Compare commits
8 Commits
feature-mu
...
1.1.0
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
4c4900e388 | ||
|
|
08f4960e1f | ||
|
|
f08ecc457f | ||
|
|
0d03e49da3 | ||
|
|
32cadbfe31 | ||
|
|
a76215569d | ||
|
|
e51013eec7 | ||
|
|
94da7b4acf |
26
README.md
26
README.md
@@ -1,3 +1,25 @@
|
||||
# io_export_psk_psa
|
||||
This Blender add-on allows you to export meshes and animations to the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats).
|
||||
|
||||
If you are looking for a PSK/PSA importer, use [this one](https://github.com/Befzz/blender3d_import_psk_psa)!
|
||||
# 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 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".
|
||||
|
||||
## 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".
|
||||
|
||||
# FAQ
|
||||
## Can I use this addon to import PSK and PSA files?
|
||||
Currently, no. If you are looking for a PSK/PSA importer, use [this one](https://github.com/Befzz/blender3d_import_psk_psa)!
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
bl_info = {
|
||||
"name": "PSK/PSA Exporter",
|
||||
"author": "Colin Basnett",
|
||||
"version": ( 1, 0, 0 ),
|
||||
"version": ( 1, 1, 0 ),
|
||||
"blender": ( 2, 80, 0 ),
|
||||
"location": "File > Export > PSK Export (.psk)",
|
||||
"description": "PSK/PSA Export (.psk)",
|
||||
|
||||
@@ -30,23 +30,24 @@ class PskBuilder(object):
|
||||
if len(obj.data.materials) == 0:
|
||||
raise RuntimeError(f'Mesh "{obj.name}" must have at least one material')
|
||||
|
||||
# ensure that there is exactly one armature modifier object shared between all selected meshes
|
||||
# Ensure that there are either no armature modifiers (static mesh)
|
||||
# or that there is exactly one armature modifier object shared between
|
||||
# all selected meshes
|
||||
armature_modifier_objects = set()
|
||||
|
||||
for obj in input_objects.mesh_objects:
|
||||
modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE']
|
||||
if len(modifiers) != 1:
|
||||
raise RuntimeError(f'Mesh "{obj.name}" must have one armature modifier')
|
||||
if len(modifiers) == 0:
|
||||
continue
|
||||
elif len(modifiers) == 2:
|
||||
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]
|
||||
|
||||
if input_objects.armature_object is None:
|
||||
raise RuntimeError('Armature modifier has no linked object')
|
||||
|
||||
return input_objects
|
||||
|
||||
def build(self, context) -> Psk:
|
||||
@@ -61,6 +62,17 @@ class PskBuilder(object):
|
||||
|
||||
materials = OrderedDict()
|
||||
|
||||
if input_objects.armature_object is None:
|
||||
# Static mesh (no armature)
|
||||
psk_bone = Psk.Bone()
|
||||
psk_bone.name = bytes('static', encoding='utf-8')
|
||||
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)
|
||||
psk.bones.append(psk_bone)
|
||||
else:
|
||||
bones = list(input_objects.armature_object.data.bones)
|
||||
for bone in bones:
|
||||
psk_bone = Psk.Bone()
|
||||
@@ -115,7 +127,6 @@ class PskBuilder(object):
|
||||
|
||||
# WEDGES
|
||||
uv_layer = object.data.uv_layers.active.data
|
||||
# needs to be additive!!!
|
||||
psk.wedges.extend([wedge_type() for _ in range(len(object.data.loops))])
|
||||
|
||||
for loop_index, loop in enumerate(object.data.loops):
|
||||
@@ -143,7 +154,6 @@ class PskBuilder(object):
|
||||
material_indices.append(material_index)
|
||||
|
||||
# FACES
|
||||
# TODO: this is making the assumption that the mesh is triangulated
|
||||
object.data.calc_loop_triangles()
|
||||
poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
|
||||
for f in object.data.loop_triangles:
|
||||
@@ -160,6 +170,7 @@ class PskBuilder(object):
|
||||
|
||||
# WEIGHTS
|
||||
# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
|
||||
if input_objects.armature_object is not None:
|
||||
armature = input_objects.armature_object.data
|
||||
bone_names = [x.name for x in armature.bones]
|
||||
vertex_group_names = [x.name for x in object.vertex_groups]
|
||||
|
||||
@@ -19,13 +19,11 @@ class PskExporter(object):
|
||||
fp.write(datum)
|
||||
|
||||
def export(self, path: str):
|
||||
# TODO: add logic somewhere to assert lengths of ctype structs
|
||||
with open(path, 'wb') as fp:
|
||||
self.write_section(fp, b'ACTRHEAD')
|
||||
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
|
||||
|
||||
# WEDGES
|
||||
# TODO: this really should be on the level of the builder, not the exporter
|
||||
if len(self.psk.wedges) <= 65536:
|
||||
wedge_type = Psk.Wedge16
|
||||
else:
|
||||
|
||||
Reference in New Issue
Block a user