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73 Commits

Author SHA1 Message Date
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
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
15 changed files with 1739 additions and 1234 deletions

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@@ -1,46 +1,50 @@
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). [![Blender](https://img.shields.io/badge/Blender->=3.4-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 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) used in many version of the Unreal Engine.
> **NOTE**: This addon requires Blender 3.4+. If this is not available to you, install version [4.3.0](https://github.com/DarklightGames/io_scene_psk_psa/releases/tag/4.3.0), as it has a minimum Blender version of 2.9, but is no longer receiving new features.
# Features # Features
* Full PSK/PSA import and export capabilities * 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 * 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 * 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.
* PSA sequence metadata (e.g., frame rate, sequence name) is preserved on import, allowing this data to be reused on export * Specific [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).
* 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 direct use of the [NLA](https://docs.blender.org/manual/en/latest/editors/nla/index.html) when creating sequences.
* 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 * Manual re-ordering of material slots when exporting multiple mesh objects.
# Installation # Installation
1. Download the zip file for the latest version from the [releases](https://github.com/DarklightGames/io_export_psk_psa/releases) page. 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. 2. Open Blender 3.4.0 or later.
3. Navigate to the Blender Preferences (Edit > Preferences). 3. Navigate to the Blender Preferences (`Edit` > `Preferences`).
4. Select the "Add-ons" tab. 4. Select the `Add-ons` tab.
5. Click the "Install..." button. 5. Click the `Install...` button.
6. Select the .zip file that you downloaded earlier and click "Install Add-on". 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. 7. Enable the newly added `Import-Export: PSK/PSA Importer/Exporter` addon.
# Usage # Usage
## Exporting a PSK ## Exporting a PSK
1. Select the mesh objects you wish to export. 1. Select the mesh objects you wish to export.
3. Navigate to File > Export > Unreal PSK (.psk) 2. Navigate to `File` > `Export` > `Unreal PSK (.psk)`.
4. Enter the file name and click "Export". 3. Enter the file name and click `Export`.
## Importing a PSK/PSKX ## Importing a PSK/PSKX
1. Navigate to File > Import > Unreal PSK (.psk/.pskx) 1. Navigate to `File` > `Import` > `Unreal PSK (.psk/.pskx)`.
2. Select the PSK file you want to import and click "Import" 2. Select the PSK file you want to import and click `Import`.
## Exporting a PSA ## Exporting a PSA
1. Select the armature objects you wish to export. 1. Select the armature objects you wish to export.
2. Navigate to File > Export > Unreal PSA (.psa) 2. Navigate to `File` > `Export` > `Unreal PSA (.psa)`.
3. Enter the file name and click "Export". 3. Enter the file name and click `Export`.
## Importing a PSA ## Importing a PSA
1. Select the armature object that you wish you import actions to. 1. Select an armature that you want import animations for.
2. Navigate to the Object Data Properties tab of the Properties editor. 2. Navigate to `File` > `Import` > `Unreal PSA (.psa)`.
3. Navigate to the PSA Import panel. 3. Select the PSA file you want to import.
4. Click "Select PSA File". 4. Select the sequences that you want to import and click `Import`.
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".
# FAQ # FAQ
## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)? ## Why are the mesh normals not accurate when importing a PSK extracted from [UE Viewer](https://www.gildor.org/en/projects/umodel)?

View File

@@ -1,9 +1,8 @@
bl_info = { bl_info = {
"name": "PSK/PSA Importer/Exporter", "name": "PSK/PSA Importer/Exporter",
"author": "Colin Basnett", "author": "Colin Basnett, Yurii Ti",
"version": (3, 0, 0), "version": (5, 0, 0),
"blender": (2, 80, 0), "blender": (3, 4, 0),
# "location": "File > Export > PSK Export (.psk)",
"description": "PSK/PSA Import/Export (.psk/.psa)", "description": "PSK/PSA Import/Export (.psk/.psa)",
"warning": "", "warning": "",
"doc_url": "https://github.com/DarklightGames/io_scene_psk_psa", "doc_url": "https://github.com/DarklightGames/io_scene_psk_psa",
@@ -46,11 +45,11 @@ else:
import bpy import bpy
from bpy.props import PointerProperty from bpy.props import PointerProperty
classes = (psx_types.classes + classes = psx_types.classes +\
psk_importer.classes + psk_importer.classes +\
psk_exporter.classes + psk_exporter.classes +\
psa_exporter.classes + psa_exporter.classes +\
psa_importer.classes) psa_importer.classes
def psk_export_menu_func(self, context): def psk_export_menu_func(self, context):
@@ -65,26 +64,32 @@ def psa_export_menu_func(self, context):
self.layout.operator(psa_exporter.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)') self.layout.operator(psa_exporter.PsaExportOperator.bl_idname, text='Unreal PSA (.psa)')
def psa_import_menu_func(self, context):
self.layout.operator(psa_importer.PsaImportOperator.bl_idname, text='Unreal PSA (.psa)')
def register(): def register():
for cls in classes: for cls in classes:
bpy.utils.register_class(cls) bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_export.append(psk_export_menu_func) 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_import.append(psk_import_menu_func)
bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func) bpy.types.TOPBAR_MT_file_export.append(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.append(psa_import_menu_func)
bpy.types.Scene.psa_import = PointerProperty(type=psa_importer.PsaImportPropertyGroup) bpy.types.Scene.psa_import = PointerProperty(type=psa_importer.PsaImportPropertyGroup)
bpy.types.Scene.psk_import = PointerProperty(type=psk_importer.PskImportPropertyGroup)
bpy.types.Scene.psa_export = PointerProperty(type=psa_exporter.PsaExportPropertyGroup) bpy.types.Scene.psa_export = PointerProperty(type=psa_exporter.PsaExportPropertyGroup)
bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup) bpy.types.Scene.psk_export = PointerProperty(type=psk_exporter.PskExportPropertyGroup)
bpy.types.Action.psa_export = PointerProperty(type=psx_types.PSX_PG_ActionExportPropertyGroup)
def unregister(): def unregister():
del bpy.types.Scene.psa_import del bpy.types.Scene.psa_import
del bpy.types.Scene.psk_import
del bpy.types.Scene.psa_export del bpy.types.Scene.psa_export
del bpy.types.Scene.psk_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_export.remove(psk_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psk_import_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_export.remove(psa_export_menu_func)
bpy.types.TOPBAR_MT_file_import.remove(psa_import_menu_func)
for cls in reversed(classes): for cls in reversed(classes):
bpy.utils.unregister_class(cls) bpy.utils.unregister_class(cls)

39
io_scene_psk_psa/bdk.py Normal file
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@@ -0,0 +1,39 @@
import re
from typing import Optional
class UReference:
type_name: str
package_name: str
group_name: Optional[str]
object_name: str
def __init__(self, type_name: str, package_name: str, object_name: str, group_name: Optional[str] = None):
self.type_name = type_name
self.package_name = package_name
self.object_name = object_name
self.group_name = group_name
@staticmethod
def from_string(string: str) -> Optional['UReference']:
if string == 'None':
return None
pattern = r'(\w+)\'([\w\.\d\-\_]+)\''
match = re.match(pattern, string)
if match is None:
print(f'BAD REFERENCE STRING: {string}')
return None
type_name = match.group(1)
object_name = match.group(2)
pattern = r'([\w\d\-\_]+)'
values = re.findall(pattern, object_name)
package_name = values[0]
object_name = values[-1]
return UReference(type_name, package_name, object_name, group_name=None)
def __repr__(self):
s = f'{self.type_name}\'{self.package_name}'
if self.group_name:
s += f'.{self.group_name}'
s += f'.{self.object_name}'
return s

View File

@@ -1,9 +1,12 @@
import datetime import datetime
import re
import typing
from collections import Counter from collections import Counter
from typing import List, Iterable from typing import List, Iterable
from bpy.types import NlaStrip, Object import addon_utils
from .types import BoneGroupListItem import bpy.types
from bpy.types import NlaStrip, Object, AnimData
class Timer: class Timer:
@@ -24,29 +27,18 @@ class Timer:
return datetime.datetime.now() - self.start return datetime.datetime.now() - self.start
def rgb_to_srgb(c): def rgb_to_srgb(c: float):
if c > 0.0031308: if c > 0.0031308:
return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055 return 1.055 * (pow(c, (1.0 / 2.4))) - 0.055
else: else:
return 12.92 * c return 12.92 * c
def get_nla_strips_ending_at_frame(object, frame) -> List[NlaStrip]: def get_nla_strips_in_timeframe(animation_data: AnimData, frame_min: float, frame_max: float) -> List[NlaStrip]:
if object is None or object.animation_data is None: if animation_data is None:
return [] return []
strips = [] strips = []
for nla_track in object.animation_data.nla_tracks: for nla_track in animation_data.nla_tracks:
for strip in nla_track.strips:
if strip.frame_end == frame:
strips.append(strip)
return strips
def get_nla_strips_in_timeframe(object, frame_min, frame_max) -> List[NlaStrip]:
if object is None or object.animation_data is None:
return []
strips = []
for nla_track in object.animation_data.nla_tracks:
if nla_track.mute: if nla_track.mute:
continue continue
for strip in nla_track.strips: for strip in nla_track.strips:
@@ -57,7 +49,7 @@ def get_nla_strips_in_timeframe(object, frame_min, frame_max) -> List[NlaStrip]:
return strips return strips
def populate_bone_group_list(armature_object: Object, bone_group_list: Iterable[BoneGroupListItem]) -> None: def populate_bone_group_list(armature_object: Object, bone_group_list: bpy.props.CollectionProperty) -> None:
""" """
Updates the bone group collection. Updates the bone group collection.
@@ -96,14 +88,15 @@ def populate_bone_group_list(armature_object: Object, bone_group_list: Iterable[
item.is_selected = bone_group.name in selected_assigned_group_names if has_selected_groups else 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): def check_bone_names(bone_names: Iterable[str]):
if should_use_original_sequence_name and 'psa_sequence_name' in action: pattern = re.compile(r'^[a-zA-Z\d_\- ]+$')
return action['psa_sequence_name'] invalid_bone_names = [x for x in bone_names if pattern.match(x) is None]
else: if len(invalid_bone_names) > 0:
return action.name raise RuntimeError(f'The following bone names are invalid: {invalid_bone_names}.\n'
f'Bone names must only contain letters, numbers, spaces, hyphens and underscores.')
def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices: List[int]) -> List[str]: def get_export_bone_names(armature_object: Object, bone_filter_mode: str, bone_group_indices: List[int]) -> List[str]:
""" """
Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone groups. Returns a sorted list of bone indices that should be exported for the given bone filter mode and bone groups.
@@ -117,7 +110,8 @@ def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices:
if armature_object is None or armature_object.type != 'ARMATURE': if armature_object is None or armature_object.type != 'ARMATURE':
raise ValueError('An armature object must be supplied') raise ValueError('An armature object must be supplied')
bones = armature_object.data.bones armature_data = typing.cast(bpy.types.Armature, armature_object.data)
bones = armature_data.bones
pose_bones = armature_object.pose.bones pose_bones = armature_object.pose.bones
bone_names = [x.name for x in bones] bone_names = [x.name for x in bones]
@@ -176,3 +170,7 @@ def get_export_bone_names(armature_object, bone_filter_mode, bone_group_indices:
f'Additional debugging information has been written to the console.') f'Additional debugging information has been written to the console.')
return bone_names return bone_names
def is_bdk_addon_loaded():
return addon_utils.check('bdk_addon')[1]

View File

@@ -1,83 +1,79 @@
from typing import Dict, Iterable from typing import Optional
from bpy.types import Action from bpy.types import Armature, Bone, Action, PoseBone
from mathutils import Matrix
from .data import * from .data import *
from ..helpers import * from ..helpers import *
class PsaBuilderOptions(object): class PsaExportSequence:
class NlaState:
def __init__(self): def __init__(self):
self.fps_source = 'SCENE' self.action: Optional[Action] = None
self.fps_custom = 30.0 self.frame_start: int = 0
self.sequence_source = 'ACTIONS' self.frame_end: int = 0
self.actions = []
self.marker_names = []
self.bone_filter_mode = 'ALL'
self.bone_group_indices = []
self.should_use_original_sequence_names = False
self.should_trim_timeline_marker_sequences = True
self.sequence_name_prefix = ''
self.sequence_name_suffix = ''
self.root_motion = False
class PsaBuilder(object):
def __init__(self): def __init__(self):
pass self.name: str = ''
self.nla_state: PsaExportSequence.NlaState = PsaExportSequence.NlaState()
self.compression_ratio: float = 1.0
self.key_quota: int = 0
self.fps: float = 30.0
def get_sequence_fps(self, context, options: PsaBuilderOptions, actions: Iterable[Action]) -> float:
if options.fps_source == 'SCENE':
return context.scene.render.fps
if options.fps_source == 'CUSTOM':
return options.fps_custom
elif options.fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
fps_list = []
for action in filter(lambda x: 'psa_sequence_fps' in x, actions):
fps = action['psa_sequence_fps']
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0:
return min(fps_list)
else:
# No valid action metadata to use, fallback to scene FPS
return context.scene.render.fps
else:
raise RuntimeError(f'Invalid FPS source "{options.fps_source}"')
def build(self, context, options: PsaBuilderOptions) -> Psa: class PsaBuildOptions:
def __init__(self):
self.animation_data: Optional[AnimData] = None
self.sequences: List[PsaExportSequence] = []
self.bone_filter_mode: str = 'ALL'
self.bone_group_indices: List[int] = []
self.should_ignore_bone_name_restrictions: bool = False
self.sequence_name_prefix: str = ''
self.sequence_name_suffix: str = ''
self.root_motion: bool = False
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
location = pose_bone_matrix.to_translation()
rotation = pose_bone_matrix.to_quaternion().normalized()
if pose_bone.parent is not None:
rotation.conjugate()
return location, rotation
def build_psa(context: bpy.types.Context, options: PsaBuildOptions) -> Psa:
active_object = context.view_layer.objects.active active_object = context.view_layer.objects.active
if active_object.type != 'ARMATURE':
raise RuntimeError('Selected object must be an Armature')
armature = active_object
if armature.animation_data is None:
raise RuntimeError('No animation data for armature')
# Ensure that we actually have items that we are going to be exporting.
if options.sequence_source == 'ACTIONS' and len(options.actions) == 0:
raise RuntimeError('No actions were selected for export')
elif options.sequence_source == 'TIMELINE_MARKERS' and len(options.marker_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
psa = Psa() psa = Psa()
bones = list(armature.data.bones) armature_object = active_object
armature_data = typing.cast(Armature, armature_object.data)
bones: List[Bone] = list(iter(armature_data.bones))
# The order of the armature bones and the pose bones is not guaranteed to be the same. # 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 # As a result, we need to reconstruct the list of pose bones in the same order as the
# armature bones. # armature bones.
bone_names = [x.name for x in bones] bone_names = [x.name for x in bones]
pose_bones = [(bone_names.index(bone.name), bone) for bone in armature.pose.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.sort(key=lambda x: x[0])
pose_bones = [x[1] for x in pose_bones] pose_bones = [x[1] for x in pose_bones]
# Get a list of all the bone indices and instigator bones for the bone filter settings. # Get a list of all the bone indices and instigator bones for the bone filter settings.
export_bone_names = get_export_bone_names(armature, options.bone_filter_mode, options.bone_group_indices) export_bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bone_indices = [bone_names.index(x) for x in export_bone_names] bone_indices = [bone_names.index(x) for x in export_bone_names]
# Make the bone lists contain only the bones that are going to be exported. # Make the bone lists contain only the bones that are going to be exported.
@@ -88,10 +84,14 @@ class PsaBuilder(object):
if len(bones) == 0: if len(bones) == 0:
raise RuntimeError('No bones available for export') raise RuntimeError('No bones available for export')
# Check that all bone names are valid.
if not options.should_ignore_bone_name_restrictions:
check_bone_names(map(lambda bone: bone.name, bones))
# Build list of PSA bones. # Build list of PSA bones.
for bone in bones: for bone in bones:
psa_bone = Psa.Bone() psa_bone = Psa.Bone()
psa_bone.name = bytes(bone.name, encoding='utf-8') psa_bone.name = bytes(bone.name, encoding='windows-1252')
try: try:
parent_index = bones.index(bone.parent) parent_index = bones.index(bone.parent)
@@ -101,18 +101,18 @@ class PsaBuilder(object):
psa_bone.parent_index = -1 psa_bone.parent_index = -1
if bone.parent is not None: if bone.parent is not None:
rotation = bone.matrix.to_quaternion() rotation = bone.matrix.to_quaternion().conjugated()
rotation.x = -rotation.x inverse_parent_rotation = bone.parent.matrix.to_quaternion().inverted()
rotation.y = -rotation.y parent_head = inverse_parent_rotation @ bone.parent.head
rotation.z = -rotation.z parent_tail = inverse_parent_rotation @ bone.parent.tail
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 location = (parent_tail - parent_head) + bone.head
else: else:
location = armature.matrix_local @ bone.head armature_local_matrix = armature_object.matrix_local
rot_matrix = bone.matrix @ armature.matrix_local.to_3x3() location = armature_local_matrix @ bone.head
rotation = rot_matrix.to_quaternion() 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_bone.location.x = location.x psa_bone.location.x = location.x
psa_bone.location.y = location.y psa_bone.location.y = location.y
@@ -125,98 +125,60 @@ class PsaBuilder(object):
psa.bones.append(psa_bone) psa.bones.append(psa_bone)
# Populate the export sequence list.
class NlaState:
def __init__(self):
self.frame_min = 0
self.frame_max = 0
self.action = None
class ExportSequence:
def __init__(self):
self.name = ''
self.nla_state = NlaState()
self.fps = 30.0
export_sequences = []
if options.sequence_source == 'ACTIONS':
for action in options.actions:
if len(action.fcurves) == 0:
continue
export_sequence = ExportSequence()
export_sequence.nla_state.action = action
export_sequence.name = get_psa_sequence_name(action, options.should_use_original_sequence_names)
frame_min, frame_max = [int(x) for x in action.frame_range]
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
export_sequence.fps = self.get_sequence_fps(context, options, [action])
export_sequences.append(export_sequence)
pass
elif options.sequence_source == 'TIMELINE_MARKERS':
sequence_frame_ranges = self.get_timeline_marker_sequence_frame_ranges(armature, context, options)
for name, (frame_min, frame_max) in sequence_frame_ranges.items():
export_sequence = ExportSequence()
export_sequence.name = name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_min = frame_min
export_sequence.nla_state.frame_max = frame_max
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(active_object, frame_min, frame_max)))
export_sequence.fps = self.get_sequence_fps(context, options, nla_strips_actions)
export_sequences.append(export_sequence)
else:
raise ValueError(f'Unhandled sequence source: {options.sequence_source}')
# Add prefixes and suffices to the names of the export sequences and strip whitespace. # Add prefixes and suffices to the names of the export sequences and strip whitespace.
for export_sequence in export_sequences: for export_sequence in options.sequences:
export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'.strip() export_sequence.name = f'{options.sequence_name_prefix}{export_sequence.name}{options.sequence_name_suffix}'
export_sequence.name = export_sequence.name.strip()
# 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
# Now build the PSA sequences. # Now build the PSA sequences.
# We actually alter the timeline frame and simply record the resultant pose bone matrices. # We actually alter the timeline frame and simply record the resultant pose bone matrices.
frame_start_index = 0 frame_start_index = 0
for export_sequence in export_sequences: for export_sequence in options.sequences:
armature.animation_data.action = export_sequence.nla_state.action # Link the action to the animation data and update view layer.
options.animation_data.action = export_sequence.nla_state.action
context.view_layer.update() context.view_layer.update()
frame_start = export_sequence.nla_state.frame_start
frame_end = export_sequence.nla_state.frame_end
# 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))
try:
frame_step = frame_extents / (frame_count - 1)
except ZeroDivisionError:
frame_step = 0.0
sequence_duration = frame_count_raw / export_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_sequence = Psa.Sequence() psa_sequence = Psa.Sequence()
frame_min = export_sequence.nla_state.frame_min
frame_max = export_sequence.nla_state.frame_max
frame_count = frame_max - frame_min + 1
psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252') psa_sequence.name = bytes(export_sequence.name, encoding='windows-1252')
psa_sequence.frame_count = frame_count psa_sequence.frame_count = frame_count
psa_sequence.frame_start_index = frame_start_index psa_sequence.frame_start_index = frame_start_index
psa_sequence.fps = export_sequence.fps psa_sequence.fps = frame_count / sequence_duration
psa_sequence.bone_count = len(pose_bones)
psa_sequence.track_time = frame_count
frame_count = frame_max - frame_min + 1 frame = float(frame_start)
for frame in range(frame_count): for _ in range(frame_count):
context.scene.frame_set(frame_min + frame) context.scene.frame_set(frame=int(frame), subframe=frame % 1.0)
for pose_bone in pose_bones: for pose_bone in pose_bones:
location, rotation = get_pose_bone_location_and_rotation(pose_bone, armature_object, options)
key = Psa.Key() key = Psa.Key()
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.conjugate()
key.location.x = location.x key.location.x = location.x
key.location.y = location.y key.location.y = location.y
key.location.z = location.z key.location.z = location.z
@@ -225,55 +187,16 @@ class PsaBuilder(object):
key.rotation.z = rotation.z key.rotation.z = rotation.z
key.rotation.w = rotation.w key.rotation.w = rotation.w
key.time = 1.0 / psa_sequence.fps key.time = 1.0 / psa_sequence.fps
psa.keys.append(key) psa.keys.append(key)
psa_sequence.bone_count = len(pose_bones) frame += frame_step
psa_sequence.track_time = frame_count
frame_start_index += frame_count frame_start_index += frame_count
psa.sequences[export_sequence.name] = psa_sequence psa.sequences[export_sequence.name] = psa_sequence
# Restore the previous action & frame.
options.animation_data.action = saved_action
context.scene.frame_set(saved_frame_current)
return psa return psa
def get_timeline_marker_sequence_frame_ranges(self, object, context, options: PsaBuilderOptions) -> 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 options.marker_names:
marker = context.scene.timeline_markers[marker_name]
frame_min = 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_max = 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_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.
for nla_track in object.animation_data.nla_tracks:
if nla_track.mute:
continue
for strip in nla_track.strips:
frame_max = max(frame_max, strip.frame_end)
if frame_min == frame_max:
continue
sequence_frame_ranges[marker_name] = int(frame_min), int(frame_max)
return sequence_frame_ranges

View File

@@ -6,11 +6,11 @@ from ..data import *
""" """
Note that keys are not stored within the Psa object. 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): class Bone(Structure):
_fields_ = [ _fields_ = [
('name', c_char * 64), ('name', c_char * 64),
@@ -60,5 +60,5 @@ class Psa(object):
def __init__(self): def __init__(self):
self.bones: List[Psa.Bone] = [] 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] = [] self.keys: List[Psa.Key] = []

View File

@@ -1,27 +1,19 @@
import fnmatch import fnmatch
import re
import sys import sys
from collections import Counter from typing import Type, Dict
from typing import Type
import bpy import bpy
from bpy.props import BoolProperty, CollectionProperty, EnumProperty, FloatProperty, IntProperty, PointerProperty, \ from bpy.props import BoolProperty, CollectionProperty, EnumProperty, FloatProperty, IntProperty, PointerProperty, \
StringProperty StringProperty
from bpy.types import Action, Operator, PropertyGroup, UIList from bpy.types import Action, Operator, PropertyGroup, UIList, Context, Armature, TimelineMarker
from bpy_extras.io_utils import ExportHelper from bpy_extras.io_utils import ExportHelper
from .builder import PsaBuilder, PsaBuilderOptions from .builder import PsaBuildOptions, PsaExportSequence, build_psa
from .data import * from .data import *
from ..helpers import * from ..helpers import *
from ..types import BoneGroupListItem from ..types import BoneGroupListItem
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): def write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
section = Section() section = Section()
section.name = name section.name = name
@@ -33,47 +25,61 @@ class PsaExporter(object):
for datum in data: for datum in data:
fp.write(datum) fp.write(datum)
def export(self, path: str):
def export_psa(psa: Psa, path: str):
with open(path, 'wb') as fp: with open(path, 'wb') as fp:
self.write_section(fp, b'ANIMHEAD') write_section(fp, b'ANIMHEAD')
self.write_section(fp, b'BONENAMES', Psa.Bone, self.psa.bones) write_section(fp, b'BONENAMES', Psa.Bone, psa.bones)
self.write_section(fp, b'ANIMINFO', Psa.Sequence, list(self.psa.sequences.values())) write_section(fp, b'ANIMINFO', Psa.Sequence, list(psa.sequences.values()))
self.write_section(fp, b'ANIMKEYS', Psa.Key, self.psa.keys) write_section(fp, b'ANIMKEYS', Psa.Key, psa.keys)
class PsaExportActionListItem(PropertyGroup): class PsaExportActionListItem(PropertyGroup):
action: PointerProperty(type=Action) action: PointerProperty(type=Action)
name: StringProperty() name: StringProperty()
is_selected: BoolProperty(default=False) is_selected: BoolProperty(default=False)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
is_pose_marker: BoolProperty(options={'HIDDEN'})
class PsaExportTimelineMarkerListItem(PropertyGroup): class PsaExportTimelineMarkerListItem(PropertyGroup):
marker_index: IntProperty() marker_index: IntProperty()
name: StringProperty() name: StringProperty()
is_selected: BoolProperty(default=True) is_selected: BoolProperty(default=True)
frame_start: IntProperty(options={'HIDDEN'})
frame_end: IntProperty(options={'HIDDEN'})
def update_action_names(context): def psa_export_property_group_animation_data_override_poll(_context, obj):
pg = context.scene.psa_export return obj.animation_data is not None
for item in pg.action_list:
action = item.action
item.action_name = get_psa_sequence_name(action, pg.should_use_original_sequence_names)
def should_use_original_sequence_names_updated(_, context): empty_set = set()
update_action_names(context)
class PsaExportPropertyGroup(PropertyGroup): class PsaExportPropertyGroup(PropertyGroup):
root_motion: BoolProperty( root_motion: BoolProperty(
name='Root Motion', name='Root Motion',
options=set(), options=empty_set,
default=False, default=False,
description='When set, the root bone will be transformed as it appears in the scene', 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'
)
animation_data_override: PointerProperty(
type=bpy.types.Object,
poll=psa_export_property_group_animation_data_override_poll
) )
sequence_source: EnumProperty( sequence_source: EnumProperty(
name='Source', name='Source',
options=set(), options=empty_set,
description='', description='',
items=( items=(
('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0), ('ACTIONS', 'Actions', 'Sequences will be exported using actions', 'ACTION', 0),
@@ -83,7 +89,7 @@ class PsaExportPropertyGroup(PropertyGroup):
) )
fps_source: EnumProperty( fps_source: EnumProperty(
name='FPS Source', name='FPS Source',
options=set(), options=empty_set,
description='', description='',
items=( items=(
('SCENE', 'Scene', '', 'SCENE_DATA', 0), ('SCENE', 'Scene', '', 'SCENE_DATA', 0),
@@ -93,7 +99,7 @@ class PsaExportPropertyGroup(PropertyGroup):
('CUSTOM', 'Custom', '', 2) ('CUSTOM', 'Custom', '', 2)
) )
) )
fps_custom: FloatProperty(default=30.0, min=sys.float_info.epsilon, soft_min=1.0, options=set(), step=100, fps_custom: FloatProperty(default=30.0, min=sys.float_info.epsilon, soft_min=1.0, options=empty_set, step=100,
soft_max=60.0) soft_max=60.0)
action_list: CollectionProperty(type=PsaExportActionListItem) action_list: CollectionProperty(type=PsaExportActionListItem)
action_list_index: IntProperty(default=0) action_list_index: IntProperty(default=0)
@@ -101,7 +107,7 @@ class PsaExportPropertyGroup(PropertyGroup):
marker_list_index: IntProperty(default=0) marker_list_index: IntProperty(default=0)
bone_filter_mode: EnumProperty( bone_filter_mode: EnumProperty(
name='Bone Filter', name='Bone Filter',
options=set(), options=empty_set,
description='', description='',
items=( items=(
('ALL', 'All', 'All bones will be exported.'), ('ALL', 'All', 'All bones will be exported.'),
@@ -111,28 +117,34 @@ class PsaExportPropertyGroup(PropertyGroup):
) )
bone_group_list: CollectionProperty(type=BoneGroupListItem) bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0, name='', description='') bone_group_list_index: IntProperty(default=0, name='', description='')
should_use_original_sequence_names: BoolProperty( should_ignore_bone_name_restrictions: BoolProperty(
default=False, default=False,
name='Original Names', name='Ignore Bone Name Restrictions',
options=set(), description='Bone names restrictions will be ignored. Note that bone names without properly formatted names '
update=should_use_original_sequence_names_updated, 'cannot be referenced in scripts'
description='If the action was imported from the PSA Import panel, the original name of the sequence will be '
'used instead of the Blender action name',
) )
should_trim_timeline_marker_sequences: BoolProperty( sequence_name_prefix: StringProperty(name='Prefix', options=empty_set)
default=True, sequence_name_suffix: StringProperty(name='Suffix', options=empty_set)
name='Trim Sequences', sequence_filter_name: StringProperty(
options=set(), default='',
description='Frames without NLA track information at the boundaries of timeline markers will be excluded from ' name='Filter by Name',
'the exported sequences ' options={'TEXTEDIT_UPDATE'},
) description='Only show items matching this name (use \'*\' as wildcard)')
sequence_name_prefix: StringProperty(name='Prefix', options=set()) sequence_use_filter_invert: BoolProperty(
sequence_name_suffix: StringProperty(name='Suffix', options=set()) default=False,
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'}) name='Invert',
sequence_use_filter_invert: BoolProperty(default=False, options=set()) options=empty_set,
sequence_filter_asset: BoolProperty(default=False, name='Show assets', description='Invert filtering (show hidden items, and vice versa)')
description='Show actions that belong to an asset library', options=set()) sequence_filter_asset: BoolProperty(
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=set()) default=False,
name='Show assets',
options=empty_set,
description='Show actions that belong to an asset library')
sequence_filter_pose_marker: BoolProperty(
default=False,
name='Show pose markers',
options=empty_set)
sequence_use_filter_sort_reverse: BoolProperty(default=True, options=empty_set)
def is_bone_filter_mode_item_available(context, identifier): def is_bone_filter_mode_item_available(context, identifier):
@@ -143,6 +155,193 @@ def is_bone_filter_mode_item_available(context, identifier):
return True 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_timeframe(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_sequence_fps(context: Context, fps_source: str, fps_custom: float, actions: Iterable[Action]) -> float:
if fps_source == 'SCENE':
return context.scene.render.fps
elif fps_source == 'CUSTOM':
return fps_custom
elif fps_source == 'ACTION_METADATA':
# Get the minimum value of action metadata FPS values.
fps_list = []
for action in filter(lambda x: 'psa_sequence_fps' in x, actions):
fps = action['psa_sequence_fps']
if type(fps) == int or type(fps) == float:
fps_list.append(fps)
if len(fps_list) > 0:
return min(fps_list)
else:
# No valid action metadata to use, fallback to scene FPS
return context.scene.render.fps
else:
raise RuntimeError(f'Invalid FPS source "{fps_source}"')
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 get_animation_data_object(context: Context) -> Object:
pg: PsaExportPropertyGroup = 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.should_override_animation_data:
animation_data_object = pg.animation_data_override
else:
animation_data_object = active_object
return animation_data_object
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])
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, action.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 [(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])
reversed_pattern = r'(.+)/(.+)'
reversed_match = re.match(reversed_pattern, pose_marker.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 [(pose_marker.name, frame_start, frame_end)]
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 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.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.startswith('#'):
continue
item = pg.marker_list.add()
item.name = marker_name
item.is_selected = False
frame_start, frame_end = sequence_frame_ranges[marker_name]
item.frame_start = frame_start
item.frame_end = frame_end
class PsaExportOperator(Operator, ExportHelper): class PsaExportOperator(Operator, ExportHelper):
bl_idname = 'psa_export.operator' bl_idname = 'psa_export.operator'
bl_label = 'Export' bl_label = 'Export'
@@ -157,11 +356,20 @@ class PsaExportOperator(Operator, ExportHelper):
default='') default='')
def __init__(self): def __init__(self):
self.armature = None 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): def draw(self, context):
layout = self.layout layout = self.layout
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
# FPS # FPS
layout.prop(pg, 'fps_source', text='FPS') layout.prop(pg, 'fps_source', text='FPS')
@@ -171,8 +379,11 @@ class PsaExportOperator(Operator, ExportHelper):
# SOURCE # SOURCE
layout.prop(pg, 'sequence_source', text='Source') layout.prop(pg, 'sequence_source', text='Source')
# ROOT MOTION if pg.sequence_source == 'TIMELINE_MARKERS':
layout.prop(pg, 'root_motion', text='Root Motion') # ANIMDATA SOURCE
layout.prop(pg, 'should_override_animation_data')
if pg.should_override_animation_data:
layout.prop(pg, 'animation_data_override', text='')
# SELECT ALL/NONE # SELECT ALL/NONE
row = layout.row(align=True) row = layout.row(align=True)
@@ -184,24 +395,22 @@ class PsaExportOperator(Operator, ExportHelper):
if pg.sequence_source == 'ACTIONS': if pg.sequence_source == 'ACTIONS':
rows = max(3, min(len(pg.action_list), 10)) rows = max(3, min(len(pg.action_list), 10))
layout.template_list('PSA_UL_ExportActionList', '', pg, 'action_list', pg, 'action_list_index', rows=rows) layout.template_list('PSA_UL_ExportSequenceList', '', pg, 'action_list', pg, 'action_list_index', rows=rows)
col = layout.column() col = layout.column()
col.use_property_split = True col.use_property_split = True
col.use_property_decorate = False col.use_property_decorate = False
col.prop(pg, 'should_use_original_sequence_names')
col.prop(pg, 'sequence_name_prefix') col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix') col.prop(pg, 'sequence_name_suffix')
elif pg.sequence_source == 'TIMELINE_MARKERS': elif pg.sequence_source == 'TIMELINE_MARKERS':
rows = max(3, min(len(pg.marker_list), 10)) rows = max(3, min(len(pg.marker_list), 10))
layout.template_list('PSA_UL_ExportTimelineMarkerList', '', pg, 'marker_list', pg, 'marker_list_index', layout.template_list('PSA_UL_ExportSequenceList', '', pg, 'marker_list', pg, 'marker_list_index',
rows=rows) rows=rows)
col = layout.column() col = layout.column()
col.use_property_split = True col.use_property_split = True
col.use_property_decorate = False col.use_property_decorate = False
col.prop(pg, 'should_trim_timeline_marker_sequences')
col.prop(pg, 'sequence_name_prefix') col.prop(pg, 'sequence_name_prefix')
col.prop(pg, 'sequence_name_suffix') col.prop(pg, 'sequence_name_suffix')
@@ -229,135 +438,136 @@ class PsaExportOperator(Operator, ExportHelper):
layout.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index', layout.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index',
rows=rows) rows=rows)
def should_action_be_selected_by_default(self, action): layout.prop(pg, 'should_ignore_bone_name_restrictions')
return action is not None and action.asset_data is None
def is_action_for_armature(self, action): layout.separator()
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): # ROOT MOTION
pg = context.scene.psa_export layout.prop(pg, 'root_motion', text='Root Motion')
@classmethod
def _check_context(cls, context):
if context.view_layer.objects.active is None: if context.view_layer.objects.active is None:
self.report({'ERROR_INVALID_CONTEXT'}, 'An armature must be selected') raise RuntimeError('An armature must be selected')
return {'CANCELLED'}
if context.view_layer.objects.active.type != 'ARMATURE': if context.view_layer.objects.active.type != 'ARMATURE':
self.report({'ERROR_INVALID_CONTEXT'}, 'The selected object must be an armature.') raise RuntimeError('The selected object must be an armature')
return {'CANCELLED'}
self.armature = context.view_layer.objects.active def invoke(self, context, _event):
try:
self._check_context(context)
except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e))
# Populate actions list. pg: PsaExportPropertyGroup = getattr(context.scene, 'psa_export')
pg.action_list.clear()
for action in bpy.data.actions:
if not self.is_action_for_armature(action):
continue
item = pg.action_list.add()
item.action = action
item.name = action.name
item.is_selected = self.should_action_be_selected_by_default(action)
update_action_names(context) self.armature_object = context.view_layer.objects.active
# Populate timeline markers list. update_actions_and_timeline_markers(context, self.armature_object.data)
pg.marker_list.clear()
for marker in context.scene.timeline_markers:
item = pg.marker_list.add()
item.name = marker.name
if len(pg.action_list) == 0 and len(pg.marker_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 or timeline markers to export.')
return {'CANCELLED'}
# Populate bone groups list. # Populate bone groups list.
populate_bone_group_list(self.armature, pg.bone_group_list) populate_bone_group_list(self.armature_object, pg.bone_group_list)
context.window_manager.fileselect_add(self) context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'} return {'RUNNING_MODAL'}
def execute(self, context): def execute(self, context):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
actions = [x.action for x in pg.action_list if x.is_selected] # Ensure that we actually have items that we are going to be exporting.
marker_names = [x.name for x in pg.marker_list if x.is_selected] 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_names) == 0:
raise RuntimeError('No timeline markers were selected for export')
options = PsaBuilderOptions() # Populate the export sequence list.
options.fps_source = pg.fps_source animation_data_object = get_animation_data_object(context)
options.fps_custom = pg.fps_custom animation_data = animation_data_object.animation_data
options.sequence_source = pg.sequence_source
options.actions = actions if animation_data is None:
options.marker_names = marker_names raise RuntimeError(f'No animation data for object \'{animation_data_object.name}\'')
export_sequences: List[PsaExportSequence] = []
if pg.sequence_source == 'ACTIONS':
for action in filter(lambda x: x.is_selected, pg.action_list):
if len(action.action.fcurves) == 0:
continue
export_sequence = PsaExportSequence()
export_sequence.nla_state.action = action.action
export_sequence.name = action.name
export_sequence.nla_state.frame_start = action.frame_start
export_sequence.nla_state.frame_end = action.frame_end
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, [action.action])
export_sequence.compression_ratio = action.action.psa_export.compression_ratio
export_sequence.key_quota = action.action.psa_export.key_quota
export_sequences.append(export_sequence)
elif pg.sequence_source == 'TIMELINE_MARKERS':
for marker in pg.marker_list:
export_sequence = PsaExportSequence()
export_sequence.name = marker.name
export_sequence.nla_state.action = None
export_sequence.nla_state.frame_start = marker.frame_start
export_sequence.nla_state.frame_end = marker.frame_end
nla_strips_actions = set(
map(lambda x: x.action, get_nla_strips_in_timeframe(animation_data, marker.frame_start, marker.frame_end)))
export_sequence.fps = get_sequence_fps(context, pg.fps_source, pg.fps_custom, nla_strips_actions)
export_sequences.append(export_sequence)
else:
raise ValueError(f'Unhandled 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_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected] options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.should_use_original_sequence_names = pg.should_use_original_sequence_names options.should_ignore_bone_name_restrictions = pg.should_ignore_bone_name_restrictions
options.should_trim_timeline_marker_sequences = pg.should_trim_timeline_marker_sequences
options.sequence_name_prefix = pg.sequence_name_prefix options.sequence_name_prefix = pg.sequence_name_prefix
options.sequence_name_suffix = pg.sequence_name_suffix options.sequence_name_suffix = pg.sequence_name_suffix
options.root_motion = pg.root_motion options.root_motion = pg.root_motion
builder = PsaBuilder()
try: try:
psa = builder.build(context, options) psa = build_psa(context, options)
self.report({'INFO'}, f'PSA export successful')
except RuntimeError as e: except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e)) self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'} return {'CANCELLED'}
exporter = PsaExporter(psa) export_psa(psa, self.filepath)
exporter.export(self.filepath)
return {'FINISHED'} return {'FINISHED'}
class PSA_UL_ExportTimelineMarkerList(UIList): def filter_sequences(pg: PsaExportPropertyGroup, sequences) -> List[int]:
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
layout.prop(item, 'is_selected', icon_only=True, text=item.name)
def filter_items(self, context, data, property):
pg = context.scene.psa_export
sequences = getattr(data, property)
flt_flags = filter_sequences(pg, sequences)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'name')
return flt_flags, flt_neworder
def filter_sequences(pg: PsaExportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[int]:
bitflag_filter_item = 1 << 30 bitflag_filter_item = 1 << 30
flt_flags = [bitflag_filter_item] * len(sequences) flt_flags = [bitflag_filter_item] * len(sequences)
if pg.sequence_filter_name is not None: if pg.sequence_filter_name:
# Filter name is non-empty. # Filter name is non-empty.
for i, sequence in enumerate(sequences): for i, sequence in enumerate(sequences):
if not fnmatch.fnmatch(sequence.name, f'*{pg.sequence_filter_name}*'): if not fnmatch.fnmatch(sequence.name, f'*{pg.sequence_filter_name}*'):
flt_flags[i] &= ~bitflag_filter_item 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: if not pg.sequence_filter_asset:
for i, sequence in enumerate(sequences): for i, sequence in enumerate(sequences):
if hasattr(sequence, 'action') and sequence.action.asset_data is not None: if hasattr(sequence, 'action') and sequence.action.asset_data is not None:
flt_flags[i] &= ~bitflag_filter_item flt_flags[i] &= ~bitflag_filter_item
if pg.sequence_use_filter_invert: if not pg.sequence_filter_pose_marker:
# Invert filter flags for all items.
for i, sequence in enumerate(sequences): for i, sequence in enumerate(sequences):
flt_flags[i] ^= bitflag_filter_item if hasattr(sequence, 'is_pose_marker') and sequence.is_pose_marker:
flt_flags[i] &= ~bitflag_filter_item
return flt_flags return flt_flags
def get_visible_sequences(pg: PsaExportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[ def get_visible_sequences(pg: PsaExportPropertyGroup, sequences) -> List[PsaExportActionListItem]:
PsaExportActionListItem]:
visible_sequences = [] visible_sequences = []
for i, flag in enumerate(filter_sequences(pg, sequences)): for i, flag in enumerate(filter_sequences(pg, sequences)):
if bool(flag & (1 << 30)): if bool(flag & (1 << 30)):
@@ -365,33 +575,46 @@ def get_visible_sequences(pg: PsaExportPropertyGroup, sequences: bpy.types.bpy_p
return visible_sequences return visible_sequences
class PSA_UL_ExportActionList(UIList): class PSA_UL_ExportSequenceList(UIList):
def __init__(self): def __init__(self):
super(PSA_UL_ExportActionList, self).__init__() super(PSA_UL_ExportSequenceList, self).__init__()
# Show the filtering options by default. # Show the filtering options by default.
self.use_filter_show = True self.use_filter_show = True
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
item = typing.cast(PsaExportActionListItem, 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) layout.prop(item, 'is_selected', icon_only=True, text=item.name)
if item.action.asset_data is not None: if hasattr(item, 'action') and item.action.asset_data is not None:
layout.label(text='', icon='ASSET_MANAGER') 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')
def draw_filter(self, context, layout): def draw_filter(self, context, layout):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
row = layout.row() row = layout.row()
subrow = row.row(align=True) subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_name', text="") subrow.prop(pg, 'sequence_filter_name', text="")
subrow.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT') subrow.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT')
subrow = row.row(align=True)
subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER')
# subrow.prop(pg, 'sequence_use_filter_sort_reverse', text='', icon='SORT_ASC') # subrow.prop(pg, 'sequence_use_filter_sort_reverse', text='', icon='SORT_ASC')
def filter_items(self, context, data, property): if pg.sequence_source == 'ACTIONS':
pg = context.scene.psa_export subrow = row.row(align=True)
actions = getattr(data, property) subrow.prop(pg, 'sequence_filter_asset', icon_only=True, icon='ASSET_MANAGER')
subrow.prop(pg, 'sequence_filter_pose_marker', icon_only=True, icon='PMARKER')
def filter_items(self, context, data, prop):
pg = getattr(context.scene, 'psa_export')
actions = getattr(data, prop)
flt_flags = filter_sequences(pg, actions) flt_flags = filter_sequences(pg, actions)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name') # flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(actions, 'name')
flt_neworder = list(range(len(actions)))
return flt_flags, flt_neworder return flt_flags, flt_neworder
@@ -412,14 +635,14 @@ class PsaExportActionsSelectAll(Operator):
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
item_list = cls.get_item_list(context) item_list = cls.get_item_list(context)
visible_sequences = get_visible_sequences(pg, item_list) visible_sequences = get_visible_sequences(pg, item_list)
has_unselected_sequences = any(map(lambda item: not item.is_selected, visible_sequences)) has_unselected_sequences = any(map(lambda item: not item.is_selected, visible_sequences))
return has_unselected_sequences return has_unselected_sequences
def execute(self, context): def execute(self, context):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
sequences = self.get_item_list(context) sequences = self.get_item_list(context)
for sequence in get_visible_sequences(pg, sequences): for sequence in get_visible_sequences(pg, sequences):
sequence.is_selected = True sequence.is_selected = True
@@ -448,7 +671,7 @@ class PsaExportActionsDeselectAll(Operator):
return len(item_list) > 0 and has_selected_items return len(item_list) > 0 and has_selected_items
def execute(self, context): def execute(self, context):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
item_list = self.get_item_list(context) item_list = self.get_item_list(context)
for sequence in get_visible_sequences(pg, item_list): for sequence in get_visible_sequences(pg, item_list):
sequence.is_selected = False sequence.is_selected = False
@@ -463,13 +686,13 @@ class PsaExportBoneGroupsSelectAll(Operator):
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_group_list item_list = pg.bone_group_list
has_unselected_items = any(map(lambda action: not action.is_selected, item_list)) has_unselected_items = any(map(lambda action: not action.is_selected, item_list))
return len(item_list) > 0 and has_unselected_items return len(item_list) > 0 and has_unselected_items
def execute(self, context): def execute(self, context):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
for item in pg.bone_group_list: for item in pg.bone_group_list:
item.is_selected = True item.is_selected = True
return {'FINISHED'} return {'FINISHED'}
@@ -483,13 +706,13 @@ class PsaExportBoneGroupsDeselectAll(Operator):
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
item_list = pg.bone_group_list item_list = pg.bone_group_list
has_selected_actions = any(map(lambda action: action.is_selected, item_list)) has_selected_actions = any(map(lambda action: action.is_selected, item_list))
return len(item_list) > 0 and has_selected_actions return len(item_list) > 0 and has_selected_actions
def execute(self, context): def execute(self, context):
pg = context.scene.psa_export pg = getattr(context.scene, 'psa_export')
for action in pg.bone_group_list: for action in pg.bone_group_list:
action.is_selected = False action.is_selected = False
return {'FINISHED'} return {'FINISHED'}
@@ -500,8 +723,7 @@ classes = (
PsaExportTimelineMarkerListItem, PsaExportTimelineMarkerListItem,
PsaExportPropertyGroup, PsaExportPropertyGroup,
PsaExportOperator, PsaExportOperator,
PSA_UL_ExportActionList, PSA_UL_ExportSequenceList,
PSA_UL_ExportTimelineMarkerList,
PsaExportActionsSelectAll, PsaExportActionsSelectAll,
PsaExportActionsDeselectAll, PsaExportActionsDeselectAll,
PsaExportBoneGroupsSelectAll, PsaExportBoneGroupsSelectAll,

View File

@@ -1,12 +1,14 @@
import fnmatch import fnmatch
import os import os
import re import re
import typing
from collections import Counter
from typing import List, Optional from typing import List, Optional
import bpy import bpy
import numpy as np import numpy
from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty from bpy.props import StringProperty, BoolProperty, CollectionProperty, PointerProperty, IntProperty, EnumProperty
from bpy.types import Operator, UIList, PropertyGroup, Panel from bpy.types import Operator, UIList, PropertyGroup, FCurve
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from mathutils import Vector, Quaternion from mathutils import Vector, Quaternion
@@ -16,7 +18,6 @@ from .reader import PsaReader
class PsaImportOptions(object): class PsaImportOptions(object):
def __init__(self): def __init__(self):
self.should_clean_keys = True
self.should_use_fake_user = False self.should_use_fake_user = False
self.should_stash = False self.should_stash = False
self.sequence_names = [] self.sequence_names = []
@@ -24,16 +25,10 @@ class PsaImportOptions(object):
self.should_write_keyframes = True self.should_write_keyframes = True
self.should_write_metadata = True self.should_write_metadata = True
self.action_name_prefix = '' self.action_name_prefix = ''
self.should_convert_to_samples = False
self.bone_mapping_mode = 'CASE_INSENSITIVE'
class PsaImporter(object):
def __init__(self):
pass
def import_psa(self, psa_reader: PsaReader, armature_object, options: PsaImportOptions):
sequences = map(lambda x: psa_reader.sequences[x], options.sequence_names)
armature_data = armature_object.data
class ImportBone(object): class ImportBone(object):
def __init__(self, psa_bone: Psa.Bone): def __init__(self, psa_bone: Psa.Bone):
self.psa_bone: Psa.Bone = psa_bone self.psa_bone: Psa.Bone = psa_bone
@@ -43,9 +38,10 @@ class PsaImporter(object):
self.orig_loc: Vector = Vector() self.orig_loc: Vector = Vector()
self.orig_quat: Quaternion = Quaternion() self.orig_quat: Quaternion = Quaternion()
self.post_quat: Quaternion = Quaternion() self.post_quat: Quaternion = Quaternion()
self.fcurves = [] self.fcurves: List[FCurve] = []
def calculate_fcurve_data(import_bone: ImportBone, key_data: []):
def calculate_fcurve_data(import_bone: ImportBone, key_data: typing.Iterable[float]):
# Convert world-space transforms to local-space transforms. # Convert world-space transforms to local-space transforms.
key_rotation = Quaternion(key_data[0:4]) key_rotation = Quaternion(key_data[0:4])
key_location = Vector(key_data[4:]) key_location = Vector(key_data[4:])
@@ -62,40 +58,74 @@ class PsaImporter(object):
loc.rotate(import_bone.post_quat.conjugated()) loc.rotate(import_bone.post_quat.conjugated())
return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z return quat.w, quat.x, quat.y, quat.z, loc.x, loc.y, loc.z
class PsaImportResult:
def __init__(self):
self.warnings: List[str] = []
def import_psa(psa_reader: PsaReader, armature_object: bpy.types.Object, options: PsaImportOptions) -> PsaImportResult:
result = PsaImportResult()
sequences = map(lambda x: psa_reader.sequences[x], 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. # Create an index mapping from bones in the PSA to bones in the target armature.
psa_to_armature_bone_indices = {} psa_to_armature_bone_indices = {}
armature_bone_names = [x.name for x in armature_data.bones] armature_bone_names = [x.name for x in armature_data.bones]
psa_bone_names = [] psa_bone_names = []
for psa_bone_index, psa_bone in enumerate(psa_reader.bones): for psa_bone_index, psa_bone in enumerate(psa_reader.bones):
psa_bone_name = psa_bone.name.decode('windows-1252') psa_bone_name: str = psa_bone.name.decode('windows-1252')
psa_bone_names.append(psa_bone_name)
try: try:
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name) psa_to_armature_bone_indices[psa_bone_index] = armature_bone_names.index(psa_bone_name)
except ValueError: except ValueError:
pass # PSA bone could not be mapped directly to an armature bone by name.
# Attempt to create a bone mapping by ignoring the case of the names.
if options.bone_mapping_mode == 'CASE_INSENSITIVE':
for armature_bone_index, armature_bone_name in enumerate(armature_bone_names):
if armature_bone_name.upper() == psa_bone_name.upper():
psa_to_armature_bone_indices[psa_bone_index] = armature_bone_index
psa_bone_name = armature_bone_name
break
psa_bone_names.append(psa_bone_name)
# Remove ambiguous bone mappings (where multiple PSA bones correspond to the same armature bone).
armature_bone_index_counts = Counter(psa_to_armature_bone_indices.values())
for armature_bone_index, count in armature_bone_index_counts.items():
if count > 1:
psa_bone_indices = []
for psa_bone_index, mapped_bone_index in psa_to_armature_bone_indices:
if mapped_bone_index == armature_bone_index:
psa_bone_indices.append(psa_bone_index)
ambiguous_psa_bone_names = list(sorted([psa_bone_names[x] for x in psa_bone_indices]))
result.warnings.append(
f'Ambiguous mapping for bone {armature_bone_names[armature_bone_index]}!\n'
f'The following PSA bones all map to the same armature bone: {ambiguous_psa_bone_names}\n'
f'These bones will be ignored.'
)
# Report if there are missing bones in the target armature. # Report if there are missing bones in the target armature.
missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names)) missing_bone_names = set(psa_bone_names).difference(set(armature_bone_names))
if len(missing_bone_names) > 0: if len(missing_bone_names) > 0:
print( result.warnings.append(
f'The armature object \'{armature_object.name}\' is missing the following bones that exist in the PSA:') f'The armature \'{armature_object.name}\' is missing {len(missing_bone_names)} bones that exist in '
print(list(sorted(missing_bone_names))) 'the PSA:\n' +
str(list(sorted(missing_bone_names)))
)
del armature_bone_names del armature_bone_names
# Create intermediate bone data for import operations. # Create intermediate bone data for import operations.
import_bones = [] import_bones = []
import_bones_dict = dict() import_bones_dict = dict()
for psa_bone_index, psa_bone in enumerate(psa_reader.bones): for (psa_bone_index, psa_bone), psa_bone_name in zip(enumerate(psa_reader.bones), psa_bone_names):
bone_name = psa_bone.name.decode('windows-1252') if psa_bone_index not in psa_to_armature_bone_indices:
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. # PSA bone does not map to armature bone, skip it and leave an empty bone in its place.
import_bones.append(None) import_bones.append(None)
continue continue
import_bone = ImportBone(psa_bone) import_bone = ImportBone(psa_bone)
import_bone.armature_bone = armature_data.bones[bone_name] import_bone.armature_bone = armature_data.bones[psa_bone_name]
import_bone.pose_bone = armature_object.pose.bones[bone_name] import_bone.pose_bone = armature_object.pose.bones[psa_bone_name]
import_bones_dict[bone_name] = import_bone import_bones_dict[psa_bone_name] = import_bone
import_bones.append(import_bone) import_bones.append(import_bone)
for import_bone in filter(lambda x: x is not None, import_bones): for import_bone in filter(lambda x: x is not None, import_bones):
@@ -104,7 +134,8 @@ class PsaImporter(object):
import_bone.parent = import_bones_dict[armature_bone.parent.name] import_bone.parent = import_bones_dict[armature_bone.parent.name]
# Calculate the original location & rotation of each bone (in world-space maybe?) # Calculate the original location & rotation of each bone (in world-space maybe?)
if armature_bone.get('orig_quat') is not None: 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) # 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_quat = Quaternion(armature_bone['orig_quat'])
import_bone.orig_loc = Vector(armature_bone['orig_loc']) import_bone.orig_loc = Vector(armature_bone['orig_loc'])
import_bone.post_quat = Quaternion(armature_bone['post_quat']) import_bone.post_quat = Quaternion(armature_bone['post_quat'])
@@ -155,7 +186,6 @@ class PsaImporter(object):
# Read the sequence data matrix from the PSA. # Read the sequence data matrix from the PSA.
sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name) sequence_data_matrix = psa_reader.read_sequence_data_matrix(sequence_name)
keyframe_write_matrix = np.ones(sequence_data_matrix.shape, dtype=np.int8)
# Convert the sequence's data from world-space to local-space. # Convert the sequence's data from world-space to local-space.
for bone_index, import_bone in enumerate(import_bones): for bone_index, import_bone in enumerate(import_bones):
@@ -167,42 +197,24 @@ class PsaImporter(object):
# Calculate the local-space key data for the bone. # Calculate the local-space key data for the bone.
sequence_data_matrix[frame_index, bone_index] = calculate_fcurve_data(import_bone, key_data) sequence_data_matrix[frame_index, bone_index] = calculate_fcurve_data(import_bone, key_data)
# Clean the keyframe data. This is accomplished by writing zeroes to the write matrix when there is an # Write the keyframes out.
# insufficiently large change in the data from the last written frame. fcurve_data = numpy.zeros(2 * sequence.frame_count, dtype=float)
if options.should_clean_keys: fcurve_data[0::2] = range(sequence.frame_count)
threshold = 0.001
for bone_index, import_bone in enumerate(import_bones): for bone_index, import_bone in enumerate(import_bones):
if import_bone is None: if import_bone is None:
continue continue
for fcurve_index in range(len(import_bone.fcurves)): 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_data[1::2] = sequence_data_matrix[:, bone_index, fcurve_index]
fcurve_frame_data = sequence_data_matrix[:, bone_index, fcurve_index] fcurve.keyframe_points.add(sequence.frame_count)
last_written_datum = 0 fcurve.keyframe_points.foreach_set('co', fcurve_data)
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 = datum
# Write the keyframes out! if options.should_convert_to_samples:
for frame_index in range(sequence.frame_count): # Bake the curve to samples.
for bone_index, import_bone in enumerate(import_bones): for fcurve in action.fcurves:
if import_bone is None: fcurve.convert_to_samples(start=0, end=sequence.frame_count)
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]
for fcurve, should_write, datum in zip(import_bone.fcurves,
keyframe_write_matrix[frame_index, bone_index],
key_data):
if should_write:
fcurve.keyframe_points.insert(frame_index, datum, options={'FAST'})
# Write # Write meta-data.
if options.should_write_metadata: if options.should_write_metadata:
action['psa_sequence_name'] = sequence_name
action['psa_sequence_fps'] = sequence.fps action['psa_sequence_fps'] = sequence.fps
action.use_fake_user = options.should_use_fake_user action.use_fake_user = options.should_use_fake_user
@@ -219,20 +231,25 @@ class PsaImporter(object):
nla_track.mute = True nla_track.mute = True
nla_track.strips.new(name=action.name, start=0, action=action) nla_track.strips.new(name=action.name, start=0, action=action)
return result
empty_set = set()
class PsaImportActionListItem(PropertyGroup): class PsaImportActionListItem(PropertyGroup):
action_name: StringProperty(options=set()) action_name: StringProperty(options=empty_set)
is_selected: BoolProperty(default=False, options=set()) is_selected: BoolProperty(default=False, options=empty_set)
def load_psa_file(context): def load_psa_file(context, filepath: str):
pg = context.scene.psa_import pg = context.scene.psa_import
pg.sequence_list.clear() pg.sequence_list.clear()
pg.psa.bones.clear() pg.psa.bones.clear()
pg.psa_error = '' pg.psa_error = ''
try: try:
# Read the file and populate the action list. # Read the file and populate the action list.
p = os.path.abspath(pg.psa_file_path) p = os.path.abspath(filepath)
psa_reader = PsaReader(p) psa_reader = PsaReader(p)
for sequence in psa_reader.sequences.values(): for sequence in psa_reader.sequences.values():
item = pg.sequence_list.add() item = pg.sequence_list.add()
@@ -244,12 +261,12 @@ def load_psa_file(context):
pg.psa_error = str(e) pg.psa_error = str(e)
def on_psa_file_path_updated(property, context): def on_psa_file_path_updated(cls, context):
load_psa_file(context) load_psa_file(context, cls.filepath)
class PsaBonePropertyGroup(PropertyGroup): class PsaBonePropertyGroup(PropertyGroup):
bone_name: StringProperty(options=set()) bone_name: StringProperty(options=empty_set)
class PsaDataPropertyGroup(PropertyGroup): class PsaDataPropertyGroup(PropertyGroup):
@@ -258,37 +275,52 @@ class PsaDataPropertyGroup(PropertyGroup):
class PsaImportPropertyGroup(PropertyGroup): class PsaImportPropertyGroup(PropertyGroup):
psa_file_path: StringProperty(default='', options=set(), update=on_psa_file_path_updated, name='PSA File Path')
psa_error: StringProperty(default='') psa_error: StringProperty(default='')
psa: PointerProperty(type=PsaDataPropertyGroup) psa: PointerProperty(type=PsaDataPropertyGroup)
sequence_list: CollectionProperty(type=PsaImportActionListItem) sequence_list: CollectionProperty(type=PsaImportActionListItem)
sequence_list_index: IntProperty(name='', default=0) sequence_list_index: IntProperty(name='', default=0)
should_clean_keys: BoolProperty(default=True, name='Clean Keyframes',
description='Exclude unnecessary keyframes from being written to the actions',
options=set())
should_use_fake_user: BoolProperty(default=True, name='Fake User', should_use_fake_user: BoolProperty(default=True, name='Fake User',
description='Assign each imported action a fake user so that the data block is saved even it has no users', description='Assign each imported action a fake user so that the data block is '
options=set()) 'saved even it has no users',
options=empty_set)
should_stash: BoolProperty(default=False, name='Stash', should_stash: BoolProperty(default=False, name='Stash',
description='Stash each imported action as a strip on a new non-contributing NLA track', description='Stash each imported action as a strip on a new non-contributing NLA track',
options=set()) options=empty_set)
should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=set()) should_use_action_name_prefix: BoolProperty(default=False, name='Prefix Action Name', options=empty_set)
action_name_prefix: StringProperty(default='', name='Prefix', options=set()) action_name_prefix: StringProperty(default='', name='Prefix', options=empty_set)
should_overwrite: BoolProperty(default=False, name='Reuse Existing Actions', options=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') description='If an action with a matching name already exists, the existing action '
should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=set()) 'will have it\'s data overwritten instead of a new action being created')
should_write_metadata: BoolProperty(default=True, name='Metadata', options=set(), should_write_keyframes: BoolProperty(default=True, name='Keyframes', options=empty_set)
description='Additional data will be written to the custom properties of the Action (e.g., frame rate)') should_write_metadata: BoolProperty(default=True, name='Metadata', options=empty_set,
description='Additional data will be written to the custom properties of the '
'Action (e.g., frame rate)')
sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'}) sequence_filter_name: StringProperty(default='', options={'TEXTEDIT_UPDATE'})
sequence_filter_is_selected: BoolProperty(default=False, options=set(), name='Only Show Selected', sequence_filter_is_selected: BoolProperty(default=False, options=empty_set, name='Only Show Selected',
description='Only show selected sequences') description='Only show selected sequences')
sequence_use_filter_invert: BoolProperty(default=False, options=set()) sequence_use_filter_invert: BoolProperty(default=False, options=empty_set)
sequence_use_filter_regex: BoolProperty(default=False, name='Regular Expression', sequence_use_filter_regex: BoolProperty(default=False, name='Regular Expression',
description='Filter using regular expressions', options=set()) description='Filter using regular expressions', options=empty_set)
select_text: PointerProperty(type=bpy.types.Text) select_text: PointerProperty(type=bpy.types.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 Mapping',
options=empty_set,
description='The method by which bones from the incoming PSA file are mapped to 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 bone PSA bone '
'\'root\' can be mapped to the armature bone \'Root\')', 'CASE_INSENSITIVE', 1),
)
)
def filter_sequences(pg: PsaImportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[int]: def filter_sequences(pg: PsaImportPropertyGroup, sequences) -> List[int]:
bitflag_filter_item = 1 << 30 bitflag_filter_item = 1 << 30
flt_flags = [bitflag_filter_item] * len(sequences) flt_flags = [bitflag_filter_item] * len(sequences)
@@ -322,8 +354,7 @@ def filter_sequences(pg: PsaImportPropertyGroup, sequences: bpy.types.bpy_prop_c
return flt_flags return flt_flags
def get_visible_sequences(pg: PsaImportPropertyGroup, sequences: bpy.types.bpy_prop_collection) -> List[ def get_visible_sequences(pg: PsaImportPropertyGroup, sequences) -> List[PsaImportActionListItem]:
PsaImportActionListItem]:
bitflag_filter_item = 1 << 30 bitflag_filter_item = 1 << 30
visible_sequences = [] visible_sequences = []
for i, flag in enumerate(filter_sequences(pg, sequences)): for i, flag in enumerate(filter_sequences(pg, sequences)):
@@ -333,27 +364,26 @@ def get_visible_sequences(pg: PsaImportPropertyGroup, sequences: bpy.types.bpy_p
class PSA_UL_SequenceList(UIList): class PSA_UL_SequenceList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_property, index, flt_flag):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row(align=True) row = layout.row(align=True)
split = row.split(align=True, factor=0.75) split = row.split(align=True, factor=0.75)
column = split.row(align=True) column = split.row(align=True)
column.alignment = 'LEFT' column.alignment = 'LEFT'
column.prop(item, 'is_selected', icon_only=True) column.prop(item, 'is_selected', icon_only=True)
column.label(text=item.action_name) column.label(text=getattr(item, 'action_name'))
def draw_filter(self, context, layout): def draw_filter(self, context, layout):
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
row = layout.row() row = layout.row()
subrow = row.row(align=True) sub_row = row.row(align=True)
subrow.prop(pg, 'sequence_filter_name', text="") sub_row.prop(pg, 'sequence_filter_name', text="")
subrow.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT') sub_row.prop(pg, 'sequence_use_filter_invert', text="", icon='ARROW_LEFTRIGHT')
subrow.prop(pg, 'sequence_use_filter_regex', text="", icon='SORTBYEXT') sub_row.prop(pg, 'sequence_use_filter_regex', text="", icon='SORTBYEXT')
subrow.prop(pg, 'sequence_filter_is_selected', text="", icon='CHECKBOX_HLT') sub_row.prop(pg, 'sequence_filter_is_selected', text="", icon='CHECKBOX_HLT')
def filter_items(self, context, data, property): def filter_items(self, context, data, property_):
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
sequences = getattr(data, property) sequences = getattr(data, property_)
flt_flags = filter_sequences(pg, sequences) flt_flags = filter_sequences(pg, sequences)
flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'action_name') flt_neworder = bpy.types.UI_UL_list.sort_items_by_name(sequences, 'action_name')
return flt_flags, flt_neworder return flt_flags, flt_neworder
@@ -375,7 +405,7 @@ class PsaImportSequencesFromText(Operator):
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
return len(pg.sequence_list) > 0 return len(pg.sequence_list) > 0
def invoke(self, context, event): def invoke(self, context, event):
@@ -383,12 +413,15 @@ class PsaImportSequencesFromText(Operator):
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
layout.label(icon='INFO', text='Each sequence name should be on a new line.') layout.label(icon='INFO', text='Each sequence name should be on a new line.')
layout.prop(pg, 'select_text', text='') layout.prop(pg, 'select_text', text='')
def execute(self, context): def execute(self, context):
pg = context.scene.psa_import 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() contents = pg.select_text.as_string()
count = 0 count = 0
for line in contents.split('\n'): for line in contents.split('\n'):
@@ -403,18 +436,18 @@ class PsaImportSequencesFromText(Operator):
class PsaImportSequencesSelectAll(Operator): class PsaImportSequencesSelectAll(Operator):
bl_idname = 'psa_import.sequences_select_all' bl_idname = 'psa_import.sequences_select_all'
bl_label = 'All' bl_label = 'All'
bl_description = 'Select all visible sequences' bl_description = 'Select all sequences'
bl_options = {'INTERNAL'} bl_options = {'INTERNAL'}
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
visible_sequences = get_visible_sequences(pg, pg.sequence_list) visible_sequences = get_visible_sequences(pg, pg.sequence_list)
has_unselected_actions = any(map(lambda action: not action.is_selected, visible_sequences)) has_unselected_actions = any(map(lambda action: not action.is_selected, visible_sequences))
return len(visible_sequences) > 0 and has_unselected_actions return len(visible_sequences) > 0 and has_unselected_actions
def execute(self, context): def execute(self, context):
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
visible_sequences = get_visible_sequences(pg, pg.sequence_list) visible_sequences = get_visible_sequences(pg, pg.sequence_list)
for sequence in visible_sequences: for sequence in visible_sequences:
sequence.is_selected = True sequence.is_selected = True
@@ -429,73 +462,106 @@ class PsaImportSequencesDeselectAll(Operator):
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
visible_sequences = get_visible_sequences(pg, pg.sequence_list) visible_sequences = get_visible_sequences(pg, pg.sequence_list)
has_selected_sequences = any(map(lambda sequence: sequence.is_selected, visible_sequences)) has_selected_sequences = any(map(lambda sequence: sequence.is_selected, visible_sequences))
return len(visible_sequences) > 0 and has_selected_sequences return len(visible_sequences) > 0 and has_selected_sequences
def execute(self, context): def execute(self, context):
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
visible_sequences = get_visible_sequences(pg, pg.sequence_list) visible_sequences = get_visible_sequences(pg, pg.sequence_list)
for sequence in visible_sequences: for sequence in visible_sequences:
sequence.is_selected = False sequence.is_selected = False
return {'FINISHED'} return {'FINISHED'}
class PSA_PT_ImportPanel_Advanced(Panel): class PsaImportSelectFile(Operator):
bl_space_type = 'PROPERTIES' bl_idname = 'psa_import.select_file'
bl_region_type = 'WINDOW' bl_label = 'Select'
bl_label = 'Advanced' bl_options = {'INTERNAL'}
bl_options = {'DEFAULT_CLOSED'} bl_description = 'Select a PSA file from which to import animations'
bl_parent_id = 'PSA_PT_ImportPanel' filepath: bpy.props.StringProperty(subtype='FILE_PATH')
filter_glob: bpy.props.StringProperty(default="*.psa", options={'HIDDEN'})
def draw(self, context): def execute(self, context):
layout = self.layout getattr(context.scene, 'psa_import').psa_file_path = self.filepath
pg = context.scene.psa_import return {"FINISHED"}
col = layout.column(heading="Options") def invoke(self, context, event):
col.use_property_split = True context.window_manager.fileselect_add(self)
col.use_property_decorate = False return {"RUNNING_MODAL"}
col.prop(pg, 'should_clean_keys')
col.separator()
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_action_name_prefix')
if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
class PSA_PT_ImportPanel(Panel): class PsaImportOperator(Operator, ImportHelper):
bl_space_type = 'PROPERTIES' bl_idname = 'psa_import.import'
bl_region_type = 'WINDOW' bl_label = 'Import'
bl_label = 'PSA Import' bl_description = 'Import the selected animations into the scene as actions'
bl_context = 'data' bl_options = {'INTERNAL', 'UNDO'}
bl_category = 'PSA Import'
bl_options = {'DEFAULT_CLOSED'} 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 @classmethod
def poll(cls, context): def poll(cls, context):
return context.object.type == 'ARMATURE' 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 draw(self, context): 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]
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
result = import_psa(psa_reader, context.view_layer.objects.active, options)
if len(result.warnings) > 0:
message = f'Imported {len(sequence_names)} action(s) with {len(result.warnings)} warning(s)\n'
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message)
else:
self.report({'INFO'}, f'Imported {len(sequence_names)} action(s)')
return {'FINISHED'}
def invoke(self, context: bpy.types.Context, event: bpy.types.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: bpy.types.Context):
layout = self.layout layout = self.layout
pg = context.scene.psa_import pg = getattr(context.scene, 'psa_import')
row = layout.row(align=True) if pg.psa_error:
row.operator(PsaImportSelectFile.bl_idname, text='', icon='FILEBROWSER')
row.prop(pg, 'psa_file_path', text='')
row.operator(PsaImportFileReload.bl_idname, text='', icon='FILE_REFRESH')
if pg.psa_error != '':
row = layout.row() row = layout.row()
row.label(text='File could not be read', icon='ERROR') row.label(text='Select a PSA file', icon='ERROR')
else:
box = layout.box() box = layout.box()
box.label(text=f'Sequences ({len(pg.sequence_list)})', icon='ARMATURE_DATA') box.label(text=f'Sequences ({len(pg.sequence_list)})', icon='ARMATURE_DATA')
# select # Select buttons.
rows = max(3, min(len(pg.sequence_list), 10)) rows = max(3, min(len(pg.sequence_list), 10))
row = box.row() row = box.row()
@@ -521,101 +587,27 @@ class PSA_PT_ImportPanel(Panel):
col.prop(pg, 'should_write_keyframes') col.prop(pg, 'should_write_keyframes')
col.prop(pg, 'should_write_metadata') col.prop(pg, 'should_write_metadata')
selected_sequence_count = sum(map(lambda x: x.is_selected, pg.sequence_list)) col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'bone_mapping_mode')
row = layout.row() if pg.should_write_keyframes:
col = layout.column(heading='Keyframes')
col.use_property_split = True
col.use_property_decorate = False
col.prop(pg, 'should_convert_to_samples')
col.separator()
import_button_text = 'Import' col = layout.column(heading='Options')
if selected_sequence_count > 0: col.use_property_split = True
import_button_text = f'Import ({selected_sequence_count})' col.use_property_decorate = False
col.prop(pg, 'should_use_fake_user')
col.prop(pg, 'should_stash')
col.prop(pg, 'should_use_action_name_prefix')
row.operator(PsaImportOperator.bl_idname, text=import_button_text) if pg.should_use_action_name_prefix:
col.prop(pg, 'action_name_prefix')
class PsaImportFileReload(Operator):
bl_idname = 'psa_import.file_reload'
bl_label = 'Refresh'
bl_options = {'INTERNAL'}
bl_description = 'Refresh the PSA file'
def execute(self, context):
load_psa_file(context)
return {"FINISHED"}
class PsaImportSelectFile(Operator):
bl_idname = 'psa_import.select_file'
bl_label = 'Select'
bl_options = {'INTERNAL'}
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'
bl_options = {'INTERNAL', 'UNDO'}
@classmethod
def poll(cls, context):
pg = context.scene.psa_import
active_object = context.view_layer.objects.active
if active_object is None or active_object.type != 'ARMATURE':
return False
return any(map(lambda x: x.is_selected, pg.sequence_list))
def execute(self, context):
pg = context.scene.psa_import
psa_reader = PsaReader(pg.psa_file_path)
sequence_names = [x.action_name for x in pg.sequence_list if x.is_selected]
options = PsaImportOptions()
options.sequence_names = sequence_names
options.should_clean_keys = pg.should_clean_keys
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
PsaImporter().import_psa(psa_reader, context.view_layer.objects.active, options)
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'
bl_options = {'INTERNAL'}
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):
pg = context.scene.psa_import
pg.psa_file_path = self.filepath
return {'FINISHED'}
classes = ( classes = (
@@ -629,10 +621,6 @@ classes = (
PsaImportSequencesSelectAll, PsaImportSequencesSelectAll,
PsaImportSequencesDeselectAll, PsaImportSequencesDeselectAll,
PsaImportSequencesFromText, PsaImportSequencesFromText,
PsaImportFileReload,
PSA_PT_ImportPanel,
PSA_PT_ImportPanel_Advanced,
PsaImportOperator, PsaImportOperator,
PsaImportFileSelectOperator,
PsaImportSelectFile, PsaImportSelectFile,
) )

View File

@@ -7,9 +7,9 @@ from .data import *
class PsaReader(object): class PsaReader(object):
""" """
This class reads the sequences and bone information immediately upon instantiation and hold onto a file handle. This class reads the sequences and bone information immediately upon instantiation and holds onto a file handle.
The key data is not read into memory upon instantiation due to it's potentially very large size. 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`. To read the key data for a particular sequence, call :read_sequence_keys.
""" """
def __init__(self, path): def __init__(self, path):
@@ -22,10 +22,15 @@ class PsaReader(object):
return self.psa.bones return self.psa.bones
@property @property
def sequences(self) -> OrderedDict[Psa.Sequence]: def sequences(self):
return self.psa.sequences return self.psa.sequences
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] sequence = self.psa.sequences[sequence_name]
keys = self.read_sequence_keys(sequence_name) keys = self.read_sequence_keys(sequence_name)
bone_count = len(self.bones) bone_count = len(self.bones)
@@ -38,10 +43,11 @@ class PsaReader(object):
return matrix return matrix
def read_sequence_keys(self, sequence_name: str) -> List[Psa.Key]: 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. @param sequence_name: The name of the sequence.
:return: A list of Psa.Keys. @return: A list of Psa.Keys.
""" """
# Set the file reader to the beginning of the keys data # Set the file reader to the beginning of the keys data
sequence = self.psa.sequences[sequence_name] sequence = self.psa.sequences[sequence_name]
@@ -60,7 +66,7 @@ class PsaReader(object):
return keys return keys
@staticmethod @staticmethod
def _read_types(fp, data_class: ctypes.Structure, section: Section, data): def _read_types(fp, data_class, section: Section, data):
buffer_length = section.data_size * section.data_count buffer_length = section.data_size * section.data_count
buffer = fp.read(buffer_length) buffer = fp.read(buffer_length)
offset = 0 offset = 0
@@ -86,7 +92,7 @@ class PsaReader(object):
# Skip keys on this pass. We will keep this file open and read from it as needed. # Skip keys on this pass. We will keep this file open and read from it as needed.
self.keys_data_offset = fp.tell() self.keys_data_offset = fp.tell()
fp.seek(section.data_size * section.data_count, 1) fp.seek(section.data_size * section.data_count, 1)
elif section.name in [b'SCALEKEYS']: elif section.name == b'SCALEKEYS':
fp.seek(section.data_size * section.data_count, 1) fp.seek(section.data_size * section.data_count, 1)
else: else:
raise RuntimeError(f'Unrecognized section "{section.name}"') raise RuntimeError(f'Unrecognized section "{section.name}"')

View File

@@ -1,4 +1,8 @@
from collections import OrderedDict import typing
import bmesh
import bpy
from bpy.types import Armature
from .data import * from .data import *
from ..helpers import * from ..helpers import *
@@ -10,43 +14,41 @@ class PskInputObjects(object):
self.armature_object = None self.armature_object = None
class PskBuilderOptions(object): class PskBuildOptions(object):
def __init__(self): def __init__(self):
self.bone_filter_mode = 'ALL' self.bone_filter_mode = 'ALL'
self.bone_group_indices = [] self.bone_group_indices: List[int] = []
self.use_raw_mesh_data = True
self.material_names: List[str] = []
self.should_ignore_bone_name_restrictions = False
class PskBuilder(object): def get_psk_input_objects(context) -> PskInputObjects:
def __init__(self):
pass
@staticmethod
def get_input_objects(context) -> PskInputObjects:
input_objects = PskInputObjects() input_objects = PskInputObjects()
for obj in context.view_layer.objects.selected: for selected_object in context.view_layer.objects.selected:
if obj.type != 'MESH': if selected_object.type != 'MESH':
raise RuntimeError(f'Selected object "{obj.name}" is not a mesh') raise RuntimeError(f'Selected object "{selected_object.name}" is not a mesh')
input_objects.mesh_objects = context.view_layer.objects.selected input_objects.mesh_objects = context.view_layer.objects.selected
if len(input_objects.mesh_objects) == 0: if len(input_objects.mesh_objects) == 0:
raise RuntimeError('At least one mesh must be selected') raise RuntimeError('At least one mesh must be selected')
for obj in input_objects.mesh_objects: for mesh_object in input_objects.mesh_objects:
if len(obj.data.materials) == 0: if len(mesh_object.data.materials) == 0:
raise RuntimeError(f'Mesh "{obj.name}" must have at least one material') raise RuntimeError(f'Mesh "{mesh_object.name}" must have at least one material')
# Ensure that there are either no armature modifiers (static mesh) # Ensure that there are either no armature modifiers (static mesh)
# or that there is exactly one armature modifier object shared between # or that there is exactly one armature modifier object shared between
# all selected meshes # all selected meshes
armature_modifier_objects = set() armature_modifier_objects = set()
for obj in input_objects.mesh_objects: for mesh_object in input_objects.mesh_objects:
modifiers = [x for x in obj.modifiers if x.type == 'ARMATURE'] modifiers = [x for x in mesh_object.modifiers if x.type == 'ARMATURE']
if len(modifiers) == 0: if len(modifiers) == 0:
continue continue
elif len(modifiers) > 1: elif len(modifiers) > 1:
raise RuntimeError(f'Mesh "{obj.name}" must have only one armature modifier') raise RuntimeError(f'Mesh "{mesh_object.name}" must have only one armature modifier')
armature_modifier_objects.add(modifiers[0].object) armature_modifier_objects.add(modifiers[0].object)
if len(armature_modifier_objects) > 1: if len(armature_modifier_objects) > 1:
@@ -56,14 +58,14 @@ class PskBuilder(object):
return input_objects return input_objects
def build(self, context, options: PskBuilderOptions) -> Psk:
input_objects = PskBuilder.get_input_objects(context)
armature_object = input_objects.armature_object def build_psk(context, options: PskBuildOptions) -> Psk:
input_objects = get_psk_input_objects(context)
armature_object: bpy.types.Object = input_objects.armature_object
psk = Psk() psk = Psk()
bones = [] bones = []
materials = OrderedDict()
if armature_object is None: 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 # If the mesh has no armature object, simply assign it a dummy bone at the root to satisfy the requirement
@@ -78,7 +80,12 @@ class PskBuilder(object):
psk.bones.append(psk_bone) psk.bones.append(psk_bone)
else: else:
bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices) bone_names = get_export_bone_names(armature_object, options.bone_filter_mode, options.bone_group_indices)
bones = [armature_object.data.bones[bone_name] for bone_name in bone_names] armature_data = typing.cast(Armature, armature_object.data)
bones = [armature_data.bones[bone_name] for bone_name in bone_names]
# Check that all bone names are valid.
if not options.should_ignore_bone_name_restrictions:
check_bone_names(map(lambda x: x.name, bones))
for bone in bones: for bone in bones:
psk_bone = Psk.Bone() psk_bone = Psk.Bone()
@@ -91,71 +98,94 @@ class PskBuilder(object):
psk_bone.parent_index = parent_index psk_bone.parent_index = parent_index
psk.bones[parent_index].children_count += 1 psk.bones[parent_index].children_count += 1
except ValueError: except ValueError:
psk_bone.parent_index = 0 psk_bone.parent_index = -1
if bone.parent is not None: if bone.parent is not None:
rotation = bone.matrix.to_quaternion() rotation = bone.matrix.to_quaternion().conjugated()
rotation.x = -rotation.x inverse_parent_rotation = bone.parent.matrix.to_quaternion().inverted()
rotation.y = -rotation.y parent_head = inverse_parent_rotation @ bone.parent.head
rotation.z = -rotation.z parent_tail = inverse_parent_rotation @ bone.parent.tail
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 location = (parent_tail - parent_head) + bone.head
else: else:
location = armature_object.matrix_local @ bone.head armature_local_matrix = armature_object.matrix_local
rot_matrix = bone.matrix @ armature_object.matrix_local.to_3x3() location = armature_local_matrix @ bone.head
rotation = rot_matrix.to_quaternion() 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.x = location.x
psk_bone.location.y = location.y psk_bone.location.y = location.y
psk_bone.location.z = location.z psk_bone.location.z = location.z
psk_bone.rotation.w = rotation.w
psk_bone.rotation.x = rotation.x psk_bone.rotation.x = rotation.x
psk_bone.rotation.y = rotation.y psk_bone.rotation.y = rotation.y
psk_bone.rotation.z = rotation.z psk_bone.rotation.z = rotation.z
psk_bone.rotation.w = rotation.w
psk.bones.append(psk_bone) psk.bones.append(psk_bone)
for object in input_objects.mesh_objects: # MATERIALS
material_names = options.material_names
for material_name in material_names:
psk_material = Psk.Material()
psk_material.name = bytes(material_name, encoding='windows-1252')
psk_material.texture_index = len(psk.materials)
psk.materials.append(psk_material)
for input_mesh_object in input_objects.mesh_objects:
# MATERIALS
material_indices = [material_names.index(material.name) for material in input_mesh_object.data.materials]
# MESH DATA
if options.use_raw_mesh_data:
mesh_object = input_mesh_object
mesh_data = input_mesh_object.data
else:
# Create a copy of the mesh object after non-armature modifiers are applied.
# Temporarily force the armature into the rest position.
# We will undo this later.
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
# 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.
armature_object.data.pose_position = old_pose_position
vertex_offset = len(psk.points) vertex_offset = len(psk.points)
# VERTICES # VERTICES
for vertex in object.data.vertices: for vertex in mesh_data.vertices:
point = Vector3() point = Vector3()
v = object.matrix_world @ vertex.co v = mesh_object.matrix_world @ vertex.co
point.x = v.x point.x = v.x
point.y = v.y point.y = v.y
point.z = v.z point.z = v.z
psk.points.append(point) psk.points.append(point)
uv_layer = object.data.uv_layers.active.data uv_layer = mesh_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 already evaluated, just get its index.
material_index = list(materials.keys()).index(m.name)
else:
# New material.
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 # WEDGES
object.data.calc_loop_triangles() mesh_data.calc_loop_triangles()
# Build a list of non-unique wedges. # Build a list of non-unique wedges.
wedges = [] wedges = []
for loop_index, loop in enumerate(object.data.loops): for loop_index, loop in enumerate(mesh_data.loops):
wedge = Psk.Wedge() wedge = Psk.Wedge()
wedge.point_index = loop.vertex_index + vertex_offset wedge.point_index = loop.vertex_index + vertex_offset
wedge.u, wedge.v = uv_layer[loop_index].uv wedge.u, wedge.v = uv_layer[loop_index].uv
@@ -163,13 +193,13 @@ class PskBuilder(object):
wedges.append(wedge) wedges.append(wedge)
# Assign material indices to the wedges. # Assign material indices to the wedges.
for triangle in object.data.loop_triangles: for triangle in mesh_data.loop_triangles:
for loop_index in triangle.loops: for loop_index in triangle.loops:
wedges[loop_index].material_index = material_indices[triangle.material_index] 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 # Populate the list of wedges with unique wedges & build a look-up table of loop indices to wedge indices
wedge_indices = {} wedge_indices = {}
loop_wedge_indices = [-1] * len(object.data.loops) loop_wedge_indices = [-1] * len(mesh_data.loops)
for loop_index, wedge in enumerate(wedges): for loop_index, wedge in enumerate(wedges):
wedge_hash = hash(wedge) wedge_hash = hash(wedge)
if wedge_hash in wedge_indices: if wedge_hash in wedge_indices:
@@ -181,8 +211,8 @@ class PskBuilder(object):
loop_wedge_indices[loop_index] = wedge_index loop_wedge_indices[loop_index] = wedge_index
# FACES # FACES
poly_groups, groups = object.data.calc_smooth_groups(use_bitflags=True) poly_groups, groups = mesh_data.calc_smooth_groups(use_bitflags=True)
for f in object.data.loop_triangles: for f in mesh_data.loop_triangles:
face = Psk.Face() face = Psk.Face()
face.material_index = material_indices[f.material_index] face.material_index = material_indices[f.material_index]
face.wedge_indices[0] = loop_wedge_indices[f.loops[2]] face.wedge_indices[0] = loop_wedge_indices[f.loops[2]]
@@ -193,10 +223,11 @@ class PskBuilder(object):
# WEIGHTS # WEIGHTS
if armature_object is not None: 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, # 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. # we must filter them out and not export any weights for these vertex groups.
bone_names = [x.name for x in bones] bone_names = [x.name for x in bones]
vertex_group_names = [x.name for x in object.vertex_groups] vertex_group_names = [x.name for x in mesh_object.vertex_groups]
vertex_group_bone_indices = dict() vertex_group_bone_indices = dict()
for vertex_group_index, vertex_group_name in enumerate(vertex_group_names): for vertex_group_index, vertex_group_name in enumerate(vertex_group_names):
try: try:
@@ -206,8 +237,8 @@ class PskBuilder(object):
# Check to see if there is an associated bone for this vertex group that exists in the armature. # 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 # 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. # weighting the vertices belonging to this vertex group.
if vertex_group_name in armature_object.data.bones: if vertex_group_name in armature_data.bones:
bone = armature_object.data.bones[vertex_group_name] bone = armature_data.bones[vertex_group_name]
while bone is not None: while bone is not None:
try: try:
bone_index = bone_names.index(bone.name) bone_index = bone_names.index(bone.name)
@@ -215,12 +246,12 @@ class PskBuilder(object):
break break
except ValueError: except ValueError:
bone = bone.parent bone = bone.parent
for vertex_group_index, vertex_group in enumerate(object.vertex_groups): for vertex_group_index, vertex_group in enumerate(mesh_object.vertex_groups):
if vertex_group_index not in vertex_group_bone_indices: if vertex_group_index not in vertex_group_bone_indices:
# Vertex group has no associated bone, skip it. # Vertex group has no associated bone, skip it.
continue continue
bone_index = vertex_group_bone_indices[vertex_group_index] bone_index = vertex_group_bone_indices[vertex_group_index]
for vertex_index in range(len(object.data.vertices)): for vertex_index in range(len(mesh_data.vertices)):
try: try:
weight = vertex_group.weight(vertex_index) weight = vertex_group.weight(vertex_index)
except RuntimeError: except RuntimeError:
@@ -233,4 +264,9 @@ class PskBuilder(object):
w.weight = weight w.weight = weight
psk.weights.append(w) psk.weights.append(w)
if not options.use_raw_mesh_data:
bpy.data.objects.remove(mesh_object)
bpy.data.meshes.remove(mesh_data)
del mesh_data
return psk return psk

View File

@@ -80,6 +80,19 @@ class Psk(object):
('bone_index', c_int32), ('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 @property
def has_extra_uvs(self): def has_extra_uvs(self):
return len(self.extra_uvs) > 0 return len(self.extra_uvs) > 0
@@ -92,6 +105,14 @@ class Psk(object):
def has_vertex_normals(self): def has_vertex_normals(self):
return len(self.vertex_normals) > 0 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): def __init__(self):
self.points: List[Vector3] = [] self.points: List[Vector3] = []
self.wedges: List[Psk.Wedge] = [] self.wedges: List[Psk.Wedge] = []
@@ -102,3 +123,6 @@ class Psk(object):
self.extra_uvs: List[Vector2] = [] self.extra_uvs: List[Vector2] = []
self.vertex_colors: List[Color] = [] self.vertex_colors: List[Color] = []
self.vertex_normals: List[Vector3] = [] self.vertex_normals: List[Vector3] = []
self.morph_infos: List[Psk.MorphInfo] = []
self.morph_data: List[Psk.MorphData] = []
self.material_references: List[str] = []

View File

@@ -1,10 +1,10 @@
from typing import Type from typing import Type
from bpy.props import StringProperty, CollectionProperty, IntProperty, EnumProperty from bpy.props import BoolProperty, StringProperty, CollectionProperty, IntProperty, EnumProperty
from bpy.types import Operator, PropertyGroup from bpy.types import Operator, PropertyGroup, UIList
from bpy_extras.io_utils import ExportHelper from bpy_extras.io_utils import ExportHelper
from .builder import PskBuilder, PskBuilderOptions from .builder import build_psk, PskBuildOptions, get_psk_input_objects
from .data import * from .data import *
from ..helpers import populate_bone_group_list from ..helpers import populate_bone_group_list
from ..types import BoneGroupListItem from ..types import BoneGroupListItem
@@ -15,13 +15,7 @@ MAX_BONE_COUNT = 256
MAX_MATERIAL_COUNT = 256 MAX_MATERIAL_COUNT = 256
class PskExporter(object): def _write_section(fp, name: bytes, data_type: Type[Structure] = None, data: list = None):
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 = Section()
section.name = name section.name = name
if data_type is not None and data is not None: if data_type is not None and data is not None:
@@ -32,22 +26,25 @@ class PskExporter(object):
for datum in data: for datum in data:
fp.write(datum) fp.write(datum)
def export(self, path: str):
if len(self.psk.wedges) > MAX_WEDGE_COUNT: def export_psk(psk: Psk, path: str):
raise RuntimeError(f'Number of wedges ({len(self.psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}') if len(psk.wedges) > MAX_WEDGE_COUNT:
if len(self.psk.bones) > MAX_BONE_COUNT: raise RuntimeError(f'Number of wedges ({len(psk.wedges)}) exceeds limit of {MAX_WEDGE_COUNT}')
raise RuntimeError(f'Number of bones ({len(self.psk.bones)}) exceeds limit of {MAX_BONE_COUNT}') if len(psk.points) > MAX_POINT_COUNT:
if len(self.psk.points) > MAX_POINT_COUNT: raise RuntimeError(f'Numbers of vertices ({len(psk.points)}) exceeds limit of {MAX_POINT_COUNT}')
raise RuntimeError(f'Numbers of vertices ({len(self.psk.points)}) exceeds limit of {MAX_POINT_COUNT}') if len(psk.materials) > MAX_MATERIAL_COUNT:
if len(self.psk.materials) > MAX_MATERIAL_COUNT: raise RuntimeError(f'Number of materials ({len(psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}')
raise RuntimeError(f'Number of materials ({len(self.psk.materials)}) exceeds limit of {MAX_MATERIAL_COUNT}') if len(psk.bones) > MAX_BONE_COUNT:
raise RuntimeError(f'Number of bones ({len(psk.bones)}) exceeds limit of {MAX_BONE_COUNT}')
elif len(psk.bones) == 0:
raise RuntimeError(f'At least one bone must be marked for export')
with open(path, 'wb') as fp: with open(path, 'wb') as fp:
self.write_section(fp, b'ACTRHEAD') _write_section(fp, b'ACTRHEAD')
self.write_section(fp, b'PNTS0000', Vector3, self.psk.points) _write_section(fp, b'PNTS0000', Vector3, psk.points)
wedges = [] wedges = []
for index, w in enumerate(self.psk.wedges): for index, w in enumerate(psk.wedges):
wedge = Psk.Wedge16() wedge = Psk.Wedge16()
wedge.material_index = w.material_index wedge.material_index = w.material_index
wedge.u = w.u wedge.u = w.u
@@ -55,15 +52,15 @@ class PskExporter(object):
wedge.point_index = w.point_index wedge.point_index = w.point_index
wedges.append(wedge) wedges.append(wedge)
self.write_section(fp, b'VTXW0000', Psk.Wedge16, wedges) _write_section(fp, b'VTXW0000', Psk.Wedge16, wedges)
self.write_section(fp, b'FACE0000', Psk.Face, self.psk.faces) _write_section(fp, b'FACE0000', Psk.Face, psk.faces)
self.write_section(fp, b'MATT0000', Psk.Material, self.psk.materials) _write_section(fp, b'MATT0000', Psk.Material, psk.materials)
self.write_section(fp, b'REFSKELT', Psk.Bone, self.psk.bones) _write_section(fp, b'REFSKELT', Psk.Bone, psk.bones)
self.write_section(fp, b'RAWWEIGHTS', Psk.Weight, self.psk.weights) _write_section(fp, b'RAWWEIGHTS', Psk.Weight, psk.weights)
def is_bone_filter_mode_item_available(context, identifier): def is_bone_filter_mode_item_available(context, identifier):
input_objects = PskBuilder.get_input_objects(context) input_objects = get_psk_input_objects(context)
armature_object = input_objects.armature_object armature_object = input_objects.armature_object
if identifier == 'BONE_GROUPS': if identifier == 'BONE_GROUPS':
if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups: if not armature_object or not armature_object.pose or not armature_object.pose.bone_groups:
@@ -72,6 +69,75 @@ def is_bone_filter_mode_item_available(context, identifier):
return True return True
class PSK_UL_MaterialList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
row = layout.row()
row.label(text=str(getattr(item, 'material_name')), icon='MATERIAL')
class MaterialListItem(PropertyGroup):
material_name: StringProperty()
index: IntProperty()
@property
def name(self):
return self.material_name
def populate_material_list(mesh_objects, material_list):
material_list.clear()
material_names = []
for mesh_object in mesh_objects:
for i, material in enumerate(mesh_object.data.materials):
# TODO: put this in the poll arg?
if material is None:
raise RuntimeError('Material cannot be empty (index ' + str(i) + ')')
if material.name not in material_names:
material_names.append(material.name)
for index, material_name in enumerate(material_names):
m = material_list.add()
m.material_name = material_name
m.index = index
class PskMaterialListItemMoveUp(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 PskMaterialListItemMoveDown(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 PskExportOperator(Operator, ExportHelper): class PskExportOperator(Operator, ExportHelper):
bl_idname = 'export.psk' bl_idname = 'export.psk'
bl_label = 'Export' bl_label = 'Export'
@@ -88,30 +154,45 @@ class PskExportOperator(Operator, ExportHelper):
def invoke(self, context, event): def invoke(self, context, event):
try: try:
input_objects = PskBuilder.get_input_objects(context) input_objects = get_psk_input_objects(context)
except RuntimeError as e: except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e)) self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'} return {'CANCELLED'}
pg = context.scene.psk_export pg = getattr(context.scene, 'psk_export')
# Populate bone groups list. # Populate bone groups list.
populate_bone_group_list(input_objects.armature_object, pg.bone_group_list) populate_bone_group_list(input_objects.armature_object, pg.bone_group_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) context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'} 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): def draw(self, context):
layout = self.layout layout = self.layout
scene = context.scene pg = getattr(context.scene, 'psk_export')
pg = scene.psk_export
layout.prop(pg, 'use_raw_mesh_data')
# BONES # BONES
box = layout.box() layout.label(text='Bones', icon='BONE_DATA')
box.label(text='Bones', icon='BONE_DATA')
bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static bone_filter_mode_items = pg.bl_rna.properties['bone_filter_mode'].enum_items_static
row = box.row(align=True) row = layout.row(align=True)
for item in bone_filter_mode_items: for item in bone_filter_mode_items:
identifier = item.identifier identifier = item.identifier
item_layout = row.row(align=True) item_layout = row.row(align=True)
@@ -119,20 +200,38 @@ class PskExportOperator(Operator, ExportHelper):
item_layout.enabled = is_bone_filter_mode_item_available(context, identifier) item_layout.enabled = is_bone_filter_mode_item_available(context, identifier)
if pg.bone_filter_mode == 'BONE_GROUPS': if pg.bone_filter_mode == 'BONE_GROUPS':
row = box.row() row = layout.row()
rows = max(3, min(len(pg.bone_group_list), 10)) rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index', rows=rows) row.template_list('PSX_UL_BoneGroupList', '', pg, 'bone_group_list', pg, 'bone_group_list_index', rows=rows)
layout.separator()
# MATERIALS
layout.label(text='Materials', icon='MATERIAL')
row = layout.row()
rows = max(3, min(len(pg.bone_group_list), 10))
row.template_list('PSK_UL_MaterialList', '', pg, 'material_list', pg, 'material_list_index', rows=rows)
col = row.column(align=True)
col.operator(PskMaterialListItemMoveUp.bl_idname, text='', icon='TRIA_UP')
col.operator(PskMaterialListItemMoveDown.bl_idname, text='', icon='TRIA_DOWN')
layout.separator()
layout.prop(pg, 'should_ignore_bone_name_restrictions')
def execute(self, context): def execute(self, context):
pg = context.scene.psk_export pg = context.scene.psk_export
builder = PskBuilder() options = PskBuildOptions()
options = PskBuilderOptions()
options.bone_filter_mode = pg.bone_filter_mode options.bone_filter_mode = pg.bone_filter_mode
options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected] options.bone_group_indices = [x.index for x in pg.bone_group_list if x.is_selected]
options.use_raw_mesh_data = pg.use_raw_mesh_data
options.material_names = [m.material_name for m in pg.material_list]
options.should_ignore_bone_name_restrictions = pg.should_ignore_bone_name_restrictions
try: try:
psk = builder.build(context, options) psk = build_psk(context, options)
exporter = PskExporter(psk) export_psk(psk, self.filepath)
exporter.export(self.filepath) self.report({'INFO'}, f'PSK export successful')
except RuntimeError as e: except RuntimeError as e:
self.report({'ERROR_INVALID_CONTEXT'}, str(e)) self.report({'ERROR_INVALID_CONTEXT'}, str(e))
return {'CANCELLED'} return {'CANCELLED'}
@@ -152,9 +251,22 @@ class PskExportPropertyGroup(PropertyGroup):
) )
bone_group_list: CollectionProperty(type=BoneGroupListItem) bone_group_list: CollectionProperty(type=BoneGroupListItem)
bone_group_list_index: IntProperty(default=0) bone_group_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=MaterialListItem)
material_list_index: IntProperty(default=0)
should_ignore_bone_name_restrictions: BoolProperty(
default=False,
name='Ignore Bone Name Restrictions',
description='Bone names restrictions will be ignored. Note that bone names without properly formatted names '
'cannot be referenced in scripts'
)
classes = ( classes = (
MaterialListItem,
PSK_UL_MaterialList,
PskMaterialListItemMoveUp,
PskMaterialListItemMoveDown,
PskExportOperator, PskExportOperator,
PskExportPropertyGroup PskExportPropertyGroup,
) )

View File

@@ -1,36 +1,64 @@
import os import os
import sys import sys
from math import inf from math import inf
from typing import Optional from typing import Optional, List
import bmesh import bmesh
import bpy import bpy
import numpy as np import numpy as np
from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty from bpy.props import BoolProperty, EnumProperty, FloatProperty, StringProperty
from bpy.types import Operator, PropertyGroup from bpy.types import Operator, VertexGroup
from bpy_extras.io_utils import ImportHelper from bpy_extras.io_utils import ImportHelper
from mathutils import Quaternion, Vector, Matrix from mathutils import Quaternion, Vector, Matrix
from .data import Psk from .data import Psk
from .reader import PskReader from .reader import read_psk
from ..helpers import rgb_to_srgb from ..helpers import rgb_to_srgb, is_bdk_addon_loaded
class PskImportOptions(object): class PskImportOptions:
def __init__(self): def __init__(self):
self.name = '' self.name = ''
self.should_import_mesh = True
self.should_reuse_materials = True
self.should_import_vertex_colors = True self.should_import_vertex_colors = True
self.vertex_color_space = 'sRGB' self.vertex_color_space = 'sRGB'
self.should_import_vertex_normals = True self.should_import_vertex_normals = True
self.should_import_extra_uvs = True self.should_import_extra_uvs = True
self.should_import_skeleton = True
self.should_import_shape_keys = True
self.bone_length = 1.0 self.bone_length = 1.0
self.should_import_materials = True
class PskImporter(object): 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.orig_quat: Quaternion = Quaternion()
self.orig_loc: Vector = Vector()
self.post_quat: Quaternion = Quaternion()
class PskImportResult:
def __init__(self): def __init__(self):
pass self.warnings: List[str] = []
def import_psk(self, psk: Psk, context, options: PskImportOptions):
def import_psk(psk: Psk, context, options: PskImportOptions) -> PskImportResult:
result = PskImportResult()
armature_object = None
if options.should_import_skeleton:
# ARMATURE # ARMATURE
armature_data = bpy.data.armatures.new(options.name) armature_data = bpy.data.armatures.new(options.name)
armature_object = bpy.data.objects.new(options.name, armature_data) armature_object = bpy.data.objects.new(options.name, armature_data)
@@ -48,21 +76,6 @@ class PskImporter(object):
bpy.ops.object.mode_set(mode='EDIT') 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 = [] import_bones = []
for bone_index, psk_bone in enumerate(psk.bones): for bone_index, psk_bone in enumerate(psk.bones):
@@ -110,14 +123,29 @@ class PskImporter(object):
edit_bone['post_quat'] = import_bone.local_rotation.conjugated() edit_bone['post_quat'] = import_bone.local_rotation.conjugated()
# MESH # MESH
if options.should_import_mesh:
mesh_data = bpy.data.meshes.new(options.name) mesh_data = bpy.data.meshes.new(options.name)
mesh_object = bpy.data.objects.new(options.name, mesh_data) mesh_object = bpy.data.objects.new(options.name, mesh_data)
# MATERIALS # MATERIALS
for material in psk.materials: if options.should_import_materials:
# TODO: re-use of materials should be an option for material_index, psk_material in enumerate(psk.materials):
bpy_material = bpy.data.materials.new(material.name.decode('utf-8')) material_name = psk_material.name.decode('utf-8')
mesh_data.materials.append(bpy_material) 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)
material.use_nodes = True
mesh_data.materials.append(material)
bm = bmesh.new() bm = bmesh.new()
@@ -137,7 +165,7 @@ class PskImporter(object):
degenerate_face_indices.add(face_index) degenerate_face_indices.add(face_index)
if len(degenerate_face_indices) > 0: if len(degenerate_face_indices) > 0:
print(f'WARNING: Discarded {len(degenerate_face_indices)} degenerate face(s).') result.warnings.append(f'Discarded {len(degenerate_face_indices)} degenerate face(s).')
bm.to_mesh(mesh_data) bm.to_mesh(mesh_data)
@@ -195,7 +223,8 @@ class PskImporter(object):
vertex_color_data.data[loop_index].color = 1.0, 1.0, 1.0, 1.0 vertex_color_data.data[loop_index].color = 1.0, 1.0, 1.0, 1.0
if len(ambiguous_vertex_color_point_indices) > 0: if len(ambiguous_vertex_color_point_indices) > 0:
print(f'WARNING: {len(ambiguous_vertex_color_point_indices)} vertex(es) with ambiguous vertex colors.') result.warnings.append(
f'{len(ambiguous_vertex_color_point_indices)} vertex(es) with ambiguous vertex colors.')
# VERTEX NORMALS # VERTEX NORMALS
if psk.has_vertex_normals and options.should_import_vertex_normals: if psk.has_vertex_normals and options.should_import_vertex_normals:
@@ -209,38 +238,72 @@ class PskImporter(object):
bm.normal_update() bm.normal_update()
bm.free() bm.free()
# WEIGHTS
# Get a list of all bones that have weights associated with them. # 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)) 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))): vertex_groups: List[Optional[VertexGroup]] = [None] * len(psk.bones)
import_bone.vertex_group = mesh_object.vertex_groups.new( for bone_index, psk_bone in map(lambda x: (x, psk.bones[x]), vertex_group_bone_indices):
name=import_bone.psk_bone.name.decode('windows-1252')) vertex_groups[bone_index] = mesh_object.vertex_groups.new(name=psk_bone.name.decode('windows-1252'))
for weight in psk.weights: 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')
# 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)
# Add armature modifier to our mesh object. # Add armature modifier to our mesh object.
if options.should_import_skeleton:
armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE') armature_modifier = mesh_object.modifiers.new(name='Armature', type='ARMATURE')
armature_modifier.object = armature_object armature_modifier.object = armature_object
mesh_object.parent = armature_object mesh_object.parent = armature_object
context.scene.collection.objects.link(mesh_object)
try: try:
bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='OBJECT')
except: except:
pass pass
return result
empty_set = set()
class PskImportOperator(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='')
class PskImportPropertyGroup(PropertyGroup):
should_import_vertex_colors: BoolProperty( should_import_vertex_colors: BoolProperty(
default=True, default=True,
options=set(), options=empty_set,
name='Vertex Colors', name='Vertex Colors',
description='Import vertex colors from PSKX files, if available' description='Import vertex colors from PSKX files, if available'
) )
vertex_color_space: EnumProperty( vertex_color_space: EnumProperty(
name='Vertex Color Space', name='Vertex Color Space',
options=set(), options=empty_set,
description='The source vertex color space', description='The source vertex color space',
default='SRGBA', default='SRGBA',
items=( items=(
@@ -251,14 +314,37 @@ class PskImportPropertyGroup(PropertyGroup):
should_import_vertex_normals: BoolProperty( should_import_vertex_normals: BoolProperty(
default=True, default=True,
name='Vertex Normals', name='Vertex Normals',
options=set(), options=empty_set,
description='Import vertex normals from PSKX files, if available' description='Import vertex normals, if available'
) )
should_import_extra_uvs: BoolProperty( should_import_extra_uvs: BoolProperty(
default=True, default=True,
name='Extra UVs', name='Extra UVs',
options=set(), options=empty_set,
description='Import extra UV maps from PSKX files, if available' description='Import extra UV maps, if available'
)
should_import_mesh: BoolProperty(
default=True,
name='Import Mesh',
options=empty_set,
description='Import mesh'
)
should_import_materials: BoolProperty(
default=True,
name='Import Materials',
options=empty_set,
)
should_reuse_materials: BoolProperty(
default=True,
name='Reuse Materials',
options=empty_set,
description='Existing materials with matching names will be reused when available'
)
should_import_skeleton: BoolProperty(
default=True,
name='Import Skeleton',
options=empty_set,
description='Import skeleton'
) )
bone_length: FloatProperty( bone_length: FloatProperty(
default=1.0, default=1.0,
@@ -266,52 +352,64 @@ class PskImportPropertyGroup(PropertyGroup):
step=100, step=100,
soft_min=1.0, soft_min=1.0,
name='Bone Length', name='Bone Length',
options=set(), options=empty_set,
description='Length of the bones' description='Length of the bones'
) )
should_import_shape_keys: BoolProperty(
default=True,
class PskImportOperator(Operator, ImportHelper): name='Shape Keys',
bl_idname = 'import.psk' options=empty_set,
bl_label = 'Export' description='Import shape keys, if available'
bl_options = {'INTERNAL', 'UNDO'} )
__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='')
def execute(self, context): def execute(self, context):
pg = context.scene.psk_import psk = read_psk(self.filepath)
reader = PskReader()
psk = reader.read(self.filepath)
options = PskImportOptions() options = PskImportOptions()
options.name = os.path.splitext(os.path.basename(self.filepath))[0] options.name = os.path.splitext(os.path.basename(self.filepath))[0]
options.should_import_extra_uvs = pg.should_import_extra_uvs options.should_import_mesh = self.should_import_mesh
options.should_import_vertex_colors = pg.should_import_vertex_colors options.should_import_extra_uvs = self.should_import_extra_uvs
options.should_import_vertex_normals = pg.should_import_vertex_normals options.should_import_vertex_colors = self.should_import_vertex_colors
options.vertex_color_space = pg.vertex_color_space options.should_import_vertex_normals = self.should_import_vertex_normals
options.bone_length = pg.bone_length options.vertex_color_space = self.vertex_color_space
PskImporter().import_psk(psk, context, options) 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
result = import_psk(psk, context, options)
if len(result.warnings):
message = f'PSK imported with {len(result.warnings)} warning(s)\n'
message += '\n'.join(result.warnings)
self.report({'WARNING'}, message)
else:
self.report({'INFO'}, f'PSK imported')
return {'FINISHED'} return {'FINISHED'}
def draw(self, context): def draw(self, context):
pg = context.scene.psk_import
layout = self.layout layout = self.layout
layout.use_property_split = True layout.prop(self, 'should_import_materials')
layout.use_property_decorate = False layout.prop(self, 'should_import_mesh')
layout.prop(pg, 'should_import_vertex_normals') row = layout.column()
layout.prop(pg, 'should_import_extra_uvs') row.use_property_split = True
layout.prop(pg, 'should_import_vertex_colors') row.use_property_decorate = False
if pg.should_import_vertex_colors: if self.should_import_mesh:
layout.prop(pg, 'vertex_color_space') row.prop(self, 'should_import_vertex_normals')
layout.prop(pg, 'bone_length') row.prop(self, 'should_import_extra_uvs')
row.prop(self, 'should_import_vertex_colors')
if self.should_import_vertex_colors:
row.prop(self, 'vertex_color_space')
row.prop(self, 'should_import_shape_keys')
layout.prop(self, 'should_import_skeleton')
row = layout.column()
row.use_property_split = True
row.use_property_decorate = False
if self.should_import_skeleton:
row.prop(self, 'bone_length')
classes = ( classes = (
PskImportOperator, PskImportOperator,
PskImportPropertyGroup,
) )

View File

@@ -1,15 +1,13 @@
import ctypes import ctypes
import os
import re
import warnings
from pathlib import Path
from .data import * from .data import *
class PskReader(object): def _read_types(fp, data_class, section: Section, data):
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_length = section.data_size * section.data_count
buffer = fp.read(buffer_length) buffer = fp.read(buffer_length)
offset = 0 offset = 0
@@ -17,8 +15,23 @@ class PskReader(object):
data.append(data_class.from_buffer_copy(buffer, offset)) data.append(data_class.from_buffer_copy(buffer, offset))
offset += section.data_size offset += section.data_size
def read(self, path) -> Psk:
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_psk(path: str) -> Psk:
psk = Psk() psk = Psk()
# Read the PSK file sections.
with open(path, 'rb') as fp: with open(path, 'rb') as fp:
while fp.read(1): while fp.read(1):
fp.seek(-1, 1) fp.seek(-1, 1)
@@ -26,30 +39,43 @@ class PskReader(object):
if section.name == b'ACTRHEAD': if section.name == b'ACTRHEAD':
pass pass
elif section.name == b'PNTS0000': elif section.name == b'PNTS0000':
PskReader.read_types(fp, Vector3, section, psk.points) _read_types(fp, Vector3, section, psk.points)
elif section.name == b'VTXW0000': elif section.name == b'VTXW0000':
if section.data_size == ctypes.sizeof(Psk.Wedge16): if section.data_size == ctypes.sizeof(Psk.Wedge16):
PskReader.read_types(fp, Psk.Wedge16, section, psk.wedges) _read_types(fp, Psk.Wedge16, section, psk.wedges)
elif section.data_size == ctypes.sizeof(Psk.Wedge32): elif section.data_size == ctypes.sizeof(Psk.Wedge32):
PskReader.read_types(fp, Psk.Wedge32, section, psk.wedges) _read_types(fp, Psk.Wedge32, section, psk.wedges)
else: else:
raise RuntimeError('Unrecognized wedge format') raise RuntimeError('Unrecognized wedge format')
elif section.name == b'FACE0000': elif section.name == b'FACE0000':
PskReader.read_types(fp, Psk.Face, section, psk.faces) _read_types(fp, Psk.Face, section, psk.faces)
elif section.name == b'MATT0000': elif section.name == b'MATT0000':
PskReader.read_types(fp, Psk.Material, section, psk.materials) _read_types(fp, Psk.Material, section, psk.materials)
elif section.name == b'REFSKELT': elif section.name == b'REFSKELT':
PskReader.read_types(fp, Psk.Bone, section, psk.bones) _read_types(fp, Psk.Bone, section, psk.bones)
elif section.name == b'RAWWEIGHTS': elif section.name == b'RAWWEIGHTS':
PskReader.read_types(fp, Psk.Weight, section, psk.weights) _read_types(fp, Psk.Weight, section, psk.weights)
elif section.name == b'FACE3200': elif section.name == b'FACE3200':
PskReader.read_types(fp, Psk.Face32, section, psk.faces) _read_types(fp, Psk.Face32, section, psk.faces)
elif section.name == b'VERTEXCOLOR': elif section.name == b'VERTEXCOLOR':
PskReader.read_types(fp, Color, section, psk.vertex_colors) _read_types(fp, Color, section, psk.vertex_colors)
elif section.name.startswith(b'EXTRAUVS'): elif section.name.startswith(b'EXTRAUVS'):
PskReader.read_types(fp, Vector2, section, psk.extra_uvs) _read_types(fp, Vector2, section, psk.extra_uvs)
elif section.name == b'VTXNORMS': elif section.name == b'VTXNORMS':
PskReader.read_types(fp, Vector3, section, psk.vertex_normals) _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: else:
raise RuntimeError(f'Unrecognized section "{section.name} at position {15:fp.tell()}"') # Section is not handled, skip it.
fp.seek(section.data_size * section.data_count, os.SEEK_CUR)
warnings.warn(f'Unrecognized section "{section.name} at position {fp.tell():15}"')
'''
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)
return psk return psk

View File

@@ -1,12 +1,14 @@
from bpy.props import StringProperty, IntProperty, BoolProperty from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty
from bpy.types import PropertyGroup, UIList from bpy.types import PropertyGroup, UIList, UILayout, Context, AnyType, Panel
class PSX_UL_BoneGroupList(UIList): class PSX_UL_BoneGroupList(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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 = layout.row()
row.prop(item, 'is_selected', text=item.name) row.prop(item, 'is_selected', text=getattr(item, 'name'))
row.label(text=str(item.count), icon='BONE_DATA') row.label(text=str(getattr(item, 'count')), icon='BONE_DATA')
class BoneGroupListItem(PropertyGroup): class BoneGroupListItem(PropertyGroup):
@@ -15,12 +17,34 @@ class BoneGroupListItem(PropertyGroup):
count: IntProperty() count: IntProperty()
is_selected: BoolProperty(default=False) is_selected: BoolProperty(default=False)
@property
def name(self): class PSX_PG_ActionExportPropertyGroup(PropertyGroup):
return self.name compression_ratio: FloatProperty(name='Compression Ratio', default=1.0, min=0.0, max=1.0, subtype='FACTOR', description='The key 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='Key Quota', default=0, min=1, description='The minimum number of frames to be exported')
class PSX_PT_ActionPropertyPanel(Panel):
bl_idname = 'PSX_PT_ActionPropertyPanel'
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
layout.prop(action.psa_export, 'compression_ratio')
layout.prop(action.psa_export, 'key_quota')
classes = ( classes = (
PSX_PG_ActionExportPropertyGroup,
BoneGroupListItem, BoneGroupListItem,
PSX_UL_BoneGroupList, PSX_UL_BoneGroupList,
PSX_PT_ActionPropertyPanel
) )