message)
with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD')

View File

@@ -1,155 +0,0 @@
'''
Depth-first object iterator functions for Blender collections and view layers.
These functions are used to iterate over objects in a collection or view layer in a depth-first manner, including
instances. This is useful for exporters that need to traverse the object hierarchy in a predictable order.
'''
from typing import Optional, Set, Iterable, List
from bpy.types import Collection, Object, ViewLayer, LayerCollection
from mathutils import Matrix
class DfsObject:
'''
Represents an object in a depth-first search.
'''
def __init__(self, obj: Object, instance_objects: List[Object], matrix_world: Matrix):
self.obj = obj
self.instance_objects = instance_objects
self.matrix_world = matrix_world
@property
def is_visible(self) -> bool:
'''
Check if the object is visible.
@return: True if the object is visible, False otherwise.
'''
if self.instance_objects:
return self.instance_objects[-1].visible_get()
return self.obj.visible_get()
@property
def is_selected(self) -> bool:
'''
Check if the object is selected.
@return: True if the object is selected, False otherwise.
'''
if self.instance_objects:
return self.instance_objects[-1].select_get()
return self.obj.select_get()
def _dfs_object_children(obj: Object, collection: Collection) -> Iterable[Object]:
'''
Construct a list of objects in hierarchy order from `collection.objects`, only keeping those that are in the
collection.
@param obj: The object to start the search from.
@param collection: The collection to search in.
@return: An iterable of objects in hierarchy order.
'''
yield obj
for child in obj.children:
if child.name in collection.objects:
yield from _dfs_object_children(child, collection)
def dfs_objects_in_collection(collection: Collection) -> Iterable[Object]:
'''
Returns a depth-first iterator over all objects in a collection, only keeping those that are directly in the
collection.
@param collection: The collection to search in.
@return: An iterable of objects in hierarchy order.
'''
objects_hierarchy = []
for obj in collection.objects:
if obj.parent is None or obj.parent not in set(collection.objects):
objects_hierarchy.append(obj)
for obj in objects_hierarchy:
yield from _dfs_object_children(obj, collection)
def dfs_collection_objects(collection: Collection, visible_only: bool = False) -> Iterable[DfsObject]:
'''
Depth-first search of objects in a collection, including recursing into instances.
@param collection: The collection to search in.
@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
'''
yield from _dfs_collection_objects_recursive(collection)
def _dfs_collection_objects_recursive(
collection: Collection,
instance_objects: Optional[List[Object]] = None,
matrix_world: Matrix = Matrix.Identity(4),
visited: Optional[Set[Object]]=None
) -> Iterable[DfsObject]:
'''
Depth-first search of objects in a collection, including recursing into instances.
This is a recursive function.
@param collection: The collection to search in.
@param instance_objects: The running hierarchy of instance objects.
@param matrix_world: The world matrix of the current object.
@param visited: A set of visited object-instance pairs.
@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
'''
# We want to also yield the top-level instance object so that callers can inspect the selection status etc.
if visited is None:
visited = set()
if instance_objects is None:
instance_objects = list()
# First, yield all objects in child collections.
for child in collection.children:
yield from _dfs_collection_objects_recursive(child, instance_objects, matrix_world.copy(), visited)
# Then, evaluate all objects in this collection.
for obj in dfs_objects_in_collection(collection):
visited_pair = (obj, instance_objects[-1] if instance_objects else None)
if visited_pair in visited:
continue
# If this an instance, we need to recurse into it.
if obj.instance_collection is not None:
# Calculate the instance transform.
instance_offset_matrix = Matrix.Translation(-obj.instance_collection.instance_offset)
# Recurse into the instance collection.
yield from _dfs_collection_objects_recursive(obj.instance_collection,
instance_objects + [obj],
matrix_world @ (obj.matrix_world @ instance_offset_matrix),
visited)
else:
# Object is not an instance, yield it.
yield DfsObject(obj, instance_objects, matrix_world @ obj.matrix_world)
visited.add(visited_pair)
def dfs_view_layer_objects(view_layer: ViewLayer) -> Iterable[DfsObject]:
'''
Depth-first iterator over all objects in a view layer, including recursing into instances.
@param view_layer: The view layer to inspect.
@return: An iterable of tuples containing the object, the instance objects, and the world matrix.
'''
visited = set()
def layer_collection_objects_recursive(layer_collection: LayerCollection):
for child in layer_collection.children:
yield from layer_collection_objects_recursive(child)
# Iterate only the top-level objects in this collection first.
yield from _dfs_collection_objects_recursive(layer_collection.collection, visited=visited)
yield from layer_collection_objects_recursive(view_layer.layer_collection)
def _is_dfs_object_visible(obj: Object, instance_objects: List[Object]) -> bool:
'''
Check if a DFS object is visible.
@param obj: The object.
@param instance_objects: The instance objects.
@return: True if the object is visible, False otherwise.
'''
if instance_objects:
return instance_objects[-1].visible_get()
return obj.visible_get()

View File

@@ -1,18 +0,0 @@
from bpy.types import UILayout
from .data import bone_filter_mode_items
def is_bone_filter_mode_item_available(pg, identifier):
if identifier == 'BONE_COLLECTIONS' and len(pg.bone_collection_list) == 0:
return False
return True
def draw_bone_filter_mode(layout: UILayout, pg):
row = layout.row(align=True)
for item_identifier, _, _ in bone_filter_mode_items:
identifier = item_identifier
item_layout = row.row(align=True)
item_layout.prop_enum(pg, 'bone_filter_mode', item_identifier)
item_layout.enabled = is_bone_filter_mode_item_available(pg, identifier)

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,
active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0):
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')
@@ -19,8 +19,8 @@ class PSX_PG_bone_collection_list_item(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')
key_quota: IntProperty(name='Key Quota', default=0, min=1, description='The minimum number of frames to be exported')
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='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')

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.')

View File

@@ -0,0 +1,27 @@
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')