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7 Commits

Author SHA1 Message Date
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
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
4 changed files with 78 additions and 43 deletions

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@@ -1,4 +1,13 @@
This Blender add-on allows you to import and export meshes and animations to and from the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats). In addition, the non-standard PSKX format is also supported for import only.
This Blender add-on allows you to import and export meshes and animations to and from the [PSK and PSA file formats](https://wiki.beyondunreal.com/PSK_%26_PSA_file_formats).
# Features
* Full PSK/PSA import and export capabilities
* Non-standard PSKX file format with vertex normals, extra UV channels and vertex colors is supported for import only
* Fine-grained PSA sequence importing for efficient workflow when working with large PSA files
* Automatic keyframe reduction on PSA import
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export
* An armature's [bone groups](https://docs.blender.org/manual/en/latest/animation/armatures/properties/bone_groups.html) can be excluded from PSK/PSA export (useful for excluding non-contributing bones such as IK controllers)
* PSA sequences can be exported directly from actions or delineated using a scene's [timeline markers](https://docs.blender.org/manual/en/latest/animation/markers.html), allowing use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences
# Installation
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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@@ -1,8 +1,9 @@
import datetime
from collections import Counter
from typing import List
from typing import List, Iterable
from bpy.types import NlaStrip
from bpy.types import NlaStrip, Object
from .types import BoneGroupListItem
class Timer:
@@ -56,7 +57,26 @@ def get_nla_strips_in_timeframe(object, frame_min, frame_max) -> List[NlaStrip]:
return strips
def populate_bone_group_list(armature_object, bone_group_list):
def populate_bone_group_list(armature_object: Object, bone_group_list: Iterable[BoneGroupListItem]) -> None:
"""
Updates the bone group collection.
Bone group selections are preserved between updates unless none of the groups were previously selected;
otherwise, all groups are selected by default.
"""
has_selected_groups = any([g.is_selected for g in bone_group_list])
unassigned_group_is_selected, selected_assigned_group_names = True, []
if has_selected_groups:
# Preserve group selections before clearing the list.
# We handle selections for the unassigned group separately to cover the edge case
# where there might be an actual group with 'Unassigned' as its name.
unassigned_group_idx, unassigned_group_is_selected = next(iter([
(i, g.is_selected) for i, g in enumerate(bone_group_list) if g.index == -1]), (-1, False))
selected_assigned_group_names = [
g.name for i, g in enumerate(bone_group_list) if i != unassigned_group_idx and g.is_selected]
bone_group_list.clear()
if armature_object and armature_object.pose:
@@ -66,14 +86,14 @@ def populate_bone_group_list(armature_object, bone_group_list):
item.name = 'Unassigned'
item.index = -1
item.count = 0 if None not in bone_group_counts else bone_group_counts[None]
item.is_selected = True
item.is_selected = unassigned_group_is_selected
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.count = 0 if bone_group not in bone_group_counts else bone_group_counts[bone_group]
item.is_selected = True
item.is_selected = bone_group.name in selected_assigned_group_names if has_selected_groups else True
def get_psa_sequence_name(action, should_use_original_sequence_name):

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@@ -1,6 +1,7 @@
from typing import Dict, Iterable
from bpy.types import Action
from mathutils import Matrix
from .data import *
from ..helpers import *
@@ -19,13 +20,7 @@ class PsaBuilderOptions(object):
self.should_trim_timeline_marker_sequences = True
self.sequence_name_prefix = ''
self.sequence_name_suffix = ''
class PsaBuilderPerformance:
def __init__(self):
self.frame_set_duration = datetime.timedelta()
self.key_build_duration = datetime.timedelta()
self.key_add_duration = datetime.timedelta()
self.root_motion = False
class PsaBuilder(object):
@@ -53,7 +48,6 @@ class PsaBuilder(object):
raise RuntimeError(f'Invalid FPS source "{options.fps_source}"')
def build(self, context, options: PsaBuilderOptions) -> Psa:
performance = PsaBuilderPerformance()
active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
@@ -201,26 +195,27 @@ class PsaBuilder(object):
frame_count = frame_max - frame_min + 1
for frame in range(frame_count):
with Timer() as t:
context.scene.frame_set(frame_min + frame)
performance.frame_set_duration += t.duration
for pose_bone in pose_bones:
with Timer() as t:
key = Psa.Key()
pose_bone_matrix = pose_bone.matrix
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:
# Export root motion
pose_bone_matrix = armature.matrix_world @ pose_bone.matrix
else:
pose_bone_matrix = pose_bone.matrix
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent is not None:
rotation.x = -rotation.x
rotation.y = -rotation.y
rotation.z = -rotation.z
rotation.conjugate()
key.location.x = location.x
key.location.y = location.y
@@ -230,11 +225,8 @@ class PsaBuilder(object):
key.rotation.z = rotation.z
key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps
performance.key_build_duration += t.duration
with Timer() as t:
psa.keys.append(key)
performance.key_add_duration += t.duration
psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
@@ -264,8 +256,12 @@ class PsaBuilder(object):
frame_max = sorted_timeline_markers[next_marker_index].frame
if options.should_trim_timeline_marker_sequences:
nla_strips = get_nla_strips_in_timeframe(object, marker.frame, frame_max)
if len(nla_strips) > 0:
frame_max = min(frame_max, max(map(lambda nla_strip: nla_strip.frame_end, nla_strips)))
frame_min = max(frame_min, min(map(lambda nla_strip: nla_strip.frame_start, nla_strips)))
else:
# No strips in between this marker and the next, just export this as a one-frame animation.
frame_max = frame_min
else:
# There is no next marker.
# Find the final frame of all the NLA strips and use that as the last frame of this sequence.

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@@ -65,6 +65,12 @@ def should_use_original_sequence_names_updated(_, context):
class PsaExportPropertyGroup(PropertyGroup):
root_motion: BoolProperty(
name='Root Motion',
options=set(),
default=False,
description='When set, the root bone will be transformed as it appears in the scene',
)
sequence_source: EnumProperty(
name='Source',
options=set(),
@@ -165,6 +171,9 @@ class PsaExportOperator(Operator, ExportHelper):
# SOURCE
layout.prop(pg, 'sequence_source', text='Source')
# ROOT MOTION
layout.prop(pg, 'root_motion', text='Root Motion')
# SELECT ALL/NONE
row = layout.row(align=True)
row.label(text='Select')
@@ -297,6 +306,7 @@ class PsaExportOperator(Operator, ExportHelper):
options.should_trim_timeline_marker_sequences = pg.should_trim_timeline_marker_sequences
options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix
options.root_motion = pg.root_motion
builder = PsaBuilder()