Compare commits

..

240 Commits

Author SHA1 Message Date
Colin Basnett
c51a8f21df Fixed a bug with materials in PSK export 2024-04-21 00:55:58 -07:00
Colin Basnett
06b1dd10a8 Merged main 2024-04-12 11:39:48 -07:00
Colin Basnett
ff090baffb Updated localizations 2024-03-24 23:30:36 -07:00
Colin Basnett
7e1693dbb3 Translated the README the Japanese 2024-03-22 23:58:51 -07:00
Colin Basnett
56c847e791 Initial commit of scripts for importing & exporting translations from weblate 2024-03-19 01:08:21 -07:00
Colin Basnett
d48534f1a5 Loads of work on localization
Also updated some of the operator UI to use the new panels
2024-03-15 03:02:15 -07:00
Colin Basnett
ea539d542f Merge branch 'blender-4.1' into i18n-jp
# Conflicts:
#	io_scene_psk_psa/__init__.py
#	io_scene_psk_psa/psk/export/operators.py
#	io_scene_psk_psa/psk/export/ui.py
#	io_scene_psk_psa/psk/import_/operators.py
2024-03-14 19:19:19 -07:00
Colin Basnett
fb02742381 Reorganizing & renaming some things for clarity and correctness 2024-03-14 19:08:32 -07:00
Colin Basnett
d4d46bea66 PSA import dialog now uses new Blender 4.1 UI panels 2024-03-14 19:06:29 -07:00
Colin Basnett
a93450eab9 Added PSA file handler 2024-03-14 19:06:03 -07:00
Colin Basnett
c65fdaa6a4 Fixing PEP warnings 2024-03-14 19:04:12 -07:00
Colin Basnett
6b8088225a Fix for root bone being incorrectly oriented if it wasn't at the identity rotation in the bind pose 2024-03-14 18:55:28 -07:00
Colin Basnett
e27b078866 Now handling PSKX files in the PSK file handler 2024-03-14 18:53:53 -07:00
Colin Basnett
b67c734687 Merge branch 'master' into blender-4.1 2024-03-11 18:46:24 -07:00
Colin Basnett
226e403925 Fix for syntax error 2024-03-11 18:46:18 -07:00
Colin Basnett
d81477673b Fixed a script reload issue 2024-03-02 13:15:48 -08:00
Colin Basnett
4d41f1af83 When exporting PSKs, armatures with no bones are now more sensibly handled
umodel, for some reason, exports some models with no bones. For
compatibility and convenience, an armature with no bones may as well not
exist, so we treat it as though it doesn't on export, and a single fake
root bone is added for maximum compatibility.
2024-03-01 15:14:37 -08:00
Colin Basnett
5d3c7cc570 Fixed PSA import resampling logic 2024-02-29 16:03:47 -08:00
Colin Basnett
15e2c6ccdd Importing PSKs with poly flags now works 2024-02-29 00:32:42 -08:00
Colin Basnett
14116963bb Incremented version to 6.2.0 2024-02-28 23:21:31 -08:00
Colin Basnett
ead1e3c793 Initial commit of UT99 poly flags 2024-02-28 00:51:33 -08:00
Colin Basnett
ce1a411200 Fix for issue #76 2024-02-17 23:01:42 -08:00
Colin Basnett
11bf205fe2 Added PSA resampling on import + some fixes for 4.1 2024-02-13 14:03:04 -08:00
Colin Basnett
f7bbe911ea Removed use_auto_smooth...again 2024-02-13 00:19:12 -08:00
Colin Basnett
8c49c8f34e Merge branch 'master' into blender-4.1 2024-02-12 18:02:59 -08:00
Colin Basnett
82eaddf1cb Increased max bone count to int32 limit 2024-02-12 11:06:52 -08:00
Colin Basnett
eb8cee6973 Markers with empty names are now ignored as export options 2024-02-06 13:29:34 -08:00
Colin Basnett
c2d7eecb4f Minor naming changes and refactoring 2024-02-06 13:26:48 -08:00
Colin Basnett
44100a50f0 Added better handling for exporting meshes with negative scaling
The exporter now corrects the face normals of meshes with negative
scaling that would otherwise be inverted on export. The face orientation
should now always match what is seen in the viewport.
2024-02-06 13:19:45 -08:00
Colin Basnett
9125606bc4 Fix for issue #71 2024-02-02 12:28:45 -08:00
Colin Basnett
0a7804b5ab Improved reporting of PSK import error when there is nothing selected to import 2024-01-27 00:42:51 -08:00
Colin Basnett
ced03afafe Added "Scale" option for PSK import 2024-01-25 11:43:13 -08:00
Colin Basnett
9438a35cd1 Fixed a bug where any invalid faces would result in import failure if also importing vertex colors 2024-01-24 18:46:03 -08:00
Colin Basnett
5a870104f1 Added TODO about 4.1 compatibility 2024-01-22 15:23:16 -08:00
Colin Basnett
564f7ec221 All string literals now use single-quotes instead of double-quotes where possible 2024-01-22 15:23:01 -08:00
Colin Basnett
b2f5985681 Improved PSK vertex color importing to be per-corner instead of per-vertex
Previously, the importer was storing the vertex colors in the point
domain. However, the PSK itself stores colors per "wedge", which maps
to corners, resulting in the "ambiguous vertex colors" warning if two
corners mapped to the same vertex but had different colors.

The new method is now more correct and doesn't discard data.
2024-01-22 14:56:51 -08:00
Colin Basnett
3d3bbb9296 Set the subtype of the bone length property on PSK import to distance 2024-01-22 14:50:06 -08:00
Colin Basnett
fda976d083 Incremented version to 6.1.2 2024-01-22 11:32:06 -08:00
Colin Basnett
7e6911c709 PSK files imported with custom normals will now have Auto Smooth enabled by default (#67) 2024-01-22 11:26:25 -08:00
Colin Basnett
30586fa8bb Merge branch 'master' of https://github.com/DarklightGames/io_scene_psk_psa 2024-01-20 15:31:37 -08:00
Colin Basnett
361a7f0218 Added the name of the imported PSK object to the info report 2024-01-20 15:31:26 -08:00
Colin Basnett
b471229584 Rephrased description of PSA export option 2024-01-20 15:25:48 -08:00
Colin Basnett
d0f64a6546 Incremented version to 6.1.1 2024-01-20 15:25:14 -08:00
Colin Basnett
82310d695c Fix for parsing errors on .config files coming from UEViewer 2024-01-20 15:25:00 -08:00
Colin Basnett
e9ba117fa9 Added file handler for PSK/PSKX files 2024-01-20 14:48:18 -08:00
Colin Basnett
0c11b326af Update README.md 2024-01-16 20:21:12 -08:00
Colin Basnett
d0fe7d9786 Added progress indicator when exporting PSK files 2023-11-22 19:20:16 -08:00
Colin Basnett
68c7d93d6a Incremented version to 6.1.0 2023-11-22 19:19:49 -08:00
Colin Basnett
e5fa255899 Merge branch 'psa-config' 2023-11-22 19:18:41 -08:00
Colin Basnett
3cf10abe91 Update README.md 2023-11-20 13:39:26 -08:00
Colin Basnett
b1a6fb9dea Updated README 2023-11-14 01:43:32 -08:00
Colin Basnett
89767569ec Merge branch 'blender-4.0'
# Conflicts:
#	README.md
2023-11-14 01:39:59 -08:00
Colin Basnett
b23677f291 Update README.md 2023-11-14 01:33:18 -08:00
Colin Basnett
9fe5aa0388 Now using shade_smooth to smoothshade imported meshes (same as it did in the pre 4.0 versions) 2023-11-14 00:50:20 -08:00
Colin Basnett
c8e5b8eb47 Fixed a runtime error when importing PSKs 2023-11-10 23:19:36 -08:00
Colin Basnett
76440affdb Initial commit for handling the PSA config 2023-11-07 18:33:18 -08:00
Colin Basnett
403e9a5cca Update README.md
Clarified the need for manually assigning actions after importing PSAs.
2023-10-19 16:06:03 -07:00
Colin Basnett
7dce3b4920 Merge branch 'master' into blender-4.0
# Conflicts:
#	io_scene_psk_psa/__init__.py
#	io_scene_psk_psa/helpers.py
2023-10-19 13:24:48 -07:00
Colin Basnett
2a5a4b2a3d Added sanity check for populating the bone group list 2023-10-19 13:24:06 -07:00
Colin Basnett
a1d5fdd464 Merge branch 'master' of https://github.com/DarklightGames/io_scene_psk_psa 2023-10-19 13:15:05 -07:00
Colin Basnett
122e765bca PSA sequences are now selected by default
There were multiple bug reports from users who were getting mixed
signals from the addon, believing that the bone name warnings were
the cause of the sequences not being imported. The actual issue was that
users didn't know they needed to manually select the sequences within
the PSA.

This should fix the poor UX around this, as just having it selected by
default is more sensible for a wider audience.
2023-10-19 13:14:57 -07:00
Colin Basnett
7adf817673 Some more 日本語 translations 2023-10-19 12:59:12 -07:00
Colin Basnett
f92231091c Merge branch 'blender-4.0' into i18n-jp
# Conflicts:
#	io_scene_psk_psa/psa/export/properties.py
#	io_scene_psk_psa/types.py
2023-10-04 23:29:31 -07:00
Colin Basnett
94658ac221 Update issue templates 2023-10-02 22:59:58 -07:00
Colin Basnett
c18ac85eed A warning is now emitted when exporting a PSK with mesh objects that have negative scaling values 2023-09-30 00:53:37 -07:00
Colin Basnett
afcfebe84a Removed debug print 2023-09-18 14:16:02 -07:00
Colin Basnett
cf13aade98 Removed legacy handling of storing original bone poses within the custom properties of edit bones
It doesn't appear that this code was even being exercised. If problems arise, we can restore the functionality.
2023-09-18 14:13:49 -07:00
Colin Basnett
14c2f585dc Merge branch 'fps-features' into blender-4.0 2023-09-18 13:40:06 -07:00
Colin Basnett
7907341a22 Updated README 2023-09-18 13:24:21 -07:00
Colin Basnett
46443162a7 Merge branch 'feature-nla-track-sequence-5x' into blender-4.0
# Conflicts:
#	io_scene_psk_psa/__init__.py
#	io_scene_psk_psa/psa/export/operators.py
2023-09-18 13:24:12 -07:00
Colin Basnett
10fe75c2aa Updated the minimum Blender version to 4.0.0 and incremented the addon version to 6.0.0 2023-09-18 12:57:02 -07:00
Colin Basnett
32e0d89dbd Updated PSK and PSA export to use new Blender 4.0 bone collections instead of bone groups 2023-09-17 21:18:41 -07:00
Colin Basnett
4db8764677 Incremented version to v5.0.5 2023-09-09 18:34:04 -07:00
Colin Basnett
f185ffbe16 Fixed a bug where the importer would crash when importing PSA files from programs using CUE4Parse (#46)
This is not actually a bug in this addon, but a bug with the CUE4Parse library itself. A fix for the library has been submitted (https://github.com/FabianFG/CUE4Parse/issues/103), but there will still be bugged versions hanging around for a while, so it's prudent to have this addon accomodate the broken files, especially since the fix is relatively easy and won't interfere with properly formatted files.

At some point, this fix will be deprecated to reduce cruft.
2023-09-09 18:24:38 -07:00
Colin Basnett
3d460a15e3 Added a specific error for when the user doesn't select any animations to export, as this was confusing some folks 2023-09-06 02:38:11 -07:00
Colin Basnett
da39c14464 Fix for #47
This code had been refactored but not tested with the no-armature workflow
2023-09-05 23:37:42 -07:00
Colin Basnett
214f19ff8c Fix for #47
This code had been refactored but not tested with the no-armature workflow
2023-09-05 23:35:39 -07:00
Colin Basnett
ea5d0c6ac2 Incremented version to 5.1.0 2023-08-26 12:18:45 -07:00
Colin Basnett
b13bcfee0a Merge branch 'master' into feature-nla-track-sequence-5x 2023-08-26 12:18:20 -07:00
Colin Basnett
83e65687ac Incremented version to 5.0.4 2023-08-25 17:40:30 -07:00
Colin Basnett
63fb6f7d09 Fixed a bug where it was not possible to export from markers 2023-08-25 16:58:15 -07:00
Colin Basnett
3de1f075dd Minor clean-up 2023-08-25 16:56:59 -07:00
Colin Basnett
560ec8fecd Fixed a bug where exported PSKs would always use the mesh data's material instead of the object's material 2023-08-18 18:22:16 -07:00
Colin Basnett
8c74987f5b Added human readable errors when bone, material or sequence names cannot be encoded into the Windows-1252 code page 2023-08-18 18:20:29 -07:00
Colin Basnett
60c7f2125a Fixed a bug with the previous commit. 2023-08-16 15:52:28 -07:00
Colin Basnett
07ccc8c650 Added sequence reversing functionality for timeline markers 2023-08-16 12:00:26 -07:00
Colin Basnett
5bbb1512e0 New features for handling FPS
* An action's export FPS is now stored in a property group instead of a loose custom property value.
* New options for handling FPS when importing sequences.
2023-08-16 02:38:07 -07:00
Colin Basnett
c4c00ca49e Fixed a bug where exporting animations from NLA strip markers would result in corrupted animations 2023-08-15 15:26:44 -07:00
Colin Basnett
b6e5a13e5f Fuxed a bug where it was not possible to export from markers
Stupid typo, thanks Python
2023-08-15 15:16:07 -07:00
Colin Basnett
d823af9526 Merge branch 'master' into feature-nla-track-sequence-5x
# Conflicts:
#	io_scene_psk_psa/psa/export/operators.py
2023-08-14 23:18:01 -07:00
Colin Basnett
741357d0af Incremented version to 5.0.3 2023-08-14 22:43:26 -07:00
Colin Basnett
fb2ab89766 Fixed a compatibility issue caused by the fix to #43 2023-08-14 22:42:59 -07:00
Colin Basnett
b20d19d072 Added NLA track sequence source option (reimplementation of feature-nla-track-sequence-source branch).
This just needs a bit of time in the oven to test it out.
2023-08-11 02:09:16 -07:00
Colin Basnett
d0d6deb63c Changed name of faces that couldn't be added to "invalid" faces instead of "degenerate" faces
This is because a face can still be rejected by being a duplicate, but it doesn't necessarily have to be degenerate (i.e., a line or point).
2023-08-10 23:38:56 -07:00
Colin Basnett
e9b09dc651 Incremented version to 5.0.2 2023-08-09 21:03:49 -07:00
Colin Basnett
ed89e78927 Fix #43: Wedges can now address vertices with indices greater than 65535 2023-08-09 20:14:24 -07:00
Colin Basnett
9798415f75 Excluded the build files and script from the package 2023-08-04 17:03:40 -07:00
Colin Basnett
24b7bff3d8 Added a build script for easier packaging of the addon 2023-08-04 16:57:54 -07:00
Colin Basnett
73b967949d Added progress reporting for PSA import 2023-08-04 16:44:14 -07:00
Colin Basnett
e750be474a Fixed a bug where the action list would not be populated for PSA export if the armature had not had it's animation data initialized 2023-08-04 16:28:42 -07:00
Colin Basnett
66fa656b12 More localization work 2023-08-04 16:28:31 -07:00
Colin Basnett
a73655fc98 Fixed a bug where the action list would not be populated for PSA export if the armature had not had it's animation data initialized 2023-08-04 16:27:50 -07:00
Colin Basnett
38a8dab100 Initial commit for Japanese translations 2023-08-01 21:49:29 -07:00
Colin Basnett
972067860a Fixed a bug where PSA exports would not work 2023-08-01 21:16:29 -07:00
Colin Basnett
95d72c23aa Fix for error when importing PSKs 2023-07-30 00:06:41 -07:00
Colin Basnett
afe598f671 File structure/naming overhaul on the PSK importer and exporter
* Inverted to the option to "ignore bone name restrictions". It is now "Enforce Bone Name Restrictions" and it is off by default.
* Added option to filter out "reversed" sequences from the sequence list
2023-07-29 20:51:23 -07:00
Colin Basnett
782c210f04 Major refactoring pass on the PSA file structure & naming 2023-07-29 16:00:53 -07:00
Colin Basnett
25bf8f2087 Set the parent index of the root bone to 0 instead of -1
In normal UE2 derivates, it doesn't appear to matter what the parent index is; but in UE1 games that have basic support for PSK importing (i.e. Harry Potter 2), the parent index of the root bone must be `0` otherwise the import fails.
2023-07-28 03:18:05 -07:00
Colin Basnett
160a6b22f6 Fix for grammatical error 2023-07-26 16:28:37 -07:00
Colin Basnett
84f168a9c0 Handle importing PSAs with duplicate bone names gracefully
For Harry Potter 2 models, the rig and the PSA files have bones with identical names. This would cause the PSA importer to fail because it was expecting that each bone name would be unique. The new behavior is to ignore duplicate bones when importing the f-curve data, but print a warning to let the user know something is wacky with their PSA rig.

For example, if there are two bones, A and B, with the same name, the first bone encountered (A) in the tree will be mapped to the armature bone, but bone B will be ignored.
2023-07-26 16:25:52 -07:00
Colin Basnett
0428c2bd72 Merge branch 'master' of https://github.com/DarklightGames/io_scene_psk_psa 2023-07-22 17:10:16 -07:00
Colin Basnett
75033056fa Improved the poll message for PSK export when there are multiple armature objects 2023-07-22 17:09:28 -07:00
Colin Basnett
1f81a6b86b Update README.md 2023-07-10 00:24:11 -07:00
Colin Basnett
51b105b5fb Fix issue #37
https://github.com/DarklightGames/io_scene_psk_psa/issues/37
2023-06-25 01:22:47 -07:00
Colin Basnett
2993d4569f Added kofi badge to README 2023-06-20 19:46:01 -07:00
Colin Basnett
536937cc26 Removed superfluous funding file 2023-06-20 19:45:36 -07:00
Colin Basnett
68dee73d1a Added kofi funding link 2023-06-20 19:00:31 -07:00
Colin Basnett
202a77d38a Removed defunct material path preferences (BDK addon integration now handles this for us!) 2023-06-20 19:00:17 -07:00
Colin Basnett
5cb9714597 Added key compression functionality 2023-04-30 20:18:59 -07:00
Colin Basnett
15e20cdefc Removed zip file added in error 2023-04-27 21:19:17 -07:00
Colin Basnett
9e18e40387 Merge branch 'bdk'
# Conflicts:
#	README.md
#	io_scene_psk_psa/__init__.py
#	io_scene_psk_psa/psk/data.py
#	io_scene_psk_psa/psk/importer.py
#	io_scene_psk_psa/psk/reader.py
2023-04-27 19:56:09 -07:00
Colin Basnett
268d039693 Disabling root motion now correctly exports the root bone in the bind pose in animations
The description for Root Motion has also been updated to better explain how the setting works.
2023-04-27 19:43:15 -07:00
Colin Basnett
9566131690 Updated the readme. 2023-04-04 02:42:31 -07:00
Colin Basnett
e4e2354834 Added option to include or exclude shape keys from PSK import. 2023-04-03 22:12:09 -07:00
Colin Basnett
db6204d592 Incremented version to 4.3.0 2023-04-03 22:03:14 -07:00
Colin Basnett
89772ad90d Added an empty MORPH_BASE shape key if any shape keys are present on import. 2023-04-03 22:01:25 -07:00
Colin Basnett
f54d10bb80 Added support for reading and importing MRPHINFO and MRPHKEYS sections. 2023-04-03 21:28:08 -07:00
Colin Basnett
c99725b686 Bumped the minimum Blender version to 2.90. 2023-04-03 02:26:53 -07:00
Colin Basnett
947c86eb8f Fix for issue #32.
Unrecognized sections are now simply ignored.
2023-04-03 01:52:52 -07:00
Colin Basnett
7111a536b2 A blank material is now created if it is unable to be loaded via the BDK. 2023-04-03 01:40:17 -07:00
Colin Basnett
25e1b73fc7 Removed unused property 2023-04-03 01:39:57 -07:00
Colin Basnett
f7b97added * Allow users to export a sequence in reverse
You can do this by naming a sequence `<name>/<reversed_name>`. For example, `crawlF/crawlB` will result in two export options: `crawlF` (forward) and `crawlB` (the same animation, but reversed).
* Allow users to exclude sequences from the export dialog by prepending the name of the action/marker with a "#" character.
* The "Use original sequence names" option has been removed as it's not really needed.
2023-04-01 15:04:16 -07:00
Colin Basnett
fd02f3f4d7 Now using new BDK addon operators to load the materials 2023-03-09 01:51:04 -08:00
Colin Basnett
f40db53cb9 Fixed a bug where it was possible to export a PSK with no bones 2023-02-18 00:28:31 -08:00
Colin Basnett
c9d4958800 Sequences can now be exported from action pose markers 2023-02-17 22:18:46 -08:00
Colin Basnett
8221130e4a BDK code commit 2023-01-03 20:05:45 -08:00
Colin Basnett
5a66cab92e Renamed "Reuse Existing Actions" to "Overwrite" in PSA import options. 2023-01-02 19:37:11 -08:00
Colin Basnett
4811911e4a Updated typing and minor non-functional changes 2023-01-02 19:36:31 -08:00
Colin Basnett
eceb0622af Updated README. 2023-01-02 16:02:10 -08:00
Colin Basnett
b26e49d403 The PSA import functionality has been moved to a file import dialog.
As a result, the "PSA Import" panel in the Armature Data tab has been
removed as it is now redundant.

This was made possible by https://developer.blender.org/D15543.

As a result, the minimum Blender version has now been bumped to 3.4.

The 4.2.0 version is now in LTS mode and will not be receiving new
features.
2023-01-02 15:47:00 -08:00
Colin Basnett
ab998885bb Update README.md 2022-12-06 10:13:30 -08:00
Colin Basnett
f821bec0ff Update README.md 2022-12-06 10:13:13 -08:00
Colin Basnett
43b0fe82dd Update README.md 2022-12-06 10:11:55 -08:00
Colin Basnett
17e9e83826 Incremented version to 4.2.0 2022-11-25 12:44:50 -08:00
Colin Basnett
44afce3e64 Improved PSA import speed dramatically 2022-11-24 16:38:06 -08:00
Colin Basnett
449331cd00 Fixed a bug where certain material errors would not display correctly 2022-11-22 12:57:44 -08:00
Colin Basnett
8ada80e243 Typing and naming improvements 2022-11-22 12:57:06 -08:00
Colin Basnett
38ed183897 Fixed a bug where the root bone orientation would be exported incorrectly 2022-11-22 12:55:56 -08:00
Colin Basnett
9ae573422b Fixed a bug where actions would not be considered to be "for" an armature if its only F-Curve data was for custom properties on a bone 2022-11-16 12:34:09 -08:00
Colin Basnett
86473584b8 Fixing warnings and typing 2022-11-12 16:26:40 -08:00
Colin Basnett
aa8725c3d0 Added a "Bone Mapping" option.
This allows imported PSA actions to map to armature bones with names
that differ only by case.

In addition, import warnings are now written to the info log so they
have better visibility to the user.
2022-11-12 16:25:19 -08:00
Colin Basnett
980042fc7f Incremented version to 4.1.0 2022-11-01 11:34:31 -07:00
Colin Basnett
02082b9594 Added an option to bake imported PSA sequences to samples.
Also, the "Clean Keyframes" option has been removed from the PSA import
because it did not work correctly.

This will be replaced by a "Decimate F-Curves" option in the future.
2022-11-01 11:33:39 -07:00
Colin Basnett
4181a15d0e Improved comment and typing information 2022-11-01 11:32:50 -07:00
Colin Basnett
b6ef3dda44 Simplified method used to put armature in bind pose for PSK export 2022-11-01 11:32:25 -07:00
Colin Basnett
f7290e6808 The scene's frame and selected object's active action is now restored after PSA export 2022-11-01 11:30:13 -07:00
Colin Basnett
65d3104ea9 Added an option to ignore bone name restrictions 2022-11-01 11:28:55 -07:00
Colin Basnett
1a48128cb9 Updated bone name constraint message 2022-08-30 23:44:12 -07:00
Colin Basnett
88c22c9e80 Bone names can now contain hyphens 2022-08-11 15:57:02 -07:00
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
45 changed files with 4074 additions and 1376 deletions

1
.github/FUNDING.yml vendored Normal file
View File

@@ -0,0 +1 @@
ko_fi: cmbasnett

34
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
View File

@@ -0,0 +1,34 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: ''
assignees: ''
---
**Versions**
Blender: (example: 3.6.2)
io_scene_psk_psa: (example: 5.0.0)
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Expected behavior**
A clear and concise description of what you expected to happen.
**Screenshots**
If applicable, add screenshots to help explain your problem.
**Files**
Please post attachments of the PSK and/or PSA files that you are using to encounter the bug, if any.
**Additional context**
Add any other context about the problem here.

View File

@@ -0,0 +1,20 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: ''
assignees: ''
---
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Describe alternatives you've considered**
A clear and concise description of any alternative solutions or features you've considered.
**Additional context**
Add any other context or screenshots about the feature request here.

3
.gitmodules vendored Normal file
View File

@@ -0,0 +1,3 @@
[submodule "extern/io_scene_psk_psa-translations"]
path = extern/io_scene_psk_psa-translations
url = https://github.com/DarklightGames/io_scene_psk_psa-translations.git

84
README-JP.md Normal file
View File

@@ -0,0 +1,84 @@
[![Blender](https://img.shields.io/badge/Blender->=2.9-blue?logo=blender&logoColor=white)](https://www.blender.org/download/ "Download Blender")
[![GitHub release](https://img.shields.io/github/release/DarklightGames/io_scene_psk_psa?include_prereleases=&sort=semver&color=blue)](https://github.com/DarklightGames/io_scene_psk_psa/releases/)
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/L4L3853VR)
この Blender アドオンを使用すると、Unreal Engine の多くのバージョンで使用されている [PSK および PSA ファイル形式](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats) との間でメッシュとアニメーションをインポートおよびエクスポートできます。
# 互換性
| Blenderのバージョン | アドオンのバージョン | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 4.0+ | [最新](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | 未定 |
| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.5](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.5) | ✅️ 2025年6月 |
| [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | ✅️ 202年9月 |
バグ修正は、[Blender の LTS メンテナンス期間](https://www.blender.org/download/lts/)中のレガシー アドオン バージョンに対して発行されます。 LTS 期間が終了すると、レガシー アドオン バージョンはこのリポジトリのメンテナによってサポートされなくなりますが、バグ修正のためのプル リクエストは受け付けます。
# 機能
* PSK および PSA ファイルをインポートする。
* 非標準のファイル セクション データ (頂点法線、追加の UV チャンネル、頂点カラー、シェイプ キーなど) をインポートします。
* 多数のシーケンスを含む PSA ファイルを操作する場合の効率的なワークフローのためのきめ細かい PSA シーケンス インポート。
* PSA シーケンスのメタデータ (フレーム レートなど) はインポート時に保存されるため、このデータをエクスポート時に再利用できます。
* ボーン コレクションは PSK/PSA エクスポートから除外できます。 これは、IK コントローラなどの寄与しないボーンを除外する場合に便利です。
* PSA シーケンスは、アクションから直接エクスポートすることも、シーンの [タイムライン マーカー](https://docs.blender.org/manual/ja/latest/animation/markers.html) または NLA トラック ストリップを使用して描写することもでき、[NLA](https://docs.blender.org/manual/ja/latest/editors/nla/index.html) シーケンスを作成するとき。
* 複数のメッシュ オブジェクトをエクスポートするときにマテリアル スロットを手動で並べ替えます。
# 取り付け
1. 最新バージョンの zip ファイルを [Releases](https://github.com/DarklightGames/io_export_psk_psa/releases) ページからダウンロードします。
2. Blender 4.0.0 以降を開きます。
3. Blender の設定に移動します (`編集` > `プリファレンス`)。
4. `アドオン`タブを選択します。
5. `インストール...`ボタンをクリックします。
6. 先ほどダウンロードした `.zip` ファイルを選択し、`アドオンのインストール`をクリックします。
7. 新しく追加された`インポート-エクスポート: PSK/PSA Importer/Exporter`アドオンを有効にします。
# 使用方法
## PSKのエクスポート
1. エクスポートするアーマチュア オブジェクトを選択します。
2. `ファイル` > `エクスポート` > `Unreal PSK (.psk)`に移動します.
3. ファイル名を入力して`エクスポート`をクリックします.
## PSK/PSKXのインポート
1. `ファイル` > `インポート` > `Unreal PSK (.psk/.pskx)`に移動します.
2. インポートしたい PSK ファイルを選択し、`インポート`をクリックします。
## PSAのエクスポート
1. エクスポートするアーマチュア オブジェクトを選択します。
2. `ファイル` > `エクスポート` > `Unreal PSA (.psa)`に移動します.
3. ファイル名を入力し、`エクスポート`をクリックします。
## PSAのインポート
1. アニメーションを読み込みたいアーマチュアを選択します。
2. `ファイル` > `インポート` > `Unreal PSA (.psa)`に移動します。
3. アニメーションのインポート元となる PSA ファイルを選択します.
4. インポートしたいアニメーションを選択し、`インポート`をクリックします。
> アーマチュアに適用されたインポートされたアクションを確認するには、[ドープ シート](https://docs.blender.org/manual/ja/latest/editors/dope_sheet/introduction.html) エディタまたは [ノンリニアアニメーション](https://docs.blender.org/manual/ja/latest/editors/nla/introduction.html) エディタを使用する必要があります。
## ローカライゼーション
現在、次の言語がサポートされています。
| 言語 | 地位 | 方法 |
|-|-|-|
| 英語 (English) | ✅️ | 🧑 |
| 日本語 | ✅️ | 🤖 |
翻訳に問題がある場合は、お気軽に [Weblate](https://weblate.darklightgames.com/projects/io_scene_psk_psa/) に修正を送信してください。
自分の母国語に対するサポートの追加をご希望の場合は、[問題を報告して](http://github.com/DarklightGames/io_scene_psk_psa/issues)ください。
# FAQ
## PSA をインポートした後にアニメーションが表示されないのはなぜですか?
PSA アニメーションをインポートしても、アクションはアーマチュアに自動的に適用されません。これは、PSA には複数のシーケンスをインポートできるため、また、インポーターが必要のないときにシーンを変更するのは悪い形式であるためです。
PSA インポーターは、PSA 内の選択されたシーケンスごとに[アクション](https://docs.blender.org/manual/ja/latest/animation/actions.html)を作成します。これらのアクションは、[アクション エディター](https://docs.blender.org/manual/ja/latest/editors/dope_sheet/action.html)または [NLA エディター](https://docs.blender.org/manual/ja/latest/editors/nla/index.html)を介してアーマチュアに適用できます。
## [UE Viewer](https://www.gildor.org/en/projects/umodel) から抽出した PSK をインポートすると、メッシュ面の法線が不正確になるのはなぜですか?
モデルのメッシュ法線を保持することがワークフローにとって重要な場合、UE Viewer から PSK ファイルをエクスポートすることはお勧めできません。これは、UE Viewer が元の[スムージング グループ](https://en.wikipedia.org/wiki/Smoothing_group)を再構築しようとしないためです。その結果、インポートされた PSK ファイルの法線は、Blender にインポートされたときに不正確になるため、手動で修正する必要があります。
回避策として、[glTF](https://en.wikipedia.org/wiki/GlTF) 形式は明示的な法線をサポートしており、UE Viewer はエクスポート時にメッシュ法線を正しく保存できるため、代わりに UE Viewer から glTF メッシュをエクスポートすることをお勧めします。ただし、インポートされた glTF アーマチュアは、Blender にインポートされたときにボーンの方向が間違っている可能性があります。これを軽減するには、PSK のアーマチュアと glTF のメッシュを組み合わせて最良の結果を得ることができます。

View File

@@ -1,40 +1,82 @@
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).
[![Blender](https://img.shields.io/badge/Blender->=2.9-blue?logo=blender&logoColor=white)](https://www.blender.org/download/ "Download Blender")
[![GitHub release](https://img.shields.io/github/release/DarklightGames/io_scene_psk_psa?include_prereleases=&sort=semver&color=blue)](https://github.com/DarklightGames/io_scene_psk_psa/releases/)
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/L4L3853VR)
This Blender addon allows you to import and export meshes and animations to and from the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats) used in many versions of the Unreal Engine.
# Compatibility
| Blender Version | Addon Version | Long Term Support |
|--------------------------------------------------------------|--------------------------------------------------------------------------------|-------------------|
| 4.0+ | [latest](https://github.com/DarklightGames/io_scene_psk_psa/releases/latest) | TBD |
| [3.4 - 3.6](https://www.blender.org/download/lts/3-6/) | [5.0.5](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/5.0.5) | ✅️ June 2025 |
| [2.93 - 3.3](https://www.blender.org/download/releases/3-3/) | [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0) | ✅️ September 2024 |
Bug fixes will be issued for legacy addon versions that are under [Blender's LTS maintenance period](https://www.blender.org/download/lts/). Once the LTS period has ended, legacy addon versions will no longer be supported by the maintainers of this repository, although we will accept pull requests for bug fixes.
# Features
* Full PSK/PSA import and export capabilities.
* Non-standard file section data is supported for import only (vertex normals, extra UV channels, vertex colors, shape keys).
* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files.
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export.
* Specific bone collections can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers).
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html) or NLA track strips, allowing direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* Manual re-ordering of material slots when exporting multiple mesh objects.
# Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
2. Open Blender 2.80 or later.
3. Navigate to the Blender Preferences (Edit > Preferences).
4. Select the "Add-ons" tab.
5. Click the "Install..." button.
6. Select the .zip file that you downloaded earlier and click "Install Add-on".
7. Enable the newly added "Import-Export: PSK/PSA Importer/Exporter" addon.
2. Open Blender 4.0.0 or later.
3. Navigate to the Blender Preferences (`Edit` > `Preferences`).
4. Select the `Add-ons` tab.
5. Click the `Install...` button.
6. Select the .zip file that you downloaded earlier and click `Install Add-on`.
7. Enable the newly added `Import-Export: PSK/PSA Importer/Exporter` addon.
# Usage
## Exporting a PSK
1. Select the mesh objects you wish to export.
3. Navigate to File > Export > Unreal PSK (.psk)
4. Enter the file name and click "Export".
2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`.
3. Enter the file name and click `Export`.
## Importing a PSK
1. Navigate to File > Import > Unreal PSK (.psk)
2. Select the PSK file you want to import and click "Import"
## Importing a PSK/PSKX
1. Navigate to `File` > `Import` > `Unreal PSK (.psk/.pskx)`.
2. Select the PSK file you want to import and click `Import`.
## Exporting a PSA
1. Select the armature objects you wish to export.
2. Navigate to File > Export > Unreal PSA (.psa)
3. Enter the file name and click "Export".
2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`.
3. Enter the file name and click `Export`.
## Importing a PSA
1. Select the armature object that you wish you import actions to.
2. Navigate to the Object Data Properties tab of the Properties editor.
3. Navigate to the PSA Import panel.
4. Click "Select PSA File".
5. Select the PSA file that you want to import animations from and click "Select".
6. In the Actions box, select which animations you want to import.
7. Click "Import".
1. Select an armature that you want import animations for.
2. Navigate to `File` > `Import` > `Unreal PSA (.psa)`.
3. Select the PSA file you want to import.
4. Select the sequences that you want to import and click `Import`.
> Note that in order to see the imported actions applied to your armature, you must use the [Dope Sheet](https://docs.blender.org/manual/en/latest/editors/dope_sheet/introduction.html) or [Nonlinear Animation](https://docs.blender.org/manual/en/latest/editors/nla/introduction.html) editors.
## Localization
The following languages are currently supported:
| Language | Status | Method |
|----------------|--------|--------|
| English | ✅️ | 🧑 |
| Japanese (日本語) | ✅️ | 🤖 |
If you notice any issues with the translations, please feel free to submit a correction on [Weblate](https://weblate.darklightgames.com/projects/io_scene_psk_psa/).
If you would like to see support add for your own native language, please [open an issue](http://github.com/DarklightGames/io_scene_psk_psa/issues) and we will consider adding it.
# FAQ
## Why can't I see the animations imported from my PSA?
Simply importing an animation into the scene will not automatically apply the action to the armature. This is in part because a PSA can have multiple sequences imported from it, and also that it's generally bad form for importers to modify the scene when they don't need to.
The PSA importer creates [Actions](https://docs.blender.org/manual/en/latest/animation/actions.html) for each of the selected sequences in the PSA. These actions can be applied to your armature via the [Action Editor](https://docs.blender.org/manual/en/latest/editors/dope_sheet/action.html) or [NLA Editor](https://docs.blender.org/manual/en/latest/editors/nla/index.html).
## 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.
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.

41
build.py Normal file
View File

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

View File

@@ -1,90 +1,158 @@
from bpy.app.handlers import persistent
bl_info = {
"name": "PSK/PSA Importer/Exporter",
"author": "Colin Basnett",
"version": (1, 2, 0),
"blender": (2, 80, 0),
# "location": "File > Export > PSK Export (.psk)",
"description": "PSK/PSA Import/Export (.psk/.psa)",
"warning": "",
"doc_url": "https://github.com/DarklightGames/io_scene_psk_psa",
"tracker_url": "https://github.com/DarklightGames/io_scene_psk_psa/issues",
"category": "Import-Export"
'name': 'PSK/PSA Importer/Exporter',
'author': 'Colin Basnett, Yurii Ti',
'version': (6, 2, 0),
'blender': (4, 0, 0),
'description': 'PSK/PSA Import/Export (.psk/.psa)',
'warning': '',
'doc_url': 'https://github.com/DarklightGames/io_scene_psk_psa',
'tracker_url': 'https://github.com/DarklightGames/io_scene_psk_psa/issues',
'category': 'Import-Export'
}
if 'bpy' in locals():
import importlib
importlib.reload(psx_data)
importlib.reload(psx_helpers)
importlib.reload(psx_types)
importlib.reload(psx_i18n)
importlib.reload(psk_data)
importlib.reload(psk_builder)
importlib.reload(psk_exporter)
importlib.reload(psk_importer)
importlib.reload(psk_reader)
importlib.reload(psk_writer)
importlib.reload(psk_builder)
importlib.reload(psk_importer)
importlib.reload(psk_properties)
importlib.reload(psk_ui)
importlib.reload(psk_export_properties)
importlib.reload(psk_export_operators)
importlib.reload(psk_export_ui)
importlib.reload(psk_import_operators)
importlib.reload(psa_data)
importlib.reload(psa_builder)
importlib.reload(psa_exporter)
importlib.reload(psa_config)
importlib.reload(psa_reader)
importlib.reload(psa_writer)
importlib.reload(psa_builder)
importlib.reload(psa_importer)
importlib.reload(psa_export_properties)
importlib.reload(psa_export_operators)
importlib.reload(psa_export_ui)
importlib.reload(psa_import_properties)
importlib.reload(psa_import_operators)
importlib.reload(psa_import_ui)
else:
# if i remove this line, it can be enabled just fine
from . import data as psx_data
from . import helpers as psx_helpers
from . import types as psx_types
from . import i18n as psx_i18n
from .psk import data as psk_data
from .psk import builder as psk_builder
from .psk import exporter as psk_exporter
from .psk import reader as psk_reader
from .psk import writer as psk_writer
from .psk import builder as psk_builder
from .psk import importer as psk_importer
from .psa import data as psa_data
from .psa import builder as psa_builder
from .psa import exporter as psa_exporter
from .psa import reader as psa_reader
from .psa import importer as psa_importer
from .psk import properties as psk_properties
from .psk import ui as psk_ui
from .psk.export import properties as psk_export_properties
from .psk.export import operators as psk_export_operators
from .psk.export import ui as psk_export_ui
from .psk.import_ import operators as psk_import_operators
from .psa import data as psa_data
from .psa import config as psa_config
from .psa import reader as psa_reader
from .psa import writer as psa_writer
from .psa import builder as psa_builder
from .psa import importer as psa_importer
from .psa.export import properties as psa_export_properties
from .psa.export import operators as psa_export_operators
from .psa.export import ui as psa_export_ui
from .psa.import_ import properties as psa_import_properties
from .psa.import_ import operators as psa_import_operators
from .psa.import_ import ui as psa_import_ui
import bpy
from bpy.props import PointerProperty
classes = psx_types.__classes__ + \
psk_importer.__classes__ + \
psk_exporter.__classes__ + \
psa_exporter.__classes__ + \
psa_importer.__classes__
classes = psx_types.classes +\
psk_properties.classes +\
psk_ui.classes +\
psk_import_operators.classes +\
psk_export_properties.classes +\
psk_export_operators.classes +\
psk_export_ui.classes + \
psa_export_properties.classes +\
psa_export_operators.classes +\
psa_export_ui.classes + \
psa_import_properties.classes +\
psa_import_operators.classes +\
psa_import_ui.classes
def psk_export_menu_func(self, context):
self.layout.operator(psk_exporter.PskExportOperator.bl_idname, text='Unreal PSK (.psk)')
self.layout.operator(psk_export_operators.PSK_OT_export.bl_idname, text='Unreal PSK (.psk)')
def psk_import_menu_func(self, context):
self.layout.operator(psk_importer.PskImportOperator.bl_idname, text='Unreal PSK (.psk)')
self.layout.operator(psk_import_operators.PSK_OT_import.bl_idname, text='Unreal PSK (.psk/.pskx)')
def psa_export_menu_func(self, context):
self.layout.operator(psa_exporter.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)')
self.layout.operator(psa_export_operators.PSA_OT_export.bl_idname, text='Unreal PSA (.psa)')
def psa_import_menu_func(self, context):
self.layout.operator(psa_import_operators.PSA_OT_import.bl_idname, text='Unreal PSA (.psa)')
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(psk_export_menu_func)
bpy.types.TOPBAR_MT_file_import.append(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func)
bpy.types.Scene.psa_import = PointerProperty(type=psa_importer.PsaImportPropertyGroup)
bpy.types.Scene.psa_export = PointerProperty(type=psa_exporter.PsaExportPropertyGroup)
bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup)
bpy.types.TOPBAR_MT_file_import.append(psa_import_menu_func)
bpy.types.Material.psk = PointerProperty(type=psk_properties.PSX_PG_material)
bpy.types.Scene.psa_import = PointerProperty(type=psa_import_properties.PSA_PG_import)
bpy.types.Scene.psa_export = PointerProperty(type=psa_export_properties.PSA_PG_export)
bpy.types.Scene.psk_export = PointerProperty(type=psk_export_properties.PSK_PG_export)
bpy.types.Action.psa_export = PointerProperty(type=psx_types.PSX_PG_action_export)
bpy.app.translations.register(__name__, psx_i18n.langs)
def unregister():
del bpy.types.Scene.psa_export
bpy.app.translations.unregister(__name__)
del bpy.types.Material.psk
del bpy.types.Scene.psa_import
del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_export
del bpy.types.Action.psa_export
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_export.remove(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psa_import_menu_func)
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == '__main__':
register()
@persistent
def load_handler(dummy):
# Convert old `psa_sequence_fps` property to new `psa_export.fps` property.
# This is only needed for backwards compatibility with files that may have used older versions of the addon.
for action in bpy.data.actions:
if 'psa_sequence_fps' in action:
action.psa_export.fps = action['psa_sequence_fps']
del action['psa_sequence_fps']
bpy.app.handlers.load_post.append(load_handler)

View File

@@ -1,4 +1,43 @@
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):
@@ -16,6 +55,10 @@ class Vector3(Structure):
def __repr__(self):
return repr(tuple(self))
@classmethod
def zero(cls):
return Vector3(0, 0, 0)
class Quaternion(Structure):
_fields_ = [
@@ -34,6 +77,10 @@ class Quaternion(Structure):
def __repr__(self):
return repr(tuple(self))
@classmethod
def identity(cls):
return Quaternion(0, 0, 0, 1)
class Section(Structure):
_fields_ = [

View File

@@ -1,61 +1,176 @@
from typing import List
import re
import typing
from typing import List, Iterable
import addon_utils
import bpy.types
from bpy.types import NlaStrip, Object, AnimData
def populate_bone_group_list(armature_object, bone_group_list):
bone_group_list.clear()
def rgb_to_srgb(c: float):
if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
else:
return 12.92 * c
item = bone_group_list.add()
item.name = '(unassigned)'
def get_nla_strips_in_frame_range(animation_data: AnimData, frame_min: float, frame_max: float) -> 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_collection_list(armature_object: Object, bone_collection_list: bpy.props.CollectionProperty) -> None:
'''
Updates the bone collections collection.
Bone collection selections are preserved between updates unless none of the groups were previously selected;
otherwise, all collections are selected by default.
'''
has_selected_collections = any([g.is_selected for g in bone_collection_list])
unassigned_collection_is_selected, selected_assigned_collection_names = True, []
if armature_object is None:
return
if has_selected_collections:
# 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_collection_idx, unassigned_collection_is_selected = next(iter([
(i, g.is_selected) for i, g in enumerate(bone_collection_list) if g.index == -1]), (-1, False))
selected_assigned_collection_names = [
g.name for i, g in enumerate(bone_collection_list) if i != unassigned_collection_idx and g.is_selected]
bone_collection_list.clear()
armature = armature_object.data
if armature is None:
return
item = bone_collection_list.add()
item.name = bpy.app.translations.pgettext_iface('Unassigned')
item.index = -1
item.is_selected = True
# Count the number of bones without an assigned bone collection
item.count = sum(map(lambda bone: 1 if len(bone.collections) == 0 else 0, armature.bones))
item.is_selected = unassigned_collection_is_selected
if armature_object and armature_object.pose:
for bone_group_index, bone_group in enumerate(armature_object.pose.bone_groups):
item = bone_group_list.add()
item.name = bone_group.name
item.index = bone_group_index
item.is_selected = True
for bone_collection_index, bone_collection in enumerate(armature.collections):
item = bone_collection_list.add()
item.name = bone_collection.name
item.index = bone_collection_index
item.count = len(bone_collection.bones)
item.is_selected = bone_collection.name in selected_assigned_collection_names if has_selected_collections else True
def add_bone_groups_to_layout(layout):
pass
def check_bone_names(bone_names: Iterable[str]):
pattern = re.compile(r'^[a-zA-Z\d_\- ]+$')
invalid_bone_names = [x for x in bone_names if pattern.match(x) is None]
if len(invalid_bone_names) > 0:
message = bpy.app.translations.pgettext_iface(
'The following bone names are invalid: {invalid_bone_names}.\n'
'Bone names must only contain letters, numbers, spaces, hyphens and underscores.\n'
'You can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings'
)
raise RuntimeError(message.format(invalid_bone_names=str(invalid_bone_names)))
def get_export_bone_indices_for_bone_groups(armature_object, bone_group_indices: List[int]) -> List[int]:
"""
Returns a sorted list of bone indices that should be exported for the given bone groups.
def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_collection_indices: List[int]) -> List[str]:
'''
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone collections.
Note that the ancestors of bones within the bone groups will also be present in the returned list.
Note that the ancestors of bones within the bone collections will also be present in the returned list.
:param armature_object: Blender object with type 'ARMATURE'
:param bone_group_indices: List of bone group indices to be exported.
:param bone_filter_mode: One of ['ALL', 'BONE_COLLECTIONS']
:param bone_collection_indices: List of bone collection indices to be exported.
:return: A sorted list of bone indices that should be exported.
"""
'''
if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied')
bones = armature_object.data.bones
pose_bones = armature_object.pose.bones
armature_data = typing.cast(bpy.types.Armature, armature_object.data)
bones = armature_data.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 = []
is_exporting_none_bone_groups = -1 in bone_group_indices
for bone_index, pose_bone in enumerate(pose_bones):
if (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):
bone_index_stack.append(bone_index)
is_exporting_unassigned_bone_collections = -1 in bone_collection_indices
bone_collections = list(armature_data.collections)
for bone_index, bone in enumerate(bones):
# Check if this bone is in any of the collections in the bone collection indices list.
this_bone_collection_indices = set(bone_collections.index(x) for x in bone.collections)
is_in_exported_bone_collections = len(set(bone_collection_indices).intersection(this_bone_collection_indices)) > 0
if bone_filter_mode == 'ALL' or \
(len(bone.collections) == 0 and is_exporting_unassigned_bone_collections) or \
is_in_exported_bone_collections:
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
# those ancestor bone indices are also in the list.
bone_indices = set()
bone_indices = dict()
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]
if bone.parent is not None:
parent_bone_index = bone_names.index(bone.parent.name)
if parent_bone_index not in bone_indices:
bone_index_stack.append(parent_bone_index)
bone_indices.add(bone_index)
bone_index_stack.append((parent_bone_index, 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 an
# 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:
message = bpy.app.translations.pgettext_iface('Root bone "{root_bone_name}" was included because {bone_name} was marked for export')
message = message.format(root_bone_name=root_bone_name, bone_name=bone_name)
print(message)
break
bone_name = instigator_bone_name
message = bpy.app.translations.pgettext_iface(
'Exported bone hierarchy must have a single root bone.\n'
'The bone hierarchy marked for export has {root_bone_count} root bones: {root_bone_names}.\n'
'Additional debugging information has been written to the console.'
)
raise RuntimeError(message.format(root_bone_count=len(root_bones), root_bone_names=str(root_bone_names)))
return bone_names
def is_bdk_addon_loaded():
return addon_utils.check('bdk_addon')[1]

216
io_scene_psk_psa/i18n.py Normal file
View File

@@ -0,0 +1,216 @@
langs = {'ja': {('*', 'Action Metadata'): 'アクションメタデータ',
('*', 'Additional data will be written to the properties of the Action (e.g., frame rate)'): 'アクションのプロパティに追加データが書き込まれます '
'(フレームレートなど)',
('*', 'All bones will be exported'): 'すべてのボーンがエクスポートされます',
('*', 'All selected meshes must have the same armature modifier, encountered {count} ({names})'): '選択したすべてのメッシュには同じアーマチュア修飾子が必要です。検出されたアーマチュア修飾子は '
'{count} '
'({names})',
('*', 'An armature must be selected'): 'アーマチュアを選択する必要があります',
('*', 'An armature object must be supplied'): 'アーマチュアオブジェクトを指定する必要があります',
('*', 'Assign each imported action a fake user so that the data block is always saved'): 'インポートされた各アクションにフェイクユーザーを割り当てて、データブロックが常に保存されるようにします',
('*', 'At least one bone must be marked for export'): '少なくとも 1 '
'つのボーンをエクスポート対象としてマークする必要があります',
('*', 'At least one mesh must be selected'): '少なくとも 1 '
'つのメッシュを選択する必要があります',
('*', 'Bone Collections'): 'ボーンコレクション',
('*', 'Bone Filter'): 'ボーンフィルター',
('*', 'Bone Length'): 'ボーンの長さ',
('*', 'Bone Name Mapping'): 'ボーン名マッピング',
('*', 'Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'ボーン名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Bone names must match exactly'): 'ボーン名は正確に一致する必要があります',
('*', 'Bone names restrictions will be enforced. Note that bone names without properly formatted names may not be able to be referenced by some versions of the Unreal Engine'): 'ボーン名の制限が適用されます。ボーン名が正しくフォーマットされていないと、Unreal '
'Engine '
'のバージョンによっては参照できない場合があることに注意してください',
('*', 'Bones'): 'ボーンズ',
('*', "Bones names must match, ignoring case (e.g., the PSA bone 'aBcDeF' can be mapped to the armature bone 'ABCDEF')"): 'ボーンの名前は大文字と小文字を区別しないで一致する必要があります '
'(例:PSAボーン '
"'abcDef' "
'はアーマチュアボーン '
"'ABCDEF' "
'にマッピングできます)',
('*', 'Case Insensitive'): '大文字と小文字を区別しない',
('*', 'Compression Ratio'): '圧縮率',
('*', 'Context'): 'コンテキスト',
('*', 'Convert keyframes to read-only samples. Recommended if you do not plan on editing the actions directly'): 'キーフレームを読み取り専用サンプルに変換します。アクションを直接編集する予定がない場合におすすめです',
('*', 'Convert to Samples'): 'サンプルに変換',
('*', 'Custom FPS'): 'カスタムFPS',
('*', 'Deselect All'): 'すべて選択解除',
('*', 'Deselect all bone collections'): 'すべてのボーンコレクションを選択解除',
('*', 'Deselect all visible sequences'): '表示されているシーケンスをすべて選択解除',
('*', 'Discarded {count} invalid face(s)'): '{count}個の無効なフェースが廃棄されました',
('*', 'Duplicate action: {action_name}'): 'アクションが重複しています:{action_name}',
('*', 'Each sequence name should be on a new line'): '各シーケンス名は新しい行にする必要があります',
('*', 'Enforce Bone Name Restrictions'): 'ボーン名制限を強制',
('*', 'Enforce that bone names must only contain letters, numbers, spaces, hyphens and underscores.\n\nDepending on the engine, improper bone names might not be referenced correctly by scripts'): 'ボーン名には文字、数字、スペース、ハイフン、アンダースコアのみを含めるようにしてください。\n'
'\n'
'エンジンによっては、不適切なボーン名がスクリプトで正しく参照されない場合があります',
('*', 'Exact'): '正確',
('*', 'Export'): 'エクスポート',
('*', 'Export actions to PSA'): 'アクションをPSAにエクスポート',
('*', 'Export mesh and armature to PSK'): 'メッシュとアーマチュアを PSK にエクスポート',
('*', 'Exported bone hierarchy must have a single root bone.\nThe bone hierarchy marked for export has {root_bone_count} root bones: {root_bone_names}.\nAdditional debugging information has been written to the console.'): 'エクスポートされたボーン階層にはルートボーンが '
'1 '
'つ必要です。\n'
'エクスポート対象としてマークされたボーン階層には '
'{root_bone_count} '
'個のルートボーン '
'({root_bone_names}) '
'があります。\n'
'追加のデバッグ情報がコンソールに書き込まれました。',
('*', 'Extra UVs'): '追加のUV',
('*', 'FPS Source'): 'FPSソース',
('*', 'Failed to read PSA config file: {error}'): 'PSA構成ファイルを読み込めませんでした:{error}',
('*', 'Fake User'): 'フェイクユーザー',
('*', 'File Path'): 'ファイルパス',
('*', 'File path used for exporting the PSA file'): 'PSAファイルのエクスポートに使用するファイルパス',
('*', 'File path used for exporting the PSK file'): 'PSKファイルのエクスポートに使用するファイルパス',
('*', 'File path used for importing the PSA file'): 'PSAファイルのインポートに使用するファイルパス',
('*', 'Filter by Name'): '名前で絞り込む',
('*', 'Filter using regular expressions'): '正規表現を使用してフィルタリングする',
('*', 'Flags'): '国旗',
('*', "If an action with a matching name already exists, the existing action will have it's data overwritten instead of a new action being created"): '一致する名前のアクションが既に存在する場合、新しいアクションが作成されるのではなく、既存のアクションのデータが上書きされます',
('*', 'Import'): 'インポート',
('*', 'Import Extra UVs'): '追加のUVをインポート',
('*', 'Import Shape Keys'): 'シェイプキーをインポート',
('*', 'Import Vertex Colors'): '頂点カラーをインポート',
('*', 'Import Vertex Normals'): '頂点法線をインポート',
('*', 'Import extra UVs, if available'): '追加の UV (可能な場合) をインポートする',
('*', 'Import shape keys, if available'): 'シェイプキーをインポートする (可能な場合)',
('*', 'Import the selected animations into the scene as actions'): '選択したアニメーションをアクションとしてシーンにインポートします',
('*', 'Import vertex colors, if available'): '頂点カラーをインポート (可能な場合)',
('*', 'Import vertex normals, if available'): '頂点法線 (可能な場合) をインポートする',
('*', 'Imported {action_count} action(s)'): 'インポートされた{action_count}アクション',
('*', 'Imported {action_count} action(s) with {warning_count} warning(s)'): '{action_count}個のアクションが{warning_count}個の警告付きでインポートされました',
('*', 'Invalid FPS source: {fps_source}'): 'FPSソースが無効です:{fps_source}',
('*', 'Invert filtering (show hidden items, and vice versa)'): '反転フィルタリング '
'(隠しアイテムを表示、その逆)',
('*', 'Keyframe Quota'): 'キーフレームクォータ',
('*', 'Load a PSK file'): 'PSKファイルを読み込む',
('*', 'Material name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'マテリアル名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Material slot cannot be empty (index {index})'): 'マテリアルスロットを空にすることはできません '
'(インデックス{index})',
('*', 'Materials'): 'マテリアル',
('*', 'Mesh "{object_name}" must have at least one material'): 'メッシュ「{object_name}」には少なくとも1つのマテリアルが必要です',
('*', 'Mesh "{object_name}" must have only one armature modifier'): 'メッシュ「{object_name}」にはアーマチュアモディファイヤが '
'1 '
'つだけ必要です',
('*', 'Metadata'): 'メタデータ',
('*', 'Modulate'): '変調する',
('*', 'Move the selected material down one slot'): '選択したマテリアルを1スロット下に移動',
('*', 'Move the selected material up one slot'): '選択したマテリアルを1つ上のスロットに移動',
('*', 'NLA Track'): 'NLAトラック',
('*', 'NLA Track Index'): 'NLAトラックインデックス',
('*', 'NLA Track Strips'): 'NLAトラックストリップ',
('*', 'No NLA track strips were selected for export'): 'エクスポート対象のNLAトラックストリップが選択されていません',
('*', 'No Smooth'): 'スムーズなし',
('*', 'No actions were selected for export'): 'エクスポートするアクションが選択されていません',
('*', 'No animation data for object "{name}"'): 'オブジェクト「{name}」のアニメーションデータはありません',
('*', 'No bones available for export'): 'エクスポートできるボーンはありません',
('*', 'No modifiers will be evaluated as part of the exported mesh'): 'エクスポートされたメッシュの一部として評価されるモディファイヤはありません',
('*', 'No sequences selected'): 'シーケンスが選択されていません',
('*', 'No text block selected'): 'テキストブロックが選択されていません',
('*', 'No timeline markers were selected for export'): 'エクスポートするタイムラインマーカーが選択されていません',
('*', 'Normal Two-Sided'): 'ノーマル両面',
('*', 'Nothing to import'): 'インポートするものはありません',
('*', 'Number of bones ({bone_count}) exceeds limit of {MAX_BONE_COUNT}'): 'ボーンの数({bone_count})が{MAX_BONE_COUNT}の制限を超えています',
('*', 'Number of materials ({material_count}) exceeds limit of {MAX_MATERIAL_COUNT}'): 'マテリアルの数({material_count})が{MAX_MATERIAL_COUNT}の制限を超えています',
('*', 'Number of wedges ({wedge_count}) exceeds limit of {MAX_WEDGE_COUNT}'): 'ウェッジの数({wedge_count})が{MAX_WEDGE_COUNT}の制限を超えています',
('*', 'Numbers of vertices ({point_count}) exceeds limit of {MAX_POINT_COUNT}'): '頂点の数({point_count})が{MAX_POINT_COUNT}の制限を超えています',
('*', 'Only Show Selected'): '選択したものだけを表示',
('*', 'Only bones belonging to the selected bone collections and their ancestors will be exported'): '選択したボーンコレクションに属するボーンとその祖先だけがエクスポートされます',
('*', "Only show items matching this name (use '*' as wildcard)"): 'この名前に一致するアイテムのみを表示 '
'(ワイルドカードとして「*」を使用)',
('*', 'Only show selected sequences'): '選択したシーケンスのみを表示',
('*', 'Override Animation Data'): 'アニメーションデータをオーバーライドする',
('*', 'PSA Export'): 'PSAエクスポート',
('*', 'PSA bone {bone_index} ({bone_name}) could not be mapped to armature bone {armature_bone_index} ({armature_bone_name}) because the armature bone is already mapped to PSA bone {mapped_psa_bone_index} ({mapped_psa_bone_name})'): 'アーマチュアボーンは既に '
'PSA '
'ボーン{mapped_psa_bone_index}({mapped_psa_bone_name})にマップされているため、PSA '
'ボーン{bone_index}({bone_name})をアーマチュアボーン{armature_bone_index}({mapped_psa_bone_name})にマッピングできませんでした',
('*', 'PSA export successful'): 'PSAのエクスポートが成功しました',
('*', 'PSK Material'): 'PSKマテリアル',
('*', 'PSK export successful'): 'PSKのエクスポートが成功しました',
('*', 'PSK export successful with {warning_count} warnings'): 'PSKエクスポートは成功しましたが、警告が{warning_count}件ありました',
('*', 'PSK imported ({name})'): 'PSKがインポートされました ({name})',
('*', 'PSK imported with {count} warning(s)'): 'PSKをインポートすると{count}つの警告が発生しました',
('*', 'PSK/PSA Import/Export (.psk/.psa)'): 'PSK/PSA インポート/エクスポート '
'(.psk/.psa)',
('*', 'PSK/PSA Importer/Exporter'): 'PSK/PSA インポーター/エクスポーター',
('*', 'Prefix Action Name'): 'プレフィックスアクション名',
('*', 'Raw Mesh Data'): '未加工メッシュデータ',
('*', 'Regular Expression'): '正規表現',
('*', 'RemoveTracks'): 'RemoveTracks',
('*', 'Reversed'): '逆転しました',
('*', 'Root Motion'): 'ルートモーション',
('*', 'Root bone "{root_bone_name}" was included because {bone_name} was marked for export'): 'ルートボーン「{root_bone_name}」が含まれたのは、「{bone_name}」がエクスポート対象としてマークされているためです',
('*', 'Select All'): 'すべて選択',
('*', 'Select By Text List'): 'テキストリストで選択',
('*', 'Select a PSA file'): 'PSAファイルを選択',
('*', 'Select all bone collections'): 'すべてのボーンコレクションを選択',
('*', 'Select all visible sequences'): '表示されているシーケンスをすべて選択',
('*', 'Select sequences by name from text list'): 'テキストリストから名前でシーケンスを選択',
('*', 'Selected object "{object_name}" is not a mesh'): '選択したオブジェクト「{object_name}」はメッシュではありません',
('*', 'Selected object must be an Armature'): '選択したオブジェクトはアーマチュアでなければなりません',
('*', 'Selected {count} sequence(s)'): '選択した{count}シーケンス',
('*', 'Sequence'): 'シーケンス',
('*', 'Sequence name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage'): 'シーケンス名「{name}」には、Windows-1252 '
'コードページではエンコードできない文字が含まれています',
('*', 'Sequences'): 'シーケンス',
('*', 'Sequences are delineated by scene timeline markers'): 'シーケンスはシーンのタイムラインマーカーによって描かれます',
('*', 'Sequences are delineated by the start & end times of strips on the selected NLA track'): 'シーケンスは、選択した '
'NLA '
'トラックのストリップの開始時間と終了時間によって示されます',
('*', 'Sequences will be exported using actions'): 'シーケンスはアクションを使用してエクスポートされます',
('*', 'Shape Keys'): 'シェイプキー',
('*', 'Show actions that belong to an asset library'): 'アセットライブラリに属するアクションを表示',
('*', 'Show reversed sequences'): '逆のシーケンスを表示',
('*', 'Source'): 'ソース',
('*', 'Stash'): '保留',
('*', 'Stash each imported action as a strip on a new non-contributing NLA track'): 'インポートした各アクションを、コントリビューションされていない新しい '
'NLA '
'トラックにストリップとして保存する',
('*', 'The active object must be an armature'): 'アクティブオブジェクトはアーマチュアでなければなりません',
('*', "The armature '{armature_name}' is missing {count} bones that exist in the PSA:\n{missing_bone_names}"): 'アーマチュア「{armature_name}」にはPSAに存在する{count}個のボーンがありません:\n'
'{missing_bone_names}',
('*', 'The following bone names are invalid: {invalid_bone_names}.\nBone names must only contain letters, numbers, spaces, hyphens and underscores.\nYou can bypass this by disabling "Enforce Bone Name Restrictions" in the export settings.'): '次のボーン名は無効です:{invalid_bone_names}\n'
'ボーン名に使用できるのは、文字、数字、スペース、ハイフン、アンダースコアのみです。\n'
'エクスポート設定で「ボーン名制限を強制」を無効にすることで、これを回避できます',
('*', 'The frame rate of the exported sequence'): 'エクスポートされたシーケンスのフレームレート',
('*', 'The frame rate to which the imported sequences will be resampled to'): 'インポートしたシーケンスをリサンプリングするときのフレームレート',
('*', "The frame rate will be determined by action's FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used"): 'フレームレートは、PSAエクスポートのパネルにあるアクションのFPSプロパティによって決まります。\n'
'\n'
'シーケンスソースがタイムラインマーカーの場合、関連するすべてのアクションのうち最も低い値が使用されます',
('*', 'The keyframe sampling ratio of the exported sequence.\n\nA compression ratio of 1.0 will export all frames, while a compression ratio of 0.5 will export half of the frames'): 'エクスポートされたシーケンスのキーフレームサンプリング比。\n'
'\n'
'圧縮率が1.0の場合はすべてのフレームがエクスポートされ、圧縮率が0.5の場合はフレームの半分がエクスポートされます',
('*', 'The method by which bones from the PSA file are mapped to the bones of the armature'): 'PSAファイルのボーンをアーマチュアのボーンにマッピングする方法',
('*', 'The minimum number of keyframes to be exported'): 'エクスポートするキーフレームの最小数',
('*', 'The selected object must be an armature'): '選択したオブジェクトはアーマチュアでなければなりません',
('*', 'The sequence frame rate matches the original frame rate'): 'シーケンスのフレームレートは元のフレームレートと一致します',
('*', 'The sequence is resampled to a custom frame rate'): 'シーケンスはカスタムフレームレートにリサンプリングされます',
('*', 'The sequence is resampled to the frame rate of the scene'): 'シーケンスはシーンのフレームレートに合わせてリサンプリングされます',
('*', 'The source vertex color space'): 'ソース頂点カラースペース',
('*', 'Translucent'): '半透明',
('*', 'Triangle Bit Flags'): 'トライアングルビットフラグ',
('*', 'Triangle Type'): 'トライアングルタイプ',
('*', 'Unhandled section "{section_name}" at position {position}'): '{position}の位置にある未処理のセクション「{section_name}',
('*', 'Unhandled sequence source: {sequence_source}'): '未処理のシーケンスソース:{sequence_source}',
('*', 'Unlit'): '明かりなし',
('*', 'Unreal PSA (.psa)'): 'アンリアルPSA (.psa)',
('*', 'Unreal PSK (.psk)'): 'アンリアルPSK (.psk)',
('*', 'Unreal PSK (.psk/.pskx)'): 'アンリアルPSK (.psk/.pskx)',
('*', 'Unrecognized wedge format'): '認識されないウェッジフォーマット',
('*', 'Use Config File'): '設定ファイルを使用',
('*', 'Use the .config file that is sometimes generated when the PSA file is exported from UEViewer. This file contains options that can be used to filter out certain bones tracks from the imported actions'): 'PSA '
'ファイルをUEViewerからエクスポートしたときに生成されることがある.configファイルを使用してください。このファイルには、インポートしたアクションから特定のボーントラックを除外するためのオプションが含まれています',
('*', 'Use the animation data from a different object instead of the selected object'): '選択したオブジェクトの代わりに別のオブジェクトのアニメーションデータを使用する',
('*', 'Vertex Color Space'): '頂点カラースペース',
('*', 'Vertex Colors'): '頂点カラー',
('*', 'Vertex Normals'): '頂点法線',
('*', 'When enabled, the root bone will be transformed as it appears in the scene.\n\nYou might want to disable this if you are exporting an animation for an armature that is attached to another object, such as a weapon or a shield'): '有効にすると、ルートボーンはシーンに表示されているとおりにトランスフォームされます。\n'
'\n'
'武器や盾など、別のオブジェクトにアタッチされているアーマチュアのアニメーションをエクスポートする場合は、これを無効にすると良いかもしれません',
('*', 'Write'): '書き込み',
('*', 'sRGBA'): 'sRGBA'}}

View File

@@ -1,153 +1,220 @@
from typing import Optional
import bpy.app.translations
from bpy.types import Armature, Bone, Action, PoseBone
from .data import *
from ..helpers import *
class PsaBuilderOptions(object):
class PsaBuildSequence:
class NlaState:
def __init__(self):
self.action: Optional[Action] = None
self.frame_start: int = 0
self.frame_end: int = 0
def __init__(self):
self.actions = []
self.bone_filter_mode = 'ALL'
self.bone_group_indices = []
self.name: str = ''
self.nla_state: PsaBuildSequence.NlaState = PsaBuildSequence.NlaState()
self.compression_ratio: float = 1.0
self.key_quota: int = 0
self.fps: float = 30.0
class PsaBuilder(object):
class PsaBuildOptions:
def __init__(self):
pass
self.animation_data: Optional[AnimData] = None
self.sequences: List[PsaBuildSequence] = []
self.bone_filter_mode: str = 'ALL'
self.bone_collection_indices: List[int] = []
self.should_enforce_bone_name_restrictions: bool = False
self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = ''
self.root_motion: bool = False
def build(self, context, options: PsaBuilderOptions) -> Psa:
object = context.view_layer.objects.active
if object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
def _get_pose_bone_location_and_rotation(pose_bone: PoseBone, armature_object: Object, options: PsaBuildOptions):
if pose_bone.parent is not None:
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:
# Get the bone's pose matrix, taking the armature object's world matrix into account.
pose_bone_matrix = armature_object.matrix_world @ pose_bone.matrix
else:
# Use the bind pose matrix for the root bone.
pose_bone_matrix = pose_bone.matrix
armature = object
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if armature.animation_data is None:
raise RuntimeError('No animation data for armature')
if pose_bone.parent is not None:
rotation.conjugate()
psa = Psa()
return location, rotation
bones = list(armature.data.bones)
# 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]
def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
active_object = context.view_layer.objects.active
bone_indices = list(range(len(bones)))
psa = Psa()
# If bone groups are specified, get only the bones that are in that specified bone groups and their ancestors.
if options.bone_filter_mode == 'BONE_GROUPS':
bone_indices = get_export_bone_indices_for_bone_groups(armature, options.bone_group_indices)
armature_object = active_object
armature_data = typing.cast(Armature, armature_object.data)
bones: List[Bone] = list(iter(armature_data.bones))
# 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]
# The order of the armature bones and the pose bones is not guaranteed to be the same.
# As a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones.
bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature_object.pose.bones]
pose_bones.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones]
if len(bones) == 0:
# No bones are going to be exported.
raise RuntimeError('No bones available for export')
# Get a list of all the bone indices and instigator bones for the bone filter settings.
export_bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_collection_indices)
bone_indices = [bone_names.index(x) for x in export_bone_names]
# Ensure that the exported hierarchy has a single root bone.
root_bones = [x for x in bones if x.parent is None]
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}')
# 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]
for pose_bone in bones:
psa_bone = Psa.Bone()
psa_bone.name = bytes(pose_bone.name, encoding='utf-8')
# No bones are going to be exported.
if len(bones) == 0:
raise RuntimeError('No bones available for export')
try:
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
# Check that all bone names are valid.
if options.should_enforce_bone_name_restrictions:
check_bone_names(map(lambda bone: bone.name, bones))
# Build list of PSA bones.
for bone in bones:
psa_bone = Psa.Bone()
if pose_bone.parent is not None:
rotation = pose_bone.matrix.to_quaternion()
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()
try:
psa_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError:
message = bpy.app.translations.pgettext_iface('Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(message.format(name=bone.name))
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
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 = 0
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
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:
armature_local_matrix = armature_object.matrix_local
location = armature_local_matrix @ bone.head
bone_rotation = bone.matrix.to_quaternion().conjugated()
local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation
rotation.conjugate()
psa.bones.append(psa_bone)
psa_bone.location.x = location.x
psa_bone.location.y = location.y
psa_bone.location.z = location.z
frame_start_index = 0
psa_bone.rotation.x = rotation.x
psa_bone.rotation.y = rotation.y
psa_bone.rotation.z = rotation.z
psa_bone.rotation.w = rotation.w
for action in options.actions:
if len(action.fcurves) == 0:
continue
psa.bones.append(psa_bone)
armature.animation_data.action = action
context.view_layer.update()
# Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in options.sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'
export_sequence.name = export_sequence.name.strip()
frame_min, frame_max = [int(x) for x in action.frame_range]
# Save the current action and frame so that we can restore the state once we are done.
saved_frame_current = context.scene.frame_current
saved_action = options.animation_data.action
sequence = Psa.Sequence()
sequence.name = bytes(action.name, encoding='utf-8')
sequence.frame_count = frame_max - frame_min + 1
sequence.frame_start_index = frame_start_index
sequence.fps = context.scene.render.fps
# Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0
frame_count = frame_max - frame_min + 1
context.window_manager.progress_begin(0, len(options.sequences))
for frame in range(frame_count):
context.scene.frame_set(frame_min + frame)
for export_sequence_index, export_sequence in enumerate(options.sequences):
# Link the action to the animation data and update view layer.
options.animation_data.action = export_sequence.nla_state.action
context.view_layer.update()
for pose_bone in pose_bones:
key = Psa.Key()
pose_bone_matrix = pose_bone.matrix
frame_start = export_sequence.nla_state.frame_start
frame_end = export_sequence.nla_state.frame_end
if pose_bone.parent is not None:
pose_bone_parent_matrix = pose_bone.parent.matrix
pose_bone_matrix = pose_bone_parent_matrix.inverted() @ pose_bone_matrix
# Calculate the frame step based on the compression factor.
frame_extents = abs(frame_end - frame_start)
frame_count_raw = frame_extents + 1
frame_count = max(export_sequence.key_quota, int(frame_count_raw * export_sequence.compression_ratio))
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
try:
frame_step = frame_extents / (frame_count - 1)
except ZeroDivisionError:
frame_step = 0.0
if pose_bone.parent is not None:
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
sequence_duration = frame_count_raw / export_sequence.fps
key.location.x = location.x
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
# If this is a reverse sequence, we need to reverse the frame step.
if frame_start > frame_end:
frame_step = -frame_step
psa.keys.append(key)
psa_sequence = Psa.Sequence()
try:
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
except UnicodeEncodeError:
message = bpy.app.translations.pgettext_iface('Sequence name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
message = message.format(name=export_sequence.name)
raise RuntimeError(message)
psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = frame_count / sequence_duration
psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
psa_sequence.key_reduction = 1.0
frame_start_index += 1
frame = float(frame_start)
sequence.bone_count = len(pose_bones)
sequence.track_time = frame_count
for _ in range(frame_count):
context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
psa.sequences[action.name] = sequence
for pose_bone in pose_bones:
location, rotation = _get_pose_bone_location_and_rotation(pose_bone, armature_object, options)
return psa
key = Psa.Key()
key.location.x = location.x
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 / psa_sequence.fps
psa.keys.append(key)
frame += frame_step
frame_start_index += frame_count
psa.sequences[export_sequence.name] = psa_sequence
context.window_manager.progress_update(export_sequence_index)
# Restore the previous action & frame.
options.animation_data.action = saved_action
context.scene.frame_set(saved_frame_current)
context.window_manager.progress_end()
return psa

View File

@@ -0,0 +1,78 @@
import re
from configparser import ConfigParser
from typing import Dict
from .reader import PsaReader
REMOVE_TRACK_LOCATION = (1 << 0)
REMOVE_TRACK_ROTATION = (1 << 1)
class PsaConfig:
def __init__(self):
self.sequence_bone_flags: Dict[str, Dict[int, int]] = dict()
def _load_config_file(file_path: str) -> ConfigParser:
"""
UEViewer exports a dialect of INI files that is not compatible with Python's ConfigParser.
Specifically, it allows values in this format:
[Section]
Key1
Key2
This is not allowed in Python's ConfigParser, which requires a '=' character after each key name.
To work around this, we'll modify the file to add the '=' character after each key name if it is missing.
"""
with open(file_path, 'r') as f:
lines = f.read().split('\n')
lines = [re.sub(r'^\s*(\w+)\s*$', r'\1=', line) for line in lines]
contents = '\n'.join(lines)
config = ConfigParser()
config.read_string(contents)
return config
def _get_bone_flags_from_value(value: str) -> int:
match value:
case 'all':
return REMOVE_TRACK_LOCATION | REMOVE_TRACK_ROTATION
case 'trans':
return REMOVE_TRACK_LOCATION
case 'rot':
return REMOVE_TRACK_ROTATION
case _:
return 0
def read_psa_config(psa_reader: PsaReader, file_path: str) -> PsaConfig:
psa_config = PsaConfig()
config = _load_config_file(file_path)
if config.has_section('RemoveTracks'):
for key, value in config.items('RemoveTracks'):
match = re.match(f'^(.+)\.(\d+)$', key)
sequence_name = match.group(1)
# Map the sequence name onto the actual sequence name in the PSA file.
try:
psa_sequence_names = list(psa_reader.sequences.keys())
lowercase_sequence_names = [sequence_name.lower() for sequence_name in psa_sequence_names]
sequence_name = psa_sequence_names[lowercase_sequence_names.index(sequence_name.lower())]
except ValueError:
# Sequence name is not in the PSA file.
continue
if sequence_name not in psa_config.sequence_bone_flags:
psa_config.sequence_bone_flags[sequence_name] = dict()
bone_index = int(match.group(2))
psa_config.sequence_bone_flags[sequence_name][bone_index] = _get_bone_flags_from_value(value)
return psa_config

View File

@@ -1,15 +1,16 @@
import typing
from typing import List
from collections import OrderedDict
from typing import List
from ..data import *
"""
'''
Note that keys are not stored within the Psa object.
Use the PsaReader::get_sequence_keys to get a the keys for a sequence.
"""
Use the PsaReader::get_sequence_keys to get the keys for a sequence.
'''
class Psa(object):
class Psa:
class Bone(Structure):
_fields_ = [
('name', c_char * 64),
@@ -59,5 +60,5 @@ class Psa(object):
def __init__(self):
self.bones: List[Psa.Bone] = []
self.sequences: typing.OrderedDict[Psa.Sequence] = OrderedDict()
self.sequences: typing.OrderedDict[str, Psa.Sequence] = OrderedDict()
self.keys: List[Psa.Key] = []

View File

View File

@@ -0,0 +1,550 @@
import re
from collections import Counter
from typing import List, Iterable, Dict, Tuple
import bpy
from bpy.props import StringProperty
from bpy.types import Context, Armature, Action, Object, AnimData, TimelineMarker
from bpy_extras.io_utils import ExportHelper
from bpy_types import Operator
from .properties import PSA_PG_export, PSA_PG_export_action_list_item, filter_sequences
from ..builder import build_psa, PsaBuildSequence, PsaBuildOptions
from ..writer import write_psa
from ...helpers import populate_bone_collection_list, get_nla_strips_in_frame_range
def is_action_for_armature(armature: Armature, action: Action):
if len(action.fcurves) == 0:
return False
bone_names = set([x.name for x in armature.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\[\"([^\"]+)\"](\[\"([^\"]+)\"])?', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
return False
def update_actions_and_timeline_markers(context: Context, armature: Armature):
pg = getattr(context.scene, 'psa_export')
# Clear actions and markers.
pg.action_list.clear()
pg.marker_list.clear()
# Get animation data.
animation_data_object = get_animation_data_object(context)
animation_data = animation_data_object.animation_data if animation_data_object else None
if animation_data is None:
return
# Populate actions list.
for action in bpy.data.actions:
if not is_action_for_armature(armature, action):
continue
if action.name != '' and not action.name.startswith('#'):
for (name, frame_start, frame_end) in get_sequences_from_action(action):
item = pg.action_list.add()
item.action = action
item.name = name
item.is_selected = False
item.is_pose_marker = False
item.frame_start = frame_start
item.frame_end = frame_end
# Pose markers are not guaranteed to be in frame-order, so make sure that they are.
pose_markers = sorted(action.pose_markers, key=lambda x: x.frame)
for pose_marker_index, pose_marker in enumerate(pose_markers):
if pose_marker.name.strip() == '' or pose_marker.name.startswith('#'):
continue
for (name, frame_start, frame_end) in get_sequences_from_action_pose_marker(action, pose_markers, pose_marker, pose_marker_index):
item = pg.action_list.add()
item.action = action
item.name = name
item.is_selected = False
item.is_pose_marker = True
item.frame_start = frame_start
item.frame_end = frame_end
# Populate timeline markers list.
marker_names = [x.name for x in context.scene.timeline_markers]
sequence_frame_ranges = get_timeline_marker_sequence_frame_ranges(animation_data, context, marker_names)
for marker_name in marker_names:
if marker_name not in sequence_frame_ranges:
continue
if marker_name.strip() == '' or marker_name.startswith('#'):
continue
frame_start, frame_end = sequence_frame_ranges[marker_name]
sequences = get_sequences_from_name_and_frame_range(marker_name, frame_start, frame_end)
for (sequence_name, frame_start, frame_end) in sequences:
item = pg.marker_list.add()
item.name = sequence_name
item.is_selected = False
item.frame_start = frame_start
item.frame_end = frame_end
def get_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float:
match fps_source:
case 'SCENE':
return context.scene.render.fps
case 'CUSTOM':
return fps_custom
case 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
return min([action.psa_export.fps for action in actions])
case _:
message = bpy.app.translations.pgettext_iface('Invalid FPS source: {fps_source}')
message = message.format(fps_source=fps_source)
raise RuntimeError(message)
def get_animation_data_object(context: Context) -> Object:
pg: PSA_PG_export = getattr(context.scene, 'psa_export')
active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
if pg.sequence_source != 'ACTIONS' and pg.should_override_animation_data:
animation_data_object = pg.animation_data_override
else:
animation_data_object = active_object
return animation_data_object
def is_bone_filter_mode_item_available(context, identifier):
if identifier == 'BONE_COLLECTIONS':
armature = context.active_object.data
if len(armature.collections) == 0:
return False
return True
def get_timeline_marker_sequence_frame_ranges(animation_data: AnimData, context: Context, marker_names: List[str]) -> Dict:
# Timeline markers need to be sorted so that we can determine the sequence start and end positions.
sequence_frame_ranges = dict()
sorted_timeline_markers = list(sorted(context.scene.timeline_markers, key=lambda x: x.frame))
sorted_timeline_marker_names = list(map(lambda x: x.name, sorted_timeline_markers))
for marker_name in marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_start = 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_end = 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_end = sorted_timeline_markers[next_marker_index].frame
nla_strips = get_nla_strips_in_frame_range(animation_data, marker.frame, frame_end)
if len(nla_strips) > 0:
frame_end = min(frame_end, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_start = max(frame_start, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_end = frame_start
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_end = max(frame_end, strip.frame_end)
if frame_start > frame_end:
continue
sequence_frame_ranges[marker_name] = int(frame_start), int(frame_end)
return sequence_frame_ranges
def get_sequences_from_name_and_frame_range(name: str, frame_start: int, frame_end: int) -> List[Tuple[str, int, int]]:
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, name)
if reversed_match:
forward_name = reversed_match.group(1)
backwards_name = reversed_match.group(2)
return [
(forward_name, frame_start, frame_end),
(backwards_name, frame_end, frame_start)
]
else:
return [(name, frame_start, frame_end)]
def get_sequences_from_action(action: Action) -> List[Tuple[str, int, int]]:
frame_start = int(action.frame_range[0])
frame_end = int(action.frame_range[1])
return get_sequences_from_name_and_frame_range(action.name, frame_start, frame_end)
def get_sequences_from_action_pose_marker(action: Action, pose_markers: List[TimelineMarker], pose_marker: TimelineMarker, pose_marker_index: int) -> List[Tuple[str, int, int]]:
frame_start = pose_marker.frame
if pose_marker_index + 1 < len(pose_markers):
frame_end = pose_markers[pose_marker_index + 1].frame
else:
frame_end = int(action.frame_range[1])
return get_sequences_from_name_and_frame_range(pose_marker.name, frame_start, frame_end)
def get_visible_sequences(pg: PSA_PG_export, sequences) -> List[PSA_PG_export_action_list_item]:
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_OT_export(Operator, ExportHelper):
bl_idname = 'psa_export.operator'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export actions to PSA'
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSA file',
maxlen=1024,
default='')
def __init__(self):
self.armature_object = 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):
layout = self.layout
pg = getattr(context.scene, 'psa_export')
sequences_header, sequences_panel = layout.panel('sequences_panel_id', default_closed=False)
sequences_header.label(text='Sequences', icon='ACTION')
if sequences_panel is not None:
flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
# FPS
fps_row = flow.row(align=True)
fps_row.prop(pg, 'fps_source', text='FPS')
if pg.fps_source == 'CUSTOM':
fps_row.prop(pg, 'fps_custom', text='')
# SOURCE
flow.prop(pg, 'sequence_source', text='Source')
if pg.sequence_source in {'TIMELINE_MARKERS', 'NLA_TRACK_STRIPS'}:
# ANIMDATA SOURCE
flow.prop(pg, 'should_override_animation_data')
if pg.should_override_animation_data:
flow.prop(pg, 'animation_data_override', text='')
if pg.sequence_source == 'NLA_TRACK_STRIPS':
flow = sequences_panel.grid_flow()
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(pg, 'nla_track')
# SELECT ALL/NONE
row = sequences_panel.row(align=True)
row.label(text='Select')
row.operator(PSA_OT_export_actions_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_actions_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
# ACTIONS
if pg.sequence_source == 'ACTIONS':
rows = max(3, min(len(pg.action_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'action_list', pg, 'action_list_index', rows=rows)
elif pg.sequence_source == 'TIMELINE_MARKERS':
rows = max(3, min(len(pg.marker_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'marker_list', pg, 'marker_list_index', rows=rows)
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
rows = max(3, min(len(pg.nla_strip_list), 10))
sequences_panel.template_list('PSA_UL_export_sequences', '', pg, 'nla_strip_list', pg, 'nla_strip_list_index', rows=rows)
col = sequences_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix')
# Determine if there is going to be a naming conflict and display an error, if so.
selected_items = [x for x in pg.action_list if x.is_selected]
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:
text = bpy.app.translations.pgettext_iface('Duplicate action: {action_name}')
text = text.format(action_name=action_name)
sequences_panel.label(text, icon='ERROR')
break
# BONES
bones_header, bones_panel = layout.panel('bones_panel_id', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel is not None:
row = bones_panel.row(align=True)
row.prop(pg, 'bone_filter_mode', text='Bones')
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row(align=True)
row.label(text='Select')
row.operator(PSA_OT_export_bone_collections_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row.operator(PSA_OT_export_bone_collections_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
rows = max(3, min(len(pg.bone_collection_list), 10))
bones_panel.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index',
rows=rows)
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# ROOT MOTION
advanced_header, advanced_panel = layout.panel('advanced_panel_id', default_closed=False)
advanced_header.label(text='Advanced')
if advanced_panel is not None:
advanced_panel.prop(pg, 'root_motion', text='Root Motion')
@classmethod
def _check_context(cls, context):
if context.view_layer.objects.active is None:
raise RuntimeError('An armature must be selected')
if context.view_layer.objects.active.type != 'ARMATURE':
raise RuntimeError('The selected object must be an armature')
def invoke(self, context, _event):
try:
self._check_context(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
pg: PSA_PG_export = getattr(context.scene, 'psa_export')
self.armature_object = context.view_layer.objects.active
if self.armature_object.animation_data is None:
# This is required otherwise the action list will be empty if the armature has never had its animation
# data created before (i.e. if no action was ever assigned to it).
self.armature_object.animation_data_create()
update_actions_and_timeline_markers(context, self.armature_object.data)
populate_bone_collection_list(self.armature_object, pg.bone_collection_list)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
# Ensure that we actually have items that we are going to be exporting.
if pg.sequence_source == 'ACTIONS' and len(pg.action_list) == 0:
raise RuntimeError('No actions were selected for export')
elif pg.sequence_source == 'TIMELINE_MARKERS' and len(pg.marker_list) == 0:
raise RuntimeError('No timeline markers were selected for export')
elif pg.sequence_source == 'NLA_TRACK_STRIPS' and len(pg.nla_strip_list) == 0:
raise RuntimeError('No NLA track strips were selected for export')
# Populate the export sequence list.
animation_data_object = get_animation_data_object(context)
animation_data = animation_data_object.animation_data
if animation_data is None:
message = bpy.app.translations.pgettext_iface('No animation data for object "{name}"')
message = message.format(name=animation_data_object.name)
raise RuntimeError(message)
export_sequences: List[PsaBuildSequence] = []
if pg.sequence_source == 'ACTIONS':
for action_item in filter(lambda x: x.is_selected, pg.action_list):
if len(action_item.action.fcurves) == 0:
continue
export_sequence = PsaBuildSequence()
export_sequence.nla_state.action = action_item.action
export_sequence.name = action_item.name
export_sequence.nla_state.frame_start = action_item.frame_start
export_sequence.nla_state.frame_end = action_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action_item.action])
export_sequence.compression_ratio = action_item.action.psa_export.compression_ratio
export_sequence.key_quota = action_item.action.psa_export.key_quota
export_sequences.append(export_sequence)
elif pg.sequence_source == 'TIMELINE_MARKERS':
for marker_item in filter(lambda x: x.is_selected, pg.marker_list):
export_sequence = PsaBuildSequence()
export_sequence.name = marker_item.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = marker_item.frame_start
export_sequence.nla_state.frame_end = marker_item.frame_end
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_frame_range(animation_data, marker_item.frame_start, marker_item.frame_end)))
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequences.append(export_sequence)
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
for nla_strip_item in filter(lambda x: x.is_selected, pg.nla_strip_list):
export_sequence = PsaBuildSequence()
export_sequence.name = nla_strip_item.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = nla_strip_item.frame_start
export_sequence.nla_state.frame_end = nla_strip_item.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [nla_strip_item.action])
export_sequences.append(export_sequence)
else:
message = bpy.app.translations.pgettext_iface('Unhandled sequence source: {sequence_source}')
raise ValueError(message.format(sequence_source=pg.sequence_source))
options = PsaBuildOptions()
options.animation_data = animation_data
options.sequences = export_sequences
options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected]
options.should_ignore_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix
options.root_motion = pg.root_motion
try:
psa = build_psa(context, options)
self.report({'INFO'}, f'PSA export successful')
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
write_psa(psa, self.filepath)
return {'FINISHED'}
class PSA_OT_export_actions_select_all(Operator):
bl_idname = 'psa_export.sequences_select_all'
bl_label = 'Select All'
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
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
return None
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_export')
item_list = cls.get_item_list(context)
visible_sequences = get_visible_sequences(pg, item_list)
has_unselected_sequences = any(map(lambda item: not item.is_selected, visible_sequences))
return has_unselected_sequences
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
sequences = self.get_item_list(context)
for sequence in get_visible_sequences(pg, sequences):
sequence.is_selected = True
return {'FINISHED'}
class PSA_OT_export_actions_deselect_all(Operator):
bl_idname = 'psa_export.sequences_deselect_all'
bl_label = 'Deselect All'
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
elif pg.sequence_source == 'NLA_TRACK_STRIPS':
return pg.nla_strip_list
return None
@classmethod
def poll(cls, context):
item_list = cls.get_item_list(context)
has_selected_items = any(map(lambda item: item.is_selected, item_list))
return len(item_list) > 0 and has_selected_items
def execute(self, context):
pg = getattr(context.scene, 'psa_export')
item_list = self.get_item_list(context)
for sequence in get_visible_sequences(pg, item_list):
sequence.is_selected = False
return {'FINISHED'}
class PSA_OT_export_bone_collections_select_all(Operator):
bl_idname = 'psa_export.bone_collections_select_all'
bl_label = 'Select All'
bl_description = 'Select all bone collections'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_collection_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_collection_list:
item.is_selected = True
return {'FINISHED'}
class PSA_OT_export_bone_collections_deselect_all(Operator):
bl_idname = 'psa_export.bone_collections_deselect_all'
bl_label = 'Deselect All'
bl_description = 'Deselect all bone collections'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_collection_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_collection_list:
action.is_selected = False
return {'FINISHED'}
classes = (
PSA_OT_export,
PSA_OT_export_actions_select_all,
PSA_OT_export_actions_deselect_all,
PSA_OT_export_bone_collections_select_all,
PSA_OT_export_bone_collections_deselect_all,
)

View File

@@ -0,0 +1,225 @@
import re
import sys
from fnmatch import fnmatch
from typing import List, Optional
from bpy.props import BoolProperty, PointerProperty, EnumProperty, FloatProperty, CollectionProperty, IntProperty, \
StringProperty
from bpy.types import PropertyGroup, Object, Action, AnimData, Context
from ...types import PSX_PG_bone_collection_list_item
def psa_export_property_group_animation_data_override_poll(_context, obj):
return obj.animation_data is not None
empty_set = set()
class PSA_PG_export_action_list_item(PropertyGroup):
action: PointerProperty(type=Action)
name: StringProperty()
is_selected: BoolProperty(default=True)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
is_pose_marker: BoolProperty(options={'HIDDEN'})
class PSA_PG_export_timeline_markers(PropertyGroup): # TODO: rename this to singular
marker_index: IntProperty()
name: StringProperty()
is_selected: BoolProperty(default=True)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
class PSA_PG_export_nla_strip_list_item(PropertyGroup):
name: StringProperty()
action: PointerProperty(type=Action)
frame_start: FloatProperty()
frame_end: FloatProperty()
is_selected: BoolProperty(default=True)
def nla_track_update_cb(self: 'PSA_PG_export', context: Context) -> None:
self.nla_strip_list.clear()
if context.object is None or context.object.animation_data is None:
return
match = re.match(r'^(\d+).+$', self.nla_track)
self.nla_track_index = int(match.group(1)) if match else -1
if self.nla_track_index >= 0:
nla_track = context.object.animation_data.nla_tracks[self.nla_track_index]
for nla_strip in nla_track.strips:
strip: PSA_PG_export_nla_strip_list_item = self.nla_strip_list.add()
strip.action = nla_strip.action
strip.name = nla_strip.name
strip.frame_start = nla_strip.frame_start
strip.frame_end = nla_strip.frame_end
def get_animation_data(pg: 'PSA_PG_export', context: Context) -> Optional[AnimData]:
animation_data_object = context.object
if pg.should_override_animation_data:
animation_data_object = pg.animation_data_override
return animation_data_object.animation_data if animation_data_object else None
def nla_track_search_cb(self, context: Context, edit_text: str):
pg = getattr(context.scene, 'psa_export')
animation_data = get_animation_data(pg, context)
if animation_data is None:
return
for index, nla_track in enumerate(animation_data.nla_tracks):
yield f'{index} - {nla_track.name}'
def animation_data_override_update_cb(self: 'PSA_PG_export', context: Context):
# Reset NLA track selection
self.nla_track = ''
class PSA_PG_export(PropertyGroup):
root_motion: BoolProperty(
name='Root Motion',
options=empty_set,
default=False,
description='When enabled, the root bone will be transformed as it appears in the scene.\n\n'
'You might want to disable this if you are exporting an animation for an armature that is '
'attached to another object, such as a weapon or a shield',
)
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',
update=animation_data_override_update_cb,
)
animation_data_override: PointerProperty(
type=Object,
update=animation_data_override_update_cb,
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 are delineated by scene timeline markers', 'MARKER_HLT', 1),
('NLA_TRACK_STRIPS', 'NLA Track Strips', 'Sequences are delineated by the start & end times of strips on the selected NLA track', 'NLA', 2)
)
)
nla_track: StringProperty(
name='NLA Track',
options=empty_set,
description='',
search=nla_track_search_cb,
update=nla_track_update_cb
)
nla_track_index: IntProperty(name='NLA Track Index', default=-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 FPS property found in the PSA Export panel.\n\nIf the Sequence Source is Timeline Markers, the lowest value of all contributing actions will be used', 'PROPERTIES', 1),
('CUSTOM', 'Custom', '', 2)
)
)
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=PSA_PG_export_action_list_item)
action_list_index: IntProperty(default=0)
marker_list: CollectionProperty(type=PSA_PG_export_timeline_markers)
marker_list_index: IntProperty(default=0)
nla_strip_list: CollectionProperty(type=PSA_PG_export_nla_strip_list_item)
nla_strip_list_index: IntProperty(default=0)
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=empty_set,
description='',
items=(
('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections', 'Only bones belonging to the selected bone collections and their '
'ancestors will be exported'),
)
)
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0, name='', description='')
should_enforce_bone_name_restrictions: BoolProperty(
default=False,
name='Enforce Bone Name Restrictions',
description='Bone names restrictions will be enforced. Note that bone names without properly formatted names '
'may not be able to be referenced by some versions of the Unreal Engine'
)
sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
sequence_filter_name: StringProperty(
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='Assets',
options=empty_set,
description='Show actions that belong to an asset library')
sequence_filter_pose_marker: BoolProperty(
default=True,
name='Pose Markers',
options=empty_set)
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set)
sequence_filter_reversed: BoolProperty(
default=True,
options=empty_set,
name='Reversed',
description='Show reversed sequences'
)
def filter_sequences(pg: PSA_PG_export, sequences) -> List[int]:
bitflag_filter_item = 1 << 30
flt_flags = [bitflag_filter_item] * len(sequences)
if pg.sequence_filter_name:
# Filter name is non-empty.
for i, sequence in enumerate(sequences):
if not fnmatch(sequence.name, f'*{pg.sequence_filter_name}*'):
flt_flags[i] &= ~bitflag_filter_item
# Invert filter flags for all items.
if pg.sequence_use_filter_invert:
for i, sequence in enumerate(sequences):
flt_flags[i] ^= bitflag_filter_item
if not pg.sequence_filter_asset:
for i, sequence in enumerate(sequences):
if hasattr(sequence, 'action') and sequence.action is not None and sequence.action.asset_data is not None:
flt_flags[i] &= ~bitflag_filter_item
if not pg.sequence_filter_pose_marker:
for i, sequence in enumerate(sequences):
if hasattr(sequence, 'is_pose_marker') and sequence.is_pose_marker:
flt_flags[i] &= ~bitflag_filter_item
if not pg.sequence_filter_reversed:
for i, sequence in enumerate(sequences):
if sequence.frame_start > sequence.frame_end:
flt_flags[i] &= ~bitflag_filter_item
return flt_flags
classes = (
PSA_PG_export_action_list_item,
PSA_PG_export_timeline_markers,
PSA_PG_export_nla_strip_list_item,
PSA_PG_export,
)

View File

@@ -0,0 +1,52 @@
from typing import cast
from bpy.types import UIList
from .properties import PSA_PG_export_action_list_item, filter_sequences
class PSA_UL_export_sequences(UIList):
def __init__(self):
super(PSA_UL_export_sequences, self).__init__()
# Show the filtering options by default.
self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
item = cast(PSA_PG_export_action_list_item, item)
is_pose_marker = hasattr(item, 'is_pose_marker') and item.is_pose_marker
layout.prop(item, 'is_selected', icon_only=True, text=item.name, translate=False)
if hasattr(item, 'action') and item.action is not None and item.action.asset_data is not None:
layout.label(text='', icon='ASSET_MANAGER')
row = layout.row(align=True)
row.alignment = 'RIGHT'
if item.frame_end < item.frame_start:
row.label(text='', icon='FRAME_PREV')
if is_pose_marker:
row.label(text=item.action.name, icon='PMARKER', translate=False)
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')
if pg.sequence_source == 'ACTIONS':
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER')
subrow.prop(pg, 'sequence_filter_pose_marker', icon_only=True, icon='PMARKER')
subrow.prop(pg, 'sequence_filter_reversed', text='', icon='FRAME_PREV')
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 = list(range(len(actions)))
return flt_flags, flt_neworder
classes = (
PSA_UL_export_sequences,
)

View File

@@ -1,253 +0,0 @@
import bpy
from bpy.types import Operator, PropertyGroup, Action, UIList, BoneGroup
from bpy.props import CollectionProperty, IntProperty, PointerProperty, StringProperty, BoolProperty, EnumProperty
from bpy_extras.io_utils import ExportHelper
from typing import Type
from .builder import PsaBuilder, PsaBuilderOptions
from .data import *
from ..types import BoneGroupListItem
from ..helpers import *
import re
class PsaExporter(object):
def __init__(self, psa: Psa):
self.psa: Psa = psa
# 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):
with open(path, 'wb') as fp:
self.write_section(fp, b'ANIMHEAD')
self.write_section(fp, b'BONENAMES', Psa.Bone, self.psa.bones)
self.write_section(fp, b'ANIMINFO', Psa.Sequence, list(self.psa.sequences.values()))
self.write_section(fp, b'ANIMKEYS', Psa.Key, self.psa.keys)
class PsaExportActionListItem(PropertyGroup):
action: PointerProperty(type=Action)
action_name: StringProperty()
is_selected: BoolProperty(default=False)
@property
def name(self):
return self.action.name
class PsaExportPropertyGroup(PropertyGroup):
action_list: CollectionProperty(type=PsaExportActionListItem)
action_list_index: IntProperty(default=0)
bone_filter_mode: EnumProperty(
name='Bone Filter',
description='',
items=(
('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_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0)
def is_bone_filter_mode_item_available(context, identifier):
if identifier == "BONE_GROUPS":
obj = context.active_object
if not obj.pose or not obj.pose.bone_groups:
return False
return True
class PsaExportOperator(Operator, ExportHelper):
bl_idname = 'export.psa'
bl_label = 'Export'
__doc__ = 'Export actions to PSA'
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSA file',
maxlen=1024,
default='')
def __init__(self):
self.armature = None
def draw(self, context):
layout = self.layout
property_group = context.scene.psa_export
# ACTIONS
box = layout.box()
box.label(text='Actions', icon='ACTION')
row = box.row()
row.template_list('PSA_UL_ExportActionList', 'asd', property_group, 'action_list', property_group, 'action_list_index', rows=10)
row = box.row(align=True)
row.label(text='Select')
row.operator('psa_export.actions_select_all', text='All')
row.operator('psa_export.actions_deselect_all', text='None')
# BONES
box = layout.box()
box.label(text='Bones', icon='BONE_DATA')
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':
box = layout.box()
row = box.row()
rows = max(3, min(len(property_group.bone_group_list), 10))
row.template_list('PSX_UL_BoneGroupList', '', property_group, 'bone_group_list', property_group, 'bone_group_list_index', rows=rows)
def is_action_for_armature(self, action):
if len(action.fcurves) == 0:
return False
bone_names = set([x.name for x in self.armature.data.bones])
for fcurve in action.fcurves:
match = re.match(r'pose\.bones\["(.+)"\].\w+', fcurve.data_path)
if not match:
continue
bone_name = match.group(1)
if bone_name in bone_names:
return True
return False
def invoke(self, context, event):
property_group = context.scene.psa_export
if context.view_layer.objects.active is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'An armature must be selected')
return {'CANCELLED'}
if context.view_layer.objects.active.type != 'ARMATURE':
self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be an armature.')
return {'CANCELLED'}
self.armature = context.view_layer.objects.active
# Populate actions list.
property_group.action_list.clear()
for action in bpy.data.actions:
item = property_group.action_list.add()
item.action = action
item.action_name = action.name
if self.is_action_for_armature(action):
item.is_selected = True
if len(property_group.action_list) == 0:
# 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.')
return {'CANCELLED'}
# Populate bone groups list.
populate_bone_group_list(self.armature, property_group.bone_group_list)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
property_group = context.scene.psa_export
actions = [x.action for x in property_group.action_list if x.is_selected]
if len(actions) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No actions were selected for export.')
return {'CANCELLED'}
options = PsaBuilderOptions()
options.actions = actions
options.bone_filter_mode = property_group.bone_filter_mode
options.bone_group_indices = [x.index for x in property_group.bone_group_list if x.is_selected]
builder = PsaBuilder()
try:
psa = builder.build(context, options)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
exporter = PsaExporter(psa)
exporter.export(self.filepath)
return {'FINISHED'}
class PSA_UL_ExportActionList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.alignment = 'LEFT'
layout.prop(item, 'is_selected', icon_only=True)
layout.label(text=item.action_name)
def filter_items(self, context, data, property):
actions = getattr(data, property)
flt_flags = []
flt_neworder = []
if self.filter_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
class PsaExportSelectAll(bpy.types.Operator):
bl_idname = 'psa_export.actions_select_all'
bl_label = 'Select All'
bl_description = 'Select all actions'
@classmethod
def poll(cls, context):
property_group = context.scene.psa_export
action_list = property_group.action_list
has_unselected_actions = any(map(lambda action: not action.is_selected, action_list))
return len(action_list) > 0 and has_unselected_actions
def execute(self, context):
property_group = context.scene.psa_export
for action in property_group.action_list:
action.is_selected = True
return {'FINISHED'}
class PsaExportDeselectAll(bpy.types.Operator):
bl_idname = 'psa_export.actions_deselect_all'
bl_label = 'Deselect All'
bl_description = 'Deselect all actions'
@classmethod
def poll(cls, context):
property_group = context.scene.psa_export
action_list = property_group.action_list
has_selected_actions = any(map(lambda action: action.is_selected, action_list))
return len(action_list) > 0 and has_selected_actions
def execute(self, context):
property_group = context.scene.psa_export
for action in property_group.action_list:
action.is_selected = False
return {'FINISHED'}
__classes__ = [
PsaExportActionListItem,
PsaExportPropertyGroup,
PsaExportOperator,
PSA_UL_ExportActionList,
PsaExportSelectAll,
PsaExportDeselectAll,
]

View File

View File

@@ -0,0 +1,285 @@
import os
from pathlib import Path
import bpy
from bpy.props import StringProperty
from bpy.types import Operator, Event, Context, FileHandler
from bpy_extras.io_utils import ImportHelper
from .properties import get_visible_sequences
from ..config import read_psa_config
from ..importer import import_psa, PsaImportOptions
from ..reader import PsaReader
class PSA_OT_import_sequences_from_text(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
message = bpy.app.translations.pgettext('Selected {count} sequence(s)')
message = message.format(count=count)
self.report({'INFO'}, message)
return {'FINISHED'}
class PSA_OT_import_sequences_select_all(Operator):
bl_idname = 'psa_import.sequences_select_all'
bl_label = 'All'
bl_description = 'Select all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_import')
visible_sequences = get_visible_sequences(pg, pg.sequence_list)
has_unselected_actions = any(map(lambda action: not action.is_selected, visible_sequences))
return len(visible_sequences) > 0 and has_unselected_actions
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
visible_sequences = get_visible_sequences(pg, pg.sequence_list)
for sequence in visible_sequences:
sequence.is_selected = True
return {'FINISHED'}
class PSA_OT_import_sequences_deselect_all(Operator):
bl_idname = 'psa_import.sequences_deselect_all'
bl_label = 'None'
bl_description = 'Deselect all visible sequences'
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
pg = getattr(context.scene, 'psa_import')
visible_sequences = get_visible_sequences(pg, pg.sequence_list)
has_selected_sequences = any(map(lambda sequence: sequence.is_selected, visible_sequences))
return len(visible_sequences) > 0 and has_selected_sequences
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
visible_sequences = get_visible_sequences(pg, pg.sequence_list)
for sequence in visible_sequences:
sequence.is_selected = False
return {'FINISHED'}
def load_psa_file(context, filepath: str):
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(filepath)
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(cls, context):
load_psa_file(context, cls.filepath)
class PSA_OT_import(Operator, ImportHelper):
bl_idname = 'psa_import.import'
bl_label = 'Import'
bl_description = 'Import the selected animations into the scene as actions'
bl_options = {'INTERNAL', 'UNDO'}
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for importing the PSA file',
maxlen=1024,
default='',
update=on_psa_file_path_updated)
@classmethod
def poll(cls, context):
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
cls.poll_message_set('The active object must be an armature')
return False
return True
def execute(self, context):
pg = getattr(context.scene, 'psa_import')
psa_reader = PsaReader(self.filepath)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
if len(sequence_names) == 0:
self.report({'ERROR_INVALID_CONTEXT'}, 'No sequences selected')
return {'CANCELLED'}
options = PsaImportOptions()
options.sequence_names = sequence_names
options.should_use_fake_user = pg.should_use_fake_user
options.should_stash = pg.should_stash
options.action_name_prefix = pg.action_name_prefix if pg.should_use_action_name_prefix else ''
options.should_overwrite = pg.should_overwrite
options.should_write_metadata = pg.should_write_metadata
options.should_write_keyframes = pg.should_write_keyframes
options.should_convert_to_samples = pg.should_convert_to_samples
options.bone_mapping_mode = pg.bone_mapping_mode
options.fps_source = pg.fps_source
options.fps_custom = pg.fps_custom
if options.should_use_config_file:
# Read the PSA config file if it exists.
config_path = Path(self.filepath).with_suffix('.config')
if config_path.exists():
try:
options.psa_config = read_psa_config(psa_reader, str(config_path))
except Exception as e:
message = bpy.app.translations.pgettext_iface('Failed to read PSA config file: {error}')
message = message.format(error=str(e))
self.report({'WARNING'}, message)
result = import_psa(context, psa_reader, context.view_layer.objects.active, options)
if len(result.warnings) > 0:
message = bpy.app.translations.pgettext_iface('Imported {action_count} action(s) with {warning_count} warning(s)')
message = message.format(action_count=len(sequence_names), warning_count=len(result.warnings))
self.report({'WARNING'}, message)
for warning in result.warnings:
self.report({'WARNING'}, warning)
else:
message = bpy.app.translations.pgettext_iface('Imported {action_count} action(s)')
message = message.format(action_count=len(sequence_names))
self.report({'INFO'}, message)
return {'FINISHED'}
def invoke(self, context: Context, event: Event):
# Attempt to load the PSA file for the pre-selected file.
load_psa_file(context, self.filepath)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def draw(self, context: Context):
layout = self.layout
pg = getattr(context.scene, 'psa_import')
sequences_header, sequences_panel = layout.panel('sequences_panel_id', default_closed=False)
sequences_header.label(text='Sequences')
if sequences_panel:
if pg.psa_error:
row = sequences_panel.row()
row.label(text='Select a PSA file', icon='ERROR')
else:
# Select buttons.
rows = max(3, min(len(pg.sequence_list), 10))
row = sequences_panel.row()
col = row.column()
row2 = col.row(align=True)
row2.label(text='Select')
row2.operator(PSA_OT_import_sequences_from_text.bl_idname, text='', icon='TEXT')
row2.operator(PSA_OT_import_sequences_select_all.bl_idname, text='All', icon='CHECKBOX_HLT')
row2.operator(PSA_OT_import_sequences_deselect_all.bl_idname, text='None', icon='CHECKBOX_DEHLT')
col = col.row()
col.template_list('PSA_UL_import_sequences', '', pg, 'sequence_list', pg, 'sequence_list_index', rows=rows)
col = sequences_panel.column(heading='')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'fps_source')
if pg.fps_source == 'CUSTOM':
col.prop(pg, 'fps_custom')
col.prop(pg, 'should_overwrite')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
data_header, data_panel = layout.panel('data_panel_id', default_closed=False)
data_header.label(text='Data')
if data_panel:
col = data_panel.column(heading='Write')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_write_keyframes')
col.prop(pg, 'should_write_metadata')
if pg.should_write_keyframes:
col = col.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
advanced_header, advanced_panel = layout.panel('advanced_panel_id', default_closed=True)
advanced_header.label(text='Advanced')
if advanced_panel:
col = advanced_panel.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
col = advanced_panel.column(heading='Options')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_config_file')
class PSA_FH_import(FileHandler):
bl_idname = 'PSA_FH_import'
bl_label = ''
bl_import_operator = 'psa_import.import'
bl_file_extensions = '.psa'
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
classes = (
PSA_OT_import_sequences_select_all,
PSA_OT_import_sequences_deselect_all,
PSA_OT_import_sequences_from_text,
PSA_OT_import,
PSA_FH_import,
)

View File

@@ -0,0 +1,141 @@
import re
from fnmatch import fnmatch
from typing import List
from bpy.props import StringProperty, BoolProperty, CollectionProperty, IntProperty, PointerProperty, EnumProperty, \
FloatProperty
from bpy.types import PropertyGroup, Text
empty_set = set()
class PSA_PG_import_action_list_item(PropertyGroup):
action_name: StringProperty(options=empty_set)
is_selected: BoolProperty(default=True, options=empty_set)
class PSA_PG_bone(PropertyGroup):
bone_name: StringProperty(options=empty_set)
class PSA_PG_data(PropertyGroup):
bones: CollectionProperty(type=PSA_PG_bone)
sequence_count: IntProperty(default=0)
class PSA_PG_import(PropertyGroup):
psa_error: StringProperty(default='')
psa: PointerProperty(type=PSA_PG_data)
sequence_list: CollectionProperty(type=PSA_PG_import_action_list_item)
sequence_list_index: IntProperty(name='', default=0)
should_use_fake_user: BoolProperty(default=True, name='Fake User',
description='Assign each imported action a fake user so that the data block is '
'always saved',
options=empty_set)
should_use_config_file: BoolProperty(default=True, name='Use Config File',
description='Use the .config file that is sometimes generated when the PSA '
'file is exported from UEViewer. This file contains '
'options that can be used to filter out certain bones tracks '
'from the imported actions',
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='Overwrite', 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 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=Text)
should_convert_to_samples: BoolProperty(
default=False,
name='Convert to Samples',
description='Convert keyframes to read-only samples. '
'Recommended if you do not plan on editing the actions directly'
)
bone_mapping_mode: EnumProperty(
name='Bone Name Mapping',
options=empty_set,
description='The method by which bones from the PSA file are mapped to the bones of the armature',
items=(
('EXACT', 'Exact', 'Bone names must match exactly', 'EXACT', 0),
('CASE_INSENSITIVE', 'Case Insensitive', 'Bones names must match, ignoring case (e.g., the PSA bone '
'\'aBcDeF\' can be mapped to the armature bone \'ABCDEF\')', 'CASE_INSENSITIVE', 1),
)
)
fps_source: EnumProperty(name='FPS Source', items=(
('SEQUENCE', 'Sequence', 'The sequence frame rate matches the original frame rate', 'ACTION', 0),
('SCENE', 'Scene', 'The sequence is resampled to the frame rate of the scene', 'SCENE_DATA', 1),
('CUSTOM', 'Custom', 'The sequence is resampled to a custom frame rate', 2),
))
fps_custom: FloatProperty(
default=30.0,
name='Custom FPS',
description='The frame rate to which the imported sequences will be resampled to',
options=empty_set,
min=1.0,
soft_min=1.0,
soft_max=60.0,
step=100,
)
def filter_sequences(pg: PSA_PG_import, 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(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: PSA_PG_import, sequences) -> List[PSA_PG_import_action_list_item]:
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
classes = (
PSA_PG_import_action_list_item,
PSA_PG_bone,
PSA_PG_data,
PSA_PG_import,
)

View File

@@ -0,0 +1,44 @@
import bpy
from bpy.types import UIList
from .properties import filter_sequences
class PSA_UL_sequences(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_property, index, flt_flag):
row = layout.row(align=True)
split = row.split(align=True, factor=0.75)
column = split.row(align=True)
column.alignment = 'LEFT'
column.prop(item, 'is_selected', text=getattr(item, 'action_name'), translate=False)
def draw_filter(self, context, layout):
pg = getattr(context.scene, 'psa_import')
row = layout.row()
sub_row = row.row(align=True)
sub_row.prop(pg, 'sequence_filter_name', text='')
sub_row.prop(pg, 'sequence_use_filter_invert', text='', icon='ARROW_LEFTRIGHT')
sub_row.prop(pg, 'sequence_use_filter_regex', text='', icon='SORTBYEXT')
sub_row.prop(pg, 'sequence_filter_is_selected', text='', icon='CHECKBOX_HLT')
def filter_items(self, context, data, property_):
pg = getattr(context.scene, 'psa_import')
sequences = getattr(data, property_)
flt_flags = filter_sequences(pg, sequences)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'action_name')
return flt_flags, flt_neworder
class PSA_UL_import_sequences(PSA_UL_sequences, UIList):
pass
class PSA_UL_import_actions(PSA_UL_sequences, UIList):
pass
classes = (
PSA_UL_sequences,
PSA_UL_import_sequences,
PSA_UL_import_actions,
)

View File

@@ -1,411 +1,325 @@
import typing
from typing import List, Optional
import bpy
import os
import numpy as np
from mathutils import Vector, Quaternion, Matrix
from bpy.types import FCurve, Object, Context
from mathutils import Vector, Quaternion
from .config import PsaConfig, REMOVE_TRACK_LOCATION, REMOVE_TRACK_ROTATION
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 .reader import PsaReader
class PsaImporter(object):
class PsaImportOptions(object):
def __init__(self):
pass
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 = ''
self.should_convert_to_samples = False
self.bone_mapping_mode = 'CASE_INSENSITIVE'
self.fps_source = 'SEQUENCE'
self.fps_custom: float = 30.0
self.should_use_config_file = True
self.psa_config: PsaConfig = PsaConfig()
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):
def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone
self.parent: Optional[ImportBone] = None
self.armature_bone = None
self.pose_bone = None
self.orig_loc: Vector = Vector()
self.orig_quat: Quaternion = Quaternion()
self.post_quat: Quaternion = Quaternion()
self.fcurves = []
class ImportBone(object):
def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone
self.parent: Optional[ImportBone] = None
self.armature_bone = None
self.pose_bone = None
self.original_location: Vector = Vector()
self.original_rotation: Quaternion = Quaternion()
self.post_rotation: Quaternion = Quaternion()
self.fcurves: List[FCurve] = []
def calculate_fcurve_data(import_bone: ImportBone, key_data: []):
# Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:])
q = import_bone.post_quat.copy()
q.rotate(import_bone.orig_quat)
quat = q
q = import_bone.post_quat.copy()
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
# 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:
def _calculate_fcurve_data(import_bone: ImportBone, key_data: typing.Iterable[float]):
# Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:])
q = import_bone.post_rotation.copy()
q.rotate(import_bone.original_rotation)
rotation = q
q = import_bone.post_rotation.copy()
if import_bone.parent is None:
q.rotate(key_rotation.conjugated())
else:
q.rotate(key_rotation)
rotation.rotate(q.conjugated())
location = key_location - import_bone.original_location
location.rotate(import_bone.post_rotation.conjugated())
return rotation.w, rotation.x, rotation.y, rotation.z, location.x, location.y, location.z
class PsaImportResult:
def __init__(self):
self.warnings: List[str] = []
def _get_armature_bone_index_for_psa_bone(psa_bone_name: str, armature_bone_names: List[str], bone_mapping_mode: str = 'EXACT') -> Optional[int]:
"""
@param psa_bone_name: The name of the PSA bone.
@param armature_bone_names: The names of the bones in the armature.
@param bone_mapping_mode: One of 'EXACT' or 'CASE_INSENSITIVE'.
@return: The index of the armature bone that corresponds to the given PSA bone, or None if no such bone exists.
"""
for armature_bone_index, armature_bone_name in enumerate(armature_bone_names):
if bone_mapping_mode == 'CASE_INSENSITIVE':
if armature_bone_name.lower() == psa_bone_name.lower():
return armature_bone_index
else:
if armature_bone_name == psa_bone_name:
return armature_bone_index
return None
def _get_sample_frame_times(source_frame_count: int, frame_step: float) -> typing.Iterable[float]:
# TODO: for correctness, we should also emit the target frame time as well (because the last frame can be a
# fractional frame).
time = 0.0
while time < source_frame_count - 1:
yield time
time += frame_step
yield source_frame_count - 1
def _resample_sequence_data_matrix(sequence_data_matrix: np.ndarray, frame_step: float = 1.0) -> np.ndarray:
"""
Resamples the sequence data matrix to the target frame count.
@param sequence_data_matrix: FxBx7 matrix where F is the number of frames, B is the number of bones, and X is the
number of data elements per bone.
@param frame_step: The step between frames in the resampled sequence.
@return: The resampled sequence data matrix, or sequence_data_matrix if no resampling is necessary.
"""
if frame_step == 1.0:
# No resampling is necessary.
return sequence_data_matrix
source_frame_count, bone_count = sequence_data_matrix.shape[:2]
sample_frame_times = list(_get_sample_frame_times(source_frame_count, frame_step))
target_frame_count = len(sample_frame_times)
resampled_sequence_data_matrix = np.zeros((target_frame_count, bone_count, 7), dtype=float)
for sample_frame_index, sample_frame_time in enumerate(sample_frame_times):
frame_index = int(sample_frame_time)
if sample_frame_time % 1.0 == 0.0:
# Sample time has no fractional part, so just copy the frame.
resampled_sequence_data_matrix[sample_frame_index, :, :] = sequence_data_matrix[frame_index, :, :]
else:
# Sample time has a fractional part, so interpolate between two frames.
next_frame_index = frame_index + 1
for bone_index in range(bone_count):
source_frame_1_data = sequence_data_matrix[frame_index, bone_index, :]
source_frame_2_data = sequence_data_matrix[next_frame_index, bone_index, :]
factor = sample_frame_time - frame_index
q = Quaternion((source_frame_1_data[:4])).slerp(Quaternion((source_frame_2_data[:4])), factor)
q.normalize()
l = Vector(source_frame_1_data[4:]).lerp(Vector(source_frame_2_data[4:]), factor)
resampled_sequence_data_matrix[sample_frame_index, bone_index, :] = q.w, q.x, q.y, q.z, l.x, l.y, l.z
return resampled_sequence_data_matrix
def import_psa(context: Context, psa_reader: PsaReader, armature_object: Object, options: PsaImportOptions) -> PsaImportResult:
result = PsaImportResult()
sequences = [psa_reader.sequences[x] for x in options.sequence_names]
armature_data = typing.cast(bpy.types.Armature, armature_object.data)
# Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {}
armature_to_psa_bone_indices = {}
armature_bone_names = [x.name for x in armature_data.bones]
psa_bone_names = []
duplicate_mappings = []
for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
psa_bone_name: str = psa_bone.name.decode('windows-1252')
armature_bone_index = _get_armature_bone_index_for_psa_bone(psa_bone_name, armature_bone_names, options.bone_mapping_mode)
if armature_bone_index is not None:
# Ensure that no other PSA bone has been mapped to this armature bone yet.
if armature_bone_index not in armature_to_psa_bone_indices:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_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'])
armature_to_psa_bone_indices[armature_bone_index] = psa_bone_index
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()
# This armature bone has already been mapped to a PSA bone.
duplicate_mappings.append((psa_bone_index, armature_bone_index, armature_to_psa_bone_indices[armature_bone_index]))
psa_bone_names.append(armature_bone_names[armature_bone_index])
else:
psa_bone_names.append(psa_bone_name)
# Create and populate the data for new sequences.
for sequence in sequences:
# Add the action.
action = bpy.data.actions.new(name=sequence.name.decode())
# Warn about duplicate bone mappings.
if len(duplicate_mappings) > 0:
for (psa_bone_index, armature_bone_index, mapped_psa_bone_index) in duplicate_mappings:
psa_bone_name = psa_bone_names[psa_bone_index]
armature_bone_name = armature_bone_names[armature_bone_index]
mapped_psa_bone_name = psa_bone_names[mapped_psa_bone_index]
message = bpy.app.translations.pgettext_iface('PSA bone {bone_index} ({bone_name}) could not be mapped to armature bone {armature_bone_index} ({armature_bone_name}) because the armature bone is already mapped to PSA bone {mapped_psa_bone_index} ({mapped_psa_bone_name})')
message = message.format(bone_index=psa_bone_index, bone_name=psa_bone_name, armature_bone_index=armature_bone_index, armature_bone_name=armature_bone_name, mapped_psa_bone_index=mapped_psa_bone_index, mapped_psa_bone_name=mapped_psa_bone_name)
result.warnings.append(message)
# Report if there are missing bones in the target armature.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0:
message = bpy.app.translations.pgettext_iface('The armature \'{armature_name}\' is missing {count} bones that exist in the PSA:\n{missing_bone_names}')
message = message.format(armature_name=armature_object.name, count=len(missing_bone_names), missing_bone_names=str(list(sorted(missing_bone_names))))
result.warnings.append(message)
del armature_bone_names
# Create intermediate bone data for import operations.
import_bones = []
import_bones_dict = dict()
for (psa_bone_index, psa_bone), psa_bone_name in zip(enumerate(psa_reader.bones), psa_bone_names):
if psa_bone_index not in psa_to_armature_bone_indices:
# 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[psa_bone_name]
import_bone.pose_bone = armature_object.pose.bones[psa_bone_name]
import_bones_dict[psa_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 import_bone.parent is not None:
import_bone.original_location = armature_bone.matrix_local.translation - armature_bone.parent.matrix_local.translation
import_bone.original_location.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.original_rotation = armature_bone.matrix_local.to_quaternion()
import_bone.original_rotation.rotate(armature_bone.parent.matrix_local.to_quaternion().conjugated())
import_bone.original_rotation.conjugate()
else:
import_bone.original_location = armature_bone.matrix_local.translation.copy()
import_bone.original_rotation = armature_bone.matrix_local.to_quaternion().conjugated()
import_bone.post_rotation = import_bone.original_rotation.conjugated()
context.window_manager.progress_begin(0, len(sequences))
# Create and populate the data for new sequences.
actions = []
for sequence_index, sequence in enumerate(sequences):
# Add the action.
sequence_name = sequence.name.decode('windows-1252')
action_name = options.action_name_prefix + sequence_name
# Get the bone track flags for this sequence, or an empty dictionary if none exist.
sequence_bone_track_flags = dict()
if sequence_name in options.psa_config.sequence_bone_flags.keys():
sequence_bone_track_flags = options.psa_config.sequence_bone_flags[sequence_name]
if options.should_overwrite and action_name in bpy.data.actions:
action = bpy.data.actions[action_name]
else:
action = bpy.data.actions.new(name=action_name)
# Calculate the target FPS.
match options.fps_source:
case 'CUSTOM':
target_fps = options.fps_custom
case 'SCENE':
target_fps = context.scene.render.fps
case 'SEQUENCE':
target_fps = sequence.fps
case _:
message = bpy.app.translations.pgettext_iface('Invalid FPS source: {fps_source}')
message = message.format(fps_source=options.fps_source)
raise ValueError(message)
if options.should_write_keyframes:
# Remove existing f-curves.
action.fcurves.clear()
# 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():
bone_track_flags = sequence_bone_track_flags.get(psa_bone_index, 0)
import_bone = import_bones[psa_bone_index]
pose_bone = import_bone.pose_bone
rotation_data_path = pose_bone.path_from_id('rotation_quaternion')
location_data_path = pose_bone.path_from_id('location')
add_rotation_fcurves = (bone_track_flags & REMOVE_TRACK_ROTATION) == 0
add_location_fcurves = (bone_track_flags & REMOVE_TRACK_LOCATION) == 0
import_bone.fcurves = [
action.fcurves.new(rotation_data_path, index=0), # Qw
action.fcurves.new(rotation_data_path, index=1), # Qx
action.fcurves.new(rotation_data_path, index=2), # Qy
action.fcurves.new(rotation_data_path, index=3), # Qz
action.fcurves.new(location_data_path, index=0), # Lx
action.fcurves.new(location_data_path, index=1), # Ly
action.fcurves.new(location_data_path, index=2), # Lz
action.fcurves.new(rotation_data_path, index=0, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qw
action.fcurves.new(rotation_data_path, index=1, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qx
action.fcurves.new(rotation_data_path, index=2, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qy
action.fcurves.new(rotation_data_path, index=3, action_group=pose_bone.name) if add_rotation_fcurves else None, # Qz
action.fcurves.new(location_data_path, index=0, action_group=pose_bone.name) if add_location_fcurves else None, # Lx
action.fcurves.new(location_data_path, index=1, action_group=pose_bone.name) if add_location_fcurves else None, # Ly
action.fcurves.new(location_data_path, index=2, action_group=pose_bone.name) if add_location_fcurves else None, # Lz
]
# Read the sequence keys from the PSA file.
sequence_name = sequence.name.decode('windows-1252')
# Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name)
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.
threshold = 0.001
# Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
for frame_index in range(sequence.frame_count):
# This bone has writeable keyframes for this frame.
key_data = sequence_data_matrix[frame_index, bone_index]
# Calculate the local-space key data for the bone.
sequence_data_matrix[frame_index, bone_index] = _calculate_fcurve_data(import_bone, key_data)
# Resample the sequence data to the target FPS.
# If the target frame count is the same as the source frame count, this will be a no-op.
resampled_sequence_data_matrix = _resample_sequence_data_matrix(sequence_data_matrix,
frame_step=sequence.fps / target_fps)
# Write the keyframes out.
# Note that the f-curve data consists of alternating time and value data.
target_frame_count = resampled_sequence_data_matrix.shape[0]
fcurve_data = np.zeros(2 * target_frame_count, dtype=float)
fcurve_data[0::2] = range(0, target_frame_count)
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
continue
for fcurve_index, fcurve in enumerate(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 = fcurve_frame_data[frame_index]
# Write the keyframes out!
for frame_index in range(sequence.frame_count):
for bone_index, import_bone in enumerate(import_bones):
if import_bone is None:
if fcurve is None:
continue
bone_has_writeable_keyframes = any(keyframe_write_matrix[frame_index, bone_index])
if bone_has_writeable_keyframes:
# This bone has writeable keyframes for this frame.
key_data = sequence_data_matrix[frame_index, bone_index]
# Calculate the local-space key data for the bone.
fcurve_data = calculate_fcurve_data(import_bone, key_data)
for fcurve, should_write, datum in zip(import_bone.fcurves, keyframe_write_matrix[frame_index, bone_index], fcurve_data):
if should_write:
fcurve.keyframe_points.insert(frame_index, datum, options={'FAST'})
fcurve_data[1::2] = resampled_sequence_data_matrix[:, bone_index, fcurve_index]
fcurve.keyframe_points.add(target_frame_count)
fcurve.keyframe_points.foreach_set('co', fcurve_data)
for fcurve_keyframe in fcurve.keyframe_points:
fcurve_keyframe.interpolation = 'LINEAR'
if options.should_convert_to_samples:
# Bake the curve to samples.
for fcurve in action.fcurves:
fcurve.convert_to_samples(start=0, end=sequence.frame_count)
class PsaImportPsaBoneItem(PropertyGroup):
bone_name: StringProperty()
# Write meta-data.
if options.should_write_metadata:
action.psa_export.fps = target_fps
@property
def name(self):
return self.bone_name
action.use_fake_user = options.should_use_fake_user
actions.append(action)
class PsaImportActionListItem(PropertyGroup):
action_name: StringProperty()
frame_count: IntProperty()
is_selected: BoolProperty(default=False)
context.window_manager.progress_update(sequence_index)
@property
def name(self):
return self.action_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)
context.window_manager.progress_end()
def on_psa_file_path_updated(property, context):
print('PATH UPDATED')
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):
# TODO: ensure that there are matching bones between the two rigs.
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):
psa_file_path: StringProperty(default='', update=on_psa_file_path_updated, name='PSA File Path')
psa_bones: CollectionProperty(type=PsaImportPsaBoneItem)
# 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):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row(align=True)
split = row.split(align=True, factor=0.75)
action_col = split.row(align=True)
action_col.alignment = 'LEFT'
action_col.prop(item, 'is_selected', icon_only=True)
action_col.label(text=item.action_name)
def draw_filter(self, context, layout):
row = layout.row()
subrow = row.row(align=True)
subrow.prop(self, 'filter_name', text="")
subrow.prop(self, 'use_filter_invert', text="", icon='ARROW_LEFTRIGHT')
subrow = row.row(align=True)
subrow.prop(self, 'use_filter_sort_reverse', text='', icon='SORT_ASC')
def filter_items(self, context, data, property):
actions = getattr(data, property)
flt_flags = []
flt_neworder = []
if self.filter_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
class PsaImportSelectAll(bpy.types.Operator):
bl_idname = 'psa_import.actions_select_all'
bl_label = 'All'
bl_description = 'Select all actions'
@classmethod
def poll(cls, context):
property_group = context.scene.psa_import
action_list = property_group.action_list
has_unselected_actions = any(map(lambda action: not action.is_selected, action_list))
return len(action_list) > 0 and has_unselected_actions
def execute(self, context):
property_group = context.scene.psa_import
for action in property_group.action_list:
action.is_selected = True
return {'FINISHED'}
class PsaImportDeselectAll(bpy.types.Operator):
bl_idname = 'psa_import.actions_deselect_all'
bl_label = 'None'
bl_description = 'Deselect all actions'
@classmethod
def poll(cls, context):
property_group = context.scene.psa_import
action_list = property_group.action_list
has_selected_actions = any(map(lambda action: action.is_selected, action_list))
return len(action_list) > 0 and has_selected_actions
def execute(self, context):
property_group = context.scene.psa_import
for action in property_group.action_list:
action.is_selected = False
return {'FINISHED'}
class PSA_PT_ImportPanel(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_label = 'PSA Import'
bl_context = 'data'
bl_category = 'PSA Import'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.object.type == 'ARMATURE'
def draw(self, context):
layout = self.layout
property_group = context.scene.psa_import
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()
layout.separator()
row.operator('psa_import.select_file', text='Select PSA File', icon='FILEBROWSER')
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 PsaImportSelectFile(Operator):
bl_idname = 'psa_import.select_file'
bl_label = 'Select'
bl_options = {'REGISTER', 'UNDO'}
bl_description = 'Select a PSA file from which to import animations'
filepath: bpy.props.StringProperty(subtype='FILE_PATH')
filter_glob: bpy.props.StringProperty(default="*.psa", options={'HIDDEN'})
def execute(self, context):
context.scene.psa_import.psa_file_path = self.filepath
return {"FINISHED"}
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {"RUNNING_MODAL"}
class PsaImportOperator(Operator):
bl_idname = 'psa_import.import'
bl_label = 'Import'
bl_description = 'Import the selected animations into the scene as actions'
@classmethod
def poll(cls, context):
property_group = context.scene.psa_import
active_object = context.view_layer.objects.active
action_list = property_group.action_list
has_selected_actions = any(map(lambda action: action.is_selected, action_list))
return has_selected_actions and active_object is not None and active_object.type == 'ARMATURE'
def execute(self, context):
property_group = context.scene.psa_import
psa_reader = PsaReader(property_group.psa_file_path)
sequence_names = [x.action_name for x in property_group.action_list if x.is_selected]
PsaImporter().import_psa(psa_reader, sequence_names, context.view_layer.objects.active)
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)')
return {'FINISHED'}
class PsaImportFileSelectOperator(Operator, ImportHelper):
bl_idname = 'psa_import.file_select'
bl_label = 'File Select'
filename_ext = '.psa'
filter_glob: StringProperty(default='*.psa', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for importing the PSA file',
maxlen=1024,
default='')
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
property_group = context.scene.psa_import
property_group.psa_file_path = self.filepath
# Load the sequence names from the selected file
return {'FINISHED'}
__classes__ = [
PsaImportPsaBoneItem,
PsaImportActionListItem,
PsaImportPropertyGroup,
PSA_UL_ImportActionList,
PsaImportSelectAll,
PsaImportDeselectAll,
PSA_PT_ImportPanel,
PsaImportOperator,
PsaImportFileSelectOperator,
PsaImportSelectFile,
]
return result

View File

@@ -1,14 +1,36 @@
from .data import *
import ctypes
import warnings
import bpy.app.translations
import numpy as np
from .data import *
def _try_fix_cue4parse_issue_103(sequences) -> bool:
# Detect if the file was exported from CUE4Parse prior to the fix for issue #103.
# https://github.com/FabianFG/CUE4Parse/issues/103
# The issue was that the frame_start_index was not being set correctly, and was always being set to the same value
# as the frame_count.
# This fix will eventually be deprecated as it is only necessary for files exported prior to the fix.
if len(sequences) > 0 and sequences[0].frame_start_index == sequences[0].frame_count:
# Manually set the frame_start_index for each sequence. This assumes that the sequences are in order with
# no shared frames between sequences (all exporters that I know of do this, so it's a safe assumption).
frame_start_index = 0
for i, sequence in enumerate(sequences):
sequence.frame_start_index = frame_start_index
frame_start_index += sequence.frame_count
return True
return False
class PsaReader(object):
"""
This class will read the sequences and bone information immediately upon instantiation and hold onto a file handle.
The key data is not read into memory upon instantiation due to it's potentially very large size.
To read the key data for a particular sequence, call `read_sequence_keys`.
This class reads the sequences and bone information immediately upon instantiation and holds onto a file handle.
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.
"""
def __init__(self, path):
self.keys_data_offset: int = 0
self.fp = open(path, 'rb')
@@ -22,16 +44,12 @@ class PsaReader(object):
def sequences(self):
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) -> np.ndarray:
"""
Reads and returns the data matrix for the given sequence.
@param sequence_name: The name of the sequence.
@return: An FxBx7 matrix where F is the number of frames, B is the number of bones.
"""
sequence = self.psa.sequences[sequence_name]
keys = self.read_sequence_keys(sequence_name)
bone_count = len(self.bones)
@@ -44,10 +62,11 @@ class PsaReader(object):
return matrix
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.
:return: A list of Psa.Keys.
@param sequence_name: The name of the sequence.
@return: A list of Psa.Keys.
"""
# Set the file reader to the beginning of the keys data
sequence = self.psa.sequences[sequence_name]
@@ -65,6 +84,15 @@ class PsaReader(object):
offset += data_size
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:
psa = Psa()
while fp.read(1):
@@ -77,15 +105,17 @@ class PsaReader(object):
elif section.name == b'ANIMINFO':
sequences = []
PsaReader._read_types(fp, Psa.Sequence, section, sequences)
# Try to fix CUE4Parse bug, if necessary.
_try_fix_cue4parse_issue_103(sequences)
for sequence in sequences:
psa.sequences[sequence.name.decode()] = sequence
elif section.name == b'ANIMKEYS':
# Skip keys on this pass. We will keep this file open and read from it as needed.
self.keys_data_offset = fp.tell()
fp.seek(section.data_size * section.data_count, 1)
elif section.name in [b'SCALEKEYS']:
fp.seek(section.data_size * section.data_count, 1)
else:
raise RuntimeError(f'Unrecognized section "{section.name}"')
fp.seek(section.data_size * section.data_count, 1)
message = bpy.app.translations.pgettext_iface('Unhandled section "{section_name}" at position {position}')
message = message.format(section_name=section.name.decode(), position=fp.tell())
warnings.warn(message)
return psa
1

View File

@@ -0,0 +1,25 @@
from ctypes import Structure, sizeof
from typing import Type
from .data import Psa
from ..data import Section
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 write_psa(psa: Psa, path: str):
with open(path, 'wb') as fp:
write_section(fp, b'ANIMHEAD')
write_section(fp, b'BONENAMES', Psa.Bone, psa.bones)
write_section(fp, b'ANIMINFO', Psa.Sequence, list(psa.sequences.values()))
write_section(fp, b'ANIMKEYS', Psa.Key, psa.keys)

View File

@@ -1,251 +1,336 @@
import bpy
from typing import Optional
import bmesh
from collections import OrderedDict
import bpy
import numpy as np
from bpy.types import Armature, Material
from .data import *
from .properties import triangle_type_and_bit_flags_to_poly_flags
from ..helpers import *
class PskInputObjects(object):
def __init__(self):
self.mesh_objects = []
self.armature_object = None
self.mesh_objects = set()
self.armature_object: Optional[Object] = None
class PskBuilderOptions(object):
class PskBuildOptions(object):
def __init__(self):
self.bone_filter_mode = 'ALL'
self.bone_group_indices = []
self.bone_collection_indices: List[int] = []
self.use_raw_mesh_data = True
self.materials: List[Material] = []
self.should_enforce_bone_name_restrictions = False
class PskBuilder(object):
def get_psk_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects()
# Check if the active object is an armature.
if context.active_object is not None and context.active_object.type == 'ARMATURE':
# Collect all the mesh objects that have an armature modifier referencing the active armature.
input_objects.armature_object = context.active_object
for obj in filter(lambda x: x.type == 'MESH' and x.visible_get(), context.view_layer.objects):
for modifier in obj.modifiers:
if modifier.type == 'ARMATURE' and modifier.object == input_objects.armature_object:
input_objects.mesh_objects.add(obj)
for selected_object in context.view_layer.objects.selected:
if selected_object is input_objects.armature_object:
continue
if selected_object.type == 'MESH':
input_objects.mesh_objects.add(selected_object)
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
for mesh_object in input_objects.mesh_objects:
if len(mesh_object.data.materials) == 0:
message = bpy.app.translations.pgettext_iface('Mesh "{object_name}" must have at least one material')
raise RuntimeError(message.format(object_name=mesh_object.name))
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
armature_modifier_objects = set()
for mesh_object in input_objects.mesh_objects:
modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
elif len(modifiers) > 1:
message = bpy.app.translations.pgettext_iface('Mesh "{object_name}" must have only one armature modifier')
raise RuntimeError(message.format(object_name=mesh_object.name))
armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1:
armature_modifier_names = [x.name for x in armature_modifier_objects]
message = bpy.app.translations.pgettext_iface('All selected meshes must have the same armature modifier, encountered {count} ({names})')
message = message.format(count=len(armature_modifier_objects), names=', '.join(armature_modifier_names))
raise RuntimeError(message)
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return input_objects
class PskBuildResult(object):
def __init__(self):
pass
self.psk = None
self.warnings: List[str] = []
@staticmethod
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
def build_psk(context, options: PskBuildOptions) -> PskBuildResult:
input_objects = get_psk_input_objects(context)
armature_object: bpy.types.Object = input_objects.armature_object
if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected')
result = PskBuildResult()
psk = Psk()
bones = []
for obj in input_objects.mesh_objects:
if len(obj.data.materials) == 0:
raise RuntimeError(f'Mesh "{obj.name}" must have at least one material')
if armature_object is None or len(armature_object.data.bones) == 0:
# If the mesh has no armature object or no bones, simply assign it a dummy bone at the root to satisfy the
# requirement that a PSK file must have at least one bone.
psk_bone = Psk.Bone()
psk_bone.name = bytes('root', encoding='windows-1252')
psk_bone.flags = 0
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_collection_indices)
armature_data = typing.cast(Armature, armature_object.data)
bones = [armature_data.bones[bone_name] for bone_name in bone_names]
# Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between
# all selected meshes
armature_modifier_objects = set()
# Check that all bone names are valid.
if options.should_enforce_bone_name_restrictions:
check_bone_names(map(lambda x: x.name, bones))
for obj in input_objects.mesh_objects:
modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0:
continue
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:
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:
input_objects = PskBuilder.get_input_objects(context)
armature_object = input_objects.armature_object
psk = Psk()
bones = []
materials = OrderedDict()
if armature_object is None:
# If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
# that a PSK file must have at least one bone.
for bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes('static', encoding='utf-8')
try:
psk_bone.name = bytes(bone.name, encoding='windows-1252')
except UnicodeEncodeError:
message = bpy.app.translations.pgettext_iface('Bone name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(message.format(name=bone.name))
psk_bone.flags = 0
psk_bone.children_count = 0
psk_bone.parent_index = 0
psk_bone.location = Vector3(0, 0, 0)
psk_bone.rotation = Quaternion(0, 0, 0, 1)
try:
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 = 0
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:
armature_local_matrix = armature_object.matrix_local
location = armature_local_matrix @ bone.head
bone_rotation = bone.matrix.to_quaternion().conjugated()
local_rotation = armature_local_matrix.to_3x3().to_quaternion().conjugated()
rotation = bone_rotation @ local_rotation
rotation.conjugate()
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)
# MATERIALS
for material in options.materials:
psk_material = Psk.Material()
try:
psk_material.name = bytes(material.name, encoding='windows-1252')
except UnicodeEncodeError:
message = bpy.app.translations.pgettext_iface('Material name "{name}" contains characters that cannot be encoded in the Windows-1252 codepage')
raise RuntimeError(message.format(name=material.name))
psk_material.texture_index = len(psk.materials)
psk_material.poly_flags = triangle_type_and_bit_flags_to_poly_flags(material.psk.mesh_triangle_type,
material.psk.mesh_triangle_bit_flags)
psk.materials.append(psk_material)
context.window_manager.progress_begin(0, len(input_objects.mesh_objects))
material_names = [m.name for m in options.materials]
for object_index, input_mesh_object in enumerate(input_objects.mesh_objects):
should_flip_normals = False
# MATERIALS
material_indices = [material_names.index(material_slot.material.name) for material_slot in input_mesh_object.material_slots]
# MESH DATA
if options.use_raw_mesh_data:
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
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
# ancestors.
if options.bone_filter_mode == 'BONE_GROUPS':
bone_indices = get_export_bone_indices_for_bone_groups(armature_object, options.bone_group_indices)
bones = [bones[bone_index] for bone_index in bone_indices]
# Ensure that the exported hierarchy has a single root bone.
root_bones = [x for x in bones if x.parent is None]
print('root bones')
print(root_bones)
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 bone in bones:
psk_bone = Psk.Bone()
psk_bone.name = bytes(bone.name, encoding='utf-8')
psk_bone.flags = 0
psk_bone.children_count = 0
try:
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 = 0
if bone.parent is not None:
rotation = bone.matrix.to_quaternion()
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
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:
location = armature_object.matrix_local @ bone.head
rot_matrix = bone.matrix @ armature_object.matrix_local.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.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
# Temporarily force the armature into the rest position.
# We will undo this later.
old_pose_position = None
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):
old_pose_position = armature_object.data.pose_position
armature_object.data.pose_position = 'REST'
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
bm.from_object(input_mesh_object, depsgraph)
mesh_data = bpy.data.meshes.new('')
bm.to_mesh(mesh_data)
del bm
mesh_object = bpy.data.objects.new('', mesh_data)
mesh_object.matrix_world = input_mesh_object.matrix_world
scale = (input_mesh_object.scale.x, input_mesh_object.scale.y, input_mesh_object.scale.z)
# Negative scaling in Blender results in inverted normals after the scale is applied. However, if the scale
# is not applied, the normals will appear unaffected in the viewport. The evaluated mesh data used in the
# export will have the scale applied, but this behavior is not obvious to the user.
#
# In order to have the exporter be as WYSIWYG as possible, we need to check for negative scaling and invert
# the normals if necessary. If two axes have negative scaling and the third has positive scaling, the
# normals will be correct. We can detect this by checking if the number of negative scaling axes is odd. If
# it is, we need to invert the normals of the mesh by swapping the order of the vertices in each face.
should_flip_normals = sum(1 for x in scale if x < 0) % 2 == 1
# Copy the vertex groups
for vertex_group in input_mesh_object.vertex_groups:
mesh_object.vertex_groups.new(name=vertex_group.name)
# Restore the previous pose position on the armature.
if old_pose_position is not None:
armature_object.data.pose_position = old_pose_position
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):
wedges.append(Psk.Wedge(
point_index=loop.vertex_index + vertex_offset,
u=uv_layer[loop_index].uv[0],
v=1.0 - uv_layer[loop_index].uv[1]
))
# Assign material indices to the wedges.
for triangle in mesh_data.loop_triangles:
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 = dict()
loop_wedge_indices = np.full(len(mesh_data.loops), -1)
for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge)
if wedge_hash in wedge_indices:
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)
psk_face_start_index = len(psk.faces)
for f in mesh_data.loop_triangles:
face = Psk.Face()
face.material_index = material_indices[f.material_index]
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)
if should_flip_normals:
# Invert the normals of the faces.
for face in psk.faces[psk_face_start_index:]:
face.wedge_indices[0], face.wedge_indices[2] = face.wedge_indices[2], face.wedge_indices[0]
# WEIGHTS
if armature_object is not None:
armature_data = typing.cast(Armature, armature_object.data)
# 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:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
except ValueError:
# 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_data.bones:
bone = armature_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(mesh_object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it.
continue
bone_index = vertex_group_bone_indices[vertex_group_index]
for vertex_index in range(len(mesh_data.vertices)):
try:
vertex_group_bone_indices[vertex_group_index] = bone_names.index(vertex_group_name)
except ValueError:
# 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:
weight = vertex_group.weight(vertex_index)
except RuntimeError:
continue
bone_index = vertex_group_bone_indices[vertex_group_index]
# TODO: exclude vertex group if it doesn't match to a bone we are exporting
for vertex_index in range(len(object.data.vertices)):
try:
weight = vertex_group.weight(vertex_index)
except RuntimeError:
continue
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)
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
context.window_manager.progress_update(object_index)
context.window_manager.progress_end()
result.psk = psk
return result

View File

@@ -1,23 +1,22 @@
from typing import List
from ..data import *
class Psk(object):
class Wedge(object):
def __init__(self):
self.point_index: int = 0
self.u: float = 0.0
self.v: float = 0.0
self.material_index: int = 0
def __init__(self, point_index: int, u: float, v: float, material_index: int = 0):
self.point_index: int = point_index
self.u: float = u
self.v: float = v
self.material_index = material_index
def __hash__(self):
return hash(f'{self.point_index}-{self.u}-{self.v}-{self.material_index}')
class Wedge16(Structure):
_fields_ = [
('point_index', c_uint16),
('padding1', c_int16),
('point_index', c_uint32),
('u', c_float),
('v', c_float),
('material_index', c_uint8),
@@ -41,6 +40,15 @@ class Psk(object):
('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):
_fields_ = [
('name', c_char * 64),
@@ -71,6 +79,39 @@ class Psk(object):
('bone_index', c_int32),
]
class MorphInfo(Structure):
_fields_ = [
('name', c_char * 64),
('vertex_count', c_int32)
]
class MorphData(Structure):
_fields_ = [
('position_delta', Vector3),
('tangent_z_delta', Vector3),
('point_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
@property
def has_material_references(self):
return len(self.material_references) > 0
@property
def has_morph_data(self):
return len(self.morph_infos) > 0
def __init__(self):
self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge] = []
@@ -78,3 +119,9 @@ class Psk(object):
self.materials: List[Psk.Material] = []
self.weights: List[Psk.Weight] = []
self.bones: List[Psk.Bone] = []
self.extra_uvs: List[Vector2] = []
self.vertex_colors: List[Color] = []
self.vertex_normals: List[Vector3] = []
self.morph_infos: List[Psk.MorphInfo] = []
self.morph_data: List[Psk.MorphData] = []
self.material_references: List[str] = []

View File

View File

@@ -0,0 +1,191 @@
import bpy
from bpy.props import StringProperty
from bpy.types import Operator
from bpy_extras.io_utils import ExportHelper
from ..builder import build_psk, PskBuildOptions, get_psk_input_objects
from ..writer import write_psk
from ...helpers import populate_bone_collection_list
def is_bone_filter_mode_item_available(context, identifier):
input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object
if identifier == 'BONE_COLLECTIONS':
if armature_object is None or armature_object.data is None or len(armature_object.data.collections) == 0:
return False
# else if... you can set up other conditions if you add more options
return True
def populate_material_list(mesh_objects, material_list):
material_list.clear()
materials = []
for mesh_object in mesh_objects:
for i, material_slot in enumerate(mesh_object.material_slots):
material = material_slot.material
# TODO: put this in the poll arg?
if material is None:
message = bpy.app.translations.pgettext_iface('Material slot cannot be empty (index {index})')
raise RuntimeError(message.format(index=i))
if material not in materials:
materials.append(material)
for index, material in enumerate(materials):
m = material_list.add()
m.material = material
m.index = index
class PSK_OT_material_list_move_up(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 PSK_OT_material_list_move_down(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 PSK_OT_export(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
bl_options = {'INTERNAL', 'UNDO'}
__doc__ = 'Export mesh and armature to PSK'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
def invoke(self, context, event):
try:
input_objects = get_psk_input_objects(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
pg = getattr(context.scene, 'psk_export')
populate_bone_collection_list(input_objects.armature_object, pg.bone_collection_list)
try:
populate_material_list(input_objects.mesh_objects, pg.material_list)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
@classmethod
def poll(cls, context):
try:
get_psk_input_objects(context)
except RuntimeError as e:
cls.poll_message_set(str(e))
return False
return True
def draw(self, context):
layout = self.layout
pg = getattr(context.scene, 'psk_export')
# MESH
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.label(text='Mesh', icon='MESH_DATA')
if mesh_panel is not None:
mesh_panel.prop(pg, 'use_raw_mesh_data')
# BONES
bones_header, bones_panel = layout.panel('bones_panel_id', default_closed=False)
bones_header.label(text='Bones', icon='BONE_DATA')
if bones_panel is not None:
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
row = bones_panel.row(align=True)
for item in bone_filter_mode_items:
identifier = item.identifier
item_layout = row.row(align=True)
item_layout.prop_enum(pg, 'bone_filter_mode', item.identifier)
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if pg.bone_filter_mode == 'BONE_COLLECTIONS':
row = bones_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSX_UL_bone_collection_list', '', pg, 'bone_collection_list', pg, 'bone_collection_list_index', rows=rows)
bones_panel.prop(pg, 'should_enforce_bone_name_restrictions')
# MATERIALS
materials_header, materials_panel = layout.panel('materials_panel_id', default_closed=False)
materials_header.label(text='Materials', icon='MATERIAL')
if materials_panel is not None:
row = materials_panel.row()
rows = max(3, min(len(pg.bone_collection_list), 10))
row.template_list('PSK_UL_materials', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True)
col.operator(PSK_OT_material_list_move_up.bl_idname, text='', icon='TRIA_UP')
col.operator(PSK_OT_material_list_move_down.bl_idname, text='', icon='TRIA_DOWN')
def execute(self, context):
pg = context.scene.psk_export
options = PskBuildOptions()
options.bone_filter_mode = pg.bone_filter_mode
options.bone_collection_indices = [x.index for x in pg.bone_collection_list if x.is_selected]
options.use_raw_mesh_data = pg.use_raw_mesh_data
options.materials = [m.material for m in pg.material_list]
options.should_enforce_bone_name_restrictions = pg.should_enforce_bone_name_restrictions
try:
result = build_psk(context, options)
for warning in result.warnings:
self.report({'WARNING'}, warning)
write_psk(result.psk, self.filepath)
if len(result.warnings) > 0:
message = bpy.app.translations.pgettext_iface('PSK export successful with {warning_count} warnings')
self.report({'WARNING'}, message.format(warning_count=len(result.warnings)))
else:
self.report({'INFO'}, f'PSK export successful')
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
return {'FINISHED'}
classes = (
PSK_OT_material_list_move_up,
PSK_OT_material_list_move_down,
PSK_OT_export,
)

View File

@@ -0,0 +1,40 @@
from bpy.props import EnumProperty, CollectionProperty, IntProperty, BoolProperty, PointerProperty
from bpy.types import PropertyGroup, Material
from ...types import PSX_PG_bone_collection_list_item
empty_set = set()
class PSK_PG_material_list_item(PropertyGroup):
material: PointerProperty(type=Material)
index: IntProperty()
class PSK_PG_export(PropertyGroup):
bone_filter_mode: EnumProperty(
name='Bone Filter',
options=empty_set,
description='',
items=(
('ALL', 'All', 'All bones will be exported'),
('BONE_COLLECTIONS', 'Bone Collections',
'Only bones belonging to the selected bone collections and their ancestors will be exported')
)
)
bone_collection_list: CollectionProperty(type=PSX_PG_bone_collection_list_item)
bone_collection_list_index: IntProperty(default=0)
use_raw_mesh_data: BoolProperty(default=False, name='Raw Mesh Data', description='No modifiers will be evaluated as part of the exported mesh')
material_list: CollectionProperty(type=PSK_PG_material_list_item)
material_list_index: IntProperty(default=0)
should_enforce_bone_name_restrictions: BoolProperty(
default=False,
name='Enforce Bone Name Restrictions',
description='Enforce that bone names must only contain letters, numbers, spaces, hyphens and underscores.\n\n'
'Depending on the engine, improper bone names might not be referenced correctly by scripts'
)
classes = (
PSK_PG_material_list_item,
PSK_PG_export,
)

View File

@@ -0,0 +1,12 @@
from bpy.types import UIList
class PSK_UL_materials(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
row.prop(item.material, 'name', text='', emboss=False, icon_value=layout.icon(item.material))
classes = (
PSK_UL_materials,
)

View File

@@ -1,154 +0,0 @@
from .data import *
from ..types import BoneGroupListItem
from ..helpers import populate_bone_group_list
from .builder import PskBuilder, PskBuilderOptions
from typing import Type
from bpy.types import Operator, PropertyGroup
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, CollectionProperty, IntProperty, BoolProperty, EnumProperty
MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296
MAX_BONE_COUNT = 256
MAX_MATERIAL_COUNT = 256
class PskExporter(object):
def __init__(self, psk: Psk):
self.psk: Psk = psk
@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):
if len(self.psk.wedges) > MAX_WEDGE_COUNT:
raise RuntimeError(f'Number of wedges ({len(self.psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
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:
self.write_section(fp, b'ACTRHEAD')
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
wedges = []
for index, w in enumerate(self.psk.wedges):
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)
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):
input_objects = PskBuilder.get_input_objects(context)
armature_object = input_objects.armature_object
if identifier == 'BONE_GROUPS':
if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups:
return False
# else if... you can set up other conditions if you add more options
return True
class PskExportOperator(Operator, ExportHelper):
bl_idname = 'export.psk'
bl_label = 'Export'
__doc__ = 'Export mesh and armature to PSK'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
def invoke(self, context, event):
try:
input_objects = PskBuilder.get_input_objects(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
property_group = context.scene.psk_export
# Populate bone groups list.
populate_bone_group_list(input_objects.armature_object, property_group.bone_group_list)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def draw(self, context):
layout = self.layout
scene = context.scene
property_group = scene.psk_export
# BONES
box = layout.box()
box.label(text='Bones', icon='BONE_DATA')
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':
row = box.row()
rows = max(3, min(len(property_group.bone_group_list), 10))
row.template_list('PSX_UL_BoneGroupList', '', property_group, 'bone_group_list', property_group, 'bone_group_list_index', rows=rows)
def execute(self, context):
property_group = context.scene.psk_export
builder = PskBuilder()
options = PskBuilderOptions()
options.bone_group_indices = [x.index for x in property_group.bone_group_list if x.is_selected]
try:
psk = builder.build(context, options)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'}
exporter = PskExporter(psk)
exporter.export(self.filepath)
return {'FINISHED'}
class PskExportPropertyGroup(PropertyGroup):
bone_filter_mode: EnumProperty(
name='Bone Filter',
description='',
items=(
('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_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0)
__classes__ = [
PskExportOperator,
PskExportPropertyGroup
]

View File

View File

@@ -0,0 +1,177 @@
import os
import sys
import bpy.app.translations
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty
from bpy.types import Operator, FileHandler, Context
from bpy_extras.io_utils import ImportHelper
from ..importer import PskImportOptions, import_psk
from ..reader import read_psk
empty_set = set()
class PSK_FH_import(FileHandler):
bl_idname = 'PSK_FH_import'
bl_label = ''
bl_import_operator = 'import_scene.psk'
bl_file_extensions = '.psk;.pskx'
@classmethod
def poll_drop(cls, context: Context):
return context.area and context.area.type == 'VIEW_3D'
class PSK_OT_import(Operator, ImportHelper):
bl_idname = 'import_scene.psk'
bl_label = 'Import'
bl_options = {'INTERNAL', 'UNDO', 'PRESET'}
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk;*.pskx', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
should_import_vertex_colors: BoolProperty(
default=True,
options=empty_set,
name='Import Vertex Colors',
description='Import vertex colors, 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='Import Vertex Normals',
options=empty_set,
description='Import vertex normals, if available'
)
should_import_extra_uvs: BoolProperty(
default=True,
name='Import Extra UVs',
options=empty_set,
description='Import extra UVs, if available'
)
should_import_mesh: BoolProperty(
default=True,
name='Mesh',
options=empty_set
)
should_import_materials: BoolProperty(
default=True,
name='Materials',
options=empty_set,
)
should_import_skeleton: BoolProperty(
default=True,
name='Armature',
options=empty_set
)
bone_length: FloatProperty(
default=1.0,
min=sys.float_info.epsilon,
step=100,
soft_min=1.0,
name='Bone Length',
options=empty_set,
subtype='DISTANCE'
)
should_import_shape_keys: BoolProperty(
default=True,
name='Import Shape Keys',
options=empty_set,
description='Import shape keys, if available'
)
scale: FloatProperty(
name='Scale',
default=1.0,
soft_min=0.0,
)
def execute(self, context):
psk = read_psk(self.filepath)
options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_mesh = self.should_import_mesh
options.should_import_extra_uvs = self.should_import_extra_uvs
options.should_import_vertex_colors = self.should_import_vertex_colors
options.should_import_vertex_normals = self.should_import_vertex_normals
options.vertex_color_space = self.vertex_color_space
options.should_import_skeleton = self.should_import_skeleton
options.bone_length = self.bone_length
options.should_import_materials = self.should_import_materials
options.should_import_shape_keys = self.should_import_shape_keys
options.scale = self.scale
if not options.should_import_mesh and not options.should_import_skeleton:
self.report({'ERROR'}, 'Nothing to import')
return {'CANCELLED'}
result = import_psk(psk, context, options)
if len(result.warnings):
message = bpy.app.translations.pgettext_iface('PSK imported with {count} warning(s)')
message = message.format(count=len(result.warnings))
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message)
else:
message = bpy.app.translations.pgettext_iface('PSK imported ({name})')
message = message.format(name=options.name)
self.report({'INFO'}, message)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'scale')
mesh_header, mesh_panel = layout.panel('mesh_panel_id', default_closed=False)
mesh_header.prop(self, 'should_import_mesh')
if mesh_panel and self.should_import_mesh:
row = mesh_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'should_import_materials', text='Materials')
col.prop(self, 'should_import_vertex_normals', text='Vertex Normals')
col.prop(self, 'should_import_extra_uvs', text='Extra UVs')
col.prop(self, 'should_import_vertex_colors', text='Vertex Colors')
if self.should_import_vertex_colors:
col.prop(self, 'vertex_color_space')
col.prop(self, 'should_import_shape_keys', text='Shape Keys')
skeleton_header, skeleton_panel = layout.panel('skeleton_panel_id', default_closed=False)
skeleton_header.prop(self, 'should_import_skeleton')
if skeleton_panel and self.should_import_skeleton:
row = skeleton_panel.row()
col = row.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(self, 'bone_length')
classes = (
PSK_OT_import,
PSK_FH_import,
)

View File

@@ -1,23 +1,64 @@
import os
import bpy
from typing import Optional, List
import bmesh
from typing import Optional
from .data import Psk
import bpy
import numpy as np
from bpy.types import VertexGroup
from mathutils import Quaternion, Vector, Matrix
from .reader import PskReader
from bpy.props import StringProperty
from bpy.types import Operator
from bpy_extras.io_utils import ImportHelper
from .data import Psk
from .properties import poly_flags_to_triangle_type_and_bit_flags
from ..helpers import rgb_to_srgb, is_bdk_addon_loaded
class PskImporter(object):
class PskImportOptions:
def __init__(self):
pass
self.name = ''
self.should_import_mesh = True
self.should_reuse_materials = 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.should_import_shape_keys = True
self.bone_length = 1.0
self.should_import_materials = True
self.scale = 1.0
def import_psk(self, psk: Psk, name: str, context):
class ImportBone:
"""
Intermediate bone type for the purpose of construction.
"""
def __init__(self, index: int, psk_bone: Psk.Bone):
self.index: int = index
self.psk_bone: Psk.Bone = psk_bone
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.original_rotation: Quaternion = Quaternion()
self.original_location: Vector = Vector()
self.post_rotation: Quaternion = Quaternion()
class PskImportResult:
def __init__(self):
self.warnings: List[str] = []
def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
result = PskImportResult()
armature_object = None
mesh_object = None
if options.should_import_skeleton:
# ARMATURE
armature_data = bpy.data.armatures.new(name)
armature_object = bpy.data.objects.new(name, armature_data)
armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(options.name, armature_data)
armature_object.show_in_front = True
context.scene.collection.objects.link(armature_object)
@@ -32,23 +73,7 @@ class PskImporter(object):
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 = []
new_bone_size = 8.0
for bone_index, psk_bone in enumerate(psk.bones):
import_bone = ImportBone(bone_index, psk_bone)
@@ -81,28 +106,40 @@ class PskImporter(object):
else:
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.rotate(import_bone.world_matrix)
edit_bone_matrix = edit_bone_matrix.to_matrix().to_4x4()
edit_bone_matrix.translation = import_bone.world_matrix.translation
edit_bone.matrix = edit_bone_matrix
# Store bind pose information in the bone's custom properties.
# This information is used when importing animations from PSA files.
edit_bone['orig_quat'] = import_bone.local_rotation
edit_bone['orig_loc'] = import_bone.local_translation
edit_bone['post_quat'] = import_bone.local_rotation.conjugated()
# MESH
mesh_data = bpy.data.meshes.new(name)
mesh_object = bpy.data.objects.new(name, mesh_data)
# MESH
if options.should_import_mesh:
mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data)
# MATERIALS
for material in psk.materials:
# TODO: re-use of materials should be an option
bpy_material = bpy.data.materials.new(material.name.decode('utf-8'))
mesh_data.materials.append(bpy_material)
if options.should_import_materials:
for material_index, psk_material in enumerate(psk.materials):
material_name = psk_material.name.decode('utf-8')
material = None
if options.should_reuse_materials and material_name in bpy.data.materials:
# Material already exists, just re-use it.
material = bpy.data.materials[material_name]
elif is_bdk_addon_loaded() and psk.has_material_references:
# Material does not yet exist, and we have the BDK addon installed.
# Attempt to load it using BDK addon's operator.
material_reference = psk.material_references[material_index]
if material_reference and bpy.ops.bdk.link_material(reference=material_reference) == {'FINISHED'}:
material = bpy.data.materials[material_name]
else:
# Just create a blank material.
material = bpy.data.materials.new(material_name)
mesh_triangle_type, mesh_triangle_bit_flags = poly_flags_to_triangle_type_and_bit_flags(psk_material.poly_flags)
material.psk.mesh_triangle_type = mesh_triangle_type
material.psk.mesh_triangle_bit_flags = mesh_triangle_bit_flags
material.use_nodes = True
mesh_data.materials.append(material)
bm = bmesh.new()
@@ -112,78 +149,134 @@ class PskImporter(object):
bm.verts.ensure_lookup_table()
degenerate_face_indices = set()
# FACES
invalid_face_indices = set()
for face_index, face in enumerate(psk.faces):
point_indices = [bm.verts[psk.wedges[i].point_index] for i in reversed(face.wedge_indices)]
point_indices = map(lambda i: psk.wedges[i].point_index, reversed(face.wedge_indices))
points = [bm.verts[i] for i in point_indices]
try:
bm_face = bm.faces.new(point_indices)
bm_face = bm.faces.new(points)
bm_face.material_index = face.material_index
except ValueError:
degenerate_face_indices.add(face_index)
pass
# This happens for two reasons:
# 1. Two or more of the face's points are the same. (i.e, point indices of [0, 0, 1])
# 2. The face is a duplicate of another face. (i.e., point indices of [0, 1, 2] and [0, 1, 2])
invalid_face_indices.add(face_index)
if len(degenerate_face_indices) > 0:
print(f'WARNING: Discarded {len(degenerate_face_indices)} degenerate face(s).')
# TODO: Handle invalid faces better.
if len(invalid_face_indices) > 0:
message = bpy.app.translations.pgettext_iface('Discarded {count} invalid face(s)')
result.warnings.append(message.format(count=len(invalid_face_indices)))
bm.to_mesh(mesh_data)
# TEXTURE COORDINATES
data_index = 0
uv_layer = mesh_data.uv_layers.new()
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name='VTXW0000')
for face_index, face in enumerate(psk.faces):
if face_index in degenerate_face_indices:
if face_index in invalid_face_indices:
continue
face_wedges = [psk.wedges[i] for i in reversed(face.wedge_indices)]
for wedge in face_wedges:
uv_layer.data[data_index].uv = wedge.u, 1.0 - wedge.v
data_index += 1
uv_layer.data[uv_layer_data_index].uv = wedge.u, 1.0 - wedge.v
uv_layer_data_index += 1
# EXTRA UVS
if psk.has_extra_uvs and options.should_import_extra_uvs:
extra_uv_channel_count = int(len(psk.extra_uvs) / len(psk.wedges))
wedge_index_offset = 0
for extra_uv_index in range(extra_uv_channel_count):
uv_layer_data_index = 0
uv_layer = mesh_data.uv_layers.new(name=f'EXTRAUV{extra_uv_index}')
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
u, v = psk.extra_uvs[wedge_index_offset + wedge_index]
uv_layer.data[uv_layer_data_index].uv = u, 1.0 - v
uv_layer_data_index += 1
wedge_index_offset += len(psk.wedges)
# VERTEX COLORS
if psk.has_vertex_colors and options.should_import_vertex_colors:
# Convert vertex colors to sRGB if necessary.
psk_vertex_colors = np.zeros((len(psk.vertex_colors), 4))
for vertex_color_index in range(len(psk.vertex_colors)):
psk_vertex_colors[vertex_color_index,:] = psk.vertex_colors[vertex_color_index].normalized()
match options.vertex_color_space:
case 'SRGBA':
for i in range(psk_vertex_colors.shape[0]):
psk_vertex_colors[i, :3] = tuple(map(lambda x: rgb_to_srgb(x), psk_vertex_colors[i, :3]))
case _:
pass
# Map the PSK vertex colors to the face corners.
face_count = len(psk.faces) - len(invalid_face_indices)
face_corner_colors = np.full((face_count * 3, 4), 1.0)
face_corner_color_index = 0
for face_index, face in enumerate(psk.faces):
if face_index in invalid_face_indices:
continue
for wedge_index in reversed(face.wedge_indices):
face_corner_colors[face_corner_color_index] = psk_vertex_colors[wedge_index]
face_corner_color_index += 1
# Create the vertex color attribute.
face_corner_color_attribute = mesh_data.attributes.new(name='VERTEXCOLOR', type='FLOAT_COLOR', domain='CORNER')
face_corner_color_attribute.data.foreach_set('color', face_corner_colors.flatten())
# 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)
else:
mesh_data.shade_smooth()
bm.normal_update()
bm.free()
# VERTEX WEIGHTS
# WEIGHTS
# 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))
for import_bone in map(lambda x: import_bones[x], sorted(list(vertex_group_bone_indices))):
import_bone.vertex_group = mesh_object.vertex_groups.new(name=import_bone.psk_bone.name.decode('windows-1252'))
vertex_groups: List[Optional[VertexGroup]] = [None] * len(psk.bones)
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:
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
# MORPHS (SHAPE KEYS)
if options.should_import_shape_keys:
morph_data_iterator = iter(psk.morph_data)
if psk.has_morph_data:
mesh_object.shape_key_add(name='MORPH_BASE', from_mix=False)
for morph_info in psk.morph_infos:
shape_key = mesh_object.shape_key_add(name=morph_info.name.decode('windows-1252'), from_mix=False)
for _ in range(morph_info.vertex_count):
morph_data = next(morph_data_iterator)
x, y, z = morph_data.position_delta
shape_key.data[morph_data.point_index].co += Vector((x, -y, z))
context.scene.collection.objects.link(mesh_object)
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
# Add armature modifier to our mesh object.
if options.should_import_skeleton:
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object
mesh_object.parent = armature_object
root_object = armature_object if options.should_import_skeleton else mesh_object
root_object.scale = (options.scale, options.scale, options.scale)
class PskImportOperator(Operator, ImportHelper):
bl_idname = 'import.psk'
bl_label = 'Export'
__doc__ = 'Load a PSK file'
filename_ext = '.psk'
filter_glob: StringProperty(default='*.psk', options={'HIDDEN'})
filepath: StringProperty(
name='File Path',
description='File path used for exporting the PSK file',
maxlen=1024,
default='')
try:
bpy.ops.object.mode_set(mode='OBJECT')
except:
pass
def execute(self, context):
reader = PskReader()
psk = reader.read(self.filepath)
name = os.path.splitext(os.path.basename(self.filepath))[0]
PskImporter().import_psk(psk, name, context)
return {'FINISHED'}
__classes__ = [
PskImportOperator
]
return result

View File

@@ -0,0 +1,48 @@
from bpy.props import EnumProperty
from bpy.types import PropertyGroup
mesh_triangle_types_items = (
('NORMAL', 'Normal', '', 0),
('NORMAL_TWO_SIDED', 'Normal Two-Sided', '', 1),
('TRANSLUCENT', 'Translucent', '', 2),
('MASKED', 'Masked', '', 3),
('MODULATE', 'Modulate', '', 4),
('PLACEHOLDER', 'Placeholder', '', 8),
)
mesh_triangle_bit_flags_items = (
('UNLIT', 'Unlit', '', 16),
('FLAT', 'Flat', '', 32),
('ENVIRONMENT', 'Environment', '', 64),
('NO_SMOOTH', 'No Smooth', '', 128),
)
class PSX_PG_material(PropertyGroup):
mesh_triangle_type: EnumProperty(items=mesh_triangle_types_items, name='Triangle Type')
mesh_triangle_bit_flags: EnumProperty(items=mesh_triangle_bit_flags_items, name='Triangle Bit Flags',
options={'ENUM_FLAG'})
mesh_triangle_types_items_dict = {item[0]: item[3] for item in mesh_triangle_types_items}
mesh_triangle_bit_flags_items_dict = {item[0]: item[3] for item in mesh_triangle_bit_flags_items}
def triangle_type_and_bit_flags_to_poly_flags(mesh_triangle_type: str, mesh_triangle_bit_flags: set[str]) -> int:
poly_flags = 0
poly_flags |= mesh_triangle_types_items_dict.get(mesh_triangle_type, 0)
for flag in mesh_triangle_bit_flags:
poly_flags |= mesh_triangle_bit_flags_items_dict.get(flag, 0)
return poly_flags
def poly_flags_to_triangle_type_and_bit_flags(poly_flags: int) -> (str, set[str]):
try:
triangle_type = next(item[0] for item in mesh_triangle_types_items if item[3] == (poly_flags & 15))
except StopIteration:
triangle_type = 'NORMAL'
triangle_bit_flags = {item[0] for item in mesh_triangle_bit_flags_items if item[3] & poly_flags}
return triangle_type, triangle_bit_flags
classes = (
PSX_PG_material,
)

View File

@@ -1,46 +1,95 @@
from .data import *
import ctypes
import re
import warnings
from pathlib import Path
import bpy.app.translations
from .data import *
class PskReader(object):
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 __init__(self):
pass
@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_material_references(path: str) -> List[str]:
property_file_path = Path(path).with_suffix('.props.txt')
if not property_file_path.is_file():
# Property file does not exist.
return []
# Do a crude regex match to find the Material list entries.
contents = property_file_path.read_text()
pattern = r'Material\s*=\s*([^\s^,]+)'
return re.findall(pattern, contents)
def read(self, path) -> Psk:
psk = Psk()
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
PskReader.read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
PskReader.read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
PskReader.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)
def read_psk(path: str) -> Psk:
psk = Psk()
# Read the PSK file sections.
with open(path, 'rb') as fp:
while fp.read(1):
fp.seek(-1, 1)
section = Section.from_buffer_copy(fp.read(ctypes.sizeof(Section)))
if section.name == b'ACTRHEAD':
pass
elif section.name == b'PNTS0000':
_read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16):
_read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32):
_read_types(fp, Psk.Wedge32, section, psk.wedges)
else:
raise RuntimeError(f'Unrecognized section "{section.name}"')
return psk
raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000':
_read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000':
_read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT':
_read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS':
_read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200':
_read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR':
_read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'):
_read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS':
_read_types(fp, Vector3, section, psk.vertex_normals)
elif section.name == b'MRPHINFO':
_read_types(fp, Psk.MorphInfo, section, psk.morph_infos)
elif section.name == b'MRPHDATA':
_read_types(fp, Psk.MorphData, section, psk.morph_data)
else:
# Section is not handled, skip it.
message: str = bpy.app.translations.pgettext_iface('Unhandled section "{section_name}" at position {position}')
message.format(section_name=section.name, position=f'{fp.tell():15}')
warnings.warn(message)
'''
UEViewer exports a sidecar file (*.props.txt) with fully-qualified reference paths for each material
(e.g., Texture'Package.Group.Object').
'''
psk.material_references = _read_material_references(path)
"""
Tools like UEViewer and CUE4Parse write the point index as a 32-bit integer, exploiting the fact that due to struct
alignment, there were 16-bits of padding following the original 16-bit point index in the wedge struct.
However, this breaks compatibility with PSK files that were created with older tools that treated the
point index as a 16-bit integer and might have junk data written to the padding bits.
To work around this, we check if each point is still addressable using a 16-bit index, and if it is, assume the
point index is a 16-bit integer and truncate the high bits.
"""
if len(psk.points) <= 65536:
for wedge in psk.wedges:
wedge.point_index &= 0xFFFF
return psk

View File

@@ -0,0 +1,28 @@
from bpy.types import Panel
class PSK_PT_material(Panel):
bl_label = 'PSK Material'
bl_idname = 'PSK_PT_material'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'material'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material is not None
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
material = context.material
layout.prop(material.psk, 'mesh_triangle_type')
col = layout.column()
col.prop(material.psk, 'mesh_triangle_bit_flags', expand=True, text='Flags')
classes = (
PSK_PT_material,
)

View File

@@ -0,0 +1,61 @@
from ctypes import Structure, sizeof
from typing import Type
import bpy.app.translations
from .data import Psk
from ..data import Section, Vector3
MAX_WEDGE_COUNT = 65536
MAX_POINT_COUNT = 4294967296
MAX_BONE_COUNT = 2147483647
MAX_MATERIAL_COUNT = 256
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 write_psk(psk: Psk, path: str):
if len(psk.wedges) > MAX_WEDGE_COUNT:
message = bpy.app.translations.pgettext_iface('Number of wedges ({wedge_count}) exceeds limit of {MAX_WEDGE_COUNT}')
raise RuntimeError(message.format(wedge_count=len(psk.wedges), MAX_WEDGE_COUNT=MAX_WEDGE_COUNT))
if len(psk.points) > MAX_POINT_COUNT:
message = bpy.app.translations.pgettext_iface('Numbers of vertices ({point_count}) exceeds limit of {MAX_POINT_COUNT}')
raise RuntimeError(message.format(point_count=len(psk.points), MAX_POINT_COUNT=MAX_POINT_COUNT))
if len(psk.materials) > MAX_MATERIAL_COUNT:
message = bpy.app.translations.pgettext_iface('Number of materials ({material_count}) exceeds limit of {MAX_MATERIAL_COUNT}')
raise RuntimeError(message.format(material_count=len(psk.materials), MAX_MATERIAL_COUNT=MAX_MATERIAL_COUNT))
if len(psk.bones) > MAX_BONE_COUNT:
message = bpy.app.translations.pgettext_iface('Number of bones ({bone_count}) exceeds limit of {MAX_BONE_COUNT}')
raise RuntimeError(message.format(bone_count=len(psk.bones), MAX_BONE_COUNT=MAX_BONE_COUNT))
elif len(psk.bones) == 0:
message = bpy.app.translations.pgettext_iface('At least one bone must be marked for export')
raise RuntimeError(message)
with open(path, 'wb') as fp:
_write_section(fp, b'ACTRHEAD')
_write_section(fp, b'PNTS0000', Vector3, psk.points)
wedges = []
for index, w in enumerate(psk.wedges):
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)
_write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
_write_section(fp, b'FACE0000', Psk.Face, psk.faces)
_write_section(fp, b'MATT0000', Psk.Material, psk.materials)
_write_section(fp, b'REFSKELT', Psk.Bone, psk.bones)
_write_section(fp, b'RAWWEIGHTS', Psk.Weight, psk.weights)

View File

@@ -1,25 +1,55 @@
from bpy.types import PropertyGroup, UIList
from bpy.props import StringProperty, IntProperty, BoolProperty
from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty
from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel
class PSX_UL_BoneGroupList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.alignment = 'LEFT'
layout.prop(item, 'is_selected', icon_only=True)
layout.label(text=item.name, icon='GROUP_BONE' if item.index >= 0 else 'NONE')
class PSX_UL_bone_collection_list(UIList):
def draw_item(self, context: Context, layout: UILayout, data: AnyType, item: AnyType, icon: int,
active_data: AnyType, active_property: str, index: int = 0, flt_flag: int = 0):
row = layout.row()
row.prop(item, 'is_selected', text=item.name, translate=False)
row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
class BoneGroupListItem(PropertyGroup):
class PSX_PG_bone_collection_list_item(PropertyGroup):
name: StringProperty()
index: IntProperty()
count: IntProperty()
is_selected: BoolProperty(default=False)
@property
def name(self):
return self.name
class PSX_PG_action_export(PropertyGroup):
compression_ratio: FloatProperty(name='Compression Ratio', default=1.0, min=0.0, max=1.0, subtype='FACTOR', description='The keyframe sampling ratio of the exported sequence.\n\nA compression ratio of 1.0 will export all frames, while a compression ratio of 0.5 will export half of the frames')
key_quota: IntProperty(name='Keyframe Quota', default=0, min=1, description='The minimum number of keyframes to be exported')
fps: FloatProperty(name='FPS', default=30.0, min=0.0, description='The frame rate of the exported sequence')
__classes__ = [
BoneGroupListItem,
PSX_UL_BoneGroupList
]
class PSX_PT_action(Panel):
bl_idname = 'PSX_PT_action'
bl_label = 'PSA Export'
bl_space_type = 'DOPESHEET_EDITOR'
bl_region_type = 'UI'
bl_context = 'action'
bl_category = 'Action'
@classmethod
def poll(cls, context: 'Context'):
return context.active_object and context.active_object.type == 'ARMATURE' and context.active_action is not None
def draw(self, context: 'Context'):
action = context.active_action
layout = self.layout
flow = layout.grid_flow(columns=1)
flow.use_property_split = True
flow.use_property_decorate = False
flow.prop(action.psa_export, 'compression_ratio')
flow.prop(action.psa_export, 'key_quota')
flow.prop(action.psa_export, 'fps')
classes = (
PSX_PG_action_export,
PSX_PG_bone_collection_list_item,
PSX_UL_bone_collection_list,
PSX_PT_action,
)

1
localization/.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
artifacts

132
localization/stringscan.py Normal file
View File

@@ -0,0 +1,132 @@
import ast
import glob
import os
import pathlib
import polib
# Walk the directory and open all .py files using glob
strings = dict()
root_path = pathlib.Path('../io_scene_psk_psa').resolve()
for file in glob.glob('../io_scene_psk_psa/**/*.py', recursive=True):
with open(os.path.join(file), 'r') as f:
if file.endswith('i18n.py'):
# TODO: Don't parse the i18n files.
continue
# Walk the entire tree and build a list of all string literals.
try:
a = ast.parse(f.read())
for node in ast.walk(a):
if isinstance(node, ast.Constant) and isinstance(node.value, str):
a = pathlib.Path(file).resolve()
filepath = a.relative_to(root_path)
if node.s not in strings:
strings[node.s] = filepath, node.lineno, node.col_offset
except UnicodeDecodeError as e:
print(f'Error reading file {file}: {e}')
string_keys = set(strings.keys())
# Remove all keys from the dictionary that are empty or contain only whitespace.
string_keys = set(filter(lambda x: x.strip(), string_keys))
# Remove all strings that have no alphabetic characters.
string_keys = set(filter(lambda x: any(c.isalpha() for c in x), string_keys))
# Remove any strings that have '@return: ' in them.
string_keys = set(filter(lambda x: '@return: ' not in x, string_keys))
# Remove any strings that are entirely lowercase and have no whitespace.
string_keys = set(filter(lambda x: not x.islower() or ' ' in x, string_keys))
# Remove any strings that are in SCREAMING_SNAKE_CASE.
string_keys = set(filter(lambda x: not x.isupper(), string_keys))
# Remove any strings that have underscores and no spaces.
string_keys = set(filter(lambda x: '_' not in x or ' ' in x, string_keys))
# Remove any string that starts with a newline.
string_keys = set(filter(lambda x: not x.startswith('\n'), string_keys))
# Remove any string that looks like a regular expression.
string_keys = set(filter(lambda x: not any(c in x for c in '^'), string_keys))
def write_multiline_string(f, string):
f.write(f'msgid ""\n')
for line in string.split('\n'):
f.write(f'"{line}"\n')
f.write('msgstr ""\n\n')
# TODO: big brain move would be to load the translated Blender strings and remove any that are already translated
# instead of manually removing them.
exclude_strings = {
'Import-Export',
'Linear',
'Masked',
'Normal',
'Placeholder',
'Flat',
'Environment',
'Advanced',
'Action',
'All',
'Assets',
'Armature',
'Materials'
'Bones',
'Custom',
'Data',
'Colin Basnett, Yurii Ti',
'Invert',
'Keyframes', # maybe?
'Mesh',
'None',
'Options',
'Overwrite',
'Scale',
'Scene',
'Select',
'RemoveTracks'
'Source',
'Move Up',
'Move Down',
'Unassigned',
'Prefix',
'Suffix',
'Timeline Markers',
'Pose Markers',
'Actions',
'sRGBA',
}
# Remove any strings that are in the exclude_strings set.
string_keys = set(filter(lambda x: x not in exclude_strings, string_keys))
# Make a new PO file and write the strings to it.
pofile = polib.POFile()
pofile.header = '''msgid ""
msgstr ""
"Language: en\\n"
"MIME-Version: 1.0\\n"
"Content-Type: text/plain; charset=UTF-8\\n"
"Content-Transfer-Encoding: 8bit\\n"
'''
# Sort the string keys into a list.
string_keys = list(string_keys)
string_keys.sort()
for string_key in string_keys:
file, line, col = strings[string_key]
entry = polib.POEntry(
msgid=string_key,
msgstr=string_key,
comment=f'{file}:{line}',
)
pofile.append(entry)
pofile.save('../extern/io_scene_psk_psa-translations/io_scene_psk_psa.en.po')
# Print the # of strings.
print(f'Found {len(string_keys)} strings.')

View File

@@ -0,0 +1,27 @@
import os.path
import pprint
import re
from glob import glob
import polib
langs = {}
for file_path in glob('../extern/io_scene_psk_psa-translations/io_scene_psk_psa.*.po'):
with open(file_path, 'r', encoding='utf-8') as f:
content = f.read()
po = polib.pofile(content)
# Get the language code from the file name.
lang_code = re.match(r'io_scene_psk_psa.(\w*)\.po', os.path.basename(file_path)).group(1)
if lang_code == 'en':
continue
langs[lang_code] = {('*', entry.msgid): entry.msgstr for entry in po if entry.msgid != ''}
with open('../io_scene_psk_psa/i18n.py', 'w', encoding='utf-8') as f:
s = pprint.pformat(langs)
f.write(f'langs = {s}')
print(f'Language_codes = {list(langs.keys())}')
print('Wrote i18n.py')