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feature-mu
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1.1.0
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26
README.md
26
README.md
@@ -1,3 +1,25 @@
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# io_export_psk_psa
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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).
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If you are looking for a PSK/PSA importer, use [this one](https://github.com/Befzz/blender3d_import_psk_psa)!
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# Installation
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1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page.
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2. Open Blender 2.80 or later.
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3. Navigate to the Blender Preferences (Edit > Preferences).
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4. Select the "Add-ons" tab.
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5. Click the "Install..." button.
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6. Select the .zip file that you downloaded earlier and click "Install Add-on".
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7. Enable the newly added "Import-Export: PSK/PSA Exporter" addon.
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# Usage
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## Exporting a PSK
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1. Select the mesh objects you wish to export.
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3. Navigate to File > Export > Unreal PSK (.psk)
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4. Enter the file name and click "Export".
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## Exporting a PSA
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1. Select the armature objects you wish to export.
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2. Navigate to File > Export > Unreal PSA (.psa)
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3. Enter the file name and click "Export".
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# FAQ
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## Can I use this addon to import PSK and PSA files?
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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 @@
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bl_info = {
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"name": "PSK/PSA Exporter",
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"author": "Colin Basnett",
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"version": ( 1, 0, 0 ),
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"version": ( 1, 1, 0 ),
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"blender": ( 2, 80, 0 ),
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"location": "File > Export > PSK Export (.psk)",
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"description": "PSK/PSA Export (.psk)",
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@@ -30,22 +30,23 @@ class PskBuilder(object):
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if len(obj.data.materials) == 0:
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raise RuntimeError(f'Mesh "{obj.name}" must have at least one material')
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# ensure that there is exactly one armature modifier object shared between all selected meshes
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# Ensure that there are either no armature modifiers (static mesh)
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# or that there is exactly one armature modifier object shared between
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# all selected meshes
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armature_modifier_objects = set()
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for obj in input_objects.mesh_objects:
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modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE']
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if len(modifiers) != 1:
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raise RuntimeError(f'Mesh "{obj.name}" must have one armature modifier')
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if len(modifiers) == 0:
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continue
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elif len(modifiers) == 2:
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raise RuntimeError(f'Mesh "{obj.name}" must have only one armature modifier')
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armature_modifier_objects.add(modifiers[0].object)
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if len(armature_modifier_objects) > 1:
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raise RuntimeError('All selected meshes must have the same armature modifier')
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input_objects.armature_object = list(armature_modifier_objects)[0]
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if input_objects.armature_object is None:
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raise RuntimeError('Armature modifier has no linked object')
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elif len(armature_modifier_objects) == 1:
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input_objects.armature_object = list(armature_modifier_objects)[0]
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return input_objects
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@@ -61,42 +62,53 @@ class PskBuilder(object):
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materials = OrderedDict()
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bones = list(input_objects.armature_object.data.bones)
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for bone in bones:
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if input_objects.armature_object is None:
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# Static mesh (no armature)
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psk_bone = Psk.Bone()
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psk_bone.name = bytes(bone.name, encoding='utf-8')
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psk_bone.name = bytes('static', encoding='utf-8')
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psk_bone.flags = 0
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psk_bone.children_count = len(bone.children)
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try:
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psk_bone.parent_index = bones.index(bone.parent)
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except ValueError:
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psk_bone.parent_index = 0
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if bone.parent is not None:
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rotation = bone.matrix.to_quaternion()
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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quat_parent = bone.parent.matrix.to_quaternion().inverted()
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parent_head = quat_parent @ bone.parent.head
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parent_tail = quat_parent @ bone.parent.tail
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location = (parent_tail - parent_head) + bone.head
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else:
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location = input_objects.armature_object.matrix_local @ bone.head
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rot_matrix = bone.matrix @ input_objects.armature_object.matrix_local.to_3x3()
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rotation = rot_matrix.to_quaternion()
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psk_bone.location.x = location.x
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psk_bone.location.y = location.y
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psk_bone.location.z = location.z
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psk_bone.rotation.x = rotation.x
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psk_bone.rotation.y = rotation.y
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psk_bone.rotation.z = rotation.z
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psk_bone.rotation.w = rotation.w
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psk_bone.children_count = 0
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psk_bone.parent_index = 0
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psk_bone.location = Vector3(0, 0, 0)
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psk_bone.rotation = Quaternion(0, 0, 0, 1)
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psk.bones.append(psk_bone)
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else:
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bones = list(input_objects.armature_object.data.bones)
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for bone in bones:
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psk_bone = Psk.Bone()
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psk_bone.name = bytes(bone.name, encoding='utf-8')
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psk_bone.flags = 0
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psk_bone.children_count = len(bone.children)
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try:
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psk_bone.parent_index = bones.index(bone.parent)
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except ValueError:
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psk_bone.parent_index = 0
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if bone.parent is not None:
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rotation = bone.matrix.to_quaternion()
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rotation.x = -rotation.x
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rotation.y = -rotation.y
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rotation.z = -rotation.z
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quat_parent = bone.parent.matrix.to_quaternion().inverted()
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parent_head = quat_parent @ bone.parent.head
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parent_tail = quat_parent @ bone.parent.tail
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location = (parent_tail - parent_head) + bone.head
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else:
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location = input_objects.armature_object.matrix_local @ bone.head
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rot_matrix = bone.matrix @ input_objects.armature_object.matrix_local.to_3x3()
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rotation = rot_matrix.to_quaternion()
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psk_bone.location.x = location.x
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psk_bone.location.y = location.y
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psk_bone.location.z = location.z
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psk_bone.rotation.x = rotation.x
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psk_bone.rotation.y = rotation.y
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psk_bone.rotation.z = rotation.z
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psk_bone.rotation.w = rotation.w
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psk.bones.append(psk_bone)
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vertex_offset = 0
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wedge_offset = 0
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@@ -115,7 +127,6 @@ class PskBuilder(object):
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# WEDGES
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uv_layer = object.data.uv_layers.active.data
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# needs to be additive!!!
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psk.wedges.extend([wedge_type() for _ in range(len(object.data.loops))])
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for loop_index, loop in enumerate(object.data.loops):
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@@ -143,7 +154,6 @@ class PskBuilder(object):
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material_indices.append(material_index)
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# FACES
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# TODO: this is making the assumption that the mesh is triangulated
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object.data.calc_loop_triangles()
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poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True)
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for f in object.data.loop_triangles:
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@@ -160,24 +170,25 @@ class PskBuilder(object):
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# WEIGHTS
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# TODO: bone ~> vg might not be 1:1, provide a nice error message if this is the case
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armature = input_objects.armature_object.data
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bone_names = [x.name for x in armature.bones]
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vertex_group_names = [x.name for x in object.vertex_groups]
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bone_indices = [bone_names.index(name) for name in vertex_group_names]
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for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
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bone_index = bone_indices[vertex_group_index]
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for vertex_index in range(len(object.data.vertices)):
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try:
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weight = vertex_group.weight(vertex_index)
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except RuntimeError:
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continue
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if weight == 0.0:
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continue
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w = Psk.Weight()
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w.bone_index = bone_index
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w.point_index = vertex_offset + vertex_index
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w.weight = weight
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psk.weights.append(w)
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if input_objects.armature_object is not None:
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armature = input_objects.armature_object.data
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bone_names = [x.name for x in armature.bones]
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vertex_group_names = [x.name for x in object.vertex_groups]
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bone_indices = [bone_names.index(name) for name in vertex_group_names]
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for vertex_group_index, vertex_group in enumerate(object.vertex_groups):
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bone_index = bone_indices[vertex_group_index]
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for vertex_index in range(len(object.data.vertices)):
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try:
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weight = vertex_group.weight(vertex_index)
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except RuntimeError:
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continue
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if weight == 0.0:
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continue
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w = Psk.Weight()
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w.bone_index = bone_index
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w.point_index = vertex_offset + vertex_index
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w.weight = weight
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psk.weights.append(w)
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vertex_offset += len(psk.points)
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wedge_offset += len(psk.wedges)
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@@ -19,13 +19,11 @@ class PskExporter(object):
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fp.write(datum)
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def export(self, path: str):
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# TODO: add logic somewhere to assert lengths of ctype structs
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with open(path, 'wb') as fp:
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self.write_section(fp, b'ACTRHEAD')
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self.write_section(fp, b'PNTS0000', Vector3, self.psk.points)
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# WEDGES
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# TODO: this really should be on the level of the builder, not the exporter
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if len(self.psk.wedges) <= 65536:
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wedge_type = Psk.Wedge16
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else:
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