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81 Commits

Author SHA1 Message Date
Colin Basnett
ffc0d99374 Updated the README 2022-08-06 23:52:33 -07:00
Colin Basnett
cd490af431 Fixed a load of PEP8 warnings 2022-08-06 23:52:18 -07:00
Colin Basnett
96001651c6 Incremented version to 4.0.0 and updated authors 2022-08-06 21:21:51 -07:00
Colin Basnett
d215ceb10c Removed typing hint on sequences function
For some reason this breaks compatibility with Blender 2.92
2022-08-05 22:38:53 -07:00
Colin Basnett
07f1c45000 Merge branch 'feature-psk-mesh-wysiwyg' 2022-07-26 15:03:58 -07:00
Colin Basnett
02c4253c1d Merge remote-tracking branch 'origin/master' 2022-07-26 15:03:40 -07:00
Colin Basnett
3627abe6fc Minor code changes 2022-07-26 15:00:14 -07:00
Colin Basnett
f58d4c5539 Implemented #22: Allow users to change the exported PSK material order
There is now a material menu that the user can re-order in the PSK export dialog.
2022-07-01 19:47:01 -07:00
Colin Basnett
494c5b116b Users can now choose not to import either the mesh or the armature when importing a PSK 2022-06-27 18:15:14 -07:00
Colin Basnett
4d1cd19a61 All actions will now be deselected by default on the PSA export dialog 2022-06-27 18:13:20 -07:00
Colin Basnett
472a743c89 Removed unused get_nla_strips_ending_at_frame function 2022-06-27 18:12:42 -07:00
Colin Basnett
7c9d13686f Replaced explicit quaternion conjugation with call to conjugated function 2022-06-27 18:12:21 -07:00
Colin Basnett
4937f8f779 Refactoring to reduce pointless class encapsulation when just a function would do. 2022-06-27 18:11:49 -07:00
Yurii Ti
616593d0fb Fixed a bug where broken stray sequences could appear on PSA export
The bug was triggered when:
  - at least 2 markers were placed;
  - the right-most marker contained no NLA data.
2022-06-10 11:16:02 +03:00
Colin Basnett
edafa1cfd7 Fix for bug #21. Bone names can now only contain alphanumeric, space and underscore characters. 2022-05-20 17:13:12 -07:00
Colin Basnett
a1bbf4fb1e Fixed a bug where weighting information would be lost when exporting non-raw mesh data 2022-05-19 17:32:21 -07:00
Colin Basnett
0d779b8174 Added option to swap between exporting raw mesh data or mesh data after non-armature modifiers. 2022-05-11 15:57:22 -07:00
Colin Basnett
50f6dca565 Initial commit for WYSIWYG PSK mesh export. This will remove the need for applying mesh modifers before export. 2022-05-06 18:43:04 -07:00
Colin Basnett
fb42fbfa33 Merge pull request #20 from DarklightGames/feature-psa-export-remember-bone-groups
[PSA Export] Remember selections for bone groups
2022-05-05 21:39:06 -07:00
Colin Basnett
4a6f47b11a Merge pull request #19 from DarklightGames/fix-psa-export-sequence-filtering
[PSA Export] Fixed a number of bugs with the sequence filter
2022-05-05 21:38:08 -07:00
Colin Basnett
83a13fa1f4 Merge remote-tracking branch 'origin/fix-psa-export-sequence-filtering' 2022-05-05 20:57:27 -07:00
Colin Basnett
1c1d90bc84 Merge remote-tracking branch 'origin/feature-psa-export-remember-bone-groups' 2022-05-05 20:57:11 -07:00
Colin Basnett
d4a58caafe The PSK and PSA import menu items will now be greyed out if in the wrong context, and a tooltip will be shown indicating what the issue is (e.g., having the wrong type of object selected) 2022-05-05 20:56:52 -07:00
Yurii Ti
df6bdb96a4 Added a docstring for populate_bone_group_list 2022-05-05 17:41:39 +03:00
Yurii Ti
8495482345 [PSA Export] Select all bone groups if none were previously selected
This brings back the old behavior (before 1ac0870) where all groups
are selected by default.
2022-05-05 16:07:04 +03:00
Yurii Ti
1ac0870b31 [PSA Export] Remember selections for bone groups
* Selections for bone groups are now preserved between exporter
  invocations.

* Added typing hints to the `populate_bone_group_list` function.
2022-05-05 15:02:31 +03:00
Yurii Ti
6493ace078 [PSA Export] Added missing names and descriptions for filter properties 2022-05-05 08:23:05 +03:00
Yurii Ti
0d9e2a4b60 [PSA Export] Fixed incorrect sequence filtering results
* Fixed a bug where the asset filter button would have no effect when
  reverse filtering is enabled.

* Fixed a bug where enabling reverse filtering would hide all items when
  the input field is empty.
2022-05-05 07:17:49 +03:00
Yurii Ti
248440052b [PSA Export] Refactored action and marker lists into a single class
Filter box is now visible by default when timeline markers are selected
as source.
2022-05-05 07:06:49 +03:00
Yurii Ti
ded6fc8980 [PSA Export] Fixed a bug where timeline markers couldn't be filtered 2022-05-05 07:00:47 +03:00
Colin Basnett
19ff47cc83 * Added "Root Motion" option to enable root motion on export (vs. stationary root at world origin!)
* Removed performance debugging code
2022-04-30 17:33:59 -07:00
Colin Basnett
31c0ec16ab Fixed a runtime error that would occur if the user attempted to export animations using timeline markers and there were no strips occupying the space between markers 2022-04-29 19:41:15 -07:00
Colin Basnett
a31c3ab2ae Updated the README to better reflect the capabilities of the addon 2022-04-24 22:55:23 -07:00
Colin Basnett
19a8f88686 Merge branch 'feature-original-sequence-names' 2022-04-24 22:08:47 -07:00
Colin Basnett
1eafb71dce * Fixed a bug where the action name prefix could be applied even if the checkbox was deselected
* Fixed a typo in the PSA reader
* Added the ability to define the bone length of imported PSK armatures
* The PSK import options (extra UVs, vertex colors etc.) are now actually respected if turned off
* Ran automated formatting on all the code to quell the PEP8 gods
* Incremented version to 3.0.0
2022-04-24 22:08:36 -07:00
Colin Basnett
d56aa3ab65 Added the ability to hide deselected sequences from the PSA import sequence list 2022-04-17 17:55:15 -07:00
Colin Basnett
e8e8d6ce8b Added regex fitlering to the PSA sequence list 2022-04-17 17:31:52 -07:00
Colin Basnett
ab52b1520e Added the ability to select sequences from the import seqquence list by a text file 2022-04-17 16:30:15 -07:00
Colin Basnett
962fb0a791 Fixed a bug where use_fake_user would not be set correctly on import 2022-04-15 17:35:06 -07:00
Colin Basnett
37f14a2a19 * Added the ability to import the sequence FPS as a custom property to the Action (psa_fps)
* Added additional options for exporting sequence FPS values (scene, action metadata (custom data), custom,)
* The user can now choose to reuse existing action data blocks when importing sequence data.
* The user can choose whether or not to import keyframe data and metadata
2022-04-15 16:52:15 -07:00
Colin Basnett
7af97d53bd get_nla_strips_in_timeframe now ignored muted NLA tracks 2022-04-14 00:07:43 -07:00
Colin Basnett
99da7e67c0 Determining the last frame when using timeline markers no longer considers muted NLA tracks 2022-04-13 22:52:55 -07:00
Yurii Ti
d81f8286a1 Fixed a bug that would incorrectly include/exclude some bones on export 2022-04-12 23:21:44 +03:00
Colin Basnett
762e13ac38 Fixed an incorrect reference to the marker list 2022-04-12 11:25:18 -07:00
Colin Basnett
e383ce9fe4 Fixed a bug with the default length of PSA import list 2022-04-12 11:24:02 -07:00
Colin Basnett
a5955bf09b Lots of interface tweaks 2022-04-04 00:32:12 -07:00
Colin Basnett
eb7a497010 Fixed the options of many properties to not be ANIMATABLE 2022-03-05 13:43:24 -08:00
Colin Basnett
04503ed282 Added the ability to prefix and suffix sequence names on PSA export 2022-02-13 16:08:17 -08:00
Colin Basnett
e52aa8975a Removed pointless NLA track muting functionality 2022-02-12 19:59:31 -08:00
Colin Basnett
bcf5117bae Fixed a bug in get_nla_strips_in_timeframe 2022-02-12 19:58:34 -08:00
Yurii Ti
15b27ac4d6 Fixed the bug where sequences weren't trimmed correctly 2022-02-12 15:21:47 +02:00
Colin Basnett
5e7c2535e2 * Unified how bones are filtered for export based on export settings (bone filter mode + bone groups)
* Bone Group filtering now works properly for PSK export
* Fixed a number of bugs that broke animation export
2022-02-12 02:07:12 -08:00
Colin Basnett
7ad8f0238a Added the ability to export sequences using timeline markers (WIP, not thoroughly tested yet!)
A bunch of clean up
2022-02-11 15:21:31 -08:00
Colin Basnett
b58b44cafb Merge branch 'master' into feature-original-sequence-names
# Conflicts:
#	io_scene_psk_psa/psa/exporter.py
2022-02-02 20:07:10 -08:00
Colin Basnett
70fc7d45ac Minor formatting changes 2022-02-02 18:35:39 -08:00
Colin Basnett
a95c9302c8 Fixed a bug where the error message that would warn about duplicate root bones would not list the correct bones. 2022-02-02 02:18:14 -08:00
Colin Basnett
7d749ea30f Merge branch 'master' into feature-original-sequence-names
# Conflicts:
#	io_scene_psk_psa/psa/importer.py
#	io_scene_psk_psa/psk/importer.py
2022-01-29 21:40:14 -08:00
Colin Basnett
2e2b74edaf Fixed version 2022-01-27 18:46:01 -08:00
Colin Basnett
57d1f78d9e Merge remote-tracking branch 'origin/master'
# Conflicts:
#	README.md
2022-01-27 18:26:24 -08:00
Colin Basnett
6158eb024d Updated version to 1.3.0 2022-01-27 18:24:16 -08:00
Colin Basnett
71622e5ab9 Merge branch 'feature-pskx' 2022-01-27 18:23:44 -08:00
Colin Basnett
6e8faa38bf Updated documentation 2022-01-27 18:23:29 -08:00
Colin Basnett
a62ee207e1 Added vertex color space conversion option for sRGBA (this is now the default to match UE4.24) 2022-01-27 15:11:32 -08:00
Colin Basnett
0809927ec1 Merge branch 'master' into feature-original-sequence-names
# Conflicts:
#	io_scene_psk_psa/psa/importer.py
2022-01-26 13:20:42 -08:00
Colin Basnett
4f61d341d4 Update README.md 2022-01-26 01:20:30 -08:00
Colin Basnett
24e606a3fd Revert "Added the ability to prefix imported action names."
This reverts commit 5a13faeb5e.
2022-01-26 01:01:52 -08:00
Colin Basnett
8c0b7f84fc Incremented version to v1.2.1 2022-01-25 22:54:30 -08:00
Colin Basnett
2ba29b04d3 Fixed a comment 2022-01-25 21:09:52 -08:00
Colin Basnett
2f5ed901b2 Fixed has_vertex_colors and has_vertex_normals return values 2022-01-25 21:09:47 -08:00
Colin Basnett
4099c95381 Initial commit for PSKX support 2022-01-25 19:41:09 -08:00
Colin Basnett
fbf3ec599b Reformatting for brevity and reducing redundancy 2022-01-25 15:36:48 -08:00
Colin Basnett
c672941663 PSA Import screen now has more robust functionality now (but still aint done!) 2022-01-24 21:50:34 -08:00
Colin Basnett
0d06236bab Added the ability to export actions with the original sequence names that they were imported from. This will be very helpful in resolving naming conflicts when working with actions that share the same name on export (e.g. players and weapons often share the same animation name (e.g., prone_reload_mg42 but have to exist in the same file).
Still kind of broken though because it allows duplicate names which will possibly break downstream programs.
2022-01-24 14:14:35 -08:00
Colin Basnett
5a13faeb5e Added the ability to prefix imported action names. 2022-01-24 01:14:20 -08:00
Colin Basnett
3932176a57 Merge remote-tracking branch 'origin/master' 2022-01-23 19:42:38 -08:00
Colin Basnett
57a2179412 * Fixed a bug where the keyframe cleaning process could write incorrect data to the resultant keyframes in some cases.
* Added new options to the PSA Import pane: "Clean Keyframes", "Fake User" and "Stash".
2022-01-23 18:15:07 -08:00
Colin Basnett
605b618856 Update README.md 2022-01-23 01:02:32 -08:00
Colin Basnett
ea6905ec74 Errors emitted from PskExporter::export will not be displayed more gracefully. 2022-01-23 00:56:44 -08:00
Colin Basnett
13c194e629 Merge remote-tracking branch 'origin/master' 2022-01-23 00:22:36 -08:00
Colin Basnett
dba6983ae0 Merge branch 'feature-importers' 2022-01-23 00:22:23 -08:00
Colin Basnett
ff58da8788 Create FUNDING.yml 2022-01-23 00:20:36 -08:00
16 changed files with 2050 additions and 922 deletions

1
.github/FUNDING.yml vendored Normal file
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@@ -0,0 +1 @@
ko_fi: cmbasnett

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@@ -1,4 +1,13 @@
This Blender add-on allows you to import and export meshes and animations to the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats). This Blender 2.80+ add-on allows you to import and export meshes and animations to and from the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats) used in many version of the Unreal Engine.
# Features
* Full PSK/PSA import and export capabilities
* Non-standard PSKX file format with vertex normals, extra UV channels and vertex colors is supported for import only
* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files
* Automatic keyframe reduction on PSA import
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export
* Specific [bone groups](https://docs.blender.org/manual/en/latest/animation/armatures/properties/bone_groups.html) 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), allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences
# Installation # Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page. 1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
@@ -15,8 +24,8 @@ This Blender add-on allows you to import and export meshes and animations to the
3. Navigate to File > Export > Unreal PSK (.psk) 3. Navigate to File > Export > Unreal PSK (.psk)
4. Enter the file name and click "Export". 4. Enter the file name and click "Export".
## Importing a PSK ## Importing a PSK/PSKX
1. Navigate to File > Import > Unreal PSK (.psk) 1. Navigate to File > Import > Unreal PSK (.psk/.pskx)
2. Select the PSK file you want to import and click "Import" 2. Select the PSK file you want to import and click "Import"
## Exporting a PSA ## Exporting a PSA
@@ -37,4 +46,4 @@ This Blender add-on allows you to import and export meshes and animations to the
## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)? ## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)?
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.

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@@ -1,7 +1,7 @@
bl_info = { bl_info = {
"name": "PSK/PSA Importer/Exporter", "name": "PSK/PSA Importer/Exporter",
"author": "Colin Basnett", "author": "Colin Basnett, Yurii Ti",
"version": (1, 2, 0), "version": (4, 0, 0),
"blender": (2, 80, 0), "blender": (2, 80, 0),
# "location": "File > Export > PSK Export (.psk)", # "location": "File > Export > PSK Export (.psk)",
"description": "PSK/PSA Import/Export (.psk/.psa)", "description": "PSK/PSA Import/Export (.psk/.psa)",
@@ -13,6 +13,7 @@ bl_info = {
if 'bpy' in locals(): if 'bpy' in locals():
import importlib import importlib
importlib.reload(psx_data) importlib.reload(psx_data)
importlib.reload(psx_helpers) importlib.reload(psx_helpers)
importlib.reload(psx_types) importlib.reload(psx_types)
@@ -42,15 +43,14 @@ else:
from .psa import reader as psa_reader from .psa import reader as psa_reader
from .psa import importer as psa_importer from .psa import importer as psa_importer
import bpy import bpy
from bpy.props import PointerProperty from bpy.props import PointerProperty
classes = psx_types.__classes__ + \ classes = (psx_types.classes +
psk_importer.__classes__ + \ psk_importer.classes +
psk_exporter.__classes__ + \ psk_exporter.classes +
psa_exporter.__classes__ + \ psa_exporter.classes +
psa_importer.__classes__ psa_importer.classes)
def psk_export_menu_func(self, context): def psk_export_menu_func(self, context):
@@ -58,7 +58,7 @@ def psk_export_menu_func(self, context):
def psk_import_menu_func(self, context): def psk_import_menu_func(self, context):
self.layout.operator(psk_importer.PskImportOperator.bl_idname, text='Unreal PSK (.psk)') self.layout.operator(psk_importer.PskImportOperator.bl_idname, text='Unreal PSK (.psk/.pskx)')
def psa_export_menu_func(self, context): def psa_export_menu_func(self, context):
@@ -72,13 +72,16 @@ def register():
bpy.types.TOPBAR_MT_file_import.append(psk_import_menu_func) bpy.types.TOPBAR_MT_file_import.append(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func) bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func)
bpy.types.Scene.psa_import = PointerProperty(type=psa_importer.PsaImportPropertyGroup) bpy.types.Scene.psa_import = PointerProperty(type=psa_importer.PsaImportPropertyGroup)
bpy.types.Scene.psk_import = PointerProperty(type=psk_importer.PskImportPropertyGroup)
bpy.types.Scene.psa_export = PointerProperty(type=psa_exporter.PsaExportPropertyGroup) bpy.types.Scene.psa_export = PointerProperty(type=psa_exporter.PsaExportPropertyGroup)
bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup) bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup)
def unregister(): def unregister():
del bpy.types.Scene.psa_export
del bpy.types.Scene.psa_import del bpy.types.Scene.psa_import
del bpy.types.Scene.psk_import
del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export
bpy.types.TOPBAR_MT_file_export.remove(psk_export_menu_func) bpy.types.TOPBAR_MT_file_export.remove(psk_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psk_import_menu_func) bpy.types.TOPBAR_MT_file_import.remove(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.remove(psa_export_menu_func) bpy.types.TOPBAR_MT_file_export.remove(psa_export_menu_func)

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@@ -1,4 +1,43 @@
from ctypes import * from ctypes import *
from typing import Tuple
class Color(Structure):
_fields_ = [
('r', c_ubyte),
('g', c_ubyte),
('b', c_ubyte),
('a', c_ubyte),
]
def __iter__(self):
yield self.r
yield self.g
yield self.b
yield self.a
def __eq__(self, other):
return all(map(lambda x: x[0] == x[1], zip(self, other)))
def __repr__(self):
return repr(tuple(self))
def normalized(self) -> Tuple:
return tuple(map(lambda x: x / 255.0, iter(self)))
class Vector2(Structure):
_fields_ = [
('x', c_float),
('y', c_float),
]
def __iter__(self):
yield self.x
yield self.y
def __repr__(self):
return repr(tuple(self))
class Vector3(Structure): class Vector3(Structure):
@@ -16,6 +55,10 @@ class Vector3(Structure):
def __repr__(self): def __repr__(self):
return repr(tuple(self)) return repr(tuple(self))
@classmethod
def zero(cls):
return Vector3(0, 0, 0)
class Quaternion(Structure): class Quaternion(Structure):
_fields_ = [ _fields_ = [
@@ -34,6 +77,10 @@ class Quaternion(Structure):
def __repr__(self): def __repr__(self):
return repr(tuple(self)) return repr(tuple(self))
@classmethod
def identity(cls):
return Quaternion(0, 0, 0, 1)
class Section(Structure): class Section(Structure):
_fields_ = [ _fields_ = [

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@@ -1,33 +1,114 @@
from typing import List import datetime
import re
from collections import Counter
from typing import List, Iterable
import bpy.types
from bpy.types import NlaStrip, Object
def populate_bone_group_list(armature_object, bone_group_list): class Timer:
def __enter__(self):
self.start = datetime.datetime.now()
self.interval = None
return self
def __exit__(self, *args):
self.end = datetime.datetime.now()
self.interval = self.end - self.start
@property
def duration(self):
if self.interval is not None:
return self.interval
else:
return datetime.datetime.now() - self.start
def rgb_to_srgb(c):
if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
else:
return 12.92 * c
def get_nla_strips_in_timeframe(animation_data, frame_min, frame_max) -> List[NlaStrip]:
if animation_data is None:
return []
strips = []
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
if (strip.frame_start < frame_min and strip.frame_end > frame_max) or \
(frame_min <= strip.frame_start < frame_max) or \
(frame_min < strip.frame_end <= frame_max):
strips.append(strip)
return strips
def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.types.Collection) -> None:
"""
Updates the bone group collection.
Bone group selections are preserved between updates unless none of the groups were previously selected;
otherwise, all groups are selected by default.
"""
has_selected_groups = any([g.is_selected for g in bone_group_list])
unassigned_group_is_selected, selected_assigned_group_names = True, []
if has_selected_groups:
# Preserve group selections before clearing the list.
# We handle selections for the unassigned group separately to cover the edge case
# where there might be an actual group with 'Unassigned' as its name.
unassigned_group_idx, unassigned_group_is_selected = next(iter([
(i, g.is_selected) for i, g in enumerate(bone_group_list) if g.index == -1]), (-1, False))
selected_assigned_group_names = [
g.name for i, g in enumerate(bone_group_list) if i != unassigned_group_idx and g.is_selected]
bone_group_list.clear() bone_group_list.clear()
item = bone_group_list.add()
item.name = '(unassigned)'
item.index = -1
item.is_selected = True
if armature_object and armature_object.pose: if armature_object and armature_object.pose:
bone_group_counts = Counter(map(lambda x: x.bone_group, armature_object.pose.bones))
item = bone_group_list.add()
item.name = 'Unassigned'
item.index = -1
item.count = 0 if None not in bone_group_counts else bone_group_counts[None]
item.is_selected = unassigned_group_is_selected
for bone_group_index, bone_group in enumerate(armature_object.pose.bone_groups): for bone_group_index, bone_group in enumerate(armature_object.pose.bone_groups):
item = bone_group_list.add() item = bone_group_list.add()
item.name = bone_group.name item.name = bone_group.name
item.index = bone_group_index item.index = bone_group_index
item.is_selected = True item.count = 0 if bone_group not in bone_group_counts else bone_group_counts[bone_group]
item.is_selected = bone_group.name in selected_assigned_group_names if has_selected_groups else True
def add_bone_groups_to_layout(layout): def get_psa_sequence_name(action, should_use_original_sequence_name):
pass if should_use_original_sequence_name and 'psa_sequence_name' in action:
return action['psa_sequence_name']
else:
return action.name
def get_export_bone_indices_for_bone_groups(armature_object, bone_group_indices: List[int]) -> List[int]: def check_bone_names(bone_names: Iterable[str]):
pattern = re.compile(r'^[a-zA-Z0-9_ ]+$')
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, and underscores.')
def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices: List[int]) -> List[str]:
""" """
Returns a sorted list of bone indices that should be exported for the given bone groups. Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone groups.
Note that the ancestors of bones within the bone groups will also be present in the returned list. Note that the ancestors of bones within the bone groups will also be present in the returned list.
:param armature_object: Blender object with type 'ARMATURE' :param armature_object: Blender object with type 'ARMATURE'
:param bone_filter_mode: One of ['ALL', 'BONE_GROUPS']
:param bone_group_indices: List of bone group indices to be exported. :param bone_group_indices: List of bone group indices to be exported.
:return: A sorted list of bone indices that should be exported. :return: A sorted list of bone indices that should be exported.
""" """
@@ -38,24 +119,58 @@ def get_export_bone_indices_for_bone_groups(armature_object, bone_group_indices:
pose_bones = armature_object.pose.bones pose_bones = armature_object.pose.bones
bone_names = [x.name for x in bones] bone_names = [x.name for x in bones]
# Get a list of the bone indices that are explicitly part of the bone groups we are including. # Get a list of the bone indices that we are explicitly including.
bone_index_stack = [] bone_index_stack = []
is_exporting_none_bone_groups = -1 in bone_group_indices is_exporting_none_bone_groups = -1 in bone_group_indices
for bone_index, pose_bone in enumerate(pose_bones): for bone_index, pose_bone in enumerate(pose_bones):
if (pose_bone.bone_group is None and is_exporting_none_bone_groups) or \ if bone_filter_mode == 'ALL' or \
(pose_bone.bone_group is None and is_exporting_none_bone_groups) or \
(pose_bone.bone_group is not None and pose_bone.bone_group_index in bone_group_indices): (pose_bone.bone_group is not None and pose_bone.bone_group_index in bone_group_indices):
bone_index_stack.append(bone_index) bone_index_stack.append((bone_index, None))
# For each bone that is explicitly being added, recursively walk up the hierarchy and ensure that all of # For each bone that is explicitly being added, recursively walk up the hierarchy and ensure that all of
# those ancestor bone indices are also in the list. # those ancestor bone indices are also in the list.
bone_indices = set() bone_indices = dict()
while len(bone_index_stack) > 0: while len(bone_index_stack) > 0:
bone_index = bone_index_stack.pop() bone_index, instigator_bone_index = bone_index_stack.pop()
bone = bones[bone_index] bone = bones[bone_index]
if bone.parent is not None: if bone.parent is not None:
parent_bone_index = bone_names.index(bone.parent.name) parent_bone_index = bone_names.index(bone.parent.name)
if parent_bone_index not in bone_indices: if parent_bone_index not in bone_indices:
bone_index_stack.append(parent_bone_index) bone_index_stack.append((parent_bone_index, bone_index))
bone_indices.add(bone_index) bone_indices[bone_index] = instigator_bone_index
return list(sorted(list(bone_indices))) # Sort the bone index list in-place.
bone_indices = [(x[0], x[1]) for x in bone_indices.items()]
bone_indices.sort(key=lambda x: x[0])
# Split out the bone indices and the instigator bone names into separate lists.
# We use the bone names for the return values because the bone name is a more universal way of referencing them.
# For example, users of this function may modify bone lists, which would invalidate the indices and require a
# index mapping scheme to resolve it. Using strings is more comfy and results in less code downstream.
instigator_bone_names = [bones[x[1]].name if x[1] is not None else None for x in bone_indices]
bone_names = [bones[x[0]].name for x in bone_indices]
# Ensure that the hierarchy we are sending back has a single root bone.
bone_indices = [x[0] for x in bone_indices]
root_bones = [bones[bone_index] for bone_index in bone_indices if bones[bone_index].parent is None]
if len(root_bones) > 1:
# There is more than one root bone.
# Print out why each root bone was included by linking it to one of the explicitly included bones.
root_bone_names = [bone.name for bone in root_bones]
for root_bone_name in root_bone_names:
bone_name = root_bone_name
while True:
# Traverse the instigator chain until the end to find the true instigator bone.
# TODO: in future, it would be preferential to have a readout of *all* instigator bones.
instigator_bone_name = instigator_bone_names[bone_names.index(bone_name)]
if instigator_bone_name is None:
print(f'Root bone "{root_bone_name}" was included because {bone_name} was marked for export')
break
bone_name = instigator_bone_name
raise RuntimeError('Exported bone hierarchy must have a single root bone.\n'
f'The bone hierarchy marked for export has {len(root_bones)} root bones: {root_bone_names}.\n'
f'Additional debugging information has been written to the console.')
return bone_names

View File

@@ -1,153 +1,283 @@
from typing import Dict
from bpy.types import Action
from .data import * from .data import *
from ..helpers import * from ..helpers import *
class PsaBuilderOptions(object): class PsaBuildOptions(object):
def __init__(self): def __init__(self):
self.should_override_animation_data = False
self.animation_data_override = None
self.fps_source = 'SCENE'
self.fps_custom = 30.0
self.sequence_source = 'ACTIONS'
self.actions = [] self.actions = []
self.marker_names = []
self.bone_filter_mode = 'ALL' self.bone_filter_mode = 'ALL'
self.bone_group_indices = [] self.bone_group_indices = []
self.should_use_original_sequence_names = False
self.should_trim_timeline_marker_sequences = True
self.sequence_name_prefix = ''
self.sequence_name_suffix = ''
self.root_motion = False
class PsaBuilder(object): def get_sequence_fps(context, options: PsaBuildOptions, actions: Iterable[Action]) -> float:
def __init__(self): if options.fps_source == 'SCENE':
pass return context.scene.render.fps
if options.fps_source == 'CUSTOM':
return options.fps_custom
elif options.fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
fps_list = []
for action in filter(lambda x: 'psa_sequence_fps' in x, actions):
fps = action['psa_sequence_fps']
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0:
return min(fps_list)
else:
# No valid action metadata to use, fallback to scene FPS
return context.scene.render.fps
else:
raise RuntimeError(f'Invalid FPS source "{options.fps_source}"')
def build(self, context, options: PsaBuilderOptions) -> Psa:
object = context.view_layer.objects.active
if object.type != 'ARMATURE': def get_timeline_marker_sequence_frame_ranges(animation_data, context, options: PsaBuildOptions) -> Dict:
raise RuntimeError('Selected object must be an Armature') # Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
armature = object for marker_name in options.marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_min = marker.frame
# Determine the final frame of the sequence based on the next marker.
# If no subsequent marker exists, use the maximum frame_end from all NLA strips.
marker_index = sorted_timeline_marker_names.index(marker_name)
next_marker_index = marker_index + 1
frame_max = 0
if next_marker_index < len(sorted_timeline_markers):
# There is a next marker. Use that next marker's frame position as the last frame of this sequence.
frame_max = sorted_timeline_markers[next_marker_index].frame
if options.should_trim_timeline_marker_sequences:
nla_strips = get_nla_strips_in_timeframe(animation_data, marker.frame, frame_max)
if len(nla_strips) > 0:
frame_max = min(frame_max, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_min = max(frame_min, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_max = frame_min
else:
# There is no next marker.
# Find the final frame of all the NLA strips and use that as the last frame of this sequence.
for nla_track in animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
frame_max = max(frame_max, strip.frame_end)
if armature.animation_data is None: if frame_min > frame_max:
raise RuntimeError('No animation data for armature') continue
psa = Psa() sequence_frame_ranges[marker_name] = int(frame_min), int(frame_max)
bones = list(armature.data.bones) return sequence_frame_ranges
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As as a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
del bone_names
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
bone_indices = list(range(len(bones))) def build_psa(context, options: PsaBuildOptions) -> Psa:
active_object = context.view_layer.objects.active
# If bone groups are specified, get only the bones that are in that specified bone groups and their ancestors. if active_object.type != 'ARMATURE':
if options.bone_filter_mode == 'BONE_GROUPS': raise RuntimeError('Selected object must be an Armature')
bone_indices = get_export_bone_indices_for_bone_groups(armature, options.bone_group_indices)
# Make the bone lists contain only the bones that are going to be exported. if options.should_override_animation_data:
bones = [bones[bone_index] for bone_index in bone_indices] animation_data_object = options.animation_data_override
pose_bones = [pose_bones[bone_index] for bone_index in bone_indices] else:
animation_data_object = active_object
if len(bones) == 0: animation_data = animation_data_object.animation_data
# No bones are going to be exported.
raise RuntimeError('No bones available for export')
# Ensure that the exported hierarchy has a single root bone. if animation_data is None:
root_bones = [x for x in bones if x.parent is None] raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'')
if len(root_bones) > 1:
root_bone_names = [x.name for x in bones]
raise RuntimeError('Exported bone hierarchy must have a single root bone.'
f'The bone hierarchy marked for export has {len(root_bones)} root bones: {root_bone_names}')
for pose_bone in bones: # Ensure that we actually have items that we are going to be exporting.
psa_bone = Psa.Bone() if options.sequence_source == 'ACTIONS' and len(options.actions) == 0:
psa_bone.name = bytes(pose_bone.name, encoding='utf-8') raise RuntimeError('No actions were selected for export')
elif options.sequence_source == 'TIMELINE_MARKERS' and len(options.marker_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
try: psa = Psa()
parent_index = bones.index(pose_bone.parent)
psa_bone.parent_index = parent_index
psa.bones[parent_index].children_count += 1
except ValueError:
psa_bone.parent_index = -1
if pose_bone.parent is not None: armature = active_object
rotation = pose_bone.matrix.to_quaternion() bones = list(armature.data.bones)
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
quat_parent = pose_bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ pose_bone.parent.head
parent_tail = quat_parent @ pose_bone.parent.tail
location = (parent_tail - parent_head) + pose_bone.head
else:
location = armature.matrix_local @ pose_bone.head
rot_matrix = pose_bone.matrix @ armature.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
psa_bone.location.x = location.x # The order of the armature bones and the pose bones is not guaranteed to be the same.
psa_bone.location.y = location.y # As a result, we need to reconstruct the list of pose bones in the same order as the
psa_bone.location.z = location.z # armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
psa_bone.rotation.x = rotation.x # Get a list of all the bone indices and instigator bones for the bone filter settings.
psa_bone.rotation.y = rotation.y export_bone_names = get_export_bone_names(armature, options.bone_filter_mode, options.bone_group_indices)
psa_bone.rotation.z = rotation.z bone_indices = [bone_names.index(x) for x in export_bone_names]
psa_bone.rotation.w = rotation.w
psa.bones.append(psa_bone) # Make the bone lists contain only the bones that are going to be exported.
bones = [bones[bone_index] for bone_index in bone_indices]
pose_bones = [pose_bones[bone_index] for bone_index in bone_indices]
frame_start_index = 0 # No bones are going to be exported.
if len(bones) == 0:
raise RuntimeError('No bones available for export')
# Check that all bone names are valid.
check_bone_names(map(lambda bone: bone.name, bones))
# Build list of PSA bones.
for bone in bones:
psa_bone = Psa.Bone()
psa_bone.name = bytes(bone.name, encoding='windows-1252')
try:
parent_index = bones.index(bone.parent)
psa_bone.parent_index = parent_index
psa.bones[parent_index].children_count += 1
except ValueError:
psa_bone.parent_index = -1
if bone.parent is not None:
rotation = bone.matrix.to_quaternion().conjugated()
inverse_parent_rotation = bone.parent.matrix.to_quaternion().inverted()
parent_head = inverse_parent_rotation @ bone.parent.head
parent_tail = inverse_parent_rotation @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
location = armature.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3()
rotation = rot_matrix.to_quaternion()
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
psa.bones.append(psa_bone)
# Populate the export sequence list.
class NlaState:
def __init__(self):
self.frame_min = 0
self.frame_max = 0
self.action = None
class ExportSequence:
def __init__(self):
self.name = ''
self.nla_state = NlaState()
self.fps = 30.0
export_sequences = []
if options.sequence_source == 'ACTIONS':
for action in options.actions: for action in options.actions:
if len(action.fcurves) == 0: if len(action.fcurves) == 0:
continue continue
export_sequence = ExportSequence()
armature.animation_data.action = action export_sequence.nla_state.action = action
context.view_layer.update() export_sequence.name = get_psa_sequence_name(action, options.should_use_original_sequence_names)
frame_min, frame_max = [int(x) for x in action.frame_range] frame_min, frame_max = [int(x) for x in action.frame_range]
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
export_sequence.fps = get_sequence_fps(context, options, [action])
export_sequences.append(export_sequence)
pass
elif options.sequence_source == 'TIMELINE_MARKERS':
sequence_frame_ranges = get_timeline_marker_sequence_frame_ranges(animation_data, context, options)
sequence = Psa.Sequence() for name, (frame_min, frame_max) in sequence_frame_ranges.items():
sequence.name = bytes(action.name, encoding='utf-8') export_sequence = ExportSequence()
sequence.frame_count = frame_max - frame_min + 1 export_sequence.name = name
sequence.frame_start_index = frame_start_index export_sequence.nla_state.action = None
sequence.fps = context.scene.render.fps export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(animation_data, frame_min, frame_max)))
export_sequence.fps = get_sequence_fps(context, options, nla_strips_actions)
export_sequences.append(export_sequence)
else:
raise ValueError(f'Unhandled sequence source: {options.sequence_source}')
frame_count = frame_max - frame_min + 1 # Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in export_sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'
export_sequence.name = export_sequence.name.strip()
for frame in range(frame_count): # Now build the PSA sequences.
context.scene.frame_set(frame_min + frame) # We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0
for pose_bone in pose_bones: for export_sequence in export_sequences:
key = Psa.Key() # Link the action to the animation data and update view layer.
animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
frame_min = export_sequence.nla_state.frame_min
frame_max = export_sequence.nla_state.frame_max
frame_count = frame_max - frame_min + 1
psa_sequence = Psa.Sequence()
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = export_sequence.fps
for frame in range(frame_count):
context.scene.frame_set(frame_min + frame)
for pose_bone in pose_bones:
key = Psa.Key()
if pose_bone.parent is not None:
pose_bone_matrix = pose_bone.matrix pose_bone_matrix = pose_bone.matrix
pose_bone_parent_matrix = pose_bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
else:
if options.root_motion:
# Export root motion
pose_bone_matrix = armature.matrix_world @ pose_bone.matrix
else:
pose_bone_matrix = pose_bone.matrix
if pose_bone.parent is not None: location = pose_bone_matrix.to_translation()
pose_bone_parent_matrix = pose_bone.parent.matrix rotation = pose_bone_matrix.to_quaternion().normalized()
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
location = pose_bone_matrix.to_translation() if pose_bone.parent is not None:
rotation = pose_bone_matrix.to_quaternion().normalized() rotation.conjugate()
if pose_bone.parent is not None: key.location.x = location.x
rotation.x = -rotation.x key.location.y = location.y
rotation.y = -rotation.y key.location.z = location.z
rotation.z = -rotation.z key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps
key.location.x = location.x psa.keys.append(key)
key.location.y = location.y
key.location.z = location.z
key.rotation.x = rotation.x
key.rotation.y = rotation.y
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / sequence.fps
psa.keys.append(key) psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
frame_start_index += 1 frame_start_index += frame_count
sequence.bone_count = len(pose_bones) psa.sequences[export_sequence.name] = psa_sequence
sequence.track_time = frame_count
psa.sequences[action.name] = sequence return psa
return psa

View File

@@ -1,6 +1,7 @@
import typing import typing
from typing import List
from collections import OrderedDict from collections import OrderedDict
from typing import List
from ..data import * from ..data import *
""" """

View File

@@ -1,67 +1,163 @@
import bpy import fnmatch
from bpy.types import Operator, PropertyGroup, Action, UIList, BoneGroup import sys
from bpy.props import CollectionProperty, IntProperty, PointerProperty, StringProperty, BoolProperty, EnumProperty
from bpy_extras.io_utils import ExportHelper
from typing import Type from typing import Type
from .builder import PsaBuilder, PsaBuilderOptions
import bpy
from bpy.props import BoolProperty, CollectionProperty, EnumProperty, FloatProperty, IntProperty, PointerProperty, \
StringProperty
from bpy.types import Action, Operator, PropertyGroup, UIList
from bpy_extras.io_utils import ExportHelper
from .builder import PsaBuildOptions, build_psa
from .data import * from .data import *
from ..types import BoneGroupListItem
from ..helpers import * from ..helpers import *
import re from ..types import BoneGroupListItem
class PsaExporter(object): def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
def __init__(self, psa: Psa): section = Section()
self.psa: Psa = psa section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
# This method is shared by both PSA/K file formats, move this?
@staticmethod
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def export(self, path: str): def export_psa(psa: Psa, path: str):
with open(path, 'wb') as fp: with open(path, 'wb') as fp:
self.write_section(fp, b'ANIMHEAD') write_section(fp, b'ANIMHEAD')
self.write_section(fp, b'BONENAMES', Psa.Bone, self.psa.bones) write_section(fp, b'BONENAMES', Psa.Bone, psa.bones)
self.write_section(fp, b'ANIMINFO', Psa.Sequence, list(self.psa.sequences.values())) write_section(fp, b'ANIMINFO', Psa.Sequence, list(psa.sequences.values()))
self.write_section(fp, b'ANIMKEYS', Psa.Key, self.psa.keys) write_section(fp, b'ANIMKEYS', Psa.Key, psa.keys)
class PsaExportActionListItem(PropertyGroup): class PsaExportActionListItem(PropertyGroup):
action: PointerProperty(type=Action) action: PointerProperty(type=Action)
action_name: StringProperty() name: StringProperty()
is_selected: BoolProperty(default=False) is_selected: BoolProperty(default=False)
@property
def name(self): class PsaExportTimelineMarkerListItem(PropertyGroup):
return self.action.name marker_index: IntProperty()
name: StringProperty()
is_selected: BoolProperty(default=True)
def update_action_names(context):
pg = context.scene.psa_export
for item in pg.action_list:
action = item.action
item.action_name = get_psa_sequence_name(action, pg.should_use_original_sequence_names)
def should_use_original_sequence_names_updated(_, context):
update_action_names(context)
def psa_export_property_group_animation_data_override_poll(_context, obj):
return obj.animation_data is not None
empty_set = set()
class PsaExportPropertyGroup(PropertyGroup): class PsaExportPropertyGroup(PropertyGroup):
root_motion: BoolProperty(
name='Root Motion',
options=empty_set,
default=False,
description='The root bone will be transformed as it appears in the scene',
)
should_override_animation_data: BoolProperty(
name='Override Animation Data',
options=empty_set,
default=False,
description='Use the animation data from a different object instead of the selected object'
)
animation_data_override: PointerProperty(
type=bpy.types.Object,
poll=psa_export_property_group_animation_data_override_poll
)
sequence_source: EnumProperty(
name='Source',
options=empty_set,
description='',
items=(
('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0),
('TIMELINE_MARKERS', 'Timeline Markers', 'Sequences will be exported using timeline markers', 'MARKER_HLT',
1),
)
)
fps_source: EnumProperty(
name='FPS Source',
options=empty_set,
description='',
items=(
('SCENE', 'Scene', '', 'SCENE_DATA', 0),
('ACTION_METADATA', 'Action Metadata',
'The frame rate will be determined by action\'s "psa_sequence_fps" custom property, if it exists. If the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used. If no metadata is available, the scene\'s frame rate will be used.',
'PROPERTIES', 1),
('CUSTOM', 'Custom', '', 2)
)
)
fps_custom: FloatProperty(default=30.0, min=sys.float_info.epsilon, soft_min=1.0, options=empty_set, step=100,
soft_max=60.0)
action_list: CollectionProperty(type=PsaExportActionListItem) action_list: CollectionProperty(type=PsaExportActionListItem)
action_list_index: IntProperty(default=0) action_list_index: IntProperty(default=0)
marker_list: CollectionProperty(type=PsaExportTimelineMarkerListItem)
marker_list_index: IntProperty(default=0)
bone_filter_mode: EnumProperty( bone_filter_mode: EnumProperty(
name='Bone Filter', name='Bone Filter',
options=empty_set,
description='', description='',
items=( items=(
('ALL', 'All', 'All bones will be exported.'), ('ALL', 'All', 'All bones will be exported.'),
('BONE_GROUPS', 'Bone Groups', 'Only bones belonging to the selected bone groups and their ancestors will be exported.') ('BONE_GROUPS', 'Bone Groups', 'Only bones belonging to the selected bone groups and their ancestors will '
'be exported.'),
) )
) )
bone_group_list: CollectionProperty(type=BoneGroupListItem) bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0) bone_group_list_index: IntProperty(default=0, name='', description='')
should_use_original_sequence_names: BoolProperty(
default=False,
name='Original Names',
options=empty_set,
update=should_use_original_sequence_names_updated,
description='If the action was imported from the PSA Import panel, the original name of the sequence will be '
'used instead of the Blender action name',
)
should_trim_timeline_marker_sequences: BoolProperty(
default=True,
name='Trim Sequences',
options=empty_set,
description='Frames without NLA track information at the boundaries of timeline markers will be excluded from '
'the exported sequences '
)
sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
sequence_filter_name: StringProperty(
default='',
name='Filter by Name',
options={'TEXTEDIT_UPDATE'},
description='Only show items matching this name (use \'*\' as wildcard)')
sequence_use_filter_invert: BoolProperty(
default=False,
name='Invert',
options=empty_set,
description='Invert filtering (show hidden items, and vice versa)')
sequence_filter_asset: BoolProperty(
default=False,
name='Show assets',
options=empty_set,
description='Show actions that belong to an asset library')
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set)
def is_bone_filter_mode_item_available(context, identifier): def is_bone_filter_mode_item_available(context, identifier):
if identifier == "BONE_GROUPS": if identifier == 'BONE_GROUPS':
obj = context.active_object obj = context.active_object
if not obj.pose or not obj.pose.bone_groups: if not obj.pose or not obj.pose.bone_groups:
return False return False
@@ -69,8 +165,9 @@ def is_bone_filter_mode_item_available(context, identifier):
class PsaExportOperator(Operator, ExportHelper): class PsaExportOperator(Operator, ExportHelper):
bl_idname = 'export.psa' bl_idname = 'psa_export.operator'
bl_label = 'Export' bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export actions to PSA' __doc__ = 'Export actions to PSA'
filename_ext = '.psa' filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'}) filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
@@ -83,43 +180,99 @@ class PsaExportOperator(Operator, ExportHelper):
def __init__(self): def __init__(self):
self.armature = None self.armature = None
@classmethod
def poll(cls, context):
try:
cls._check_context(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
property_group = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
# FPS
layout.prop(pg, 'fps_source', text='FPS')
if pg.fps_source == 'CUSTOM':
layout.prop(pg, 'fps_custom', text='Custom')
# SOURCE
layout.prop(pg, 'sequence_source', text='Source')
if pg.sequence_source == 'TIMELINE_MARKERS':
# ANIMDATA SOURCE
layout.prop(pg, 'should_override_animation_data')
if pg.should_override_animation_data:
layout.prop(pg, 'animation_data_override', text='')
# SELECT ALL/NONE
row = layout.row(align=True)
row.label(text='Select')
row.operator(PsaExportActionsSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PsaExportActionsDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
# ACTIONS # ACTIONS
box = layout.box() if pg.sequence_source == 'ACTIONS':
box.label(text='Actions', icon='ACTION') rows = max(3, min(len(pg.action_list), 10))
row = box.row()
row.template_list('PSA_UL_ExportActionList', 'asd', property_group, 'action_list', property_group, 'action_list_index', rows=10) layout.template_list('PSA_UL_ExportSequenceList', '', pg, 'action_list', pg, 'action_list_index', rows=rows)
row = box.row(align=True)
row.label(text='Select') col = layout.column()
row.operator('psa_export.actions_select_all', text='All') col.use_property_split = True
row.operator('psa_export.actions_deselect_all', text='None') col.use_property_decorate = False
col.prop(pg, 'should_use_original_sequence_names')
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
elif pg.sequence_source == 'TIMELINE_MARKERS':
rows = max(3, min(len(pg.marker_list), 10))
layout.template_list('PSA_UL_ExportSequenceList', '', pg, 'marker_list', pg, 'marker_list_index',
rows=rows)
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_trim_timeline_marker_sequences')
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
# Determine if there is going to be a naming conflict and display an error, if so.
selected_items = [x for x in pg.action_list if x.is_selected]
action_names = [x.name for x in selected_items]
action_name_counts = Counter(action_names)
for action_name, count in action_name_counts.items():
if count > 1:
layout.label(text=f'Duplicate action: {action_name}', icon='ERROR')
break
layout.separator()
# BONES # BONES
box = layout.box() row = layout.row(align=True)
box.label(text='Bones', icon='BONE_DATA') row.prop(pg, 'bone_filter_mode', text='Bones')
bone_filter_mode_items = property_group.bl_rna.properties['bone_filter_mode'].enum_items_static
row = box.row(align=True)
for item in bone_filter_mode_items:
identifier = item.identifier
item_layout = row.row(align=True)
item_layout.prop_enum(property_group, 'bone_filter_mode', item.identifier)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if property_group.bone_filter_mode == 'BONE_GROUPS': if pg.bone_filter_mode == 'BONE_GROUPS':
box = layout.box() row = layout.row(align=True)
row = box.row() row.label(text='Select')
rows = max(3, min(len(property_group.bone_group_list), 10)) row.operator(PsaExportBoneGroupsSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
row.template_list('PSX_UL_BoneGroupList', '', property_group, 'bone_group_list', property_group, 'bone_group_list_index', rows=rows) row.operator(PsaExportBoneGroupsDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_group_list), 10))
layout.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index',
rows=rows)
layout.separator()
# ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion')
def is_action_for_armature(self, action): def is_action_for_armature(self, action):
if len(action.fcurves) == 0: if len(action.fcurves) == 0:
return False return False
bone_names = set([x.name for x in self.armature.data.bones]) bone_names = set([x.name for x in self.armature.data.bones])
for fcurve in action.fcurves: for fcurve in action.fcurves:
match = re.match(r'pose\.bones\["(.+)"\].\w+', fcurve.data_path) match = re.match(r'pose\.bones\["(.+)"].\w+', fcurve.data_path)
if not match: if not match:
continue continue
bone_name = match.group(1) bone_name = match.group(1)
@@ -127,127 +280,259 @@ class PsaExportOperator(Operator, ExportHelper):
return True return True
return False return False
def invoke(self, context, event): @classmethod
property_group = context.scene.psa_export def _check_context(cls, context):
if context.view_layer.objects.active is None: if context.view_layer.objects.active is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'An armature must be selected') raise RuntimeError('An armature must be selected')
return {'CANCELLED'}
if context.view_layer.objects.active.type != 'ARMATURE': if context.view_layer.objects.active.type != 'ARMATURE':
self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be an armature.') raise RuntimeError('The selected object must be an armature')
return {'CANCELLED'}
def invoke(self, context, _event):
try:
self._check_context(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
pg = getattr(context.scene, 'psa_export')
self.armature = context.view_layer.objects.active self.armature = context.view_layer.objects.active
# Populate actions list. # Populate actions list.
property_group.action_list.clear() pg.action_list.clear()
for action in bpy.data.actions: for action in bpy.data.actions:
item = property_group.action_list.add() if not self.is_action_for_armature(action):
continue
item = pg.action_list.add()
item.action = action item.action = action
item.action_name = action.name item.name = action.name
if self.is_action_for_armature(action): item.is_selected = False
item.is_selected = True
if len(property_group.action_list) == 0: update_action_names(context)
# Populate timeline markers list.
pg.marker_list.clear()
for marker in context.scene.timeline_markers:
item = pg.marker_list.add()
item.name = marker.name
item.is_selected = False
if len(pg.action_list) == 0 and len(pg.marker_list) == 0:
# If there are no actions at all, we have nothing to export, so just cancel the operation. # If there are no actions at all, we have nothing to export, so just cancel the operation.
self.report({'ERROR_INVALID_CONTEXT'}, 'There are no actions to export.') self.report({'ERROR_INVALID_CONTEXT'}, 'There are no actions or timeline markers to export.')
return {'CANCELLED'} return {'CANCELLED'}
# Populate bone groups list. # Populate bone groups list.
populate_bone_group_list(self.armature, property_group.bone_group_list) populate_bone_group_list(self.armature, pg.bone_group_list)
context.window_manager.fileselect_add(self) context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'} return {'RUNNING_MODAL'}
def execute(self, context): def execute(self, context):
property_group = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
actions = [x.action for x in property_group.action_list if x.is_selected]
if len(actions) == 0: actions = [x.action for x in pg.action_list if x.is_selected]
self.report({'ERROR_INVALID_CONTEXT'}, 'No actions were selected for export.') marker_names = [x.name for x in pg.marker_list if x.is_selected]
return {'CANCELLED'}
options = PsaBuilderOptions() options = PsaBuildOptions()
options.should_override_animation_data = pg.should_override_animation_data
options.animation_data_override = pg.animation_data_override
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
options.sequence_source = pg.sequence_source
options.actions = actions options.actions = actions
options.bone_filter_mode = property_group.bone_filter_mode options.marker_names = marker_names
options.bone_group_indices = [x.index for x in property_group.bone_group_list if x.is_selected] options.bone_filter_mode = pg.bone_filter_mode
builder = PsaBuilder() options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.should_use_original_sequence_names = pg.should_use_original_sequence_names
options.should_trim_timeline_marker_sequences = pg.should_trim_timeline_marker_sequences
options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix
options.root_motion = pg.root_motion
try: try:
psa = builder.build(context, options) psa = build_psa(context, options)
self.report({'INFO'}, f'PSA export successful')
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'}
exporter = PsaExporter(psa)
exporter.export(self.filepath) export_psa(psa, self.filepath)
return {'FINISHED'} return {'FINISHED'}
class PSA_UL_ExportActionList(UIList): def filter_sequences(pg: PsaExportPropertyGroup, sequences) -> List[int]:
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): bitflag_filter_item = 1 << 30
layout.alignment = 'LEFT' flt_flags = [bitflag_filter_item] * len(sequences)
layout.prop(item, 'is_selected', icon_only=True)
layout.label(text=item.action_name)
def filter_items(self, context, data, property): if pg.sequence_filter_name:
actions = getattr(data, property) # Filter name is non-empty.
flt_flags = [] for i, sequence in enumerate(sequences):
flt_neworder = [] if not fnmatch.fnmatch(sequence.name, f'*{pg.sequence_filter_name}*'):
if self.filter_name: flt_flags[i] &= ~bitflag_filter_item
flt_flags = bpy.types.UI_UL_list.filter_items_by_name(
self.filter_name, # Invert filter flags for all items.
self.bitflag_filter_item, if pg.sequence_use_filter_invert:
actions, for i, sequence in enumerate(sequences):
'action_name', flt_flags[i] ^= bitflag_filter_item
reverse=self.use_filter_invert
) if not pg.sequence_filter_asset:
for i, sequence in enumerate(sequences):
if hasattr(sequence, 'action') and sequence.action.asset_data is not None:
flt_flags[i] &= ~bitflag_filter_item
return flt_flags
def get_visible_sequences(pg: PsaExportPropertyGroup, sequences) -> List[PsaExportActionListItem]:
visible_sequences = []
for i, flag in enumerate(filter_sequences(pg, sequences)):
if bool(flag & (1 << 30)):
visible_sequences.append(sequences[i])
return visible_sequences
class PSA_UL_ExportSequenceList(UIList):
def __init__(self):
super(PSA_UL_ExportSequenceList, self).__init__()
# Show the filtering options by default.
self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.prop(item, 'is_selected', icon_only=True, text=item.name)
if hasattr(item, 'action') and item.action.asset_data is not None:
layout.label(text='', icon='ASSET_MANAGER')
def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_export')
row = layout.row()
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_name', text="")
subrow.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT')
# subrow.prop(pg, 'sequence_use_filter_sort_reverse', text='', icon='SORT_ASC')
if pg.sequence_source == 'ACTIONS':
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER')
def filter_items(self, context, data, prop):
pg = getattr(context.scene, 'psa_export')
actions = getattr(data, prop)
flt_flags = filter_sequences(pg, actions)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name')
return flt_flags, flt_neworder return flt_flags, flt_neworder
class PsaExportSelectAll(bpy.types.Operator): class PsaExportActionsSelectAll(Operator):
bl_idname = 'psa_export.actions_select_all' bl_idname = 'psa_export.sequences_select_all'
bl_label = 'Select All' bl_label = 'Select All'
bl_description = 'Select all actions' bl_description = 'Select all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
def get_item_list(cls, context):
pg = context.scene.psa_export
if pg.sequence_source == 'ACTIONS':
return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS':
return pg.marker_list
return None
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
property_group = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
action_list = property_group.action_list item_list = cls.get_item_list(context)
has_unselected_actions = any(map(lambda action: not action.is_selected, action_list)) visible_sequences = get_visible_sequences(pg, item_list)
return len(action_list) > 0 and has_unselected_actions has_unselected_sequences = any(map(lambda item: not item.is_selected, visible_sequences))
return has_unselected_sequences
def execute(self, context): def execute(self, context):
property_group = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
for action in property_group.action_list: sequences = self.get_item_list(context)
action.is_selected = True for sequence in get_visible_sequences(pg, sequences):
sequence.is_selected = True
return {'FINISHED'} return {'FINISHED'}
class PsaExportDeselectAll(bpy.types.Operator): class PsaExportActionsDeselectAll(Operator):
bl_idname = 'psa_export.actions_deselect_all' bl_idname = 'psa_export.sequences_deselect_all'
bl_label = 'Deselect All' bl_label = 'Deselect All'
bl_description = 'Deselect all actions' bl_description = 'Deselect all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
def get_item_list(cls, context):
pg = context.scene.psa_export
if pg.sequence_source == 'ACTIONS':
return pg.action_list
elif pg.sequence_source == 'TIMELINE_MARKERS':
return pg.marker_list
return None
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
property_group = context.scene.psa_export item_list = cls.get_item_list(context)
action_list = property_group.action_list has_selected_items = any(map(lambda item: item.is_selected, item_list))
has_selected_actions = any(map(lambda action: action.is_selected, action_list)) return len(item_list) > 0 and has_selected_items
return len(action_list) > 0 and has_selected_actions
def execute(self, context): def execute(self, context):
property_group = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
for action in property_group.action_list: item_list = self.get_item_list(context)
for sequence in get_visible_sequences(pg, item_list):
sequence.is_selected = False
return {'FINISHED'}
class PsaExportBoneGroupsSelectAll(Operator):
bl_idname = 'psa_export.bone_groups_select_all'
bl_label = 'Select All'
bl_description = 'Select all bone groups'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_group_list
has_unselected_items = any(map(lambda action: not action.is_selected, item_list))
return len(item_list) > 0 and has_unselected_items
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
for item in pg.bone_group_list:
item.is_selected = True
return {'FINISHED'}
class PsaExportBoneGroupsDeselectAll(Operator):
bl_idname = 'psa_export.bone_groups_deselect_all'
bl_label = 'Deselect All'
bl_description = 'Deselect all bone groups'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_group_list
has_selected_actions = any(map(lambda action: action.is_selected, item_list))
return len(item_list) > 0 and has_selected_actions
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
for action in pg.bone_group_list:
action.is_selected = False action.is_selected = False
return {'FINISHED'} return {'FINISHED'}
__classes__ = [ classes = (
PsaExportActionListItem, PsaExportActionListItem,
PsaExportTimelineMarkerListItem,
PsaExportPropertyGroup, PsaExportPropertyGroup,
PsaExportOperator, PsaExportOperator,
PSA_UL_ExportActionList, PSA_UL_ExportSequenceList,
PsaExportSelectAll, PsaExportActionsSelectAll,
PsaExportDeselectAll, PsaExportActionsDeselectAll,
] PsaExportBoneGroupsSelectAll,
PsaExportBoneGroupsDeselectAll,
)

View File

@@ -1,112 +1,140 @@
import bpy import fnmatch
import os import os
import re
from typing import List, Optional
import bpy
import numpy as np import numpy as np
from mathutils import Vector, Quaternion, Matrix
from .data import Psa
from typing import List, AnyStr, Optional
from bpy.types import Operator, Action, UIList, PropertyGroup, Panel, Armature, FileSelectParams
from bpy_extras.io_utils import ExportHelper, ImportHelper
from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty
from bpy.types import Operator, UIList, PropertyGroup, Panel
from bpy_extras.io_utils import ImportHelper
from mathutils import Vector, Quaternion
from .data import Psa
from .reader import PsaReader from .reader import PsaReader
class PsaImporter(object): class PsaImportOptions(object):
def __init__(self): def __init__(self):
pass self.should_clean_keys = True
self.should_use_fake_user = False
self.should_stash = False
self.sequence_names = []
self.should_overwrite = False
self.should_write_keyframes = True
self.should_write_metadata = True
self.action_name_prefix = ''
def import_psa(self, psa_reader: PsaReader, sequence_names: List[AnyStr], armature_object):
sequences = map(lambda x: psa_reader.sequences[x], sequence_names)
armature_data = armature_object.data
class ImportBone(object): class ImportBone(object):
def __init__(self, psa_bone: Psa.Bone): def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone self.psa_bone: Psa.Bone = psa_bone
self.parent: Optional[ImportBone] = None self.parent: Optional[ImportBone] = None
self.armature_bone = None self.armature_bone = None
self.pose_bone = None self.pose_bone = None
self.orig_loc: Vector = Vector() self.orig_loc: Vector = Vector()
self.orig_quat: Quaternion = Quaternion() self.orig_quat: Quaternion = Quaternion()
self.post_quat: Quaternion = Quaternion() self.post_quat: Quaternion = Quaternion()
self.fcurves = [] self.fcurves = []
def calculate_fcurve_data(import_bone: ImportBone, key_data: []):
# Convert world-space transforms to local-space transforms. def calculate_fcurve_data(import_bone: ImportBone, key_data: []):
key_rotation = Quaternion(key_data[0:4]) # Convert world-space transforms to local-space transforms.
key_location = Vector(key_data[4:]) key_rotation = Quaternion(key_data[0:4])
q = import_bone.post_quat.copy() key_location = Vector(key_data[4:])
q.rotate(import_bone.orig_quat) q = import_bone.post_quat.copy()
quat = q q.rotate(import_bone.orig_quat)
q = import_bone.post_quat.copy() quat = q
if import_bone.parent is None: q = import_bone.post_quat.copy()
q.rotate(key_rotation.conjugated()) if import_bone.parent is None:
q.rotate(key_rotation.conjugated())
else:
q.rotate(key_rotation)
quat.rotate(q.conjugated())
loc = key_location - import_bone.orig_loc
loc.rotate(import_bone.post_quat.conjugated())
return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z
def import_psa(psa_reader: PsaReader, armature_object, options: PsaImportOptions):
sequences = map(lambda x: psa_reader.sequences[x], options.sequence_names)
armature_data = armature_object.data
# Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {}
armature_bone_names = [x.name for x in armature_data.bones]
psa_bone_names = []
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
psa_bone_name = psa_bone.name.decode('windows-1252')
psa_bone_names.append(psa_bone_name)
try:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
except ValueError:
pass
# Report if there are missing bones in the target armature.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0:
print(
f'The armature object \'{armature_object.name}\' is missing the following bones that exist in the PSA:')
print(list(sorted(missing_bone_names)))
del armature_bone_names
# Create intermediate bone data for import operations.
import_bones = []
import_bones_dict = dict()
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
bone_name = psa_bone.name.decode('windows-1252')
if psa_bone_index not in psa_to_armature_bone_indices: # TODO: replace with bone_name in armature_data.bones
# PSA bone does not map to armature bone, skip it and leave an empty bone in its place.
import_bones.append(None)
continue
import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[bone_name]
import_bone.pose_bone = armature_object.pose.bones[bone_name]
import_bones_dict[bone_name] = import_bone
import_bones.append(import_bone)
for import_bone in filter(lambda x: x is not None, import_bones):
armature_bone = import_bone.armature_bone
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
import_bone.parent = import_bones_dict[armature_bone.parent.name]
# Calculate the original location & rotation of each bone (in world-space maybe?)
if armature_bone.get('orig_quat') is not None:
# TODO: ideally we don't rely on bone auxiliary data like this, the non-aux data path is incorrect
# (animations are flipped 180 around Z)
import_bone.orig_quat = Quaternion(armature_bone['orig_quat'])
import_bone.orig_loc = Vector(armature_bone['orig_loc'])
import_bone.post_quat = Quaternion(armature_bone['post_quat'])
else:
if import_bone.parent is not None:
import_bone.orig_loc = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
import_bone.orig_loc.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.orig_quat.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat.conjugate()
else: else:
q.rotate(key_rotation) import_bone.orig_loc = armature_bone.matrix_local.translation.copy()
quat.rotate(q.conjugated()) import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
loc = key_location - import_bone.orig_loc import_bone.post_quat = import_bone.orig_quat.conjugated()
loc.rotate(import_bone.post_quat.conjugated())
return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z
# Create an index mapping from bones in the PSA to bones in the target armature. # Create and populate the data for new sequences.
psa_to_armature_bone_indices = {} actions = []
armature_bone_names = [x.name for x in armature_data.bones] for sequence in sequences:
psa_bone_names = [] # Add the action.
for psa_bone_index, psa_bone in enumerate(psa_reader.bones): sequence_name = sequence.name.decode('windows-1252')
psa_bone_name = psa_bone.name.decode('windows-1252') action_name = options.action_name_prefix + sequence_name
psa_bone_names.append(psa_bone_name)
try:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
except ValueError:
pass
# Report if there are missing bones in the target armature. if options.should_overwrite and action_name in bpy.data.actions:
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names)) action = bpy.data.actions[action_name]
if len(missing_bone_names) > 0: else:
print(f'The armature object \'{armature_object.name}\' is missing the following bones that exist in the PSA:') action = bpy.data.actions.new(name=action_name)
print(list(sorted(missing_bone_names)))
del armature_bone_names
# Create intermediate bone data for import operations. if options.should_write_keyframes:
import_bones = [] # Remove existing f-curves (replace with action.fcurves.clear() in Blender 3.2)
import_bones_dict = dict() while len(action.fcurves) > 0:
action.fcurves.remove(action.fcurves[-1])
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
bone_name = psa_bone.name.decode('windows-1252')
if psa_bone_index not in psa_to_armature_bone_indices: # TODO: replace with bone_name in armature_data.bones
# PSA bone does not map to armature bone, skip it and leave an empty bone in its place.
import_bones.append(None)
continue
import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[bone_name]
import_bone.pose_bone = armature_object.pose.bones[bone_name]
import_bones_dict[bone_name] = import_bone
import_bones.append(import_bone)
for import_bone in filter(lambda x: x is not None, import_bones):
armature_bone = import_bone.armature_bone
if armature_bone.parent is not None and armature_bone.parent.name in psa_bone_names:
import_bone.parent = import_bones_dict[armature_bone.parent.name]
# Calculate the original location & rotation of each bone (in world-space maybe?)
if armature_bone.get('orig_quat') is not None:
# TODO: ideally we don't rely on bone auxiliary data like this, the non-aux data path is incorrect (animations are flipped 180 around Z)
import_bone.orig_quat = Quaternion(armature_bone['orig_quat'])
import_bone.orig_loc = Vector(armature_bone['orig_loc'])
import_bone.post_quat = Quaternion(armature_bone['post_quat'])
else:
if import_bone.parent is not None:
import_bone.orig_loc = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
import_bone.orig_loc.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.orig_quat.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.orig_quat.conjugate()
else:
import_bone.orig_loc = armature_bone.matrix_local.translation.copy()
import_bone.orig_quat = armature_bone.matrix_local.to_quaternion()
import_bone.post_quat = import_bone.orig_quat.conjugated()
# Create and populate the data for new sequences.
for sequence in sequences:
# Add the action.
action = bpy.data.actions.new(name=sequence.name.decode())
# Create f-curves for the rotation and location of each bone. # Create f-curves for the rotation and location of each bone.
for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items(): for psa_bone_index, armature_bone_index in psa_to_armature_bone_indices.items():
@@ -115,37 +143,47 @@ class PsaImporter(object):
rotation_data_path = pose_bone.path_from_id('rotation_quaternion') rotation_data_path = pose_bone.path_from_id('rotation_quaternion')
location_data_path = pose_bone.path_from_id('location') location_data_path = pose_bone.path_from_id('location')
import_bone.fcurves = [ import_bone.fcurves = [
action.fcurves.new(rotation_data_path, index=0), # Qw action.fcurves.new(rotation_data_path, index=0, action_group=pose_bone.name), # Qw
action.fcurves.new(rotation_data_path, index=1), # Qx action.fcurves.new(rotation_data_path, index=1, action_group=pose_bone.name), # Qx
action.fcurves.new(rotation_data_path, index=2), # Qy action.fcurves.new(rotation_data_path, index=2, action_group=pose_bone.name), # Qy
action.fcurves.new(rotation_data_path, index=3), # Qz action.fcurves.new(rotation_data_path, index=3, action_group=pose_bone.name), # Qz
action.fcurves.new(location_data_path, index=0), # Lx action.fcurves.new(location_data_path, index=0, action_group=pose_bone.name), # Lx
action.fcurves.new(location_data_path, index=1), # Ly action.fcurves.new(location_data_path, index=1, action_group=pose_bone.name), # Ly
action.fcurves.new(location_data_path, index=2), # Lz action.fcurves.new(location_data_path, index=2, action_group=pose_bone.name), # Lz
] ]
# Read the sequence keys from the PSA file.
sequence_name = sequence.name.decode('windows-1252')
# 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)
keyframe_write_matrix = np.ones(sequence_data_matrix.shape, dtype=np.int8) keyframe_write_matrix = np.ones(sequence_data_matrix.shape, dtype=np.int8)
# The first step is to determine the frames at which each bone will write out a keyframe. # Convert the sequence's data from world-space to local-space.
threshold = 0.001
for bone_index, import_bone in enumerate(import_bones): for bone_index, import_bone in enumerate(import_bones):
if import_bone is None: if import_bone is None:
continue continue
for fcurve_index, fcurve in enumerate(import_bone.fcurves): for frame_index in range(sequence.frame_count):
# Get all the keyframe data for the bone's f-curve data from the sequence data matrix. # This bone has writeable keyframes for this frame.
fcurve_frame_data = sequence_data_matrix[:, bone_index, fcurve_index] key_data = sequence_data_matrix[frame_index, bone_index]
last_written_datum = 0 # Calculate the local-space key data for the bone.
for frame_index, datum in enumerate(fcurve_frame_data): sequence_data_matrix[frame_index, bone_index] = calculate_fcurve_data(import_bone, key_data)
# If the f-curve data is not different enough to the last written frame, un-mark this data for writing.
if frame_index > 0 and abs(datum - last_written_datum) < threshold: # Clean the keyframe data. This is accomplished by writing zeroes to the write matrix when there is an
keyframe_write_matrix[frame_index, bone_index, fcurve_index] = 0 # insufficiently large change in the data from the last written frame.
else: if options.should_clean_keys:
last_written_datum = fcurve_frame_data[frame_index] threshold = 0.001
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
for fcurve_index in range(len(import_bone.fcurves)):
# Get all the keyframe data for the bone's f-curve data from the sequence data matrix.
fcurve_frame_data = sequence_data_matrix[:, bone_index, fcurve_index]
last_written_datum = 0
for frame_index, datum in enumerate(fcurve_frame_data):
# If the f-curve data is not different enough to the last written frame,
# un-mark this data for writing.
if frame_index > 0 and abs(datum - last_written_datum) < threshold:
keyframe_write_matrix[frame_index, bone_index, fcurve_index] = 0
else:
last_written_datum = datum
# Write the keyframes out! # Write the keyframes out!
for frame_index in range(sequence.frame_count): for frame_index in range(sequence.frame_count):
@@ -156,145 +194,282 @@ class PsaImporter(object):
if bone_has_writeable_keyframes: if bone_has_writeable_keyframes:
# This bone has writeable keyframes for this frame. # This bone has writeable keyframes for this frame.
key_data = sequence_data_matrix[frame_index, bone_index] key_data = sequence_data_matrix[frame_index, bone_index]
# Calculate the local-space key data for the bone. for fcurve, should_write, datum in zip(import_bone.fcurves,
fcurve_data = calculate_fcurve_data(import_bone, key_data) keyframe_write_matrix[frame_index, bone_index],
for fcurve, should_write, datum in zip(import_bone.fcurves, keyframe_write_matrix[frame_index, bone_index], fcurve_data): key_data):
if should_write: if should_write:
fcurve.keyframe_points.insert(frame_index, datum, options={'FAST'}) fcurve.keyframe_points.insert(frame_index, datum, options={'FAST'})
# Write
if options.should_write_metadata:
action['psa_sequence_name'] = sequence_name
action['psa_sequence_fps'] = sequence.fps
class PsaImportPsaBoneItem(PropertyGroup): action.use_fake_user = options.should_use_fake_user
bone_name: StringProperty()
@property actions.append(action)
def name(self):
return self.bone_name # If the user specifies, store the new animations as strips on a non-contributing NLA track.
if options.should_stash:
if armature_object.animation_data is None:
armature_object.animation_data_create()
for action in actions:
nla_track = armature_object.animation_data.nla_tracks.new()
nla_track.name = action.name
nla_track.mute = True
nla_track.strips.new(name=action.name, start=0, action=action)
empty_set = set()
class PsaImportActionListItem(PropertyGroup): class PsaImportActionListItem(PropertyGroup):
action_name: StringProperty() action_name: StringProperty(options=empty_set)
frame_count: IntProperty() is_selected: BoolProperty(default=False, options=empty_set)
is_selected: BoolProperty(default=False)
@property
def name(self): def load_psa_file(context):
return self.action_name pg = context.scene.psa_import
pg.sequence_list.clear()
pg.psa.bones.clear()
pg.psa_error = ''
try:
# Read the file and populate the action list.
p = os.path.abspath(pg.psa_file_path)
psa_reader = PsaReader(p)
for sequence in psa_reader.sequences.values():
item = pg.sequence_list.add()
item.action_name = sequence.name.decode('windows-1252')
for psa_bone in psa_reader.bones:
item = pg.psa.bones.add()
item.bone_name = psa_bone.name.decode('windows-1252')
except Exception as e:
pg.psa_error = str(e)
def on_psa_file_path_updated(property, context): def on_psa_file_path_updated(property, context):
print('PATH UPDATED') load_psa_file(context)
property_group = context.scene.psa_import
property_group.action_list.clear()
property_group.psa_bones.clear()
try:
# Read the file and populate the action list.
p = os.path.abspath(property_group.psa_file_path)
psa_reader = PsaReader(p)
for sequence in psa_reader.sequences.values():
item = property_group.action_list.add()
item.action_name = sequence.name.decode('windows-1252')
item.frame_count = sequence.frame_count
item.is_selected = True
for psa_bone in psa_reader.bones:
item = property_group.psa_bones.add()
item.bone_name = psa_bone.name
except IOError as e:
print('ERROR READING FILE')
print(e)
# TODO: set an error somewhere so the user knows the PSA could not be read.
pass
def on_armature_object_updated(property, context): class PsaBonePropertyGroup(PropertyGroup):
# TODO: ensure that there are matching bones between the two rigs. bone_name: StringProperty(options=empty_set)
property_group = context.scene.psa_import
armature_object = property_group.armature_object
if armature_object is not None:
armature_bone_names = set(map(lambda bone: bone.name, armature_object.data.bones))
psa_bone_names = set(map(lambda psa_bone: psa_bone.name, property_group.psa_bones))
class PsaImportPropertyGroup(bpy.types.PropertyGroup): class PsaDataPropertyGroup(PropertyGroup):
psa_file_path: StringProperty(default='', update=on_psa_file_path_updated, name='PSA File Path') bones: CollectionProperty(type=PsaBonePropertyGroup)
psa_bones: CollectionProperty(type=PsaImportPsaBoneItem) sequence_count: IntProperty(default=0)
# armature_object: PointerProperty(name='Object', type=bpy.types.Object, update=on_armature_object_updated)
action_list: CollectionProperty(type=PsaImportActionListItem)
action_list_index: IntProperty(name='', default=0)
action_filter_name: StringProperty(default='')
class PSA_UL_ImportActionList(UIList): class PsaImportPropertyGroup(PropertyGroup):
psa_file_path: StringProperty(default='', options=empty_set, update=on_psa_file_path_updated, name='PSA File Path')
psa_error: StringProperty(default='')
psa: PointerProperty(type=PsaDataPropertyGroup)
sequence_list: CollectionProperty(type=PsaImportActionListItem)
sequence_list_index: IntProperty(name='', default=0)
should_clean_keys: BoolProperty(default=True, name='Clean Keyframes',
description='Exclude unnecessary keyframes from being written to the actions',
options=empty_set)
should_use_fake_user: BoolProperty(default=True, name='Fake User',
description='Assign each imported action a fake user so that the data block is saved even it has no users',
options=empty_set)
should_stash: BoolProperty(default=False, name='Stash',
description='Stash each imported action as a strip on a new non-contributing NLA track',
options=empty_set)
should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=empty_set)
action_name_prefix: StringProperty(default='', name='Prefix', options=empty_set)
should_overwrite: BoolProperty(default=False, name='Reuse Existing Actions', options=empty_set,
description='If an action with a matching name already exists, the existing action will have it\'s data overwritten instead of a new action being created')
should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=empty_set)
should_write_metadata: BoolProperty(default=True, name='Metadata', options=empty_set,
description='Additional data will be written to the custom properties of the Action (e.g., frame rate)')
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_filter_is_selected: BoolProperty(default=False, options=empty_set, name='Only Show Selected',
description='Only show selected sequences')
sequence_use_filter_invert: BoolProperty(default=False, options=empty_set)
sequence_use_filter_regex: BoolProperty(default=False, name='Regular Expression',
description='Filter using regular expressions', options=empty_set)
select_text: PointerProperty(type=bpy.types.Text)
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
def filter_sequences(pg: PsaImportPropertyGroup, sequences) -> List[int]:
bitflag_filter_item = 1 << 30
flt_flags = [bitflag_filter_item] * len(sequences)
if pg.sequence_filter_name is not None:
# Filter name is non-empty.
if pg.sequence_use_filter_regex:
# Use regular expression. If regex pattern doesn't compile, just ignore it.
try:
regex = re.compile(pg.sequence_filter_name)
for i, sequence in enumerate(sequences):
if not regex.match(sequence.action_name):
flt_flags[i] &= ~bitflag_filter_item
except re.error:
pass
else:
# User regular text matching.
for i, sequence in enumerate(sequences):
if not fnmatch.fnmatch(sequence.action_name, f'*{pg.sequence_filter_name}*'):
flt_flags[i] &= ~bitflag_filter_item
if pg.sequence_filter_is_selected:
for i, sequence in enumerate(sequences):
if not sequence.is_selected:
flt_flags[i] &= ~bitflag_filter_item
if pg.sequence_use_filter_invert:
# Invert filter flags for all items.
for i, sequence in enumerate(sequences):
flt_flags[i] ^= bitflag_filter_item
return flt_flags
def get_visible_sequences(pg: PsaImportPropertyGroup, sequences) -> List[PsaImportActionListItem]:
bitflag_filter_item = 1 << 30
visible_sequences = []
for i, flag in enumerate(filter_sequences(pg, sequences)):
if bool(flag & bitflag_filter_item):
visible_sequences.append(sequences[i])
return visible_sequences
class PSA_UL_SequenceList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_property, index, flt_flag):
row = layout.row(align=True) row = layout.row(align=True)
split = row.split(align=True, factor=0.75) split = row.split(align=True, factor=0.75)
action_col = split.row(align=True) column = split.row(align=True)
action_col.alignment = 'LEFT' column.alignment = 'LEFT'
action_col.prop(item, 'is_selected', icon_only=True) column.prop(item, 'is_selected', icon_only=True)
action_col.label(text=item.action_name) column.label(text=getattr(item, 'action_name'))
def draw_filter(self, context, layout): def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_import')
row = layout.row() row = layout.row()
subrow = row.row(align=True) sub_row = row.row(align=True)
subrow.prop(self, 'filter_name', text="") sub_row.prop(pg, 'sequence_filter_name', text="")
subrow.prop(self, 'use_filter_invert', text="", icon='ARROW_LEFTRIGHT') sub_row.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT')
subrow = row.row(align=True) sub_row.prop(pg, 'sequence_use_filter_regex', text="", icon='SORTBYEXT')
subrow.prop(self, 'use_filter_sort_reverse', text='', icon='SORT_ASC') sub_row.prop(pg, 'sequence_filter_is_selected', text="", icon='CHECKBOX_HLT')
def filter_items(self, context, data, property): def filter_items(self, context, data, property):
actions = getattr(data, property) pg = getattr(context.scene, 'psa_import')
flt_flags = [] sequences = getattr(data, property)
flt_neworder = [] flt_flags = filter_sequences(pg, sequences)
if self.filter_name: flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'action_name')
flt_flags = bpy.types.UI_UL_list.filter_items_by_name(
self.filter_name,
self.bitflag_filter_item,
actions,
'action_name',
reverse=self.use_filter_invert
)
return flt_flags, flt_neworder return flt_flags, flt_neworder
class PsaImportSelectAll(bpy.types.Operator): class PSA_UL_ImportSequenceList(PSA_UL_SequenceList, UIList):
bl_idname = 'psa_import.actions_select_all' pass
class PSA_UL_ImportActionList(PSA_UL_SequenceList, UIList):
pass
class PsaImportSequencesFromText(Operator):
bl_idname = 'psa_import.sequences_select_from_text'
bl_label = 'Select By Text List'
bl_description = 'Select sequences by name from text list'
bl_options = {'INTERNAL', 'UNDO'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_import')
return len(pg.sequence_list) > 0
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self, width=256)
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
layout.label(icon='INFO', text='Each sequence name should be on a new line.')
layout.prop(pg, 'select_text', text='')
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
if pg.select_text is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'No text block selected')
return {'CANCELLED'}
contents = pg.select_text.as_string()
count = 0
for line in contents.split('\n'):
for sequence in pg.sequence_list:
if sequence.action_name == line:
sequence.is_selected = True
count += 1
self.report({'INFO'}, f'Selected {count} sequence(s)')
return {'FINISHED'}
class PsaImportSequencesSelectAll(Operator):
bl_idname = 'psa_import.sequences_select_all'
bl_label = 'All' bl_label = 'All'
bl_description = 'Select all actions' bl_description = 'Select all sequences'
bl_options = {'INTERNAL'}
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
property_group = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
action_list = property_group.action_list visible_sequences = get_visible_sequences(pg, pg.sequence_list)
has_unselected_actions = any(map(lambda action: not action.is_selected, action_list)) has_unselected_actions = any(map(lambda action: not action.is_selected, visible_sequences))
return len(action_list) > 0 and has_unselected_actions return len(visible_sequences) > 0 and has_unselected_actions
def execute(self, context): def execute(self, context):
property_group = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
for action in property_group.action_list: visible_sequences = get_visible_sequences(pg, pg.sequence_list)
action.is_selected = True for sequence in visible_sequences:
sequence.is_selected = True
return {'FINISHED'} return {'FINISHED'}
class PsaImportDeselectAll(bpy.types.Operator): class PsaImportSequencesDeselectAll(Operator):
bl_idname = 'psa_import.actions_deselect_all' bl_idname = 'psa_import.sequences_deselect_all'
bl_label = 'None' bl_label = 'None'
bl_description = 'Deselect all actions' bl_description = 'Deselect all visible sequences'
bl_options = {'INTERNAL'}
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
property_group = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
action_list = property_group.action_list visible_sequences = get_visible_sequences(pg, pg.sequence_list)
has_selected_actions = any(map(lambda action: action.is_selected, action_list)) has_selected_sequences = any(map(lambda sequence: sequence.is_selected, visible_sequences))
return len(action_list) > 0 and has_selected_actions return len(visible_sequences) > 0 and has_selected_sequences
def execute(self, context): def execute(self, context):
property_group = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
for action in property_group.action_list: visible_sequences = get_visible_sequences(pg, pg.sequence_list)
action.is_selected = False for sequence in visible_sequences:
sequence.is_selected = False
return {'FINISHED'} return {'FINISHED'}
class PSA_PT_ImportPanel_Advanced(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = 'Advanced'
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = 'PSA_PT_ImportPanel'
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
col = layout.column(heading="Options")
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_clean_keys')
col.separator()
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
class PSA_PT_ImportPanel(Panel): class PSA_PT_ImportPanel(Panel):
bl_space_type = 'PROPERTIES' bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW' bl_region_type = 'WINDOW'
@@ -305,47 +480,83 @@ class PSA_PT_ImportPanel(Panel):
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
return context.object.type == 'ARMATURE' return context.view_layer.objects.active.type == 'ARMATURE'
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
property_group = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
row = layout.row(align=True)
row.operator(PsaImportSelectFile.bl_idname, text='', icon='FILEBROWSER')
row.prop(pg, 'psa_file_path', text='')
row.operator(PsaImportFileReload.bl_idname, text='', icon='FILE_REFRESH')
if pg.psa_error != '':
row = layout.row()
row.label(text='File could not be read', icon='ERROR')
box = layout.box()
box.label(text=f'Sequences ({len(pg.sequence_list)})', icon='ARMATURE_DATA')
# select
rows = max(3, min(len(pg.sequence_list), 10))
row = box.row()
col = row.column()
row2 = col.row(align=True)
row2.label(text='Select')
row2.operator(PsaImportSequencesFromText.bl_idname, text='', icon='TEXT')
row2.operator(PsaImportSequencesSelectAll.bl_idname, text='All', icon='CHECKBOX_HLT')
row2.operator(PsaImportSequencesDeselectAll.bl_idname, text='None', icon='CHECKBOX_DEHLT')
col = col.row()
col.template_list('PSA_UL_ImportSequenceList', '', pg, 'sequence_list', pg, 'sequence_list_index', rows=rows)
col = layout.column(heading='')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_overwrite')
col = layout.column(heading='Write')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_write_keyframes')
col.prop(pg, 'should_write_metadata')
selected_sequence_count = sum(map(lambda x: x.is_selected, pg.sequence_list))
row = layout.row()
row.prop(property_group, 'psa_file_path', text='')
row.enabled = False
# row.enabled = property_group.psa_file_path is not ''
row = layout.row() row = layout.row()
layout.separator() import_button_text = 'Import'
if selected_sequence_count > 0:
import_button_text = f'Import ({selected_sequence_count})'
row.operator('psa_import.select_file', text='Select PSA File', icon='FILEBROWSER') row.operator(PsaImportOperator.bl_idname, text=import_button_text)
if len(property_group.action_list) > 0:
box = layout.box()
box.label(text=f'Actions ({len(property_group.action_list)})', icon='ACTION')
row = box.row()
rows = max(3, min(len(property_group.action_list), 10))
row.template_list('PSA_UL_ImportActionList', '', property_group, 'action_list', property_group, 'action_list_index', rows=rows)
row = box.row(align=True)
row.label(text='Select')
row.operator('psa_import.actions_select_all', text='All')
row.operator('psa_import.actions_deselect_all', text='None')
layout.separator()
layout.operator('psa_import.import', text=f'Import') class PsaImportFileReload(Operator):
bl_idname = 'psa_import.file_reload'
bl_label = 'Refresh'
bl_options = {'INTERNAL'}
bl_description = 'Refresh the PSA file'
def execute(self, context):
load_psa_file(context)
return {"FINISHED"}
class PsaImportSelectFile(Operator): class PsaImportSelectFile(Operator):
bl_idname = 'psa_import.select_file' bl_idname = 'psa_import.select_file'
bl_label = 'Select' bl_label = 'Select'
bl_options = {'REGISTER', 'UNDO'} bl_options = {'INTERNAL'}
bl_description = 'Select a PSA file from which to import animations' bl_description = 'Select a PSA file from which to import animations'
filepath: bpy.props.StringProperty(subtype='FILE_PATH') filepath: bpy.props.StringProperty(subtype='FILE_PATH')
filter_glob: bpy.props.StringProperty(default="*.psa", options={'HIDDEN'}) filter_glob: bpy.props.StringProperty(default="*.psa", options={'HIDDEN'})
def execute(self, context): def execute(self, context):
context.scene.psa_import.psa_file_path = self.filepath getattr(context.scene, 'psa_import').psa_file_path = self.filepath
return {"FINISHED"} return {"FINISHED"}
def invoke(self, context, event): def invoke(self, context, event):
@@ -357,27 +568,42 @@ class PsaImportOperator(Operator):
bl_idname = 'psa_import.import' bl_idname = 'psa_import.import'
bl_label = 'Import' bl_label = 'Import'
bl_description = 'Import the selected animations into the scene as actions' bl_description = 'Import the selected animations into the scene as actions'
bl_options = {'INTERNAL', 'UNDO'}
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
property_group = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
active_object = context.view_layer.objects.active active_object = context.view_layer.objects.active
action_list = property_group.action_list if active_object is None or active_object.type != 'ARMATURE':
has_selected_actions = any(map(lambda action: action.is_selected, action_list)) return False
return has_selected_actions and active_object is not None and active_object.type == 'ARMATURE' return any(map(lambda x: x.is_selected, pg.sequence_list))
def execute(self, context): def execute(self, context):
property_group = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
psa_reader = PsaReader(property_group.psa_file_path) psa_reader = PsaReader(pg.psa_file_path)
sequence_names = [x.action_name for x in property_group.action_list if x.is_selected] sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
PsaImporter().import_psa(psa_reader, sequence_names, context.view_layer.objects.active)
options = PsaImportOptions()
options.sequence_names = sequence_names
options.should_clean_keys = pg.should_clean_keys
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
import_psa(psa_reader, context.view_layer.objects.active, options)
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)') self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)')
return {'FINISHED'} return {'FINISHED'}
class PsaImportFileSelectOperator(Operator, ImportHelper): class PsaImportFileSelectOperator(Operator, ImportHelper):
bl_idname = 'psa_import.file_select' bl_idname = 'psa_import.file_select'
bl_label = 'File Select' bl_label = 'File Select'
bl_options = {'INTERNAL'}
filename_ext = '.psa' filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'}) filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty( filepath: StringProperty(
@@ -391,21 +617,26 @@ class PsaImportFileSelectOperator(Operator, ImportHelper):
return {'RUNNING_MODAL'} return {'RUNNING_MODAL'}
def execute(self, context): def execute(self, context):
property_group = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
property_group.psa_file_path = self.filepath pg.psa_file_path = self.filepath
# Load the sequence names from the selected file
return {'FINISHED'} return {'FINISHED'}
__classes__ = [ classes = (
PsaImportPsaBoneItem,
PsaImportActionListItem, PsaImportActionListItem,
PsaBonePropertyGroup,
PsaDataPropertyGroup,
PsaImportPropertyGroup, PsaImportPropertyGroup,
PSA_UL_SequenceList,
PSA_UL_ImportSequenceList,
PSA_UL_ImportActionList, PSA_UL_ImportActionList,
PsaImportSelectAll, PsaImportSequencesSelectAll,
PsaImportDeselectAll, PsaImportSequencesDeselectAll,
PsaImportSequencesFromText,
PsaImportFileReload,
PSA_PT_ImportPanel, PSA_PT_ImportPanel,
PSA_PT_ImportPanel_Advanced,
PsaImportOperator, PsaImportOperator,
PsaImportFileSelectOperator, PsaImportFileSelectOperator,
PsaImportSelectFile, PsaImportSelectFile,
] )

View File

@@ -1,14 +1,17 @@
from .data import *
import ctypes import ctypes
import numpy as np import numpy as np
from .data import *
class PsaReader(object): class PsaReader(object):
""" """
This class will read the sequences and bone information immediately upon instantiation and hold onto a file handle. This class reads the sequences and bone information immediately upon instantiation and holds onto a file handle.
The key data is not read into memory upon instantiation due to it's potentially very large size. The keyframe data is not read into memory upon instantiation due to its potentially very large size.
To read the key data for a particular sequence, call `read_sequence_keys`. To read the key data for a particular sequence, call :read_sequence_keys.
""" """
def __init__(self, path): def __init__(self, path):
self.keys_data_offset: int = 0 self.keys_data_offset: int = 0
self.fp = open(path, 'rb') self.fp = open(path, 'rb')
@@ -22,15 +25,6 @@ class PsaReader(object):
def sequences(self): def sequences(self):
return self.psa.sequences return self.psa.sequences
@staticmethod
def _read_types(fp, data_class: ctypes.Structure, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def read_sequence_data_matrix(self, sequence_name: str): def read_sequence_data_matrix(self, sequence_name: str):
sequence = self.psa.sequences[sequence_name] sequence = self.psa.sequences[sequence_name]
keys = self.read_sequence_keys(sequence_name) keys = self.read_sequence_keys(sequence_name)
@@ -44,7 +38,8 @@ class PsaReader(object):
return matrix return matrix
def read_sequence_keys(self, sequence_name: str) -> List[Psa.Key]: def read_sequence_keys(self, sequence_name: str) -> List[Psa.Key]:
""" Reads and returns the key data for a sequence. """
Reads and returns the key data for a sequence.
:param sequence_name: The name of the sequence. :param sequence_name: The name of the sequence.
:return: A list of Psa.Keys. :return: A list of Psa.Keys.
@@ -65,6 +60,15 @@ class PsaReader(object):
offset += data_size offset += data_size
return keys return keys
@staticmethod
def _read_types(fp, data_class, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def _read(self, fp) -> Psa: def _read(self, fp) -> Psa:
psa = Psa() psa = Psa()
while fp.read(1): while fp.read(1):
@@ -83,9 +87,8 @@ class PsaReader(object):
# Skip keys on this pass. We will keep this file open and read from it as needed. # Skip keys on this pass. We will keep this file open and read from it as needed.
self.keys_data_offset = fp.tell() self.keys_data_offset = fp.tell()
fp.seek(section.data_size * section.data_count, 1) fp.seek(section.data_size * section.data_count, 1)
elif section.name in [b'SCALEKEYS']: elif section.name == b'SCALEKEYS':
fp.seek(section.data_size * section.data_count, 1) fp.seek(section.data_size * section.data_count, 1)
else: else:
raise RuntimeError(f'Unrecognized section "{section.name}"') raise RuntimeError(f'Unrecognized section "{section.name}"')
return psa return psa
1

View File

@@ -1,8 +1,10 @@
import bpy
import bmesh
from collections import OrderedDict from collections import OrderedDict
from typing import Dict, List
from .data import * from .data import *
from ..helpers import * from ..helpers import *
import bmesh
import bpy
class PskInputObjects(object): class PskInputObjects(object):
@@ -11,241 +13,253 @@ class PskInputObjects(object):
self.armature_object = None self.armature_object = None
class PskBuilderOptions(object): class PskBuildOptions(object):
def __init__(self): def __init__(self):
self.bone_filter_mode = 'ALL' self.bone_filter_mode = 'ALL'
self.bone_group_indices = [] self.bone_group_indices: List[int] = []
self.use_raw_mesh_data = True
self.material_names: List[str] = []
class PskBuilder(object): def get_psk_input_objects(context) -> PskInputObjects:
def __init__(self): input_objects = PskInputObjects()
pass for selected_object in context.view_layer.objects.selected:
if selected_object.type != 'MESH':
raise RuntimeError(f'Selected object "{selected_object.name}" is not a mesh')
@staticmethod input_objects.mesh_objects = context.view_layer.objects.selected
def get_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
for obj in context.view_layer.objects.selected:
if obj.type != 'MESH':
raise RuntimeError(f'Selected object "{obj.name}" is not a mesh')
input_objects.mesh_objects = context.view_layer.objects.selected if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
if len(input_objects.mesh_objects) == 0: for mesh_object in input_objects.mesh_objects:
raise RuntimeError('At least one mesh must be selected') if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
for obj in input_objects.mesh_objects: # Ensure that there are either no armature modifiers (static mesh)
if len(obj.data.materials) == 0: # or that there is exactly one armature modifier object shared between
raise RuntimeError(f'Mesh "{obj.name}" must have at least one material') # all selected meshes
armature_modifier_objects = set()
# Ensure that there are either no armature modifiers (static mesh) for mesh_object in input_objects.mesh_objects:
# or that there is exactly one armature modifier object shared between modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
# all selected meshes if len(modifiers) == 0:
armature_modifier_objects = set() continue
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{mesh_object.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
for obj in input_objects.mesh_objects: if len(armature_modifier_objects) > 1:
modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE'] raise RuntimeError('All selected meshes must have the same armature modifier')
if len(modifiers) == 0: elif len(armature_modifier_objects) == 1:
continue input_objects.armature_object = list(armature_modifier_objects)[0]
elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{obj.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1: return input_objects
raise RuntimeError('All selected meshes must have the same armature modifier')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return input_objects
def build(self, context, options: PskBuilderOptions) -> Psk: def build_psk(context, options: PskBuildOptions) -> Psk:
input_objects = PskBuilder.get_input_objects(context) input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object armature_object = input_objects.armature_object
psk = Psk() psk = Psk()
bones = [] bones = []
materials = OrderedDict()
if armature_object is None: if armature_object is None:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement # If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
# that a PSK file must have at least one bone. # that a PSK file must have at least one bone.
psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3.zero()
psk_bone.rotation = Quaternion.identity()
psk.bones.append(psk_bone)
else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bones = [armature_object.data.bones[bone_name] for bone_name in bone_names]
# Check that all bone names are valid.
check_bone_names(map(lambda x: x.name, bones))
for bone in bones:
psk_bone = Psk.Bone() psk_bone = Psk.Bone()
psk_bone.name = bytes('static', encoding='utf-8') psk_bone.name = bytes(bone.name, encoding='windows-1252')
psk_bone.flags = 0 psk_bone.flags = 0
psk_bone.children_count = 0 psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3(0, 0, 0) try:
psk_bone.rotation = Quaternion(0, 0, 0, 1) parent_index = bones.index(bone.parent)
psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1
except ValueError:
psk_bone.parent_index = -1
if bone.parent is not None:
rotation = bone.matrix.to_quaternion().conjugated()
quat_parent = bone.parent.matrix.to_quaternion().inverted()
parent_head = quat_parent @ bone.parent.head
parent_tail = quat_parent @ bone.parent.tail
location = (parent_tail - parent_head) + bone.head
else:
local_matrix = armature_object.matrix_local
location = local_matrix @ bone.head
rot_matrix = bone.matrix @ local_matrix.to_3x3()
rotation = rot_matrix.to_quaternion()
psk_bone.location.x = location.x
psk_bone.location.y = location.y
psk_bone.location.z = location.z
psk_bone.rotation.w = rotation.w
psk_bone.rotation.x = rotation.x
psk_bone.rotation.y = rotation.y
psk_bone.rotation.z = rotation.z
psk.bones.append(psk_bone) psk.bones.append(psk_bone)
# MATERIALS
material_names = options.material_names
for material_name in material_names:
psk_material = Psk.Material()
psk_material.name = bytes(material_name, encoding='windows-1252')
psk_material.texture_index = len(psk.materials)
psk.materials.append(psk_material)
for input_mesh_object in input_objects.mesh_objects:
# MATERIALS
material_indices = [material_names.index(material.name) for material in input_mesh_object.data.materials]
if options.use_raw_mesh_data:
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
else: else:
bones = list(armature_object.data.bones) # Create a copy of the mesh object after non-armature modifiers are applied.
# If we are filtering by bone groups, get only the bones that are in the specified bone groups and their # Temporarily deactivate any armature modifiers on the input mesh object.
# ancestors. active_armature_modifiers = [x for x in filter(lambda x: x.type == 'ARMATURE' and x.is_active, input_mesh_object.modifiers)]
if options.bone_filter_mode == 'BONE_GROUPS': for modifier in active_armature_modifiers:
bone_indices = get_export_bone_indices_for_bone_groups(armature_object, options.bone_group_indices) modifier.show_viewport = False
bones = [bones[bone_index] for bone_index in bone_indices]
# Ensure that the exported hierarchy has a single root bone. depsgraph = context.evaluated_depsgraph_get()
root_bones = [x for x in bones if x.parent is None] bm = bmesh.new()
print('root bones') bm.from_object(input_mesh_object, depsgraph)
print(root_bones) mesh_data = bpy.data.meshes.new('')
if len(root_bones) > 1: bm.to_mesh(mesh_data)
root_bone_names = [x.name for x in bones] del bm
raise RuntimeError('Exported bone hierarchy must have a single root bone.' mesh_object = bpy.data.objects.new('', mesh_data)
f'The bone hierarchy marked for export has {len(root_bones)} root bones: {root_bone_names}') mesh_object.matrix_world = input_mesh_object.matrix_world
for bone in bones: # Copy the vertex groups
psk_bone = Psk.Bone() for vertex_group in input_mesh_object.vertex_groups:
psk_bone.name = bytes(bone.name, encoding='utf-8') mesh_object.vertex_groups.new(name=vertex_group.name)
psk_bone.flags = 0
psk_bone.children_count = 0
# Reactivate previously active armature modifiers
for modifier in active_armature_modifiers:
modifier.show_viewport = True
vertex_offset = len(psk.points)
# VERTICES
for vertex in mesh_data.vertices:
point = Vector3()
v = mesh_object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
uv_layer = mesh_data.uv_layers.active.data
# WEDGES
mesh_data.calc_loop_triangles()
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(mesh_data.loops):
wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
wedges.append(wedge)
# Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles:
for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {}
loop_wedge_indices = [-1] * len(mesh_data.loops)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
else:
wedge_index = len(psk.wedges)
wedge_indices[wedge_hash] = wedge_index
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
# FACES
poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True)
for f in mesh_data.loop_triangles:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face)
# WEIGHTS
if armature_object is not None:
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in mesh_object.vertex_groups]
vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
try: try:
parent_index = bones.index(bone.parent) vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1
except ValueError: except ValueError:
psk_bone.parent_index = 0 # The vertex group does not have a matching bone in the list of bones to be exported.
# Check to see if there is an associated bone for this vertex group that exists in the armature.
if bone.parent is not None: # If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
rotation = bone.matrix.to_quaternion() # weighting the vertices belonging to this vertex group.
rotation.x = -rotation.x if vertex_group_name in armature_object.data.bones:
rotation.y = -rotation.y bone = armature_object.data.bones[vertex_group_name]
rotation.z = -rotation.z while bone is not None:
quat_parent = bone.parent.matrix.to_quaternion().inverted() try:
parent_head = quat_parent @ bone.parent.head bone_index = bone_names.index(bone.name)
parent_tail = quat_parent @ bone.parent.tail vertex_group_bone_indices[vertex_group_index] = bone_index
location = (parent_tail - parent_head) + bone.head break
else: except ValueError:
location = armature_object.matrix_local @ bone.head bone = bone.parent
rot_matrix = bone.matrix @ armature_object.matrix_local.to_3x3() for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
rotation = rot_matrix.to_quaternion() if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
psk_bone.location.x = location.x continue
psk_bone.location.y = location.y bone_index = vertex_group_bone_indices[vertex_group_index]
psk_bone.location.z = location.z for vertex_index in range(len(mesh_data.vertices)):
psk_bone.rotation.x = rotation.x
psk_bone.rotation.y = rotation.y
psk_bone.rotation.z = rotation.z
psk_bone.rotation.w = rotation.w
psk.bones.append(psk_bone)
vertex_offset = 0
for object in input_objects.mesh_objects:
# VERTICES
for vertex in object.data.vertices:
point = Vector3()
v = object.matrix_world @ vertex.co
point.x = v.x
point.y = v.y
point.z = v.z
psk.points.append(point)
uv_layer = object.data.uv_layers.active.data
# MATERIALS
material_indices = []
for i, m in enumerate(object.data.materials):
if m is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
if m.name in materials:
material_index = list(materials.keys()).index(m.name)
else:
material = Psk.Material()
material.name = bytes(m.name, encoding='utf-8')
material.texture_index = len(psk.materials)
psk.materials.append(material)
materials[m.name] = m
material_index = material.texture_index
material_indices.append(material_index)
# WEDGES
object.data.calc_loop_triangles()
# Build a list of non-unique wedges.
wedges = []
for loop_index, loop in enumerate(object.data.loops):
wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv
wedge.v = 1.0 - wedge.v
wedges.append(wedge)
# Assign material indices to the wedges.
for triangle in object.data.loop_triangles:
for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index]
# Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {}
loop_wedge_indices = [-1] * len(object.data.loops)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
loop_wedge_indices[loop_index] = wedge_indices[wedge_hash]
else:
wedge_index = len(psk.wedges)
wedge_indices[wedge_hash] = wedge_index
psk.wedges.append(wedge)
loop_wedge_indices[loop_index] = wedge_index
# FACES
poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
for f in object.data.loop_triangles:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
face.wedge_indices[1] = loop_wedge_indices[f.loops[1]]
face.wedge_indices[2] = loop_wedge_indices[f.loops[0]]
face.smoothing_groups = poly_groups[f.polygon_index]
psk.faces.append(face)
# WEIGHTS
if armature_object is not None:
# Because the vertex groups may contain entries for which there is no matching bone in the armature,
# we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in object.vertex_groups]
vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
try: try:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name) weight = vertex_group.weight(vertex_index)
except ValueError: except RuntimeError:
# The vertex group does not have a matching bone in the list of bones to be exported.
# Check to see if there is an associated bone for this vertex group that exists in the armature.
# If there is, we can traverse the ancestors of that bone to find an alternate bone to use for
# weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_object.data.bones:
bone = armature_object.data.bones[vertex_group_name]
while bone is not None:
try:
bone_index = bone_names.index(bone.name)
vertex_group_bone_indices[vertex_group_index] = bone_index
break
except ValueError:
bone = bone.parent
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices:
continue continue
bone_index = vertex_group_bone_indices[vertex_group_index] if weight == 0.0:
# TODO: exclude vertex group if it doesn't match to a bone we are exporting continue
for vertex_index in range(len(object.data.vertices)): w = Psk.Weight()
try: w.bone_index = bone_index
weight = vertex_group.weight(vertex_index) w.point_index = vertex_offset + vertex_index
except RuntimeError: w.weight = weight
continue psk.weights.append(w)
if weight == 0.0:
continue
w = Psk.Weight()
w.bone_index = bone_index
w.point_index = vertex_offset + vertex_index
w.weight = weight
psk.weights.append(w)
vertex_offset = len(psk.points) if not options.use_raw_mesh_data:
bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data)
del mesh_data
return psk return psk

View File

@@ -1,9 +1,9 @@
from typing import List from typing import List
from ..data import * from ..data import *
class Psk(object): class Psk(object):
class Wedge(object): class Wedge(object):
def __init__(self): def __init__(self):
self.point_index: int = 0 self.point_index: int = 0
@@ -41,6 +41,15 @@ class Psk(object):
('smoothing_groups', c_int32) ('smoothing_groups', c_int32)
] ]
class Face32(Structure):
_pack_ = 1
_fields_ = [
('wedge_indices', c_uint32 * 3),
('material_index', c_uint8),
('aux_material_index', c_uint8),
('smoothing_groups', c_int32)
]
class Material(Structure): class Material(Structure):
_fields_ = [ _fields_ = [
('name', c_char * 64), ('name', c_char * 64),
@@ -71,6 +80,18 @@ class Psk(object):
('bone_index', c_int32), ('bone_index', c_int32),
] ]
@property
def has_extra_uvs(self):
return len(self.extra_uvs) > 0
@property
def has_vertex_colors(self):
return len(self.vertex_colors) > 0
@property
def has_vertex_normals(self):
return len(self.vertex_normals) > 0
def __init__(self): def __init__(self):
self.points: List[Vector3] = [] self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge] = [] self.wedges: List[Psk.Wedge] = []
@@ -78,3 +99,6 @@ class Psk(object):
self.materials: List[Psk.Material] = [] self.materials: List[Psk.Material] = []
self.weights: List[Psk.Weight] = [] self.weights: List[Psk.Weight] = []
self.bones: List[Psk.Bone] = [] self.bones: List[Psk.Bone] = []
self.extra_uvs: List[Vector2] = []
self.vertex_colors: List[Color] = []
self.vertex_normals: List[Vector3] = []

View File

@@ -1,11 +1,13 @@
from .data import *
from ..types import BoneGroupListItem
from ..helpers import populate_bone_group_list
from .builder import PskBuilder, PskBuilderOptions
from typing import Type from typing import Type
from bpy.types import Operator, PropertyGroup
from bpy.props import BoolProperty, StringProperty, CollectionProperty, IntProperty, EnumProperty
from bpy.types import Operator, PropertyGroup, UIList
from bpy_extras.io_utils import ExportHelper from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, CollectionProperty, IntProperty, BoolProperty, EnumProperty
from .builder import build_psk, PskBuildOptions, get_psk_input_objects
from .data import *
from ..helpers import populate_bone_group_list
from ..types import BoneGroupListItem
MAX_WEDGE_COUNT = 65536 MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296 MAX_POINT_COUNT = 4294967296
@@ -13,55 +15,50 @@ MAX_BONE_COUNT = 256
MAX_MATERIAL_COUNT = 256 MAX_MATERIAL_COUNT = 256
class PskExporter(object): def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section()
section.name = name
if data_type is not None and data is not None:
section.data_size = sizeof(data_type)
section.data_count = len(data)
fp.write(section)
if data is not None:
for datum in data:
fp.write(datum)
def __init__(self, psk: Psk):
self.psk: Psk = psk
@staticmethod def export_psk(psk: Psk, path: str):
def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None): if len(psk.wedges) > MAX_WEDGE_COUNT:
section = Section() raise RuntimeError(f'Number of wedges ({len(psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
section.name = name if len(psk.bones) > MAX_BONE_COUNT:
if data_type is not None and data is not None: raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
section.data_size = sizeof(data_type) if len(psk.points) > MAX_POINT_COUNT:
section.data_count = len(data) raise RuntimeError(f'Numbers of vertices ({len(psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
fp.write(section) if len(psk.materials) > MAX_MATERIAL_COUNT:
if data is not None: raise RuntimeError(f'Number of materials ({len(psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
for datum in data:
fp.write(datum)
def export(self, path: str): with open(path, 'wb') as fp:
if len(self.psk.wedges) > MAX_WEDGE_COUNT: _write_section(fp, b'ACTRHEAD')
raise RuntimeError(f'Number of wedges ({len(self.psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}') _write_section(fp, b'PNTS0000', Vector3, psk.points)
if len(self.psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(self.psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
if len(self.psk.points) > MAX_POINT_COUNT:
raise RuntimeError(f'Numbers of vertices ({len(self.psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
if len(self.psk.materials) > MAX_MATERIAL_COUNT:
raise RuntimeError(f'Number of materials ({len(self.psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
with open(path, 'wb') as fp: wedges = []
self.write_section(fp, b'ACTRHEAD') for index, w in enumerate(psk.wedges):
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points) wedge = Psk.Wedge16()
wedge.material_index = w.material_index
wedge.u = w.u
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
wedges = [] _write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
for index, w in enumerate(self.psk.wedges): _write_section(fp, b'FACE0000', Psk.Face, psk.faces)
wedge = Psk.Wedge16() _write_section(fp, b'MATT0000', Psk.Material, psk.materials)
wedge.material_index = w.material_index _write_section(fp, b'REFSKELT', Psk.Bone, psk.bones)
wedge.u = w.u _write_section(fp, b'RAWWEIGHTS', Psk.Weight, psk.weights)
wedge.v = w.v
wedge.point_index = w.point_index
wedges.append(wedge)
self.write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
self.write_section(fp, b'FACE0000', Psk.Face, self.psk.faces)
self.write_section(fp, b'MATT0000', Psk.Material, self.psk.materials)
self.write_section(fp, b'REFSKELT', Psk.Bone, self.psk.bones)
self.write_section(fp, b'RAWWEIGHTS', Psk.Weight, self.psk.weights)
def is_bone_filter_mode_item_available(context, identifier): def is_bone_filter_mode_item_available(context, identifier):
input_objects = PskBuilder.get_input_objects(context) input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object armature_object = input_objects.armature_object
if identifier == 'BONE_GROUPS': if identifier == 'BONE_GROUPS':
if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups: if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups:
@@ -70,9 +67,79 @@ def is_bone_filter_mode_item_available(context, identifier):
return True return True
class PSK_UL_MaterialList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
row.label(text=str(getattr(item, 'material_name')), icon='MATERIAL')
class MaterialListItem(PropertyGroup):
material_name: StringProperty()
index: IntProperty()
@property
def name(self):
return self.material_name
def populate_material_list(mesh_objects, material_list):
material_list.clear()
material_names = []
for mesh_object in mesh_objects:
for i, material in enumerate(mesh_object.data.materials):
# TODO: put this in the poll arg?
if material is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
if material.name not in material_names:
material_names.append(material.name)
for index, material_name in enumerate(material_names):
m = material_list.add()
m.material_name = material_name
m.index = index
class PskMaterialListItemMoveUp(Operator):
bl_idname = 'psk_export.material_list_item_move_up'
bl_label = 'Move Up'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material up one slot'
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_list_index > 0
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index - 1)
pg.material_list_index -= 1
return {"FINISHED"}
class PskMaterialListItemMoveDown(Operator):
bl_idname = 'psk_export.material_list_item_move_down'
bl_label = 'Move Down'
bl_options = {'INTERNAL'}
bl_description = 'Move the selected material down one slot'
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psk_export')
return pg.material_list_index < len(pg.material_list) - 1
def execute(self, context):
pg = getattr(context.scene, 'psk_export')
pg.material_list.move(pg.material_list_index, pg.material_list_index + 1)
pg.material_list_index += 1
return {"FINISHED"}
class PskExportOperator(Operator, ExportHelper): class PskExportOperator(Operator, ExportHelper):
bl_idname = 'export.psk' bl_idname = 'export.psk'
bl_label = 'Export' bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export mesh and armature to PSK' __doc__ = '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'})
@@ -85,70 +152,103 @@ class PskExportOperator(Operator, ExportHelper):
def invoke(self, context, event): def invoke(self, context, event):
try: try:
input_objects = PskBuilder.get_input_objects(context) input_objects = get_psk_input_objects(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'}
property_group = context.scene.psk_export pg = getattr(context.scene, 'psk_export')
# Populate bone groups list. # Populate bone groups list.
populate_bone_group_list(input_objects.armature_object, property_group.bone_group_list) populate_bone_group_list(input_objects.armature_object, pg.bone_group_list)
populate_material_list(input_objects.mesh_objects, pg.material_list)
context.window_manager.fileselect_add(self) context.window_manager.fileselect_add(self)
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
scene = context.scene pg = getattr(context.scene, 'psk_export')
property_group = scene.psk_export
layout.prop(pg, 'use_raw_mesh_data')
# BONES # BONES
box = layout.box() layout.label(text='Bones', icon='BONE_DATA')
box.label(text='Bones', icon='BONE_DATA') bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
bone_filter_mode_items = property_group.bl_rna.properties['bone_filter_mode'].enum_items_static row = layout.row(align=True)
row = box.row(align=True)
for item in bone_filter_mode_items: for item in bone_filter_mode_items:
identifier = item.identifier identifier = item.identifier
item_layout = row.row(align=True) item_layout = row.row(align=True)
item_layout.prop_enum(property_group, 'bone_filter_mode', item.identifier) item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier) item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if property_group.bone_filter_mode == 'BONE_GROUPS': if pg.bone_filter_mode == 'BONE_GROUPS':
row = box.row() row = layout.row()
rows = max(3, min(len(property_group.bone_group_list), 10)) rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSX_UL_BoneGroupList', '', property_group, 'bone_group_list', property_group, 'bone_group_list_index', rows=rows) row.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index', rows=rows)
layout.separator()
# MATERIALS
layout.label(text='Materials', icon='MATERIAL')
row = layout.row()
rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSK_UL_MaterialList', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True)
col.operator(PskMaterialListItemMoveUp.bl_idname, text='', icon='TRIA_UP')
col.operator(PskMaterialListItemMoveDown.bl_idname, text='', icon='TRIA_DOWN')
def execute(self, context): def execute(self, context):
property_group = context.scene.psk_export pg = context.scene.psk_export
builder = PskBuilder() options = PskBuildOptions()
options = PskBuilderOptions() options.bone_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in property_group.bone_group_list if x.is_selected] options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.use_raw_mesh_data = pg.use_raw_mesh_data
options.material_names = [m.material_name for m in pg.material_list]
try: try:
psk = builder.build(context, options) psk = build_psk(context, options)
export_psk(psk, self.filepath)
self.report({'INFO'}, f'PSK export successful')
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'}
exporter = PskExporter(psk)
exporter.export(self.filepath)
return {'FINISHED'} return {'FINISHED'}
class PskExportPropertyGroup(PropertyGroup): class PskExportPropertyGroup(PropertyGroup):
bone_filter_mode: EnumProperty( bone_filter_mode: EnumProperty(
name='Bone Filter', name='Bone Filter',
options=set(),
description='', description='',
items=( items=(
('ALL', 'All', 'All bones will be exported.'), ('ALL', 'All', 'All bones will be exported.'),
('BONE_GROUPS', 'Bone Groups', 'Only bones belonging to the selected bone groups and their ancestors will be exported.') ('BONE_GROUPS', 'Bone Groups',
'Only bones belonging to the selected bone groups and their ancestors will be exported.')
) )
) )
bone_group_list: CollectionProperty(type=BoneGroupListItem) bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0) bone_group_list_index: IntProperty(default=0)
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
material_list: CollectionProperty(type=MaterialListItem)
material_list_index: IntProperty(default=0)
__classes__ = [ classes = (
MaterialListItem,
PSK_UL_MaterialList,
PskMaterialListItemMoveUp,
PskMaterialListItemMoveDown,
PskExportOperator, PskExportOperator,
PskExportPropertyGroup PskExportPropertyGroup,
] )

View File

@@ -1,23 +1,58 @@
import os import os
import bpy import sys
from math import inf
from typing import Optional, List
import bmesh import bmesh
from typing import Optional import bpy
from .data import Psk import numpy as np
from mathutils import Quaternion, Vector, Matrix from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty
from .reader import PskReader from bpy.types import Operator, PropertyGroup, VertexGroup
from bpy.props import StringProperty
from bpy.types import Operator
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from mathutils import Quaternion, Vector, Matrix
from .data import Psk
from .reader import read_psk
from ..helpers import rgb_to_srgb
class PskImporter(object): class PskImportOptions(object):
def __init__(self): def __init__(self):
pass self.name = ''
self.should_import_mesh = True
self.should_import_vertex_colors = True
self.vertex_color_space = 'sRGB'
self.should_import_vertex_normals = True
self.should_import_extra_uvs = True
self.should_import_skeleton = True
self.bone_length = 1.0
def import_psk(self, psk: Psk, name: str, context):
class ImportBone(object):
"""
Intermediate bone type for the purpose of construction.
"""
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
self.parent: Optional[ImportBone] = None
self.local_rotation: Quaternion = Quaternion()
self.local_translation: Vector = Vector()
self.world_rotation_matrix: Matrix = Matrix()
self.world_matrix: Matrix = Matrix()
self.vertex_group = None
self.orig_quat: Quaternion = Quaternion()
self.orig_loc: Vector = Vector()
self.post_quat: Quaternion = Quaternion()
def import_psk(psk: Psk, context, options: PskImportOptions):
armature_object = None
if options.should_import_skeleton:
# ARMATURE # ARMATURE
armature_data = bpy.data.armatures.new(name) armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(name, armature_data) armature_object = bpy.data.objects.new(options.name, armature_data)
armature_object.show_in_front = True armature_object.show_in_front = True
context.scene.collection.objects.link(armature_object) context.scene.collection.objects.link(armature_object)
@@ -32,23 +67,7 @@ class PskImporter(object):
bpy.ops.object.mode_set(mode='EDIT') bpy.ops.object.mode_set(mode='EDIT')
# Intermediate bone type for the purpose of construction.
class ImportBone(object):
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
self.parent: Optional[ImportBone] = None
self.local_rotation: Quaternion = Quaternion()
self.local_translation: Vector = Vector()
self.world_rotation_matrix: Matrix = Matrix()
self.world_matrix: Matrix = Matrix()
self.vertex_group = None
self.orig_quat: Quaternion = Quaternion()
self.orig_loc: Vector = Vector()
self.post_quat: Quaternion = Quaternion()
import_bones = [] import_bones = []
new_bone_size = 8.0
for bone_index, psk_bone in enumerate(psk.bones): for bone_index, psk_bone in enumerate(psk.bones):
import_bone = ImportBone(bone_index, psk_bone) import_bone = ImportBone(bone_index, psk_bone)
@@ -81,7 +100,7 @@ class PskImporter(object):
else: else:
import_bone.local_rotation.conjugate() import_bone.local_rotation.conjugate()
edit_bone.tail = Vector((0.0, new_bone_size, 0.0)) edit_bone.tail = Vector((0.0, options.bone_length, 0.0))
edit_bone_matrix = import_bone.local_rotation.conjugated() edit_bone_matrix = import_bone.local_rotation.conjugated()
edit_bone_matrix.rotate(import_bone.world_matrix) edit_bone_matrix.rotate(import_bone.world_matrix)
edit_bone_matrix = edit_bone_matrix.to_matrix().to_4x4() edit_bone_matrix = edit_bone_matrix.to_matrix().to_4x4()
@@ -94,9 +113,10 @@ class PskImporter(object):
edit_bone['orig_loc'] = import_bone.local_translation edit_bone['orig_loc'] = import_bone.local_translation
edit_bone['post_quat'] = import_bone.local_rotation.conjugated() edit_bone['post_quat'] = import_bone.local_rotation.conjugated()
# MESH # MESH
mesh_data = bpy.data.meshes.new(name) if options.should_import_mesh:
mesh_object = bpy.data.objects.new(name, mesh_data) mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
# MATERIALS # MATERIALS
for material in psk.materials: for material in psk.materials:
@@ -120,7 +140,6 @@ class PskImporter(object):
bm_face.material_index = face.material_index bm_face.material_index = face.material_index
except ValueError: except ValueError:
degenerate_face_indices.add(face_index) degenerate_face_indices.add(face_index)
pass
if len(degenerate_face_indices) > 0: if len(degenerate_face_indices) > 0:
print(f'WARNING: Discarded {len(degenerate_face_indices)} degenerate face(s).') print(f'WARNING: Discarded {len(degenerate_face_indices)} degenerate face(s).')
@@ -129,7 +148,7 @@ class PskImporter(object):
# TEXTURE COORDINATES # TEXTURE COORDINATES
data_index = 0 data_index = 0
uv_layer = mesh_data.uv_layers.new() uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces): for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices: if face_index in degenerate_face_indices:
continue continue
@@ -138,38 +157,148 @@ class PskImporter(object):
uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v
data_index += 1 data_index += 1
# EXTRA UVS
if psk.has_extra_uvs and options.should_import_extra_uvs:
extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count):
data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[data_index].uv = u, 1.0 - v
data_index += 1
wedge_index_offset += len(psk.wedges)
# VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors:
size = (len(psk.points), 4)
vertex_colors = np.full(size, inf)
vertex_color_data = mesh_data.vertex_colors.new(name='VERTEXCOLOR')
ambiguous_vertex_color_point_indices = []
for wedge_index, wedge in enumerate(psk.wedges):
point_index = wedge.point_index
psk_vertex_color = psk.vertex_colors[wedge_index].normalized()
if vertex_colors[point_index, 0] != inf and tuple(vertex_colors[point_index]) != psk_vertex_color:
ambiguous_vertex_color_point_indices.append(point_index)
else:
vertex_colors[point_index] = psk_vertex_color
if options.vertex_color_space == 'SRGBA':
for i in range(vertex_colors.shape[0]):
vertex_colors[i, :3] = tuple(map(lambda x: rgb_to_srgb(x), vertex_colors[i, :3]))
for loop_index, loop in enumerate(mesh_data.loops):
vertex_color = vertex_colors[loop.vertex_index]
if vertex_color is not None:
vertex_color_data.data[loop_index].color = vertex_color
else:
vertex_color_data.data[loop_index].color = 1.0, 1.0, 1.0, 1.0
if len(ambiguous_vertex_color_point_indices) > 0:
print(f'WARNING: {len(ambiguous_vertex_color_point_indices)} vertex(es) with ambiguous vertex colors.')
# VERTEX NORMALS
if psk.has_vertex_normals and options.should_import_vertex_normals:
mesh_data.polygons.foreach_set("use_smooth", [True] * len(mesh_data.polygons))
normals = []
for vertex_normal in psk.vertex_normals:
normals.append(tuple(vertex_normal))
mesh_data.normals_split_custom_set_from_vertices(normals)
mesh_data.use_auto_smooth = True
bm.normal_update() bm.normal_update()
bm.free() bm.free()
# VERTEX WEIGHTS
# Get a list of all bones that have weights associated with them. # Get a list of all bones that have weights associated with them.
vertex_group_bone_indices = set(map(lambda weight: weight.bone_index, psk.weights)) vertex_group_bone_indices = set(map(lambda weight: weight.bone_index, psk.weights))
for import_bone in map(lambda x: import_bones[x], sorted(list(vertex_group_bone_indices))): vertex_groups: List[Optional[VertexGroup]] = [None] * len(psk.bones)
import_bone.vertex_group = mesh_object.vertex_groups.new(name=import_bone.psk_bone.name.decode('windows-1252')) for bone_index, psk_bone in map(lambda x: (x, psk.bones[x]), vertex_group_bone_indices):
vertex_groups[bone_index] = mesh_object.vertex_groups.new(name=psk_bone.name.decode('windows-1252'))
for weight in psk.weights: for weight in psk.weights:
import_bones[weight.bone_index].vertex_group.add((weight.point_index,), weight.weight, 'ADD') vertex_groups[weight.bone_index].add((weight.point_index,), weight.weight, 'ADD')
# Add armature modifier to our mesh object.
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object
mesh_object.parent = armature_object
context.scene.collection.objects.link(mesh_object) context.scene.collection.objects.link(mesh_object)
try: # Add armature modifier to our mesh object.
bpy.ops.object.mode_set(mode='OBJECT') if options.should_import_skeleton:
except: armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
pass armature_modifier.object = armature_object
mesh_object.parent = armature_object
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
empty_set = set()
class PskImportPropertyGroup(PropertyGroup):
should_import_vertex_colors: BoolProperty(
default=True,
options=empty_set,
name='Vertex Colors',
description='Import vertex colors from PSKX files, if available'
)
vertex_color_space: EnumProperty(
name='Vertex Color Space',
options=empty_set,
description='The source vertex color space',
default='SRGBA',
items=(
('LINEAR', 'Linear', ''),
('SRGBA', 'sRGBA', ''),
)
)
should_import_vertex_normals: BoolProperty(
default=True,
name='Vertex Normals',
options=empty_set,
description='Import vertex normals from PSKX files, if available'
)
should_import_extra_uvs: BoolProperty(
default=True,
name='Extra UVs',
options=empty_set,
description='Import extra UV maps from PSKX files, if available'
)
should_import_mesh: BoolProperty(
default=True,
name='Import Mesh',
options=empty_set,
description='Import mesh'
)
should_import_skeleton: BoolProperty(
default=True,
name='Import Skeleton',
options=empty_set,
description='Import skeleton'
)
bone_length: FloatProperty(
default=1.0,
min=sys.float_info.epsilon,
step=100,
soft_min=1.0,
name='Bone Length',
options=empty_set,
description='Length of the bones'
)
class PskImportOperator(Operator, ImportHelper): class PskImportOperator(Operator, ImportHelper):
bl_idname = 'import.psk' bl_idname = 'import.psk'
bl_label = 'Export' bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Load a PSK file' __doc__ = 'Load a PSK file'
filename_ext = '.psk' filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'}) filter_glob: StringProperty(default='*.psk;*.pskx', 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',
@@ -177,13 +306,46 @@ class PskImportOperator(Operator, ImportHelper):
default='') default='')
def execute(self, context): def execute(self, context):
reader = PskReader() pg = getattr(context.scene, 'psk_import')
psk = reader.read(self.filepath)
name = os.path.splitext(os.path.basename(self.filepath))[0] psk = read_psk(self.filepath)
PskImporter().import_psk(psk, name, context)
options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_mesh = pg.should_import_mesh
options.should_import_extra_uvs = pg.should_import_extra_uvs
options.should_import_vertex_colors = pg.should_import_vertex_colors
options.should_import_vertex_normals = pg.should_import_vertex_normals
options.vertex_color_space = pg.vertex_color_space
options.should_import_skeleton = pg.should_import_skeleton
options.bone_length = pg.bone_length
import_psk(psk, context, options)
return {'FINISHED'} return {'FINISHED'}
def draw(self, context):
pg = getattr(context.scene, 'psk_import')
layout = self.layout
layout.prop(pg, 'should_import_mesh')
row = layout.column()
row.use_property_split = True
row.use_property_decorate = False
if pg.should_import_mesh:
row.prop(pg, 'should_import_vertex_normals')
row.prop(pg, 'should_import_extra_uvs')
row.prop(pg, 'should_import_vertex_colors')
if pg.should_import_vertex_colors:
row.prop(pg, 'vertex_color_space')
layout.prop(pg, 'should_import_skeleton')
row = layout.column()
row.use_property_split = True
row.use_property_decorate = False
if pg.should_import_skeleton:
row.prop(pg, 'bone_length')
__classes__ = [
PskImportOperator classes = (
] PskImportOperator,
PskImportPropertyGroup,
)

View File

@@ -1,46 +1,50 @@
from .data import *
import ctypes import ctypes
from .data import *
class PskReader(object):
def __init__(self): def _read_types(fp, data_class, section: Section, data):
pass buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
@staticmethod
def read_types(fp, data_class: ctypes.Structure, section: Section, data):
buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length)
offset = 0
for _ in range(section.data_count):
data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size
def read(self, path) -> Psk: def read_psk(path) -> Psk:
psk = Psk() psk = Psk()
with open(path, 'rb') as fp: with open(path, 'rb') as fp:
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': if section.name == b'ACTRHEAD':
pass pass
elif section.name == b'PNTS0000': elif section.name == b'PNTS0000':
PskReader.read_types(fp, Vector3, section, psk.points) _read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000': elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16): if section.data_size == ctypes.sizeof(Psk.Wedge16):
PskReader.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):
PskReader.read_types(fp, Psk.Wedge32, section, psk.wedges) _read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
PskReader.read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
PskReader.read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
PskReader.read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
PskReader.read_types(fp, Psk.Weight, section, psk.weights)
else: else:
raise RuntimeError(f'Unrecognized section "{section.name}"') raise RuntimeError('Unrecognized wedge format')
return psk elif section.name == b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
else:
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"')
return psk

View File

@@ -1,25 +1,24 @@
from bpy.types import PropertyGroup, UIList
from bpy.props import StringProperty, IntProperty, BoolProperty from bpy.props import StringProperty, IntProperty, BoolProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType
class PSX_UL_BoneGroupList(UIList): class PSX_UL_BoneGroupList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.alignment = 'LEFT' def draw_item(self, context: Context, layout: UILayout, data: AnyType, item: AnyType, icon: int,
layout.prop(item, 'is_selected', icon_only=True) active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0):
layout.label(text=item.name, icon='GROUP_BONE' if item.index >= 0 else 'NONE') row = layout.row()
row.prop(item, 'is_selected', text=getattr(item, 'name'))
row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
class BoneGroupListItem(PropertyGroup): class BoneGroupListItem(PropertyGroup):
name: StringProperty() name: StringProperty()
index: IntProperty() index: IntProperty()
count: IntProperty()
is_selected: BoolProperty(default=False) is_selected: BoolProperty(default=False)
@property
def name(self):
return self.name
classes = (
__classes__ = [
BoneGroupListItem, BoneGroupListItem,
PSX_UL_BoneGroupList PSX_UL_BoneGroupList,
] )