Compare commits

...

55 Commits

Author SHA1 Message Date
Colin Basnett
c1d5a2229d Unified handling of translating bpy PSK options to the options passed into the build function
Also fixed a bug where the normal export operator was exporting duplicate objects
2024-12-27 14:59:22 -08:00
Colin Basnett
ff5ded004a Fix for error if any selected armatures had no actions or animation data when exporting PSAs 2024-12-10 02:52:25 -08:00
Colin Basnett
ea2ecc6a5a Removed debugging line 2024-12-09 00:06:35 -08:00
Colin Basnett
ef559d9475 Added an export list to the PSA export dialog for active actions 2024-12-08 14:43:37 -08:00
Colin Basnett
491e042cec Added a number of new features:
* Added "Active Action" as the sequence type, allowing the user to
  select multiple armatures with the same data block and export an
  action for each one.
* Added a "Scale" option for PSA export when exporting animations
  for an armature that had been scaled on export.
* You are now able to export meshes without materials.
2024-12-08 03:01:23 -08:00
Colin Basnett
9b0df1c942 Fixed Blender 4.3 compatiblity error 2024-12-04 18:50:49 -08:00
Colin Basnett
79ea131f64 Removed should_enforce_bone_name_restrictions option as it was too fiddly and not all that useful 2024-11-29 20:37:24 -08:00
Colin Basnett
77dc4e5d50 Added the ability to filter bone collections from PSK collection exporter 2024-11-29 19:26:23 -08:00
Colin Basnett
526df424e3 Added "Export Space" option to allow exporting in armature space
Armature space exporting means that the user doesn't need to manually
move the armature back to origin before exporting, since it was simply
using world-space exporting before.

Also moved all DFS functions into their own file & cleaned up the
usage interface. Added `is_visible` and `is_selected` properties
for better ergonomics.
2024-11-29 15:42:42 -08:00
Colin Basnett
ed42b2e227 Added handling for exporting instance collections 2024-11-27 00:57:55 -08:00
Colin Basnett
42a859e24b Added scale factor to PSK export
Also a load of cleanup I don't have time to catalog
2024-11-26 04:52:28 -08:00
Colin Basnett
e791859217 Fix #114: Fixed typing error that caused multiple PSA import to fail 2024-11-25 18:17:49 -08:00
Colin Basnett
0dba7bb262 Incremented version to 7.1.3 2024-11-03 17:56:43 -08:00
Colin Basnett
77cc97107e Fix #113: is_bdk_addon_loaded now actually works correctly
This was causing an error for some people because of the bizarre
behavior around `getattr` and `setattr` in `bpy.ops` always reporting
that the BDK was installed.
2024-11-03 17:56:13 -08:00
Colin Basnett
1f2ec4c76b Fixed a bug where 0 frames could be output for a sequence if the compression ratio was less than 1.0 2024-10-01 20:35:12 -07:00
Colin Basnett
ff74f47178 Implemented multiple PSA import (#55)
This can be invoked by drag-and-dropping multiple PSA files onto the
Blender viewport when you have the target armature selected
2024-09-09 17:07:36 -07:00
Colin Basnett
bdd35ef61d Incremented version to v7.1.2 2024-09-09 16:30:01 -07:00
Colin Basnett
1c4967bd67 Fixed is_bdk_addon_loaded function 2024-09-09 16:29:20 -07:00
Colin Basnett
b5dba35ac4 Implemented feature requested in #87 2024-09-09 16:25:29 -07:00
Colin Basnett
7cc5cbe667 Added Visible Only option to the PSK collection exporter 2024-09-09 15:59:13 -07:00
Colin Basnett
e1f0fc7e89 Fix #101: Dashes in the names of PSA config keys results in parsing errors
The issue here was the regex pattern was too restrictive, so it did not
pick up the lines as ones that needed to have the `=` appended at the
end so that the ConfigParser could properly parse the file.
2024-08-07 23:36:48 -07:00
Colin Basnett
03c69783b3 Updated workflow file to be targetted against the stable version of 4.2 2024-07-31 19:16:00 -07:00
Colin Basnett
da4960298b Incremented version to 7.1.1 2024-07-31 19:09:49 -07:00
Colin Basnett
a9706d88a5 Vertices without explicit weights are now weighted to the root bone
There is an issue in some older versions of Unreal (e.g. Postal), where
the engine does not handle vertices without explicit weighting,
resulting in corrupted meshes. This now mitigates the issue.

Thank you to makabray for reporting this issue.
2024-07-31 19:09:22 -07:00
Colin Basnett
9dd02260d5 Replaced __doc__ with bl_description 2024-07-31 19:01:48 -07:00
Colin Basnett
e79af9e8e3 Attempted fix for no-weight issue 2024-07-26 00:58:40 -07:00
Colin Basnett
10a25dc036 Added support for collection exporters 2024-07-17 01:38:32 -07:00
Colin Basnett
14f5b0424c Fixed README link to VTXNORMS UE Viewer PR 2024-07-10 01:34:24 -07:00
Colin Basnett
d26d195a85 PSA export dialog now uses inline panels 2024-07-10 01:30:45 -07:00
Colin Basnett
02913f6922 Updated README in preparation for Blender 4.2 release 2024-07-10 00:59:12 -07:00
Colin Basnett
5cfb37d1a2 Updated BDK repository support to match bdk_addon 2024-06-22 23:44:43 -07:00
Colin Basnett
3863e4edcc Removed MIT license file 2024-06-10 20:56:48 -07:00
Colin Basnett
e77ed7cc8d Merge branch 'master' of https://github.com/DarklightGames/io_scene_psk_psa 2024-06-10 14:04:04 -07:00
Colin Basnett
87eff06f71 Changed name of the addon to Unreal PSK/PSA (.psk/.psa) (short and sweet)
Also added missing `files` permission
2024-06-10 14:03:55 -07:00
Colin Basnett
1a8bd66503 Update README.md 2024-06-10 13:52:38 -07:00
Colin Basnett
143e7af36b Update main.yml 2024-06-10 13:47:23 -07:00
Colin Basnett
6b46cb257d Update main.yml 2024-06-10 12:13:11 -07:00
Colin Basnett
1c98790cfe Update main.yml 2024-06-10 12:02:36 -07:00
Colin Basnett
3fbef00edc Update main.yml 2024-06-09 17:52:31 -07:00
Colin Basnett
4279338574 Update main.yml 2024-06-09 17:47:24 -07:00
Colin Basnett
3b37dbceb9 Update main.yml 2024-06-09 17:43:05 -07:00
Colin Basnett
47c3ed795f Update main.yml 2024-06-09 17:36:26 -07:00
Colin Basnett
ee30938be8 Update main.yml 2024-06-09 17:28:23 -07:00
Colin Basnett
f049055273 Update main.yml 2024-06-09 17:20:51 -07:00
Colin Basnett
fac13ac86b Update main.yml 2024-06-09 14:58:20 -07:00
Colin Basnett
e11b863744 Update main.yml 2024-06-09 14:52:08 -07:00
Colin Basnett
97231079a7 Update main.yml 2024-06-09 14:39:54 -07:00
Colin Basnett
6205c1900c Update main.yml 2024-06-09 14:31:45 -07:00
Colin Basnett
810fe2f14f Update main.yml 2024-06-09 12:08:07 -07:00
Colin Basnett
1384e9daf6 Update main.yml 2024-06-09 12:06:59 -07:00
Colin Basnett
615983aa78 Update main.yml 2024-06-09 11:10:23 -07:00
Colin Basnett
f0c2c9c6c2 Update main.yml 2024-06-09 11:07:48 -07:00
Colin Basnett
7ceaa88f1d Incremented version to 7.0.1 2024-03-31 14:23:35 -07:00
Colin Basnett
37e246bf3e Fixed ordering of panels in the PSA import dialog 2024-03-31 14:22:16 -07:00
Colin Basnett
db93314fbc Initial commit for multiple PSA import 2024-03-31 12:47:48 -07:00
25 changed files with 1415 additions and 544 deletions

View File

@@ -1,4 +1,4 @@
name: Verify Addon name: Build Extension
on: on:
workflow_dispatch: workflow_dispatch:
@@ -7,25 +7,48 @@ on:
pull_request: pull_request:
branches: [ "main" ] branches: [ "main" ]
env:
BLENDER_VERSION: blender-4.2.0-beta+v42.d19d23e91f65-linux.x86_64-release
BLENDER_FILENAME: ${{ env.BLENDER_VERSION }}.tar.xz
BLENDER_URL: https://cdn.builder.blender.org/download/daily/${{ env.BLENDER_FILENAME }}
jobs: jobs:
configurator: build:
runs-on: ubuntu-latest runs-on: ubuntu-latest
env:
BLENDER_VERSION: blender-4.2.0-linux-x64
ADDON_NAME: io_scene_psk_psa
steps: 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 - name: Install Blender Dependencies
run: | run: |
apt install libxxf86vm-dev -y sudo apt-get install libxxf86vm-dev -y
apt install libxfixes3 -y sudo apt-get install libxfixes3 -y
apt install libxi-dev -y sudo apt-get install libxi-dev -y
apt install libxkbcommon-x11-0 -y sudo apt-get install libxkbcommon-x11-0 -y
apt install libgl1-mesa-glx -y sudo apt-get install libgl1-mesa-glx -y
- name: Download Blender - name: Download & Extract Blender
run: | run: |
wget ${{ env.BLENDER_URL }} wget -q $BLENDER_URL
tar -xvzf ${{ env.BLENDER_FILENAME }} tar -xf $BLENDER_FILENAME
rm -rf ${{ env.BLENDER_FILENAME }} rm -rf $BLENDER_FILENAME
- uses: actions/checkout@v3 - name: Add Blender executable to path
run: |
echo "${{ 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/*

21
LICENSE
View File

@@ -1,21 +0,0 @@
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.

View File

@@ -1,5 +1,6 @@
[![Blender](https://img.shields.io/badge/Blender->=2.9-blue?logo=blender&logoColor=white)](https://www.blender.org/download/ "Download Blender") [![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/) [![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) [![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/L4L3853VR)
@@ -7,35 +8,41 @@ This Blender addon allows you to import and export meshes and animations to and
This software is licensed under the [GPLv3](https://www.gnu.org/licenses/gpl-3.0.html) license. This software is licensed under the [GPLv3](https://www.gnu.org/licenses/gpl-3.0.html) license.
# Compatibility
| Blender Version | Addon Version | Long Term Support |
|-|-|-|
| [4.1](https://www.blender.org/download/releases/4-1/) | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD |
| [4.0](https://www.blender.org/download/releases/4-0/) | [6.2.1](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/6.2.1) | TBD |
| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.6](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.6) | ✅️ June 2025 |
| [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | ✅️ September 2024 |
Bug fixes will be issued for legacy addon versions that are under [Blender's LTS maintenance period](https://www.blender.org/download/lts/). Once the LTS period has ended, legacy addon versions will no longer be supported by the maintainers of this repository, although we will accept pull requests for bug fixes.
# Features # Features
* Full PSK/PSA import and export capabilities. * 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). * 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. * Fine-grained PSA sequence importing for efficient workflow when working with large PSA files.
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export. * PSA sequence metadata (e.g., frame rate) is preserved on import, allowing this data to be reused on export.
* Specific bone collections can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers). * Specific bone collections can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers).
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html) or NLA track strips, allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences. * PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html), pose markers, or NLA track strips, allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* Manual re-ordering of material slots when exporting multiple mesh objects. * Manual re-ordering of material slots when exporting multiple mesh objects.
# Installation # Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page. 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.
2. Open Blender 4.0.0 or later.
For Blender 4.1 and lower, you can install the addon manually by following these steps:
1. Download the .zip file of the latest compatible version for your Blender version (see [Legacy Compatibility](#legacy-compatibility)).
2. Open Blender.
3. Navigate to the Blender Preferences (`Edit` > `Preferences`). 3. Navigate to the Blender Preferences (`Edit` > `Preferences`).
4. Select the `Add-ons` tab. 4. Select the `Add-ons` tab.
5. Click the `Install...` button. 5. Click the `Install...` button.
6. Select the .zip file that you downloaded earlier and click `Install Add-on`. 6. Select the .zip file that you downloaded earlier and click `Install Add-on`.
7. Enable the newly added `Import-Export: PSK/PSA Importer/Exporter` addon. 7. Enable the newly added `Import-Export: PSK/PSA Importer/Exporter` addon.
# 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 # Usage
## Exporting a PSK ## Exporting a PSK
1. Select the mesh objects you wish to export. 1. Select the mesh objects you wish to export.
@@ -70,3 +77,5 @@ The PSA importer creates [Actions](https://docs.blender.org/manual/en/latest/ani
If preserving the mesh normals of models is important for your workflow, it is *not recommended* to export PSK files from UE Viewer. This is because UE Viewer makes no attempt to reconstruct the original [smoothing groups](https://en.wikipedia.org/wiki/Smoothing_group). As a result, the normals of imported PSK files will be incorrect when imported into Blender and will need to be manually fixed. 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. As a workaround, it is recommended to export [glTF](https://en.wikipedia.org/wiki/GlTF) meshes out of UE Viewer instead, since the glTF format has support for explicit normals and UE Viewer can correctly preserve the mesh normals on export. Note, however, that the imported glTF armature may have it's bones oriented incorrectly when imported into Blender. To mitigate this, you can combine the armature of PSK and the mesh of the glTF for best results.
There is also an open pull request to add support for exporting explicit normals from UE Viewer in the future: https://github.com/gildor2/UEViewer/pull/277.

View File

@@ -6,6 +6,8 @@ if 'bpy' in locals():
importlib.reload(shared_data) importlib.reload(shared_data)
importlib.reload(shared_helpers) importlib.reload(shared_helpers)
importlib.reload(shared_types) importlib.reload(shared_types)
importlib.reload(shared_dfs)
importlib.reload(shared_ui)
importlib.reload(psk_data) importlib.reload(psk_data)
importlib.reload(psk_reader) importlib.reload(psk_reader)
@@ -33,6 +35,7 @@ if 'bpy' in locals():
importlib.reload(psa_import_ui) importlib.reload(psa_import_ui)
else: else:
from .shared import data as shared_data, types as shared_types, helpers as shared_helpers 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, \ from .psk import data as psk_data, builder as psk_builder, writer as psk_writer, \
importer as psk_importer, properties as psk_properties importer as psk_importer, properties as psk_properties
from .psk import reader as psk_reader, ui as psk_ui from .psk import reader as psk_reader, ui as psk_ui

View File

@@ -1,7 +1,7 @@
schema_version = "1.0.0" schema_version = "1.0.0"
id = "io_scene_psk_psa" id = "io_scene_psk_psa"
version = "7.1.0" version = "7.1.3"
name = "Unreal Mesh & Animation (.psk/.psa)" name = "Unreal PSK/PSA (.psk/.psa)"
tagline = "Import and export PSK and PSA files used in Unreal Engine" tagline = "Import and export PSK and PSA files used in Unreal Engine"
maintainer = "Colin Basnett <cmbasnett@gmail.com>" maintainer = "Colin Basnett <cmbasnett@gmail.com>"
type = "add-on" type = "add-on"
@@ -22,3 +22,6 @@ paths_exclude_pattern = [
"/.github/", "/.github/",
".gitignore", ".gitignore",
] ]
[permissions]
files = "Import/export PSK and PSA files from/to disk"

View File

@@ -1,6 +1,6 @@
from typing import Optional from typing import Optional
from bpy.types import Armature, Bone, Action, PoseBone from bpy.types import Bone, Action, PoseBone
from .data import * from .data import *
from ..shared.helpers import * from ..shared.helpers import *
@@ -13,7 +13,9 @@ class PsaBuildSequence:
self.frame_start: int = 0 self.frame_start: int = 0
self.frame_end: int = 0 self.frame_end: int = 0
def __init__(self): def __init__(self, armature_object: Object, anim_data: AnimData):
self.armature_object = armature_object
self.anim_data = anim_data
self.name: str = '' self.name: str = ''
self.nla_state: PsaBuildSequence.NlaState = PsaBuildSequence.NlaState() self.nla_state: PsaBuildSequence.NlaState = PsaBuildSequence.NlaState()
self.compression_ratio: float = 1.0 self.compression_ratio: float = 1.0
@@ -27,10 +29,10 @@ class PsaBuildOptions:
self.sequences: List[PsaBuildSequence] = [] self.sequences: List[PsaBuildSequence] = []
self.bone_filter_mode: str = 'ALL' self.bone_filter_mode: str = 'ALL'
self.bone_collection_indices: List[int] = [] self.bone_collection_indices: List[int] = []
self.should_enforce_bone_name_restrictions: bool = False
self.sequence_name_prefix: str = '' self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = '' self.sequence_name_suffix: str = ''
self.root_motion: bool = False self.root_motion: bool = False
self.scale = 1.0
def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: Object, options: PsaBuildOptions): def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: Object, options: PsaBuildOptions):
@@ -49,6 +51,8 @@ def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: O
location = pose_bone_matrix.to_translation() location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized() rotation = pose_bone_matrix.to_quaternion().normalized()
location *= options.scale
if pose_bone.parent is not None: if pose_bone.parent is not None:
rotation.conjugate() rotation.conjugate()
@@ -68,9 +72,6 @@ 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 # As a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones. # armature bones.
bone_names = [x.name for x in 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. # 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) export_bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
@@ -78,16 +79,11 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
# Make the bone lists contain only the bones that are going to be exported. # Make the bone lists contain only the bones that are going to be exported.
bones = [bones[bone_index] for bone_index in bone_indices] 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. # No bones are going to be exported.
if len(bones) == 0: if len(bones) == 0:
raise RuntimeError('No bones available for export') 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. # Build list of PSA bones.
for bone in bones: for bone in bones:
psa_bone = Psa.Bone() psa_bone = Psa.Bone()
@@ -145,8 +141,14 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
context.window_manager.progress_begin(0, len(options.sequences)) context.window_manager.progress_begin(0, len(options.sequences))
for export_sequence_index, export_sequence in enumerate(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. # Link the action to the animation data and update view layer.
options.animation_data.action = export_sequence.nla_state.action export_sequence.anim_data.action = export_sequence.nla_state.action
context.view_layer.update() context.view_layer.update()
frame_start = export_sequence.nla_state.frame_start frame_start = export_sequence.nla_state.frame_start
@@ -155,7 +157,7 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
# Calculate the frame step based on the compression factor. # Calculate the frame step based on the compression factor.
frame_extents = abs(frame_end - frame_start) frame_extents = abs(frame_end - frame_start)
frame_count_raw = frame_extents + 1 frame_count_raw = frame_extents + 1
frame_count = max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio)) frame_count = max(1, max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio)))
try: try:
frame_step = frame_extents / (frame_count - 1) frame_step = frame_extents / (frame_count - 1)
@@ -186,7 +188,7 @@ def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
context.scene.frame_set(frame=int(frame), subframe=frame % 1.0) context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
for pose_bone in pose_bones: for pose_bone in pose_bones:
location, rotation = _get_pose_bone_location_and_rotation(pose_bone, armature_object, options) location, rotation = _get_pose_bone_location_and_rotation(pose_bone, export_sequence.armature_object, options)
key = Psa.Key() key = Psa.Key()
key.location.x = location.x key.location.x = location.x

View File

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

View File

@@ -1,6 +1,6 @@
import re import re
from collections import Counter from collections import Counter
from typing import List, Iterable, Dict, Tuple from typing import List, Iterable, Dict, Tuple, cast, Optional
import bpy import bpy
from bpy.props import StringProperty from bpy.props import StringProperty
@@ -8,10 +8,26 @@ from bpy.types import Context, Armature, Action, Object, AnimData, TimelineMarke
from bpy_extras.io_utils import ExportHelper from bpy_extras.io_utils import ExportHelper
from bpy_types import Operator from bpy_types import Operator
from .properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences from .properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences, \
get_sequences_from_name_and_frame_range
from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions
from ..writer import write_psa from ..writer import write_psa
from ...shared.helpers import populate_bone_collection_list, get_nla_strips_in_frame_range 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}')
def is_action_for_armature(armature: Armature, action: Action): def is_action_for_armature(armature: Armature, action: Action):
@@ -28,12 +44,13 @@ def is_action_for_armature(armature: Armature, action: Action):
return False return False
def update_actions_and_timeline_markers(context: Context, armature: Armature): def update_actions_and_timeline_markers(context: Context):
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
# Clear actions and markers. # Clear actions and markers.
pg.action_list.clear() pg.action_list.clear()
pg.marker_list.clear() pg.marker_list.clear()
pg.active_action_list.clear()
# Get animation data. # Get animation data.
animation_data_object = get_animation_data_object(context) animation_data_object = get_animation_data_object(context)
@@ -42,9 +59,11 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
if animation_data is None: if animation_data is None:
return return
active_armature = cast(Armature, context.active_object.data)
# Populate actions list. # Populate actions list.
for action in bpy.data.actions: for action in bpy.data.actions:
if not is_action_for_armature(armature, action): if not is_action_for_armature(active_armature, action):
continue continue
if action.name != '' and not action.name.startswith('#'): if action.name != '' and not action.name.startswith('#'):
@@ -89,6 +108,21 @@ def update_actions_and_timeline_markers(context: Context, armature: Armature):
item.frame_start = frame_start item.frame_start = frame_start
item.frame_end = frame_end 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: def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float:
match fps_source: match fps_source:
@@ -119,19 +153,11 @@ def get_animation_data_object(context: Context) -> Object:
return animation_data_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: 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. # Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict() sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame)) sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers)) sorted_timeline_marker_names = [x.name for x in sorted_timeline_markers]
for marker_name in marker_names: for marker_name in marker_names:
marker = context.scene.timeline_markers[marker_name] marker = context.scene.timeline_markers[marker_name]
@@ -144,7 +170,7 @@ def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context:
if next_marker_index < len(sorted_timeline_markers): 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. # 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 frame_end = sorted_timeline_markers[next_marker_index].frame
nla_strips = get_nla_strips_in_frame_range(animation_data, marker.frame, frame_end) nla_strips = list(get_nla_strips_in_frame_range(animation_data, marker.frame, frame_end))
if len(nla_strips) > 0: if len(nla_strips) > 0:
frame_end = min(frame_end, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips))) 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))) frame_start = max(frame_start, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
@@ -168,20 +194,6 @@ def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context:
return sequence_frame_ranges 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]]: def get_sequences_from_action(action: Action) -> List[Tuple[str, int, int]]:
frame_start = int(action.frame_range[0]) frame_start = int(action.frame_range[0])
frame_end = int(action.frame_range[1]) frame_end = int(action.frame_range[1])
@@ -214,7 +226,7 @@ class PSA_OT_export(Operator, ExportHelper):
bl_idname = 'psa_export.operator' bl_idname = 'psa_export.operator'
bl_label = 'Export' bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'} bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export actions to PSA' bl_description = 'Export actions to PSA'
filename_ext = '.psa' filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'}) filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty( filepath: StringProperty(
@@ -223,7 +235,8 @@ class PSA_OT_export(Operator, ExportHelper):
maxlen=1024, maxlen=1024,
default='') default='')
def __init__(self): def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.armature_object = None self.armature_object = None
@classmethod @classmethod
@@ -239,48 +252,44 @@ class PSA_OT_export(Operator, ExportHelper):
layout = self.layout layout = self.layout
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
# FPS sequences_header, sequences_panel = layout.panel('Sequences', default_closed=False)
layout.prop(pg, 'fps_source', text='FPS') sequences_header.label(text='Sequences', icon='ACTION')
if pg.fps_source == 'CUSTOM':
layout.prop(pg, 'fps_custom', text='Custom')
# SOURCE if sequences_panel:
layout.prop(pg, 'sequence_source', text='Source') flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'sequence_source', text='Source')
if pg.sequence_source in {'TIMELINE_MARKERS', 'NLA_TRACK_STRIPS'}: if pg.sequence_source in {'TIMELINE_MARKERS', 'NLA_TRACK_STRIPS'}:
# ANIMDATA SOURCE # ANIMDATA SOURCE
layout.prop(pg, 'should_override_animation_data') flow.prop(pg, 'should_override_animation_data')
if pg.should_override_animation_data: if pg.should_override_animation_data:
layout.prop(pg, 'animation_data_override', text='') flow.prop(pg, 'animation_data_override', text=' ')
if pg.sequence_source == 'NLA_TRACK_STRIPS': if pg.sequence_source == 'NLA_TRACK_STRIPS':
flow = layout.grid_flow() flow = sequences_panel.grid_flow()
flow.use_property_split = True flow.use_property_split = True
flow.use_property_decorate = False flow.use_property_decorate = False
flow.prop(pg, 'nla_track') flow.prop(pg, 'nla_track')
# SELECT ALL/NONE # SELECT ALL/NONE
row = layout.row(align=True) row = sequences_panel.row(align=True)
row.label(text='Select') row.label(text='Select')
row.operator(PSA_OT_export_actions_select_all.bl_idname, text='All', icon='CHECKBOX_HLT') row.operator(PSA_OT_export_actions_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_actions_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT') row.operator(PSA_OT_export_actions_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
# ACTIONS from .ui import PSA_UL_export_sequences
if pg.sequence_source == 'ACTIONS':
rows = max(3, min(len(pg.action_list), 10))
layout.template_list('PSA_UL_export_sequences', '', pg, 'action_list', pg, 'action_list_index', rows=rows)
elif pg.sequence_source == 'TIMELINE_MARKERS':
rows = max(3, min(len(pg.marker_list), 10))
layout.template_list('PSA_UL_export_sequences', '', pg, 'marker_list', pg, 'marker_list_index', rows=rows)
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
rows = max(3, min(len(pg.nla_strip_list), 10))
layout.template_list('PSA_UL_export_sequences', '', pg, 'nla_strip_list', pg, 'nla_strip_list_index', rows=rows)
col = layout.column() propname, active_propname = get_sequences_propnames_from_source(pg.sequence_source)
col.use_property_split = True sequences_panel.template_list(PSA_UL_export_sequences.bl_idname, '', pg, propname, pg, active_propname,
col.use_property_decorate = False rows=max(3, min(len(getattr(pg, propname)), 10)))
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix') flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'sequence_name_prefix', text='Name Prefix')
flow.prop(pg, 'sequence_name_suffix')
# Determine if there is going to be a naming conflict and display an error, if so. # 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] selected_items = [x for x in pg.action_list if x.is_selected]
@@ -291,27 +300,38 @@ class PSA_OT_export(Operator, ExportHelper):
layout.label(text=f'Duplicate action: {action_name}', icon='ERROR') layout.label(text=f'Duplicate action: {action_name}', icon='ERROR')
break break
layout.separator() # FPS
flow.prop(pg, 'fps_source')
if pg.fps_source == 'CUSTOM':
flow.prop(pg, 'fps_custom', text='Custom')
# BONES # BONES
row = layout.row(align=True) bones_header, bones_panel = layout.panel('Bones', default_closed=False)
row.prop(pg, 'bone_filter_mode', text='Bones') bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel:
row = bones_panel.row(align=True)
draw_bone_filter_mode(row, pg)
if pg.bone_filter_mode == 'BONE_COLLECTIONS': if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = layout.row(align=True) row = bones_panel.row(align=True)
row.label(text='Select') row.label(text='Select')
row.operator(PSA_OT_export_bone_collections_select_all.bl_idname, text='All', icon='CHECKBOX_HLT') row.operator(PSA_OT_export_bone_collections_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_bone_collections_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT') row.operator(PSA_OT_export_bone_collections_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_collection_list), 10)) rows = max(3, min(len(pg.bone_collection_list), 10))
layout.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', bones_panel.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows) rows=rows)
layout.prop(pg, 'should_enforce_bone_name_restrictions') # TRANSFORM
transform_header, transform_panel = layout.panel('Advanced', default_closed=False)
transform_header.label(text='Transform')
layout.separator() if transform_panel:
flow = transform_panel.grid_flow()
# ROOT MOTION flow.use_property_split = True
layout.prop(pg, 'root_motion', text='Root Motion') flow.use_property_decorate = False
flow.prop(pg, 'root_motion', text='Root Motion')
flow.prop(pg, 'scale', text='Scale')
@classmethod @classmethod
def _check_context(cls, context): def _check_context(cls, context):
@@ -319,7 +339,16 @@ class PSA_OT_export(Operator, ExportHelper):
raise RuntimeError('An armature must be selected') raise RuntimeError('An armature must be selected')
if context.view_layer.objects.active.type != 'ARMATURE': if context.view_layer.objects.active.type != 'ARMATURE':
raise RuntimeError('The selected object must be an 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}\')')
def invoke(self, context, _event): def invoke(self, context, _event):
try: try:
@@ -336,7 +365,7 @@ class PSA_OT_export(Operator, ExportHelper):
# data created before (i.e. if no action was ever assigned to it). # data created before (i.e. if no action was ever assigned to it).
self.armature_object.animation_data_create() self.armature_object.animation_data_create()
update_actions_and_timeline_markers(context, self.armature_object.data) update_actions_and_timeline_markers(context)
populate_bone_collection_list(self.armature_object, pg.bone_collection_list) populate_bone_collection_list(self.armature_object, pg.bone_collection_list)
@@ -364,42 +393,55 @@ class PSA_OT_export(Operator, ExportHelper):
export_sequences: List[PsaBuildSequence] = [] export_sequences: List[PsaBuildSequence] = []
if pg.sequence_source == 'ACTIONS': 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): for action_item in filter(lambda x: x.is_selected, pg.action_list):
if len(action_item.action.fcurves) == 0: if len(action_item.action.fcurves) == 0:
continue continue
export_sequence = PsaBuildSequence() export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.nla_state.action = action_item.action
export_sequence.name = action_item.name 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_start = action_item.frame_start
export_sequence.nla_state.frame_end = action_item.frame_end 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.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.compression_ratio = action_item.action.psa_export.compression_ratio
export_sequence.key_quota = action_item.action.psa_export.key_quota export_sequence.key_quota = action_item.action.psa_export.key_quota
export_sequences.append(export_sequence) export_sequences.append(export_sequence)
elif pg.sequence_source == 'TIMELINE_MARKERS': case 'TIMELINE_MARKERS':
for marker_item in filter(lambda x: x.is_selected, pg.marker_list): for marker_item in filter(lambda x: x.is_selected, pg.marker_list):
export_sequence = PsaBuildSequence() export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.name = marker_item.name 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_start = marker_item.frame_start
export_sequence.nla_state.frame_end = marker_item.frame_end export_sequence.nla_state.frame_end = marker_item.frame_end
nla_strips_actions = set( 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))) 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_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequences.append(export_sequence) export_sequences.append(export_sequence)
elif pg.sequence_source == 'NLA_TRACK_STRIPS': case 'NLA_TRACK_STRIPS':
for nla_strip_item in filter(lambda x: x.is_selected, pg.nla_strip_list): for nla_strip_item in filter(lambda x: x.is_selected, pg.nla_strip_list):
export_sequence = PsaBuildSequence() export_sequence = PsaBuildSequence(context.active_object, animation_data)
export_sequence.name = nla_strip_item.name 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_start = nla_strip_item.frame_start
export_sequence.nla_state.frame_end = nla_strip_item.frame_end 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.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.compression_ratio = nla_strip_item.action.psa_export.compression_ratio
export_sequence.key_quota = nla_strip_item.action.psa_export.key_quota export_sequence.key_quota = nla_strip_item.action.psa_export.key_quota
export_sequences.append(export_sequence) export_sequences.append(export_sequence)
else: 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}') raise ValueError(f'Unhandled sequence source: {pg.sequence_source}')
options = PsaBuildOptions() options = PsaBuildOptions()
@@ -407,10 +449,10 @@ class PSA_OT_export(Operator, ExportHelper):
options.sequences = export_sequences options.sequences = export_sequences
options.bone_filter_mode = pg.bone_filter_mode options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected] options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected]
options.should_ignore_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
options.sequence_name_prefix = pg.sequence_name_prefix options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix options.sequence_name_suffix = pg.sequence_name_suffix
options.root_motion = pg.root_motion options.root_motion = pg.root_motion
options.scale = pg.scale
try: try:
psa = build_psa(context, options) psa = build_psa(context, options)
@@ -433,12 +475,16 @@ class PSA_OT_export_actions_select_all(Operator):
@classmethod @classmethod
def get_item_list(cls, context): def get_item_list(cls, context):
pg = context.scene.psa_export pg = context.scene.psa_export
if pg.sequence_source == 'ACTIONS': match pg.sequence_source:
case 'ACTIONS':
return pg.action_list return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS': case 'TIMELINE_MARKERS':
return pg.marker_list return pg.marker_list
elif pg.sequence_source == 'NLA_TRACK_STRIPS': case 'NLA_TRACK_STRIPS':
return pg.nla_strip_list return pg.nla_strip_list
case 'ACTIVE_ACTION':
return pg.active_action_list
case _:
return None return None
@classmethod @classmethod
@@ -466,12 +512,16 @@ class PSA_OT_export_actions_deselect_all(Operator):
@classmethod @classmethod
def get_item_list(cls, context): def get_item_list(cls, context):
pg = context.scene.psa_export pg = context.scene.psa_export
if pg.sequence_source == 'ACTIONS': match pg.sequence_source:
case 'ACTIONS':
return pg.action_list return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS': case 'TIMELINE_MARKERS':
return pg.marker_list return pg.marker_list
elif pg.sequence_source == 'NLA_TRACK_STRIPS': case 'NLA_TRACK_STRIPS':
return pg.nla_strip_list return pg.nla_strip_list
case 'ACTIVE_ACTION':
return pg.active_action_list
case _:
return None return None
@classmethod @classmethod

View File

@@ -1,12 +1,13 @@
import re import re
import sys import sys
from fnmatch import fnmatch from fnmatch import fnmatch
from typing import List, Optional from typing import List, Optional, Tuple
from bpy.props import BoolProperty, PointerProperty, EnumProperty, FloatProperty, CollectionProperty, IntProperty, \ from bpy.props import BoolProperty, PointerProperty, EnumProperty, FloatProperty, CollectionProperty, IntProperty, \
StringProperty StringProperty
from bpy.types import PropertyGroup, Object, Action, AnimData, Context 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 ...shared.types import PSX_PG_bone_collection_list_item
@@ -26,6 +27,15 @@ class PSA_PG_export_action_list_item(PropertyGroup):
is_pose_marker: BoolProperty(options={'HIDDEN'}) 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 class PSA_PG_export_timeline_markers(PropertyGroup): # TODO: rename this to singular
marker_index: IntProperty() marker_index: IntProperty()
name: StringProperty() name: StringProperty()
@@ -42,6 +52,20 @@ class PSA_PG_export_nla_strip_list_item(PropertyGroup):
is_selected: BoolProperty(default=True) 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: def nla_track_update_cb(self: 'PSA_PG_export', context: Context) -> None:
self.nla_strip_list.clear() self.nla_strip_list.clear()
match = re.match(r'^(\d+).+$', self.nla_track) match = re.match(r'^(\d+).+$', self.nla_track)
@@ -52,11 +76,12 @@ def nla_track_update_cb(self: 'PSA_PG_export', context: Context) -> None:
return return
nla_track = animation_data.nla_tracks[self.nla_track_index] nla_track = animation_data.nla_tracks[self.nla_track_index]
for nla_strip in nla_track.strips: 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: PSA_PG_export_nla_strip_list_item = self.nla_strip_list.add()
strip.action = nla_strip.action strip.action = nla_strip.action
strip.name = nla_strip.name strip.name = sequence_name
strip.frame_start = nla_strip.frame_start strip.frame_start = frame_start
strip.frame_end = nla_strip.frame_end strip.frame_end = frame_end
def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimData]: def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimData]:
@@ -69,8 +94,7 @@ def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimDa
def nla_track_search_cb(self, context: Context, edit_text: str): def nla_track_search_cb(self, context: Context, edit_text: str):
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
animation_data = get_animation_data(pg, context) animation_data = get_animation_data(pg, context)
if animation_data is None: if animation_data is not None:
return
for index, nla_track in enumerate(animation_data.nla_tracks): for index, nla_track in enumerate(animation_data.nla_tracks):
yield f'{index} - {nla_track.name}' yield f'{index} - {nla_track.name}'
@@ -108,7 +132,8 @@ class PSA_PG_export(PropertyGroup):
items=( items=(
('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0), ('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0),
('TIMELINE_MARKERS', 'Timeline Markers', 'Sequences are delineated by scene timeline markers', 'MARKER_HLT', 1), ('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) ('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: StringProperty( nla_track: StringProperty(
@@ -125,7 +150,7 @@ class PSA_PG_export(PropertyGroup):
description='', description='',
items=( items=(
('SCENE', 'Scene', '', 'SCENE_DATA', 0), ('SCENE', 'Scene', '', 'SCENE_DATA', 0),
('ACTION_METADATA', 'Action Metadata', 'The frame rate will be determined by action\'s FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used', 'PROPERTIES', 1), ('ACTION_METADATA', 'Action Metadata', 'The frame rate will be determined by action\'s FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used', 'ACTION', 1),
('CUSTOM', 'Custom', '', 2) ('CUSTOM', 'Custom', '', 2)
) )
) )
@@ -137,24 +162,16 @@ class PSA_PG_export(PropertyGroup):
marker_list_index: IntProperty(default=0) marker_list_index: IntProperty(default=0)
nla_strip_list: CollectionProperty(type=PSA_PG_export_nla_strip_list_item) nla_strip_list: CollectionProperty(type=PSA_PG_export_nla_strip_list_item)
nla_strip_list_index: IntProperty(default=0) 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( bone_filter_mode: EnumProperty(
name='Bone Filter', name='Bone Filter',
options=empty_set, options=empty_set,
description='', description='',
items=( items=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.'),
)
) )
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item) bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0, name='', description='') 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 in-engine'
)
sequence_name_prefix: StringProperty(name='Prefix', options=empty_set) sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
sequence_name_suffix: StringProperty(name='Suffix', options=empty_set) sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
sequence_filter_name: StringProperty( sequence_filter_name: StringProperty(
@@ -183,6 +200,13 @@ class PSA_PG_export(PropertyGroup):
name='Show Reversed', name='Show Reversed',
description='Show reversed sequences' 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]: def filter_sequences(pg: PSA_PG_export, sequences) -> List[int]:
@@ -222,5 +246,6 @@ classes = (
PSA_PG_export_action_list_item, PSA_PG_export_action_list_item,
PSA_PG_export_timeline_markers, PSA_PG_export_timeline_markers,
PSA_PG_export_nla_strip_list_item, PSA_PG_export_nla_strip_list_item,
PSA_PG_export_active_action_list_item,
PSA_PG_export, PSA_PG_export,
) )

View File

@@ -1,4 +1,4 @@
from typing import cast import typing
from bpy.types import UIList from bpy.types import UIList
@@ -6,14 +6,16 @@ from .properties import PSA_PG_export_action_list_item, filter_sequences
class PSA_UL_export_sequences(UIList): class PSA_UL_export_sequences(UIList):
bl_idname = 'PSA_UL_export_sequences'
def __init__(self): def __init__(self, *args, **kwargs):
super(PSA_UL_export_sequences, self).__init__() super(PSA_UL_export_sequences, self).__init__(*args, **kwargs)
# Show the filtering options by default. # Show the filtering options by default.
self.use_filter_show = True self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
item = cast(PSA_PG_export_action_list_item, item) item = typing.cast(PSA_PG_export_action_list_item, item)
is_pose_marker = hasattr(item, 'is_pose_marker') and item.is_pose_marker is_pose_marker = hasattr(item, 'is_pose_marker') and item.is_pose_marker
layout.prop(item, 'is_selected', icon_only=True, text=item.name) layout.prop(item, 'is_selected', icon_only=True, text=item.name)
if hasattr(item, 'action') and item.action is not None and item.action.asset_data is not None: if hasattr(item, 'action') and item.action is not None and item.action.asset_data is not None:
@@ -26,6 +28,9 @@ class PSA_UL_export_sequences(UIList):
if is_pose_marker: if is_pose_marker:
row.label(text=item.action.name, icon='PMARKER') 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')
def draw_filter(self, context, layout): def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_export') pg = getattr(context.scene, 'psa_export')
row = layout.row() row = layout.row()

View File

@@ -1,8 +1,9 @@
import os import os
from pathlib import Path from pathlib import Path
from typing import List
from bpy.props import StringProperty from bpy.props import StringProperty, CollectionProperty
from bpy.types import Operator, Event, Context, FileHandler from bpy.types import Operator, Event, Context, FileHandler, OperatorFileListElement, Object
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from .properties import get_visible_sequences from .properties import get_visible_sequences
@@ -108,11 +109,98 @@ def load_psa_file(context, filepath: str):
pg.psa_error = str(e) pg.psa_error = str(e)
def on_psa_file_path_updated(cls, context): def on_psa_file_path_updated(cls, context):
load_psa_file(context, cls.filepath) 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): class PSA_OT_import(Operator, ImportHelper):
bl_idname = 'psa_import.import' bl_idname = 'psa_import.import'
bl_label = 'Import' bl_label = 'Import'
@@ -138,36 +226,13 @@ class PSA_OT_import(Operator, ImportHelper):
def execute(self, context): def execute(self, context):
pg = getattr(context.scene, 'psa_import') 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] sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
if len(sequence_names) == 0: if len(sequence_names) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No sequences selected') self.report({'ERROR_INVALID_CONTEXT'}, 'No sequences selected')
return {'CANCELLED'} return {'CANCELLED'}
options = PsaImportOptions() result = _import_psa(context, pg, self.filepath, sequence_names, context.view_layer.objects.active)
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:
self.report({'WARNING'}, f'Failed to read PSA config file: {e}')
result = import_psa(context, psa_reader, context.view_layer.objects.active, options)
if len(result.warnings) > 0: if len(result.warnings) > 0:
message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n' message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n'
@@ -249,6 +314,11 @@ class PSA_OT_import(Operator, ImportHelper):
col.use_property_decorate = False col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode') 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 = advanced_panel.column(heading='Options')
col.use_property_split = True col.use_property_split = True
col.use_property_decorate = False col.use_property_decorate = False
@@ -257,10 +327,49 @@ class PSA_OT_import(Operator, ImportHelper):
col.prop(pg, 'should_use_config_file') 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): class PSA_FH_import(FileHandler):
bl_idname = 'PSA_FH_import' bl_idname = 'PSA_FH_import'
bl_label = 'File handler for Unreal PSA import' bl_label = 'File handler for Unreal PSA import'
bl_import_operator = 'psa_import.import' bl_import_operator = 'psa_import.import_multiple'
bl_export_operator = 'psa_export.export'
bl_file_extensions = '.psa' bl_file_extensions = '.psa'
@classmethod @classmethod
@@ -273,5 +382,6 @@ classes = (
PSA_OT_import_sequences_deselect_all, PSA_OT_import_sequences_deselect_all,
PSA_OT_import_sequences_from_text, PSA_OT_import_sequences_from_text,
PSA_OT_import, PSA_OT_import,
PSA_OT_import_multiple,
PSA_FH_import, PSA_FH_import,
) )

View File

@@ -103,6 +103,11 @@ class PSA_PG_import(PropertyGroup):
soft_max=1.0, soft_max=1.0,
step=0.0625, 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]: def filter_sequences(pg: PSA_PG_import, sequences) -> List[int]:

View File

@@ -24,6 +24,7 @@ class PsaImportOptions(object):
self.bone_mapping_mode = 'CASE_INSENSITIVE' self.bone_mapping_mode = 'CASE_INSENSITIVE'
self.fps_source = 'SEQUENCE' self.fps_source = 'SEQUENCE'
self.fps_custom: float = 30.0 self.fps_custom: float = 30.0
self.translation_scale: float = 1.0
self.should_use_config_file = True self.should_use_config_file = True
self.psa_config: PsaConfig = PsaConfig() self.psa_config: PsaConfig = PsaConfig()
@@ -88,6 +89,7 @@ def _get_sample_frame_times(source_frame_count: int, frame_step: float) -> typin
time += frame_step time += frame_step
yield source_frame_count - 1 yield source_frame_count - 1
def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, frame_step: float = 1.0) -> np.ndarray: 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. Resamples the sequence data matrix to the target frame count.
@@ -271,6 +273,10 @@ def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object,
# Read the sequence data matrix from the PSA. # Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name) 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. # Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones): for bone_index, import_bone in enumerate(import_bones):
if import_bone is None: if import_bone is None:

View File

@@ -1,18 +1,20 @@
import typing
from typing import Optional from typing import Optional
import bmesh import bmesh
import bpy
import numpy as np import numpy as np
from bpy.types import Armature, Material from bpy.types import Material, Collection, Context
from mathutils import Matrix, Vector
from .data import * from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags 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 ..shared.helpers import *
class PskInputObjects(object): class PskInputObjects(object):
def __init__(self): def __init__(self):
self.mesh_objects = [] self.mesh_objects: List[DfsObject] = []
self.armature_object: Optional[Object] = None self.armature_object: Optional[Object] = None
@@ -20,30 +22,57 @@ class PskBuildOptions(object):
def __init__(self): def __init__(self):
self.bone_filter_mode = 'ALL' self.bone_filter_mode = 'ALL'
self.bone_collection_indices: List[int] = [] self.bone_collection_indices: List[int] = []
self.use_raw_mesh_data = True self.object_eval_state = 'EVALUATED'
self.materials: List[Material] = [] self.materials: List[Material] = []
self.should_enforce_bone_name_restrictions = False self.scale = 1.0
self.export_space = 'WORLD'
self.forward_axis = 'X'
self.up_axis = 'Z'
def get_psk_input_objects(context) -> PskInputObjects: def get_vector_from_axis_identifier(axis_identifier: str) -> Vector:
input_objects = PskInputObjects() match axis_identifier:
for selected_object in context.view_layer.objects.selected: case 'X':
if selected_object.type == 'MESH': return Vector((1.0, 0.0, 0.0))
input_objects.mesh_objects.append(selected_object) 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))
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
for mesh_object in input_objects.mesh_objects: def get_coordinate_system_transform(forward_axis: str = 'X', up_axis: str = 'Z') -> Matrix:
if len(mesh_object.data.materials) == 0: forward = get_vector_from_axis_identifier(forward_axis)
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material') 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()
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between def get_mesh_objects_for_collection(collection: Collection) -> Iterable[DfsObject]:
# all selected meshes return filter(lambda x: x.obj.type == 'MESH', dfs_collection_objects(collection))
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.
armature_modifier_objects = set() 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'] modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0: if len(modifiers) == 0:
continue continue
@@ -53,27 +82,69 @@ def get_psk_input_objects(context) -> PskInputObjects:
if len(armature_modifier_objects) > 1: if len(armature_modifier_objects) > 1:
armature_modifier_names = [x.name for x in armature_modifier_objects] armature_modifier_names = [x.name for x in armature_modifier_objects]
raise RuntimeError(f'All selected meshes must have the same armature modifier, encountered {len(armature_modifier_names)} ({", ".join(armature_modifier_names)})') raise RuntimeError(
f'All meshes must have the same armature modifier, encountered {len(armature_modifier_names)} ({", ".join(armature_modifier_names)})')
elif len(armature_modifier_objects) == 1: elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0] return list(armature_modifier_objects)[0]
else:
return None
def _get_psk_input_objects(mesh_objects: 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])
return input_objects return input_objects
def get_psk_input_objects_for_context(context: Context) -> PskInputObjects:
mesh_objects = list(get_mesh_objects_for_context(context))
return _get_psk_input_objects(mesh_objects)
def get_psk_input_objects_for_collection(collection: Collection, 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): class PskBuildResult(object):
def __init__(self): def __init__(self):
self.psk = None self.psk = None
self.warnings: List[str] = [] self.warnings: List[str] = []
def build_psk(context, options: PskBuildOptions) -> PskBuildResult: def build_psk(context, input_objects: PskInputObjects, options: PskBuildOptions) -> PskBuildResult:
input_objects = get_psk_input_objects(context)
armature_object: bpy.types.Object = input_objects.armature_object armature_object: bpy.types.Object = input_objects.armature_object
result = PskBuildResult() result = PskBuildResult()
psk = Psk() psk = Psk()
bones = [] 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 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 # 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. # requirement that a PSK file must have at least one bone.
@@ -83,17 +154,13 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
psk_bone.children_count = 0 psk_bone.children_count = 0
psk_bone.parent_index = 0 psk_bone.parent_index = 0
psk_bone.location = Vector3.zero() psk_bone.location = Vector3.zero()
psk_bone.rotation = Quaternion.identity() psk_bone.rotation = coordinate_system_default_rotation
psk.bones.append(psk_bone) psk.bones.append(psk_bone)
else: else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices) bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
armature_data = typing.cast(Armature, armature_object.data) armature_data = typing.cast(Armature, armature_object.data)
bones = [armature_data.bones[bone_name] for bone_name in bone_names] 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: for bone in bones:
psk_bone = Psk.Bone() psk_bone = Psk.Bone()
try: try:
@@ -118,12 +185,30 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
parent_tail = inverse_parent_rotation @ bone.parent.tail parent_tail = inverse_parent_rotation @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head location = (parent_tail - parent_head) + bone.head
else: else:
armature_local_matrix = armature_object.matrix_local 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()
location = armature_local_matrix @ bone.head location = armature_local_matrix @ bone.head
bone_rotation = bone.matrix.to_quaternion().conjugated() bone_rotation = bone.matrix.to_quaternion().conjugated()
local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated() local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation rotation = bone_rotation @ local_rotation
rotation.conjugate() 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.x = location.x
psk_bone.location.y = location.y psk_bone.location.y = location.y
@@ -148,22 +233,54 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
material.psk.mesh_triangle_bit_flags) material.psk.mesh_triangle_bit_flags)
psk.materials.append(psk_material) 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)) context.window_manager.progress_begin(0, len(input_objects.mesh_objects))
material_names = [m.name for m in options.materials] material_names = [m.name for m in options.materials]
for object_index, input_mesh_object in enumerate(input_objects.mesh_objects): for object_index, input_mesh_object in enumerate(input_objects.mesh_objects):
obj, instance_objects, matrix_world = input_mesh_object.obj, input_mesh_object.instance_objects, input_mesh_object.matrix_world
should_flip_normals = False 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 # MATERIALS
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots] 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]
# MESH DATA # MESH DATA
if options.use_raw_mesh_data: match options.object_eval_state:
mesh_object = input_mesh_object case 'ORIGINAL':
mesh_data = input_mesh_object.data mesh_object = obj
else: mesh_data = obj.data
case 'EVALUATED':
# Create a copy of the mesh object after non-armature modifiers are applied. # Create a copy of the mesh object after non-armature modifiers are applied.
# Temporarily force the armature into the rest position. # Temporarily force the armature into the rest position.
@@ -175,14 +292,21 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
depsgraph = context.evaluated_depsgraph_get() depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new() bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
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.')
mesh_data = bpy.data.meshes.new('') mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data) bm.to_mesh(mesh_data)
del bm del bm
mesh_object = bpy.data.objects.new('', mesh_data) mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world mesh_object.matrix_world = matrix_world
scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z) # Extract the scale from the matrix.
_, _, scale = matrix_world.decompose()
# Negative scaling in Blender results in inverted normals after the scale is applied. However, if the scale # 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 # is not applied, the normals will appear unaffected in the viewport. The evaluated mesh data used in the
@@ -195,19 +319,22 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
should_flip_normals = sum(1 for x in scale if x < 0) % 2 == 1 should_flip_normals = sum(1 for x in scale if x < 0) % 2 == 1
# Copy the vertex groups # Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups: for vertex_group in obj.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name) mesh_object.vertex_groups.new(name=vertex_group.name)
# Restore the previous pose position on the armature. # Restore the previous pose position on the armature.
if old_pose_position is not None: if old_pose_position is not None:
armature_object.data.pose_position = old_pose_position armature_object.data.pose_position = old_pose_position
case _:
raise ValueError(f'Invalid object evaluation state: {options.object_eval_state}')
vertex_offset = len(psk.points) vertex_offset = len(psk.points)
matrix_world = scale_matrix @ export_space_matrix @ mesh_object.matrix_world
# VERTICES # VERTICES
for vertex in mesh_data.vertices: for vertex in mesh_data.vertices:
point = Vector3() point = Vector3()
v = mesh_object.matrix_world @ vertex.co v = matrix_world @ vertex.co
point.x = v.x point.x = v.x
point.y = v.y point.y = v.y
point.z = v.z point.z = v.z
@@ -287,6 +414,12 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
break break
except ValueError: except ValueError:
bone = bone.parent 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): for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices: if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it. # Vertex group has no associated bone, skip it.
@@ -304,8 +437,18 @@ def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
w.point_index = vertex_offset + vertex_index w.point_index = vertex_offset + vertex_index
w.weight = weight w.weight = weight
psk.weights.append(w) psk.weights.append(w)
vertices_assigned_weights[vertex_index] = True
if not options.use_raw_mesh_data: # Assign vertices that have not been assigned weights to the root bone.
for vertex_index, assigned in enumerate(vertices_assigned_weights):
if not assigned:
w = Psk.Weight()
w.bone_index = 0
w.point_index = vertex_offset + vertex_index
w.weight = 1.0
psk.weights.append(w)
if options.object_eval_state == 'EVALUATED':
bpy.data.objects.remove(mesh_object) bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data) bpy.data.meshes.remove(mesh_data)
del mesh_data del mesh_data

View File

@@ -1,41 +1,104 @@
from typing import List, Optional, cast, Iterable
import bpy
from bpy.props import StringProperty from bpy.props import StringProperty
from bpy.types import Operator from bpy.types import Operator, Context, Object, Collection, SpaceProperties, Depsgraph, Material
from bpy_extras.io_utils import ExportHelper from bpy_extras.io_utils import ExportHelper
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects 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 ..writer import write_psk from ..writer import write_psk
from ...shared.helpers import populate_bone_collection_list from ...shared.helpers import populate_bone_collection_list
from ...shared.ui import draw_bone_filter_mode
def is_bone_filter_mode_item_available(context, identifier): def get_materials_for_mesh_objects(depsgraph: Depsgraph, mesh_objects: Iterable[Object]):
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 = [] materials = []
for mesh_object in mesh_objects: for mesh_object in mesh_objects:
for i, material_slot in enumerate(mesh_object.material_slots): evaluated_mesh_object = mesh_object.evaluated_get(depsgraph)
for i, material_slot in enumerate(evaluated_mesh_object.material_slots):
material = material_slot.material material = material_slot.material
# TODO: put this in the poll arg?
if material is None: if material is None:
raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')') raise RuntimeError('Material slot cannot be empty (index ' + str(i) + ')')
if material not in materials: if material not in materials:
materials.append(material) 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): for index, material in enumerate(materials):
m = material_list.add() m = material_list.add()
m.material = material m.material_name = material.name
m.index = index 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): class PSK_OT_material_list_move_up(Operator):
bl_idname = 'psk_export.material_list_item_move_up' bl_idname = 'psk_export.material_list_item_move_up'
bl_label = 'Move Up' bl_label = 'Move Up'
@@ -45,12 +108,12 @@ class PSK_OT_material_list_move_up(Operator):
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
return pg.material_list_index > 0 return pg.material_name_list_index > 0
def execute(self, context): def execute(self, context):
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index - 1) pg.material_name_list.move(pg.material_name_list_index, pg.material_name_list_index - 1)
pg.material_list_index -= 1 pg.material_name_list_index -= 1
return {'FINISHED'} return {'FINISHED'}
@@ -63,23 +126,203 @@ class PSK_OT_material_list_move_down(Operator):
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
return pg.material_list_index < len(pg.material_list) - 1 return pg.material_name_list_index < len(pg.material_name_list) - 1
def execute(self, context): def execute(self, context):
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index + 1) pg.material_name_list.move(pg.material_name_list_index, pg.material_name_list_index + 1)
pg.material_list_index += 1 pg.material_name_list_index += 1
return {'FINISHED'} 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): class PSK_OT_export(Operator, ExportHelper):
bl_idname = 'export.psk' bl_idname = 'export.psk'
bl_label = 'Export' bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'} bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export mesh and armature to PSK' bl_description = 'Export mesh and armature to PSK'
filename_ext = '.psk' filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'}) filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty( filepath: StringProperty(
name='File Path', name='File Path',
description='File path used for exporting the PSK file', description='File path used for exporting the PSK file',
@@ -88,17 +331,23 @@ class PSK_OT_export(Operator, ExportHelper):
def invoke(self, context, event): def invoke(self, context, event):
try: try:
input_objects = get_psk_input_objects(context) input_objects = get_psk_input_objects_for_context(context)
except RuntimeError as e: except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e)) self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'} 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') pg = getattr(context.scene, 'psk_export')
populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list) populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list)
depsgraph = context.evaluated_depsgraph_get()
try: try:
populate_material_list(input_objects.mesh_objects, pg.material_list) populate_material_name_list(depsgraph, [x.obj for x in input_objects.mesh_objects], pg.material_name_list)
except RuntimeError as e: except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e)) self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'} return {'CANCELLED'}
@@ -107,66 +356,49 @@ class PSK_OT_export(Operator, ExportHelper):
return {'RUNNING_MODAL'} 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): def draw(self, context):
layout = self.layout layout = self.layout
pg = getattr(context.scene, 'psk_export') pg = getattr(context.scene, 'psk_export')
# MESH # MESH
mesh_header, mesh_panel = layout.panel('01_mesh', default_closed=False) mesh_header, mesh_panel = layout.panel('Mesh', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA') mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel: if mesh_panel:
mesh_panel.prop(pg, 'use_raw_mesh_data') flow = mesh_panel.grid_flow(row_major=True)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'object_eval_state', text='Data')
# BONES # BONES
bones_header, bones_panel = layout.panel('02_bones', default_closed=False) bones_header, bones_panel = layout.panel('Bones', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA') bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel: if bones_panel:
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static draw_bone_filter_mode(bones_panel, pg)
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': if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row() row = bones_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10)) rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows) row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows)
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# MATERIALS # MATERIALS
materials_header, materials_panel = layout.panel('03_materials', default_closed=False) materials_header, materials_panel = layout.panel('Materials', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL') materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel: if materials_panel:
row = materials_panel.row() row = materials_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10)) rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows) row.template_list('PSK_UL_material_names', '', pg, 'material_name_list', pg, 'material_name_list_index', rows=rows)
col = row.column(align=True) 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_up.bl_idname, text='', icon='TRIA_UP')
col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN') col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN')
def execute(self, context): def execute(self, context):
pg = context.scene.psk_export pg = getattr(context.scene, 'psk_export')
options = PskBuildOptions()
options.bone_filter_mode = pg.bone_filter_mode input_objects = get_psk_input_objects_for_context(context)
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected] options = get_psk_build_options_from_property_group([x.obj for x in input_objects.mesh_objects], pg)
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: try:
result = build_psk(context, options) result = build_psk(context, input_objects, options)
for warning in result.warnings: for warning in result.warnings:
self.report({'WARNING'}, warning) self.report({'WARNING'}, warning)
write_psk(result.psk, self.filepath) write_psk(result.psk, self.filepath)
@@ -185,4 +417,9 @@ classes = (
PSK_OT_material_list_move_up, PSK_OT_material_list_move_up,
PSK_OT_material_list_move_down, PSK_OT_material_list_move_down,
PSK_OT_export, 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

@@ -1,40 +1,126 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty from bpy.props import EnumProperty, CollectionProperty, IntProperty, PointerProperty, FloatProperty, StringProperty, \
BoolProperty
from bpy.types import PropertyGroup, Material 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 ...shared.types import PSX_PG_bone_collection_list_item
empty_set = set() 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): class PSK_PG_material_list_item(PropertyGroup):
material: PointerProperty(type=Material) material: PointerProperty(type=Material)
index: IntProperty() index: IntProperty()
class PSK_PG_material_name_list_item(PropertyGroup):
material_name: StringProperty()
index: IntProperty()
class PSK_PG_export(PropertyGroup):
bone_filter_mode: EnumProperty(
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', name='Bone Filter',
options=empty_set, options=empty_set,
description='', description='',
items=( items=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')
) )
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
) )
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item) cls.__annotations__['up_axis'] = EnumProperty(
bone_collection_list_index: IntProperty(default=0) name='Up',
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh') items=up_items,
material_list: CollectionProperty(type=PSK_PG_material_list_item) default='Z',
material_list_index: IntProperty(default=0) update=up_axis_update
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'
) )
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)
classes = ( classes = (
PSK_PG_material_list_item, PSK_PG_material_list_item,
PSK_PG_material_name_list_item,
PSK_PG_export, PSK_PG_export,
) )

View File

@@ -1,12 +1,14 @@
import bpy
from bpy.types import UIList from bpy.types import UIList
class PSK_UL_materials(UIList): class PSK_UL_material_names(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row() row = layout.row()
row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material)) 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)
classes = ( classes = (
PSK_UL_materials, PSK_UL_material_names,
) )

View File

@@ -13,8 +13,9 @@ empty_set = set()
class PSK_FH_import(FileHandler): class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import' bl_idname = 'PSK_FH_import'
bl_label = 'File handler for Unreal PSK/PSKX import' bl_label = 'Unreal PSK'
bl_import_operator = 'import_scene.psk' bl_import_operator = 'import_scene.psk'
bl_export_operator = 'export.psk_collection'
bl_file_extensions = '.psk;.pskx' bl_file_extensions = '.psk;.pskx'
@classmethod @classmethod
@@ -26,7 +27,7 @@ class PSK_OT_import(Operator, ImportHelper):
bl_idname = 'import_scene.psk' bl_idname = 'import_scene.psk'
bl_label = 'Import' bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'} bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
__doc__ = 'Load a PSK file' bl_description = 'Import a PSK file'
filename_ext = '.psk' filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'}) filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty( filepath: StringProperty(
@@ -101,6 +102,12 @@ class PSK_OT_import(Operator, ImportHelper):
default=1.0, default=1.0,
soft_min=0.0, 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): def execute(self, context):
psk = read_psk(self.filepath) psk = read_psk(self.filepath)
@@ -118,6 +125,9 @@ class PSK_OT_import(Operator, ImportHelper):
options.should_import_shape_keys = self.should_import_shape_keys options.should_import_shape_keys = self.should_import_shape_keys
options.scale = self.scale 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: if not options.should_import_mesh and not options.should_import_skeleton:
self.report({'ERROR'}, 'Nothing to import') self.report({'ERROR'}, 'Nothing to import')
return {'CANCELLED'} return {'CANCELLED'}
@@ -142,6 +152,7 @@ class PSK_OT_import(Operator, ImportHelper):
col.use_property_split = True col.use_property_split = True
col.use_property_decorate = False col.use_property_decorate = False
col.prop(self, 'scale') col.prop(self, 'scale')
col.prop(self, 'export_space')
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False) mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.prop(self, 'should_import_mesh') mesh_header.prop(self, 'should_import_mesh')

View File

@@ -25,6 +25,7 @@ class PskImportOptions:
self.bone_length = 1.0 self.bone_length = 1.0
self.should_import_materials = True self.should_import_materials = True
self.scale = 1.0 self.scale = 1.0
self.bdk_repository_id = None
class ImportBone: class ImportBone:
@@ -130,7 +131,8 @@ def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
# Material does not yet exist, and we have the BDK addon installed. # Material does not yet exist, and we have the BDK addon installed.
# Attempt to load it using BDK addon's operator. # Attempt to load it using BDK addon's operator.
material_reference = psk.material_references[material_index] material_reference = psk.material_references[material_index]
if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}: 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'}:
material = bpy.data.materials[material_name] material = bpy.data.materials[material_name]
else: else:
# Just create a blank material. # Just create a blank material.

View File

@@ -36,37 +36,39 @@ def read_psk(path: str) -> Psk:
while fp.read(1): while fp.read(1):
fp.seek(-1, 1) fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section))) section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD': match section.name:
case b'ACTRHEAD':
pass pass
elif section.name == b'PNTS0000': case b'PNTS0000':
_read_types(fp, Vector3, section, psk.points) _read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000': case b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16): if section.data_size == ctypes.sizeof(Psk.Wedge16):
_read_types(fp, Psk.Wedge16, section, psk.wedges) _read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32): elif section.data_size == ctypes.sizeof(Psk.Wedge32):
_read_types(fp, Psk.Wedge32, section, psk.wedges) _read_types(fp, Psk.Wedge32, section, psk.wedges)
else: else:
raise RuntimeError('Unrecognized wedge format') raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000': case b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces) _read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000': case b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials) _read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT': case b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones) _read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS': case b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights) _read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200': case b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces) _read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR': case b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors) _read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'): case b'VTXNORMS':
_read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals) _read_types(fp, Vector3, section, psk.vertex_normals)
elif section.name == b'MRPHINFO': case b'MRPHINFO':
_read_types(fp, Psk.MorphInfo, section, psk.morph_infos) _read_types(fp, Psk.MorphInfo, section, psk.morph_infos)
elif section.name == b'MRPHDATA': case b'MRPHDATA':
_read_types(fp, Psk.MorphData, section, psk.morph_data) _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: else:
# Section is not handled, skip it. # Section is not handled, skip it.
fp.seek(section.data_size * section.data_count, os.SEEK_CUR) fp.seek(section.data_size * section.data_count, os.SEEK_CUR)

View File

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

View File

@@ -93,3 +93,9 @@ class Section(Structure):
def __init__(self, *args, **kw): def __init__(self, *args, **kw):
super().__init__(*args, **kw) super().__init__(*args, **kw)
self.type_flags = 1999801 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

@@ -0,0 +1,155 @@
'''
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

@@ -1,10 +1,9 @@
import re from typing import List, Iterable, cast
import typing
from typing import List, Iterable
import addon_utils import bpy
import bpy.types from bpy.props import CollectionProperty
from bpy.types import NlaStrip, Object, AnimData from bpy.types import AnimData, Object
from bpy.types import Armature
def rgb_to_srgb(c: float): def rgb_to_srgb(c: float):
@@ -14,10 +13,9 @@ def rgb_to_srgb(c: float):
return 12.92 * c return 12.92 * c
def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, frame_max: float) -> List[NlaStrip]: def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, frame_max: float):
if animation_data is None: if animation_data is None:
return [] return
strips = []
for nla_track in animation_data.nla_tracks: for nla_track in animation_data.nla_tracks:
if nla_track.mute: if nla_track.mute:
continue continue
@@ -25,11 +23,10 @@ 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 \ 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_start < frame_max) or \
(frame_min < strip.frame_end <= frame_max): (frame_min < strip.frame_end <= frame_max):
strips.append(strip) yield strip
return strips
def populate_bone_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None: def populate_bone_collection_list(armature_object: Object, bone_collection_list: CollectionProperty) -> None:
""" """
Updates the bone collections collection. Updates the bone collections collection.
@@ -54,7 +51,7 @@ def populate_bone_collection_list(armature_object: Object, bone_collection_list:
bone_collection_list.clear() bone_collection_list.clear()
armature = armature_object.data armature = cast(Armature, armature_object.data)
if armature is None: if armature is None:
return return
@@ -74,16 +71,7 @@ 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 item.is_selected = bone_collection.name in selected_assigned_collection_names if has_selected_collections else True
def check_bone_names(bone_names: Iterable[str]): def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: Iterable[int]) -> List[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:
raise RuntimeError(f'The following bone names are invalid: {invalid_bone_names}.\n'
f'Bone names must only contain letters, numbers, spaces, hyphens and underscores.\n'
f'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.')
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: List[int]) -> List[str]:
""" """
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone collections. Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone collections.
@@ -91,13 +79,13 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_c
:param armature_object: Blender object with type 'ARMATURE' :param armature_object: Blender object with type 'ARMATURE'
:param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS'] :param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS']
:param bone_collection_indices: List of bone collection indices to be exported. :param bone_collection_indices: A list of bone collection indices to export.
:return: A sorted list of bone indices that should be exported. :return: A sorted list of bone indices that should be exported.
""" """
if armature_object is None or armature_object.type != 'ARMATURE': if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied') raise ValueError('An armature object must be supplied')
armature_data = typing.cast(bpy.types.Armature, armature_object.data) armature_data = cast(Armature, armature_object.data)
bones = armature_data.bones bones = armature_data.bones
bone_names = [x.name for x in bones] bone_names = [x.name for x in bones]
@@ -164,5 +152,5 @@ def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_c
return bone_names return bone_names
def is_bdk_addon_loaded(): def is_bdk_addon_loaded() -> bool:
return addon_utils.check('bdk_addon')[1] return 'bdk' in dir(bpy.ops)

View File

@@ -0,0 +1,18 @@
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)