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8 Commits

Author SHA1 Message Date
Colin Basnett
4c4900e388 Merge remote-tracking branch 'origin/master' 2021-08-14 23:18:59 -07:00
Colin Basnett
08f4960e1f Update README.md 2021-08-14 23:15:38 -07:00
Colin Basnett
f08ecc457f Update README.md 2021-08-14 23:15:22 -07:00
Colin Basnett
0d03e49da3 Removed some unhelpful comments and TODOs. 2021-08-14 22:59:05 -07:00
Colin Basnett
32cadbfe31 Merge pull request #6 from DarklightGames/feature-static-meshes
Added the ability for users to export "static meshes" for meshes don't have armature modifiers
2021-08-14 22:02:19 -07:00
Colin Basnett
a76215569d Added the ability for users to export "static meshes" for meshes that don't have armature modifiers 2021-08-14 18:00:16 -07:00
Colin Basnett
e51013eec7 Incremented version. 2021-08-14 16:39:23 -07:00
Colin Basnett
94da7b4acf Merge branch 'feature-multiple-meshes' 2021-08-14 14:29:55 -07:00
4 changed files with 97 additions and 66 deletions

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@@ -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)!

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@@ -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)",

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@@ -30,22 +30,23 @@ 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')
input_objects.armature_object = list(armature_modifier_objects)[0]
if input_objects.armature_object is None:
raise RuntimeError('Armature modifier has no linked object')
elif len(armature_modifier_objects) == 1:
input_objects.armature_object = list(armature_modifier_objects)[0]
return input_objects
@@ -61,42 +62,53 @@ class PskBuilder(object):
materials = OrderedDict()
bones = list(input_objects.armature_object.data.bones)
for bone in bones:
if input_objects.armature_object is None:
# Static mesh (no armature)
psk_bone = Psk.Bone()
psk_bone.name = bytes(bone.name, encoding='utf-8')
psk_bone.name = bytes('static', encoding='utf-8')
psk_bone.flags = 0
psk_bone.children_count = len(bone.children)
try:
psk_bone.parent_index = bones.index(bone.parent)
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 = input_objects.armature_object.matrix_local @ bone.head
rot_matrix = bone.matrix @ input_objects.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_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()
psk_bone.name = bytes(bone.name, encoding='utf-8')
psk_bone.flags = 0
psk_bone.children_count = len(bone.children)
try:
psk_bone.parent_index = bones.index(bone.parent)
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 = input_objects.armature_object.matrix_local @ bone.head
rot_matrix = bone.matrix @ input_objects.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
wedge_offset = 0
@@ -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:
@@ -160,24 +170,25 @@ class PskBuilder(object):
# WEIGHTS
# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
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]
bone_indices = [bone_names.index(name) for name in vertex_group_names]
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
bone_index = bone_indices[vertex_group_index]
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 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]
bone_indices = [bone_names.index(name) for name in vertex_group_names]
for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
bone_index = bone_indices[vertex_group_index]
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)
vertex_offset += len(psk.points)
wedge_offset += len(psk.wedges)

View File

@@ -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: